APPENDICES FREQUENTLY ASKED QUESTIONS

By Glenn Saunders and Ed Durkin


[1] What are the differences between a Dynamic Campaign Game (DCG) and the new Linked Campaign Game (LCG)?
[2] what are some of the differences between a DCG and an LCG?
[3] What are the differences between leaders in LCGs and DCGs?
[4] How many battles are in DCG and LCGs?
[5] Can you play an LCG scenario head to head?
[6] My DCG leader has amassed quite a number of experience points. when and how can I spend these points, and on what?
[7] How do I upgrade my equipment once a Dynamic Campaign Game is in progress?
[8] How do I start an LCG?
[9] Will my command get "upgrades" during an LCG?
[10] Are there any "Zones of Control" (ZOC) in West/East Front?
[11] What is the game scale?
[12] Does it matter which way my units are facing?
[13] How can I tell what the terrain type of a hex is?
[14] How can I make the my foot soldiers move faster? Can I order my men to run?
[15] What are the effects of fatigued units and how do they recover fatigue?
[16] Can you specifically target the passengers on a platoon of carrier~for example, the riders on tanks?
[17] How do I load and unload units?
[18] I still cannot load my units, even though both the Transporter (i.e., truck, halftrack or other) and my passenger (infantry or artillery battery) have plenty of AP's. why?
[19] I want to use the Extreme FOW optional rule, but when I do, I cannot see what the enemy units' names are. I want to know what I'm fighting without knowing the units' values. what can I do?
[20] I see two sets of odds when performing an assault what do they mean?
[21] What are the morale implications of fortifications and terrain?
[22] Sometimes, during an assault, I see the message "Units Captured". Is there a victory point bonus for capturing a unit instead of killing it?
[23] Do engineers improve combat odds in firing or assaults?
[24] How do engineers clear minefields (or Block)?
[25] How can I have units move boats to the water?
[26] If I use the "Save AP's for Opportunity Fire" button do I receive a benefit?
[27] Will I have a better chance at a shot or a first shot ff1 save double the Action Points for Opportunity Fire?
[28] How does supply and ammo work and effect my units?
[29] How do Headquarters (HQ's) provide supply?
[30] How do I know which HQ goes with which unit, and the chances of re-supply?
[31] Can morale be recovered?
[32] Why does it seem that my disrupted units never become undisrupted?
[33] When I have a commander unit in a hex with several units under his command, and all units perform direct fire, do all firing units automatically benefit from his command rating?
[34] Does indirect fire have to be plotted at the start of a turn (since it takes effect at the start of the next turn)?
[35] When I combine units for Direct Fire, do the units combine their attack strengths for improved odds?
[36] Sometimes, when combining units to fire, not all units seem to expend their AP's when the firing is concluded. why?
[37] In the scenario editor; how can I locate off board artillery outside of the screen shown?
[38] In the scenario editor; how can I locate off board artillery outside of the screen shown?

[1] What are the differences between a Dynamic Campaign Game (DCG) and the new Linked Campaign Game (LCG)?

[A] A Dynamic Campaign Game (DCG) is the basic type of Campaign Game we have seen in TALONSOFT'S EAST FRONT and formerly referred to as a "Campaign Game" or "Random Campaign Game". It is a series of linked, randomly generated, scenarios following an Historical path. A Linked Campaign Game (LCG) is a new type of campaign, where individual historical scenarios have been designed and linked together. The core unit that you are playing (usually battalion-sized) is in all the battles and carries over casualties from one battle to the next. As in a "DCG", you might receive replacements; however, because of the shorter time span of most LCG, you may very well not receive replacements.
[2] what are some of the differences between a DCG and an LCG?

FEATURE DCG LCG
Personal Leader? Yes No
If Leader is killed is CG over? Yes No
Choice of side in a CG? Yes No : preset
Choice of Org in a CG? Yes No : preset
Choice of Command level? Yes No : preset
Historical situations? No : random Yes
Historical map? No Yes
Dose my level of victory in a CG scn have an effect on the next scn played? No Yes
Will my core units take causalities? Yes Yes
Will I get replacements? Yes Yes
Will I get upgrades? Yes , usually Probably not


[3] What are the differences between leaders in LCGs and DCGs?

[A] There are leaders in both types of Campaigns, but in an LCG your fate does not hinge on the fate of a specific leader surviving from one battle to the next.
[4] How many battles are in DCG and LCGs?

[A] The number of scenarios that you might have in a DCG depend on the length of that particular campaign game (some last weeks, some last years!), as well as the battle frequency number. Each week of the DCG has a different percentage chance of a scenario occurring on each day during that week (the game engine checks on a daily basis). In an LCG all battles are all individually designed scenarios. Even though the total number of scenarios in an LCG might be as many as 30, you will not play all of them in the course of one campaign. This is because the "path" from scenario to scenario varies depending on your performance. A completed LCG can range from as few as 4 or 5 scenarios (if you did poorly) to as many as 12 (or more - depending on the actual "path" you take)..
[5] Can you play an LCG scenario head to head?

[A] No at least not within the campaign format. You can open up an LCG scenario outside of the campaign system by using the File I New menu item, then typing in the exact filename; i.e., "3-I l6LCG_I .SCL". However, doing this will probably "spoil" some of the fun of playing an LCG (13ut may also be the only way you'll see some of the specially crafted LCG scenarios).
[6] My DCG leader has amassed quite a number of experience points. when and how can I spend these points, and on what?

[A] In the TALONSOFT Campaign Game system, experience points cannot be used to buy or upgrade units. The computer will automatically use amassed experience points to increase the morale of your platoons, and the "leadership" of your leader.
[7] How do I upgrade my equipment once a Dynamic Campaign Game is in progress?

[A] You can't upgrade your organization's equipment. At the proper time the computer will automatically upgrade units of your organization for you. When this occurs, you will see a notice before beginning a DCG scenario that "Upgrades have arrived".
[8] How do I start an LCG?

[A] The same way you start a DCG. Both are still listed together in the list of campaigns in "New Campaign" screen. Note that LCG are listed at bottom of list. The type of campaign game is stated in the beginning of the historical copy for each game.
[9] Will my command get "upgrades" during an LCG?

[A] No. Most LCG are generally shorter than a even a short DCG. For instance, most LCG will only be for a short carnpaign - maybe 2 or 3 weeks, maybe a month. Upgrades won't be necessary. However, a clever LCG designer could add upgrades and such to the "core" OB, if he feels it necessary. This would have to be done by the designer.
[10] Are there any "Zones of Control" (ZOC) in West/East Front?

[A] No. West/East Front is a tactical game where ZOC do not come into play.
[11] What is the game scale?

[A] The game scale is 6 minutes per turn and 250 meters per hex. Each strength point (SP) of an infantry platoon represents a half squad (thus, 6 SP represents a platoon of three squads). Each SP of a Machine Gun platoon represents one MG "team" (and, thus, one MG); each SP of a gun (i.e., gun, mortar, or howitzer) battery represents one gun and its attendant crew; each SP of a vehicular platoon (regardless of type) represents one vehicle and its crew. Crews and guns are considered the same units for game play purposes.
[12] Does it matter which way my units are facing?

[A] By default there is no unit facing effect in the game. In the Optional Rules you can select Armor Facing Effects if you desire, in which case the facing of armored units (only) becomes a concern. Facing never plays any effect for non-armored units. The Armor Facing Effects optional rule is best suited for Human vs. Human games.
[13] How can I tell what the terrain type of a hex is?

[A] If you press the U hot key (on the keyboard) it will bring up the Unit List on the left side of the screen. This displays many pieces of game information with the name of the terrain type and the elevation at the top. Consult the on-line Parameter Data by pressing for more information on the effects of Terrain on Combat and Morale.
[14] How can I make the my foot soldiers move faster? Can I order my men to run?

[A] All non-motorized units can take advantage of "Double Time". Highlight the Unit and press the "Double Time" button or select the Unit menu item and then Double Time. The units move will be extended as it will pay only 3/4ths of the normal AP cost to enter a hex. Many gamers will toggle on the "Reachable Hexes" (the H hot key) to see the extra distances gained by double timing. This is a frequently forgotten feature of the game and is an excellent way to confuse a human opponent and dodge pre-placed Indirect Fire.
[15] What are the effects of fatigued units and how do they recover fatigue?

[A] Moving a unit using the double time feature causes the unit to become Fatigued. A Fatigued unit can not use double time, so essentially, a unit can double time only once every two turns. A Fatigued unit has its Attack Strength halved. There are no ill effects against a fatigued unit that is fired upon. A unit automatically recovers from fatigue at the start of a turn in which that unit did not use double time during the previous turn.
[16] Can you specifically target the passengers on a platoon of carrier~for example, the riders on tanks?

[A] No. Your fire is at the carrying units. However; if the carrying unit.' are damaged, the passengers Will also frequently incur damage. There is an exception: Units riding "on" tanks are very vulnerable to fire and do not protect the tanks from the fire effects. If you fire at a tank platoon carrying "riders" with a weapon not capable of firing at armor target (i.e., with infantry-type weapons) at greater than one hex range, then the tank riders are the only target that can be affected.
[17] How do I load and unload units?

[A] You can select the unit and the carrier and then use the Load\Unload Units Tool Bar button. You must have enough Action Points to perform this action. The AP cost will vary depending upon the passenger unit. Infantry units normally cost 25 AP to Load or Unload (Engineers cost 50 to load/unload), while Artillery units usually cost 50 AR.
[18] I still cannot load my units, even though both the Transporter (i.e., truck, halftrack or other) and my passenger (infantry or artillery battery) have plenty of AP's. why?

[A] There could be several causes. The message on the status bar (bottom of the screen) will indicate the reason why the loading isn't executed. Here are some possibilities:
[a] Both the carrier and passenger units need sufficient AP's to execute the loading. The loading costs vary by unit type, and the Unit Data lists (press the F4 key) will indicate loading/unloading costs of the carriers & passengers.
[b] If the carrying unit has fewer strength points than the passenger it will be unable to load the unit. In short, you need enough trucks to carry the men.
[c] There might be a problem with what you're trying to load on. For instance, you can't pull guns with a tank. Too, infantry can't ride on most "light tanks" or "tankettes".
[d] Some larger artillery batteries are not allowed to be pulled by wagons. Consult the Players Guide for a list of information icons concerning items above, and for information on Transporting units.
[19] I want to use the Extreme FOW optional rule, but when I do, I cannot see what the enemy units' names are. I want to know what I'm fighting without knowing the units' values. what can I do?

[A] In this case, there is no middle ground that allows you to see the names (types) of the enemy unit but not their strength points and assault odds. The best option is to play using Extreme FOW, but before you shoot examine the list of killed enemy units in the Display I Strength menu. Then shoot, and if you kill a SP, examine the list again to see what it was that has changed. Before too long you will get an idea of what 3D icon represents what unit. Just like a veteran commander, as you gain more experience on the battlefield you will be able to correctly identify more enemy unit types.
[20] I see two sets of odds when performing an assault what do they mean?

[A] The first set is the odds of the attacker vs. the defender. The second set is the counterattack of the defender vs. the attacker. For each SPa die is rolled. The higher the assault odds, the greater chance the attack will be successful. More SP's committed to the battle gives you more die rolls but not necessarily better odds.
[21] what are the morale implications of fortifications and terrain?

[A] The morale of units in an Improved Position (IP) is improved by 1; if in Trenches it is increased 2; units in Bunkers or Pillboxes have their morale increased by 4! Morale is also modified by terrain. This affects their chance of retreat (reduces the chance if the final modifier is positive, thus increasing the unit's morale). Note that the morale modifier of fortifications is cumulative with the morale modifier of the terrain in that same hex.
[22] Sometimes, during an assault, I see the message "Units Captured". Is there a victory point bonus for capturing a unit instead of killing it?

[A] No. The only "bonus" is that there are no "survivors" that have retreated out of the assaulted hex to "fight again another day". The "captured" result occurs most frequently when the assaulting units attack from "surrounding" directions.
[23] Do engineers improve combat odds in firing or assaults?

[A] No. However, engineers do have a higher-than-normal assault value (representing their close-range flame-throwers, demolition charges and other weapons) as well as an increased anti-tank capability, compared to normal (non-engineer) infantry of their nationality. Engineers also have an increased chance of constructing Improved Positions.
[24] How do engineers clear minefields (or Block)?

[A] Move the engineer unit into the minefield/block hex during its turn. Each turn an engineer unit begins its turn undisrupted and in a minefield/block hex, it will automatically lower the strength of the minefield by one, or remove block obstacle.
[25] How can I have units move boats to the water?

[A] Place the carrying unit and the boat in the same hex. Use the Load\Unload button to have them "carry" the boat. Move the unit toward, and (in)to, the water.
[26] If I use the "Save AP's for Opportunity Fire" button do I receive a benefit?

[A] No. Whether you use this button (during your unit's move to ensure you save enough AP to allow it to fire) or whether you save APs without using the button makes no difference. Having this "on" for a unit as it moves simply ensures that the moving unit will still have enough AP remaining at the end of its move to fire once -whether in your "friendly" turn, or during the enemy's turn as opportunity fire.
[27] Will I have a better chance at a shot or a first shot ff1 save double the Action Points for Opportunity Fire?

[A] Your odds will be the same, however, your unit might get to fire twice.
[28] How does supply and ammo work and effect my units?

[A] A low-ammo combat unit that attacks using Direct Fire will only attack a number of times equal to its Strength Points divided by 2, fractions rounded up (keep in mind that such a unit normally is allowed a number of attacks equal to the number of Strength Points it has). A Low-Ammo Indirect Fire unit cannot attack (this represents that battery not receiving proper fire orders, or a breakdown in communications, or it's being used to support other units in a nearby battle). A Low-Ammo HQ is unable to provide supply to other units under its command (HQ or normal combat units). Note that normal units are never out of supply; such a unit that is "low ammo" can still attack, albeit at reduced effectiveness (exception: Indirect Fire units).
[29] How do Headquarters (HQ's) provide supply?

[A] At the start of each friendly turn, a "supply check" is made for each friendly unit that fired in the preceding turn. Unlike TALONSOFT'S EAST FRONT (vl.07), this first supply check is made using the unit's "parent" HQ. If that check fails, another check is made against the base supply level. The closer the unit is to its "parent" HQ, the greater the chance that the first supply check will be successful - from 100% if the unit is stacked with its HQ, to 50% out at the "range" shown by pressing the W hot key while the HQ is highlighted. Beyond the 50% range the chance of re-supply continues drops off. If this "percentile" die roll fails, then a second percentile die roll is made using that side's "Ammo" level (seen on the Unit List, press the U hot key display this value); if this second die roll is equal to or less than the friendly Ammo level the unit does not run low on supply for that turn.
Note: An HQ is always "low on supply" on any turn after it has moved (representing it being out of communications for a period). Furthermore, each HQ also does a supply check at the start of its turn (see page 67 of this manual for more info on low ammo and supply).
[30] How do I know which HQ goes with which unit, and the chances of re-supply?

[A] First of all, highlight the HQ and press the "Highlight Organization" button on the toolbar. Units that are commanded by this HQ will be outlined in red. Only HQs that haven't moved in the previous turn can provide supply. Furthermore, an HQ might not have moved but might still have failed it own "supply check" -thus it will not be able to provide supply. With the HQ selected, press the W hot key. A radius wound the HQ is displayed. The outer border of the unshaded area is a C&C radius that represents the range of 50% probability to be resupplied. Units inside this region aren't automatically resupplied, but the probability increases with reduced distance from the HQ unit. Units in the shaded area can still be resupplied, but their probability is less than 50%, decreasing with increased distance from the HQ.
[31] Can morale be recovered?

[A] At the start of each turn each non-disrupted unit with a morale level lower than its "at start" (nominal) morale will make a Morale Check. if it passes this check, it recovers morale. Hint: Placing a leader that commands a unit in the sarne hex with that unit will boost its morale, hence making it more likely to pass its morale check and thus recover morale. A unit with a morale being "boosted" by a "same-organization" leader has its morale value displayed in red.
[32] why does it seem that my disrupted units never become undisrupted?

[A] A unit is not eligible to lose its disrupted status unless it begins its turn at/jill morale. Thus, a unit has to first recover any lost morale (frequently caused by being forced to retreat). Once a disrupted unit starts its turn at full morale it is eligible to lose disruption (by simply making a "10-sided" die roll equal to or less than its morale level).
[33] when I have a commander unit in a hex with several units under his command, and all units perform direct fire, do all firing units automatically benefit from his command rating?

[A] The commander will automatically expend Ap's to support the "first' unit conducting direct fire; the "first" unit is the unit "highest" up in the stack (on the 2D map), or highest in the Unit List, of the firing units. The AP expenditure of the commander will be equal to the AP Fire Cost of the firing unit. (Note: if you do not want the commander to support the direct fire attack when units of his command in his location fire, you will have to move the commander out of the hex prior to the attack).
[34] Does indirect fire have to be plotted at the same of a turn (since it takes effect at the start of the next turn)?

[A] Indirect fire can be plotted at any time during your turn. In fact, it is probably best to wait until the end of your turn (after you have moved and fired most of your units) to plot Indirect Fire. By plotting Indirect Fire at the end of your turn you reduce the risk of "friendly fire" since you will be less likely to plot artillery into a hex now occupied by a friendly unit.
[35] When I combine units for Direct Fire, do the units combine their attack strengths for improved odds?

[A] No, all units fire individually, with a number of attack dice rolls equal to the SP of the units (halved if low-supply, etc.).
[36] Sometimes, when combining units to fire, not all units seem to expend their AP's when the firing is concluded. why?

[A] If the target unit retreats or is eliminated by fire from the first units to attack, then the latter units don't expend AP's shooting at a target that no longer exists (or has relocated).
[37] How do I assign artillery to off board locations in the scenario editor?

[A] Highlight the appropriate artillery unit in the Forces Dialog box, then choose "Add OffBoard Artillery" from the Settings pop-down menu. Then left-click on the desired location, or manually type it into the locations box.
[38] In the scenario editor; how can I locate off board artillery outside of the screen shown?

[A] You can type any number (up to 99,999!) directly into the input boxes if the desired location is outside the pointer's range.