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] 0.1 A WORD FROM THE AUTHOR A quick browse through the gamefaq.com shows that there is no FAQ for ANY of the Close Combat series, so here's my version. 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. 0.2 TERMS OF DISTRIBUTION 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 disclaimer." 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 followed. 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. 0.3 VOLUNTARY CONTRIBUTION 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. 0.4 HOW AND WHEN TO CONTACT ME 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 (editpadclassic.com). 0.5 THE AUTHOR 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. 0.6 DISCLAIMER / COPYRIGHT INFORMATION 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. 0.7 HISTORY 16-SEP-2002 Initial release 1 Close Combat: A Bridge Too Far General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS 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 (http://www.atomic.com), 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 get. 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. 1.2 CLOSE COMBAT HISTORY 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 realistically. 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. 1.3 CC:ABTF REQUIREMENTS The follow is lifted from the README file. To run A Bridge Too Far on Windows 95 or Windows NT, you need: ú Personal computer with a Pentium 90 or higher processor (Pentium 133 recommended). ú 16 megabytes (MB) of RAM for Windows 95 or 24 MB of RAM for Windows NT. ú At least 45 MB of available hard disk space. ú 4X CD-ROM drive or higher. ú Video card that supports 800 x 600 resolution or higher and 16-bit color. ú Sound card (recommended but not required). ú Microsoft Windows 95 operating system or later, or Windows NT operating system version 4.0 Service Pack 3 or later. ú Microsoft Mouse or compatible pointing device. ú Headphones or speakers (recommended). ú 28.8 modem for head-to-head play. ú Internet access required for Internet play. Other O/Ss are not officially supported, though it should run fine on any Windows. 1.4 SOME CC:ABTF BACKGROUND The name mainly came from the 1977 movie of the same name. You can find more info about the movie at IMDB: (http://us.imdb.com/Title?0075784) 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. 1.5 HOW DOES THE GAME PLAY? 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 destroyed. 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. 1.6 BUGS AND FIXES 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 ú You can no longer deduce enemy placements during deployment mode by watching for the targeting cursor while dragging a fire line. ú Dead tank sprites no longer dissappear. ú Dead tanks will continue to smoke. ú 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. ú 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. ú Tanks now can move onto the Arnhem bridge. ú Mortars on "Defend" or when controlled by the AI were too accurate. Now they will target an area, not individual men. 1.7 EXPANSION PACKS? SEQUELS? RELATED TITLES? 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. 2.1 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 dots). 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. 2.2 KEYBOARD SHORTCUTS 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, right? 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. 3.1 CAPTURE VICTORY LOCATIONS 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. 3.2 MAIM/DESTROY ENEMY TEAMS 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 victory. 3.3 DEMORALIZE ENEMY TEAMS 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. 3.4 SOUNDS SIMPLE, SO READ THE FOLLOWING COMMON TACTICS 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. 4.1 OVERWATCH 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. 4.2 SUPPRESSION 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. 4.3 FIRE SUPPORT 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. 4.4 FLANKING 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 on. 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. 5.2 FORM A PERIMETER Do NOT separate your units by too far. They need to be able to cover each other. Keep them within shooting distance. 5.3 KEEP A RESERVE 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. 5.4 PREPARE FALLBACK POSITIONS 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 BLAM! 5.6 SUPPRESSION 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. 5.7 TERRAIN 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 patch). Use terrain and houses to hide yourself from attacking enemies, WHILE still giving yourself a good field of fire. 6 Special Tactics 6.1 USE THE RIGHT WEAPONS! 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. 6.2 ANTITANK 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. 6.3 SNIPER USE 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. 6.4 TANK USAGE 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 X:DataDataBase 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. 7.1 AMERICAN UNITS 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. 7.2 BRITISH UNITS 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 them. 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. 7.3 POLISH UNITS In general, Polish units are armed just like the British units, except for slightly less variety. 7.4 GERMAN UNITS 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 ordered. 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 ARNHEM BRIDGE 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 minutes. 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 "defend"). 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 ARNHEM WEST 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 9.1 ARNHEM BRIDGE 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 forces. 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 immediately. 9.2 OTHER TACTICS 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.