Beruflich Dokumente
Kultur Dokumente
April 2010
Premise
Early 1980s
The USSR invades Afghanistan and the war spreads to Iran for control of Persian Gulf oil resources. In
response, the USA moves carrier groups to Persian Gulf and launches airstrikes on Soviet forces. The
USSR retaliates by attacking West Germany. Nuclear weapons have not been used, as neither side is
willing to strike first.
Factions
USA
Soviet Union
China
NATO
Gameplay Concepts
Air Reserve
Aircraft and helicopters are purchased by the American Air Command and the Soviet Air Support Bunker,
and then held in the "Air Reserve". This is an off-map airbase or aircraft carrier that holds your forces
until they are needed, and cannot be attacked by the enemy. All aerial forces can be repaired when in
reserve for free, but this takes time separate from refueling.
Air Missions
Aircraft in reserve can be assigned to various missions. After the mission has been completed and the
plane has returned safely, it requires a "cooldown" period to refuel and rearm before it is available again.
Certain planes can only do certain missions, and some are more effective in certain roles.
1. Recon Flight: the plane makes up to 3 passes of the battlefield, revealing the entire flight path briefly
2. Intercept Standby: when enemy aircraft are spotted on radar or by ground forces, the plane scrambles
to intercept them for air-to-air combat
3. Close-Air Support: the plane circles high above the battlefield until its fuel runs out, allowing it to be
used to either quickly strike a ground target or to attempt to fend off enemy aircraft and helis; close-air
support missions allow the player to choose the aircraft's payload prior to takeoff
4. Bombing Run: the plane leaves the base for an airstrike on a targeted location; this is best used on
static positions or slow moving targets because it can take some time for the plane to reach its target
5. Wild Weazel: the plane conducts a very low altitude run to strike an individual ground target; the
advantage is that the aircraft flies below radar and has a good chance of avoiding interceptor aircraft and
SAMs, but the main disadvantage is that it can be fired at by all ground troops (not just AA weapons) and
is more likely to get shot down; this is a particularly effective way to destroy SAM weapons with air
forces alone
Radar picks up incoming enemy aircraft signals and alerts the player with a warning, giving them time to
decide whether to scramble interceptors or adjust their ground forces and hope their air defenses can
handle it. The Americans have radar in their Air Command structure, whereas the Soviets must make do
with up to three mobile Radar Trucks. If all radar sources are disabled or destroyed, you will not receive
early warning of enemy planes, and air defenses are less accurate.
Most ground forces cannot fire at enemy aircraft, except for fighter-bombers doing a Wild Weazel run.
Instead, commanders must rely on air defenses, including static Patriot Batteries for the Americans, and
ZSUs and SA-6s for the Soviets. Air defenses are noticeably less accurate without functioning radar
sources.
Air-to-Air Combat
Aircraft and helicopters with air-to-air weapons can engage in dogfights if they get intercepted, or if both
are assigned to close-air support at the same time. The intercepting aircraft generally has the initiative,
and planes almost always defeat helicopters. Combat continues above the skies until all the planes on
one side are shot down or one side is forced to withdraw because it has run low on fuel. The player is
notified of the action with an info box, and the player scrolls the mouse over it he can watch a picture-in-
picture screen of the air combat.
Helicopters
Helicopters in reserve can be called into the battlefield, at which point they can be controlled like any
other unit, or set to automated AI control. Some helicopters have weapons with limited ammunition,
and all helicopters have limited fuel. Once the helicopter is low on fuel, it will automatically return to the
reserve to refuel and rearm before it is available again. You can also send them back to base early, which
is useful if they have expended their ammo, are damaged, or radar picks up incoming fighter jets.
Unlike aircraft, helicopters can be fired at by most ground forces, but at high speeds the helicopters are
difficult to hit with non-AA weapons. Given a choice of ground and heli targets, non-AA units will fire on
ground targets unless specifically ordered to engage the helicopter. Helicopters are extremely vulnerable
to aircraft with air-to-air abilities.
Air Units
Americans
F-16 Falcon
- 20mm Cannon (all missions)
- Sidewinders x 4 (Intercept)
- Clusterbombs (Bombing Run)
- Maverick x 1 (Wild Weazel)
- 2 of the Following: Sidewinders x2, Maverick x 1, Clusterbombs (Close-air Support)
F-4 Phantom
- 20mm Cannon (all missions)
- Napalm (Bombing Run)
- AGM Raptor x 2 (Wild Weazel)
- 1 of the Following: AGM Raptor x 1, Naplam (Close-air Support)
B-52 Bomber
- 2000lb Paveway x 2 (Bombing Run)
Soviets
MiG-23
- 23mm Cannon (all missions)
- SA-5 x 4 (Intercept)
- 57mm Rockets x 8 (Bombing Run)
- Kh-23 Kerry x 1 (Wild Weazel)
- 2 of the Following: SA-5 x 2, 57mm Rockets x 6, Kh-23 Kerry x 1 (Close-Air Support)
Tu-27 Badger
- 250kg Bombs x 6 (Bombing Run)
American Forces
Buildings
Command Bunker
- Engineers
- M60-E (T3)
Barracks (T1)
- GIs
- Humvee
Armory (T2)
- Marines
- Dragon Team
Field Emplacements
Outpost: secures strategic points and supplies 50% more resources until destroyed
Barbed Wire: prevents infantry movement, can be run over by vehicles with any crush abilities
Sandbag Wall: provides green cover, can be run over by vehicles with medium or heavy crush
Sandbag Nest: circular sandbag nest, up to 6 infantry can be garrisoned in one; provides green cover but
take more damage from grenades and flame weapons, cannot be run over
Tank Traps: stop most vehicles from moving, can be destroyed with heavy explosives
Pillbox: (300 MP, 20 Fuel) hardened bunker with .50 cal machine gun, wider arc than Soviet version
Patriot Battery: (400 MP, 50 Fuel) fires SAMs at aircraft, helicopters, and SCUD missiles
AP Mines: (25 Muni) anti-personnel mines very effective against infantry and light vehicles
Magnetic Mines: (50 Muni) anti-vehicle mines; won't be triggered by infantry; require command
upgrade
**Doctrines**
Air Superiority
The air power of the United States armed forces is unmatched. F-14s and superior radar technology will
dominate the skies and allow uninterrupted support to the ground troops below.
Left Side:
Right Side:
Special Forces
Soviet forces will cower as elite special forces descend on them from land, sea, and air. Advanced intel
disrupts enemy communications and reveals their maneuvers to insure American troops are never caught
by surprise.
Left Side:
3 CP Pathfinders: (400 MP, 4 Pop) Calls in a squad of Pathfinders
- Cooldown: 60 seconds
- Limit: 3 squads on battlefield at any time
1 CP Tracking: Infantry can determine type of vehicle and direction from tracks left on terrain
3 CP Navy SEALs: (600 MP, 6 Pop) Paradrops a squad of Navy SEALs into any revealed territory
- Cooldown: 90 seconds
- Limit: 3 squads on battle field at any time
Right Side:
Anti-Armor
The sea of Soviet tanks advancing on Western Europe will be in for a rude surprise from American anti-
armor weaponry. With special infantry weapons, depleted uranium rounds, and A-10 Warthogs
swooping in from the sky, surviving Soviet tank crews will flee in terror back to their Motherland.
Left Side:
3 CP Tank Destroyer: (700 MP, 6 Pop) Calls in a self-propelled M901 ATGM platform
- Cooldown: 75 seconds
- Limits: 3 vehicles on battlefield at any time
2 CP A-10 Tank Buster: (150 Muni) An A-10 Warthog strafes the target area
- Cooldown: 150 seconds
1 CP Depleted Uranium: Increases penetration and damage of guns on the M60, Abrams, and TD
Right Side:
2 CP Magnetic Mines: Gives Engineers the ability to lay magnetic anti-vehicle mines
2 CP Men Versus Steel: Infantry can see tanks at greater distance through fog of war, and improves
range and rate of fire of Dragon Teams
2 CP Barrett .50 Cal: Gives Marines access to the Barrett .50 cal upgrade
American Engineers
Cost: 160 MP Pop: 3
Squad Size: 3 HP: 140 Speed: 4 LOS: 3
Upgrades:
* Combat Engineers (T2) (50 Muni)
- Replaces squad weapons with M16s, boosts HP by 40, and gives Engineers the ability to use C4
American GIs
Cost: 280 MP Pop: 5
Squad Size: 5 HP: 260 Speed: 4 LOS: 3
Abilities: None
Upgrades:
* M203 Grenade Launcher (T2) (75 Muni)
- Two squad members receive the M203 underslung grenade launcher, and will periodically fire
grenades that are effective against infantry and do some damage to light vehicles; this upgrade
slightly reduces the squad's overall suppression and rate of fire
- Damage: 25 - 60
- Max Range: 40
- Rate of Fire: 6
American Marines
Cost: 320 MP Pop: 4
Squad Size: 4 HP: 310 Speed: 4 LOS: 3
Weapons: M16 Assault Rifle x 4
- Damage: 10 - 30
- Suppression: 0.05
- Penetration: 2
- Max Range: 60
- Rate of Fire: 15
Abilities:
* M72 LAW (50 Muni)
- Fires a disposable rocket launcher which is effective against light vehicles
- Damage: 60 - 160
- Penetration: 8
- Max Range: 40
- Cooldown: 45 seconds
* Barrett .50 Cal (75 Muni) (Requires Barrett .50 Cal command upgrade)
- Replaces one squad member's M16 with the semi-auto Barrett rifle, which is effective against
light vehicles and has a high probability of damaging or destroying their engines at the cost of
reduced accuracy versus infantry; the Barrett can only be used when Marines squad is stationary
- Damage: 30 - 45
- Suppression: 0.01
- Penetration: 6
- Max Range: 70
- Rate of Fire: 9
*Notes: can be dropped and picked up as a light weapon
Dragon ATGM x 1
- Damage: 80 - 200
- Penetration: 18
- Max Range: 70 (with Men vs. Steel: 85)
- Rate of Fire: 3 (with Men vs. Steel: 6)
*Notes: must be stationary to fire, can be dropped and picked up as heavy weapon
Abilities: None
Upgrades: None
American Humvee
Cost: 200 MP, 10 Fuel Pop: 3
Type: Recon Vehicle Crush: Light
Armor: Light HP: 180 Speed: 9 LOS: 5
- Front: 3
- Sides: 3
- Rear: 3
Abilities:
* Transport (5)
- The Humvee can carry infantry squads with up to five members; troops inside the Humvee
cannot fire and will take some damage if the Humvee is destroyed while they are in it
Upgrades:
* Reinforced Armor (50 Muni)
- Adds armored plating to sides and bottom of the Humvee which make it more resistant to
small arms fire and mines, but has no effect on explosive weapons
* Amphibious
- The Commando can traverse waterways at a reduced speed of 4
* Stealth
- Cloaked anywhere on the battlefield except when near enemy units; movement speed is
reduced to 4 while in Stealth mode
Upgrades: None
American Pathfinders
Special Forces Doctrine Unit
Abilities:
* M14 Marksman (30 Muni)
- Snipes and instantly kills one member of enemy squad
- Damage: Special
- Max Range: 80
- Cool Down: 30 seconds
* Camouflage/Hold Fire
- Squad is cloaked when stationary in heavy (green) cover or when inside buildings, and not
firing
* Illuminate
- Paints a laser on an enemy target, improving the accuracy of any incoming artillery or airstrikes;
the squad cannot move while illuminating a target and requires 3 seconds to set up and stop
Upgrades: None
Abilities:
* Stealth/Hold Fire
- Cloak anywhere on the battlefield except when firing or near enemy units; movement speed is
reduced to 3 while in Stealth mode
Upgrades:
* Zodiac Boat (50 Muni)
- Gives the squad a man-portable, inflatable motorboat that allows them to move on waterways
at a speed of 6; the squad is in negative (red) cover while on the boat, and only two members
can fire out of the boat; requires a set-up time of 5 seconds
American M3 Bradley
Cost: 280 MP, 35 Fuel Pop: 4
Type: IFV/APC Crush: Medium
Armor: Medium HP: 320 Speed: 8 LOS: 3
- Front: 10
- Sides: 8
- Rear: 6
Abilities:
* Transport (8)
- The M3 can transport up to 8 infantry, which will take some damage if the M3 is destroyed
* Reinforce
- Allows nearby infantry squads to reinforce; costs 25% more MP but is 25% faster than normal
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the M60A1, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
American M1 Abrams
Cost: 600 MP, 100 Fuel Pop: 8
Type: Main Battle Tank Crush: Heavy
Armor: Very Heavy HP: Speed: 7 LOS: 3
- Front: 42
- Sides: 20
- Rear: 14
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the M60A1, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
American M60-E
Cost: 300 MP, 20 Fuel Pop: 5
Type: Engineering Tank Crush: Heavy
Armor: Heavy HP: Speed: 6 LOS: 3
- Front: 30
- Sides: 14
- Rear: 10
Abilities:
* Bulldozer Raise/Lower
- When the bulldozer blade is lowered, the M60-E has its speed reduced to 2 but it can knock
down trees and civilian buildings, destroy tank traps, harmlessly denotate mines, and bury infantry
squads in trenches if they don't quickly leave; this ability cannot be used while towing
* Tow/Unhitch
- Damaged or abandoned friendly tanks and vehicles can be towed at speed 3 by the M-60E,
either to a safer location for repairs or back to base for recrewing
Upgrades: None
Weapons: M60 Machine Gun (Side-mount Gunner, air and ground targets)
- Damage: 20 - 35
- Suppression: 0.15
- Penetration: 3
- Max Range: 40
- Rate of Fire: 30
*Notes: Gunner can be killed by ground fire; another will regenerate in 30 seconds
Abilities:
* Transport/Disembark (6)
- Up to 6 infantry can be transported by the Huey, which must land to disembark the troops; if
the Huey is destroyed in flight, any infantry squads in transport will also be destroyed
Upgrades:
* Med-evac (75 Muni)
- Removes the .50 cal machine gun, but the Huey can now act as a mobile field hospital - when it
lands, medics retrieve nearby wounded soldiers; after 5 soldiers have been collected, the Huey
can return to the Command Bunker and a squad of GIs is created (if Population permits);
note: if the Huey is transporting an infantry squad it cannot pick up wounded troops
American Cobra
Type: Attack Helicopter
Armor: Medium (7) HP: Speed: 16 LOS: 7
Fuel: 150 seconds Refueling: 200 seconds
Abilities:
* Flares (Automatic) (Requires upgrade)
- When the Cobra gets a missile lock-on, flares automatically get released with the chance of
throwing the missile off-target; after launching a flare, the Cobra is vulnerable to subsequent
missiles during it's cooldown period
- Cooldown: 30 seconds
American Chinook
Type: Transport Helicopter
Armor: Medium (10) HP: Speed: 10 LOS: 7
Fuel: 600 seconds Refueling: 240 seconds
Weapons: None
Abilities:
* Transport/Disembark (16)
- Up to 16 infantry and/or 1 Humvee (takes up 8 spots) can be transported by the Chinook, which
must land to unload the Humvee (infantry can rappel); if the Chinook is destroyed in flight, all of
its cargo is also destroyed
* Rappel Infantry
- Infantry passengers can rappel out of a hovering Chinook onto ground or into any unoccupied
civilian building; infantry are vulnerable to ground fire while rappelling, and if the Chinook is
destroyed, all infantry still dropping will be lost
Soviet Forces
Buildings
Command Bunker
- Ingenery
- UAZ
Quartermaster (T3)
- Sagger Team
- BMP-1
- BMP Command
- ZSU-2
Field Emplacements
Outpost: secures strategic points and supplies 50% more resources until destroyed
Barbed Wire: prevents infantry movement, can be run over by vehicles with any crush abilities
Sandbag Wall: provides green cover, can be run over by vehicles with medium or heavy crush
Sandbag Nest: circular sandbag nest, up to 6 infantry can be garrisoned in one; provides infantry with
green cover but they take more damage from grenades and flame weapons; cannot be run over
Tank Traps: stop most vehicles from moving, can be destroyed with heavy explosives
MG Dugout: (250 MP, 15 Fuel) earthern dugout with a 12.7mm machine gun; smaller firing arc than the
American version but can disguise itself as foliage and hold fire
Artillery Firebase: (450 MP, 100 Fuel) static 155mm artillery position; crew can be killed and firebase can
be recrewed by any infantry squad, friendly or not
Field Hospital: (200 MP, 25 Fuel) Medics retrieve wounded soldiers within hospital radius, and when the
casuality bar is full, a squad of Riflemen is created (if Population permits); can also spend 40 Muni to
heal allied infantry within a smaller radius for 30 seconds
AP Mines: (25 Muni) anti-personnel mines very effective against infantry and light vehicles
**Doctrines**
Steel Lightning
We must combine lightning speed and the power of our armor to break through the Fulda Gap and crush
the Americans in West Germany. Use our specialized infantry to aid our tank battalions in achieving a
quick victory.
Left Side:
1 CP Breakthrough: (50 Muni) Boosts all tanks' top speed by 2 for 60 seconds
- Cooldown: 120 seconds
3 CP Amphibious Tank: (400 MP, 4 Pop) Calls in a PT-76 light tank
- Cooldown: 60 seconds
- Limit: 4 tanks on battlefield at any time
2 CP Supply Lines: Reduces Fuel and Population upkeep of vehicles by 25%
Right Side:
1 CP Ground Assault: (50 Muni) Boosts speed by 1 and reduces suppression for infantry for 30
seconds
- Cooldown: 90 seconds
2 CP Shock Infantry: (375 MP, 4 Pop) Calls in a squad of Shock Rifles
- Cooldown: 45 seconds
- Limit: 5 squads on battlefield at any time
3 CP Airborne Infantry: (800 MP, 6 Pop) Calls in a HIND with a squad of Afghanistan veteran (Vet 2)
Riflemen; when the HIND returns to base to refuel and rearm it is not added to air reserve and the
infantry squad will be lost if not unloaded before the HIND leaves
- Cooldown: 180 seconds
- Limit: 5 squads delivered in this manner on battlefield at any time
Iron Curtain
Should our initial offensive stall, we are prepared to consolidate our gains and establish inpenentratable
defensive lines to hold back any American counterattacks. Our network of SAM batteries and heavy T-80s
will stop the Yankees dead in their tracks.
Left Side:
Right Side:
2 CP Stand Your Ground: (50 Muni) Infantry cannot move from current positions but gain increased
resistance to damage and rate of fire for 30 seconds
- Cooldown: 120 seconds
2 CP Firewall: (100 Muni) MiGs drop incideniary bombs along a narrow path, creating a tall firestorrm
that prevents infantry and light vehicles from crossing it until it dies out
- Cooldown: 80 seconds
3 CP Heavy Tank: (800 CP, 8 Pop) Calls in a prototype T-80 main battle tank
- Cooldown: 30 seconds
- Limit: 3 tanks at any time on battlefield
Total War
Victory at any cost! Mandatory conscription and the industrial might of the Soviet Union will produce a
steady stream of men and steel to crush the enemy. Commanders are also authorized to utilize chemical
weapons and the feared SCUD launchers.
Left Side:
Right Side:
Soviet Ingenery
Cost: 160 MP Pop: 3
Squad Size: 3 HP: 140 Speed: 4 LOS: 3
Upgrades: None
Soviet Riflemen
Cost: 270 MP Pop: 6
Squad Size: 6 HP: 230 Speed: 4 LOS: 3
Abilities: None
Upgrades:
* RPG-7 Launcher (T2) (75 Muni)
- Replaces one squad member's AK-74 with an RPG-7, which is effective against light vehicles,
field emplacements, and infantry behind cover; weapon tends to be inaccurate at max range
- Damage: 35 - 80
- Penetration: 7
- Max Range: 70
- Rate of Fire: 4
*Notes: can be dropped and picked up as a light weapon
Soviet Spetsnaz
Cost: 340 MP Pop: 4
Squad Size: 4 HP: 300 Speed: 4 LOS: 4
Abilities:
* Satchel Charge (50 Muni)
- Throws a large bundle of explosives with a 5-second timer at the target location
- Damage: 50 - 250
- Max Range: 25
- Cooldown: 30 seconds
* Combat Sprint
- Breaks suppression/pinned status and increases speed to 6 for five seconds; after this speed is
reduced to 3 and the squad becomes more vulnerable to damage for 10 seconds
- Cooldown: 60 seconds
Upgrades: None
Soviet Mortar Team
Cost: 290 MP Pop: 3
Squad Size: 3 HP: 160 Speed: 3 LOS: 3
* Smoke Barrage
- Fires a quick succession of three smoke rounds at the designated area to create a medium sized
smokescreen to conceal movement and reduce the accuracy of incoming enemy fire
- Cooldown: 25 seconds
Upgrades: None
CZ-52 Pistol x 1
- Damage: 5 - 15 (critical hit chance)
- Suppression: 0.01
- Penetration: 1
- Max Range: 35
- Rate of Fire: 12
Abilities:
* Binoculars
- Reveals the target area, including cloaked units, for 8 seconds; the Officer Squad cannot move
while ability is in effect
- Max Range: 100
- Cooldown: 30 seconds
* Attach to Squad
- Officer Squad can attach to any other squad to boost their rate of fire and lower the rate that
the squad receives suppression; the Officer Squad will still fight but moves at slower speed
Upgrades: None
Sagger ATGM x 1
- Damage: 70 - 200
- Penetration: 16
- Max Range: 65
- Rate of Fire: 3
*Notes: must be stationary to fire, can be dropped and picked up as heavy weapon
Abilities: None
Upgrades: None
Abilities:
* Hand Grenade (25 Muni)
- Throws a fragmentation grenade with a two-second timer that is effective against infantry that
are exposed or in buildings
- Damage: 40 - 100
- Max Range: 20
- Cooldown: 15 seconds
* Combat Sprint
- Breaks suppression/pinned status and increases speed to 6 for five seconds; after this, speed is
reduced to 3 and the squad becomes more vulnerable to damage for 10 seconds
- Cooldown: 60 seconds
Upgrades:
* RPG-7 Launcher (75 Muni)
- Replaces one squad member's AKM with an RPG-7, which is effective against light vehicles,
field emplacements, and infantry behind cover; weapon tends to be inaccurate at max range
- Damage: 35 - 140
- Penetration: 7
- Max Range: 70
- Rate of Fire: 6
Soviet UAZ
Cost: 180 MP Pop: 1
Type: Recon Vehicle Crush: No
Armor: Very Light HP: 140 Speed: 12 LOS: 6
- Front: 1
- Sides: 1
- Rear: 1
Weapons: None
Abilities:
* Transport (4)
- The UAZ can carry an infantry squad with up to four members (excluding Mortar Teams); troops
inside the UAZ cannot fire and will take some damage if the UAZ is destroyed while they are in it;
when transporting troops the UAZ can capture strategic points
Soviet BRDM-2
Cost: 240 MP, 20 Fuel Pop: 4
Type: Recon Vehicle Crush: Light
Armor: Light HP: 280 Speed: 9 LOS: 5
- Front: 5
- Sides: 4
- Rear: 3
Abilities:
* Drop AP Mine (50 Muni)
- Lays an anti-personnel mine on the target location that is very effective against infantry and
damaging to light vehicles, but has little effect on armor
- Cooldown: 25 seconds
Upgrades:
* 14.5mm Heavy MG
- Replaces the BRDM's twin machine gun turret with a 14.5mm heavy machine gun; this weapon
sacrifices suppression and ROF for more lethality to infantry and the ability to damage light
armor
- Damage: 25 - 50
- Suppression: 0.07
- Penetration: 6
- Max Range: 50
- Rate of Fire: 15
Soviet BMP-1
Cost: 300 MP, 40 Fuel Pop: 4
Type: IFV/APC Crush: Medium
Armor: MediumHP: 350 Speed: 8 LOS: 3
- Front: 12
- Sides: 7
- Rear: 5
Abilities:
* Transport (9)
- The BMP can transport up to 9 infantry, which will take some damage if the BMP is destroyed
*Reinforce
- Allows nearby infantry squads to reinforce; costs 25% more MP but is 25% faster than normal
Soviet BTR-90
Red Dragon Expansion Unit
* Reinforce
- Allows nearby infantry squads to reinforce; costs 25% more MP but is 25% faster than normal
Abilities:
* Command Radius
- Improves the rate of fire and reduces suppression received for nearby Soviet vehicles
* Smoke Barrage (50 Muni)
- Calls in a creeping barrage of smoke along a designated path
- Max Range: 150
- Cooldown: 90 seconds
Soviet ZSU-2
Cost: 400 MP, 40 Fuel Pop: 6
Type: Anti-Aircraft Vehicle Crush: Medium
Armor: Medium HP: Speed: 8 LOS: 4
- Front: 9
- Sides: 6
- Rear: 4
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the ZSU, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
Soviet T-64
Cost: 450 MP, 60 Fuel Pop: 6
Type: Main Battle Tank Crush: Medium
Armor: Heavy HP: Speed: 7 LOS: 3
- Front: 23
- Sides: 10
- Rear: 7
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the T-64, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
Soviet T-72
Cost: 550 MP, 90 Fuel Pop: 8
Type: Main Battle Tank Crush: Heavy
Armor: Heavy HP: Speed: 7 LOS: 2
- Front: 35
- Sides: 15
- Rear: 9
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the T-72, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
Soviet T-55
Total War Doctrine Unit
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the T-55, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
Upgrades: Smoke Generator (universal upgrade)
Soviet PT-76
Steel Lightning Doctrine Unit
Abilities:
* Amphibious
- The PT-76 can traverse waterways at a reduced max speed of 4, but cannot fire it's main gun
while doing so
Soviet T-80
Iron Curtain Doctrine Unit
Abilities:
* Smoke Discharge (Requires Upgrade)
- Generates a medium amount of smoke around the T-80, which reduces the accuracy of
incoming enemy fire and conceals movement
- Cooldown: 60 seconds
Weapons: None
Abilities:
* Radar On/Off
- Engages and disengages aircraft radar; it is useful to turn off the radar and move if the enemy
has picked up the truck's location
Upgrades: None
Soviet SA-6 Gainful
Cost: 600 MP, 30 Fuel Pop: 6
Type: Anti-aircraft Vehicle Crush: Light
Armor: Light HP: 250 Speed: 6 LOS: 4
- Front: 3
- Sides: 3
- Rear: 3
Abilities:
* Lock Down/Move
- The SA-6 must be locked down to fire its missiles, which makes it immobile; it takes about 5
seconds to switch between lock down and mobile status
Upgrades: None
Abilities:
* Transport/Disembark (6)
- Up to 6 infantry can be transported by the HIND, which must land to disembark the troops; if
the HIND is destroyed in flight, the infantry passengers are also lost
Upgrades: None
Command Hatch: Commander rides partially exposed on the tank turret, giving increased LOS
and the ability to use the external machine gun (if tank has one); the commander is vulnerable
to getting killed by small arms fire, upon which a new one will spawn in 30 seconds
Crew Repair: The crew exits the tank to conduct emergency repairs; this is extremely dangerous
because the crew is exposed to enemy fire, and if most of the crew is killed (3/4 or 2/3) the
entire crew is lost and the tank is abandoned; the Americans can use the M-60E to tow
abandoned friendly tanks back to HQ to recrew, but the Soviets have no option to do so
**Status Effects**
Buttoned: Reduces speed and rate of fire by one-quarter, and LOS by one-half
Causes - heavy crew suppression from enemy fire
Gunner Killed: Command Hatch ability cannot be used and exterior machine gun cannot be fired until
another gunner is spawned in 30 seconds
Causes - small arms fire
Repair - N/A
Out of Control: When a vehicle loses all of its HP, instead of being immediately destroyed it has a chance
to go "out of control", at which point it drives randomly at high speeds for 3 - 4 seconds (and can still
fire) before it eventually explodes
Command Bunkers have a "Battle Mode" where they equip one .50 cal/12.7mm machine gun and one
M-60/PK machine gun at the expense of halting collection of Fuel and Munitions, and reducing the
accumulation of Manpower by one-half. This is useful to fend off an early rush with infantry or light
vehicles that breaks past perimeter defenses.
American Campaign
MISSION 1A
Soviet paratroopers have landed in West Germany in an attempt to flank allied forces. The majority of
local US troops, including two armor companies, have been rushed east to stop the main Soviet
offensive, so you will only have access to infantry and some light vehicles for the time being.
MISSION 1B
The mission of the Soviet paratroopers is clear now that they have seized the local civilian airfield. Under
heavy fighter cover, Soviet cargo planes have been landing and unloading more troops and light vehicles.
American commanders in the region have given you access to air assets and engineer reinforcements are
en route.
Humvees 2 0 0 0 1 -
M3 Bradley 5 3 1 2 2 -
M60A1 Patton 4 6 4 3 0 -
M1 Abrams 4 7 6 3 0 -
M60-E 2 0 0 0 0 -
M109 Paladin 8 6 3 6 - -
Huey 2 0 0 0 1 -
Cobra 4 8 7 2 2 -
Pathfinders 4 0 0 0 1 -
Navy SEALs 7 0 0 0 0 -
Stinger Squads 1 0 0 0 8 3
M551 Sheridan 5 4 2 2 0 -
M901 SP 1 8 8 2 0 -
BRDM-2 3 0 0 0 1 -
(14.5 -1) (14.5 +3) (14.5 +1)
BMP-1 4 4 2 2 0 -
BMP Command 5 2 0 3 0 -
T-64 4 5 4 3 0 -
T-72 3 6 5 4 0 -
ZSU-2 6 3 0 1 7 4
Mobile SA-7 - - - - 9 7
HIND 6 4 1 6 3 -
Shock Rifles 4 1 0 0 1 -
(RPG +1) (RPG +4) (RPG +2) (RPG + 3) (RPG +2)
PT-76 3 3 2 2 0 -
T-80 4 8 6 4 0 -
T-55 4 5 3 3 0 -