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 Close Combat - A Bridge Too Far

Close Combat - A Bridge Too Far

Unofficial Strategy Guide and FAQ

by Kasey Chang
released September 16, 2002

0    Introduction

This section is for "what the FAQ is about" and things like
that. Feel free to skip this section.

If you like the FAQ, please send me a dollar. :-)  See [0.3]


A quick browse through the shows that there is
no FAQ for ANY of the Close Combat series, so here's my

This is a FAQ, NOT a manual. You probably will not be able
to learn how to play the game with this document.

This USG only covers the PC version since that's the only
version that I have (and existed).

Some of you may recognize my name as the editor for the XCOM
and XCOM2: TFTD FAQ's, among others.


This document is copyrighted by Kuo-Sheng "Kasey" Chang (c)
2002, all rights reserved excepted as noted above in the
disclaimer section.

This document is available FREE of charge subjected to the
following conditions:

1) This notice and author's name must accompany all copies
of this document: "Close Combat: A Bridge Too Far Unofficial
Strategy Guide and FAQ" is copyrighted (c) 2002 by Kasey
K.S. Chang, all rights reserved except as noted in the

2) This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a
different file format or archive format, with no change to
the content, then no permission is needed.

2a) In case you can't read, that means TXT only. No banners,
no HTML borders, no cutting up into multiple pages to get
you more banner hits, and esp. no adding your site name to
the site list.

3) No charge other than "reasonable" compensation should
charged for its distribution. Free is preferred, of course.
Sale of this information is expressly prohibited. If you see
any one selling this guide, contact me (see below).

4) If you used material from this, PLEASE ACKNOWLEDGE the
source, else it is plagiarism.

5) The author hereby grants all games-related websites the
right to archive and link to this document to share among
the game fandom, provided that all above restrictions are

Sidenote: The above conditions are known as a statutory
contract. If you meet them, then you are entitled to the
rights I give you in 5), i.e. archive and display this
document on your website. If you don't follow them, then you
did not meet the statutory contract conditions, and
therefore you have no right to display this document. If you
do so, then you are infringing upon my copyright. This
section was added for any websites that don't seem to
understand this.

For the gamers: You are under NO obligation to send me ANY
compensation.  However, I do ask for a VOLUNTARY
contribution of one (1) US Dollar if you live in the United
States, and if you believe this guide helped your game. If
you choose to do so, please make your US$1.00 check or $1.00
worth of US stamps to "Kuo-Sheng Chang", and send it to
"2220 Turk Blvd. #6, San Francisco, CA 94118 USA".

If you don't live in the US, please send me some local
stamps. I collect stamps too.


Gamers who read this guide are under NO obligation to send
me ANY compensation.

However, a VOLUNTARY contribution of one (1) US Dollar would
be very appreciated.

If you choose to do so, please make your US$1.00 check or
$1.00 worth of stamps to "Kuo-Sheng Chang", and send it to
"2220 Turk Blvd. #6, San Francisco, CA 94118 USA".

If you don't live in the US, please send me some local
stamps. I collect stamps too.

For the record, out of ALL the FAQs I wrote (31 at least
count), I've received exactly 2 dollars, and 2 sets of
stamps, as of release of this guide. So I'm NOT making any
money off these guides, folks.


PLEASE let me know if there's a confusing or missing remark,
mistakes, and thereof... If you find a question about this
game that is not covered in the USG, e-mail it to me at the
address specified below.  I'll try to answer it and include
it in the next update.

Please do NOT write me for technical support. That is the
job of the publisher.

Please do NOT ask me to send you a list of controls, the
manual, etc. If you borrowed the game without borrowing the
manual, blame your own stupidity. If you bought the game
without a manual, blame your own stupidity. If you copied
the game without copying the manual, you're not only scum,
but STUPID scum.

Please do NOT ask me to answer questions that have already
answered in this FAQ/guide. It makes you REALLY idiotic.

I will NOT answer stupid questions like the ones above
unless I'm in a really good mood. If you send questions like
that, do NOT expect a reply.

The address below is spelled out phonetically so spammers
can't use spambots on it:

Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT
Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike

To decipher this, simply read the first letter off each word
except for the numbers and the punctuation. This is
"military phonetics" or "aeronautical phonetics" in case
you're wondering.

This document was produced on Microsoft Word 97. Some
editing was done with Editpad (


I am just a game player who decided to write my own FAQs
when the ones I find don't cover what I want to see.  Lots
of people like what I did, so I kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs)
for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing
Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I)
Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack,
Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed:
Porsche Unleashed, The Sting!, Terranova, Fallout Tactics,
Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion
War, Driver, and a few more.

To contact me, see 0.4 above.


Atomic Games created Close Combat series. May they rest in
peace (yes, they're gone).

Microsoft originally published close Combat. After three
games, Microsoft sold the rights to The Learning Company
(TLC), who owns Strategic Simulations Inc (SSI). SSI
published the fourth and fifth (final) title in the series.

This USG is not endorsed or authorized by ANY of the
companies mentioned above.

The information compiled in this USG has been gathered
independently through the author's efforts.


16-SEP-2002    Initial release

1    Close Combat: A Bridge Too Far General Info


Q: Can you send me the game (or portions thereof)?
A: No.

Q: Can you send me the manual (or portions thereof)?
A: No.

Q: Can you tell me how to play the game?
A: Read the manual.

Q: But I got the "Smart Saver" version, which does NOT come
with a manual!
A: Sure it does... It's call a HELP FILE. Even comes with a
PRINT button.

Q: How about a patch?
A: V2.0b is available at Atomic Games' website
(, though you may need to go elsewhere
for the actual download.

Q: How about a sequel?
A: There are a total of FIVE Close Combat titles. This is
the second one. The three later ones are "Russian Front"
(CC3), "Battle of the Bulge" (CC4), and "Invasion Normandy"
(published by SSI).

Q: What's the difference among the difficulty levels?
A: Accuracy/skill of the enemies, how much morale dips and
soars on certain events, and the amount of replacements you

Q: Can I play both sides?
A: Yes, you can play as British, American, Polish, or German
forces. All of the battles in Operation Market Garden are
modeled, albeit not to "full scale" of thousands of
soldiers. You get your own piece of the action, so to speak.

Q: What about some cheat codes?
A: This is a STRATEGY guide, not a cheat guide. Besides, I
don't know any.


Close Combat had a weird start... It started out as
simulation of how soldiers thrive or break under pressure of
combat. A combat psychologist, Dr. Steven Silver, was the
primary consultant.

Then Atomic Games decided to turn it into a game to simulate
squad-scale combat. It was confusing to newbies, but the
grognards (wargame veterans) loved it, as it's one of the
first PC games that actually model morale and suppression

Atomic originally was known for those hex-based large-scale
strategy/wargames like V-for-Victory series and Close Combat
was their first foray into real-time gaming. It was a hit
that Microsoft published three more.


The follow is lifted from the README file.

To run A Bridge Too Far on Windows 95 or Windows NT, you

˙    Personal computer with a Pentium 90 or higher processor
  (Pentium 133 recommended).

˙    16 megabytes (MB) of RAM for Windows 95 or 24 MB of RAM
  for Windows NT.

˙    At least 45 MB of available hard disk space.

˙    4X CD-ROM drive or higher.

˙    Video card that supports 800 x 600 resolution or higher
  and 16-bit color.

˙    Sound card (recommended but not required).

˙    Microsoft Windows 95 operating system or later, or
  Windows NT operating system version 4.0 Service Pack 3 or

˙    Microsoft Mouse or compatible pointing device.

˙    Headphones or speakers (recommended).

˙    28.8 modem for head-to-head play.

˙    Internet access required for Internet play.

Other O/Ss are not officially supported, though it should
run fine on any Windows.


The name mainly came from the 1977 movie of the same name.
You can find more info about the movie at IMDB:

Basically, the game models the battles of "Operation Market
Garden". The short version of the history goes like this...

The Allies was able to push the Germans back on several
fronts, and they sense a possibility to end the war quickly.
The plan is simple: use airborne troops to capture a series
of bridges along a route about 60 miles long, and hold it.
In the meanwhile, a heavy Corp full of tanks and other
forces will push up the road and capture each bridge in
turn. If this can be done, the Allies would be crossing the
Rhine and the days of Third Reich would be over.

Due to a series of mishaps (bad intelligence, did not spot 2
SS divisions in the area, loss of communications, bad
weather, tenacious German defense to delay the relief
force), the relief force was ONE bridge short. The British
Airborne forces at Arnhem, was forced to surrender or escape
after running out of everything. Of over 10000 men dropped,
less than 3000 were able to escape. The rest are missing,
dead, or captured by the Germans. Or in other words, They
went "a bridge too far".

To be honest, Gen. Montgomery, who dreamed up this
Operation, was far too optimistic in his estimates. He
thought he could have taken ALL the bridges in two days. It
turned out to take more than 10 days, and even then, they
couldn't cross that last bridge at Arnhem.

You can read a blow-by-blow timeline in the helpfile.


Close Combat is a real-time tactical combat simulation with
realistic line of fire and weapons effects. The soldiers may
or may not follow your orders depending on their morale.

Close Combat has a top-down perspective and plays in real-
time. Roughly half of the screen is map view. The rest are
unit read-outs and mini-map, as well as a message list.

Individual soldiers are modeled, so the game is limited to
relatively few fire teams for both sides, usually less than
10 fire teams on either side. Each fire team can have up to
10 soldiers depending on team type.

CC:ABTF adds some strategic decisions where you need to be
aware of the implications of your moves. When playing as the
Allied paratroopers, you need to protect your own forces
while NOT being pushed off the beachhead, and capture
bridges. When playing as Allied relief force, you need to
brush aside the few German defenders in the area quickly
before the German reinforcements arrive. When playing as the
Germans, you have a lot more reinforcements than the Allied
paratroopers have, and you need to destroy the paratroopers
and/or delay the relief force until the paratroopers can be

Think of some of the scenarios as linked. If you beat the
Germans on one map, you move onto the second map. If you
win, you move onto the third, and so on. The forces carry
over, subject to "historical" reinforcement levels on a
"daily" basis. The Germans will counterattack when they get
an infusion of forces.


You can get 2.0b patch from the Microsoft Close Combat 2
website. This is from the 2.0b README file:

CHANGES for 2.0b

- German infantry will no longer user their Panzerfaust anti-
tank weapons against Allied infantry.

- The Soldier monitor will now update properly on the Mac.

CHANGES for 2.0a

˙ You can no longer deduce enemy placements during
deployment mode by watching for the targeting cursor while
dragging a fire line.

˙ Dead tank sprites no longer dissappear.

˙ Dead tanks will continue to smoke.

˙ It is easier to drive a tank straight down a road. They
will also be less likely to expose their side to the enemy
in the middle of a move order.

˙ Anti-tank Guns placed in multi-story buildings are assumed
to be on the ground floor and don't get LOS advantages from
higher floors.

˙ Tanks now can move onto the Arnhem bridge.

˙ Mortars on "Defend" or when controlled by the AI were too
accurate. Now they will target an area, not individual men.


This is the "second" in the series.

The first, simply titled "Close Combat", is a sim of some
battles in post-Normandy campaign.

Close Combat has three more titles: CC3: The Russian Front,
CC4: Battle of the Bulge, and CC: Invasion Normandy. SSI
instead of Microsoft published the final one.

The first three titles can be found together as "Close
Combat Trilogy".

2    Controls Overview

Note: Some of this information is from the official
Atomic/Microsoft FAQ for the original Close Combat (circa
1996). It is also available as the cc.hlp HELP file in your
A Bridge Too Far subdirectory.

The screen basically have the top map pane, which is a
scrollable map view, and the bottom command pane.


The command pane itself is divided into FOUR (or five)
separate monitors:

Team Monitor

Soldier Monitor

Message Monitor

Map Monitor

Spyglass Monitor (ONLY appears if resolution set at 1024x768
or higher).

There is also a "control bar" along the middle that contains
misc. controls like zoom in/out, truce, surrender, current
unit indicator, and some other misc. controls.

2.1.1     Team Monitor

Lists all the teams under your command. The text color and
the "cross" color all mean something. See the help file.

2.1.2     Soldier Monitor

Show the soldiers in the team you selected over in the Team
Monitor. You can see how the soldiers are coping, who has
which weapon, their ammo, the AT/AP capability, and so on.

2.1.3     Message Monitor

That tells you the battlefield messages, like which team is
taking casualties, which team is pinned down, which team is
advancing, and so on. You can filter the messages based on
different types so the minutiae don't overwhelm you.

2.1.4     Map Monitor

Shows you how many objectives have you captured so far (as
the logos) and where your units are on the map (as small

2.1.5     Spyglass Monitor

This ONLY appears if resolution is set to 1024x768 or
higher. It shows you a close up of what's under the cursor.


The commands are actually quite limited:

Move                Z

Move Fast           X

Sneak               C

Fire (Shoot)        V

Smoke               B

Hide                N

Just click on a unit, press one of the shortcuts, then click
on the target. You can see this is simply the bottom row of
the keyboard starting from Z coming right. Easy to remember,

3    How a Battle is Won

You win by doing three things:

* You can capture the various victory locations on the map
(those little "flag" symbols)

* You can maim/destroy enemy teams until they are no longer
combat effective

* You can demoralize enemy teams so they don't want to fight
any more (i.e. they just retreat)

It is best to do all three simultaneously, as doing one will
often do the other two.

The battle is considered "won" when one side is too
demoralized to go on (or have no more combat effective
units). You can also order a truce, or surrender outright.

You lose if the enemy was able to do all these to you before
you can do them to him, or if you choose to surrender.


During deployment, you should see the objectives on the map.
By destroying all enemies near the victory location, you
will secure the location. The more victory locations you
hold, the better. This means careful use to suppression and
close assault of buildings at/around the victory location.

Once you got the victory location, you also need to defend
it from being retaken.

If you lose all victory locations on a map, you will be
forced into the next map. If you lose ALL maps, you lose the
operation or campaign.


The enemy teams must be combat effective to fight. If you
wound or kill most of a team's members, they can't contest
your presence.

In general, this means careful use of ambush, suppression,
and close assault. If you take out the defenders instead of
forcing them back, they can't come back to hit you.

If you destroy ALL enemy units, you win an overwhelming


By inflicting heavy casualties on the enemy teams, you can
demoralize enemy team members so they will not want to fight
any more. Some of course can turn heroic, but many will turn
coward and run from battle. If they exit from the map, they
are out of the battle for good.

A sniper can be really useful here as they can take out the
leaders, thus demoralize rest of the troops.

Cause maximum amount of casualties, usually by planning
great ambushes. Put machine guns (heavier the better) to
cover victory locations to protect against enemy assault and
to cover your own assault. Put troops nearby to protect the
machine guns from being overrun.


The following section, Common Tactics, explains some
concerns you need to be aware of as you try to accomplish
the three objectives above.

4    Common Assault Tactics

Here are some common assault tactics you should learn
quickly if you are to survive on the battlefield.


Basically, this means one team moves from one direction
while another team shoots at the suspected target from
another direction. If there are enemies inside the target
building, they will be suppressed (see next section) and
will be less effective shooting at the attacking team or the
shooting team. When you are ready to hit the next building,
switch the roles and repeat.


Suppression is a very important aspect of CC. Basically, a
soldier being shot at is less likely to take careful aim. So
if you fire upon his position, he's been suppressed and less
able to return fire effectively, or spot new targets, or
dodge shots, or any of the other things. Thus, you should
use suppression to your advantage.

A suppressed soldier is extra vulnerable to mortar fire if
he's out in the open. There are other advantages as well.


Fire support is very important in creating suppression and
limiting enemy LOS so you can attack from different
directions. Enemy suffers more casualties if attacked on the
flank and rear.

Mortars can be used to take out enemies in the open. They
can also be used to damage buildings, drop smoke, etc. to
cover advances.

If you have support weapons like tanks, tank destroyers,
assault guns, and so on, use them to hit buildings where
enemy units may be hiding. Suppress them, THEN move the
soldiers in.


It is MUCH better to attack enemies from the side or the
rear as you'll get them on where they are not expecting,
thus cause more casualties and/or kills.

Flanking is the ONLY way a wimpy AT weapon can kill heavy
tanks and tank destroyers.

4.5   COVER

You should ALWAYS use cover to advance. Go THROUGH buildings
instead of around them. Hide in ditches, embankments, and so

If your cover is blown (enemy tanks and assault guns are
shelling your position), then retreat to a different
building quickly.

If you have tanks, using tanks as cover is a valid tactic,
as long as the tanks don't blow up from enemy AT teams.

4.6   RECON!

You MUST use recon to know where the enemy is in order to
attack them properly. Use cover, withdraw if fired upon.

5    Common Defensive Tactics

5.1   RECON!

You MUST use recon to know from where the enemy is going to
attack. You can use those understrength reserve units for
this as well. That way, you won't be surprised with your
reserve out of position.


Do NOT separate your units by too far. They need to be able
to cover each other. Keep them within shooting distance.


You need it to plug the holes in your perimeter. A
counterattack right into a building the enemy took by a tiny
margin will quickly turn the tide of battle.


As soon as you open fire, enemy mortars will zero in on your
position. So you will need to consider your fallback
positions after you open fire.

5.5   AMBUSH

Your troops default to "hide", which means they will
carefully conceal themselves until given the order to shoot.
If you hide the troops in the right places, the effects on
attacking forces can be devastating.

Remember, your troops will open fire at 30m even if you
don't order them to shoot. So just keep them hiding... And


Suppression is a very important aspect of CC even on
defense. If you shoot at enemy soldiers, they'll be forced
to seek cover, making them vulnerable to YOUR mortars while
they are out in the open.


CC2 has a nice feature where if a building has multiple
stories, it's assumed that the soldiers are on the TOP
floor, thus gaining better LOS (line of sight) (except AT
teams, which are assumed to be on ground floor, with 2.0

Use terrain and houses to hide yourself from attacking
enemies, WHILE still giving yourself a good field of fire.

6    Special Tactics


All units have a "rating" for AP (anti-personnel) and AT
(anti-tank), which is short of shown via the two AP/AT
lights. You can tell if your unit has any AT capability or
not by looking at the light. In general, Allied units have
virtually NO AT capability except the few PIAT/Bazooka team
or AT gun teams, while Germans have plenty of anti-tank.


ALL Allied units are SERIOUSLY deficient in anti-tank
weapons. ALL Allied commanders should grab at LEAST TWO
PIAT/Bazooka teams when they become available, and protect
them with Bren gun teams or other MG teams.

The "fixed" AT guns are useless. Put them in TIGHT spaces a
little FURTHER back from the first houses, so when the tank
drives by you can surprise it with a flank shot. Other than
that, they are useless. What's worse, those guns have NO
ARMOR so one or two hits and they're toast.

German MG teams come with Panzerfaust, so those can take out
Allied tanks pretty easily. Stay AT LEAST 60m away from
suspected German MG positions.

Remember that German Panzershreck (German equivalent of
bazooka) has even LONGER range.

Most AT weapons need a flank shot to improve their chances.


Snipers should be left as far from the enemy units as
possible, in as good cover as possible (on the highest
building, top of hill, etc.) They can take out leaders and
demoralize troops. Remember, with only one "body" they die
very easily.


To be developed.

7    The Units

I'm NOT going to waste the space of this FAQ when all the
weapons and unit references are on game CD. Simply open your
Windows Explorer to


Where X: is your CD drive containing the CC2 CD. In there,
you'll find the following files:

BATNAMES -- names of the battles

BRNames -- British soldier names, used to randomly generate
soldier names

Elements -- terrain and wall and their effect on shots,
movement, sight, and so on

GENames -- German names

PONames -- Polish names

SolActn -- soldier actions, what can each soldier do in
certain circumstances

Soldiers -- non-vehicle units with firepower, weight, speed,
and so on

TeamDesc -- full descriptions of various units/teams, both
soldiers and vehicles

Teams -- Soldiers and their primary weapons

USNames -- American names for soldiers

Vehicles -- detailed stats on each and every vehicle

Weapons -- detail stats on each and every weapon (accuracy,
reload speed, damage, etc.)

A copy of these files is in your HD as well in the CC2
install directory. You may even be able to customized them a
bit to fix something if you don't quite like that.

There is also a full overview (complete with pictures and
sound) of all the weapons in the help file.


American units tend to have nice firepower, but lack of AT.
They have bazooka available, but no fixed AT gun (which is
more of a blessing).

Sniper can/should be used as a scout and/or defensive team.
Take out the leaders for morale hits.

Main difficulty surviving as the Brits is to survive those
German tank/infantry assaults. Those tanks can really kill
you if you stay in the front-row buildings.


British units have SLIGHTLY more AT due to the Hammond
bombs, but they're still pretty worthless at AT without the
PIAT teams. Keep those teams back to the flanks for side
shots. The AT guns are pretty worthless. Keep them hidden
among the buildings except for those narrow "gaps" between
the buildings.

You COULD use those 6-pound guns as assault weapons if you
are trying to take a building. Use them before you lose

Sniper can/should be used as a scout and/or defensive team.
Take out the leaders for morale hits.

Main difficulty surviving as the Brits is to survive those
German tank/infantry assaults. Those tanks can really kill
you if you stay in the front-row buildings.


In general, Polish units are armed just like the British
units, except for slightly less variety.


German units can vary in quality greatly, from SS to regular
to AB. While in general the firepower is slightly lower,
German units have plenty of AT firepower as every team
carries 1 Panzerfaust, and Panzershreck teams can be

German units in general are on the defensive, except on the
days they receive reinforcements for counterattacks.

To win as Germans, you need to learn how to use your armor
and support properly. Basically, you shell the suspected

8    Specific Map/Battle Tactics


8.1.1     Allies

To get the bridge without it blowing up in your face is
going to be difficult. You must do an ALL OUT RUSH of ALL
rifle teams from the coast side, while the machine gun teams
and mortar teams keep up a constant barrage from the south
side at the entrance. Consider dropping smoke with mortars.
You're hoping that you'll make it that far in two and a half

After that, it's just a matter of wiping out the defenders
without destroying your forces. Usually they will deploy
more to the south. So if you rush in from the north you can
sweep south and take them from the flank. Pin them down with
gunfire and kill them with mortars.

8.1.2     Axis

You probably won't be able to hold the Allies here for very
long. Preferably, you want to hold them here for a day, AND
blow the bridge. With only like 4 teams you will have a hard
time doing so.

You will need to keep two equal strength teams at the west
wall, one to the north gap and the other to the south gap.
Keep a sniper or two near but not next to each team. You
need to be able to repel assault from both north and south.
Set all teams to hide except the snipers (they should be on

You can try forward-deploy the snipers as spotters, but they
won't survive very long.

The Allies will come to you, so let them come into point-
blank (30m) to trigger the firing automatically, then set
all teams to "defend". Their mortars will kill you, but if
you can wipe out 20-30 Allied soldiers you've made it worth
it. After you take out the first wave, consider fallback to
the backup position. Your job is to bleed them. Even if you
get wiped out, there are MAJOR reinforcements the next day.

You probably can't hold this map, so consider retreating to
next map.


8.2.1     Allies

House-to-house fighting is not fun when you don't have many
troops to start with. There are also quite a few objectives
to go after. If he doesn't attack, you'll have to go in
there and dig them out, and that will mean heavy casualties.

Consider bringing an AT gun or two and use them as assault
guns on suspected enemy positions.

If he has tanks, use the houses as ambush points.

8.2.2     Axis

If you are holding the map, forward deploy the troops a bit
and hold them to the east at the edge of the field. They
don't have much cover in the fields. Keep a reserve one
house back in case the allies made it all the way to the
perimeter. If your teams are inside buildings you can forget
about the mortars as they don't do much damage to dug-in
troops in buildings.

It's possible for the enemy to sneak around the waterfront
to the north, so deploy a small team or two of scouts up
north as early warning.

9    Specific Operation Tactics


You can win two ways: 1) destroy all hostile forces, or 2)
push them back all the way off the map.

9.1.1     Destroy all enemy forces

ALLIES: While initially you do have the advantage, that rush
to secure the bridge will cause a LOT of casualties unless
you're very lucky with smoke usage. Somehow, you need to be
both conservative (in preserving you forces) as well as bold
(taking other victory locations).

Keep in mind that Axis forces are extremely thin. If you
don't care about the bridge, then play it safe. Use your
units to pin down enemy units, then use mortars to pound
them to pieces.

AXIS: You can't hold them on the first map as you don't have
enough troops, at least on the first day. Your initial
troops need to buy time and keep the first map as long as
feasible, call for truce if necessary. Conserve forces, esp.
the MG teams. Offer up those reserve teams as sacrifices to
keep the MG teams safe. Let them open fire at long-range and
then fall back. Use reserve teams as fodder and save the MG
teams, retreat if needed.

When you survive the first day, you get access to the heavy
infantry PanzerGrenadier and other forces. They, along with
proper battle tactics, will help you destroy the hostile

9.1.2     Push them off the map

This only works if the enemy is smart enough to retreat when
the situation is tenuous. You have to go on the attack, but
if you can wipe out all the enemies on the map, you win


To be developed. Also see the help file for general hints.

10   Specific Campaign Tactics

To be developed. Also see the help file for general hints.

11   Multiplayer Tactics

To be developed.


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