Clash of Steel - Manual - PC

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Clash of Steel

TABLE OF CONTENTS
INTRODUCTION...............................................................................................................1
STARTUP...........................................................................................................................1
PLAYER AIDS ...................................................................................................................1
GAME CONCEPTS............................................................................................................1
LAND UNITS.....................................................................................................................2
AIR UNITS.........................................................................................................................2
NAVAL UNITS ...................................................................................................................2
TALKING TO THE COMPUTER.......................................................................................3
QUICK START...................................................................................................................4
THE SETUP MENU...........................................................................................................8
TURN SEQUENCE..........................................................................................................11
ORDERS PHASE.............................................................................................................12
UNITS..............................................................................................................................18
MOVEMENT....................................................................................................................20
COMBAT .........................................................................................................................24
POLITICS ........................................................................................................................29
SUPPLIES/PRODUCTION ..............................................................................................31
WEATHER.......................................................................................................................34
SPECIAL RULES.............................................................................................................35
UNIT REORGANIZATION ..............................................................................................36
REINFORCEMENTS.......................................................................................................36
VICTORY CONDITIONS.................................................................................................36
SCENARIOS....................................................................................................................37
STRATEGY AND TACTICS .............................................................................................39
TUTORIAL.......................................................................................................................41
HISTORICAL TIMELINE................................................................................................45
GAME ABBREVIATIONS ................................................................................................49
ORDER OF BATTLE .......................................................................................................50

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KEYBOARD HOTKEY COMMANDS ..............................................................................63
1 Clash of Steel Clash of Steel 2

INTRODUCTION Game Map LAND UNITS


The game map covers from Ireland to the ♦ Army-sized land units usually have a

C
LASH OF STEEL is a strategic wargame simulation of the conflict in Europe
during World War II from September 1939 to August 1945. The map runs from Soviet Union extending 2,500 miles from large combat strength due to their size.
Ireland in the west to Russia in the east and from Norway/Sweden in the north east to west. It also covers from
Norway/Sweden/Finland to North Africa ♦ Army Group (Supply) units have an
to North Africa in the south. As the Supreme Commander of either Axis or Allied extending 2,300 miles from north to action point allowance of 2 or 3. Other
countries, you make all the military decisions affecting your numerous land, air, and south. The various terrain features used units can trace supply to these units.
sea forces in the European theatre. You can also engage in politics and attempt to on the map are as follows: They also have a high combat strength.
acquire additional allies in your struggle for control of Europe. You decide which
units to produce and what areas of special weapons your research and development City Mountain Sea ♦ Corps units are smaller formations
scientists should concentrate on. Each turn represents two months, yet every turn is Clear Port Swamp
with a lower combat strength.
broken down into a variable number of impulses in which you manage your forces Desert Resource Wood ♦ Engineer units can build fortifications
across the battlefield. Many alternatives allow for different approaches in this World in any hex to help strengthen defenses
War II combat simulation. Fort River
against enemy attacks and amphibious
Combat Forces operations.
The land and air units that appear on the ♦ Panzer (Tank) units have a good com-
STARTUP ♦ How to Play: In order to give you an map are color-coded for each country. bat strength normally and a high
idea of how to play the game, see the German units have a gray background
README File Action Point allowance.
“Tutorial” section on page 41. with black lettering, German panzer
Your game disk may come with a ♦ Paratroop units can help negate defen-
README file that contains rules updates ♦ Scenario Objectives: Each scenario has units have a black background with
white lettering, Italian forces have a gray sive advantages when friendly units are
and/or errata. Please take a look at this some suggestions as to what to do to
background with brown lettering, Allied engaged in a ground assault.
file before playing the game. play the first few turns. See “Scenarios”
on page 37 for more details. forces have a blue background with red
Installing the Game lettering, U.S. units have a brown back-
♦ Timeline: See the section on “Historical ground with white lettering, and Russian
AIR UNITS
Use the instructions on your data card to Timeline” on page 45 to review the ♦ Air units can perform air strikes against
units have a red background with black
install and play the game. dates for the various battles that took enemy units to soften up the defender
lettering. Other neutral countries have
place in the European theatre. various color schemes. before a ground attack occurs.
PLAYER AIDS ♦ Checklist: In the section “Player’s The land units have two numbers printed
Due to the scope of the game, the player Checklist” on page 12 you can review on their counters. The left number is the NAVAL UNITS
aids listed below were designed to help some of the important tasks you need effective ground combat strength, ♦ Artificial Harbors (Mulberry) are used
you get started playing the game. to perform in any given turn. rounded to the closest whole number. in conjunction with amphibious
♦ Strategy and Tactics Hints: A section The right number is the amount of assaults to give the units a supply
♦ Quick Start: A Quick Start section remaining Action Points (AP) which can
allows you to read a minimum of rules on “Strategy and Tactics” on page 39 source throughout the turn the land-
has been included to give you some be used to move and attack. The air units ing takes place. Unlike other naval
giving you a general idea of how to also have two numbers. The left number
play the game. Numerous references helpful hints on playing the game. units, these units appear on the map
is the effective air combat strength, like land units.
to more expanded explanations of the rounded to the next full number. The
rules is included. See the section ♦ Carrier units have a high combat value
GAME CONCEPTS right number is the number of air strikes
“Quick Start” on page 4. remaining. Although not shown on the in naval operations.
Game Scale counter, all air units have an effective
Each hex is approximately 50 miles strength of one ground combat point if continues...
across. Each turn is 2 months long, and attacked. Naval units are not represented
composed of a random number of by counters on the map. They can be
impulses. Most land units are at the accessed in the Navy Menu and the Naval
Corps or Army level in size. Formation Menu.
3 Clash of Steel Clash of Steel 4

♦ Escort units provide the firepower to Using the Mouse QUICK START starts with a Supply Phase for the active
protect transport missions, engage Use the mouse to move the pointer over This section allows you to read a mini- player, followed by an integrated combat
enemy naval units, or to perform the menu items and buttons. Click the and movement impulse. After the active
mum of rules to get started playing the
shore bombardment. left mouse button to select the option. player has finished his impulse, a check
game. The first section contains an
To exit from a window place the pointer is made on the Turn Continuation Table.
♦ Sub units are used to sink enemy overview of the game. The second section
If the turn continues, the passive player
convoys. outside the window or on the small but- shows a listing of the main menus
ton in the top-left corner of the window becomes active in the following impulse.
offered in the game. The third section
♦ Transport units can move the land and click the left button. To scroll has a brief summary of the game’s rules.
The first two impulses of each turn are
combat units that are to be landed in around the map, move the mouse special, as a number of actions are only
friendly ports or enemy coastal hexes pointer to one of the edges of the map. Overview allowed at that time. These include pro-
in an amphibious assault. To select a hex, click the left button duction, navy moves, amphibious
The game is played in bimonthly turns. invasions, reserve movement, and inser-
while the mouse pointer is over the Each turn is further divided into an
Game Abbreviations desired hex. To select a unit first select tion of new units.
Economy Phase followed by a varying
A list of the game abbreviations is on the desired hex and then click the left number of impulses. In the Economy
page 49. Brief Summary of Game Play
button again. Phase, the computer calculates the eligi- A short summary of the more important
All keyboard commands also work if you ble Production Points (PP) for both sides. game menus, tables, and rules follows.
TALKING TO are using a mouse. Accordingly, a check on the Initiative
Table will determine who is the active Summary of Game Menus
THE COMPUTER player in the first impulse. In each
Menu Overview The Setup Menu is the first menu you
Using the Keyboard The program accepts input from either impulse, only one side can move. He is will see as the game starts. In this menu
Note for IBM users: Make sure your the keyboard or mouse at anytime. The referred to as the active player, the other you can begin to play the game, select a
[Num Lock] is ON and your [Caps Lock] menus are ordered in a tree-like struc- side is the passive player. Each impulse scenario, load/save a file, and set many of
is OFF before playing. ture. To select a certain item, you can
click on a box, or type the highlighted
Use the following keys on the numeric SETUP MENU EDIT GAME UNIT MENU MAP MENU
key. To exit from a menu, you can select
keypad to move the cursor: GAME (G) OPTIONS MENU OPERAT. (P) GET (G)
EXIT or press the Esc key. If you are in SCENARIO (C) SOUND (S) RESERVE (R) COUNTRY (C)
7 8 9 the Main Menu, you can also select and SUMMARY
SUMMARY
LOAD (L) PANZER (P) AMPHIB (H) CNTL (T)
move units. Use the mouse or keypad to OF
OF REBASE (B) SEA (S)
4 6 SAVE (S) IMPULS (E)
MENUS
MENUS
move the cursor. The right mouse but- AXIS (A) AUTO (T) PREPARE (A)
1 2 3 SCROLL (C) FORTIFY (F) RESEARCH
ton or the “5” key centers the map ALLIED (I)
ATTACK (A) MOVE (M) MENU
around the cursor. You can scroll the RULES (R)
The menu options can be accessed with COMP (O) D6SOUND (O) OOPS (O) UP (U)
hotkey commands which are listed with map by moving the mouse cursor to the DOWN (D)
EDIT (D) D6ANIM (N) EVACO ( E)
the menus in the manual. To exit a win- edge of the map. If the cursor is located END (E) HEXGRID (H) MORE (M)
dow press the Esc key. Use the arrow keys on a friendly unit, you can click on it SLIDE (L) STRATEGIC LESS (L)
again, or type “+” to enter the Unit MAIN MENU COMPUTER BOMBER MENU VIEW (V)
to move up and down some of the menus UNITEXIT (U) OPTIONS MENU
Menu. In the Unit Menu you can move MENU (U) EXIT (X)
(such as the OB menu) or use the page END (E) INFORMATION HIDDEN (H) BUY (B) NAVY MENU
up and page down keys on the keypad. the unit by clicking on a nearby hex FAVOR (F) SELECT (S)
ASSAULT (A) MENU FACTORIES (F)
within the unit’s range, or typing the STRIKE (S) STATUS (S) BALANCE (B) HARBORS (H) NEW (N)
appropriate key on the keypad. The right SEA ZONE (E) IMPROVE (I) OIL (O) MOVE TO (M)
NAVY (V)
mouse button, or the Esc key will bring HISTORY (H) ENGLAND (E) FORM. (F)
NEW (N) RULES OPTIONS
you back to the Main Menu. UNLOAD (L) OB (O) MENU RUSSIA (R) STATUS MENU
PRODUCT (P) RESEARCH (R) SELECT (S) AXIS (A)
MAP (M) POLITICS (P) POLITICS MENU
CHAOS (C) CONFLICT (C) ITALY (I)
INFO (I) BOMBER (B) HOLD (H) ALLIED (C)
CNTL (C) WEATHER (W) BALKAN (B)
PARTISAN (P) WAR (W) US (U)
CLEAR (R) JAPAN (J) RUSSIA (R)
PRESS (P)
LIBERATE (L) LOSSES (O)
5 Clash of Steel Clash of Steel 6

the game’s parameters in the Edit Game strength and losses for each player. Here few hexes away. Units can move by the the map cursor. The air unit must be
Options Menu, Computer Options Menu, you can check the status on your forces functions RESERVE, OPERAT., or REBASE. within 7 hexes of the target. Enemy air
and the Rules Options Menu. using OB. You can see the sea zones with units can also intercept if within 7 hexes
The RESERVE option removes the unit
the SEA ZONE option. The RESEARCH of the target. If the target hex is a coastal
Selecting GAME in the Setup Menu begins from the map and places it in Reserve. It
option allows you to build new weapons hex, then Shore Bombardment can take
the game. You will now be brought to the costs one transport point to place a unit
to help win the war. POLITICS allows you place. Shore Bombardment acts similarly
Main Menu. MENU brings you back to the in reserve. After a unit is placed into
to influence a country’s neutrality and to an air strike. CV and BB will each add
Setup Menu. END allows you to finish reserve, you can take the unit out of
declare war. You can buy strategic one point to a bombardment which is
your impulse. The game map will be dis- reserve by moving the map cursor adja-
bombers for 20 PPs and set your bomb- resolved on the ground strike table. Only
played and in the Main Menu. You can cent to a city. Access the NEW option on
ing targets using the BOMBER option. The units in the same sea zone as the naval
move and place units on the map and also the Main Menu. The hex cannot be in an
current weather can be displayed with unit can be bombarded. There will be no
attack using the ASSAULT and STRIKE enemy ZOC and the hex must be
the WEATHER option. interception and bombarding ships will
options. The NAVY option allows you to friendly-controlled. All reserve units
suffer no reverse results except that they
move your naval units. You can place new Summary of Tables/Rules must be deployed out of reserve before
can not bombard a second time in the
units or units in reserve on the map you can end your turn, but only on the
A brief summary of the important tables same impulse.
using the NEW option. UNLOAD gives you first or second impulse. The unit must
and rules appears below.
the option to unload units from ships. have a supply level greater than zero to TERRAIN EFFECTS ON
You can check out your unit production COMBAT UNITS be put in reserve. MOVEMENT/COMBAT
schedule with the PRODUCT option. MAP Refer to the section “Combat Forces” on The Action Point costs to enter the dif-
The option OPERAT. allows you to move
displays the Map Menu which allows you page 2 for a brief description of the unit ferent terrain types and the effect that
the unit up to 10 hexes away. Axis, Allied,
to view the entire map with various set- types in the game. Also refer to the sec- terrain has on the defender’s strength
U.S., and Russia (only after Russian
tings. The INFO option allows you to tion on “Paratroops” and “Engineers” on and air strikes are shown in the table
Winter strikes) can move one unit per
access the Information Menu. The CNTL page 2 for the specific rules for these two below. The defense bonus is the number
impulse.
option shows you which side controls the unit types. of strength points added to a unit’s
hexes on the map. CLEAR removes all The REBASE option allows an air unit to strength. The unit’s total strength is
units from the map. ACCESSING UNITS relocate up to four hexes away in a then modified by its morale. The Air
You can move the map cursor by using friendly-controlled hex. You cannot Strike column shows the reduction in
When you access a unit, the Unit Menu is
the mouse or the keypad keys. To scroll rebase on snow or mud turns. You can attacker’s effective air strength.
displayed. You can move land and air
the map place the mouse pointer or rebase on any impulse.
units by selecting a nearby hex to move TERRAIN AP DEFENSE AIR
to. You can also move land units with the move the cursor to the edge of the map. TAME COST BONUS STRIKE

Clicking the right button or pressing the GROUND COMBAT


OPERAT. and RESERVE options. Air units City 1 2 1
“5” key centers the map. Placing the cur- In the Main Menu the ASSAULT option Clear 1 - -
can move with the OPERAT., RESERVE, and allows you to select the adjacent friendly
REBASE options. A paratroop unit can use sor over a friendly unit and clicking the Desert - 1 -
left button or pressing “+” displays the units you wish to use to attack the Fort * 1 3 2
Prepare to be able to airdrop up to three enemy unit in the hex which contains
hexes away in the next impulse. Engineer Unit Menu. Every unit on the map exerts Mountain 2 1 1
a Zone of Control (ZOC). This influence the map cursor. You can therefore com- Port 1 2 1
units can use FORTIFY to fortify the hex bine multiple units to attack the selected
they are in at the beginning of the next extends into each of the six adjacent Resource 1 - -
hexes surrounding the unit. A unit must enemy unit. A unit can only make one River # - -
turn. If they are in fortify mode, an addi- assault in a given impulse. Units can also
tional option to MOVE will be displayed. pay one additional Action Point to move Sea - - -
from one enemy ZOC into another conduct an overrun attack by them- Swamp 2 1 -
The Information Menu is accessed from enemy ZOC. selves. To do so, simply attempt to move Wood - 1 -1
the Main Menu. STATUS will allow you to the friendly unit into the enemy hex. An
# units attacking across a river are halved in strength.
see how many Production Points you will MOVING UNITS overrun attack will then be made.
be receiving due to the number of cities, Units have a variety of methods to move * Note: a computer player’s unit has its defense strength
resource centers, and convoys you have. by. You can move units one hex at a time AIR STRIKES/SHORE BOMBARDMENT increased 70% while defending in a fort.
You can choose to upgrade your units. by placing the cursor in an adjacent hex In the Main Menu you can use the STRIKE
You can also view the overall amount of or move multiple hexes by placing it a option to perform an air strike on the
enemy unit in the hex which contains
7 Clash of Steel Clash of Steel 8

PLACING UNITS ON THE MAP SUPPLY PRODUCTION THE SETUP MENU


Units which have just come out of pro- Supply lines are traced through friendly- Each turn, except for the Sep/Oct 1939 When you start a game, the Setup Menu
duction are shown in the third box from controlled hexes. Also, surrounding turn, the Italian, Axis, Russian, and Allied allows you to load saved games or set up
the left at the bottom of the screen when enemy units with friendly-controlled players receive Production Points (PPs) new ones. There are many optional rules
the Main Menu is displayed. Units placed hexes disables their retreat, as it cuts based on the number of friendly cities, and game balancing alternatives to give
into Reserve or newly produced units can their supply line. Each hex is either friendly resource centers, and convoys. added flexibility. You can return to this
be placed on the map using the NEW friendly or enemy-controlled, or con- Each city and convoy is worth 1 point menu while playing by selecting the
option in the Main Menu. Place the cur- tested. Control can change on two while resource centers are worth 2 MENU option in the Main Menu. Each sce-
sor on the friendly-controlled hex on or occasions during the game: points. If the country has been con- nario has a list of short term objectives
adjacent to a city and select NEW. A list of quered, all resource centers belong to that you can review to give you an idea
♦ Every time a unit enters a hex it
units will appear. Select Insert to place the the other player. Players use PPs to buy what you need to be concerned with in
becomes friendly-controlled.
unit on the map. If you are conducting various land, air, and naval units which either attacking or defending in the first
amphibious operations, you must first ♦ During the Supply Phase control of all are either dissolved or purchasable in the few turns (see “Scenarios” on page 37).
have naval transport unit(s) in the Sea hexes is recalculated: All friendly units Production Phase. When buying units in
zone box (not a port box) in the same sea and all city hexes which were previ- the Purchase Menu you will get a list of Setup Menu: GAME
zone as the unit to be loaded onto the ously friendly-controlled act as control eligible units together with the cost of SCENARIO
ship. Select the unit and choose the bases for each side. Now each hex the unit in PP and the number turns it LOAD
AMPHIB option in the Unit Menu. Move becomes friendly to that side which will take to produce the unit. You can SAVE
the cursor to the landing hex and select has the nearest control base in terms only purchase a unit if you have suffi- AXIS
UNLOAD from the Main Menu. Select the of Action points. In the case of a draw, cient PP remaining. Unused PP count as ALLIED
unit to unload. the hex becomes contested. spared PP. Purchased units will become RULES
available as Reserve units after the COMP
AMPHIBIOUS OPERATIONS After the calculation of hex control, the shown delay. EDIT
If you wish to conduct sea transport or supply value of all units of the active
END
amphibious landings, refer to “Naval player (only) will be calculated. For this RESEARCH
Movement” on page 22 and “Naval purpose all friendly-controlled cities and You have 10 Research Points to allocate GAME (G) option starts a new game or
Combat” on page 27. all friendly army groups count as supply among various weapon research areas. allows you to continue playing the game
sources for the active player. You get the Review the effects described in the sec- once you have started.
STRATEGIC BOMBING new supply value of a unit by tracing a tion on “Research Menu” on page 16.
Strategic Bombing Points (SBP) can be path through friendly-controlled hexes SCENARIO (C) option allows you to
purchased at the cost of 20 spared PP from a supply source to the unit and sub- OTHER RULES choose one of the six scenarios to play:
from the Strategic Bombing Menu which tracting the Action Point cost of this Refer to the section on “Special Rules” Poland 1939, Fall of France 1940,
can be accessed from the Info Menu. You path from the supply value of the source. on page 35, especially if you are playing Operation Barborossa 1941, Drive to
can direct the whole bombing fleet at The varying supply values of sources are: the 1939 or 1940 scenarios. The Stalingrad 1942, Kursk 1943, or D-Day
three different targets: Factories, Mediterranean area has a special Malta 1944. See the section “Scenarios” on
SUPPLY SOURCE SUPPLY VALUE
Harbors, and Oil. If England and Russia supply rule and England has a home- page 37.
Not isolated city in home country 10
are both in the war, the Axis player can Not isolated army group 10
guard rule if the Axis plans to invade LOAD (L) option allows you to load
choose which nation to bomb. Once each City in sea supply in home country 10
their country. Under the section “Rules in a previously saved game. See
turn the bombers will resolve their orders. Artificial harbor 10
Options” on page 9 there are additional “Loading/Saving the Game” on page 9.
City in sea supply 7 rules that can apply.
SAVE (S) option allows you to save the
Isolated city in home country 5
game. See “Loading/Saving the Game”
Isolated army group 5
on page 9.
Not isolated city in enemy country 5
Isolated city in enemy country 0 AXIS (A) option allows you to have the
Axis player controlled by either a human
or a computer player.
9 Clash of Steel Clash of Steel 10

ALLIED (I) option allows you to have the The SAVE (S) option in the Setup Menu supply in Russia. The chance for parti- BALANCE (B) sets the level of difficulty in
Allied player controlled by either a allows you to save the game using the sans to appear will also increase as the the game. The default is Normal. The
human or a computer player. selected saved game filename which is war progresses. computer’s units have their strength
surrounded by the file selection box. The modified by the percentage shown below.
RULES (R) option allows you to select JAPAN (J) or the “War in Siberia” rule
option SAVE AS (A) allows you to name The five levels are:
various rules to use in the game: assault assumes that Japan has invaded
your own saved game filename. A maxi-
selection, chaos at OKW, hold (stand and Kamtschatka. The 3 Russian shock units ♦ PACIFIST (P) places the computer at a
mum of eight characters can be typed in.
die), partisans, Japan (war in Siberia), will not be available. Note: A Japanese 50% disadvantage.
Press Enter when you are finished enter-
and liberation politics. See the section invasion would have concentrated on the
ing your filename. Press Enter again to ♦ PRIVATE (R) places the computer at a
“Rules Options” on page 9. capture of vital Siberian cities. There are
return to the Setup Menu. The DELETE 25% disadvantage.
no Japanese units in the game.
COMP (O) allows you to adjust several (L) option erases a previously saved
game from the hard drive. ♦ SERGEANT (S) is the normal balance
factors for the computer player: com- LIBERATE (L) or “Axis Liberation Politics”
selection.
puter hidden, computer favored, adjust rule states that with the capture of cer-
balance, and improved Allied units. See RULES OPTIONS tain cities, the Axis will recruit units ♦ MAJOR (M) places the computer at a
“Computer Options” on page 10. Additional game rules are available as there. These are corps-sized and will +25% advantage.
explained below: arrive automatically after 2 turns. The
EDIT (D) option allows you to select vari-
cities are: Paris, Riga, Minsk, Smolensk, ♦ GENERAL (G) places the computer at a
ous sound/graphic options: sound, SELECT (S) option allows you to be able +50% advantage.
to have the ability to choose “YES” or Odessa, Kiev, Rostov, and Baku.
impulse end request, automatic mes-
sages, scrolling active, attack request, “NO” for each attacking unit when IMPROVE (I) allows for each neutral or
COMPUTER OPTIONS
dice with sound, animated dice, hex grid, assaulting an enemy unit if the option is Allied nation to have their units
The Computer Options menu offers addi- strengthened. The European theatre
sliding moves, and unit exit with 0 AP. set to ON. If the option is OFF, then all
tional rules and game balancing allows for a variety of different strategies.
See the section “Edit Game Options” on attacking units automatically participate.
selections which are explained below: There is a danger that once you have
page 10. The computer can never be affected
HIDDEN (H) allows computer controlled found your favorite winning strategy,
END (E) option allows you to exit to DOS. adversely if these rules are used: like invading England early in the game,
units to only become visible if you move
Answer YES (Y) if you wish to quit. CHAOS (C) option is the Chaos at OKW adjacent to them. you can lose your interest in an invasion
Answer NO (N) if you wish to continue rule which states that from 1941-1945, in Russia as you have already proved
playing. FAVOR (F) allows the computer player to “how to win this game.” This rule can be
every Axis Army-Group has a 50%
have more of an advantage. This rule has a bit of motivation. There is a check for
chance of receiving only one AP each
Loading/Saving the Game two effects: each neutral or Allied nation. Depending
impulse.
All saved games are stored in a separate ♦ Computer pays only 75% of the nor- on this check the units of this nation will
directory called “Save”. The amount of HOLD (H) or the “Stand & Die” rule be strongly improved, improved, or not
mal PP cost for units.
free space on your hard drive will deter- states that starting with the turn of improved at all. The effect is permanent.
mine how many saves you can store. The Russian Winter, every Axis unit which ♦ A human player pays 50% of the nor-
LOAD (L) option in the Setup Menu intends to move west has a 33% chance mal PP cost for dissolved units EDIT GAME OPTIONS
allows you to retrieve a previously saved of being intercepted by one of Hitler’s (instead of 33%). The Edit Game Options menu gives you
game. When you have selected the stand & die orders. In this case, the unit more options to choose from as
will not move and lose a random number There are two more effects if the Allies
desired filename (the file selection box is explained below:
of AP. If there are remaining APs, the are human controlled:
displayed around the filename), click the
SOUND (S) option will turn on or off the
left button with the mouse arrow over unit can try to move again. ♦ The Axis ignores rivers in the first turn
sound effects in the game.
the LOAD box or press the “L” key to load PARTISAN (P) rule states that there is a that Russia is at war.
the file. The other options allow you to PANZER (P) turns on or off the sound of
test against the number of unoccupied, ♦ For every impulse that Moscow is Axis-
move the highlight to other pages or Axis controlled cities in Russia during panzers (tanks) moving on the map.
controlled, there is a chance that
up/down the list of filenames. each Axis Supply Phase. If a random Russian units will lose efficiency. IMPULSE (I) toggles on or off the Impulse
number is less than the number of cities, End request message. If it is set to ON,
then partisans will greatly lower Axis you will be prompted to answer YES or
11 Clash of Steel Clash of Steel 12

NO when you have chosen the END TURN SEQUENCE Overview ORDERS PHASE
impulse option in the Main Menu. Economy Phase The game is played in bimonthly turns. You can move the map cursor by using
AUTO (T) displays messages two different Test for Entry into War Each turn is further divided into an the mouse or the keypad keys. To scroll
ways. If this option is set to ON, mes- Convoy Phase Economy Phase followed by a varying the map place the pointer at the edge of
sages will be cleared from the screen New PP Determined number of impulses. In the Economy the map. Using the keyboard you can
after a few seconds or if a key/button is Strategic Bombing Phase, the computer calculates the eligi- scroll the map by placing the cursor on
pressed. If set to OFF, you must press a Reorganization Phase ble Production Points (PP) for both sides. the map edge. Clicking the right button
key/button to continue. Build Forts The computer will also determine who is or pressing the “5” will center the map.
Recruiting Phase to be the active player in the first Placing the cursor over a friendly unit
ATTACK (R) allows you to automatically Develop New Weapons impulse based on the year and the and clicking the left button or pressing
attack an enemy unit, or display an Initiative Determined month. The Axis player has a higher “+” will display the Unit Menu. Every
additional menu allowing you to cancel Supply Phase chance of having the initiative early in unit on the map exerts a Zone of Control
the attack. Production Phase the war and in better weather months. In (ZOC). This influence extends into each
D6SOUND (O) gives sound effects on the Declaration of War addition, if Russia is conquered the Axis of the six adjacent hexes surrounding the
dice rolls. has an increased chance. In each unit. A unit must pay one additional
1st Impulse impulse, only one side can move. He is Action Point to move from one enemy
D6ANIM (N) displays animated dice. Determine Weather referred to as the active player; the other ZOC into another enemy ZOC. This
Buy Units side is referred to as the passive player.
HEXGRID (H) allows you to use the hex movement is also called infiltration.
Orders Phase-Move/Attack Each impulse starts with a Supply Phase
grid or not. If you do wish to see the hex Test for Surrender
grid, click the USE (U) option. The other for the active player, followed by an inte- Player’s Checklist
Impulse Continue Test
options in the hex grid are FATLINE (F), grated combat and movement impulse. ♦ Politics — try to persuade neutral
BLACK (B), and GREEN (G). 2nd Impulse After the active player has finished his countries to join your side
Buy Units impulse, a check is made to see if the
SLIDE (L) activates or deactivates a turn continues. In better weather the ♦ Research — review/allocate research
Orders Phase-Move/Attack
smooth sliding motion when units move. percentage chance that the turn will points
Test for Surrender
continue is much higher. Each turn usu- ♦ Declare War
UNITEXIT (U) automatically exits the Unit Impulse Continue Test ally has between four and six impulses. If
Menu to the Main Menu whenever a unit ♦ Buy Strategic Bombers
3rd Impulse the turn continues, the passive player
reaches zero AP.
Determine Weather becomes active in the following impulse. ♦ Check Production menu for
Orders Phase-Move/Attack On every odd-numbered impulse the Reinforcements — place on map
Test for Surrender Weather Table is used to determine the
weather. ♦ Move land units using normal, reserve,
Impulse Continue Test
or operational movement modes
4th Impulse Impulse Restrictions
♦ Make air strikes/shore bombardment
Orders Phase-Move/Attack The first two impulses of each turn are
Test for Surrender special, as a number of actions are only ♦ Make ground attacks/assaults
Impulse Continue Test allowed at that time. These include the
5th-10th Impulse ♦ Make forts with engineers
following:
End Turn ♦ Make paradrops
♦ Production
♦ Reserve movement ♦ Move navies
♦ Amphibious transport and invasion ♦ Make amphibious assaults
♦ Navy battles
♦ German disintegration
♦ Placing new units on the map
13 Clash of Steel Clash of Steel 14

The Main Menu PRODUCT (P) option graphically displays RESERVE (R) removes the unit from the REBASE (B) option allows an air unit to
This menu is the heart of the game in which units are currently in production map and places it in Reserve. It costs one relocate up to four hexes away in a
which you move and attack your forces for both players. Axis units are on the transport point to place a unit in reserve. friendly-controlled hex. You cannot
and check on the status of many items left; Allied units are on the right side of Reserve movement is allowed only dur- rebase on snow or mud turns. You can
such as research, weather, Order of the display. ing the first or second impulses. After a rebase on any impulse.
Battle, etc. unit is placed into reserve, you can take
MAP (M) option allows you to access the OOPS (O) option allows you to move back
the unit out of reserve by moving the
Main Menu Map Menu described on page 15. to your starting location. If you are using
map cursor to an empty hex on or adja-
hidden units, this option is not available.
MENU (U) option returns you to the INFO (I) option allows you to access the cent to a city. Access the NEW option on
Setup Menu described on page 8. Information Menu described on page 15. the Main Menu. The hex cannot be in an Navy Menu
enemy ZOC and the hex must be
END (E) option allows you to end your CNTL (C) option shows you the hexes The Navy Menu allows you to deploy new
friendly-controlled. All reserve units
orders for the impulse. currently under the player’s control. ships that have been produced, move
must be deployed out of reserve before
First one player’s controlled hexes are your fleets to engage enemy fleets, pro-
ASSAULT (A) option allows you to select you can end your turn. The unit must
displayed; next the other player’s hexes vide escort, launch amphibious
the adjacent friendly units to attack the have a supply level greater than zero to
are shown. invasions, transport troops to friendly
enemy unit in the hex which contains be put in reserve.
ports, and engage in shore bombardment
the map cursor. You can combine multi- CLEAR (R) removes the units from the AMPHIB (H) option allows a land unit against enemy troops on coastal hexes. A
ple units to attack the selected enemy map so you can see the underlying ter- (with a morale of at least 25) in a port map is displayed with two types of boxes
unit. A unit can only make one assault in rain features more clearly. Clicking the during the first or second impulse to per- that contain the various ships. The large,
a given impulse. left button returns the units to the map. form an amphibious operation. See the light blue box is the At Sea box which
STRIKE (S) option allows you perform an Unit Menu sections on “Naval Movement” on page represents the seven sea zones: Baltic
air strike on the enemy unit in the hex 22 and “Naval Combat” on page 27 for Sea, North Sea, North Atlantic, South
When a combat unit is accessed, the further details. Atlantic, West Mediterranean, East
which contains the map cursor. unit’s data will be displayed in the lower Mediterranean, and the Black Sea. The
NAVY (V) option allows you to access the left hand text window showing the unit’s PREPARE (A) option allows paratroop
smaller dark blue box is the Port box.
Navy Menu described on page 14. name, strength, Action Points (AP), units to be put into preparation mode. In
The menu options shown on the right
morale, efficiency, and supply. any subsequent first or second impulse,
side of the map are as follows:
NEW (N) option allows you to place rein- they are allowed to take part in assaults
forcements or units in reserve onto the To move a ground combat unit place the up to 4 hexes away. In this event, para- SELECT (S) allows you to select the naval
map in an empty friendly-controlled hex mouse pointer over an empty adjacent troop units have a 25% chance of units you wish to move from one box to
which is on or adjacent to a friendly city. hex and click the left mouse button. disabling the defender’s terrain bonus, a another. When you access the Selection
The hex cannot be in an enemy ZOC or Using the keyboard, press one of the key- 20% chance of disrupting the defender, Menu, you can highlight the ship you
contested hex. pad keys. You cannot stack with friendly and they automatically disable the effect wish to move and then choose SELECT
units. You can also select a non-adjacent of rivers. (S). An asterisk will be placed to the
UNLOAD (L) allows a friendly unit that hex to move to. The computer will auto- right of the ship name showing that the
has previously been loaded onto a naval matically move the unit toward the FORTIFY (F) option allows engineers to
ship has been selected to move. If an “M”
transport ship with the AMPHIB option to destination hex selected. In addition you build forts. This will place them into for-
appears across from the ship’s name, it
land in a coastal hex. If the hex is also have the movement options listed tification mode. They will build a fort at
means that the ship has already moved. A
friendly-controlled, the unit lands auto- below: the start of the next turn. Forts act like
“D” means the ship is damaged. Exit the
matically. If it is enemy-controlled or the Maginot Line. They can further hin-
OPERAT (P) allows you to move the unit Selection Menu and you will notice in
occupied, then the amphibious invasion der sea invasions with an unoccupied
up to 10 hexes away. Each player, includ- the top-right corner the ship(s) in the
combat routine is used to determine if fort having a 50% chance of defeating a
ing Russia (before Russian Winter MOVING STACK box. Next choose the des-
the unit successfully lands or not. sea invasion. Forts are removed if control
strikes), can move one unit per impulse tination box to move the ships to by
of the hex changes.
with this Operational Movement. clicking on the appropriate box. Click the
MOVE (M) option is active if an engineer MOVE TO box to move the ships.
is fortifying. Selecting this option takes
the engineer out of fortification mode.
15 Clash of Steel Clash of Steel 16

NEW (N) allows you to place newly pro- option. Choose the destination sea zone POLITICS (P) accesses the Politics Menu Research Menu
duced units in the selected box. Click on or port you wish to move to. Select MOVE described on page 17. This menu allows There are eight fields of technical
the box you wish to place the ship and TO to move the ships. you to declare war on another country research which can be advanced in order
then select NEW. Next select the ship or try to use political points to get to strengthen certain qualities of the
from the list of available ships. Map Menu new allies. armed forces. The fields are MRLS
The Map Menu displays a strategic view (Multiple Rocket Launchers),
MOVE TO (M) allows you to move the BOMBER (B) accesses the Strategic
of the entire map on one screen. The Panzerfaust (Bazooka), AA-Radar, ASW-
units displayed in the MOVING STACK box Bomber Menu described on page 18 to
map options are explained as follows: Sonar, Rockets, Jet Plane, AT-Guns, and
to the destination At Sea or Port box buy Strategic Bombers and set your
which has been selected. GET (G) centers the map on the area bombing targets. Heavy Tanks. Each side has a fixed num-
enclosed within the rectangle on the ber of ten Research Points (RP) which
FORM. (O) option accesses the Naval WEATHER (A) displays the current can be assigned to the various fields. On
strategic map.
Formation Menu. Naval units At Sea can weather condition: Clear, Mud, or Snow. some fields, improvement of the armed
be issued orders by putting them into COUNTR (C) displays the location of the The effects of weather are outlined in the forces will only occur at a certain level.
formation boxes. For every sea zone, different countries on the map. “Weather” section on page 34. Some of the menu options are explained
there are 8 boxes: below:
CNTL (T) displays the territory controlled Status Menu
♦ 2 fleet boxes: units placed in these by each player. MORE (M) allows you to add one research
The Status Menu gives you information
boxes are ordered to show up and seek point to the highlighted category.
SEA (S) displays the sea zones on the about the production, Industrial Base,
combat to gain the superiority in this
map. and Unit Upgrade level for AXIS (X), ITALY LESS (L) allows you to subtract one
zone.
(I), ALLIED (A), US (U), and RUSSIA (R). research point from the highlighted
♦ 1 transporter box: units in this box Information Menu Accessing one of the countries will list category.
show their presence for some reasons The Information Menu gives you a num- the number of controlled cities for pro-
(i.e. establishing sea supply), but try to ber of options to view your status in duction, the number of resource centers VIEW (V) allows you to view the current
avoid combat. many areas such as production, order of for production, the number convoy research progress standings of both play-
battle, politics, research, skills available, Production Points being received, the ers in each category. The Axis player’s
♦ 4 raider boxes: each box can only have remaining number of Production Points current level is displayed first. Next is the
and strategic bombing. The menu
one unit. Units in this box are ordered left, the current level of the Industrial Allied player’s current level. Last is the
options are:
to raid enemy convoys and avoid com- Base multiplier, the current level of Unit maximum level which can be achieved in
bat. STATUS (S) accesses the Status Menu Upgrade, and the maximum level that the category. The enemy player’s
described on page 16. You can view the research levels are approximated with a
♦ 1 land-based box: air units which are can be attained for Unit Upgrade (which
number of cities and resource centers is the total of the side’s AT and Heavy question mark after the number.
located in a coastal hex will be dis-
controlled for production purposes, con- Panzer R&D levels). The LOSSES (L)
played in the appropriate land-based Each side can assign its ten points to any
voy PPs, remaining PPs, and the losses option displays the amount of losses suf-
box and can take part in combat occa- of the field(s) desired. The chance for an
and strength of each sides forces. fered by each side and the remaining
sionally. R&D increase in a turn depends on the
SEA ZONE (E) allows you to temporarily unit combat strength left on the map. number of points allocated to the field.
SELECT (S) brings up the Select Moving Each unit’s strength is calculated by
view the sea zone borders on the map. Only the first, third, sixth, and tenth
Unit Menu for the highlighted unit. First multiplying the strength by its supply
click on the appropriate box you wish to OB (O) allows you to view both sides’ point allocated in each field will affect
and efficiency values and then dividing the percentage chance as displayed by a
move units out of and then click on the units. YES (Y) displays your units, while the result by 100.
SELECT button. NO (N) displays the enemy’s units. The red bulb (a gray bulb means the research
INFO (I) option displays various unit data. point has no effect). For example, one
MOVE TO (M) moves the units displayed in point allocated gives the same chance as
the MOVING STACK box in the upper-right RESEARCH (R) accesses the Research two points; three, four, or five points all
corner. You must have first selected the Menu described on page 16. You can set give the same chance as well. In every
units you wish to move using the SELECT your research priorities with 10 research
points in various categories such as jet
planes or rockets.
17 Clash of Steel Clash of Steel 18

Economy Phase, there is a test for ♦ AT-Guns: Every new level increases countries comprising the Balkan Pact are The options are listed below:
advance on each field: the efficiency of non-panzer ground Greece, Rumania, Turkey, and
EXIT (X) will exit the menu.
TECHNICAL RESEARCH INCREASE TABLE
units by 3 points. See the combat sec- Yugoslavia. Hungary and Bulgaria can
tion “AT-Guns/Heavy Tanks” on page also join the Pact if an attempt to use BUY (B) will allow you to buy one SBP at
# RP ASSIGNED % CHANCE
26 for more details. diplomatic pressure on them fails. a cost of 20 PPs. The Allied player has
1-2 7%
Whenever one of the Pact members is another menu allowing to buy an SBP
3-5 14% ♦ Heavy Tanks: Every new level
being pressured diplomatically, the for either US (U), CW (C), or RUSSIA (R).
6-9 20% increases the efficiency of panzers by 3
Balkan Pact Value (BPV) is added to the
10 27% points. See the combat section “AT- FACTORIES (F) each SBP will achieve 0-15
country’s Break Value. The BPV starts
Guns/Heavy Tanks” on page 26 for hits on enemy factories. Each hit will
out at 30 and increases slightly each time
Developments more details. increase the purchase cost for a ran-
someone attempts to pressure a Pact
MRLS: Once the level has reached its member. It decreases by a much larger domly selected enemy unit permanently
maximum (level 3), there will be
Politics Menu by one.
random amount whenever a member
Multiple Rocket Launchers (MRLS) avail- The Politics Menu allows you to use
joins a side. There are five buttons dis- HARBORS (H) same as factories, except
able for that side. For each attack or diplomatic pressure to persuade the vari-
played on the right side which are: that all hits will be divided among
assault thereafter, there is a 15% chance ous countries to join your side. You can
also declare war on a country as well. A CONFLICT (C) will display three minor naval units increasing the purchase
that the defender will be disrupted by the cost by one.
preceding bombardment. In this case, strategic map view shows the countries conflicts between Russia and Rumania,
the defender will be halved. involved and their status. Each country Bulgaria and Yugoslavia, and Rumania OIL (O) each SBP will have a 50% chance
has a box with either a number (0-99) or and Bulgaria. You can choose to be neu- of permanently decreasing the Action
Panzerfaust: With each new level, the letters (AL or AX). The number, repre- tral or support one of the countries. If Point allowance of an enemy unit by one.
efficiency of all non-panzer ground units senting the country’s Alliance Level, can you choose to support one country, that
will be increased by 5 points. be either red or blue; red signifies the country’s Alliance Level will be shifted ENGLAND (E) option for the Axis player
country is pro Allied whereas blue signi- slightly in your favor and the other allows him to bomb English targets if
♦ AA-Radar: If developed to the maxi- both England and Russia are in the war.
mum (level 2), enemy strategic fies pro Axis. Whenever the number country will be shifted towards your
bomber attacks will be reduced by reaches 100, the country will automati- enemy. Select CHANGE (C) to toggle RUSSIA (R) option for the Axis player
20%. cally join the appropriate side. An “AX” between neutrality and supporting one allows him to bomb Russian targets if
means the country has joined the Axis of the sides. both England and Russia are in the war.
♦ ASW-Sonar: Until ASW is developed to side and “AL” the Allied side. The top
its maximum, the chance for spotting BALKAN (B) displays which countries are
right corner displays political informa-
enemy subs in raider boxes is divided in the Balkan Pact. UNITS
tion. Click on a country’s box and on the
by three. An Allied fleet box will top line you will see the country’s name WAR (W) allows you to declare war on Any unit which is either not neutral or
engage Axis subs in a raider box with a followed by its Break Value and Political the country selected. You cannot enter conquered is in one of the following
probability of 5%, no matter who is Value. The Break Value for a neutral into a neutral country; you must first modes:
the searching player. If Allied ASW is country ranges from 0 to 100 and repre- declare war on it.
at maximum, the probability of spot- sents its ability to withstand diplomatic ♦ On Map: the unit is on the map.
ting will be 15%. pressure. The higher the number, the PRESS (P) allows you to diplomatically
pressure the country selected to join ♦ Reserve: ready to be put on the map.
♦ Rockets: If developed to the maximum less effect political pressure will have. A
country’s Political Value reflects the your side. ♦ Sea Trans: loaded on a Transporter.
(level 7), the strength of strategic
bomber attacks will be tripled. prestige (in Political Points) that a side Strategic Bomber Menu ♦ In Production: will be placed into
gains if it conquers the country. At the Reserve status in a number of turns.
♦ Jet-fighter: With every new level, start- moment of conquest the points are The Strategic Bomber Menu allows you
ing with level 3, the efficiency of all air awarded. A country can only be con- to increase your strategic bombing fleet ♦ Dissolved: the unit was dissolved in
units will be increased by 10 points. quered once. Next the Political Points for through purchase of Strategic Bomber combat and taken from the map. The
both the Axis and Allied players are dis- Points (SBP) at a cost of 20 PP per SBP unit can be repurchased at 40% of the
played. The current political level of the and/or to switch your bombing raids to a original cost in the next turn.
Balkan Pact is also shown. The four different target. The number of SBPs are
represented graphically for each side.
19 Clash of Steel Clash of Steel 20

99%), and its supply level (sup.: 8). The ♦ Rommel does not get 3 AP in Russia
box to the right shows a view on a strate- until the Russian Winter arrives.
gic scale of the entire map. You can place
In general, four types of movement are
the mouse pointer over any part of the
possible:
strategic map; clicking the left button
will center the tactical map over the point Normal Movement
you selected. Next is a box that contains
When moving into an empty adjacent
unit symbols of any units which have
hex, units pay the AP cost shown on the
come out of production and are in
Terrain Table. If a unit is conducting
Reserve status. You can place them on
infiltration movement, which is moving
the map by using the New option on the
from a hex which is adjacent to an
Main Menu. The rightmost box contains
enemy unit directly into another hex
general information about whose phase it
which is adjacent to an enemy unit, the
is (Axis), the current date (Sep/Oct 1939),
unit must pay one additional AP.
what impulse number it is (1.impulse).
Overrun Movement
MOVEMENT If you try to move into an adjacent hex
which is occupied by an enemy unit, this
Movement is divided up into three areas: is called an Overrun. Overrun costs no
Land Movement, Air Movement, and AP for movement, but a single AP for the
Naval Movement. Each of these areas are Combat. A unit can always Overrun as
explained below. long as it has a remaining AP. The over-
Land Movement running unit does not advance into the
♦ Purchasable: the unit can be pur- unit’s efficiency and supply values. The In the integrated Movement and Combat
hex if the enemy unit is destroyed or
chased and be placed In Production. air units also have two numbers. The left has retreated.
Phase, all units of the active player can
number is the effective air combat
♦ Eliminated: was dissolved while being continue moving and fighting until their Reserve Movement
strength, rounded to the next full num- Action Points (AP) are exhausted. A unit
isolated, can be repurchased after one In the first two impulses you can move a
ber. The right number is the number of can be moved more than once, not hav-
year for the full price. limited number of units strategically
air strikes remaining. Although not ing to spend its entire Action Points at
♦ Gone: the unit’s home country is con- shown on the counter, all air units have over an unlimited number of hexes. To
one time. At any given time only a single do so move the cursor over the unit you
quered. All units are not available even an effective strength of one ground com- unit can be located in a given hex. A unit
if friendly forces liberate the country. bat point if attacked. Naval units are not wish to move, click the left button twice
receives its maximum Action Points to access the unit, and select RESERVE.
represented by counters on the map. unless any of the situations apply below:
Units on the Map They can be accessed in the Navy Menu Note: The unit must be placed back on
Land combat units have two numbers and the Naval Formation Menu. ♦ Subtract one AP if the unit’s supply the map in the same impulse using the
printed on their counters. The left num- value is less than five. NEW option. However, you must place
The display above is from the 1939 the unit in a friendly-controlled hex in or
ber is the effective ground combat ♦ Halve the AP (rounding up) if the
Scenario. The German unit Guderian has adjacent to a city which is in the same
strength, rounded to the closest whole unit’s supply value is zero.
been accessed with the Unit Menu partition as the original hex of the unit.
number. The right number is the amount
options displayed on the right side of the See the section “Supply Partitions” on
of remaining Action Points (AP) which ♦ A maximum of two AP if the weather
screen: OPERAT., RESERVE, AMPHIB, and page 31 for more details. To use Reserve
can be used to move and attack. A unit’s is Mud.
OOPS. Below the map are four boxes. The Movement a unit must have at least a
efficiency is a representation of the unit’s
leftmost box contains unit information ♦ A maximum of one AP if the unit is an supply value of >3, a morale of 25, one
training and leadership. The supply value
showing the unit name (Guderian), its Army Group and the weather is Mud. remaining AP, and have not conducted
(0-9) represents the current supply status
combat strength (str: 4), its maximum an assault.
of the unit. A unit’s morale is a result of a ♦ Air units get one AP if the weather is
Action Points (AP Max: 7), its morale level
Mud or Snow.
(morale: 93%), its efficiency level (eff:
21 Clash of Steel Clash of Steel 22

Operational Movement Strategic Bombing Effects supply value of >3, a morale of 25, one Restrictions on Movement
For each pool (except for Italy), one unit on Oil Resources remaining AP, and have not conducted There are three narrow points on the
can be moved up to 10 hexes in its parti- Each Strategic Bombing Point (SBP) an air strike. map where sea movement can be blocked
tion, regardless of the current impulse. assigned to attack oil targets will have a by the control of land hexes. A naval unit
Units need not be inserted next to cities. 50% chance of permanently decreasing
Naval Movement (including subs) can move from one sea
Army groups act as supply centers and the Action Point allowance of one enemy Naval operations are only possible during zone to another only if a certain port is
are not allowed operational movement. unit by one point. the first two impulses of a given turn. friendly-controlled. These cases are:
Units cannot use operational movement There are four types of naval units:
ZONE #1 ZONE #2 INTERDICTED BY
if they have already moved or attacked. Air Movement ♦ Carriers: the best fighting units Baltic Sea North Sea Hamburg
No Operational Movement is allowed for Every air unit has an integrated strength
Russian units before Russian Winter ♦ Escorts: surface units from destroyers Atlantic Mediterranean Gibraltar
point of ground combat units. Ground
strikes, which is the first snow turn after to battleships Mediterranean Black Sea Istanbul
combat strength is modified by the same
war is declared. morale value as the air strength. If this ♦ Subs: used to hunt enemy convoys
Naval Formations
ground strength point is eliminated, the ♦ Amphib: transport ground units
Terrain Effects air unit is removed. The numbers on the Naval units At Sea can be issued orders
The number of Action Points (AP) it air unit counter show the actual effective Note: Artificial harbors are treated as by putting them into formation boxes.
takes to enter a given hex is summarized air strength and the remaining number land units. They can be placed on a For every sea zone, there are 8 boxes:
below: of possible ground strikes for the coastal or sea hex.
♦ 2 fleet boxes: units placed in these
TERRAIN EFFECTS COST TABLE impulse. Air units can only be moved by Each unit is rated for strength and raid boxes are ordered to show up and seek
TERRAIN NAME AP COST TO ENTER
using Reserve or Rebase Movement. The value. Amphib units are also rated for combat to gain the superiority in this
air range is 7 hexes to conduct a ground capacity. When a ship suffers a loss it will zone.
City 1
strike or interception. become damaged. A ship which is dam-
Clear 1
aged and suffers a further loss is sunk. ♦ 1 transporter box: units in this box
Desert 1 Rebase Air Movement show their presence for some reasons
Fort 1
Sunk ships are permanently eliminated.
Air units rebase up to 4 hexes away per (i.e. establishing sea supply), but try to
Mountain 2 In the Navy Menu the map is displayed avoid combat.
impulse. If an air unit attacks, then it
Port 1 with two types of boxes that contain the
cannot rebase. Air units can rebase ♦ 4 raider boxes: each box can only have
Resource 1 various ships. The large light blue box is
River -
across sea hexes. one unit. Units in this box are ordered
the At Sea box which represents the
Sea - seven sea zones: Baltic Sea, North Sea, to raid enemy convoys and avoid com-
Reserve Air Movement
Swamp 2 North Atlantic, South Atlantic, West bat.
Wood 1
In the first two impulses you can move a
limited number of units strategically Mediterranean, East Mediterranean, and ♦ 1 land based box: air units which are
over an unlimited number of hexes. To the Black Sea. The smaller light blue located in a coastal hex will be dis-
Russian Partisan Effects boxes are the Port box. Each naval unit played in the appropriate land based
do so move the cursor over the unit you
on Axis Movement can be located either in one of these sea box and can take part in combat occa-
wish to move, click the left button twice
There is a test against the number of to access the unit, and select RESERVE. zones or in a friendly port. During the sionally.
unoccupied, Axis controlled cities in Note: The unit must be placed back on impulse a naval unit can travel an unlim-
Russia during each Axis Supply Phase. If ited number of sea zones in any Note: units in the same box will act
the map in the same impulse using the
a random number is less than the num- combinations with entering and/or leav- together as a fleet for all purposes of
NEW option. However, you must place
ber of cities, then partisans will greatly ing port. However, this must be done in search, combat, and raid. Splitting a fleet
the unit in a friendly-controlled hex in or
lower Axis supply in Russia. The chance one single action, i.e. you cannot move, gives a higher chance of finding the
adjacent to a city which is in the same
for partisans to appear will also increase use shore bombardment and move again enemy, but it is more uncertain if the
partition as the original hex of the unit.
as the war progresses. with the same unit. You can only enter fleets can combine again in the case of
Air units are not held by this restriction.
friendly-controlled ports. If a ship is in a combat.
See the section “Supply Partitions” on
page 31 for more details. To use Reserve port and the port is captured by the
Movement a unit must have at least a enemy, you will receive a message that
the ship has left the port.
23 Clash of Steel Clash of Steel 24

Convoys Sea Transport COMBAT morale is based on the unit’s efficiency


The Convoy Table below lists the number LOADING UNITS There are three types of combat: land, and supply values. The defender’s
of convoys which are running through a air, and naval. Each of these are strength will be calculated as follows:
Placing a land unit (not an air unit) on a
number of sea zones and port hexes. transport is similar to placing a unit in explained below. (STRENGTH + TERRAIN DEFENSE BONUS)
During the Convoy Phase a convoy reserve. You will receive an additional X MORALE/100
report will be displayed showing the menu item AMPHIB in the Unit Menu if: Land Combat
number of convoy points allocated to the There are two types of land combat: over- Finally divide the attack strength by the
various countries. If there is a “NA” dis- ♦ the unit is located in a port run and assault. It costs one AP to defense strength. This will determine the
played, it means that the convoy route is ♦ it is the first or second impulse engage in combat. During combat both combat odds which affects the amount
not active. A “NL” means that the coun- morale and occasionally strength points
♦ there is a transport with sufficient sides’ units can lose strength points and
try could not trace a valid line of sea morale. Morale can be restored close to lost. The defender can also have to
remaining capacity in the same sea
zones due to the presence of enemy its original value by the next impulse. retreat. The defender can also become
zone. Note: The transport must not be
ships. To receive convoy points a side dissolved. Dissolved units can be repur-
located in a port! ♦ Overrun: if you try to move into an
must at least control all indicated ports. chased for 40% of the normal purchase
The opponent player can reduce the You may also load units without a port adjacent hex which is occupied by an cost and can be immediately reinserted
number of cleared convoy points. Every by using the EVAC button. enemy unit, this is called an Overrun. in the next turn. Dissolved units, which
enemy naval unit which is located in an Overrun costs no AP for movement, (at the moment of combat), are not in a
You can continue loading units before but a single AP for the Combat. A unit partition with either two cities of which
indicated sea zone will destroy a random
unloading them. Transport capacity is can always Overrun as long as it has a one is located in one of its side’s home
number of convoy points between 0 and
used at the rate of one point per unit. remaining AP. country or with a city in sea supply, will
its raid value. If subs are raiding then
Human players pay double for units with become eliminated instead. Eliminated
every friendly CV and BB will have a 1/6 ♦ Assault: if you locate the cursor on an
a maximum strength of at least 5. After units can be repurchased after one year.
chance of sinking (that means eliminat- enemy unit and select ASSAULT then
selecting AMPHIB you will be given a
ing) one sub. Only subs and convoy you will conduct an Assault. In an The bonus for terrain effects for a
menu listing the seven sea zones. Select
points can be lost during the convoy Assault all friendly units which are defender are shown below. The defense
the one you wish to move to. The seven
phase. If a raider is located in a zone with adjacent to the selected enemy unit bonus is added to a unit’s strength to
sea zone selections are BALTIC (B), NORTH
two convoys it will attack and be attacked will combine into a single Attack give a modified strength value which
SEA (N), N.ATLANTIC (A), S.ATLANTIC (S),
twice. Strength. Assault is mandatory (unless then is further modified by its morale.
W.MEDIT. (W), E.MEDIT. (E), and BLACK
CONVOY TABLE SEA (L). Note that once you have started the Assault Selection option has been
TERRAIN DEFENSE BONUS TABLE
MAX. REQUIRED SEA ZONES unloading in a seazone, you cannot load activated in the Rules Options Menu),
TERRAIN NAME DEFENSE BONUS
NAME PP POOL AND REQUIRED CITIES
additional units in the same zone. which means every unit which can
Canada 4 Allied North Atlantic, Scapa Flow take part has to assault. After City 2
Asia 5 Allied Alexandria, East Medit., UNLOADING UNITS Assaulting, the color of the number on Clear -
West Medit., South Atlantic, Unloading a specific unit is done in the the counter will change to light gray Desert -
North Atlantic, Scapa Flow Fort * 3
same impulse as loading. Units which until the next impulse. To be eligible
Ural 8 Russia Saratov Mountain 1
were not unloaded at the end of the for an Assault a unit has to have one
Sweden 2 Axis Baltic Sea, Hamburg Port 2
impulse will be eliminated. Place the map remaining AP and must not have
Italy 1 Italy East Medit. Resource -
cursor on the invasion coastal hex desired. assaulted before in the impulse.
America 15 Allied North Atlantic, Liverpool River #
View a list of eligible units to unload by
Single attacking units in an Overrun will Sea -
America convoy points start with selecting the UNLOAD option. Unloading
attack with 70% of their effective Swamp 1
American entry into the war. can be done at any sea zone which can be
Strength. Units assaulting with at least Wood -
reached unblocked from the unit’s origin.
one other unit attack with 85%. Units
Do not move the transport unit! It will # units attacking across a river is halved.
attacking across a river are further
remain at its current sea zone. Unlike * Note: a computer player’s unit has its defense strength
halved. Defending units use their full increased 70% while defending in a fort.
movement of sea units, ground units
effective strength. The defender’s
moving via sea have a chance of being
strength can be increased for defending
intercepted by enemy naval and air units.
in some terrain types. The defender’s
25 Clash of Steel Clash of Steel 26

Example: A German 3-5 attacks a Retreat AT-GUNS/HEAVY TANKS MRLS


Russian 0-2 in a city hex. The German Units can be required to retreat due to Every new R&D level of A-T Guns Once the level has reached its maximum,
unit has 3 strength points with a morale combat. If the odds are above 2-1, then increases the efficiency of non-panzer there will be MRLS available for that
of 90%. The attacker strength for a sin- the defender has a chance that he will ground units by 3 points. Every new level side. For each attack or assault there-
gle attack is next multiplied by 70%. The retreat with the percentage chance of Heavy Tanks increases the efficiency of after, there is a 15% chance that the
attack strength is therefore .7 x 3 x .9 = greater at higher odds. If the defender is panzers by 3 points. In the two sections defender will be disrupted by the preced-
1.89. The Russian unit has 1 strength in a city or fort, then the chance is less. below, “AT-Barrier” and “Panzer Battle”, ing bombardment. In this case, the
point and a morale of 40%. For being As soon as the defender retreats or is if the attacking force contains at least defender will be halved.
located in a city hex, the Russian unit removed from the hex, the control of the one panzer unit, it is considered Panzer;
gets a bonus of 2 strength points. The hex immediately changes to the attack- if it does not contain a panzer unit, but Panzerfaust
defense strength is therefore (1+2) x .4 = ing player. A unit must retreat into a an HQ unit, then it is considered an HQ With each new level, the efficiency of all
1.2. So we come out with a 1.89 : 1.2 friendly-controlled hex. If a unit is force; otherwise it is considered as Other. non-panzer ground units will be
which rounds to 1.0 odds. required to retreat, it will be dissolved increased by 5 points.
instead if the following applies: AT-BARRIER
Combat Icons Whenever a panzer force attacks or Air Combat
On the bottom line of the combat results ♦ Random (100) > unit’s efficiency assaults, and the R&D level of “Heavy There are two types of Air Combat:
display there can appear various special ♦ the unit has lost its last Strength Point Tanks” is less than the enemy R&D level Ground Strike and Strategic Bombing,
combat icons which are shown below: of “AT-guns”, then there is a chance that which are explained as follows:
♦ there is no adjacent friendly-controlled the panzer force will run into an AT-bar-
hex to retreat into rier. In this case the attacker will be Ground Strike
RUSSIAN INFILTRATION halved. The chance is as follows: The numbers on the air unit counter
Special Combat Skills
MRLS SHATTERS DEFENDER DEFENDER
show the actual effective air strength and
There are a few special rules that can ATTACKER PANZER HQ OTHER the remaining number of possible
ATTACKER affect combat as noted below: ground strikes for the impulse. To initi-
COMBAT PARATROOP SHATTERS Panzer 5% 50% 30%
ICONS
GERMAN KAMPFGRUPPE ate a ground strike, move the cursor over
ATTACKER SP LOSS PANZER BATTLE an enemy unit and select STRIKE. The
Starting in March 1943 German units
Whenever a force attacks or assaults, a computer will select the strongest
ATTACKER DISSOLVED have a 50% chance to ignore a Strength
Panzer Battle can occur according to the friendly air unit within air range, (7
Point loss in combat.
composition of both forces. See the table hexes), to conduct the strike. Before the
SP LOSS-DEFENDER
GERMAN MOBILE DEFENSE below for the percentage chance of a strike will actually take place, the com-
RETREAT-DEFENDER Starting in January 1942 German units Panzer Battle. The player with the higher puter handles interception. Every enemy
DEFENDER
COMBAT have a 30% chance to ignore the retreat R&D level of “Heavy Tanks” gains a air unit within air range, also 7 hexes,
ICONS
GERMAN MOBILE DEFENSE result on the Combat Results Table. bonus in modified strength of 20% times with an effective strength of at least 1
the difference in the R&D levels. will force the attacker in a round of air-
DEFENDER DISSOLVED RUSSIAN INFILTRATION to-air combat. If the attacker survives all
DEFENDER
Starting in July 1942 any Russian attack ATTACKER PANZER HQ OTHER
interceptions, the strike will be con-
GERMAN KAMPFGRUPPE ducted with the remaining strength. The
has a 15% chance to decrease the Panzer 80% 20% 5%
defender’s modified strength points by HQ 20% 10% 5%
defender’s terrain can affect the results of
AT BARRIER
20%. Other 5% 5% 5%
the combat. If the defender is in city,
GENERAL
COMBAT ELIMINATED port, wood, or mountain terrain, the
ICONS
RUSSIAN EXPLOITATION attacker’s strength is reduced by one. If
PANZER BATTLE Up until January 1944 all Russian units defending in a fort, it is reduced by two
pay a random amount of AP to Overrun strength points. The air strength will be
FAILED CHECK-DISSOLVED while attacking by themselves. There is halved in mud or snow weather turns.
no penalty for Assaults. Air units which are not strong enough
for an interception will have their num-
bers painted in light gray. Every air unit
27 Clash of Steel Clash of Steel 28

has one ground combat strength point if Naval Combat The combat is resolved in rounds Harbor Requirement
attacked. Ground combat strength is between all participating units. In the There is a 25% chance per turn that a
Searching for Enemy Ships
modified by the same morale value as the first round, only the searching and the naval unit which is located in a sea zone
air strength. If this ground strength After the first and second impulse, there searched for boxes will take part in the without a friendly harbor will become
point is eliminated, then the air unit is will be tests for every sea zone if combat combat. A round consists of all capable damaged. A message will indicate this.
removed from play. With every new R&D occurs. Every occupied formation box of units firing simultaneously at the enemy Naval units will not be sunk this way.
level of Jet Fighter Research, starting the active player will search for every formation. A hit is scored if the Random
with level 3, the efficiency of all air units occupied formation box of the enemy (6) is less than or equal to the strength of Ship Damage Repair
will be increased by 10 points. player. Refer to the Navy Search Table the firing unit. A hit causes an undam- There is a 33% chance per turn that a
below to see if combat occurs. The num- aged unit to become damaged and a damaged naval unit which is located in a
Strategic Bombing bers in the table refer to the percentage damaged unit to become sunk. harbor will be repaired. A message will
Strategic Bombing Points (SBP) can be chance of spotting the enemy fleet.
If it is afternoon, or one side is fully indicate this.
purchased at the cost of 20 spared PP NAVY SEARCH TABLE
from the Strategic Bombing Menu which destroyed, the battle will automatically Amphibious Invasion
DEFENDER
can be accessed from the Info Menu. You ATTACKER FLEET TRANSPORTER RAIDER LAND-BASED end after the round. Otherwise, both
players will be given an option screen See the section “Sea Transport” on page
can direct the whole bombing fleet at Fleet 60% 20% 15%* 10% 23 to load unit(s) to amphibiously
three different targets. If England and Transporter 20% 15% 10% 5%
where an order can be issued to every
formation box. The ships in each box can invade. An invasion can only take place
Russia are both in the war, the Axis Raider 15%* 10% 5% 5% in the first or second impulse. A combat
player can choose which nation to bomb. Land based 10% 5% 5% 0% be either ordered to FLEE (avoid combat)
or BATTLE (engage enemy ships). The unit must have a minimum morale of at
Once each turn during the Economy least 25 in order to be placed onto a ship
*see ASW-research chance for fleeing depends greatly on the
Phase the bombers will launch their using the AMPHIB option. Bad weather
offensives. If factories are chosen as a tar- speed of the slowest unit. You can not
ASW-SONAR RESEARCH split boxes, but you can flee single boxes, may also affect the chance of a sucessful
get, each Strategic Bombing Point (SBP) invasion. There must be available naval
will achieve 0-15 hits on enemy factories. Until ASW is developed to its maximum, if there are two or more engaged in com-
the chance for spotting enemy subs in bat. Aircraft can choose to JOIN (engage transports in the same sea zone as the
Each hit will increase the purchase cost unit. An amphibious invasion can be
for a randomly selected enemy unit per- raider boxes is divided by three. An Allied enemy ships), NO ORDER (do not engage
fleet box will engage Axis subs in a raider enemy ships), or REFUEL (if they have intercepted by an enemy fleet. The per-
manently by one. Bombing harbors centage chance is affected by the number
works the same as factories, except that box with a probability of 5%, no matter already attacked).
who is the searching player. If Allied of friendly naval strength points in the
all hits will be divided among naval units. SHORE BOMBARDMENT unloading sea zone and adjacent sea
This increases the purchase cost by one. ASW is at maximum, the probability of
spotting will be 15%. If an enemy unit is in a coastal hex and is zones plus the amount of enemy naval
If oil centers are targeted, each SBP will strength points in the unloading sea
targeted with the STRIKE option in the
have a 50% chance of permanently Naval Combat Execution zone. Unloading on a friendly-controlled
Main Menu, then Shore Bombardment
decreasing the Action Point allowance of hex will always be successful. Unloading
If combat is initiated, the time of day will can take place. Shore Bombardment acts
an enemy unit by one. on an enemy-controlled hex is termed an
be determined. It can be either morning, similar to an air strike. CV and BB will
noon, or afternoon. Then the computer each add one point to a bombardment. amphibious invasion. Invading an empty
R&D EFFECTS
determines the kind of battle, either sea- Only units in the same sea zone can be hex has an 80% chance for success (40%
Due to Research and Development of chance if it contains a fort) in which case
rockets, if developed to the maximum to-sea or air-to-sea. If any carrier or land bombarded. There will be no intercep-
based aircraft is participating, then there tion and bombarding ships will suffer no the amphibious landing units will be
(level 7), the strength of strategic placed into reserve. If the hex is occupied
bomber attacks will be tripled. If AA- is an 80% (60% in mud and snow) reverse results except that they cannot
chance that the battle will be air-to-sea, bombard a second time in the same by an enemy unit, the chance for success
Radar is developed to the maximum is further halved. A successful invasion
(level 2), enemy strategic bomber attacks else the battle will be sea-to-sea. In a sea- impulse. They may bombard in a future
to-sea battle only escorts and subs can impulse. against an enemy unit will force the
will be reduced by 20%. defender to retreat; the unit will not lose
attack, while in air-to-sea battles only
carriers, subs, and land based aircraft can morale nor test for being dissolved. If no
attack. Any air unit which is on a coastal retreat path is available, the unit will be
hex can participate in land-based attacks. either eliminated or dissolved. Units
which have invaded successfully have
29 Clash of Steel Clash of Steel 30

one AP for the rest of the impulse. There either red or blue; red signifies the coun- and Bulgaria. You can choose to be neu- or above, it will lend its cities and
is also a chance that your unit may try is pro-Allied whereas blue is pro-Axis. tral or support one of the countries. If resources to either the Allied or Axis pro-
become damaged during the invasion During the Economy Phase the Alliance you choose to support one country, that duction pool. The Allied’s production
attempt. This will result in the unit tem- Level can be adjusted slightly towards country’s Alliance Level will be shifted capabilities are severely restricted:
porarily losing all AP strength points. one side or the other on a random basis. slightly in your favor and the other coun-
♦ Russia’s prewar production is quar-
Each amphibious ship has an amphibi- Whenever the number reaches 100, the try will be shifted toward your enemy.
tered
ous carrying capacity which is renewed country will automatically join the
BALKAN (B) displays which countries are
each turn. (See the “Order of Battle” for appropriate side. An “AX” means the ♦ America has no prewar production
in the Balkan Pact.
naval ships on page 50). country has joined the Axis side; an “AL”
means the country has joined the Allied SELECT (S) selects a country with the Entering the War
Artificial Harbors side. The top-right corner displays politi- keyboard only. Use the arrow keys to There are basically three ways a nation
The Allied “Mulberry” and the Axis cal information. Click on a country’s box highlight the country you want to exam- can enter the war: through game trigger-
“groáe Freiheit” are artificial harbors. and on the top line you will see the coun- ine. ing events (Italy enters the war as soon
They can be landed like sea transported try’s name followed by its Break Value as at least two hexes of the Maginot Line
units in any coastal hex. While in sea and Political Value. The Break Value for a WAR (W) allows you to declare war on
or 6 Russian cities are Axis controlled),
supply, they act as a supply source with a neutral country ranges from 0 to 100 and the country selected.
through declaration of war, and through
value of 10. Artificial Harbors are represents its ability to withstand diplo- PRESS (P) allows you to diplomatically diplomatic pressure with the Alliance
removed at the end of a turn, and must matic pressure. The higher the number, pressure the country selected at a cost of Level reaching 100. Some special rules
be repurchased with full price, and full the less effect political pressure will have. a random number of Political Points. The are as follows:
delay. While artificial harbors have no A country’s Political Value reflects the more political points you have and the
AP, they can still take part in an assault. prestige (in Political Points) that a side ♦ The US Alliance Level starts with a
lower Break Value of the country pres-
They can never invade on cities and gains if it conquers the country. At the value of 0. It increases every turn by a
sured, the greater the chance you have of
always have a minimum 70% chance for moment of conquest the points are random of 10. It increases 5-25 points
getting a positive response which will
success. Note: Do not display until you awarded. A country can only be con- every time the Axis declares war on a
shift the country’s Alliance Level towards
are ready to use it. quered once. Next the Political Points for nation. It decreases by 5-25 points
you by a random number of points. If the
both the Axis and Allied players are dis- every time the Allies declare war on a
diplomatic pressure fails and if the coun-
played. The current political level of the nation. Certain political events or an
try’s Alliance Level is leaning towards the
POLITICS Balkan Pact is also shown. The four enemy side, there is a chance based on
early invasion of Russia may also influ-
countries comprising the Balkan Pact are ence the U.S.
Nations at War the country’s Alliance Level that it can
The Politics Menu allows you to use
Greece, Rumania, Turkey, and shift even more toward the enemy by a ♦ If the Axis player declares war on
Yugoslavia. Hungary and Bulgaria can random amount. Russia, then Rumania and Hungary
diplomatic pressure to persuade the vari-
also join the Pact if an attempt to use have their Alliance Level shifted 60
ous countries to join your side. You can For game purposes, Europe is divided
diplomatic pressure on them fails. points toward the Axis.
also declare war on a country as well. into several areas: Axis, Allied, and
Whenever one of the Pact members is
Both sides have a number of Political Neutral. For the most part the areas cor- ♦ If the Axis player declares war on
being pressured diplomatically, the
Points which it can use for diplomatic respond with historical borders. For the Russia in 1939 or 1940, the U.S. entry
Balkan Pact Value (BPV) is added to the
pressure. During the Economy Phase the reason of playability and also for the level will rise by 40-70 points.
country’s Break Value. The BPV starts
number of Political Points will be ran- computer player, some countries have
domly adjusted up or down depending
out at 30 and increases slightly each time ♦ Every turn that Italy is at war, Russia
someone attempts to pressure a Pact been put together. Each country can be
upon the number of points. A strategic is not at war, and Greece is not at war,
member. It decreases by a much larger either at war, neutral, or conquered. In
map view shows the countries involved there is a 10% chance that Greece will
random amount whenever a member September 1939 only Germany, Poland,
and their status. Each country has a box join the Allied side. If this happens
joins a side. There are five buttons dis- Commonwealth, and France are at war.
with either a number (0-99) or letters then there is a further 70% chance
played on the right side which are: The territory of neutral countries can-
(AL or AX). The number, representing that Yugoslavia’s Alliance Level will
not be moved into. The navy of neutral
the country’s Alliance Level, can be CONFLICT (C) will display three minor shift 70 points towards the Allied side.
countries is still allowed to move, but
conflicts between Russia and Rumania, will not take part in any combat. When a
Bulgaria and Yugoslavia, and Rumania neutral country’s Alliance Level is at 50
31 Clash of Steel Clash of Steel 32

♦ Spain’s Alliance Level can increase due SUPPLIES/PRODUCTION from Brest to Russia. Second, Italy is at Morale Adjustment
to the Axis capture of Paris. Units must be able to trace supply lines war. Then Italy is split into the two parti- As the final step in the Supply Phase all
tions: one in Italy and one in Africa. units of the active player get a new
♦ Every turn from 1940 on, a check on back to Army group units or friendly
cities. New units are produced through Third, Minsk is surrounded by German morale value by the formulas:
the table below is made. If it is suc-
Production Points (PP) which are received panzers. Minsk is therefore the only
cessful, then Russia will prepare for MORALE: = MORALE X 70%
according to the number of cities, Russian city in its partition.
war (receiving full Production Points)
and an entry date will be set. There is a resource centers, and convoy points the Partitions affect: MORALE: = MORALE + (EFFICIENCY - OLD
50% chance that the Axis secret ser- player controls. Detailed rules for supply MORALE) X SUPPLY VALUE/10
♦ supply levels of cities
vice will get to know about the plans and production are described below.
♦ elimination after combat Sea Supply
and a message will appear. If the Allied
player is human controlled, then you Hex Control Determined ♦ inserting of new units A city in sea supply has an asterisk after
will automatically get a message. The The main purpose of control is to allow ♦ strategic movement its name. Move the cursor to the city and
percentage below is the Russian the tracing of supply through friendly- the city name will appear in the lower-
Alliance Level which is calculated each controlled hexes. As a side effect, Isolation left hand corner of the text window. If an
turn. Russia’s Alliance Level can be surrounding enemy units with friendly- A city is referred to as isolated if it is not asterisk does not appear, then the city is
adjusted temporarily by the minor controlled hexes disables their retreat, as in a partition with at least one other city, not in sea supply. A city which is isolated
conflicts option. If Germany declares it cuts their supply line. Each hex is and one of the cities is in one of the in terms of overland supply can still act
war on the Baltics, there is an 80% either friendly, enemy-controlled, or player’s home countries. Major Cities as a limited supply source via sea supply.
chance per turn that Russia will enter contested. Control changes by two occa- (London, Berlin, Paris, Warsaw, Moscow, To be eligible two conditions have to be
the war. German Garrison Value sions during the game: Alexandria, and Gibraltar) count double, fulfilled:
(GGV) is the number of Axis units sta- ♦ every time a unit enters a hex it while Tripoli and Tobruk do not count. ♦ the city is located in a coastal hex.
tioned in former Poland. If the GGV becomes friendly-controlled. Major Cities appear in dark gray.
equals or exceeds the German ♦ there must be a line of sea zones to a
Garrison Requirement (GGR) for that ♦ during the Supply Phase control of all Supply friendly supplied port which is not
year, then the chance for Russian hexes is recalculated. All friendly units After the recalculation of control, the blocked as per rules in “Restrictions
preparation will be lowered. Also the and all city hexes which were previ- supply value of all units of the active on Movement” on page 22. In each of
chance for Russian entry is tripled if ously friendly-controlled act as control player (only) will be calculated. For this these zones (not a harbor) there must
Turkey is on the Axis side. bases for each side. Now each hex purpose all friendly-controlled cities and be a friendly naval unit (not a sub).
becomes friendly to that side which all friendly army groups count as supply
RUSSIAN PREPARATION FOR WAR TABLE has the nearest control base in terms Please keep in mind that although a city
sources for the active player. You get the can obtain sea supply, it still has to trace
YEAR GGR GGV < GGR GGV >= GGR of Action Points. In case of a draw the new supply value of a unit by tracing a a line to another friendly supplied port. A
1940 4 2% 5% hex becomes contested. path through friendly-controlled hexes unit surrounded by enemy units can still
1941 7 3% 7% ♦ if the defender retreats or is dissolved. from a supply source to the unit and sub-
1942 11 7% 10% be in supply due to sea supply. However,
tracting the Action Point cost of this sea supply is not sufficient for the insert-
1943 20 8% 15% Supply Partitions path from the supply value of the source.
1944 20 8% 15% ing of new units.
The friendly-controlled territory is The varying supply values of sources are:
1945 20 8% 15%
divided into Supply Partitions (SP). Two Effects of sea supply on units sharing the
SUPPLY SOURCE SUPPLY VALUE
hexes are referred to as being in the same same partition:
partition, if there is a continuous line of Not isolated city in home country 10
Not isolated army group 10 ♦ dissolved units are not eliminated
friendly-controlled hexes between them.
City in sea supply in home country 10
The line is also blocked if traced across a ♦ army groups give 10 supply points
Artificial harbor 10
border, or if one of the countries is not at
war. Sea hexes also block partitions.
City in sea supply 7 ♦ the city itself gives 7 or 10 supply points
Isolated city in home country 5
Examples: First, Germany has taken Isolated army group 3
Poland and France, and is now engaged Not isolated city in enemy country 5
in Russia. There is now a big partition Isolated city in enemy country 0
33 Clash of Steel Clash of Steel 34

Production Italian PP, cities, and resources which Unit Upgrade Level ♦ The strength of Ground Strikes (air
Each turn, except for the first turn of a are located in the Italian home country All of the units in a country’s production strength divided by 3 in mud or snow)
scenario, the Italian, Axis, Russian, and resources which are declared as pool are affected by the Unit Upgrade The WEATHER option on the Information
Allied, and U.S. countries receive Italian in the Convoy Table. The same Level. You can increase your country’s Menu allows you to view the current
Production Points (PPs) based on the holds for the Allied/US/Russian player. level while in the Status Menu by clicking weather condition: Clear, Mud, or Snow.
number of friendly cities, friendly In the Purchase Menu you will get a list on the UPGRADE button. Each upgrade The background map color will change
resource centers, and convoys. The of eligible units together with the cost of costs between 10-30 PPs depending on depending upon the current weather con-
Status Menu will display the number of the unit in PP and the number of turns it the country. Units receive a 10% increase dition. During clear turns the map will be
PPs for each country. Each major city will take to produce the unit. You can in strength points per upgrade. It also green, on mud turns the map is yellow-
and convoy is worth 1 point while only purchase a unit if you have suffi- costs an additional 20% in PPs per ish/brown, and on snow turns the color is
resource centers are worth 2 points. The cient PP remaining. Unused PP count as upgrade level to buy a unit. The maxi- gray. The weather is determined by the
amount of PPs received in a turn is also spared PP. Purchased units will become mum level of upgrade is the total of the computer according to the table below:
adjusted by the Industrial Base Multiplier available as Reserve units after the R&D levels in AT and Heavy Panzer.
as shown below. If a country has been WEATHER TABLE
shown delay. The color of the lettering COUNTRY UPGRADE PP COST
conquered then all resource centers and DIE JAN/ MAR/ MAY/ JUL/ SEP/ NOV/
indicates the status of the unit: light red Italy 10 ROLL FEB APR JUN AUG OCT DEC
all eligible cities automatically belong to means the unit is on the map, dark red Germany 30 1 Clear Clear Clear Clear Clear Snow
the conquering player. Only certain means the unit is in Reserve, and blue Russia 30 2 Mud Clear Clear Clear Clear Snow
cities, once controlled, count for PP pur- means the unit is purchasable. Select Allies 15 3 Snow Mud Clear Clear Clear Snow
poses. All cities in a country’s homeland BUY to purchase the unit. Select INFO to U.S. 20 4 Snow Mud Clear Clear Mud Snow
count for PP purposes. The cities in see various data on the unit. 5 Snow Mud Clear Clear Mud Snow
Poland, Benelux, and France, which
Each side receives PP according to the Unit Refit 6 Snow Mud Clear Clear Mud Snow
become German territory once they are
conquered, will be added to the Axis pool. following formula: After calculating PP, just before purchas-
Rumania joins the Axis player so its cities ing units, an automatic refit of lost Russian Winter
PP = SPARED PP - PP SPENT ON AUTOMATIC Strength Points (SP) will take place. In the first turn in any year in which
will be added into the Axis pool. Once REFIT + (NUMBER OF CONTROLLED CITIES +
controlled all resource centers are added. Every unit which is on the map will have Russia is at war and the weather is snow,
CLEARED CONVOY POINTS + CONTROLLED
Russia has its PPs divided by four until it its SP restored to its maximum SP. This the Russian player will be reinforced as
RESOURCES X 2) X INDUSTRIAL BASE
is at war or preparing for war. costs 1 PP for each SP of ground units follows:
MULTIPLIER and 2 PP for each SP of Air Units. Units
Players use PPs to buy various land, air, ♦ the efficiency of all Russian units will
are refitted up to the limit of available
and naval units which are either dis- Industrial Base Multiplier be increased by 20
PPs. Refit cost will be multiplied by cur-
solved or purchasable in the Production Countries at war over a period of time rent upgrade level. Prior to production, ♦ Russian units with a maximum
Phase. PPs are further divided into pools can increase their production of war this expense is automatically deducted. strength of 2 will receive a new maxi-
per side which are namely: Axis/Italian materials. The table below represents the
mum strength of 3.
and Allied/US/Russian. Axis points can be multiplier used in determining a nation’s
spent for all Axis units except Italian, new PPs during a given year. WEATHER ♦ the Russian shock units will be
which can only be purchased by Italian INDUSTRIAL BASE MULTIPLIER At the beginning of each odd-numbered instantly available as reserve units
points. The same holds for the Allied, NATION 1939 1940 1941 1942 1943 1944 1945 impulse the weather will be determined ♦ in the first impulse Axis units in
U.S., and Russian points. All PPs which Germany 1.0 1.0 1.0 1.2 1.6 2.0 2.0 by a roll on the Weather Table. Weather Russia will lose Strength Points and
are earned by the Axis player will be Italy 1.0 1.0 1.0 1.0 1.0 1.0 1.0 influences: Morale on a random basis. The effect
added to the Axis pool, except for spared on Axis units is harder the further east
Russia 1.0 1.0 1.2 1.6 1.8 1.8 2.0 ♦ The number of impulses in a turn
UK & Allies 0.5 1.0 1.0 1.2 1.6 1.6 2.0 they are positioned.
US 0.0 1.0 1.0 1.5 3.0 4.0 4.0 ♦ The number of AP of some units (See
“Land Movement” on page 20.) ♦ all Axis supply values are halved.

♦ The row of the CRT (1 column shift


left if snow)
35 Clash of Steel Clash of Steel 36

SPECIAL RULES cation mode. They will build a fort at the Rommel REINFORCEMENTS
start of the next turn. They can also hin- Rommel is the only army group with 3 In the first or second Impulse of each
Blitzkrieg der sea invasions with an unoccupied AP. However, Rommel will only receive 2 turn all newly produced units can be
The Germans originally planned for a fort having a 50% chance of defeating a AP if Rommel is in Russia and the brought onto the map. To do so move the
repetition of the Schlieffen plan, which sea invasion. Forts are removed if control Russian winter has not yet started. Other cursor on an empty hex which is adjacent
would have seen the bulk of the German changes. While in fortification mode, modifiers will take place after that nor- to a city or port hex and select NEW.
army moving through Benelux into they have an asterisk that replaces their mally.
France. Only after a number of unfore- AP number on the unit counter. While in Examples:
seen events the plan was changed to fortification mode, an additional menu Homeguard ♦ Commonwealth units must not be
include a mighty panzer strike through option MOVE will appear on the Unit The strength of all CW ground units in inserted in France. Of course you can
the Ardennes Forest. Historically these Menu. Selecting this option will take the England is doubled for combat. You will transport any unit to France normally.
divisions cut through to the channel and unit out of fortification mode. see the normal strength on the counter,
isolated the bulk of the Allied army in ♦ Commonwealth units can be inserted
but it will be modified in the combat dis- next to Alexandria, as Alexandria is a
Benelux which still tried to counter the Malta play. This rule does not apply to Malta
Schlieffen plan. It is questionable if an Major City.
While Allied controlled there is a 33% and African CW territory.
Axis victory in France would have been chance per impulse that Axis sea supply ♦ If the Axis captures any city, it can be
possible otherwise, but you cannot is terminated in both Mediterranean Paratroops used to insert German units.
expect a player to repeat the Allied mis- zones. Tobruk will be isolated and any Paratroop units can be put into prepara-
take. The following rule takes place: Axis units dissolved will become elimi- tion mode from the Unit Menu during
nated. Should the Axis take Gibraltar, the
VICTORY CONDITIONS
If the Axis player declares war on any impulse. During any subsequent first
fort in Malta will be removed. This The Allied player wins whenever Germany
Benelux in 1940 and the weather is clear, or second impulse, they are allowed to
should make an invasion possible. The and Italy are conquered. The Axis player
then the Allied units suffer under take part in assaults up to 4 hexes away.
Malta unit can never move. wins whenever England and Russia are
Blitzkrieg. In this case every Allied unit In this event, paratroop units have a 25%
conquered. Otherwise, the game ends
in France or Benelux will instantly get a chance of disabling the defender’s terrain
German Disorganization bonus, a 20% chance of disrupting the
after the July/August 1945 turn.
new morale between 10%-35%. Allies
may also lose supply levels. This rule If any of the cities Cologne, Hannover, or defender, and they automatically disable
Berlin are Allied-controlled, then there is Conquering a Country
holds even if parts of France are already the effect of rivers. Paratroop units do
a one-third chance per city that all A nation is conquered if all of its cities
Axis controlled. So don’t be shy to attack not move when they take part in an
German units can lose efficiency. Each are enemy-controlled. A nation can never
in the winter of 1939/40. assault. They stay in the original hex.
unit has a one-third chance that it will be reconquered. Some exceptions are
While in preparation mode, they have an
lose up to a maximum of 50% of its effi- noted below:
Fortifications asterisk that replaces their AP number
The defenders in a fort receive a defense ciency permanently. This check is made on the unit counter. Commonwealth (CW): To conquer the
bonus of 3 strength points when only once a turn. CW you must occupy both Liverpool and
attacked. Defenders will always have a London; Malta does not have to be con-
Norway UNIT REORGANIZATION quered.
minimum effective strength of at least
one strength point. The computer Axis units can be supplied in Norway, After calculating Preparation Points and
even without a harbor. The unit will Vichy: After the impulse the Axis took
defender receives an additional 70% just before purchasing units, an auto-
receive a supply value of 9 if: Paris, Bordeaux, Marseille, or Brest in,
bonus to its strength while defending in matic Refit of lost Strength Points (SP)
the Axis player may be asked to install a
a fort. The forts will be removed if the ♦ the year is 1940 will take place. Every unit which is on
Vichy government. If Vichy is installed
hex is enemy-controlled at the end of the the map will have its SP restored to its
♦ the weather is clear then the following takes place:
impulse. The Maginot Line on the maximum SP. This costs 1 PP for each
French and German border is built at the ♦ the unit is located in a Norway SP of ground units and 2 PP for each SP ♦ all French units are permanently
start of the 1939 scenario. Other forts coastal hex of Air Units. The amount of refitting is removed
can be built by engineer units. Access the limited to the number of PPs in the pool.
♦ the North Sea is in sea supply (there is To be eligible for refitting the unit must ♦ French territory south of Paris will
engineer unit and put them into fortifi-
an Axis ship located there) not be isolated. Weather has no effects become Vichy, the remaining French
on refitting. territory will become German
37 Clash of Steel Clash of Steel 38

♦ Vichy is a neutral state SCENARIOS garrison the western front. Attack Russia eliminate Axis forces as much as possi-
and drive towards Moscow at full speed. ble. The western Allies need to decide
♦ Axis units located in Vichy become Below is a summary of each scenario and
some of the short-term objectives which To conquer Russia, Germany has to take upon where and when to invade Europe.
reserve
you can wish to accomplish. Each sce- Moscow and achieve 15 collapse points. The invasion must be in clear weather
♦ Allied units located in former France nario will only end if the enemy’s cities The Axis player should remember the and on the first impulse only.
are eliminated (dissolved for the com- are conquered (see Victory Conditions effects of Russian Winter and Russian
D-Day 1944
puter) above) or the game reaches the end of Partisans. Eliminate units by cutting off
their retreat routes so they will not be This scenario starts Mar/Apr 1944 with
If the Axis does not to install Vichy, then the Jul/Aug 1945 turn. the western Allies poised for the invasion
dissolved and come back next turn. The
about 80% of the French units currently Poland 1939 Allied player needs to give ground in of Europe. The March turn is only one
not on map are permanently removed. Russia and avoid being surrounded by impulse long and the Axis player is
This scenario starts Sep/Oct 1939 with
Poland: After an Axis conquest of Poland Germany poised on the Polish frontier Axis units. Defend Moscow at all costs. restricted in his movement of most of his
the eastern part of Poland will become ready to unleash its devastating units on the western front. The Allied
Drive to Stalingrad 1942 player should carefully select his target
Russian, while the western part will blitzkrieg attack. Light German forces
become German territory. Any German are on the France/Benelux borders. The This scenario starts Jul/Aug 1942 with being mindful of German-fortified
units which are on Russian territory at German player should attack Poland the main battle action in Russia. coastal areas. The Mulberry should be
this point will be placed in reserve. immediately and then attack Germany could try another offensive used initially and a port captured
France/Benelux as soon as sufficient against Moscow or instead drive south quickly. The Allies should attempt to sur-
Russia: Whenever Russia has reached 15 and southeast to take the resource cen- round German forces and eliminate
forces are available. Review the section
collapse points, then it will surrender. ters in order to deprive Russia of them them whenever possible. All German
on “Blitzkrieg” on page 35. Allied forces
Collapse points are awarded once per and also to increase Axis production. To cities need to be captured to defeat
should attempt to delay the German
turn and are displayed by a message on stop Russia, Germany must cut Russian Germany so coordination between
advances as much as possible trying to
the screen. Whenever the Axis player production by the capture of cities and Russian and western Allied forces is
avoid being eliminated. Dissolved units
controls Moscow, Leningrad, and resource centers. Russian strategy essential. German forces should attempt
can be purchased and come back on the
Stalingrad, collapse points start accumu- should be to defend Moscow and keep as to contain the western Allied invasion in
map on the next turn.
lating. The number of collapse points for many cities and resource centers as pos- a narrow beachhead, keeping the major-
the five Russian cities is as follows: Fall of France 1940 sible in its control. Use limited ity of forces to counter the Russian
CITY COLLAPSE POINTS This scenario starts May/Jun 1940 with counterattacks when feasible. advances. If it begins looking hopeless,
Germany already having conquered possibly retreat to the south and defend
Leningrad 1 Kursk 1943
Sevastapol 1 Poland and Norway. It is now ready to the southern German cities. The German
attack France/Benelux. Germany should This scenario starts Jul/Aug 1943 with forces should try to delay the Allied
Baku 2
attack France/Benelux remembering to the battle of Kursk on the Russian Front advances as much as possible.
Gorki 3
garrison Poland enough so Russia does which turned into a disaster for the
Saratov 4
not enter the war prematurely. Allied German army. The German player
forces should attempt to delay the should be careful where it attacks avoid-
German advances as much as possible, ing Russian strong points. Another
trying to avoid being eliminated. possible strategy is to let the Russian
Dissolved units can be purchased and player attack and then counterattack
come back on the map on the next turn. when the Russian units have overex-
tended themselves. The German player
Operation Barbarossa 1941 should be preparing for the inevitable
This scenario starts May/Jun 1941 with Allied amphibious invasion of Europe by
Germany having now defeated Poland, placing units in the ports and fortifying
Norway, Benelux, and France. Germany ports and empty coastal hexes with its
has deployed its main forces on the engineer unit. The Allied player in Russia
Russian front ready to again unleash its should attack at the German weak points
armored power. Germany should lightly in the line attempting to surround and
39 Clash of Steel Clash of Steel 40

STRATEGY AND TACTICS these. Do not let the Axis player get into panzer forces and head as fast as possible spread one point among most of the
There are many different strategic southern Russia and take the valuable towards Moscow. Bypass resistance other areas. MRLS and Panzerfaust are
options available in the game which can resource centers as they will give where possible, letting the infantry do other areas that need to be built up as
lead to victory. This section will discuss a Germany a large boost to their produc- the mopping up. Use your panzers to well. What areas you concentrate in are
few strategies for the Allied and Axis tion and severely curtail your own. Try to surround and cut off the retreat routes of dependent upon your overall strategy
players and also discuss how to use some avoid letting the Axis player surround Russian units. Try to eliminate them so and what the enemy is doing as well.
of the various rules to your advantage. your units. Elimination means a full they will not come back the next turn.
In attacking forts or units behind rivers,
year’s delay before they can be repur- Once Moscow has been captured you
paratroops provide an excellent method
Allied Player Strategy chased and at full cost whereas a should go after some of the Russian
to negate the defender’s advantage. Also
When you are ready to amphibiously dissolved unit in supply can be bought cities which will cause the Russian gov-
try to surround and cut off the fortified
invade Europe, you have a few alterna- the next turn at 40% the cost. Use your ernment to collapse. Try to garrison
position from supplies if it is too tough to
tives to consider. You can invade in: engineer unit to strengthen your lines. captured Russian cities to cut down on
take. Getting an MRLS combat result will
northwest Germany/Netherlands, west- Use a few groups of reserves behind your partisan activity. If you fail to conquer
also halve the defender. Use air power to
ern France near Brest, Spain, southern front lines to help counter any German Russia, try to capture as many Russian
help soften up the defender as well.
France, Italy, or Greece. Before you breakthroughs and counterattack his cities as possible to deny him of further
decide on your main landings you should panzer units. production. Keep mobile reserve panzer Use Reserve and Operational Movement
make sure the beachhead and surround- groups behind the line to take advantage to transfer mobile forces around your
Axis Player Strategy of counterattack or offensive opportuni- front to keep the enemy off balance and
ing areas are within 7 hexes of your air
units to give you additional support Initial German strategy should probably ties that might occur. Use your engineer provide you with additional strength to
unless the enemy is very weak. You may be close to the actual historical strategy unit to fortify weak areas. hit a weak spot in the enemy line. Use it
want to make some preliminary landings in invading Poland and Benelux/France also to transfer units over long distances
in 1939 and 1940. Place your air units on General Tactics/Strategy between fronts.
in nearby areas to secure safe areas for
your air units to give you closer support. the coastline and attack English air and Your production needs are dependent
land units. If you can reduce them upon your overall strategy. If you are Use your engineer unit to build fortifica-
Spain, Italy, southern France, and tions in weak areas or to give additional
Greece have mountainous terrain which enough, you can want to consider an going to amphibiously invade, you will
invasion of England with your artificial need to build transports and an artificial defensive power to areas where the
is slower and provides better defensive enemy can be or is attacking. Build them
positions for the Axis player. These are harbor. The time for this would be May harbor. If the enemy fleet is fairly strong,
or July 1941 which gives you time to you will also need combat ships to pro- on and around key cities and ports or
farther away from the heart of Germany, along coastlines to help defend against
but are also probably less defended. build your transports and an artificial tect the transports. You should usually
harbor. London must be your objective try to produce as many ground units as amphibious invasions.
Keeping sizable forces in Africa and
England will help keep the German since you need to capture a port within possible, upgrading them when sufficient In politics it is usually not a good idea to
player off balance. the turn. You can use your paratroop PPs are available. You will need to also pressure a country which the enemy
unit to negate terrain advantages. In place research points into the AT and player is probably going to declare war on.
The Russian player should try to give defending against the inevitable invasion Heavy panzer areas to be able to upgrade Reserve your points to help keep your
ground in the initial Russian assault of Europe, try to keep enough reserve your units. Air units are always good to Alliance Levels above 50 points and enemy
instead of trying to hold every inch. After forces to seal off any beachheads and have around as they boost your Alliance Levels below 50 points. Focus on
a few impulses the German units will defend the ports vigorously. Try to fortify attacks/defense. Strategic bombers can countries which are closer to the 100 level
outrun their Army Groups and their the coastline as much as possible. help reduce enemy movement so they will join you or keep pro-enemy
effectiveness will decrease due to a lack allowances if you target oil centers. Your forces away from reaching 100. Avoid
of supply. Hold Moscow at all costs. You In dealing with Russia your invasion
other targets cause the enemy to spend countries which have high Break Values
can use your engineer unit to build up a time should be May 1941 to give you
more on building new units. as they are resistant to pressure.
line of fortifications around the city to time to reach Moscow in 1941. To con-
help in its defense. Try to keep as many quer Russia you must capture this city so Research areas are very important. To In land combat the use of Assault is vital
cities and resource centers as possible your main thrust with your best units upgrade units and also to provide more to help concentrate your forces to gain
since your production points come from should be north of the Pripet Marshes, effective tank and anti-tank support, it is better odds which cause more defender
the large area of swamps in the middle of usually a good idea to place 3 research
the Russian line. Concentrate all of your points in AT and Heavy Panzer areas and
41 Clash of Steel Clash of Steel 42

losses and reduce your own. At times that the Allied player will be computer- unit is named Bock. Click again. The question to “Part in Assault YES NO.”
moving one assault team away and mov- controlled. Next place the pointer over unit’s information is now displayed Click over the YES button. The (5-1) unit
ing another team in can be enough the button GAME and click. This will start showing that it has a strength of 6, a is now highlighted. Click on YES again.
pressure to crack a strong position. A the game. maximum Action Point (AP) allowance of The (4-3) unit is highlighted. Click on
weakened enemy unit can be dissolved or 2, a morale of 85%, an efficiency of 85%, YES again. The combat result is now dis-
The game map will now be displayed.
eliminated by an Overrun if the assault and a supply value of 10. Move the mouse played. Due to randomness not all
The red cursor is in the middle of the
has failed. The best tactic to employ is to pointer just one hex to the east (right) combats will be the same. The informa-
map. The right-hand portion of the map
surround enemy units cutting them off across the border and click. The unit tion window shows you are assaulting
shows Germany and western Poland. The
from their supplies. Units that are should move to the new hex. Note that the Pomerehon unit. Your effective
German army (gray units) is poised to
removed with no supply lines are elimi- the unit is now a (5-1). The first number strength is 10.7 and the enemy effective
launch their invasion of Poland. In the
nated and cannot be repurchased for a is the unit’s effective strength, which is strength is probably between .6-.8. The
lower-right hand corner of the screen is
full year. A wide envelopment maneuver the strength modified by morale. The odds are 10 : 1, the maximum odds.
a text box showing that it is the Axis
with panzer units cutting deep into rear second number is the number of APs the Combat icon symbols should be dis-
turn, the date is Sep/Oct 1939, and it is
areas can cut off the supply line allowing unit has left. The unit used one AP to played on the very bottom line of the
the first impulse. Each turn is composed
the slower infantry to mop up the move the one hex. It will use the last AP combat results window (see the section
of a number of random impulses (1-10).
reduced enemy units. to attack. Click the right mouse button “Combat Icons” for a description of the
Each player has an impulse to
to exit from the unit and return to the icons). There is a good chance at these
move/fight. Currently it is the Axis’ turn.
Main Menu. odds that the Polish unit will be dis-
TUTORIAL Place the mouse pointer over the INFO
solved. If so, the unit will be removed
button and click. Next select WEATHER Next move the mouse pointer to the
The tutorial below will help you to from the map; otherwise the unit should
and click. The weather is clear (the map German (3-6) panzer unit and click
understand a few of the game mechanics. retreat. Note that one Action Point has
background color is green). If the twice. The unit should be Hoth with a
Besides the tutorial you should read the been subtracted from each of the three
weather was mud, the background would strength of 4 and a morale of 87%. Move
“Quick Start” section to get an overview units that attacked. Once a unit has
be a yellowish/brown color and if snow the mouse pointer two hexes away in the
of the game. The tutorial assumes you Assaulted in an impulse, it cannot
the color would be gray. Move the mouse SE direction where the pick and shovel
are using a mouse and have already Assault again until the next impulse.
pointer outside of the weather text win- symbol (resource center) is and click.
installed the game and gone through the
dow and click; this removes the window The panzer unit should have moved to Now move the pointer to the German (4-
Sound Card Setup routine and are at the
from the screen. In the lower left corner the new hex and should show (3-4) on 3) unit which is one hex below the
Setup Menu. Whenever any reference is
of the screen is an information box the unit counter. Click the right mouse German (4-7) panzer unit. Click twice on
given to click the mouse, it means to
which currently shows 17/14 which button to exit from the unit. Move the the unit. Place the mouse pointer one
click the left mouse button (unless oth-
means that the cursor is over the hex pointer one hex to the NE to the Polish hex to the NE and click. The unit should
erwise stated).
located at x coordinate 17 and y coordi- (1-2) unit in the woods and click. Place move and be at (4-2) adjacent to two
In the Setup Menu place the mouse nate 14. The box to the right is a the pointer over the STRIKE button and Polish units. Click the right button to
pointer over the SCENARIO button and strategic map display; if you click on any click. The German air unit Luftfl.1 (4-2) exit. Next place the pointer on the
click. Next select the Poland 1939 sce- point of this reduced map, it will center has an effective strength of 3 and is now German (4-7) panzer unit and click
nario by clicking the mouse while the the normal map at those coordinates. attacking the Polish unit with an Air twice. Place the cursor one hex to the SE
pointer is on the SELECT button. You are The box to the right of the map is blank Strike. Note that the air unit is now (2-1) and click. The unit now shows (4-6).
now back in the Setup Menu. To see that for now. It is used to display any units which means that its effective air Place the pointer two hexes east and
the Axis player is human-controlled, that are in Reserve, which could be strength is now only 2 and it can make 1 click. The unit is now (4-3) expending
make sure that the button AXIS computer placed on the map. New units that have more Air Strike. The second number is one AP for the first hex and two APs for
player does not have a check mark to the come out of production or units that the number of Air Strikes the unit can the second hex using infiltration move-
right of the button description. If there is have been placed into Reserve status are perform. Also air units have a range of 7 ment, which is moving from one hex
a check mark, place the pointer over AXIS shown in this box. hexes. Now move the pointer over the which is next to an enemy unit directly
and click to remove the checkmark. Now ASSAULT button and click. The Polish to another hex which is also adjacent to
Place the mouse pointer on the topmost
make sure that the button ALLIED com- unit is now highlighted in red and the an enemy unit. Click the right button to
light gray German unit on the screen (5-
puter player does have a check mark to German Hoth panzer unit (3-4) is also exit. Move the pointer to the SW to the
2) and click. The left corner text box
the right of the button description so highlighted white. You are now asked a Polish Krakow (1-2) unit in hex 22/1 and
shows that the cursor is at 20/11 and the
43 Clash of Steel Clash of Steel 44

click. Place the pointer in the STRIKE but- Operational Movement. A maximum of will remove all of the units from the map removes one research point from the
ton and click to launch your Air Strike. one unit per impulse can use this special so you can see the terrain under the MRLS. Place the pointer over the words
Next place the pointer over the ASSAULT movement allowing you to move up to units more clearly. Next click on the MAP “Heavy tank” and click. Click on the
button and click. Click on the YES button 10 hexes away. The (2-4) unit is now at button. The entire map is displayed. MORE button. You now have two research
three times. The Polish unit attacked can (2-0). Click the right button to exit. Click on the SEA button which displays points allocated to Heavy Tanks. Select
be dissolved (removed from the map) or the seven sea zones on the map shown VIEW to display the research standings for
Now place the pointer on the German (2-
retreat depending upon the random in with either white or blue squares. Click both sides. The Allied player’s standings
4) unit in the city of Hamburg, which is
the combat result. on CNTL which shows you the hexes you are approximate with a question mark
on the coast five hexes to the north.
control on the map. COUNTR displays the next to the numbers. Move the pointer
Move the pointer to the German (3-3) Click twice. The 17.Korps unit should be
various countries on the map. If you outside of the windows and click three
unit located in the upper-right part of displayed. Place the pointer over the
wanted to see a different portion of the times to return you to the Main Menu.
the screen 3 hexes north of the Polish RESERVE button and click. A window
normal map, you could click on a loca- Click on END to end the impulse. This
capital of Warsaw. Click twice to access should appear showing that you have
tion on the map and then select GET. ends the tutorial section.
the unit. Move the 3.Armee unit to the three transport points left. Moving each
Select GET to return to the normal map.
SW one hex. Place the pointer on the unit by Reserve Movement costs one
adjacent Polish unit (1-2) and click. You transport point. Click on the RESERVE Click on the INFO button and then click
have now just attempted to Overrun button in the window. The unit should on the RESEARCH button. Your current
(attack) the Polish unit with just the one be removed from the map and placed research settings are displayed. The
German unit. The odds are not high into Reserve status; its unit symbol MRLS (Multiple Rocket Launchers) is
since you only have one unit; the Polish appears in the third text box on the bot- outlined. Click on the LESS button which
unit will probably not retreat. tom of the screen. All units in Reserve
and new units coming out of production
Move the pointer westward to the
will appear in this box reminding you to
German (2-4) unit located in the city of
deploy the units on the map. All units
Berlin, which is next to two German air
placed in Reserve must be placed back
units. Click the mouse button. Now click
again on the map before you end your
the right mouse button. This will center
impulse. Now move the pointer one hex
the map on Berlin. Click the left button
east of Berlin (which is next to two air
to access the 29.Korps unit. Move the
units). Click on the NEW button. The
pointer two hexes to the west and click.
Reinforcement Menu should now appear
The unit should move showing (2-2).
with the 17.Korps unit displayed. Click
Now place the pointer over the OOPS but-
on the INSERT button. The (2-4) unit
ton and click. The unit should move back
should now be placed on the map and
to Berlin and again be at (2-4). The OOPS
appear as (1-0). The unit’s strength
option allows you to take back your
shown on the counter has decreased
movement to either move somewhere
since the unit lost morale points as it
else or exit. Next click on the OPERAT.
moved. All Reserve units must be placed
button. Place the pointer in one of the
back on the map on or adjacent to a city
two resource centers to the SW and
in a hex which is friendly-controlled. To
click. Next click on the MOVE TO button
see the controlled hexes, click on the
which will move the unit using
CNTL button. First the Axis controlled
hexes are displayed and next the Allied
hexes. Click on the CLEAR button which
45 Clash of Steel Clash of Steel 46

HISTORICAL TIMELINE Date Place Event


Date Place Event Nov/Dec 1940 Greece Italy invades
Sep/Oct 1939 Poland Germans invade Nov/Dec 1940 Egypt Allies attack Italians
Sep/Oct 1939 Warsaw Germans capture Jan/Feb 1941 Bulgaria Joins Axis
Sep/Oct 1939 Poland Surrenders Jan/Feb 1941 Tobruk Allies capture

Nov/Dec 1939 Finland Russia invades Mar/Apr 1941 Yugoslavia Germany invades
Mar/Apr 1941 Belgrade Germany captures
Jan/Feb 1940 Finland Surrenders Mar/Apr 1941 Yugoslavia Surrenders
Mar/Apr 1941 Greece Germany invades
Mar/Apr 1940 Denmark Germans invade Mar/Apr 1941 Athens Axis capture
Mar/Apr 1940 Denmark Surrenders Mar/Apr 1941 Greece Allies evacuate
Mar/Apr 1940 Norway Germans invade Mar/Apr 1941 Tobruk Allied forces isolated
Mar/Apr 1940 Oslo Germans capture
Mar/Apr 1940 Norway Surrenders May/Jun 1941 Crete Germany invades
May/Jun 1941 Crete Allies evacuate
May/Jun 1940 Norway Allies land at Narvik May/Jun 1941 Russia Germany invades
May/Jun 1940 Norway Allies withdraw troops May/Jun 1941 Minsk Axis capture
May/Jun 1940 Netherlands Germany invades May/Jun 1941 Riga Axis capture
May/Jun 1940 Belgium Germany invades
May/Jun 1940 France Germany invades Jul/Aug 1941 Kiev Axis capture
May/Jun 1940 Antwerp Germany captures
May/Jun 1940 Paris Germany captures Sep/Oct 1941 Odessa Axis capture
May/Jun 1940 Brest Germany captures Sep/Oct 1941 Smolensk Axis capture
May/Jun 1940 Bordeaux Germany captures Sep/Oct 1941 Kursk Axis capture
May/Jun 1940 Netherlands Surrenders
May/Jun 1940 Belgium Surrenders Nov/Dec 1941 Tobruk Allied forces relieved
May/Jun 1940 France Surrenders Nov/Dec 1941 Stalino Axis capture
May/Jun 1940 Italy Joins Axis
May/Jun 1942 Tobruk Axis capture
Jul/Aug 1940 Hungary Joins Axis
Jul/Aug 1940 Rumania Joins Axis Jul/Aug 1942 Egypt 1st Battle of El Alamein
Jul/Aug 1942 Voronezh Axis capture
Sep/Oct 1940 Egypt Italy invades Jul/Aug 1942 Rostov Axis capture
Jul/Aug 1942 Maykop Axis capture
47 Clash of Steel Clash of Steel 48

Date Place Event Date Place Event


Sep/Oct 1942 Stalingrad Axis attack Jul/Aug 1944 Minsk Russians capture
Sep/Oct 1942 Egypt 2nd Battle of El Alamein Jul/Aug 1944 Bucharest Russians capture
Jul/Aug 1944 Marseilles Allies capture
Nov/Dec 1942 Morocco Allies amphibiously invade Jul/Aug 1944 Paris Allies capture
Nov/Dec 1942 Algeria Allies amphibiously invade
Nov/Dec 1942 Tunisia Allies attack Sep/Oct 1944 Netherlands Operation Market-Garden
Nov/Dec 1942 Stalingrad Russian counterattack Sep/Oct 1944 Riga Russians capture
Sep/Oct 1944 Belgrade Russians capture
Jan/Feb 1943 Maykop Russians capture Sep/Oct 1944 Brest Allies capture
Jan/Feb 1943 Rostov Russians capture Sep/Oct 1944 Antwerp Allies capture
Jan/Feb 1943 Voronezh Russians capture
Jan/Feb 1943 Kursk Russians capture Nov/Dec 1944 Belgium Battle of the Bulge
Jan/Feb 1943 Tripoli Allies capture
Jan/Feb 1943 Tunisia Battle of Kasserine Pass Jan/Feb 1945 Budapest Russians capture
Jan/Feb 1945 Warsaw Russians capture
May/Jun 1943 Tunis Allies capture
Mar/Apr 1945 Munich Allies capture
Jul/Aug 1943 Kursk Battle of Kursk Mar/Apr 1945 Hannover Allies capture
Jul/Aug 1943 Sicily Allies invade/capture Mar/Apr 1945 Cologne Allies capture
Mar/Apr 1945 Genoa Allies capture
Sep/Oct 1943 Smolensk Russians capture
Sep/Oct 1943 Stalino Russians capture May/Jun 1945 Trieste Allies capture
Sep/Oct 1943 Taranto Allies capture May/Jun 1945 Hamburg Allies capture
Sep/Oct 1943 Italy Surrenders May/Jun 1945 Konigsberg Russians capture
May/Jun 1945 Prague Russians capture
Nov/Dec 1943 Kiev Russians capture May/Jun 1945 Berlin Russians capture
May/Jun 1945 Germany Surrenders
Mar/Apr 1944 Odessa Russians capture

May/Jun 1944 France Allies invade Normandy


May/Jun 1944 Rome Allies capture
49 Clash of Steel Clash of Steel 50

GAME ABBREVIATIONS ORDER OF BATTLE


The Orders of Battle are listed for each player in each scenario. The following
information is displayed for each unit:
Abbreviation What it Means...
NAME: name
AA Anti-Aircraft
TYPE: type
AP Action Point
S: Strength Points
ASW Anti-Submarine Warfare
C: Capacity (for Transporter Naval Units)
A-T Anti-Tank
EF: Efficiency
BB Battleship
A: Action Points
CV Carrier
RV: Raid Value (for naval units)
CW Commonwealth
PP: production point cost to buy the unit
GGR German Garrison Requirement
T: the number of turns in production before the unit arrives
GGV German Garrison Value
39.40,41,42,43 or 44: which of the scenarios the unit is in
MRLS Multiple Rocket Launchers
OB Order of Battle The status of each unit is coded for each scenario:

PP Production Point “M”: the unit is on the map

RP Research Point “B”: you can buy the unit

SBP Strategic Bombing Point “I”: the unit is in production

SP Strength Point “R”: the unit is in reserve

SP Supply Partition The unit values were taken from the Poland 1939 scenario. Some of the efficiencies,
Action Points, and production costs are different (usually higher) in the later
SV Supply Value scenarios.
ZOC Zone of Control Additionally, the following abbreviations are used for “TYPE” in the tables:
AG = Army Group HAR = Artificial Harbor
AIR = Air-Unit PARA = Paratroop
AFV = Panzer
(Armored-Fighting Vehicle) ESC = Escort
ARM = Army CAR = Carrier
COR = Corps TRA = Transport
ENG = Engineer SUB = Submarine
51 Clash of Steel Clash of Steel 52

ALLIED COUNTRIES’ ARMIES French Army


British Army NAME TYPE S A EF PP T 39 40 41 42 43 44

NAME TYPE S A EF PP T 39 40 41 42 43 44 DCR AFV 2 5 60 8 4 M M - - - -


CinC AF AIR 5 2 60 13 5 M M - - - -
Alexander AG 6 2 70 20 5 M B M M M M
OC Air AIR 5 2 60 19 3 B B - - - -
Montgom. AG 6 2 75 21 5 B R B M M M
DeGaulle ARM 5 2 70 17 5 B B - - - -
AASF AIR 5 2 80 16 5 B B B B M M
1.Army ARM 4 2 55 10 2 M M - - - -
RAF AIR 5 2 85 17 5 M M M M M M
2.Army ARM 4 2 60 11 2 M M - - - -
1.Homgrd COR 2 2 55 5 2 - - - - - M
3.Army ARM 4 2 60 11 2 M M - - - -
8.Army ARM 4 4 70 16 2 M M M M M M
4.Army ARM 4 2 65 12 2 M M - - - -
BEF ARM 4 4 70 16 2 M M - B B M
5.Army ARM 4 2 50 9 2 M M - - - -
Beirut COR 1 3 20 2 2 M M - - - -
6.Army ARM 4 2 60 11 2 M M - - - -
Br.1.Cps COR 2 4 70 9 2 M M M M M M
7.Army ARM 4 2 60 11 2 M M - - - -
Br.10.Cps COR 2 4 75 9 2 B B M B M B
8.Army ARM 4 2 55 10 2 M M - - - -
Br.12.Cps COR 2 4 70 9 2 B B M M M M
9.Army ARM 4 2 60 11 2 M M - - - -
Br.2.Army ARM 4 4 65 15 3 B B B B B M
10.Army ARM 4 2 55 10 3 B M - - - -
Br.2.Cps COR 2 4 65 8 2 M M M M M M
11.Army ARM 4 2 50 9 3 B M - - - -
Br.30.Cps COR 2 4 65 8 2 M M M M M B
Frz 7 COR 2 2 65 8 2 B - - - - -
Br.5.Army ARM 4 4 70 16 2 - - M M B B
Garrison COR 1 2 55 4 2 M M - - - -
Can.2.Cps COR 2 4 75 9 2 B M M M M M
Garrison COR 1 2 55 4 2 M M - - - -
Cn.1.Army COR 4 4 75 17 3 B B B B M M
Leg.Etran. COR 3 2 70 10 2 M M - - - -
Free Frnch COR 2 4 65 8 2 B B B M B M
Gibraltar COR 1 2 60 4 2 M M M B M M
Malta COR 1 2 60 4 2 M M M M M M
Polish Army
Pol.2.Cps COR 2 4 65 8 2 B B M M M M
Mulberry HAR 3 0 80 9 5 B B B B R R NAME TYPE S A EF PP T 39 40 41 42 43 44
Pol.AF AIR 3 1 50 7 2 M - - - - -
Karpaten COR 4 2 60 11 2 M - - - - -
Krakow COR 4 2 55 10 2 M - - - - -
Lodz COR 4 2 55 10 2 M - - - - -
Modlin COR 4 2 55 10 2 M - - - - -
Narew COR 4 2 55 10 2 M - - - - -
Pomerhon COR 4 2 55 10 2 M - - - - -
Poznan COR 4 2 55 10 2 M - - - - -
Warsaw COR 4 2 55 10 2 M - - - - -
53 Clash of Steel Clash of Steel 54

United States Army NAME TYPE S A EF PP T 39 40 41 42 43 44


5.Army COR 3 2 35 8 1 M M M M M M
NAME TYPE S A EF PP T 39 40 41 42 43 44 6.Army COR 3 2 30 7 1 M M M M M M
Patton AFV 4 6 90 24 4 B B B R M M 8.Army COR 3 2 35 8 1 M M M M M M
8.USAF AIR 5 2 90 18 5 B B B M M M 9.Army COR 3 2 40 9 1 M M M M M M
Bradley AG 5 2 70 17 5 B B B B B M 10.Army COR 3 2 40 9 1 M M M M M M
Eisenhow. AG 6 2 80 22 5 B B B R M M 11.Army COR 3 2 35 8 1 M M M M M M
9.USAF AIR 5 2 90 18 5 B B B B M M 12.Army COR 3 2 35 8 1 M M M M M M
15.USAF AIR 5 2 90 18 5 B B B B B M 13.Army COR 3 2 35 8 1 M M M M M M
1.US Arm ARM 4 4 70 16 2 B B B M M M 16.Army COR 3 2 35 8 1 B B B B B B
3.US Arm ARM 4 4 70 16 2 B B B R M M 18.Army COR 3 2 35 8 1 M M M M M M
5.US Arm ARM 4 4 70 17 2 B B B B M M 19.Army COR 3 2 35 8 1 B B B B B B
7.US Arm ARM 4 4 70 16 2 B B B B B R 20.Army COR 3 2 30 7 1 M M M M M M
9.US Arm ARM 4 4 70 16 2 B B B B B B 21.Army COR 3 2 35 8 1 M M M M M M
US II Cps COR 2 4 80 10 2 B B B M M M 22.Army COR 3 2 35 8 1 B B B M M M
US VI Cps COR 2 4 70 7 2 B B B B R M 23.Army COR 4 2 35 10 1 M M M M M M
US-Para PARA 2 3 90 14 4 B B B B B M 24.Army COR 3 2 30 7 1 B B B M M M
26.Army COR 3 2 35 8 1 M M M M M M
28.Army COR 3 2 35 8 1 B B B B B B
Russian Army 29.Army COR 3 2 40 9 1 B B B M B B
30.Army COR 3 2 35 8 1 B B B B B B
NAME TYPE S A EF PP T 39 40 41 42 43 44 34.Army COR 3 2 35 8 1 B B B M M M
1st Tank AFV 4 4 40 14 4 M M M M M M 38.Army COR 3 2 35 8 1 M M M M M M
2nd Tank AFV 4 4 45 15 4 B B B R M M 42.Army COR 3 2 40 9 1 B M M M M M
4th Tank AFV 4 4 45 15 4 B B B B B M 43.Army COR 3 2 35 8 1 B B B B B B
1.Gd Tank AFV 4 5 60 19 4 B B B B M M 50.Army COR 3 2 35 8 1 B B B B B B
2.Gd.Tank AFV 4 5 55 18 4 B B B B R M 52.Army COR 3 2 30 7 1 B B M M M M
Red.3.AF AIR 5 2 60 13 5 B B B M M M 54.Army COR 3 2 35 8 1 B B R M M M
Red.4.AF AIR 5 2 60 13 5 B B B B B M 59.Army COR 3 2 35 8 1 B B B M M M
Red.16.AF AIR 5 2 60 13 5 B B B B M M 1.Cav.Cps COR 2 2 40 6 1 B R M M M M
1.Shock ARM 5 4 65 23 - I R R M M M 2.Cav.Cps COR 2 2 35 6 1 B B M M M M
2.Shock ARM 5 4 60 22 - I R R M M M Engineer ENG 2 3 35 12 4 B R M M M M
3.Shock ARM 5 4 55 20 - I R R M M M GDS Para PARA 2 3 55 12 4 B B B B R M
Brjansk.F AG 7 2 40 20 4 B B B B B M
NW Front AG 7 2 40 20 4 B B M M M M
S. Front AG 7 2 40 20 4 B B M M M M
W.Front AG 7 2 45 21 4 B B B M M M
Zhukov AG 7 2 60 25 4 B B B B M M
3.Army COR 3 2 35 7 1 M M M M M M
4.Army COR 3 2 35 8 1 M M M M M M
55 Clash of Steel Clash of Steel 56

NEUTRAL COUNTRIES’ ARMIES Spanish Army


NAME TYPE S A EF PP T 39 40 41 42 43 44
Greek Army
1.Span.Cp COR 3 2 65 10 - - - - - - -
NAME TYPE S A EF PP T 39 40 41 42 43 44 2.Span.Cp COR 3 2 60 9 - - - - - - -
Gre.Mtn COR 2 2 70 8 - - - - - - - 3.Span.Cp COR 3 2 60 9 - - - - - - -
Gre.Army COR 2 2 60 7 - - - - - - - 4.Span.Cp COR 3 2 60 9 - - - - - - -
5.Span.Cp COR 3 2 55 8 - - - - - - -
6.Span.Cp COR 3 2 50 8 - - - - - - -
Rumanian Army Garrison COR 2 2 45 8 - - - - - - -

NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Rum.Ar ARM 2 2 55 6 3 B B - - - - Swedish Army
2.Rum.Ar ARM 2 2 55 6 3 B B - - - -
NAME TYPE S A EF PP T 39 40 41 42 43 44
3.Rum.Ar ARM 4 2 45 9 3 B B M M M M
4.Rum.Ar ARM 4 2 50 9 3 - - M M M M 1.Swed.Ar COR 3 2 60 9 - - - - - - -
2.Swed.Ar COR 3 2 60 9 - - - - - - -

Benelux Army
Bulgarian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
NAME TYPE S A EF PP T 39 40 41 42 43 44
Belg.Army COR 3 2 60 9 - - M - - - -
1.Bulg.Ar ARM 2 2 55 6 3 B B - - - -
2.Bulg.Ar ARM 2 2 55 6 3 B B - - - -
Norwegian Army Bulg.Corp COR 2 3 35 5 3 - - M M M M

NAME TYPE S A EF PP T 39 40 41 42 43 44
Norg. Arm COR 2 2 60 7 - - - - - - - Swiss Army
NAME TYPE S A EF PP T 39 40 41 42 43 44

Persian Army 1.Swiss.Ar ARM 3 2 60 9 - - - - - - -


2.Swiss.Ar ARM 3 2 60 9 - - - - - - -
NAME TYPE S A EF PP T 39 40 41 42 43 44
Kuwait COR 2 2 55 6 - - - - - - -
Iraq COR 2 2 50 6 - - - - - - -
57 Clash of Steel Clash of Steel 58

Hungarian Army AXIS COUNTRIES’ ARMIES


NAME TYPE S A EF PP T 39 40 41 42 43 44
Finnish Army
1.Hun.Ar ARM 2 2 55 6 3 B B - - - -
2.Hun.Ar ARM 4 2 55 10 3 B B - - - - NAME TYPE S A EF PP T 39 40 41 42 43 44
Hun.Corps COR 2 4 55 7 3 - - M M M M
Finn.4.Cps COR 2 4 75 9 2 M M M M M M
Finn.2.Cps COR 2 4 75 9 2 M M M M M M
Finn.SE-A ARM 4 3 70 14 3 B B B R M M
Turkish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
German Army
1.Turk.Ar COR 3 2 60 9 - - - - - - -
2.Turk.Ar COR 3 2 55 8 - - - - - - - NAME TYPE S A EF PP T 39 40 41 42 43 44
3.Turk.Ar COR 3 2 55 8 - - - - - - -
Guderian AFV 4 7 99 28 4 M M M B B M
4.Turk.Ar COR 3 2 50 8 - - - - - - -
Hoepner AFV 4 6 90 24 4 B B M M M M
5.Turk.Ar COR 3 2 50 8 - - - - - - -
Hoth AFV 4 6 90 24 4 M M M M M M
Kleist AFV 4 6 95 25 4 B B M M M M
Manteuffel AFV 4 6 95 25 4 B B B M M B
Yugoslavian Army Bock AG 6 2 85 23 5 M M M M - -
Kesselring AG 6 2 95 26 5 B B B B R M
NAME TYPE S A EF PP T 39 40 41 42 43 44
Kluge AG 6 2 85 27 5 - - - - M M
Belgrade COR 2 2 60 7 - - - - - - - Manstein AG 6 2 99 27 5 B M M M M M
Zagreb COR 2 2 55 6 - - - - - - - Rommel AG 4 3 90 20 5 B B M M M M
Slov.Ex.C COR 2 4 50 7 2 - - B M M M Rundstedt AG 6 2 95 26 5 M M M M M M
Luftfl.I AIR 5 2 90 18 5 M M M M M M
Luftfl.II AIR 5 2 90 18 5 M M M M M M
Luftfl.IV AIR 5 2 85 17 5 B B B B B B
Luftfl.X AIR 5 2 90 18 5 B B B M M M
3.Armee ARM 6 3 70 20 3 M M M M M B
4.Armee ARM 6 3 70 20 3 M M M M M M
6.Armee ARM 6 3 70 20 3 B M M M M M
8.Armee ARM 6 3 70 20 3 M B B B B M
14.Armee ARM 6 3 80 23 3 B B B B B B
16.Armee ARM 6 3 80 23 3 B R B M B M
17.Armee ARM 6 3 80 23 3 B B B M M B
10.Armee COR 6 3 70 20 3 B B B B B B
11.Armee COR 6 3 70 20 3 B B M M M B
1.Korps COR 2 4 80 10 2 M M M M M M
2.Korps COR 2 4 75 9 2 B B M M M M
4.Korps COR 2 4 80 10 2 M M M M M M
5.Korps COR 2 4 80 10 2 M R M M M M
6.Korps COR 2 4 80 10 2 B B B M B M
7.Korps COR 2 4 80 10 2 M M M M M M
59 Clash of Steel Clash of Steel 60

German Army cont. AXIS COUNTRIES’ NAVAL FORCES


NAME TYPE S A EF PP T 39 40 41 42 43 44
German Navy
8.Korps COR 2 4 80 10 2 B B M M M M
10.Korps COR 2 4 75 9 2 B B B M M M NAME TYPE S/C RV PP T 39 40 41 42 43 44
11.Korps COR 2 4 75 9 2 B B B M B M
Seydlitz CAR 4 3 15 9 B B B B B B
12.Korps COR 2 4 80 10 2 M M M M M M
Zeppelin CAR 4 3 15 9 B B B B B B
17.Korps COR 2 4 80 10 2 M M M M M M
Bismarck ESC 5 4 12 7 B R M B - -
26.Korps COR 2 4 80 10 2 M M M M M M
Gneisenau ESC 4 3 10 7 M M M M M M
29.Korps COR 2 4 80 10 2 M M M M M M
Scharnh. ESC 4 3 10 7 M M M M M -
30.Korps COR 2 4 80 10 2 M M M M M M
Tirpiz ESC 5 4 12 7 B B B M M M
42.Korps COR 2 4 80 10 2 B B B M B M
U1 SUB 2 4 6 3 M M M M M M
49.Gebjgr COR 2 4 85 10 2 B M M M M M
U2 SUB 2 4 6 3 B M M M M M
51.Korps COR 2 4 80 10 2 B B B M M M
U3 SUB 2 4 6 3 B B R M M B
53.Korps COR 2 4 80 10 2 B B B M M M
U4 SUB 2 4 6 3 B B B R M B
Bef 101 COR 2 4 60 8 2 B B B M M M
Helgoland TRA 2 0 6 4 B B B B B B
Bef 102 COR 2 4 60 8 2 B B B B B M
Juetland TRA 1 0 4 4 B B B B B B
Pionere ENG 2 4 70 15 4 B R R M M M
Kiel TRA 2 0 6 4 M M M M M M
g.Freheit HAR 3 0 80 12 5 B B B B B B
Fsjgr PARA 2 3 95 14 4 B M M B M M

Italian Navy
Italian Army NAME TYPE S/C RV PP T 39 40 41 42 43 44

NAME TYPE S A EF PP T 39 40 41 42 43 44 Ceasare ESC 3 2 8 7 M M M M M -


Doria ESC 3 1 7 7 M M M M M -
Ariete AFV 2 5 55 8 5 B B M M B -
Duilio ESC 3 1 7 7 M M M M M -
Garibaldi AG 6 3 55 16 5 M M M M B -
Impero ESC 4 3 10 7 B B B B B -
It.AF1 AIR 4 2 70 12 5 B M M M M -
Littorio ESC 4 3 10 7 M M M M M -
It.AF2 AIR 4 2 70 12 5 B R M M B -
Roma ESC 4 3 10 7 B B B R M -
2.It.Army ARM 4 2 55 10 2 M M M M M -
Veneto ESC 4 3 10 7 B B B M M -
6.It.Army ARM 4 2 50 9 2 M M M M M -
It.Sub SUB 2 4 6 3 B B B B B -
8.It.Army ARM 4 2 55 10 3 B B M M B -
It.Tran.1 TRA 2 0 6 4 M M M M M -
9.It.Army ARM 4 2 50 9 2 M M M M M -
It.Tran.2 TRA 1 0 4 4 B B B B B -
11.It.Army ARM 4 2 50 9 2 M M M M M -
2.It.Cps COR 2 3 50 6 2 M - - - - -
9.It.Cps COR 2 3 50 6 2 - M M M B -
10.It.Cps COR 2 3 55 6 2 M M M M M -
20.It.Cps COR 2 3 55 6 2 M M M M B
21.It.Cps COR 2 3 50 6 3 B B B M B -
IT.Exp.A. COR 4 2 55 10 3 B B B B B -
61 Clash of Steel Clash of Steel 62

ALLIED COUNTRIES’ NAVAL FORCES United States Navy


NAME TYPE S/C RV PP T 39 40 41 42 43 44
British Navy
Montana ESC 5 2 10 7 B - - B B M
NAME TYPE S/C RV PP T 39 40 41 42 43 44 Texas ESC 3 2 8 7 B B B M M M
Ranger CAR 4 2 14 9 B B B M M M
Ark Royal CAR 4 2 14 9 M M M M M M
Nevada ESC 4 2 9 7 B B B M M M
Glorious CAR 3 2 12 9 M M M M M M
Arkansas ESC 5 2 10 7 B B B M M M
Conqueror ESC 4 2 9 7 B B M M M M
Ohio ESC 5 2 10 7 B B B B B B
Hood ESC 4 2 9 7 M M M M M M
US.Tran.1 TRA 2 0 6 4 B B B M M M
Malaya ESC 4 2 9 7 M M M M M M
US.Tran.2 TRA 3 0 8 4 B B B B M M
Nelson ESC 5 2 10 7 M M M M M M
US.Tran.3 TRA 3 0 8 4 B B B B B B
Q.Elizab. ESC 4 2 9 7 M M M M M M
Repulse ESC 3 2 8 7 M M M M M M
Rodney ESC 5 2 10 7 M M M M M M
Valiant ESC 4 2 9 7 M M M M M M Russian Navy
Vanguard ESC 4 2 9 7 B B B B B B
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Warspite ESC 4 2 9 7 M M M M M M
Br.Tran.1 TRA 2 0 6 4 M M M M M M SU-Sub SUB 1 3 4 3 M M M M M M
Oct.Rev ESC 2 2 7 3 M M M M M M
Sovjetzki ESC 3 2 8 7 M M M M M M

French Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Dunkerque ESC 4 2 9 7 M M - - - -
Gascoine ESC 4 2 9 7 M M - - - -
Lorraine ESC 3 2 8 7 M M - - - -
63 Clash of Steel Clash of Steel

KEYBOARD HOT KEY COMMANDS


Main Menu Edit Game Options Menu
U MENU S SOUND
E END P PANZER
A ASSAULT M MORE CREDITS
S STRIKE I IMPULS
CLASH OF STEEL Developed by
V NAVY T AUTO Martin Scholz
N NEW C SCROLL
L UNLOAD R ATTACK
Strategic Simulations, Inc.
P PRODUCT O D6SOUND
Rule Book Writer
M MAP N D6ANIM Dave Landrey
I INFO H HEXGRID
C CNTL L SLIDE Rule Book Editors
Eileen Matsumi
R CLEAR U UNITEXIT André Vrignaud
* STRIKE / ASSULT Jonathan Kromrey

Information Menu Setup Menu Producer


Bret Berry
S STATUS G GAME
E SEA ZONE C SCENARIO Associate Producer
H HISTORY L LOAD James Young
O OB S SAVE Testers
R RESEARCH A AXIS Steven Okano, Tom MacDevitt, Chris Warshauer
P POLITICS I ALLIED
Graphic Design and DTP
B BOMBER R RULES Louis Saekow Design: David Boudreau, Leedara Zola
W WEATHER O COMP
D EDIT

Unit Menu Rules Options Menu


P OPERAT. S SELECT
R RESERVE C CHAOS
H AMPHIB H HOLD
B REBASE P PARTISAN
A PREPARE J JAPAN
F FORTIFY L LIBERATE
M MOVE
O OOPS
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be free from
defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the
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diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s)
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LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
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Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and
subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).

1994 Strategic Simulations, Inc. All Rights Reserved.

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK


Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and cor-
rect any errors in programming. However, due to the complex nature of our simulations, some program errors may go
undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself.
We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk
is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our
receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon cor-
rection of the program error, we will return an updated disk to you.

Always make sure to include your name, address, and daytime telephone number with any correspon-
dence. We will do our best to see that any problems are corrected as soon as possible.

QUESTIONS OR PROBLEMS?
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addressed, stamped envelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you
consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through
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if you return the game within 30 days, you may exchange the game for another.

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