![strategic war in europe manual strategic war in europe manual](https://www.matrixgames.com/images/screens/242/screen_5c1284d78a7bd.jpg)
AI will make initial picks for you, but will remember your changes. Not recommended, some decisions are weird. Weaker generals (Lord Gort, I see you) will not make such a difference – but it’s still a gain. Rommel has a very high rating of 9, and has additional experience dot, so his comabt boost is significant. And attaching units to HQ’s costs nothing, so why not use it?īonus to readiness granted depends on HQ rating and its experience. All these additional HP’s taken will add up, enemy will lose more MPP’s and you will achieve victories faster. But in SC:WaW you will fight hundreds of battles like these in one game. One may argue that 2HP here and there are meaningless. Tanks readiness jump to 78% (+28% pp, huge difference) and odds are now 0:4. Now let’s attach this tank to Desert Fox: Therefore, readiness of these tanks are only 50%, and their odds against XIII Corps are 0:2 in their favour. Let’s take a look:Īfrika Korps Tanks are not attached to HQ – Rommel HQ unit is not highlighted. Sounds great, but is this bonus significant? Screens are taken from the first Axis turn in 1942 Axis High Tide campaign. If you delve deep enough into manual, you will learn, that attaching your units to HQ’s will grant them combat bonuses. Let’s have a look at the first topic, supply will be described in next chapter. Secondly, they increase supply in enemy territory, allowing your units to fight better. First of all, they boost combat readiness of units attached to it.
![strategic war in europe manual strategic war in europe manual](https://www.slitherine.com/images/screens/310/screen_5c8a712ba555d.jpg)
![strategic war in europe manual strategic war in europe manual](https://steamcdn-a.akamaihd.net/steam/apps/593030/ss_d3ad9ed17954beb06484ce431bc55ae78d67edd6.600x338.jpg)
HQ’s are the most important units in the game, for 2 reasons.
#Strategic war in europe manual free#
I also wrote a guide on Allied side research, feel free to check it out. This guide is a result of 30+ PBEM games of mine and extensive reading of Matrix forums. Guide is especailly dedicated for new players/beginners, but midlevel players may find something interesting here too. These are:Īll very important concepts, when put to use will improve your gameplay a lot. Range of topics is very wide, but I decided to focus on 3 aspects, which in my opinion are very important. One may of course bully them during games/on forums, but why not write a guide instead? In my PBEM games I often see that basics are not respected, even by intermediate players, not mentioning beginners. Even the best strategic plan will not work if game mechanics are not respected. It’s one of these games that becomes complex not because of rules, but becuse of wide range of decisions you must make nearly each turn.īut before you make these decisions, you have to remember about fundamentals. Although it follows quite simple mechanics, there is a lot of depth. Strategic Command: World at War is not an easy game. If you want to improve, especially if you are beginner, look no further and enjoy reading.