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 1914 - The Great War - Allied campaign

1914 - The Great War - Allied campaign
Author: Charles-Etienne Raynault
Completion date: 04-11-2008
Version: 1.1

	1914 - The Great War: Allied campaign walkthrough

 About a year ago I found this game completely by accident and I sort of liked
it. Personally, I like turn based strategies games and this is one the last 
made that I know of, it is kind of old school with modern graphics. The game 
was not released in North America so it might be hard to find. Feel free to 
contact me if you have questions or suggestions for this walkthrough. While 
playing this game it is easily noticeable that it was loosely translated from
German and there are a bunch of mistake and leftover text/dialogues. Also 
there are many name that are different in the manual than in the game.

*Rounds and turns when used in this walkthrough or in the game mean the same 
 things. Clicking 'end turn' button end it so make sure to do the best on each


The four types of units are :(units are detailed further)

1) Foot solider: Your basic units, the one you see/fight/use the most.
	-Assault troops
	-Machine gun post
	-Flamethrower section
	-Anti-tank troops
2) Artillery:  They are usually slow moving but with extreme attack range and 
		will cause a lot of damage. Many have an useful splash effect 
		that hurt nearby units. They are also harder to destroy due to 
		their heavy armor. None of them can attack air target.
		(Watch-out as splash damage it can also hurt your own units.)
	-Light field mortar
	-Light artillery
	-Medium howitzer
	-Heavy field mortar
	-Heavy howitzer
3) Vehicles: Armored vehicles to perform various tasks. 
 	     Tanks and armored vehicles fit in this category
	-Supply vehicle
	-Ammunition vehicle
	-Engineers Vehicle
	-Mark IV male
	-Renault FT-17 Mini Tank
	-Us steam tank
4) Planes: Move through air with very long range. The 2 types are:
             1) Fighters: can attack at very long range. 
                       Effective against other air units.
	     2) Bombardiers: can only target units on the ground.
			Act as air artillery.
	-Sopwith Camel
	-Spad fighter
	-Handley page
	-Fokker DVII Aircraft
	-Fokker DRII 'red baron'
	-Gotha Bomber

 There is a fifth category that can't be selected at the deploy screen.
 These are mission specific units.

X) fixed units: Unmovable and cannot be kept at the end of the mission.
	-Train artillery
	-Big bertha
	-Heavy AA gun
	-Observation balloon

	Managing your unit pool(reserve)

 This is a very important aspect of the game. Sometime the choice wont be 
obvious as you have to choose between different types of units. 

You start managing the reserve after the first mission is completed.
When you arrive at the 'Reserve' screen(titled unit pool) and you then get to 
choose which unit you want to keep. The general idea is to keep the most
experienced ones and leave the others. 

*Any unit in 'deployed' at the end of the mission will be left behind forever*
On the other hand units in your reserve will be there forever unless they
dies or left as 'deployed' and the end of a next mission.

*Pushing the automatic button will do this for you regardless of types.
 (May not be a good idea for later missions.) 
 Normally you never get to keep all units form previous missions so making a
 good choice is important.*
*Try to 'give' the killing blow to better units so they get more experience
 and get their promotions faster. Promoted units become invaluable later.*
 After the next mission intro, right before the next start, 
you get see the 'deployment' screen. It look similar to the reserve but 
this time you choose which units will be sent to the front. You can also 
choose to not deploy some and they will be kept in your reserve.

 You can swap any units with another one of the same type. Even if it is not 
the same unit. example: trade a pioneer for an infantry.

 So you could do a mission with only infantry as foot units or only pioneers.
If of course you have a reserve to support it. It is important to keep things 
balanced, so don't focus too much one unit type. 

 *Pushing the automatic button will swap all units with the same name of the 
type to your reserve or vice-versa.*
Take a good look before starting the mission and remember that it won't swap
automatically units of the same type if they are of different nationality.
(Considered by the game as different.) 

 Make the best use of your previously experienced units. That way they can 
gain their promotions to become more powerful, as you deploy hem on each 
mission until the last one. Don't hesitate to use different units than those
suggested if you feel like to.
example: Replace a supply vehicle by a tank will make things easier.
 Regardless of the mission, you will always start with some fresh new units.
Most of them you can't even choose so you will have a mix of new and old 
units. Some units cannot be swapped.
 Also keep in mind that the starting position of your units are fixed. But
by choosing which one you swap, you can put them in different locations.
It is possible 'to play' with positioning a bit and give you an advantage 
on the beginning of a battle. This requires a bit of save/load but it may help
you doing better during the battle.

 *If you think you messed up something in the reserve/deploying screen you can
simply reload the automatic saved game you got from last battle and make the 
appropriates changes.*

	My own reserve

Here is the general idea on how I managed my own reserve during the game:

 -Assault troops and infantry are your bread and butter. 
  I gave them an important place in my reserve. They should be in even 			
  number.(I kept 6 of each through the game)

 -Machine gun posts are important too but they are much less maneuverable
  I would keep 2-4 of them.

 -Pioneers, you may or may not keep depending of your playing style. They
  are just here to remove obstacles in late missions. Just 1 or 2 is enough
  (don't keep British ones). 

 -Supply trucks I would not keep or maybe just 1. (not useful enough)

 -Ambulance is invaluable to keep your infantry alive against 				
  artillery, keep one or two. 

 -Armored vehicle, I prefer the British tanks(Mark IV male) due to their heavy
  armor so you should keep a 4 of them. I did not like the St-Chamond, but they
  are able to damage air units.

 -Airplane,  I would just keep those offered to me. I prefer Sopwiths 
  over Spads but, you never get enough planes to fill your reserve.

 -keep the Handley page bombardier as it act like air artillery.
  (useful to destroy defenseless against air units like howitzers)


Well placing your units is vital as you are outnumbered in most missions.
Here how you should do it:

 -Position your units in order to make sure you get the 
  first attack on the enemy force and not the opposite. Even if that mean
  to move back your army. 

 -Rushing through the enemy will cause great casualties to your army and 
  reward you little. 

 -Trenches are your friend, while in trenches you take much less damage 
  and you do more damage to the units above you. 

 -Artillery and most vehicles are unable to  cross trenches. 

 -To avoid splash damage you should try to position your units like this:
				x x x x x
				 x x x x
			or like this:
				x x x x x
 				x x x x x
 With this position and because Artillery can't target empty square, it 
 won't hit more than 1 unit at a time. 
 (except for the very large artillery)

 -You can also reduce the chance to get targeted by placing yours units 
 right by enemy infantry(it will rarely hit his own troops unless they are 
crippled) or close by the 'cannon' itself.(Most artillery can't target 
adjacent squares).

 -When there is no artillery in range you should place your units like this:
				xxx xxx
  A straight line to allow the maximum of units to attack incoming infantry.
  Forming occasional 'holes' to allow units to move freely between the rows 
  when they get damaged.

 -Remember that assault troops can attack trough most obstacles but infantry 
  need a clear sight to attack although they get a better range.

 -Splash damage done by your own artillery will help you a lot. Remember that
  not all artillery can hit multiples target and the center of the shot will 
  always get most of the damage. 
  Here is what splash will be for different units:
	o= the square you aimed 	x= area covered by splash

		for Medium Howitzer, light field mortar:
		for the Big Bertha/railway artillery :
		For Light Field Artillery:(no splash) :


	Units’ stats

Maneuver(move range):
 -Mean the amount of squares the unit can move on the map. 
 In 1 turn you can only move then attack or just attacking. As attacking finish
 the turn for this unit. 
 Some units can only move OR act during a turn like medium howitzers.

Hit points(Life bar):
 -The amount of damage the unit can take before dying or being destroyed.
  On the life bar you can see some icons(crosshair, arrow, etc.). They mean 
 that once you take enough damage the unit will be considered crippled
 (symbols will be red) and some actions will reduced or halted.
 The order and position of those symbols are very important as it determine 
 the durability of the unit and some types can take way more punishment than 
 the others.
 ex: Infantry can take 4 shots from other infantry before it can't attack 

Here are the possible symptoms of being crippled:
 -Reduced maneuver
 -Unable to move at all
 -Strength reduced
 -Number of attacks reduced
 -Unable to attack
 -Can't use special skills

 Try to cripples enemy units before destroying them. You will reduce the damage
taken by turning them harmless. It will cause those crippled to retreat.
When your own units get crippled try to move them in a safe position where
they can safely wait until the end of the battle.
On the later missions the Enemy can have Ambulances and Engineering Vehicles 
and will attempts to restore the life of their own units but so you can if you
have the right vehicles.

 -The damage output, There are 2 values for strength. Ground is the most 
 important as you will mostly face ground units, but planes can be  a pain 
 later on so air is also important.

 -Higher the armor mean less damage taken each time hit. 
  All foot units have 0 armor so they take full damage every time they are hit.

Attack(attack range):
 This vary a lot from one units to an other. Very important for artillery that
 have limited maneuver.

Reconnaissance(sight range): 
 -Useful to spot the enemy, As you can't target the ones you don't see. It is
  normally unimportant unless you get the support from heavy artillery that 
  can cover a huge range, greater than their own sight.


 In this game each unit get his own experience counter. The number increase
 each time you attack, move or use a special skill. You also get an higher 
 amount of experience if the attack destroyed/killed an enemy(8-10 exp.).

 When your units have enough experience they get promoted with a new title
 and get bonus stats. The promotions are:
 -100exp. : regular
 -200exp. : veteran
 -400exp. : elite

 -Make sure you chase the crippled enemies who are retreating with fast movers.
 (like supply vehicle or assault troops) Before the battle end to make the 
 best experience from a battle. In order to succeed this you can leave a 
 single valid enemy alive and go finish the others ones. Alternativly you can
 try the 'automatic save glitch' (explained later). It normally takes 2 
 missions for an unit to get his first promotion. By the end of the game, you
 will have few elite units.

**glitch: When you get the 'mission accomplished' message let the mission end
 and then you can reload the 'automatic save game' to come back where you 
 finished, but still have 1 turn to kill more crippled. It is useful to get
 maximum experience from an mission while minimizing damage and maybe saving a
 few of your own units.**

Here is a list of the promotions I obtained:

 -Infantry: 100 exp > regular +1 to maneuver range
 -Infantry 200 exp > veteran +1 maneuver range +1 atk range.
 -Infantry: 400 exp > elite +1 Maneuver +1 atk range + 10 ground atk
 -Assault troops: 100 exp > regular +1 to maneuver range
 -Assault troops: 200 exp > veteran +1 to maneuver range +1 to atk range
 -Assault troops: 400 exp > elite +1 to maneuver +1 to atk range +10 ground atk
 -Pioneers: 100 exp > regular +1 to maneuver
 -Pioneers: 200 exp > veteran +1 to maneuver +1 to atk range
 -Light field artillery: 100 exp > regular +2 Attack range.
 -Light field artillery: 200 exp > veteran +2 attack range +10 ground attack
 -Machine gun post: 100 exp > regular +10 to ground attack
 -Machine gun post:200 exp > veteran +10 to ground attack + 1 atk range
 -Medium howitzer: 100 exp > regular +2 atk range
 -Medium howitzer: 200 exp > veteran +2atk range +20 ground atk
 -Mark IV male: 100 exp > regular +1 maneuver range
 -Mark IV male: 200 exp > veteran +1 maneuver range +1 atk range
 -Ambulance: 100 exp > regular +1 maneuver range
 -Sopwith camel: 100 exp > regular +2 maneuver range
 -Sopwith Camel: 200 exp > veteran +2 maneuver range +2 atk range
 -Spad Fighter Bomber: 100 exp > regular +2 view range
 -Flamethrower section: 100 exp > regular +1 maneuver range
 -Handley page: 100 exp > regular +20 ground attack
 -Handley page: 200 exp > veteran +20 ground attack +1 defense

**Promotions seem to vary with the units nationnality. At least it seem both
 French and British pioneers get different bonus stats on promotions.
 French pioneers bonuses are used in the list.**

	Units’ description:


Infantry: str:25/25 Armor:0 Maneuver:4 atk range:3
 -Your basic offensive unit, good movement and atk range, need a clear sight to

Ambulance: str0/0 Armor:8 Maneuver:6 atk range:0
 -Vehicle, can heal wounded or crippled unit completely, once in a round.

Pioneers: str:22/0 Armor:0 Maneuver:5 atk range:2
 -support units, can build barbed wires barricades(stracheldrath) or remove 
  wrecks and obstacles. Weak strength and minimal range. French pioneers got 
  more movement than British pioneers.

Light Field Artillery: atk:43/0 Armor:40 Maneuver:4 atk range:5
 -Artillery, With both good range and Movement. They act like beefed-up 
  infantry, Unfortunately it gets no splash damage.

Supply Vehicle: str:0/0 Armor: 8 Maneuver:6 atk range:0
 -Vehicle, can carry up to 4 foot units to great distance. Will protect units 
  inside, but if the vehicle get destroyed all unit it contain dies. Units 
  carried cannot move or act the turn they leave the vehicle so I am not sure
  it is worth to use it.

Observation Balloons: str:0/0 Armor: 0 Maneuver:0 atk range:0
 -Air unit, Cannot move or attack. Will only allow to see great distances.
 -Useful for artillery reconnaissance as you can't target units you cannot see.

Renault FT-17 mini tank str: 45/0 armor:32 maneuver:5 atk range: 3
 -Vehicle, The French Small tank. More movement but less range, 
 -I did not find them much useful.

St-Chamond: str:57/15 Armor:40 Maneuver:4 atk range:4
 -Vehicle, Similar to the British Mark IV tank but is also able to hit air 
  units with weak power.

Spad Fighter Bomber: str:22/33 Armor:0  Maneuver:8 atk range: 5
 -French plane, Despite the name it is not a bomber. 
 -Similar to British Sopwith Camel.

Railway artillery: str:108/0 Armor:24 maneuver:0 atk range:16
 -Artillery , Powerful and similar to the German big Bertha. Only available in
  2 missions. Cannot be kept in reserve so make sure they don't kills to much. 
  Can get experience and by the manual could even gain promotion...

Great Britain:

assault troops: str:30/0 Armor:0 Maneuver:5 atk range:2
 -Second basic offensive units. Can attack behind other units or obstacles 
  and have great mobility.

Infantry: Same as French infantry,  rarely seen.

Pioneers: str:22/0 Armor:0 Maneuver:4 atk range:2
 -Same as French pioneers but get less maneuver.

Machine gun post: str:37/30 Armor:0 Maneuver:4 atk range:4
 -Excelent as defensive units as they get limited maneuver.
 -Gain additional damage with promotions.

Flame-thrower Section: str:45/0 Armor:0 Maneuver:4
 -Act Similar to assault troops but more powerful against heavy armors.
 -Range is limited and doesn't get any bonus.

Heavy field Mortar: str:75/0 Armor:24 maneuver:5 atk range:10
 -Light Artillery, Can fire 4 shells then need to be reloaded.

Medium Howitzer: 60/0 Armor:16 Maneuver:4 atk range:8
 -Artillery, Powerful and does have splash damage
  2 shots will cripple 1 infantry. 
  Can only move or attack in the same turn.

Heavy Mortar: str:75/0 Armor:24 Maneuver:3 atk range:10
 -Artillery, Can only fire 4 shells before needing to be recharged.
  Can only move or attack in the same turn.

Mark IV male: 63/0 Armor:40 Maneuver:4 atk range:4
 -Vehicle, Your first tank units. Very strong armor with good power.
  Can take a lot of punishment without failing.

Supply vehicle: same as French

Engineers Vehicle: str:0/0 Armor:9 Maneuver:5
 -Vehicle, Can repair vehicles and artillery.

Sopwith camel: str:22/33 Armor:0, Maneuver:8 atk range:5
 -Air unit, Does decent air to air damage.

Handley page: str:60/0 Armor:8 Maneuver:7 atk range:
 -British bombardier plane, Powerful against land unit, defenseless against
  aviation. It is less powerful than the German Gotha bomber.



 -Americans units have the same stats as British but their colors are
  more yellowish(notice the American accent). I won't describe units that are
  the same, but Americans got a few unique units worth to mention.

Flame thrower section: Same as British

Pioneers: Same as British

infantry: Same as British

Assault troops: same as French

Mobile AA gun: str:0/45 Armor:8, Maneuver:5 atk range:6
 -Vehicle, Not available in Allied campaign, acts like mobile heavy AA gun.

Supply vehicle: same as French

US steam tank: str:48/0 Armor:32 Maneuver:4 atk range:2
 -Vehicle, The American tank is equipped with flame-throwers so it is only 
 effective at short range. Better than Renault tank. I still prefer
 British Mark IV for their range and armor. Only available in last allied

Sopwith camel: Same as British

	Walkthrough: Allied Campaign

*All the completion info are based on winning the mission with no mortality 
 from you side and excellent score.
 (The comment at the end will be either 'goorious', glorious or excellent job)
 If you lose more units or progress slower, you will of course get smaller
 score, get to keep/leave less units and your reserve won't increase as fast.

  Mission 1 : Surprise! (august 14, 1914)
  Your team: 10x French Infantry, 1x Light Field Artillery
  Enemy team: 8x Infantry, 5x Assault Troops

  Difficulty: easy

This is the first mission, so you don't get to choose your units.
Make good use of your artillery and don't hesitate to place it in the front 
rank as it can take more punishment than infantry. Try to form a straight 
line but do not advance to far, maybe just 1 square or 2 for the first turn. 
On the next turn you will make contact with the enemy. First the assault 
troops, you should concentrate your fire on those. Cripple one and then 
move to the next. Don't kill it unless you can't do anything else. Also if one 
or more of your solider get crippled  pull them back to avoid its death. 
Once all German units but one are crippled try, to run pass it and kill 
all the retreating enemies to get maximum experience/score.

it took me 9 turn to complete this one and I was able to do it without losing 
anyone. For this mission you are allowed to keep 8 infantry + 1 artillery(the 
only you have so far) so make sure you keep the more experienced first, you can
use the automatic button for that. Remember that any deployed units on this 
screen will be left behind. 

 Mission 2: Miracle on the Marne (September 5, 1914)
 Your Starting team: 4x Assault Troops, 4x Infantry, 2x Light Field Artillery
 reinforcements: 1x ambulance, 4x Infantry (arrive at turn 4)
 Enemy team: 10x infantry, 6x assault troops, 1x medium howitzer, 
 2x light field mortar

 Difficulty: easy

*before this mission start you get to 'choose' your starting units, I suggest 
you set your experienced units with the automatic button in order to make sure 
they participate in this battle. On a personal choice I would replace 1
Assault Troops by one additional Infantry from the previous mission.
In this mission you see the trenches for the first time(typical to WW1). Make 
good use of this trench network and place your foot soldiers in it. Your 
artillery will be left above but they can still shoot the enemy due to their 
long range. Try to stay inside the trench and cripples those that are coming 
above it. Move weakened units to the left as the reinforcements will come from 
there. At turn 4 it will arrive with the ambulance and you can use 
it to heal your crippled soldiers. At the same time the dangerous light 
field mortars will arrive to pound you with their splash damage, they can hurt
several of your units in the same time. It is advisable to destroy them fast 
with your Assault Troops running in the trench and if possible your own 
artillery. If you get lucky the Germans will hurt their own units as well due 
to the splash. In the back the German army have a medium howitzer, it 
is a quite powerful gun but it can't cross trenches so as long as your are not
too close to it won't shoot at you. 

It took me 12 turns to complete this mission, thanks to the ambulance I lost 
no one. You get to keep everyone from this mission. I got my first unit 
promotion to 1 Infantry from mission 1 which became regular.

 Mission 3: Paris within reach (September 9, 1914)
 Your team: 8x Infantry, 6x Assault Troops, 2x Supply Vehicle, 
 3x Light field artillery
 Enemy team: 7x Assault Troops, 7x Infantry, 3x Light Field Mortar, 
 1x Heavy Mortar.

 Difficulty: easy

*Before this mission you can choose your starting units, I suggest you replace
the second supply vehicle with the ambulance, it will be more useful.

In order to get the first strike, move your units 3 squares back and form a 
straight line. Let them come at you when you see the light field mortars, 
focus on destroying them, your field artillery should help you but remember 
that 3 shots won't be enough to bring down a mortar. At turn 6 you will see a 
vehicle pass by the German imperial flag, this is the heavy mortar, a 
strong piece of artillery it can only shot 3 times but it does a lot of damage
with splash effect. Destroying the mortar finish the mission. 

It took me 8 turn to finish the mission, once again no one died.
you get to keep everyone from this mission. I got a lot of promotions this 
time, mostly infantry became regular but also 1 light field artillery.

 Mission 4: Bottleneck (march 15, 1915)
 Your team: 6x Infantry, 7x Assault Troops, 2x Machine Gun Posts, 
 1x Medium Howitzer
 Enemy team: 7x Infantry, 9x Assault Troops, 4 Lights Field Mortar, 
 1x Medium Howitzer

 Difficulty: hard

This mission is much harder than what you have seen so far, first the enemy
have an heavy artillery support with splash damage(the 4 light mortars are 

Then the layout is different, there are uncross-able cliffs and a 
small road in the middle. passing through this narrow road will take time for
your whole army so I suggest you let the enemy come at you and benefit from 
the funnel effect to attack enemy wave by little groups. My strategy that 
worked was to place all my units by the little wooden house(you can use it for
cover from assault troops as you can shoot through it). I placed my machine
gun posts, my medium howitzer and some assault troops right behind the house
while I formed a straight line left of it with my remaining troops. After I 
just let the enemy come at me. It should not take long, Try to cripples most
enemies and move up. When regular infantry start appearing you know the 
artillery is near. When their shells start pounding you, (turn 5 or 6)take 
those as fast as possible. You should make it without loosing too much units
(restart if you loose more than 4). If you need a better aim at the mortars 
you can pull back your units and spread them so they can't get hit together,
the computer will then move the mortars front and the next turn you can take 
them more easily. 

Once the mission is over you get the keep all but 4 foot units.
Make sure you keep those machine gun posts. I took me 14 turns to 
complete this mission without losing anyone and it wasn't easy to keep everyone

 Mission 5: Into the trenches (Vimy ridge) (may 12, 1915)
 Your team: 9x Assault Troops, 8x Infantry, 3x Machine Gun Post, 
 2x Medium Howitzer, 4x Light Field Artillery, 2x Pioneers(1 British, 1 French)
 Enemy team: 11x Assault Troops, 10x Infantry, 2x Medium Howitzer, 
 4x Light Field Mortars.

 Difficulty: Moderate

This time you have a lot of units, so has your enemy. You get a new one for
this mission: the Pioneers(scout). It has weak attack but can build barbed 
wires(stacheldraht) or clear debris. I did not found them useful in this 
mission except for taking damage in place of your regular units.
The layout 

consist of 1 large uncross-able circular cliff covered with trees in the center
with larges spaces to move around it. even with that space you don't get enough
to use your all your units efficiently in the same time. So I suggest you move 
it back, behind the cliff and split your army in 2 groups. 1 with experienced 
units(5) go left to sneak-up behind the enemy. The rest will wait the Germans 
to come at you. The amount of artillery support your get in this mission is 
great, you can cripple very well incoming units with 2 howitzers plus a few 
light Artillery shots. When you see the enemy mortars/howitzers coming, it's 
time to take them out, the faster you do, the less damage you get. This mission
was easier than the last one to me.

I took me 9 turns to complete this mission without loosing anyone and I got
a few 1st and 2nd promotions for several units. You get to discard 10 
foot units and 2 artillery.  Personally, I would not keep the Pioneers but,
I would keep 2 howitzers. Manage your reserve with an even amount of Assault
Troops and infantry plus 2 Machines Gun

 Mission 6: Breach (September 16, 1916)
 Your team: 9x Assault Troops, 6x Infantry, 5x Mark IV male(tank), 1x Ambulance
 Enemy team: 2x Pioneers, 9x Assault Troops, 3x Medium Howitzer, 12x Infantry
 4x Light Field Mortar.

 Difficulty: easy

When you get to choose which units you sent to the front, swap 2 assault troops
for 2 machine guns posts. You also get a new unit for this mission, the very 
powerful British tanks(Mark IV male), with both good damage and armor. The
downside is you get no artillery for this one.

In this mission there are 2 trenches with a very large part between the two 
sides. Some area are like puddles or ground depression and can't be crossed, 
you will have to go around it. In the first round I suggest you try to place
your units nearby in your own trench and try align them as left a possible. 
You can even place your own tanks inside it but not the machine gun posts...
On the second turn move forward your tanks and take out 2 howitzers. Use The
help of some Infantry units if needed. The enemy Infantry will do very little 
damage against tanks. On the third turn you can either come back to your trench
and wait the enemy or launch an offensive, I would suggest to attack this time.
Your 5 tanks allow this and the mission isn't that hard anyway. Cripple most of
incoming units and destroy those mortars when they show up. 2 of them will be
easily destroyed this way. Try to clear a path on the left side and send in the
faster Assault Troops so they can take out the remaining artillery behind the 
enemy lines. Make good use of your ambulance and remember it can't heal 
artillery or tanks but it does 'heal' Machine Guns. I would not kill the enemy 
pioneers until end as they do only minimal damage.

I was able to complete this mission in 9 rounds without losing anyone.
You get to leave 1 foot unit and 1 vehicle.

 Mission 7:  U-boat Warfare (October 4, 1916)
 Your team: 7x Assault Troops, 2x Pioneers, 6x Infantry, 2x Supply Vehicle,
 1x Mark IV male, 1x Ambulance, 1x Medium Howitzer, 2x Light Field Artillery,
 3x Sopwith Camel.
 Enemy team: 5x Machine Gun post, 11x Assault Troops, 3x Bunker, 
 3x Anti-tank troops, 13x Infantry, 3x Bunker, 4x Light Field Mortar, 
 3x Fokker DVII, 2x Flame Thrower section, 1x Heavy AA gun

 Difficulty: easy

Before this mission start I suggest you switch the 2 supply vehicles with
tanks, they will be more useful. You should keep the pioneers to remove debris
if you like and I switched 1 light artillery for 1 medium howitzer.
Machine gun will have little use there as you have to cross large distances 
and they will stay behind for most of the assault.

**you get an extra 2 new assault troops when the mission start**

The mission the objective is different than what you have seen before as 
you only need to reach the command post with your Assault Troops, but I suggest
you take out as much enemies as possible to make more experience. 
The layout is also different The battle take place in a an huge base with lot 
buildings, sand sacks and other obstacles. Except in the first part enemies 
won't rush at you and you can progress at your own pace. The Germans have so 
many new units so use cautions when going near them. Let's say that your 3 
Sopwith camel should take out the 3 Fokker DVII(plane vs. plane) and try to 
keep them out of the AA(Anti-Aerial) guns range. The anti tank troops should be
disposed of as quickly as possible(they are like infantry but much powerful, 
plus they can damage tanks well). When you start, try to move your units toward
the center, you should be able to take out 2 machine guns and cripple 1 or two
assault troops in the first turn. Try to keep your units behind
the barbed wire line(you can only cross it trough the middle where the opening 
is). A bunker stand near and it can cripple foots units in a single turn if 
they are close enough. In the second turn take out the bunker with tanks and 
artillery. Destroy the remaining machine gun as well and maybe a mortar. Try to 
move your planes to the left as the enemy planes will arrive from there(there 
are nearby the U-Boat). Continue on by killing everyone on your path, you can 
split your team in two groups to quicken your progress. Make good use of the 
use the pioneers to remove things in the way. The finale is interesting: 2 
bunkers, 2 machines guns, 2 flame throwers, 2 light mortars... Take out the 
bunkers first with your tanks and artillery. Kill the rest with your infantry
or assault troops and don't let the flamethrowers near you. The mission end 
when 1 of your assault troops go near the German imperial flag.

It took me 13 turns to complete this mission by killing everyone and let no 
one die on my own side. You get to keep everyone but 1 foot unit from this 

 Mission 8: Rapid fire December 19, 1916

 Your team: 6x Assault Troops, 2x Pioneers,9x Infantry, 4x Machine Gun post
 2x Ambulance, 2x Medium Howitzer, 2x Light Field Artillery
 enemy team: 11x Infantry, 5x Assault Troops, 2x Light Field Mortar,  
 1x Heavy Mortar, 3x Howitzer, 1x Ammunition Vehicle.

 Difficulty: easy

In this mission have to defend a fort from the Germans.

you don't have stay in the fort so I suggest you move all your units but the
howitzers outside. I did not move these artillery at all during the mission.
Your army will start scattered around, so quickly move them by the 'door' 
and then split them in two groups, 1 will  take the left side, the other the 
right side(right and left from the inside of the fort). You need a stronger
force to the left as the opposition is more considerable. take the howitzers 
fast, you may get the chance to destroy some with your own artillery. The heavy
mortar is not that powerful and you get 2 ambulances to heal your 
infantry/machines guns. You outnumber the enemy this time, so it is easy to win
this mission. There is a ammunition vehicle that should be somewhere near the
heavy mortar, it is optional but you can destroy it.

It took me 9 turn to kill everything, and of course no one got killed, the 2
ambulances you have make things very easy. You get to keep everyone but 4 foot 

 Mission 9:  Reconnaissance march 17, 1917

 Your team: 6x Assault Troops, 6x Infantry, 2x Supply Vehicle, 
 2x Renault Mini Tank, 2x Sopwith Camel, 2x Spad Fighter Bomber
 Enemy team: 10x Infantry, 9x Assault Troops, 4x DVII Fokker, 
 2x Light Field Mortar, 1x Heavy AA guns, 2x Medium Howitzer, 2x Bunker,
 3x machine gun post

 Difficulty: Moderate

Before the mission start I suggest you switch the 2 Supply Vehicles for tanks.
The trenches will prevent you for using them well anyway.

The layout consists of a large trench network. In the back there are 2 
howitzers and 1 AA gun, keep those for the end as they can't reach you. In the
first turn I suggest you pull back your units a few squares and try to 
place them in the center forming a straight line. 2 Planes will come for 
both sides so take them one at time with your own. When the planes and 
infantry are down, move forward taking the mortars and bunkers with your tanks
and artillery. After that you can take down the AA gun and the mortars should
be in the every back on cliffs. By the way, behind the cliff are 4 Feldzaretts 
I really don't know what Feldzaretts are, maybe some sort of field hospital but
anyway the experience for destroying them doesn't worth the lost of time.

It took me 11 turns to finish this mission without losing anyone. You get to 
keep everyone but 1 vehicle. 

 Mission 10: Flanders in Flames June 6, 1917

 Your team: 5x Assault troops, 4x Infantry, Flame thrower Section x3,
 3x Pioneers, 3x Sopwith Camel, 2x Spad Fighter Bomber,3x Light Field Artillery
 1x Heavy Mortar, 4x Medium Howitzer, 1x Ammunition Vehicle, 3x Mark IV male,
 2x St-Chamond, 1x Railway Artillery
 enemy team: 4x Bunker, 3x Observation balloons, 2x Gotha Bomber, 
 4x DVII Fokker, 5x Machine Gun post, 2x Ammunition Vehicle, 3x Medium Howitzer
 2x Heavy Mortar, 1x Heavy AA guns, 8x Assault Troops, 7x Infantry, 
 4x Anti-Tank Troop, 2x A7V heavy Tank

 Difficulty: hard

Before the mission start I suggest you take out 1 or 2 pioneers and replace by
machine gun posts. You could also replace some assault troops with infantry for
as the aviation is a real threat this time.

This is a very big large battle. Both side got a small trench network and the 
space between them is not that great. Plus there are several larges and deep 
shell holes between them. Try to not go in as the artillery will get 
bonuses to damage. Make sure you 'hit' the enemy when they go inside them. 
The Gotha bombers can hit you very hard, crippling foot units in a single blow.
take them fast. Your railway artillery will cause massive damage at great range.
I would use it against enemy artillery. During the first turn I suggest you
place your foot units in the front trench. Move your artillery by the trench 
and pound the area around the bunker so you can hit many German units. You 
should also try to take down the enemy tanks(A7V) if they come close enough, 
they are tougher than your own but, you can immobilize them easily. Use your 
own tanks on them. Send your planes to the middle, you will be able to hit 
enemy planes on the second turn. When they come too close, get support from 
your Infantry and Machine Guns. Few enemy foot units should be able to reach 
your trench, cripple them with your Assault Troops and Flame throwers. Once 
things get calm again, send your planes to the front to scout the general 
area. Focus on destroying the Bunkers and remaining artillery, in the very back
there will be another Heavy Mortar. It was the only piece of artillery to hit 
me for the whole mission, but it is hard to avoid. You can take it down with 
your plane if you destroyed the AA gun. Progress carefully, the enemy still 
have several foots units and machine guns, try to stay out of their range.

It took me 12 rounds to complete this mission with no losses. This mission 
seemed to last forever and many save/load was involved. You get to keep 
everyone but 2 foot units, 3 vehicles and 2 artillery. I would not keep the 
ammunition vehicle and the St-Chamond tanks. I did not kept either the heavy 
mortar as it require a vehicle to operate but I did keep 2 flame throwers.
You can't keep the railway artillery even if it is used in the next mission.

**there is a ruined American tank in the bottom of a large shell hole which 
  doesn't make sense since American forces were not in Europe in that time**

 Mission 11: Ace of Aces 21 April, 1918

 Your team: 4x Sopwith Camel, 3x Medium Howitzer, 3x Light Field Artillery, 
 3x Mark IV male, 2x Ammunition Vehicle, 2x Flame-Thrower Section, 
 3x Machine Gun posts, 1x Pioneers(British), 8x Assault Troops, 4x Infantry, 
 2x Observation Balloons, 1x Railway Artillery
 Enemy team: 2x Bunker, 10x Infantry, 4x Fokker DVII(Fighter), 1x Heavy Mortar
 1x Fokker DRI Red Baron, 4x Machine Gun post, 2x Medium Howitzer, 
 4x Light Field Mortar, 1x Ambulance, 2x Gotha Bombers, 
 1x Armored Reconnaissance Vehicle

 difficulty: very hard

Before the battle start I suggest you modify a lot the units you send to
the front. This time aviation is the real threat, with both 5 fighters, the red
baron and the 2 bombers, you may lose a lot of units if you are not careful.
What I did was to switch a lot of assaults troops out of the battle so I could
start with 8 infantry rather than 4, you will have very little use for assault
troops anyway. I replaced 1 ammunition vehicle by a tank as I don't use the 
heavy mortar. The red baron appear in this battle, it is slightly better
than the other Fokker planes but not that hard to shot down.

This battle is really big, when it start you can see that your units are 
split in two groups, 1 by each 'bridge', I suggest you gather all your units
to form a single group, with infantry/machine gun in the front(by the trench 
network) and artillery just a bit behind(to take visible enemies on the 
other side of the river. You can start pounding a bunker right away with your 
railway artillery, but this time it will have lesser usefulness. On the second
turn you should place yours planes in a line, in front of your other units
so you can get the first strike against enemy planes. On the third turn 
the red baron and most enemy planes should be visible. Try to cripple three
of them on this turn. You should also leave a tank by the large shell hole 
depression to make a decoy for the bombardiers, as it can take a lot of 
punishment from them. On the next turns more planes will get crippled and
you will have to chase the remaining ones. Make sure to dispose of Bombers
quickly. Meanwhile, the Germans will send their infantry/machine guns against
you. Try to take them out before they cross the bridge. After a few turn you 
should see the 2 howitzers, once they are destroyed the way wills be safe 
enough for you to cross this bridge. Use your planes for reconnaissance and 
dispose of the remaining enemies. On the last area, there should be 1 last 
bunker that you can destroy with artillery, use your planes to finish the 
defenseless heavy mortar.

It took me 18 turns to complete this mission, you can do it without losing 
anyone but it won't be easy. At the end you get to keep everyone but 1 vehicle,
using my strategy you will also have leave the 2 extras infantry units.

 Mission 12: Field of honor April 29, 1918

 Your team: 6x Assault Troops, 2x Flame Thrower Section(USA), 2x Pioneers(USA)
 6x Infantry(3x USA, 3x French), 1x Mark IV male, 1x Ammunition Vehicle,
 2x Supply Vehicle, 1x Engineers Vehicles, 2x Medium Howitzer, 1x Heavy Mortar
 2x Sopwith Camel(USA), 1x Handley Page
 Enemy team: 9x Infantry, 9x Assault Troops, 2x Anti-Tank Troop, 1x Bunker
 3x Fokker DVII, 2x Light field Mortar, 2x Pioneers, 1x Observation Balloons
 1x Ambulance, 1x Ammunition Vehicle, 1x Engineers Vehicle, 1x Heavy Mortar
 2x Heavy AA guns.

 Difficulty: easy

First, you will notice the new units from USA, they have the same stats as 
British but with different voice and paler uniforms. so you should replace 
them by your more experienced ones. Pioneers are useful in this missions so you
should keep them to get rid of the numerous barbed wires. Get 4 tanks for this 
one, so swap those supply and ammunition Vehicles. The engineering vehicle can 
'repair' your artillery and vehicles so make sure to keep it. The Handley page
bomber is good against ground target but defenseless against planes.

The goal of this mission is only to destroy the heavy mortar. 
But you should kill everyone to get maximum experience. In the first turn 
simply place your units in the advanced part of the trench network. Next turn I
suggest you sent the tanks forward to take the enemy foots units.
(Remember you can repair them) So let them take all the damage, just don't go 
too far as the Germans have a bunker and a few pieces of artillery behind their
trenches. You should not have problem taking their planes down. Clear the way
with pioneers or simply shoot the 'stacheldraht'. Once you arrive by the
enemy trench stop moving(the 'safe' zone is by 2 squares in front of the 
bunker...(I didn't saw them move the mortar) Send your planes as reconnaissance
you will see they have an heavily defended cliff. Try to spot the heavy mortar 
and wait. Send only your 4 tanks(after repair them completely)and stop when 
your are close to it. The mortar can't target units too close-by and you can 
take downs the 2 light field mortars, the 2 AA guns and finally use your plane 
to get rid of the balloon. After that you should send your infantry to kill the
remaining enemy foot units. There should be about 6 in the very back of the 
area. Just destroy the Heavy mortar to finish the mission.

When the mission is over you get to keep everyone but 1 vehicle. Leave the 
engineering vehicle. I took me 7 turns to reach the mortar, but 14 to kill 
everything. This mission was just so much easier than the 2 previous ones and 
I of course lost no one. I got my first elite promotions there, now infantry 
start to kick...almost sad the war is nearly over.

Mission 13: German retreat July 27, 1918

 Your team: 7x assault troops(3xUSA, 4xBritish), 2x Flame-Thrower section(USA)
 2x Pioneers(USA), 5x Infantry(2x British,3xFrench), 2x Mark IV male, 
 1x Supply Vehicle(USA), 1x Engineers Vehicle, 
 3x Sopwith Camel(2xUSA,1xBritish)

 Enemy team: 2x Anti AA guns, 1x Engineers Vehicle, 1x Medium Howitzer, 
 2x Light Field Mortar, 1x Ambulance, 2x  Fokker DVII, 4x Flame-Thrower section
 11x Assault Troops, 10x Infantry, 2x Anti-Tank troop, 2x Pioneers

 Difficulty: very hard

Before the mission start, I have to warn you about it. It is the hardest you
will do during the game and you can easily lose several of your units. You get
no artillery and few vehicles, so I suggest, you do heavy modifications to the
suggested team. First, I would swap one of the plane with your Handley Page, 
very useful for it's splash damage. Second, I would remove the Flame-throwers
and pioneers from the team.(unlike what the objective say, you don't have to 
place a Pioneers(scout) by the bridge) You will be too busy fighting and the
howitzer could get you anyway. Also make sure to remove the supply vehicle, 
I suggest you replace it by a tank or an ambulance.

In this mission you start surrounded by the enemy. There is a cliff 
behind your force so you can't retreat. You are heavily overwhelmed so tactic 
is vital. The general idea is to let the tanks 'take' the damage and 
repair them as needed. Leaving your foot units behind them to take down the 
enemies that try to pass beside your tanks. Try to place your units like this:
 o=enemy units, x= your own units
	x xo  o
	x  xo
On the very first round you can take down a 1 light mortar if you place the 
tank like I suggest. Help yourself with the planes as needed. The enemy got 
both an Ambulance and an engineer vehicle, so try to destroy this ambulance by 
the 3rd round so the crippled units can't recover and those crippled will 
help block their own aim. The German have a few heavy AA guns so you can't move
your planes to far in the front. Once the crowd of foots units is gone, you can
 progress with your tanks and take the howitzer behind. The mission only ended 
when I destroyed the 2 planes which were just a minor nuisance.

It took me 9 rounds to complete this mission and was lucky enough to not lose
anyone, despite the fact that I had all odds against me.
*this mission look awfully like the German first mission.*

Mission 14: On German Soil October 10, 1918 (Alternative END?)

 Your team: 1x Heavy Field Mortar, 2x Light Field Artillery, 1x Ambulance
 1x Ammunition Vehicle, 1x Supply Vehicle, 1x US Steam Tank, 
 6x Flame-thrower section(4xbritish, 2xUSA), 
 15x Infantry(8xFrench, 4xUSA, 3xBritish)

 Enemy team: 
 10x Infantry, 5x Assault Troops, 4x Light Field Mortar, 4x Fokker DVII,
 1x A7V Heavy Tank, 3x Machine Gun Post, 1x Big bertha, 1x Engineers Vehicle,
 1x Ammunition Vehicle, 2x Medium Howitzer,

Before the mission start I suggest you swap a few units as you like. You won't
need that much flame-throwers anyway. Bring your best units along, the 
ambulance help but you only need to focus on destroying the Big Bertha.

This is the final mission, so save nothing. There is nowhere safe, the Big
Bertha can hit you with massive damage no matter where your units are.
You start atop an high cliff and the enemy come from the foot.
As you go down destroy as much artillery as possible. When you see the 
German tank, it mean you are close to the bridge that lead to Bertha.
This Bridge is by an imperial German flag and only 1 unit can cross it. Make 
sure you send your tank for this. The Canon will be protected by a machine gun
and 2 vehicles. The engineer one doesn't seem to repair it at all but the 
ammunition vehicle will keep on restocking it. The Big Bertha should go down 
fast if you focus on destroying it. Once the big Bertha is destroyed, the 
mission end and you have completed the game.

It took me 6 turns to finish this mission. I lost a few units but won't 
need them unless I found how to unlock the 15th mission.(the manual state 
there are 15 missions for both sides for a total of 30). Please send me a 
message if you find how to do that.


The allied campaign is over.

*Notice the Credit is not translated.*
The end.

This document is Copyright 2007-2008 by Charles-Etienne Raynault
1914-The Great War is Copyright 2004 by Trinode Entertainment GmbH
Published by JoWood Production Software AG.

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