Officers Manual PDF

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Description

MANUAL

MANUAL

Contents Installation

05

System Requirements

05

Main Menu • Play Campaign • Profiles • Options • Credits • Exit

06 06 07 07 10 10

Select Missions

11

Multiplayer

12

Game Play • Basics

13 13

Controls • Camera • Shortcuts

14 14 15

The Interface • Information Area • Mini Map • Orders • Upper Tray

15 15 17 17 20

Units

20

Axis Powers / Third Reich

21

Allies / USA

33

Allies / Britain

45

Allies / USSR

46

Map-Editor

52

Credits

62

Contents

Installation To install Officers - World War II on your computer, insert the game DVD/CD into your DVD/CD-ROM drive. Setup should begin automatically. If setup doesn’t begin upon inserting the game DVD/CD, please proceed as follows: 1. 2. 3.

Go to your Start menu and select Run Type D:\Setup.exe (where D is the default letter for your DVD/CD-ROM) Click OK

Follow the onscreen instructions to install the game and have fun playing Officers - World War II. When you play Officers - World War II for the first time, you will be asked to enter the Starforce key. You will find it on the backside of the manual. If the Starforce copy protection asks you to enter a key it’s because it couldn’t recognize the right DVD/CD in your DVD/CD-ROM drive. In this case press Cancel and restart the application, preferably with the DVD/CD in another drive if available.

System Requirements Minimum • CPU: AMD 2.6 GHz or Intel Pentium® 2.6 GHz • RAM: 512 Mb • Graphics Card: DirectX compatible with 128 Mb and Shader v2.0 support • Sound Card: DirectX compatible • DVD/CD-ROM: 1x or faster • OS: Windows® XP • HD free space: 3 GB • DirectX: DirectX 9.0c (included on disc) Recommended • CPU: AMD 3 GHz or Intel Pentium® 3 GHz and higher • RAM: 1024 Mb • Graphics Card: DirectX compatible with 128 Mb and Shader v2.0 support • Sound Card: DirectX compatible • DVD/CD-ROM: 4x or faster • OS: Windows® XP • HD free space: 3 GB • DirectX: DirectX 9.0c (included on disc)

Installation / System Requirements

MAIN MENU Following the intro movies, the Main Menu screen will appear and you will be prompted to create your profile. Because the profile contains important data for individual performance, you are kindly requested to create one in order to proceed. You may access the profile menu anytime by left-clicking on the Profile tab. The Main Menu screen gives you access to the Tutorial mission, Play Campaign menu, Multiplayer, Profiles management, Options and Credits.

Play Campaign Left-click on the Play Campaign tab to access the single player campaign sub-menu. After the campaign intro movie, you will be able to start a campaign, load previously saved games, see your rewards and personal records and return to the Main Menu.

6

6 Main Menu / Play Campaign

Profile Left-click on the Profile tab to access the Profile sub-menu. Here you may select an active profile from a number of already created profiles, create new profiles and delete existing ones. Please note the game requires at least one profile to be created to function properly. So after you delete the last profile you will have to create a new one in order to proceed.

Options Left-click on the Options tab to access the option sub-menu where you can adjust video and audio settings to meet the desired game performance. Here you can also assign/ edit control hotkeys to match your preferences and familiarize yourself with camera controls. Left-click on the Options tab to access the Video, Sound and Controls sub-menus.

Profile / Options

77

Video Select Video to adjust the graphics settings. They include the following: • Full Screen: Check this box to switch the game to full screen mode. • Resolution: Move the slider to the left or right to select desired screen resolution. • Fog Distance: Adjust the maximum distance at which objects and units are seen. • FX Quality: Adjust the quality of game effects as explosions and fire. • Grass density: Adjust the density of the grass. • Shadow Quality: Adjust the quality of shadows. • Texture Quality: Adjust the quality of textures. • Silhouettes: Check this box if you want to see silhouettes of units located behind objects. • Bloom: Check this box to enable this post-rendering effect. • Grass: Check this box to enable grass in the game. • Shadow in menu: Check this box if you want to see shadows under 2D text, e.g. in Main Menu. • Smooth Explosions: Check this box to enable smoother and more natural fire and smoke effects. • Unit Ranges: Check this box to turn on the radar that indicates the area scanned by a selected unit. • Shadows: Check this box to enable the in-game shadows. • Dynamic Lighting: Check this box to enable dynamic lighting in the game. When you finish making changes to video settings, leftclick on Done button to exit to the previous menu with your new settings saved. You may also left-click on Cancel button to discard your changes and select Default to set video settings to their default values.

88

Options

Sound Select Sound to adjust audio setting of the game. They include the following: • Master: Adjust overall game volume to meet your preference. • Effects: Adjust volume of all 3D sounds as explosions, shots, occasional unit voices, etc. • Voices: Adjust volume of all 2D sounds as unit acknowledgements, information sounds, etc. • Music: Adjust in-game music volume. When you finish making changes to audio settings, leftclick Done button to exit to the previous menu with your new settings saved. You may also left-click on Cancel button to discard your changes and select Default to set audio settings to their default values.

Options

99

Controls Select Controls tab to get access to game hotkeys editing and camera controls. To reassign a hotkey for any action, select an action from the list and press a desired button on your keyboard. You will see hotkey binding changed right against the selected action. To adjust camera scroll and rotate speed or mouse sensitivity, move the slider against corresponding option to the left or right until you achieve desired performance. To save your changes and exit to the previous menu, select Done. To discard your changes, please left-click on the Cancel and select Default to set the game hotkeys to their defaults.

Credits Left-click on the Credits tab to review the list of people behind Officers - World War II.

Exit Exits Officers - World War II and returns you to the Windows desktop.

10 10 10

Options

Select Missions The Play Campaign sub-menu gives you access to the game missions. Initially, you will be offered to play only the first mission. The next mission becomes available only after you successfully accomplish the previous one. You may replay previously accomplished missions anytime by left-clicking on a desired mission’s name in the Play Campaign sub-menu.

After you selected the mission to play, the mission briefing screen will appear. As soon as you are done reading the mission objectives, select the difficulty level and left-click on the Start button to load the selected mission. Left-click on the Back button will return you to the Play Campaign sub-menu with the list of missions.

Select Missions

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MULTIPLAYER A key aspect of Officers - World War II experience is the option of playing against human opponents either over the Internet through Direct IP connection or a local area network (LAN). To play a LAN game, you need to have the TCP/IP protocol installed.

OFFICERS - World War II offers two game modes (Victory Point Control and Time Limit) that suggest different tactical experience. Multiplayer maps accommodate up to six players and/or two teams with a maximum of three members each. In the Victory Point Control (VPC) mode the teams are to capture and hold most strategic points in order to gain the maximum points as soon as possible. The team who gains the maximum points first wins. In the Time Limit mode, the players are to gain as many points as possible during the time set. The team who gains most points when the time elapsed wins. Please note, your nickname for the game will be read from your profile. If you wish to change it, you are kindly requested to enter a new name. If you wish to host a new game, select the Create tab. To join an existing game, left-click the Join Selected tab to join a game over the local area connection. Running games are displayed in the main window. To join an existing game through Direct IP, click the appropriate tab and enter the server’s IP address.

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Multiplayer

When you choose to create a new game, you will be prompted to enter a name for your game, choose game mode and adjust respective settings (maximum points or time limit) and select a map from the list of available multiplayer missions. When done, you are kindly requested to press the Start button to proceed.

Game Play Basics Please find below a few hints to get started playing OFFICERS - World War II. To scroll the map, move the cursor to the edge of the screen. To control the camera view, press and hold down the middle mouse button. By moving the mouse to the left or to the right you can rotate the camera. You can alternatively tilt it by moving the camera up and down with the middle mouse button pressed. Use the mouse scroll wheel to zoom in and out. You can issue orders by selecting a unit (or several units) by clicking on it (them) with the left mouse button (referred to as LMB further on). Click LMB on the action icon from the orders area and afterwards click LMB on the target area on object. You can alternatively issue default orders as “attack” and “move” to a selected unit (or several units) by clicking with right mouse button (referred to as RMB further on) on the target area or unit.

Game Play

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Your units have two types of ranges – visibility and firing range. Firing range for armored units is displayed with a red circle around a selected unit. Green circle indicates its visibility range. Please note that if you select an infantry squad, the red circle will indicate its grenade throw distance rather than firing range. Infantry firing range is the same as its visibility range. During the battle, to command troops more effectively, you may want to create a group. To do so, select a few units by holding the LMB pressed and dragging the cursor around them. Press CTRL key and one numeric key (e.g. CTRL and 1) to create group 1. The tag number 1 will appear in the right upper corner. Later on, you can access this group by pressing key 1 or clicking LMB on the tag number 1. Units gain experience points in battle, when XP reaches a certain level. Consequently, the unit steps up one level and gains extra accuracy of fire, improved hiding, vigilance and repairing skill. Your units may also take advantage of two stances: normal and aggressive. In normal stance units will always follow your direct orders. In aggressive stance, on the other hand, they will always engage sighted enemy units. Toggle stance button is located in the orders area.

Controls This section will teach you to lead your troops in battle, which is your main task once you start playing Officers World War II. You will learn everything you need to know about what’s happening in the battlefield.

The Camera Scrolling Move the cursor toward the screen’s edges.

Rotating Move the mouse left or right while pressing the MMB.

Tilting Move the mouse up or down while pressing the MMB.

Zooming Rotate the mouse wheel up or down.

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Game Play / Controls

Shortcuts Camera movement speed up Camera movement speed down Context menu Map case Time scale up Time scale down Pause Stop Pursue target Attack ground Take cover Repair Embark Disembark Lay mines Sweep mines Quick save Quick load

Page Up Page Down Left Alt Tab Num+ NumSpace S P A C R L D M U F5 F9

The Interface This section will teach you how to use the graphic user interface (GUI) of Officers - World War II to obtain mission-critical information and issue commands with due haste. Main interface elements are the information area, the mini-map, the orders area and the upper tray.

Information Area The information area shows all the information regarding the currently selected elements in the game. When you select a unit you will be able to see the main information about the selected unit. If you select an infantry squad, you will see its strength (number of infantry units in a squad), its armament, ammo and food supply. Alternatively, you may see additional information about the selected infantry squad by left-clicking Details in the left upper corner of the information area. Additional information includes unit’s skills (shooting, repairing, vigilance and hiding).

Controls / The Interface

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If you select a vehicle or any piece of equipment, you will be able to see its damageable parts, health points (red heart icon), ammo supply, and its crew. Alternatively, you may see additional information about the selected vehicle or equipment unit by left-clicking Details in the left upper corner of the information area. Additional information includes unit’s skills (shooting, vigilance, hiding and driving), armor parameters and shells parameters.

If you select multiple units, the information area will display icons of the respective units.

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The Interface / Information Area

Mini Map The Mini Map offers a simplified view of the battlefield. Player-controlled units will be displayed as green dots, allied units will be displayed as yellow dots and enemy units will displayed as red dots.

Orders area In this area you can give orders to your units, to take stance (normal, aggressive) and to perform actions. You can perform the following actions: stop, attack ground, take cover, repair, lay and sweep mines, pursue target, embark and disembark, cease fire. These actions are performed by selected units only.

Mini Map / Orders Area

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Stop

The unit will disregard all previous orders and stop immediately.

Attack ground

The unit will start attacking the target area until further notice.

Take cover

The infantry will take nearest available cover; vehicles will entrench themselves.

Repair

The infantry will repair vehicles and equipment.

Lay mines

The infantry will lay minefields in specified area.

Sweep mines

The infantry will remove specified minefields.

Pursue target

The unit will follow the target until further notice.

Embark

The infantry will get on transport vehicles as passengers.

Disembark

The infantry will get off transport vehicles.

Cease fire

The unit will not attack enemy units until further notice.

Use roads

Vehicle units will use roads to obtain higher movement speed. Uncheck this option to cancel road use.

Formation

Selected units will maintain skirmish line formation when this option is checked.

Hook

Use this option to hook artillery pieces to trucks.

Stance

Check this option to toggle on aggressive stance for selected units.

Orders Area

On top of that, you may perform additional actions as request bombers, request recon planes, request paratroopers, request fighters, call on artillery barrage, request reinforcements. These actions are available if you have no units selected.

Placing the mouse cursor over the corresponding icons will display a short description of each action.

Orders area

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Upper Tray At the top of the screen there is a tray with several game controls. The left margin contains resource panel where you may quickly check the resource status for every strategic point you control. Right next to it you will see the mission name, in-game date and time. The Menu section allows you to quickly access the game menu to save the game, load previously saved games, and adjust game settings.

The right margin contains time management utility that consists of three buttons. They allow you to pause the game, increase or decrease the game speed or play the game in normal speed.

Units The list below will introduce you to the full spectrum of period armament featured in Officers. Compiled from several public sources including Wikipedia articles, descriptions are believed to be accurate and will give you a general idea of the characteristics and purpose of the original units. Please note that despite our best effort to bring historic authenticity and immerse game-play into balance, we cannot guarantee that the in-game performance of these weapons will exactly correspond to their wartime service record. This is not necessarily bad news, though. Like real war, Officers is all about innovation and taking chances. So take yours and prove that a weapon is only as good as the man wielding it!

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Units

Axis Powers / Third Reich Reconnaissance Vehicles

Zündapp-KS600 Built in 1939, it was the fastest bike ever to see service in the German Army. Equipped with a 600cc engine, 4 speed gear box, Zundapp-KS600 was able to make 120km/hr. For military purposes it was also fitted with a heavy sidecar and mounted machine-gun.

SdKfz-263 The Sonderkraftfahrzeug 262 was an 8-wheeled heavy-duty scout and observer of the German motorized divisions. Its crew had a complete set of radio equipment with which they could contact their commanders using a large frame antenna on top of the vehicle.

Axis Powers / Third Reich

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SdKfz-251 SdKfz 251, or HANOMAG half-track was an armored fighting vehicle built by Germany during World War II. They were produced throughout the war, and are likely some of the most well known half-tracks of all time. The initial idea was for a vehicle that could be used to transport a squad of troops to the battlefield protected from enemy fire. The open top meant that the crew was still vulnerable, especially to high explosive rounds and shrapnel.

SdKfz-222 The Leichter Panzerspähwagen (Light Armored Reconnaissance Vehicle) is a light 4x4 armored car armed with a 20 mm auto-cannon and a 7.92mm MG34 machine gun. Some versions included 28 mm armored piercing cannon. It used the standard sPkw I Horch 801 (heavy car) chassis with an angled armored body and turret. The rear mounted engine was a 90 horsepower petrol engine, giving it a road speed of 50 mph (80 km/h) and a cross-country speed of 25 mph (40 km/h).

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Axis Powers / Third Reich

Artillery

Nebelwerfer-41 The Nebelwerfer (German for „fog launcher“, a code name to obscure the real nature of the weapon,) was a German towed rocket artillery piece, developed in the 1930s and used in World War II against light infantry targets. It had six 150 mm barrels, from which it fired rockets; a full salvo spread over a period of ten seconds. The loud screeching noise of the rounds led U.S. soldiers in the Sicily campaign to nickname the gun the „Screaming Mimi“, and „Moaning Minnie“. It (as well as the Katyusha) is considered to be the beginning of multiple rocket launcher artillery.

Pak-40 The Pak-40 (Panzerabwehrkanone 40) was a German 75 mm anti-tank gun developed in 1939-1941 and used during the Second World War. This weapon was the standard German anti-tank gun until the end of the war, and was supplied by Germany to its allies. Some captured pieces were used by the Red Army. The Pak-40 was effective against almost every Allied tank until the end of the war, with the exception of the Soviet IS-2 and the American M26 Pershing.

Axis Powers / Third Reich

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FlaK-38 Flak-38, the improved version of Flak-30 (Fliegerabwehrkanone 30) was 20 mm anti-aircraft gun widely used by various German forces throughout the Second World War. It was their primary light AA gun and was produced in a variety of models in order to increase its rate of fire, notably the Flakvierling 38 which combined four FlaK 38‘s onto a single carriage.

FlaK-36 In the Battle of France, the Wehrmacht quickly learned that their dedicated AA guns were not powerful enough to penetrate the armor of French and British heavy tanks. Out of desperation, the Nazis turned their most powerful weapon against them: the 88 mm AA gun. When used against ground targets, the Flak-88 had an immense impact: it could easily knock out targets from a distance of 1.800 meters. The gun proved so successful that variations of it were later used in tanks like the infamous Tiger.

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Axis Powers / Third Reich

Sd.Kfz.4/1 The SdKfz 4 Gleisketten-Lastkraftwagen (track chain truck) or ‚Maultier‘ was a family of halftracks developed in The Second World War by Germany which, between 1933 and 1945. A total of 22‘500 SdKfz 4 halftracks were produced by 1944. Later in the war, Opel trucks were outfitted with 15cm Panzerwerfer 42 rocket launchers and designated SdKfz 4/1‘s, with around 300 being produced. However these variants, with the extra weight, could only manage a top speed of 25mph. ph.

Self-Propelled Artillery

SStug-4 In 1935, General von Manstein requested a vehicle fitted with an adequate gun that was able to defend itself against enemy armor while providing backup to assault infantry. Built on the chassis of the Panzer III, the self-propelled Sturmgeschütz 3 was the answer. Fitted with a long-barreled 75mm gun, it could knockout all enemy armor of that time. Due to a demand for more assault guns, the Stug 4 was formed from a combination of a slightly modified Sturmgeschütz III assault gun superstructure with a Panzer IV chassis and hull. The StuG IV became known as a very effective tank killer, especially on the Eastern Front.

Axis Powers / Third Reich

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Jagdpanther A heavy tank destroyer design based on the 88 mm Pak 43 gun and the Panther tank chassis was ordered in late 1942. Production started in early 1944; at the same time Hitler specified the Jagdpanther („hunting panther“) name. It was armed with an anti-tank version of the same long-barreled 88 mm gun as the Tiger II and a 7.92 mm MG-34 machine gun in the front glacis plate for local defense. Despite the limited gun movement traverse (left/right), the Jagdpanther was considered a very good machine. A powerful engine gave it a good power-to-weight ratio resulting in good mobility on the battlefield and its accurate main gun enabled it to destroy many types of enemy vehicles.

Hummel The Hummel was designed in 1942 out of a need for mobile artillery support for the tank forces, the lack of which had first been felt during Operation Barbarossa. There were some self-propelled artillery vehicles already in service with the Wehrmacht at the time, but most of them were of limited value. The first option looked at was to mount a 105 mm howitzer on a Panzer III chassis, but this was rejected in favor of the same howitzer on a Panzer IV chassis. This design was again rejected, this time in favor of a more powerful solution: mounting the 150 mm howitzer on the specially designed Geschützwagen III/IV, which took elements of both the Panzer III (driving and steering system) and Panzer IV chassis (suspension and engine). The Hummel had an open-topped lightly-armored fighting compartment at the back of the vehicle which housed both the howitzer and the crew. The engine was moved to the centre of the vehicle to make room for this compartment. Late model Hummels had a slightly redesigned driver compartment and front superstructure, to offer more room to the radio operator and driver.

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Axis Powers / Third Reich

Ferdinand The design evolved from cruder, improvised designs of 1941-42, as well as the later, but still defective, Marder designs. The chassis was created from the 90 Porsche Tiger I models already built with new tracks and an all-steel wheel arrangement. The engines were placed in the middle of the hull to give room for the armament at the rear in a simple box structure on top of this chassis. A 88 mm PaK 43/2 L/71 gun was fitted. This gun was not the same famous 88 mm gun that had found fame as an anti-aircraft gun and improvised anti-tank gun in the Western Desert. This new gun fired a different, longer cartridge than the Flak 18 or 36 guns. The units were deployed with infantry or tanks to protect the vulnerable flanks of the vehicles. Toward the end of the war, the Allies proved the vehicles to be particulnerable to air attack. larly vulnerable

Axis Powers / Third Reich

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Armored Fighting Vehicle

Pzkw III L The Panzerkampfwagen III, more commonly referred to as the Panzer III, was a medium battle tank developed in the 1930s by Germany and used extensively in World War II. Armed with 50 mm cannon and two MG-34 it was designed to fight other AFVs, serving alongside the infantry-support Panzer IV. It soon became obsolete in this role, and for most purposes was supplanted by up-gunned Panzer IVs, though some would continue to be used for infantry support until late in the war. The 50 mm front armor was sufficient against antitank grenades and MG rounds.

Pzkw V A „Panther” Hard time began for the Wehrmacht with the appearance of the Soviet T-34 medium tank. It was far superior to all German panzers of the time. Its tilted armor easily deflected most projectiles. To counter the threat of the massdeployed T-34, Germans suggested copying it. The resulting “Panther” was drastically different from earlier German tank designs. The standard MG loophole was replaced with an MG 34 fitted into a rotating sphere. This model was also equipped with armor skirts. The gunner was able to target objects over a distance of 2,000 meters with his long-barreled 75 mm cannon. Every 4th shot was a direct his as despite the recoil the Panther was still capable of precise targeting.

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Axis Powers / Third Reich

Pzkw V G „Panther” As with any weapon in constant use, various modifications and design changes were made to the Panther to improve its combat capabilities. In March 1944, the first Ausf. G (Ausführung Ger. „version“) was produced. Panther Ausf G became the most numerous model, and had many new features. These included a new design for the top hull hatches, removal of the driver‘s visor in the front plate and upper hull sides closer to the vertical. Later variants had a rotating periscope for the driver, a new exhaust arrangement, a new mantlet design to eliminate the shot trap and a new engine deck layout with a raised fan cover. Perhaps the most distinctive feature of the Ausf G was the tapered one-piece upper hull side plate on the sponson over the suspension.

Pzkw VI E „Tiger” Entered service in July 1942 as an answer to the threat posed by mass-produced Allied tanks. Its strongest asset was the 88 mm main gun derived from the infamous Flak-88 AA cannon. At a distance of 1,800 meters, its projectiles penetrated each and every enemy vehicle, while the Allied tanks had to be quite close to the Tiger to penetrate its 100 mm hull plating. Even if the distance was sufficient the enemy tank only had a chance of success if the Tiger was hit from the right angle. If the German driver was guarding the angle towards the enemy optimally, his tank was practically invincible. The tank had weak points as well. One of them was its 650 hp engine that caused frequent problems. Even in later revisions, the problem was never eliminated. Another weakness of the Tiger was its dependence on terrain conditions. Weighting 57 tons, it was better off avoiding muddy grounds.

Axis Powers / Third Reich

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Pzkw VI B “King Tiger” Despite being an upgrade of the Tiger I, the Tiger II differed drastically from its predecessor. It was armed with the new 88 mm cannon, which was able to penetrate 280 mm of steel over a distance of 1,000 meters, making it the most powerful weapon of the war. Even over a distance of 3,500 meters it was still able to pierce every Allied tank. Armor plating was further improved over that of the Tiger I. Consequently, it feared no enemy tanks with the exception of the Soviet IS-2 and IS-3. Tiger II was the pride of German armored forces and immediately achieved “terrifying” status with the Allies. Its major drawback was its own highly advanced technology: more King Tigers were disabled by mechanical breakdowns than by enemy tanks. Often the crew had no other choice but to abandon and destroy their broken vehicle.

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Axis Powers / Third Reich

Transport and Utility Vehicles

Opel Blitz The 3-ton Opel Blitz truck was the most commonly used German troop and supply transporter. It had 4-wheel drive and proved very durable. More than 400,000 were manufactured by 1945.

Airplanes

Bf-109 Designed in the early 1930s, the Bf-109 was the standard fighter of the Luftwaffe for the duration of WWII, although it began to be partially replaced by the Focke-Wulf Fw 190 from 1942. The Bf-109 scored more aircraft kills in World War Two than any other aircraft. At various times it served as an air superiority fighter, an escort fighter, an interceptor, a ground-attack aircraft and a reconnaissance aircraft. The Bf-109 was produced in greater quantities than any other fighter aircraft in history, with over 31,000 units built. Although the Bf-109 had weaknesses, including a short range of around 360 miles (580 km) on internal fuel and a sometimes difficult to handle narrow, outward-retracting undercarriage, it stayed competitive with Allied fighter aircraft until the end of the war.

Axis Powers / Third Reich

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He-111 Between 1939 and 1944, Heinkel delivered over 5,000 He-111’s to the Luftwaffe. Having made its debut in the Spanish Civil War, the series was somewhat obsolete for its time. Its three 7.92 mm MGs proved dramatically insufficient for self-defense during Battle of Britain. As the war continued, the designer fitted the He-111 with up to eight MGs; their last model was equipped with twin-mounted .20 MGs. The plane’s weight was nearly doubled from eight to fourteen tons. Revision H was able to carry tons of bombs while maintaining a speed of 415 km/h.

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Axis Powers / Third Reich

Allies / USA Reconnaissance Vehicles

M3A1 Scout Car Armored personnel carrier manufactured in several versions, including half-track, had long and wide hull. In front of the bumper a roller was mounted; it could be lowered to help the vehicle to traverse soft ground. The M3A1 could carry up to seven infantrymen and provide fire support with three machine guns - one 12.7 mm and two 7.62 mm - mounted on a skate rail around the hull. Production of the M3A1 started in 1941 and lasted until 1944, with 20,918 vehicles built.

M8 „Greyhound“ The M8 Greyhound was a 6x6 armored car produced during the Second World War. It was used by the U.S. and British troops in Europe and the Far East until the end of the war. The M8 was fitted with a 37 mm M6 gun, a mounted .30 Browning machine gun in an open-topped turret and an M2 machine gun on a ring or pintle mount for anti-aircraft use. The armor ranged from 3 mm under the hull, to 19 mm in the front hull and turret. The Greyhound was powered by a 6-cylinder gasoline engine giving it a top speed of 90km/h on-road and 48km/h off-road.

Allies / USA

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Willys A 4-wheel drive, all-terrain scout and command car, probably the most famous in Allied use during the war. A watercooled 54 hp engine enabled it to climb hills at 60 degrees and travel through shallow waters. It had no problem handling arid (desert) and humid (jungle) climates either. Different variations came equipped with pivoting MG, additional fuel tanks or armor plating.

Artillery

M2A1 Howitzer Following the end of World War I, many captured German 105mm howitzers were brought to the U.S. for study. Despite attempts at developments, the WWI period German guns were superior. Many would be adopted into U.S. service. In 1943, after years of development, the Model M2 emerged as the M2A1 in March 1940. Assigned in a divisional support role, the M2A1 had a range of almost 12,000 meters, firing a 15 kg projectile which came in 25 different varieties, from high explosive to smoke. The M2A1 was the backbone of U.S. field artillery in World War II.

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Allies / USA

M1A1 75 mm Pack Howitzer Pack artillery is designed to be easily disassembled and carried by pack animals such as horses or mules. Pack artillery has been used by the U.S. Army since the 1830’s. In 1927, the U. S. Army adopted the 75mm Pack Howitzer, M1. This small lightweight howitzer was used throughout W.W.II and could be disassembled into six major loads to be carried by the pack animals. The howitzer was first used in combat in 1942 in the Philippines and proved very successful. During the 1930’s, the wood wheels were replaced with pneumatic tires and the vehicle modified to be carried by airborne units in gliders. The small howitzer proved efficient and reliable and was used by several non-airborne units using a jeep as the prime mover. Several types of ammunition used by the pack Howitzer included an anti-tank round.

M16 MGMC Multiple gun carriage version of the US M16 utility vehicle also called the “Meat Chopper”, it carried four .50 cal machine guns coaxially mounted on an electrical Maxson turret. Its maximum rate of fire of 2,000 rounds per minute made it deadly against low flying aircrafts, and proved devastating if used in the ground support role against infantry. Other variants included the T30 HMC, mounting a 75 mm Pack Howitzer, T19 HMC, mounting a 105 mm Howitzer, M15A1 MGMC, mounting a 37 mm AA gun and two coaxially mounted .50 cal MGs.

Allies / USA

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M4 Sherman Rocket Artillery This was a variant of the medium M4 Sherman tank equipped with rocket launchers of 60 4-6“ rocket tubes mounted above the turret. Also known as Rocket Launcher T34 (Calliope). Rocket artillery cannot usually match the accuracy and sustained rate of fire of conventional artillery, but may be capable of very destructive strikes by delivering a large mass of explosives simultaneously, thus increasing the shock effect and giving the target less time to take cover. Rocket artillery typically has a very large fire signature, leaving a clear smoke-trial showing exactly where the barrage came from. On the plus side, since the barrage did not take much time, the rocket artillery can move away quickly.

Self-Propelled Artillery

M7 „Priest“ American self-propelled artillery piece; a 105 mm howitzer mounted on the M3 chassis, used mainly as artillery at medium range to support attacking infantry. Produced from early 1942, it was in high demand when British troops needed a replacement for their Bishop mobile artillery piece during the North African campaign.

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Allies / USA

M10 Wolverine M10 was a United States tank destroyer of the Second World War. US troops also called them „TDs“ (a nickname for any tank destroyer), and Wolverine, a name adapted from the official designation given by the British to their lend lease 3in GMC M10s. The M10 used a M4A2 chassis with a special open-topped turret that carried an M7 76.2 mm gun. The gun fired the AP M79 armor-piercing shell that could go through over 70 mm of armor at 900 meters. The back of the turret carried a large counterweight which gave it a distinctive shape. For local defense a heavy .50 cal M2 machine gun was mounted on rear of the turret.

Allies / USA

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Armored Fighting Vehicles

M3A1 „Stuart“ The light tank M3 was an American light tank of World War II in use with British and Commonwealth forces prior to the entry of the USA into the European theatre. In November 1941, some 170 Stuarts took part in Operation Crusader. The results were mostly disappointing. Although the high losses suffered by Stuart-equipped units during the operation had more to do with better tactics and training of the Afrika Korps than with any superiority of German vehicles. Mentioned in the British complaints were the 37 mm gun - too weak by the standards of 1941 - and poor internal layout. However, crews liked its quickness and mechanical reliability. From the summer of 1942, when enough US medium tanks had been received, the British usually kept Stuarts out of the main battlefront, using them primarily in reconnaissance.

M24 „Chaffee“ The light tank M24 was an American light tank used during World War II and in postwar conflicts including the Korean War. In British service it was designated Chaffee, after the United States Army General Adna R. Chaffee, Jr., who helped develop the use of tanks in the United States armed forces. Arguably, it was the best light tank of World War II: a fast light armored vehicle with the ability to deliver relatively large caliber direct fire with the excellent 75 mm M6 gun. More than 4.000 pieces were produced during 1943-45. The first reached Europe in late 1944, where they proved very effective and highly reliable.

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Allies / USA

M4A1 „Sherman“ The US M4 Sherman was the most produced battle tank in WWII. Many variants were designed and manufactured to increase their effectiveness against German Panzer divisions. The M4A1 was quick, highly maneuverable, simple to maintain and was equipped with a 75MM gun. Cast hull. Early models had M3 bogie units, M2 75 mm gun with counter weights and twin fixed MGs in hull. Soon hull MGs eliminated and M3 75 mm gun used. M34A1 mount and sand shields were added.

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M4A2 „Sherman“ M4A2, a variant of M4 Sherman tank, had a welded hull. Some early vehicles had spoked wheels. The vehicle was used only by USMC and Lend Lease. The Russians didn‘t like its high silhouette, thin armor, and poorly angled armor.

M4A2 (76) „Sherman“ Another variant of M4 Sherman tank with a welded hull and 76 mm gun.

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Allies / USA

M26 „Pershing“ The US heavy tank mounting 110 mm armor plating and a 90 mm main gun, hence its nickname “Tiger Tamer”. The gun fired from a cast turret; its high velocity shells could kill both the Panther and the Tiger from great distances. And since its gun was also stabilized, it could do that even while driving. In entered service very late and only 20 had reached the European continent by January 1945.

Transport and Utility Vehicles

Studebaker Studebaker production supported allied demands in World War II. Starting with an order placed by the French government in November, 1939, for 2,000 trucks, Studebaker also supplied trucks to Belgium and Holland. Ironically, many of these trucks were used in the German army upon France‘s surrender in 1940. Trucks were also supplied to Russia as a result of the Lend-Lease Act. Upon the United States‘ entry into the War, passenger car production ceased and Studebaker‘s assembly lines turn out military trucks, engines for Boeing B-17s, and an amphibious personnel carrier known as the Weasel.

Allies / USA

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Dodge (medic) The Dodge WC54 ambulance could travel over all but the roughest of ground. It was used to transport wounded troops from the front line back to field hospitals; Jeep ambulances were used where WC54s could not reach. It was also used at airfields across East Anglia to carry casualties from returning aircraft.

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Allies / USA

Aircrafts

P-40 The P-40 fighter/bomber was the last of the famous „Hawk“ line produced by Curtiss Aircraft in the 1930s and 1940s, and it shared certain design elements with its predecessors, the Hawk and Sparrowhawk. It was the third-most numerous US fighter of World War II. An early prototype version of the P-40 was the first American fighter capable of speeds greater than 300 mph. Design work on the aircraft began in 1937, but numerous experimental versions were tested and refined before the first production version of the P-40, the Model 81, appeared in May 1940. By September of that year, over 200 had been delivered to the Army Air Corps. 185 more were delivered to the United Kingdom in the fall of 1940, where they were designated the Tomahawk Mk I.

B-17 (bomber) The Boeing B-17 Flying Fortress was the first mass-produced, four-engine heavy bomber. It was noted for its ability to take battle damage, still reach its target and bring its crew home. It reportedly was much easier to fly than its contemporaries, and its toughness more than compensated for its shorter range and lighter bomb load.

Allies / USA

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C-47 (transport) During World War II, the armed forces of many countries used the C-47 and modified DC-3s for the transport of troops, cargo and wounded. In Europe, the C-47 and a specialized paratroop variant, the C-53 Skytrooper, were used in vast numbers in the later stages of the war, particularly to tow gliders and drop paratroops. In the Pacific, with careful use of the island landing strips of the Pacific Ocean, C-47s were even used for ferrying soldiers serving in the Pacific theater back to the United States.

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Allies / USA

P-38 (used as recon plane) Twin-boomed, multi-engine aircraft of the American design. Packing twice the power and almost twice the size of its predecessors, it is one of the many wartime triumphs of US aeronautics. Mounting no less than four .50 cal MGs plus a 20 mm cannon, it sported enough firepower to sink a ship, which it occasionally did.

Allies/Britain Churchill Mk III Churchill Mk III was the first major armament overhaul of the heavy infantry tank. While the hull howitzer was dropped, the vehicle mounted a more powerful 6-pound (57 mm) gun. Unlike its early versions, it had a welded turret. It first appeared at El Alamein.

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Cromwell Mk IV Cruiser Class medium tank designed in difficult economical times of the mid 1930’s. As such, the construction lacked a lot of features that would have increased its cost. The Mark IV lacked most of the exotic weapons carried by earlier models. Instead, it came with 76 mm armor plating and a 75 mm main gun that, for a limited time, made it superior to the US Sherman.

Allies/USSR Reconnaissance Vehicles

FAI-M The FAI was built on the chassis of the GAZ A car, its chassis being the weakest point of the vehicle as it was not powerful enough to move a useful amount of armor or firepower on the battlefield. The FAI was armed with a single 7.62 mm DT machinegun installed in a revolving turret. The armor was sufficient to stop most shell fragments and small arms fire, but could not withstand any kind of cannon or heavy machinegun fire. It was also very vulnerable to mines.

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Allies / USSR

Artillery

ZIS-3 The 76-mm divisional gun ZIS-3 was a Soviet 76.2-mm divisional field gun used during World War II. Many artillery experts consider the gun one of the best artillery pieces of World War II with German 88-mm FlaKs and British 25pdr howitzer. The ZiS-3 was a combination of the light carriage from the 57-mm ZIS-2 and a powerful 76.2-mm barrel from the previous divisional field gun F-22USV. It was also equipped with a muzzle brake to decrease the gun‘s recoil. ZIS-3 had good anti-armor capabilities; it could knock-out any German light and medium tank by common armor-piercing round. The appearance of the German „big cats“ made the ZIS-3 crews‘ life more difficult. While „Panthers“ were still vulnerable due to their weak side and gun mask armor, the armor of „Tiger“ tank showed a very good resistance against 76.2-mm armor-piercing rounds. Only good camouflage and firing at very close range produced success against „Tiger“ tanks.

Self-Propelled Artillery

SU-76 The Soviet self-propelled gun SU-76 was based on a light version of the T-70 tank chassis. Because of its simple construction this SPG became the most produced Soviet armored vehicle of the World War II, leaving out the T-34 tank. The SU-76 virtually replaced infantry tanks in the close support role. Its thin armor and open top made it vulnerable to antitank weapons, grenades, and small arms. On the other hand, its low weight and low ground pressure gave it good mobility. The SU-76 was good against any medium or light German tank and it could also knock out the Panther tank. However, its ZIS-3 gun was not sufficient against heavy Tiger tanks. To improve the SU-76 anti-armor capabilities the armor-piercing composite rigid (APCR) and hollow charge projectiles were introduced. This gave the SU-76M a better chance against heavily armored German vehicles.

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SU-85 The SU-85 self-propelled gun was a Soviet self-propelled anti-tank gun used during World War II, based on the chassis of the T-34 tank. Unlike earlier Soviet self-propelled guns which served as either assault guns or anti-tank weapons, this vehicle was developed as a pure tank destroyer. The fielding of the new-generation German vehicles such as Panther and Tiger meant the Red Army needed more powerful anti-tank guns. The SU-85 was a modification of the earlier SU-122 assault gun, armed with a D-5T high-velocity 85mm anti-tank gun. The 85mm gun could penetrate the side armor of a Panther or Tiger at long ranges. The SU85 entered combat for the first time in August 1943. It was employed by Soviet, Polish and Czechoslovak forces right up to the end of the war.

ISU-152 The ISU-152 was a Soviet self-propelled gun armed with a large howitzer mounted in the hull of a heavy tank. The ISU-152 used the same gun as the SU-152 but on the hull of the IS-2 tank instead of the KV-1. The ISU-152 served in three main battle roles: heavy assault gun, tank destroyer and self-propelled howitzer. It was most used as an infantry and tank support vehicle. Its 152.4mm howitzer used powerful high-explosive shells, with an overall weight of 43.56 kg and containing nearly 6 kg of TNT each. These projectiles were effective against both unprotected infantry and fortifications such as pillboxes and trenches. A single hit of such a projectile on an unfortified medium-sized city house was usually sufficient to kill anyone inside. The ISU152 also operated as a tank destroyer. For anti-tank operations a separate armor-piercing round was used.

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Allies / USSR

The large shells meant that a low fire rate of only one or two shots per minute was possible, but the large 48.9 kg warhead, fired at 600 m/s, was devastating to the target, often completely destroying it.

Armored-Fighting Vehicles

BT-7 The BT-7 tank was a series of Soviet “cavalry tanks” produced in large numbers between 1932 and 1941. They were lightarmored and but reasonably well-armed for their time and had way better mobility than their contemporary tank designs. In the Second World War, the BT-7s took part in the Soviet occupation of eastern Poland in 1939, and in large numbers in the battles of 1941. Most of these tanks were abandoned or destroyed in the disastrous 1941 campaign. A few continued in use in 1942, but they became quite rare after that time.

Allies / USSR

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T-34/-85 The Soviet medium tank T-34-85 went into mass production in winter 1943-1944. It was armed with a 85mm gun that had been initially designed for the heavy tank KV-85 and featured a three-man turret design. In 1945 the versatile and cost-effective T-34 replaced many light and heavy tanks in service and accounted for the majority of Soviet tank production.

KV-85 The KV tanks were a series of Soviet heavy tanks, named after the Soviet defense commissar Kliment Voroshilov. At the time of the German invasion of the Soviet Union in World War II, about 500 KV tanks (with about 1,000 T-34 medium tanks) comprised a portion of Soviet tank forces which was clearly superior to German tanks of the period. The 45-ton KV outweighed most tanks of the era, being about twice as heavy as the heaviest contemporary German tanks. The KV‘s strengths included armor that was impenetrable by any tank-mounted weapon then in service except at pointblank range, good firepower, and good traction on soft ground. Along with these strengths, its flaws were quite serious. It was very slow and difficult to steer. The transmission was unreliable. The ergonomics were poor, with limited visibility and no turret basket. As improvements were made, no thought was put into upgrading the engine, making it slower with the more armor added. KV85 was the last modification of the KV series, armed with 85mm D-5T gun in an IS-1’a turret. Almost a hundred and a half of these tanks were produced as a stopgap until the IS tank series entered production.

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Allies / USSR

IS-2 The Iosif Stalin tank (or IS tank named after Joseph Stalin) was a heavy tank developed by the Soviets during the World War II. The heavy tank was designed with thick armor to counter the German 88mm guns, and carried a main gun that was capable of defeating the new German Tiger and Panther tanks. It was mainly a breakthrough tank, firing heavy high-explosive shells useful against entrenchments and bunkers. The IS-2 was put into service in April 1944, and was used as a spearhead in the Battle for Berlin by the Red Army in the final stage of the war.

Transport and Utility Vehicles

gAZ-mm The legendary “Polutorka” was one of the most produced Soviet vehicles in the 20th century. From 1930 to 1950, more than 1 million were made. The GAZ trucks were used for all kinds of tasks: as a common truck, ammunition transport, fuel transport, ambulance truck, mobile radio station and also as AA-gun carrier. The GAZ was able to use all kinds of fuel. Even kerosene could be used when the weather was hot enough. It could carry around 1.7 tons and could travel at 75 km/h.

Allies / USSR

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MAP EDITOR Usage of The Map Editor The Officers Map Editor enables you to create new maps and to vary existing ones to use them within the game.

Installation To bring the Map Editor to work, you first have to copy the respective files into the installation directory, where you have installed your Officers - World War II game locally. Do this as follows:

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1.

Ensure you have a complete and working installation of Officers - World War II on your computer.

2.

Create a backup of your installation (by default, this should be C:/program files/XXXXXXX/Officers) to another physical drive.

3.

Copy the folder editor from your game DVD into the folder bin of the installation directory.

4.

Copy the content of the folder Assets on your DVD into the corresponding folder of the install directory. Note that as you are doing so, certain files become overwritten/changed, while others are added. (it is therefore recommended that you create the backup before). Two folders within the folders shaders11 and shaders20 are being created and labelled E.

5.

Start the Editor by double-clicking the file EpisodeEditor.exe in the bin folder.

Map Editor

The User Interface 1. The Map Panel

Here you can open your maps, create new ones and manage them. The four main buttons represent the common standard of most known applications: „New”, „Open”, „Save” und „Save as”. The dialog window for the creation of a new map enables you to define a game date and time for the mission, as well as the proper season, the player’s side and the number of players that are able to participate. To load an existing map into the editor, select it using the list on the left side. Then click on the button that shows the symbol with the opened folder. To save a map, again you first have to select its name in the list. Only then you can click on the Save button (the one with the floppy disc). Finally, to save a map under a different name, use the button showing the floppy disc and a plus sign.

Name – Name of the new Map. Size – The desired map size in square kilometres (1, 2, 4 or 8 km2). Style – Texture set for creating the wanted season of the scenario.

Map Editor

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Heights map – Here you can load a RGBA graphics file to create a height profile from it. You can basically use any graphics file that is based on a grey scale. The grey value hereby defines the altitude. Dark areas are low, brighter areas are represented high. The sides are defined as follows: The old german flag represents the Axis Powers to be chosen by the player, while the flag of the USSR represents the side of the Allied Forces. Choose the number of the players for this map/mission by setting the number at the corresponding checkbox.

2. Navigation On The Map To move the camera around the map, click a spot on the mini map in the upper left corner of the screen. On the main window you can navigate by moving the mouse while simultaneously holding down its left and right buttons. To rotate the camera, move the mouse while holding down its middle button (wheel). To zoom in and out, scroll the mouse wheel forth or back.

3. The Surface Panel

In this panel, you can modify the surface relief, the colours and even the ambient sounds of your map. These buttons are available: Using the brush, you can paint certain typical surfaces onto the landscape such as soil, sand, grass etc. The buttons with the numbers 1-4 in the row beneath help you to define these „colours“ of the brush. The rubber you see right next to it erases the applied surface. Ensure you first activate the respective button of the surface you want to remove. The shovel (in the upper row next to the brush) is used to dig virtual holes into the landscape or to create hills. The amount and the direction of this action are controlled by the fader pressure. The next button represents the Bulldozer. You can create areas of the same level with this tool, if you click first on a spot of the desired height level, and then move it over the area you want to change.

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Map Editor

The roller smoothens sharp transitions and edges in your relief, making it look more natural. The leftmost button in this row shows a loudspeaker symbol and opens the sound editor. Good sounds are crucial for the creation of a virtual environment. Add audio files to your map by clicking on the cursor button in the upper left corner of the editor and then clicking on the map surface. The active sound in the list will now be applied to the landscape. To remove a sound from the map, activate it and press the delete key on your keyboard. Of course you can pre-hear the sounds from the list and even edit them using the controls on the left side of the editor panel.

Note: All changes you are performing on the maps are stored within the files map.bmp and map2.bmp.

Map Editor

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4. Overlay Objects

There are two decal types available in the engine of the editor: Streets and Gother 2D-objects. To select the desired type, click on the corresponding icon in the upper left corner of the editor. To create a new overlay object, click on the rightmost button and then on the map. Every click creates a new object. By clicking the same button a second time, you activate the edit mode for the added object. Change size and direction, and the resolution of the outlines. You can move your object to another position by selecting it in its middle and dragging it across the surface of your map. If you want to add a road to your map, you have to do the following: Click on the button in the upper left corner which shows a street symbol. Now click on the area on the map where you want to add the road (you can move every object onto its final position afterwards). To change the course of your road, simply drag its end points. By selecting the handling spot in the middle of the road and then dragging it using the right mouse button, you can change the shape of the whole object. By clicking on the road surface while holding the Shift-key, you can add another edit spot. Activate a spot and press the Delete key, if you want to remove it. Note: If you press Delete while no edit spot on the object is active, your whole road will be deleted! In the lower right corner you can see four buttons. The two on the right side serve to assign textures and opacity masks to a selected overlay object. Choose a texture from the list and then click on the button showing a coloured circle and the plus sign. By doing so, also the alpha channel (the opacity) of the texture is applied. This mask can be changed using the button in the lower right corner. If you want to do this, activate another item from the list. By clicking the button (it shows a circle in b/w and a plus sign), only the transparency values of the template are applied to the currently active object on the map.

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Map Editor

The two buttons on the left represent the copy-and-paste functionality for the overlay objects. To copy an object, you first have to select it and then click on the button with the symbol for Copy. Now click on the Paste button below (which will remain active until you click it again). With every click onto the surface of your map, you can now add a new copy of the previously selected object. With the controls in the upper right corner, you can define the density of the grid, the scale and the U- and Vcoordinates of the active layer. All resources on this list are taken from the file Editor_resources.xml.

5. Static objects

Here you can add 3D-objects to your maps such as buildings, bridges, or trees. The colour of these symbols determines the damage level in which the object will be displayed. Green represents intact, yellow stand for half destroyed, and red completely destroyed.) Many objects are available only in two different: Intact and destroyed. There are three buttons which are controlling certain characteristics of the objects. They define the restrictions concerning the parameters passability and visibility as follows: • Cross and eye –object is blocking line of sight, • Cross and car – disabled access for vehicles, • Cross and man – disabled access for walkers (soldiers). Using the button in the upper right corner (the arrow and the green rectangle), you can enter the placing mode (when the button is active) or the editing mode (when it’s inactive). If you wish to place an object on the map, click the button and select an object fro the list. Now click on any positon on your map, to apply this object right there. If you want to select multiple objects, check the checkboxes of all items you wish to add and then click on the button showing a dice. Every click you perform now on the surface of the map creates randomly one new item out of your previous selection. Map Editor

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To reset all checkboxes, click on the button which is located right below the dice. Using the left mouse button you can move the currently selected object across the map. You can turn an object around by holding the right mouse button. Press the Delete key if you want to remove the selected object completely. To select multiple objects at a time, hold down the Shift key, while clicking the various objects. The button on the right side of the editor panel showing two diagonally arranged rectangles enables you to create a whole series of objects between two already added object types. To perform such a multiplication, select two objects on your map. Hereby, the first one will be used as template, the second one can be a different type, and this one will just be used as geometrical aiming point for the series. Here’s how to proceed step by step: First, click on the button. A dialog called “object generator” will appear where you are asked to define the main parameters of the series: • Number of objects • Level axis (the objects are placed along the Y axis); • Ignore landscape • Align about X (if set along with „level axis“, objects will be aligned about the X axis). Click OK to create a sequence according to your settings. Click on the button with the braces to disband the selection of this group of object. Now you can move the items individually.

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Map Editor

6. Units

The program offers various types of fighting units: squads, tanks, guns, armoured personnel carriers (APCs), common vehicles, boats, and airplanes. To add a unit from the list to your map, activate the button that shows a mouse cursor and a green vehicle symbol. Then click on a position on the map surface. The other button showing a white rectangle defines the faction, a newly created unit will be assigned to. A white flag stands for neutral unit; an old German flag symbolizes Axis Powers, while a soviet flag represents the Allied Forces.

7. Game Zones

Game zones are used to define certain areas which are necessary to set up a fully working game mission on your map. 1. You can apply a new zone with restricted passability or visibility to your map using the buttons in the upper left corner of the editor panelakti. First activate one or more of the corresponding symbols below to define the desired parameters exactly. Now move the mouse cursor over the map sur face, clicking on every corner of the new zone you want to create. The following controls are simplifying this procedure: A click with the right mouse button deletes the last added point. With a double click, you finalize the current polygon, after this no more points can be added.

Map Editor

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When you wish to delete a zone, you have to activate (select) it first. Then press the Delete key. The whole zone will be removed completely. 2. The next button in the upper row of the editor enables you to add covers for the participating units on the map. Add a cover by just activating the rightmost button, and then clicking a position on the map. If you want to edit an added cover element, proceed as usual: click the button a second time, select the new item on the map and use the controls in the editor panel to modify it (the changeable concealment parameters are posture and defence bonus). 3. The third button activates the trigger adding/editing mode. Any time a trigger zone is entered by a unit, a certain event (e.g. an attack) is evoked. The different types of triggers in the corresponding panel section. Ctrl & left mouse button – Changes the radius of a circular or a segment-shaped trigger zone; alignment of a rectangular trigger zone. Shift & left mouse button – Changes the angle of a segment-shaped trigger zone; changes the length of a rectangular trigger zone. Shift & right mouse button – Changes the alignment of a sector-shaped trigger zone; changes the width of a rectangular trigger zone. 4. The rightmost button in the row serves to add strategic points to the map and to assign their corresponding areas. The name field turns active, when the Place button is selected. Now you can choose a name, and add a new strategic point to your map. To be complete, a strategical point always has to inherit an area and a central point. Click the map surface as usual to add a new strategic point. Note you have to click somewhere on the new area another time (now with the right mouse button) to add the central point. Only then the action is completed. As always, open the editing mode for the newly added item by clicking the Place button anew. If you want to change the shape of your area, select it and drag it while holding down the left mouse button. Move the central point of the zone by additionally holding the Ctrl key. Use the controls below to set the amount of resources that should be available for this particular strategic point.

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Map Editor

Note: The buttons Object-ID and ScreenShot are reserved for advanced functionalities when editing the strategic points. These settings are not yet available and will be implemented in an upcoming version of the map editor still to come. Please check on the publisher’s website regularly to receive updated information.

Loading A Custom Map After so much editing work, it is now time to play on your own map! To be able to do so, you have to perform the following steps: 1.

Ensure your map is saved correctly in the game directory.

2.

Start Officers - World War II with activated console (this is the default setting).

3.

Wait until the game has loaded completely.

4.

In the main menu, press the “^” key on your keyboard to open the game console.

5.

Type game.level Map.xml into the command line of the console. „Map” represents the name of the map under which you’ve saved your map before. Press Enter.

6.

Wait until the map is loaded and start playing.

Note: During the loading process an error message might appear. The reasons for this are certain incompatibilities of the game engine towards the editor assets which are not always interpreted correctly. If such a message appears, click Ignore to finish the loading process of your map. You can also play a tutorial mission on your custom map. If you want to do so, overwrite the existing map (we recommend creating a backup of the original tutorial map first). After you have created your new tutorial map you can start the mission from the main menu in the game.

Map Editor

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CREDITS GFI Moscow Team

Executive Producer Slawa Plotnikow Production Supervisor Alexander Dimitrewskij Head of International Sales and Acquisitions Inna Bukatina GFI UA Team

Idea Andrej ‘Rhino’ Jeskow Project Manager Nikolai ‘N1k0dem’ Demtschenko Lead Artist Wadim ‘Fantazer’ Brikulja 3D Graphic Artists Wadim ‘BANZAY’ Astachow Alexej ‘Grek’ Gretschischkin Dimitri ‘d.a.n.’ Danko Andrej Luzkewitsch 2D Graphic Artists Oleg ‘Vasjan’ Wasjanowitsch Anastasja ‘Ara no Toka’Tokarenko Oleg Sidawski Iwan ‘Hans’ Hiwrenko Level Designers Oleg ‘SuTM’ Suzdalew Alexej ‘Grek’ Gretschischkin Dimitri ‘d.a.n.’ Danko Game Design Jaroslaw ‘Smoke’ Schkliar Alexej ‘b0b’ Kutschmenko Lead Programmer Oleg ‘Jaf’ Kurtsew 3D Programmer Alexej ‘klk’ Klutschikow 2D Programmer Alexej ‘Shkaph’ Schkarupa Oleg Ochrimenko AI and game mechanics Oleg ‘Jaf’ Kurtsew

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Credits

Effects Alexej ‘klk’ Klutschikow Network Programming Kuzma Schapran Oleg ‘Jaf’ Kurtsew Alexej ‘Shkaph’ Schkarupa Tools Alexej ‘klk’ Klutschikow Oleg Ochrimenko Alexej ‘Shkaph’ Schkarupa Additional Programming Kuzma Schapran Sergej Romanow Keyframe Animation Alexander ‘MagNum’ Malin Special Thanks Wolodimir Kiseljow Sergej Salnikow Anna Piwnik Genadij Piwnik Witali Misjutin Russobit-M Team

General Director Irina Mizrakhi Marketing Director Elena Zamulina Public Relations Maria Andrejewa Anna Woronina Michail Pigulski Head of Polygraphy and Design Department Wiktoria Antonowa Copyrighter Swjatoslaw Torik Designers Jewgenj Schatschek Sofia Muchatschjowa Alexej Tomtschuk Maria Nowikowa Localization Manager Alexander Rumjantsew

Credits

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Head of Polygraphy and Design Department Wiktoria Antonowa Copyrighter Swjatoslaw Torik Designers Jewgenj Schatschek Sofia Muchatschjowa Alexej Tomtschuk Maria Nowikowa Head of Development Department Vis Vitalis QA Manager Nikolai Bytschkow Testers Alex Ibadow Alex Blinow

©2009 Game Factory Interactive. All rights reserved.

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Credits

MORPHICON LIMITED Managing Director Morris Hebecker Marketing & Communication Manager Nicole Straten Product Management Florian Glück PR Manager Peter Games Alexander Harlander Graphic Design Falk Lochmann Deutsche Bearbeitung, Lokalisierung und Regie Felix Gass Tonaufnahmen und Editing Scenario Studio Alexander Catarinelli Markus Beck

Credits

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NOTES NOTE ES

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©2009 Morphicon Ltd. All rights reserved. Peter Games and the logo is a trademark of Morphicon Ltd. Other products and company names mentioned herein are trademarks of their respective owners. All rights reserved.

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