All Cannons In Sudden Strike

If a group of anti-tank cannon is highlighted, all the anti-tank cannon shoot at the highlighted target object (cannon which are not ready to fire will reload first and then fire). Several target objects have to be indicated again by activating ATTACK and SHIFT plus right mouse click. The cannon all shoot one after the other at each of the given target objects (as opposed to LONG RANGE FIRE by howitzers and missile launchers, see page 29/34).

Anti-tank cannon can be connected to trucks for faster transport (see 'Trucks", page 29).

Orders:

MOVE

ATTACK

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ROTATE

UNLOAD

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MOVE: Only with a crew of two and very slowly. UNLOAD: Crew leaves cannon.

Standard orders:

ATTACK (over enemy units) NONE (anywhere else)

2. howitzers

Howitzers fire ballistically (there does not have to be a clear line to the target object), they have a wide range and fire grenades (high explosive damage). Howitzers explode very easily when attacked.

The commands for howitzers are the same as for anti-tank cannon with the exception that ATTACK is substituted by LONG RANGE FIRE. In order to avoid mistakes, the menu item has a different position in the Menu ORDERS and a different key configuration. Thus, the orders ATTACK and LONG RANGE FIRE can be used separately in one group where there are anti-tank cannon as well as howitzers.

Several target objects can be selected and fired at one after the other without activating LONG RANGE FIRE and without holding down the SHIR key. If a group of howitzers is selected, the targets are split up among them, i.e. each target object is only fired at by one howitzer. A gun can only shoot again when all the other howitzers of the group have fired.

Howitzers can be connected to trucks for faster transport (see 'Trucks").

MOVE

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ROTATE

UNLOAD

Long Range Fire

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MOVE: Only with a crew of two and very slowly. UNLOAD: Crew leaves cannon.

Standard orders:

LONG RANGE FIRE (over enemy units)

NONE (anywhere else)

B. TRUCKS

A truck is a transporter which can carry a certain number of soldiers, stationary heavy machine guns and grenade launchers. Heavy machine guns and grenade launchers take two places each: one for the gun itself and one for the marksman.

The ambulance is a special truck which gradually increases the life value of the soldiers within to the maximum.

Orders:

MOVE

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UNLOAD

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STOP

Not in the Menu ORDERS:

[LOAD]: loads soldiers/grenade launchers/heavy machine guns.

Notes:

UNLOAD unloads the truck in the following order: If there are any cannon, they are uncoupled at first and brought together with their crew. The next click makes all soldiers not belonging to the gun crew disembark. If there are any heavy machine guns and/or grenade launchers, they are unloaded last by clicking the mouse again.

Standard orders:

[LOAD] (over own artillery, soldiers/ grenade launchers/heavy machine guns) MOVE (anywhere else)

Towing cannon

Cannon can be connected to and towed by a truck. In order to do this, the cannon has to be manned with at least one infantryman. The crew of the cannon helps connect it to the truck and then gets into the truck. After uncoupling the cannon, its original crew mans it again. If there are not enough free seats for the crew when connecting the cannon, some of the soldiers who are already in the truck must disembark in order to make some space for the crew.

C SUPPLY TRUCKS

The following actions can be carried out:

  1. Reloading ammunition, repairing units
  2. Building barbed wire entangle ments and tank blockades
  3. Repairing bridges
  4. Building pontoon bridges

Supply trucks transport ammunition and construction parts. If a supply truck does not carry out an action, ammunition and construction parts are reproduced at a constant speed until they reach the maximum. Ammunition is used for recharging units and is universal (suited for every weapon). Construction parts are used to build barbed wire entanglements and tank blockades.

NOTE: Tank blockades cannot be destroyed through bombardment.

Building and repairing bridges does not involve any raw materials apart from the time used. In spite of the fact that the mouse cursor does not change to the REPAIR/RELOAD icon when hovering over damaged enemy units, these can be repaired and reloaded through an explicit order. Cannon cannot be connected to supply trucks.

Supply trucks work independently: If a damaged unit or a unit without ammunition is close to it, the supply truck repairs or reloads this unit automatically, i.e. it approaches the unit, repairs or reloads it and returns to its previous position.

HOLD FIRE and STAND GROUND can also be used for supply trucks; the commands then prevent the truck from going to a damaged unit as well as from the automatic repairing or reloading (see "HOLD FIRE" and "STAND GROUND", page 16).

Supply trucks are highly explosive.

MOVE

REPAIR/ RELOAD

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BUILD WIRE

BUILT TANK

BUILT P0T00N

ENTANGLEMENT

BLOCKADES

BRIDGE

REPAIR

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STOP

BRIDGE

REPAIR BRIDGE is only available while standing on a bridge.

Standard orders:

REPAIR/RELOAD (over damaged units/units without ammunition) MOVE (anywhere else)

There are the following types of infantry:

  1. Soldiers: Equipped with submachine guns, average range, high firing rate.
  2. Marksmen: Equipped with guns, wide line of sight, wide range, low firing rate.
  3. Snipers: Equipped with sniper guns, extremely wide line of sight, very wide range, low firing rate.
  4. Flamethrower infantry: Equipped with flamethrower, extremely high rate of damage, very small range.
  5. Officers: Equipped with pistols, ex tremely wide line of sight, small range, low firing rate, low rate of damage.
  6. Machine gun infantry: Equipped with machine gun, extremely high firing rate, extremely high rate of damage.
  7. Tank marksmen: Equipped with tank rifles, low firing rate, armour breaking, also high rate of damage to tanks.
  8. Bazooka infantry: Equipped with bazookas, low firing rate, little am munition, armour breaking and explosive, fatal for tanks.

Infantry units can enter buildings (bunkers, towers, etc.) and shoot from there. Buildings reduce the damage for the units in them when they are hit but do not prevent damage completely.

NOTE: Buildings have effects on the line of sight of the units in them. Watchtowers e.g. increase the line of sight immensely.

Infantry units can enter and use trucks/jeeps/tank vehicles/cannon by right-clicking.

NOTE: As long as infantrymen are in trucks, tanks or jeeps, their range is confined to that of the corresponding vehicle they are in. When using cannon, the line of sight of the soldiers remains intact.

Marksmen can lay anti-tank mines. Mines are laid exactly where the soldiers are at the time of clicking on the button in the Menu ORDERS (action without an interaction with another object).

Infantrymen can find and sweep mines.

NOTE: Right-clicking in the main window or the MAP following the command LAY MINES/SWEEP MINES carries out the reactivated standard command MOVE and has no effects on laying/sweeping the mines.

Orders:

MOVE

ATTACK

ASSAULT

LAY MINES

SWEEP MINES

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COVER

SCATTER

STOP

Not included in the Menu ORDERS: [ENTER]

[M0VE2]: The selected units move to the target position; enemy units which come into reach are attacked. Afterwards units proceed; the direct way to the target position is never left.

Notes:

MOVE: The selected units move to the target position without attacking enemy units which could come into their range.

ASSAULT: The selected units advance towards the target position. If there is an enemy unit within reach the units change to the ATTACK mode and chase the enemy.

The order LAY MINES can only be carried out by marksmen.

Standard orders:

ATTACK (over enemy units) [ENTER] (over trucks/jeeps/tank vehi cles/buildings etc.) [M0VE2] (anywhere else)

E. JEEPS

Jeeps are light and fast vehicles, which have the same properties as trucks except that soldiers can fire from a jeep, and that cannon/grenade launchers/heavy machine guns cannot be connected to them.

The same orders as for trucks are available, as well as ATTACK and ASSAULT when there are any infantrymen in the jeep.

MOVE

ATTACK

ASSAULT

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UNLOAD

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STOP

Not included in the Menu ORDERS:

[LOAD]: Loads soldiers.

Notes:

ATTACK: Only if there are any soldiers in the ¡eep.

ASSAULT: Only if there are any soldiers in the ¡eep.

UNLOAD: All soldiers leave the ¡eep.

Standard orders:

[LOAD]: (over own soldiers)

ATTACK: (over enemy units, there must be soldiers in the ¡eep)

MOVE: (anywhere alse)

Tanks are vehicles with a revolving turret (tanks with non-revolving turrets are part of tank destroyers, see page 36). Movement and firing of missiles are independent from one another.

Tanks are better armoured at the front than at the back and sides.

ATTACK can also be carried out against targeted points in the area. If the area point is in reach, the crosshair flashes in red/yellow. If the tank has to move in order to get into range, the crosshair constantly remains red. This only takes into account the distance, not any obstacles in the way! When a group of tanks is highlighted, the crosshair flashes in red/yellow as long as the target position is in reach of any of the members of the group. When given the order to fire, those tanks which are close enough to the target will fire immediately. The others will advance until they are within firing range.

NOTE: If the crosshair is over an object it is constantly red in any case.

Orders:

MOVE

ATTACK

ASSAULT

ROTATE

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MOVE: The tank moves towards the target point and shoots at enemy units if necessary without stopping.

ASSAULT: The tank moves towards the target point; if any enemy units get into line of sight, it stops, changes to the ATTACK mode and chases the enemy.

Standard orders:

ATTACK (over enemy units) MOVE (anywhere else)

G. TANK VEHICLES

Tank vehicles have the same properties as tanks except that they can also take infantry. The commands are the same as for tanks and trucks in addition.

Orders:

MOVE

ATTACK

ASSAULT

ROTATE

UNLOAD

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Empty

Empty

STOP

Not included in the Menu ORDERS: [LOAD]: Loads soldiers.

Standard orders:

[LOAD] (over other soldiers) ATTACK (over enemy units) MOVE (anywhere else)

H. MOBILE MISSILE LAUNCHERS

Fire only longer volleys; long distance fire and extremely high rate of explosive damage. Low target accuracy is compensated by several missiles per volley. If the target of the LONG RANGE FIRE is not in range, the missile launcher will advance towards it. If the target is in reach the LONG RANGE FIRE icon is constantly red, otherwise its interior becomes green and the edge flashes in red/green. If a group of mobile missile launchers is highlighted, the crosshair is constantly red as long as the target point is in reach of any member of the group.

LONG RANGE FIRE works the same way as the howitzers (several target points can be indicated and are shared among the members of a group, see "Howitzers", page 29).

If there are several target objects indicated, the members of the group which are nearest to the respective target object will fire first. Once all of them have fired, one of the missile launchers which is still out of range will move close enough to the target object to hit it and will open fire.

Orders:

MOVE

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LONG RANGE FIRE

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Notes:

LONG RANGE FIRE: The missile launcher moves towards the target object if its range is not sufficient; the mouse cursor indicates whether movement is necessary.

Standard orders:

LONG RANGE FIRE (over enemy units)

MOVE (anywhere else)

NOTE: The fog cannon is not part of the category of missile launchers but of the tank category.

STATIONARY ANTIAIRCRAFT CANNON

Anti-aircraft cannon have the same properties as anti-tank cannon but rotate much more quickly (the cannon can revolve and is fixed on a stationary basis) and they can target aircraft.

Orders:

Move: with a crew of two, slowly. Standard orders: ATTACK (over enemy units) NONE (anywhere else)

J. MOBILE ANTIAIRCRAFT CANNON

They have the same properties as tanks (armed with heavy machine guns) and can fire at aircraft.

Orders:

MOVE

ATTACK

ASSAULT

ROTATE

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ATTACK (over enemy units) MOVE (anywhere else)

MOVE

ATTACK

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ROTATE

UNLOAD

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They have the same properties as tanks except that they do not have a rotating turret and can thus only fire forward.

Orders:

MOVE

ATTACK

ASSAULT

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Empty

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ATTACK (over enemy units) MOVE (anywhere else)

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Responses

  • lotta
    How to build pontoon bridge sudden strike?
    2 years ago

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