Wite Tutorial Manual

41
TUT ORI AL MANU AL

Transcript of Wite Tutorial Manual

Page 1: Wite Tutorial Manual

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TUTORIAL MANUAL

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CONTENTS1 GARY GRIGSBYrsquoS WAR IN THE EAST TUTORIAL 3

2 FIRST THINGS FIRST 33 GETTING STARTED 44 NAVIGATING THE INTERFACE OR ldquoWHAT THE HECK DO I DO NOWrdquo 8

41 Map Information Tab 942 Info Screens Tab Unit Detail Window and Unit Bar 10

421 HQ Unit Detail Window 13

43 Administration Tab 2744 Practice Makes Perfect 27

5 MOVING AND FIGHTING 2851 Command and Control (C2) Radius 30

52 Attacking 316 MAXIMIZING COMBAT STRENGTH IN A HEX 35

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Thanks go to Don Lazov and Pieter de Jong for writing up this Tutorial

1 TUTORIALWelcome We hope you find the following introduction to the game using the Velikie Luki lsquo42

Tutorial scenario helpful in reducing the learning curve

2 FIRST THINGS FIRSTWhen you first launch Gary Grigsbyrsquos War in the East you will be at the main menu screen From

here you can select which side controls the Axis or Soviet player (human or computer) thedifficulty level (Easy Normal Challenging Hard or Impossible) the Game Options (Computer

Controlled Fog of War Lock HQ Support Random Weather and Help levels which allow you

to further fine tune the Morale Fort Build Logistics Transport and Admin Help levels) and

the User Preferences For this tutorial we will walk you through what you need to know to get

up and get playing as quickly as possible For a more detailed explanation on all these other

functions and actions please see the Game Manual

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3 GETTING STARTEDSet the game set-up buttons on the main menu screen as follows for this tutorial by selecting

(select = left click ) on the menu buttons to cycle through the various available options

raquo Axis Computer

raquo Soviet Human

raquo Difficulty Easy

Your display (Main Menu Screen) should look like this

Now click the Game Options button which will take you to the Game Options screen Make

sure that the following are set (If not you can do so by simply selecting the check box items)

Computer Controlled

raquo Axis checked

raquo Soviet unchecked

Fog of War unchecked for both sidesNon-Random Weather checked

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General Difficulty Level Leave this and the help levels below it as they are they were already

set when we set the difficulty level to lsquoeasyrsquo on the main screen

Your screen (Game Options Screen) should look like this

When these are set per the above go ahead and select the check mark in the upper right to

close this screen saving your changes and returning to the main menu screen

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Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 2: Wite Tutorial Manual

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2

CONTENTS1 GARY GRIGSBYrsquoS WAR IN THE EAST TUTORIAL 3

2 FIRST THINGS FIRST 33 GETTING STARTED 44 NAVIGATING THE INTERFACE OR ldquoWHAT THE HECK DO I DO NOWrdquo 8

41 Map Information Tab 942 Info Screens Tab Unit Detail Window and Unit Bar 10

421 HQ Unit Detail Window 13

43 Administration Tab 2744 Practice Makes Perfect 27

5 MOVING AND FIGHTING 2851 Command and Control (C2) Radius 30

52 Attacking 316 MAXIMIZING COMBAT STRENGTH IN A HEX 35

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3

Thanks go to Don Lazov and Pieter de Jong for writing up this Tutorial

1 TUTORIALWelcome We hope you find the following introduction to the game using the Velikie Luki lsquo42

Tutorial scenario helpful in reducing the learning curve

2 FIRST THINGS FIRSTWhen you first launch Gary Grigsbyrsquos War in the East you will be at the main menu screen From

here you can select which side controls the Axis or Soviet player (human or computer) thedifficulty level (Easy Normal Challenging Hard or Impossible) the Game Options (Computer

Controlled Fog of War Lock HQ Support Random Weather and Help levels which allow you

to further fine tune the Morale Fort Build Logistics Transport and Admin Help levels) and

the User Preferences For this tutorial we will walk you through what you need to know to get

up and get playing as quickly as possible For a more detailed explanation on all these other

functions and actions please see the Game Manual

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4

3 GETTING STARTEDSet the game set-up buttons on the main menu screen as follows for this tutorial by selecting

(select = left click ) on the menu buttons to cycle through the various available options

raquo Axis Computer

raquo Soviet Human

raquo Difficulty Easy

Your display (Main Menu Screen) should look like this

Now click the Game Options button which will take you to the Game Options screen Make

sure that the following are set (If not you can do so by simply selecting the check box items)

Computer Controlled

raquo Axis checked

raquo Soviet unchecked

Fog of War unchecked for both sidesNon-Random Weather checked

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5

General Difficulty Level Leave this and the help levels below it as they are they were already

set when we set the difficulty level to lsquoeasyrsquo on the main screen

Your screen (Game Options Screen) should look like this

When these are set per the above go ahead and select the check mark in the upper right to

close this screen saving your changes and returning to the main menu screen

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6

Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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7

Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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3

Thanks go to Don Lazov and Pieter de Jong for writing up this Tutorial

1 TUTORIALWelcome We hope you find the following introduction to the game using the Velikie Luki lsquo42

Tutorial scenario helpful in reducing the learning curve

2 FIRST THINGS FIRSTWhen you first launch Gary Grigsbyrsquos War in the East you will be at the main menu screen From

here you can select which side controls the Axis or Soviet player (human or computer) thedifficulty level (Easy Normal Challenging Hard or Impossible) the Game Options (Computer

Controlled Fog of War Lock HQ Support Random Weather and Help levels which allow you

to further fine tune the Morale Fort Build Logistics Transport and Admin Help levels) and

the User Preferences For this tutorial we will walk you through what you need to know to get

up and get playing as quickly as possible For a more detailed explanation on all these other

functions and actions please see the Game Manual

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4

3 GETTING STARTEDSet the game set-up buttons on the main menu screen as follows for this tutorial by selecting

(select = left click ) on the menu buttons to cycle through the various available options

raquo Axis Computer

raquo Soviet Human

raquo Difficulty Easy

Your display (Main Menu Screen) should look like this

Now click the Game Options button which will take you to the Game Options screen Make

sure that the following are set (If not you can do so by simply selecting the check box items)

Computer Controlled

raquo Axis checked

raquo Soviet unchecked

Fog of War unchecked for both sidesNon-Random Weather checked

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5

General Difficulty Level Leave this and the help levels below it as they are they were already

set when we set the difficulty level to lsquoeasyrsquo on the main screen

Your screen (Game Options Screen) should look like this

When these are set per the above go ahead and select the check mark in the upper right to

close this screen saving your changes and returning to the main menu screen

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6

Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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4

3 GETTING STARTEDSet the game set-up buttons on the main menu screen as follows for this tutorial by selecting

(select = left click ) on the menu buttons to cycle through the various available options

raquo Axis Computer

raquo Soviet Human

raquo Difficulty Easy

Your display (Main Menu Screen) should look like this

Now click the Game Options button which will take you to the Game Options screen Make

sure that the following are set (If not you can do so by simply selecting the check box items)

Computer Controlled

raquo Axis checked

raquo Soviet unchecked

Fog of War unchecked for both sidesNon-Random Weather checked

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5

General Difficulty Level Leave this and the help levels below it as they are they were already

set when we set the difficulty level to lsquoeasyrsquo on the main screen

Your screen (Game Options Screen) should look like this

When these are set per the above go ahead and select the check mark in the upper right to

close this screen saving your changes and returning to the main menu screen

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6

Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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7

Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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20

You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 5: Wite Tutorial Manual

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5

General Difficulty Level Leave this and the help levels below it as they are they were already

set when we set the difficulty level to lsquoeasyrsquo on the main screen

Your screen (Game Options Screen) should look like this

When these are set per the above go ahead and select the check mark in the upper right to

close this screen saving your changes and returning to the main menu screen

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6

Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 6: Wite Tutorial Manual

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6

Now select the Preferences button Normally you can set these to whatever your heart desires

but for now we will change the default settings as annotated per the screen shot below with

the following default preferences turned off Show Jump Map and Show WeaponAircraft Icons

Again once you have unchecked the above items select the check mark in the upper right

hand corner to save your changes and return to the main menu screen

Okay with all the basics out of the way we can now select the button labelled ldquoPick Scenariordquo

to select the tutorial scenario When the Load Scenario screen appears you will see a list of

available scenarios to choose from Please select the Velikie Luki lsquo42 Tutorial and then select

the load scenario button which is located near the bottom left hand side of the screen

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7

Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 7: Wite Tutorial Manual

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7

Your screen (Pick Scenario screen) should look like this

After you select the scenario and then select the load scenario button your screen should look

like the below screenshot with the game started in Move mode signified by the pushed in

Move mode button (F1) We are going to talk about the interface next so some of the parts have

been annotated for the upcoming discussion

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 8: Wite Tutorial Manual

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8

Game Play Note The greyed out map sections are not playable thus

leaving an 18 hex by 5 hex playable section of the map area

4 NAVIGATING THE INTERFACE ORldquoWHAT THE HECK DO I DO NOWrdquoOkay now that we have selected all our game preferences and options and finally have the

tutorial scenario loaded what do all those tabs and buttons mean Well here again we will

assume you have at least glanced over the game manual and became somewhat familiar with

the tabs and buttons But here is a quick high level overview We wonrsquot go over every button

screen or window but you can find those kinds of details in section 50 of the manual

The game screen is divided into two sections the top panel and the main map area The

top panel is a multi-purpose interface that provides information and allows interaction with

the map area and on-map units It consists of a title bar three menu tabs (Map Information

Information Screens and Administration) each with a separate associated toolbar unit soft

factor selector action mode selection toolbar and a general information and city box

The three (3) tabs control various functions or modes within the game these tabs organize the

various functions of the game into logical sub-areas such as Map Information (where you can

manipulate the presentation of the map area and on-map units to include some unit actions)

Info Screens (where you can view information such as your Order of Battle the Commanders

Report (CR) Victory Conditions Losses and Production) and Administration (where you can

set your preferences and game options and save and quit the game) Within each main tab

there is a tool bar which further controls various actions available to you To the right of each

tab tool bar is the lsquosoft factorsrsquo toggle button which sets the type of information displayed in

various colors in the left corner of the unit counters Below the particular tool bar associated

with the tab is the mode tool bar which is common to all three tabs (this is further indicated

by the hotkeys F1-F12 listed on each button) In the far right corner of the top panel is the

general information and city box For the purposes of this tutorial the only parts you need to

know about are the turn number and date at the top and the number of administrative points

currently available which is the number (you start with 30) in the left corner of the box Letrsquos

spend some time looking at the interface

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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9

41 MAP INFORMATION TAB

This tab can have up to fifteen (15) buttonsfunctions depending on the map action unit and

hex selection you are currently performing available within the toolbar most of which have

something to do with map information Wersquoll talk about the permanent mode tool bar that sits

below the tab tool bars later

Although this is a small map scenario (with most of the map area greyed out and not playable)

it is still a good idea to be familiar with the functions available letrsquos briefly take a look at some

of map information tab buttons

Go ahead and select the first button in the tool bar This is the toggle units on the map button

and this is how you can display just the map to get yourself oriented Now select this button

again to redisplay the units Alternatively you can use the hot key t

Tutorial Note All references to hot keys in this tutorial will be displayed

in squiggly brackets just like on the game screen

Next you can either click the + or the - buttons to zoom the map area in or out You can also use

the hot keys (+-) on your keyboard or you can if you have a scroll wheel on your mouseuse it to zoom in and out by scrolling forward (zooming in) or backwards (zooming out)

Okay the next button is the Toggle enemy hexes onoff (or the e hotkey) Once selected it will

turn the hexes that are controlled by the other player to a light red as well as turn hexes that

you are in the process of taking control of to light grey

The toggle fort levels onoff will display the amount of man-made fortifications that have been

constructed in a hex The fort levels range from 0-5 and are added to the terrain modifiers to

arrive at the hexes fortification defense modifier Note that Velikie Luki (X82 Y40) could be a

tough place to take as it is city terrain (+2 defensive modifier) and has a level four fort level

Another useful button is the Toggle unit modes onoff button shift-r This is used to view at

a glance some of the various modes each unit can be on in the game Yoursquoll note when you

clicked it that nothing changed This is because none of the units in the tutorial are in one on

the four available modes (Refit Reserve Withdrawal and Static)

The Toggle unit isolated far from railhead or receiving beachhead supply shift-o displays the

current supply status of units

Lastly (for now) since this is a non-campaign scenario town city and urban hexes can be a

major source of victory points The toggle victory locations onoff button shift-v at the end of

the tool bar will display grey flags for Axis VP locations red flags for Soviet VP locations and

greyred flags for VP locations for both sides

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We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 10: Wite Tutorial Manual

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10

We will cover other buttons on this tool bar as they are needed but that should cover the

basics for now

42 INFO SCREENS TAB UNIT DETAIL WINDOW AND UNIT BAR

This tab has nine (9) buttons which as the tab indicates displays various information such as

Show Order of Battle o Show Losses l Show Production p Show Victory v Show Weatherw Show Air Doctrine d Show ReinforcementWithdrawal schedule i Show Commanders

Report c and Show Logistics [Phase Event] Log Shift-e

Letrsquos go ahead and click the Show Order of Battle button and get an overview of all of our

forces within this scenariorsquos Order of Battle (OOB) On the left hand side yoursquoll see a list of all

the available higher Headquarter formations (HQ) and their leader (Commanding General) On

the right hand side yoursquoll the total amounts of men guns Armoured Fighting Vehicles (AFV)

and aircraft The number to the left represents totals in each category and the number in the

parentheses represents the ready or undamaged elementsIn this screen shot we see the OOB unexpanded and the totals on the right^

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 11: Wite Tutorial Manual

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11

Game Play Tip Almost all displays can be closed by clicking the X in the

upper right hand corner to close the display

In this screen shot we have expanded the OOB out by selecting each [+] so that they change

to [-] Now you can see that the STAVKA High Command headquarters (HQ) has no unitsattached directly to it but the Kalinin Front HQ has the 3rd Shock Army which is commanded

by General Purkaev as well as an Air Base unit with several attached air group units (Soviet Air

Regiments) Also in the chain of command are the subordinate units attached to the 3rd Shock

Army such as the 2nd Mechanized Corps several Rifle divisions a Guards division a tank

brigade a ski brigade and a number of battalion and regimental sized support units

Go ahead and scroll up to the top of the screen and select the blue text labelled STAVKA (the

text will turn yellow indicating itrsquos selectable or that something can happen) Once you have

selected the text the game interface takes you directly (and centers on) to the map with the

unitrsquos hex location selected and its detail window displayed

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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20

You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 12: Wite Tutorial Manual

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12

Your screen should look like this

Okay there is a lot going on here but donrsquot panic We going to digress for a minute to cover the

unit detail window (the display currently covering the main map area) and then the unit bar

(the display on the right)

First things first when you select the text for STAVKA the game interface selected the hex and

the unit you wanted to look at and opened up the unit detail window centered on the map On

the right hand side yoursquoll see the unit bar which displays all the units in that particular hex In

this case besides STAVKA HQ we also have the Kalinin Front HQ

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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20

You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 13: Wite Tutorial Manual

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13

Okay back to the unit detail window From the top left hand corner we have numbered in pink

each item that has selectable (blue) text (something you can change) and lettered in yellow the

information areas

421 HQ UNIT DETAIL WINDOW

raquo (1) Display leader detail or dismiss leader

raquo (2) Display ground element detail

raquo (3) Form a new support unit OR Assign a unit from a higher HQ

raquo (4) Change to show on-map units attached or show support units attached

raquo (5) Increase (ADD) Decrease (SUB) Support units and

or Turn off auto movement (LOCK) of support units

raquo (6) Display unit TOE details

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 14: Wite Tutorial Manual

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14

raquo (7) Set unit MAX TOE 50-100

raquo (8) Show supply segment information

raquo

(9) Go to Commanderrsquos report with filter set to display all subordinate units raquo (a) FAT = fatigue level

raquo (b) Morale of unit

raquo (c) Motorized (vehiclesneed)

raquo (d) Nation

raquo (e) Supply Fuel Ammo and Support totalsneed

raquo

(f) Transportation Costs and In Supply MPShall we now cover all of these items Oh you got it all okay letrsquos just move on then no

FIGURE 1

Starting with item 1 when you hover over the Leaders name yoursquoll see something like

For now just note that you can dismiss this leader and assign a new leader from here and

while hovering over the leaders name yoursquoll note all of his values ranging from Political Morale

Initiative Admin Mech Infantry Air Naval as well as see his Victories and Defeats

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If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 15: Wite Tutorial Manual

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15

If you actually select the leaders name you are presented with a leader detail window that

looks like this

These just show the same values with a few more details and gives you a chance if you desire

to dismiss the leader and assign a new one from the available pool of leaders

Go ahead and click the Dismissal Cost text and then yoursquoll see the following

This shows us all the available leaders to choose from From here you can also see MarshallShaposhnikovrsquos values across the top For each leader you can see the Admin Cost in Admin

Points (AP) and the values of that leader and compare him to the leader you want to dismiss

Yoursquoll note on this display that the values use the abbreviation P-M-I-A (Political Morale

Initiative Admin) and M-I-A-N (Mech Infantry Air Naval) and V-D (Victories-Defeats which are

the same as Wins-Losses) Lastly there is a Unit section which tells you if the leader you want

to assign to command this formation is already assigned to another unit

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Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 16: Wite Tutorial Manual

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16

Moving on to item number 2 if you move the mouse cursor over the text it will show ldquoDisplay

ground element detailrdquo

When this text is selected the ground element detail window will be displayed This will show

the Nation Type and all the details for that ground element Since this ground element is a

support squad ground element there is not a lot to see but here is what it looks like

Item number 3 is form new support unit or assign a unit from a higher HQ When the mouse

curser is over the text you will see this

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 17: Wite Tutorial Manual

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17

When you select this text yoursquoll be presented with a list of support units to choose from For

Soviet units the player has the option of creating a new unit if one is not available (0 in the AVL

column) though the support unit will be a shell that needs replacements prior to being ready

When you select the AssignForm text you should see something like this

For this tutorial go ahead and select the TOE (Table of Equipment) of the first unit the 42

Separate Tank Regiment The TOE window which provides the prescribed number of generic

and specific ground elements in the unit should look something like this

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 18: Wite Tutorial Manual

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18

Click the X in the right hand corner to close this display Now go ahead and select the 42

Separate Tank Regiment to attach it to this HQ unit Note that this will cost some AP from your

existing pool but that is okay because we have plenty (30) for this scenario

A text pop up will briefly appear indicating that this unit is being attached After you see thatgo ahead and close the pick support unit window

Your screen should now look like this

Item number 4 allows you to cycle through displaying either the combat and HQ units attached

or the support units attached to this HQ unit Here are the two different displays that you willsee

raquo Showing attached combat and HQ units in this case there is only one the

Kalinin Front HQ

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 19: Wite Tutorial Manual

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19

raquo Showing attached support units in this case the newly created 101st Separate

Tank Regiment Note that the (u) indicates that the support unit is unready and

cannot be committed to combat yet When a new unit is created it starts with

no troops and must be filled with replacements

We can now select the 101st text to view the unit and thus see that it currently has no ready

(RDY) ground elements but that each type of ground element has had an initial experience

(EXP) level established Damage (DAM) and fatigue (FAT) will not be a factor for this unit until

ground elements arrive as replacements at the beginning of the next Soviet turn

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You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 20: Wite Tutorial Manual

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20

You may have noticed that the support unit detail window is very similar to the HQ display

since these are both unit detail windows Close this display and now look at item number 5

from Figure 1

The ADD SUB and LOCK are used for setting the Support Levels As their names imply you canadd subtract or lock the support level What this does is to increase decrease or lock the

possible (depending on the overall demand for support units) flow of support units As you may

recall from the Pick a Support Unit (accessed from AssignForm) depending on the time frame

the support units can range from independent tank heavy tank flame tank motorcycle gun

artillery AT AA Mortar Rocket Sapper Construction RR construction brigades regiments and

battalions that can be assigned to help support the unit in question Generally Soviet Corps

sized combat units and HQ units can attach support units while for the Germans besides their

HQ units their division sized combat units can also attach support units So be advised that if

you see German infantry divisions and Soviet Corps combat units they may have support unitsdirectly attached in addition to their normal TOE allotment There is also a special combat unit

called a fortified zoneregion that can directly attach support units Also note that while there

is no limit for HQ units attaching support units the combat units (Soviet Corps German

Divisions and fortified regionszones) these units can only have three (3) support units attached

at any one time

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 21: Wite Tutorial Manual

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21

By default we are letting the game handle the flow of support units to our higher HQ units and

then down to the lower HQ units that are part of their chain of command So STAVKA High

Command HQ is the highest HQ in our OOB and its current default support level is 3 which

means that the game interface will attempt to automatically attach up to 3 support units ofeach type as they become available Recall that when we had you set up the tutorial that we

had you make sure that you did not check the Lock HQ support If locked at the start then

you have to manually change the support level for all your HQ units in a chain of command to

allow automatic transfers While this may seem trivial in this tutorial you can imagine in a large

scenario with fifty or more HQ units that this can be quite a chore

To add or subtract support levels simply click the button you wish do this with likewise to lock

and prevent the game from assigning available support units to your unit click the Lock text

For this tutorial we will leave it at the default support level for STAVKA HQ

For Figure 1 item number 6 in the second part of the display we can hover over the TOE 5159

text and the text pop up will indicate that we can select this to view or display the TOE for this

unit Go ahead and select this

As you can see from this window there are two sides the TOE side shows the unit type in

this case HQ High Command the number (NUM) and GROUND ELEMENT TYPE In this case

the prescribed TOE is 1000 Support squads which at 20 men per support squad is equal to

20000 men On the right hand side we see the ACTUAL TOE of the unit and the actual name

in this case STAVKA as well as the NUM and GROUND ELEMENT type along with the actual

percentage (PCT) of the TOE in our case 59 of TOE strength So we can see that STAVKA HQ

has 590 Support squads and 11800 men which is equal to 59 of the prescribed TOE We will

find this type of information more useful when we get to some actual fighting units

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 22: Wite Tutorial Manual

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22

Go ahead and close this window and we will move on to Figure 1 item number 7 Set MAX TOE

50-100 As the name indicates you can set the max TOE you want this unit to have Yoursquoll

note that by default this should be set already for you to a max of 100 (or 100)

So how does this help you Good question comrade Basically as you play the game and you

watch your production values or the Logistics Phase Event Log shift-e or the the OOB display

yoursquoll have a running list of available men and ready men If you feel or from your analysis you

see a trend of a decrease in available manpower you may decide to set your MAX TOE to say

50 for units in quiet sectors of the front so that units that are actively engaged in operations

can slurp up more of the available replacement manpower and equipment

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 23: Wite Tutorial Manual

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23

Referencing Figure 1 item 8 Show supply segment info there is a lot of information here (see

the Game manual for details) but you can see the current status of supplies fuel ammo

generic vehicles (eg trucks) in the unit compared to 100 of the applicable requirement in the

top portion The bottom half shows you supply details for each turn but since there is nologistics phase for the first player turn of a game all the values will currently be zero Later on

you should go back and take a look at the beginning of turn 2 to see more action in the supply

detail window

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Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

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rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 24: Wite Tutorial Manual

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24

Go ahead and close that window For Figure 1 item 9 you will find this near the bottom of the

unit detail display and if you have a HQ unit selected you will see text that says SHOW

SUBORDINATES (CR)

When you select this the Commanderrsquos Report screen will be displayed showing you all the

subordinate units attached to that HQ unit

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 25: Wite Tutorial Manual

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25

Your display should look something like this

Since STAVKA is a High Command HQ you will see all units (and by default all onoff map

units) that are attached not only to STAVKA but also all units attached to HQ units attached to

STAVKA ie the entire Soviet chain of command for this scenario The Commanderrsquos Report is a

multi-tabbed spreadsheet containing information on units leaders equipment and battles that

can be sorted and filtered in numerous ways Briefly there are various reports across the top

tab and the total number of units that are currently assigned to this HQ the units themselves

are then listed and there are also sort able fields such as unit name type and other items

Lastly on the bottom are the filters that you can use to further refine your queries We will covermore as needed for this tutorial but please see the electronic version of the game manual

where the CR rates its own appendix for more detailed information

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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26

Go ahead and close this window Okay that covers our selectable items so we will now move

on to the static text items Please reference Figure 2 and the a-f items for this portion

FIGURE 2

Hopefully most of the static texts are self explanatory but basically they are from top to bottom

Starting with item (a) ground element experience (EXP) ready ground elements (RDY) damaged

ground elements (DAM) ground element name or type (GROUND ELEMENT) and fatigue (FAT)

In this example we can see 510 ready support squad ground elements and 80 damaged ones

Morale (b) is the current morale of the unit motorized (c) means that this unit uses mostly

vehicles and fuel to move (non-motorized units use mostly horses and supplies (fodder)) and

it also shows the total vehicles in the unit as well as the number needed to have 100 of its

requirement Nation (d) shows the country (SU for all Soviet units but can be different for Axis

units) and then we see a listing (e) of Supplies Fuel Ammo Support and the totals in the unit

and the totals needed to maintain the current number of ground elements in the unit Finally

with (f) we have the Transport Cost (for strategic movement by train or ship) and the supply

status (for this tutorial either in supply or isolated) and the distance in movement points (MP)

from its supply source

That covers the bases for the Info Screens tab the unit bar and some of the other interface

windows We will cover more functionality as needed

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

892019 Wite Tutorial Manual

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

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Page 27: Wite Tutorial Manual

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27

43 ADMINISTRATION TAB

This tab has five (5) buttons that allow you to 1) Quit and exit to the main menu shift-q 2)

Show Preferences shift-p 3) Show Game Options shift-g 4) Show Save Game shift-s and

5) Show Hotkey shift-h

Administration covers well basic administration of the game such as saving the current

scenario setting your preferences or game options exiting the game or displaying the hot keysavailable of which there are quite a few

44 PRACTICE MAKES PERFECT

We suggest you take a few minutes now and view the Game Manual hover the mouse over

each button to see what it might be used for and also select some of the tabs and associated

tool bars to see what they do When you are done we will see you back here and get you ready

to crush the 3rd Panzer Army

Okay now that you are ready and familiar with the interface letrsquos rock and roll

892019 Wite Tutorial Manual

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

892019 Wite Tutorial Manual

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

892019 Wite Tutorial Manual

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30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

892019 Wite Tutorial Manual

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

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37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

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E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

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Page 28: Wite Tutorial Manual

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28

5 MOVING AND FIGHTINGWell now that yoursquore somewhat familiar with the basics letrsquos begin with the nitty-gritty of

tactical movement and combat

If you have loaded the tutorial then you should be looking at a screen that looks something like

this in this case with fort levels and VP locations toggled on

Yoursquoll also notice that by default in the mode tool bar at the bottom of the top panel the F1 key

is pressed in and yellow while the rest are white and not pressed in

Each hex in the map area is designated by a set of coordinates labelled lsquoXrsquo and lsquoYrsquo You can

always use the hotkey h to locate a specific hex but since we have such a small map area

for this tutorial please move the mouse cursor over the hex in the right lower corner that has

the two HQ units and is also the location of a town named Nelidovo (X90 Y42) and then selectthe hex

The stack consists of two HQ units Kalinin Front and STAVKA

When you select a hex all units stacked in the hex are automatically selected You can select or

de-select individual units by selecting in a blank part of the unit box in the unit bar to the right

of the screen Selected units have their unit box highlighted in white

Now move the cursor to a nearby hex on the map

Note that as the interface is in move mode the map area indicates both the path the unit willtake to the hex your mouse cursor is over and the amount of movement points (MPrsquos from now

on) the unit will have left upon reaching that destination The MPrsquos left upon reaching the

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

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In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

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Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

892019 Wite Tutorial Manual

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 29: Wite Tutorial Manual

892019 Wite Tutorial Manual

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29

destination are also indicated in the hex pop-up box that appears when you hover over a hex

Here is an example of what the screen will look like

The MP cost to move to a certain hex is influenced by the terrain type weather conditions and

adjacent enemy units You can find a detailed description of movement and attack MP costs

in the game manual

To move a unit make sure it is selected (bordered in purple on the map area and unit box

highlighted in white in the unit bar) place the mouse cursor over the destination hex and right

click the mouse Feel free to move the HQ units around the eastern part of the playable map

area by right clicking on a destination hex

Game Play Info If while moving the mouse cursor around you end uplost in the grey un-playable part of the map area use hotkey Shift-C to

center back on the hex and units you have selected

Note that movement causes fatigue in ground elements and may damage vehicles The greater

the distance a unit moves during a turn the greater the fatigue and equipment damage

In some cases you can immediately undo a move If a unit is eligible to undo its move the

ldquoundo last moverdquo button will appear to the right of the ldquotoggle shift key onrdquo button in the mode

tool bar Select the undo button or use hotkey u to undo the move

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3040

30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

892019 Wite Tutorial Manual

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31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

892019 Wite Tutorial Manual

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32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

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33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

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34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

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35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

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36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 30: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3040

30

In the screenshot below the stack of HQ units has been moved The undo button is annotated

and a path is traced to the hex where the HQrsquos were moved from

51 COMMAND AND CONTROL (C2) RADIUS

Letrsquos check whether units are in range of the HQ unit that they are attached

The maximum command and control radius is 5 hexes for combat units tracing a path to their

HQ If theyrsquore outside that radius they will be unable to draw supply from the HQ unit (there

are alternatives to receive supply but they are not as effective) or have access to that HQ unitrsquos

attached support units during combat There is an additional type of support (using excess

support squad ground elements) that HQ units can provide that has different range restrictions

but we arenrsquot going to talk about it in the tutorial A description of HQ units and the impact of

C2 can be found in section 764 of the game manual

Take a look at the map and take note of the blue outline around the counters of the 3rd Shock

Army HQ and the 3rd SA air base unit The outline indicates that they are directly attached toone of the currently selected HQ units (in this case the Kalinin Front HQ unit) In other words

the selected HQ is the higher HQ of the unit with the blue outline If the unit was out of HQ

command and control range it would have a red outline

As you can see the selected HQ units donrsquot have any of the combat units directly attached

Go ahead and select X88 Y40 which will select the 3rd Shock Army HQ unit

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3140

31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3240

32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3340

33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3440

34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 31: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3140

31

Note that the combat units on the map now have a blue outline as theyrsquore in the C2 radius of

their HQ unit

52 ATTACKING

Select X85 Y40 with the stack of combat units containing a Tank brigade and two Rifledivisions

Now with the hex with the three combat units selected move the mouse cursor over to the

German infantry regiment directly to the west

Note that the cursor changes to a round icon with an arrow and a flash in it This icon indicates

a hasty attack can be launched against the German infantry unit

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3240

32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3340

33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3440

34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 32: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3240

32

Hasty attacks are ideal for attacking weakened units as spoiling attacks against units in the

process of constructing man-made fortification levels and for mobile units since deliberate

attacks (the other attack type that wersquoll discuss later) cost a significant amount of MPrsquos for

mobile units As mentioned earlier all MP costs for attacking can be found in the manual (eitherin section 60 of the printed manual or section 1415 of the electronic version)

Hasty attacks can only be made by a unit or a stack in a single hex so a maximum of 3 on-map

combat units can be involved in the attack The units making a hasty attack will have a lower

combat value than they would have when making a deliberate attack which makes the hasty

attack less ideal for attacking a fortified line or units in difficult terrain hexes such as heavy

woods rough mountain city or any form of urban hex

Now with the hasty attack icon displayed right click on the German unit to launch the attack

The combat window will now appear and you can see the attack unfold The screenshot showsthe combat resolution window at the end of the combat with the German infantry regiment

already retreated as a result of being defeated Note that the red line on the map area is the

graphic display of the flight of Soviet air group units flying automatic ground support with the

green line being the graphic display of Axis air group units flying automatic interception of the

Soviet ground support mission See sections 54 80 and 160 in the game manual for details

on air units and air missions in the game

The combat resolution window shows the following information

The top part of the window includes the hex coordinates of the location of the battle the terrain

type and the weather

The upper left hand side of the window displays the Axis forces involved in the attack with

their combat values (if any) indicated next to their unit name The number and type of aircraft

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3340

33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3440

34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 33: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3340

33

supporting the attack or defence are also indicated as well as the number and type of AA guns

firing at enemy planes if present In the lower part you can see the combat value (the pre-

combat combined strength of the units indicated above) command modifier (manual section

15622) modified (post-combat) combat value and the man-made fortification levelThe center of the window displays the initial strength for both sides in men guns AFVrsquos and

aircraft and below that the losses each side suffered during the fighting

Below that is provided the final result and odds of the battle (ratio of modified combat values)

as well as the pause and exit buttons You can pause the battle at any time and also exit the

battle at any time Exiting the battle will resolve the battle normally but you donrsquot have to watch

it in detail should you desire not to

While the combat is taking place this part of the combat resolution window will also display

the actions (bombing firing etc) that individual aircraft and ground elements involved in theattack are taking with the amount of detail displayed depending on the current combat detail

level (0-7) which can be set in the preferences section or by hotkeys 0-7 A lower detail

setting wonrsquot show individual aircraft or ground elements firing at each other but will only

show the general types of information being discussed now

The right hand side of the combat resolution window will show the same information for the

Soviet side as on the left hand side for the Axis player

As the attack is a Soviet hasty attack a ldquo(H)rdquo is displayed next to ldquoSoviet forces attackingrdquo

In this case the German infantry regiment lost the battle and was forced to retreat In other

circumstances where the Axis lost the defeated unit may have been routed shattered

(destroyed) or surrendered If the Axis had won the battle the German unit would have held

and remained in the hex

Use hotkey F11 or the ldquoshow battle sitesrdquo button in the mode tool bar and hover over the icon

you see in the hex you just attacked The attacker and defender strengths and losses as well as

the results will be displayed in a pop up window If you select the icon the combat resolution

window with the final results of the battle will be displayed

Press F1 or the ldquomove moderdquo button in the mode tool bar to return to tactical movement mode

Now we are going to try another kind of attack the deliberate attack

Deliberate attacks can be made both from a single hex or multiple hexes and multiple stacks

can participate in them as long as the units have enough MPrsquos to attack

You can make a deliberate attack by selecting a single combat unit or stack and holding the

shift key or by pressing the ldquotoggle shift key onrdquo button in the mode tool bar

First select hex X84 Y38 with the 44th Ski brigade

Next either toggle the shift key on or hold the shift key and move the cursor over to the Guards

Rifle division in the adjacent hex Hold the shift key or keep the toggle on during this process

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3440

34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 34: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3440

34

The Guards Rifle division should now be selected too as you can see in the modified unit bar in

the right hand corner of the screen which will now show the names of the units involved their

combat strength as depicted on their counter and their MPrsquos

Selecting the unit counter icon to the left of the unit name will deselect it In most cases ifyoursquove selected units that canrsquot make a deliberate attack their counter will not appear in the

panel There are some cases (eg combat units with insufficient MP non-artillery combat units

in a stack two hexes away) where you will have to manually deselect units before you will be

allowed to attack

With the units selected and shift key pressedtoggled on move the cursor to the adjacent hex

with the German infantry regiment

The cursor will change to a circle with a large flash in it

The screenshot shows the deliberate attack symbol and has the shift toggle button encircled

You can see which units are participating in the attack by the selected units in the unit bar on

the right hand side of the screen

Finally right click on the hex with the German infantry regiment to conduct the deliberate

attack

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 35: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3540

35

The combat resolution window will appear this time without the ldquo(H)rdquo next to ldquoSoviet forces

attackingrdquo For this battle the combat resolution message level has been set to 4 providing

more detail In the screenshot below we are in the middle of the fight and a Soviet rifle squad

ground element has just been hit and damaged by a German 81mm mortar ground element

This battle may go either way perhaps requiring the commitment of more Soviet combat units

in an additional attack to force a German retreat

Congratulations yoursquove just launched your first attacks and hopefully have forced the enemy

to retreat

6 MAXIMIZING COMBAT STRENGTH IN A HEXOnce you have forced the enemy back the next step is to plan your assault on Velikie Luki for

the next turns

The Soviet player can maximize combat strength in a hex through the formation of both division

and corps sized combat units from a number of smaller size units See section 753 of the

game manual for a listing of when certain unit types can form corps or when rifle or airborne

brigades can form divisions

You can form a corps size combat unit by selecting a stack that can combine into a corps and

pressing the build-upbreakdown units button under the ldquomap informationrdquo tab of the top panelor by using hotkey b key with the stack selected

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 36: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3640

36

Corps sized combat units allow you to consolidate the strength of for infantry units three

divisions or two divisions and a rifle brigade or for motorized units three motorized or tank

brigades into a mechanized or tank corps (three motorized brigades form a mechanized corps

and three Tank brigades form a Tank corps)Building up multiple units into a corps sized unit is important as corps combine strength into a

single unit so instead of three Rifle divisions in a hex (combined maximum of around 30000

men) you can triple that strength by having three Rifle corps in a hex (combined maximum

strength of around 90000 men)

The strength of an infantry corps is the sum of three divisions so it has a maximum TOE

strength of around 30000 men as the average Rifle division has a maximum TOE strength

of around 10000 men Also keep in mind that Ski brigades NKVD regiments or Naval Rifle

brigades can never buildup into a divisional unit or a corps Airborne brigades can only buildup with other airborne brigades either into a guards rifle division or a guards airborne division

depending on the date the buildup occurs

Even if you buildup a rifle corps from two divisions and one brigade the maximum TOE setting

will still be that of about three divisions the main difference will be that your newly formed

corps will probably have less men in it compared to if you formed it from three divisions The

strength of a Rifle corps in manpower remains fairly constant throughout the war the main

thing improving their performance as the war goes on will be experience and morale if the

corps combat units are managed properly There is a cost in admin points to initially form a

corps sized combat unit that varies depending on the type of unit

Likewise a cavalry corps will have the strength of three cavalry divisions As the cavalry

divisions decrease in maximum TOE strength substantially after a few months in 1941 this

brings their strength in manpower to about the level that a division starts with in June 1941

Cavalry corps TOE strength increases over time as the corps upgrades to new TOErsquos

A mechanized or tank corps is not the sum of three motorized or tank brigades as the mobile

corps have unique TOErsquos Mechanized or tank corps are the only Soviet mobile combat units

that have a maximum MP allowance of 50 as brigades are limited in their maximum MP

allowance

You can form Guards corps by combining at least two Guards units with a non-Guards unit of

the same unit type so in the case of the tutorial scenario two Guards Rifle divisions with a

non-Guards Rifle division You can naturally also form Guards corps from three Guards units

It is important to note that corps can only be formed if all units in the stack have at least 1 MP

left There are other restrictions that can be found in section 753 of the game manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 37: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3740

37

In the screenshot the 3 units circled to the north could form a guards rifle corps when built up

whilst the units to the south could buildup into a regular rifle corps

Now create some Soviet corps combat

units experimenting with what suitsyour immediate needs best in the

process and note the difference between

corps performance and divisional unit

performance

Now that yoursquove made your first attacks

and formed your first corps continue to

attack the German positions and try to win

the scenario Take your time to try differentstrategies You can always save your game

prior to a move or battle if you want to for

example try the battle several times using

different units or if you want to see how a

certain movement action will change the

operational situation

Good luck

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 38: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3840

E N D 983085 U S E R L I C E N S E A G R E E M E N T

YOU SHOULD CAREFULLY READ THE FOLLOWING LICENSE AGREEMENT BEFORE INSTALLING THISSOFTWARE PROGRAM

With the useinstallation of the CD(s)DVD(s) andor software program(s) you agree to the following licenseagreement

This License Agreement is a legal binding contract between you and Matrix Games Ltd andor itssubsidiaries for the above mentioned software prod uct consisting of the computer software and possiblerelevant media printing material and electronic operating instructions (the ldquosoftware productrdquo) By installingthe software product copying it or using it in any other way you are agreeing to accept the conditions ofthis License Agreement without change Should you not agree to the conditions of this License Agreementdo not install this software product but return it to where you purchased it according to their return policy

Software product licenseThis software product is copyrighted (by national law and international contracts) This software product hasnot been sold to you but is only licensed to you

License warrantyThis License Agreement warrants you a license with the following rights Use of the delivered software Thissoftware product may only be used by you You are allowed to install this software product and use it onany computer in your home only

Description of further rights and restrictionsRestrictions concerning Reverse Engineering Decompilation and Disassembling

You are not allowed to change the software product subject it to a reverse engineering decompilize ordisassemble it The software product is licensed in whole Its parts may not be separated a may not beused on more than one computer

Hiring out You may not lease rent or lend the software product to anyone

Software negotiation You are permitted to relinquish all rights you are entitled to under this License Agreement completely anddurably to another party as long as you

(a) do not retain any copies (of the whole software product or single parts of it)(b) relinquish the whole software product (including all covering material (in media- or form)upgrades and the License Agreement durable and completely to the consignee

Responsibilities Restrictions

The software product may contain an Editor that allows you to create custom levels scenarios or othermaterials for your personal use in connection with the software product (ldquonew materialsrdquo) You will notbe entitled to use or allow third parties to use the Editor andor the new materials created thereby forcommercial purposes including but not limited to distribution of new materials on a stand alone basisor packaged with other software or hardware through any and all distribution channels including butnot limited to retail sales and on-line electronic distribution without the express prior written consent ofMatrix Games Ltd and its subsidiaries You are expressly prohibited from selling andor otherwise profitingfrom any Editor add-on packs sequels or other items based upon or related to the software product and or the new materials without the express written consent of Matrix Games Ltd andor its subsidiaries Youmay freely distributed by email or on-line electronic distribution however Matrix Games Ltd specificallywithholds any license to the author of any such created custom levels scenarios or other materials todistribute copies thereof in any fixed media format Any persons doing so shall be guilty of copyrightviolation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder

Copyright and trademark rights(1) The software product (inclusive all illustrations photos animation sequences video audio music andtext parts which were embedded in the software product) as well as all the connected trade-mark and

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 39: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 3940

rights of usage the packaging printed materials and all copies of the software products are property ofMatrix Games Ltd andor its licensees andor licensorrsquos

(2) The software product is protected by copyright and trademark by national law international law andinternational contract stipulations

(3) With regard to archive purposes you may handle the software product like any other by copyright

protected work and you may not make copies of the printed materials which are included with the softwareproduct including the packaging

(4) You may not remove modify or change the statements about copyrights and trademarks from thesoftware product This particularly refers to statements and marks on the packing and the data media atstatements which are published on the web site or which are accessible by Internet or others which areincluded in the software product or are created from this

Limited WarrantyMatrix Games Ltd andor its subsidiaries warrant that the software product essentially works in agreementwith the written statements being supplied with the software product from Matrix Games Ltd andor itssubsidiaries This warranty covers 30 days beginning with the date stated on the receipt

Legal remedy of the consumerThe responsibility of Matrix Games Ltd andor its subsidiaries and its suppliers is limited to - one of thefollowing by choice of Matrix Games Ltd andor its subsidiaries -

(a) the payback of the license fee you paid not to exceed the purchased price or

(b) repair or replacement of the part or the parts of the software

product if returned directly to Matrix Games Ltd andor its subsidiaries including a copy of your receipt Thislimited warranty is not valid if the defect is based on an accident or misused or faulty handling For eachreplaced software product the guarantee will be for a period of an additional 30 days from the expirationof the original warranty as long as Matrix Games Ltd andor its subsidiaries determines that the softwareproduct was obtained legally

No further warranties

Matrix Games Ltd andor its subsidiaries and its suppliers do make as far as this is permitted by practicablelaw any further warranty as well as the liability for occurring or failure of an explicit or tacitly agreedcondition This includes especially the legal warranty for marketable quality for the suitability for a specialaim for property for the non-violation concerning the software product and the stipulation which assignsservice activities respective for shortcomings in the field of service activities

Limited Liability(1) As far as this is permitted by practicable law Matrix Games Ltd andor its subsidiaries and its suppliersare not liable for special damages being based on accident or mediate damages for any following

damages including compensation for the loss of business for the interruption of business operation for theloss of business information or any other financial damages arising from the use or an impossibility of theuse of the software product or from the guarantee or abstained guarantee of service activities This evenapplies if Matrix Games Ltd andor its subsidiaries product were directly responsible for such damages(2) In any case Matrix Games Ltd andor its subsidiariesacute entire liability will be by instruction of thisLicense Agreement limited to the amount the purchaser actually paid for the software product All of theserestrictions are not valid if Matrix Games Ltd andor its subsidiaries caused the damage willfully

Final Restrictions(1) Should restrictions of this contract be not legally binding in whole or in part andor not practicable and or lose their legal force later the validity of the remaining restrictions of the contracts shall remain in force

This also applies if it should be proved that the contract includes an unenforceable clause(2) Instead of the ineffective andor impracticable restriction because of that clause an adequate agreementshall be valid which as far as legally possible approaches best to the intended clause

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040

Page 40: Wite Tutorial Manual

892019 Wite Tutorial Manual

httpslidepdfcomreaderfullwite-tutorial-manual 4040