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SC - Tutorial SC - Strategy manual SC - "Bugs"
Here are the most important things listed that every Sc player needs to know, in order to plan his strategy.

Questions and completions please send to: Terif

Basics of Strategic Command
Standard scenario is "1939 Fall Weiß", all options "on" (fog of war, French, partisans, scorched earth) except for the "war in Siberia" option (so that the siberians arrive), all nations on random, and "undo" option deactivated (no revoking of turns).
  • Poland should surrender within 4 turns. If Poland has not surrendered in the fifth turn, the Russian war readiness increases by 2% and in every following turn by 10%.


  • To keep the russian war readiness low at least one unit needs to be placed in one of the two border cities after Poland surrendered. From October 1940 on there should be 3 units stationed at the eastern border and that in the following manner:
    1. The city of Königsberg must be occupied.
    2. One of the two hexes southeast or northeast of Warschau needs to be occupied.
    3. The last (third) unit can be placed anywhere at the 9 border hexes. But it must be stationed on german soil (not rumanian) and exactly on the border (e.g. north of Königsberg) - not even one hex away.

    Units in Romania are irrelevant for the russian war readiness. Actually you need the three units first when the allies (Hungary, Romania, Bulgaria, possibly Spain) join, but we can´t see in the future and they join randomly from November 1940 on (therefore the units from October onwards). In the case that the Axis allies won't join for some reasons (e.g.. Spain not neutral anymore or France not surrendered yet) you need the 3 units latest in December 1940, otherwise russian readiness starts increasing in January 1941. Units stationed in Romania are irrelevant for the Russian war readiness.
    If there are not enough units at the border (or too many, but that will normally first happen shortly before Barbarossa, the german attack on Russia.) the russian war readiness increases by 10% per turn. With sufficient units it increases by 0% ! From June 22 on the russian war readiness increases by 2-6% randomly per turn independently from what you do - otherwise you would never have a war with Russia. After January 1942 this jumps up to 15%/turn, so Barbarossa will start latest in Spring 1942.


  • US war readiness increases from February 2 1941 on by 4% per turn.


  • If the Allies leave one of their positions in the Mediterranean unoccupied (Gibraltar, Algiers, Malta, Alexandria, Beirut), the italian war readiness increases by 2-10% per turn (depends on number + chance).


  • If Germany does not attack the Low Countries in turn 2 sometimes the Allies do so first (called "Dutch Gambit" or "LC Gambit"). The benefit for the allies lies in the MPPs they get plus an excellent defence position behind the Rhine.
    But when Germany responds by simultaneously attacking Brussels and the Maginot line the italian war readiness increases by 10% per turn. That way you have a second front in the south and also enough MPPs to be a match for the Allies. Instead of buying a third headquarter (HQ) you should better buy an additional air fleet in this case, although you need to use the HQs cautiously so that they command the units at the front and not some unimportant units in the back. It's best to move all the unnecessary units out of the reach of the HQs (5 Hexes).

    Independently from the above: destroy one enemy unit after the other and move slowly but steadily forward. Attack with 2-3 units and then with 3-4 air fleets. Always take care that the units in combat are supported by headquarters. This move is often deadly for the inexperienced Axis player but after the first 5 defeats or so you learn how to counter it. This move (LC Gambit) is only beneficial when you can defeat the Axis in France or at lest manage to survive until way into 1941. However, against an experienced player this is unlikely and in the long run this strategy is more a heavy disadvantage for the Allies (Russia and the USA do not really like it). So there is no need to be worried if your opponent gives it a try ... at least as soon as you have gathered some playing experience.


  • When the Allies do not declare war on the Low Countries and also do not move units from the Mediterranean, Italy will only join the war when Germany stands before Paris. One unit maximum 1 hex away = 20% per turn of Italian war readiness. Each surrender of a nation will also increase the Italian readiness by 5% (i.e. Poland, Denmark, Netherlands ...).


  • France:
    In contrast to every other nation, France surrenders as soon as the capital (Paris) is taken, no matter how many French units exist. With every other nation the probability of the surrender increases with every destroyed unit (as soon as the capital is conquered) and reaches 100% when no units exist anymore. When France falls, Vichy-France is created. Every allied on Vichy territory surrenders! (including UK and canadian units) french units on UK territory - territories that belonged to UK at the start of the game (England, Egypt, Gibraltar, Malta, but not Canada or conquered territories) - become free French. Ships and transports have a chance of 20% for becoming free French no matter where they are positioned.


  • Spain:
    As soon as Spain is no longer neutral the Axis allies won't join anymore (exception: Finland). So the Axis player should wait with the declaration of war until Hungary and Romania have joined (Bulgaria only depends on those two so it will join in any case), or otherwise they won't join anymore. Spain can also join the Axis out of free will as soon as Axis units stand near Manchester and London (Sealion).


  • Norway/Sweden:
    When Sweden is conquered you have a virtual land connection to Berlin via Denmark to Berlin and the supply increases from 5 to 8. The same happens with Africa: Gibraltar makes a virtual connection between Berlin and North Africa possible (supply goes up from 5 to 8/10). That is especially of worth as soon as Egypt and Iraq is taken. The connection is called virtual because it is not possible to operate units while the supply increases nonetheless (the MPP income gets better).


  • Canada:
    As soon as an Axis unit lands there the USA enters the war in the very next turn (war readiness increases by 100%!).Therefore you should not land there too early. The other way round, the Allies do not need to protect Canada for a long time, since no one can land there without paying for it.


  • Sealion (Axis units land in England):
    When an Axis unit is only one hex away from London OR Manchester the war readiness of the USA increases by 20% per turn and the war readiness of Russia by first 15% and then also 20% per turn (but the russian readiness only increases after January 1941, prior to that date only the american readiness is affected). So always have the Fleet and/or enough allied troops ready to repulse an early invasion.


  • Aircraft carriers:
    They are very weak at the beginning (against air fleets). But with technology (from Lv3 Jets + Lv2 long range on) and experience they become deadly weapons. Experience increases the damage caused and reduces the damage received.
    Carriers gather experience quite easily by bombing of ground units. With 4 medals experience (collected after 20 successful attacks without resistance) they are nearly indestructible. Therefore, the Axis should never let this happen!
    Either pull the ground units further back into the inner country and as soon as allied troops land destroy them or station at least one air fleet as a protection. Carriers are ships and attack/defend with this value. With Jet tech their combat performance increase comparing to air fleets. But air fleets cannot increase their values against carriers by technology. This advantage is necessary, since they are pretty much the only advantage for the allies against the axis. The carriers aside, the allies are way inferior to the axis on material (MPPs) and units. They can only compensate that by smartly using their carriers, ships and invasion troops.


  • Bid system: (updated February 2006)
    In Human vs Human games it is common practice to use bonus mpps for Allies("bid") to decide who plays which side in the Fall Weiss campaign. The one with the highest bid plays Axis. With some experience Axis has a huge advantage, therefore Allies need extra mpps to even out this advantage.

    The first system was a 1:1:1 system (=mpps x bid for UK,USA,Russia), i.e. if someone bids e.g. 150, then UK gets 150mpp, USA 150mpp and Russia 150mpp. This is now an old (obsolete)system.

    Some time ago common systems were 1:8 and 1:10 (1xUK, 10xRussia). But today only 1:5:20 (1xUK, 5x USA, 20x Russia)and and the 1:5:30 systems are in use (1x UK, 5x USA, 30x the bid in mpps for RUssia) .
    E.g. a bid of 200 means in the 1:5:30 system: 200 mpp for UK, 1000 USA, 6000 Russia.

    The host adds the bonus mpp in the scenario editor to the fall weiss scenario (right side, 3rd button), saves it under a new name and then can load it for the game. The size of the bid highly depends on the experience of both players since axis only has an advantage when the axis player knows how to play his side and the advantage increases with the experience. Here some average values (February 2006):

    new vs new:
    no bid necessary if they are really new (Allies even can be in the advantage here), but who has read the SC course and acts accordingly should better play with at least bid 100 in 1:5:20
    intermediate vs intermediate:
    bid 200-300 in 1:5:20 or bid 150-250 in 1:5:30
    veteran vs veteran:
    bid 250-300 in 1:5:30
© 2003 Terif, Die PanzerLiga
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