Commander: Europe at War is a grand scale turn based wargame set during World War II. The game has been carefully designed to be easy to play yet hard to master.
From the Main Menu, you have a number of options:
Start Game lets you start a new game or continue an existing game. There are 2 save slots so you can have up to 2 games in progress at a time.
Options lets you turn the sound effects and music on/off.
New Game Setup
When starting a game there are a number of options, as follows:
Side. You can play as either the Axis or Allies.
Scenario. You can change the starting date of your scenario, which range from Barbarossa in 1941 to D-Day in 1944.
Handicap/Difficulty Levels. You can give an advantage to either axis or allied forces. This will affect the resources available, the income collected, and a number of other factors that all add up to making it easier for that side.
All the options above are set using the up, down, left and right directional buttons.
By default, the Advanced Options are hidden, but you can display them by pressing the circle button. Advanced Options are as follows:
Fog of War. With Fog of War on, the map will be shrouded in a black fog that hides anything your troops are not aware of.
1945 End. Toggle whether the game ends in 1945.
Random Research. Toggle increased randomness in research for more varied game.
Oil Consumption. Toggle oil on to restrict movement of motorized units to oil availability.
Press the up and down directional buttons to choose the option you want to change Press the cross button to change it or the triangle button to exit.
The War Map
The War Map covers the Eastern US, Africa and European theatre of WW2.
Sides and Nationality
There are two Sides in the game – Axis and Allies. The Allies are made up of 2 factions, the USSR and Western Allies. Each faction can have a number of countries in it e.g. Britain, France and Poland are the Western Allies in 1939. Countries in the same faction will share their Oil Pool and Railroad Capacity, but each country stores production points separately. Nations have an allegiance and can either be Axis, Allied, Neutral, Pro Axis or Pro Allied.
The national boundaries in 1939 determine which hexes are Core to a country. Conquered Cities and Resources do not generate as much Production as Cities and Resources on Core hexes.
Every hex has a Terrain Type, which affects Movement and can give defensive bonuses. Rivers only effect units that are traversing the hex side.
Entrenchments are created automatically by units that do not move. Each attack on a hex reduces the Entrenchment Level by 1, regardless of outcome.
When you have no units or hexes selected the top screen shows the Production Overview. Each major nation appears across the top with useful information, as follows:
War Effort %
With no unit selected hold the L button to access the control panel. You can select a button from this bottom right hand side of the panel with the directional buttons and then pressing the cross button to activate it. The buttons available are:
Repair unit. This toggles Repair Mode on or off; see Repairing for more details.
Upgrade unit. This toggles Upgrade Mode on or off; see Upgrading for more details.
Force Pool. This opens the Force Pool Deployment Window.
Declare War. This toggles the Political Mode, where you can declare war on other Countries.
Options. Lets you turn music & sound effects on/off.
Save & Exit. Exits to the main menu and saves your progress.
Research. This takes you to the unit research screen.
Buy Units. This takes you to the unit production screen.
Statistics. This takes you to the statistics screen.
End turn. This ends your current turn and passes control over to your opponent.
Holding the R button down will open up the radial menu. With the analog stick you can choose the various options:
Toggle Zoom Level
Hide Units. Toggle units on/off. This button shows and hides all units on the Main Map view.
Hide names. Toggle names on/off. This button shows and hides all city and Resource names on the Main Map view.
View units on the World Map at the center of the bottom panel.
View the resources on the World Map
View the political map on the World Map
"Loading and Saving Games"
Every time you end your turn the game autosaves your progress to your selected save slot. The game also autosaves when you exit the game so you can save progress part way through your turn.
XE "Dynamic Unit Panel"
When you select one of your units and keep the L button pressed, information about the unit appears on the bottom panel. It shows
Commander Image, if there is a commander with the unit.
Experience. The Experience Level is shown by Nationality icons next to the unit.
Underneath is shown detailed information about the unit’s combat abilities, which will be covered later in the Units section.
If you select an empty hex, or press the R button while looking at the Unit Panel when a unit is selected, the panel will show terrain info with details about its effects, such as Movement Cost, Vehicle Penalty, Attack Penalty, Armor Penalty, Air Defense Bonus, and Survivability Bonus.
There are three resources in the game:
Every Major Country collects Production Points (PP) from the cities and resources they control each turn; these can be used or stored for later use. PP are used for many different actions in the game, including purchasing new units, research, repairing and more.
Every City and Resource on the map has a number next to it indicating the PP produced by that hex each turn.
Every country also collects Manpower Points. Whenever a unit is purchased or repaired, Manpower is used up, and each turn it slowly recovers. Manpower does not run out, but once you’ve recruited all the 18-40 year olds you have to widen the net to those normally too old or young to fight. Manpower is shown in the middle of the top bar with a man icon.
Each country has a base Oil Production Value and receives three Oil Points for every Production Point generated at an Oil Field. A country’s Industrial Capacity modifies this Oil Production up or down, so new industrial technologies can offer a vital few extra points of oil per turn.
Each unit type has its own Oil Consumption Level. Infantry Corps and Garrisons use no oil, but all other units use oil every time they move and then again every time they attack. If you have no oil remaining your Motorized units will not be able to move or attack!
The War Effort % affects PP and Oil Production. The War Effort % increases every quarter from September 1939 onward and there is also a one-time boost to output when a country enters the war. Industrial Technologies can be researched which increase the War Effort % of a nation.
Cities and Resources
Every Resource or City has a strength from 0-10. Combat can damage the resource but they will repair automatically over time.
Convoys carry resources from the USA to the UK and USSR. These convoys appear as ships that must cross the Atlantic to deliver their resources and can be attacked by Axis forces and must be protected by the Allies. The number displayed underneath the convoy is the number of Production Points it contains. Convoys are automated and move to their destination ports before each Allied turn.
Politics and War
Some countries join the war because of events such as Pearl Harbour for the USA. Other nations remain neutral until attacked. Major Countries that are not in the war still collect Production Points and can spend them, but cannot move any troops until they join the war.
The Political Map
 The map shows an overview of the political situation, including each countries flag. The bottom screens shows a list of nations you may declare war on. Axis and pro axis countries are blue, Allied and pro Allied countries are brown.
Your units may not enter enemy territory until you are at war with that nation, so for German troops to invade Belgium, hey must first declare war. To declare war on a Country, select its flag on the bottom screen.
Conquering and Surrender
Most Countries have one capital, but the United Kingdom and the USSR each have two. When a Country loses all its Capitals, they surrender to the Country that occupied their capital.
XE "Vichy France"
When France surrenders a special event occurs. Mainland France is divided into occupied France (in the north) and Vichy France (in the south). Syria comes under UK control, and Algeria becomes independent.
Victory in Commander: Europe at War is determined by the number of Capitals you hold when the war finishes in Summer 1945. However, if at any point a Side has no Capitals left under its control it immediately loses the game and their opponent gets a Major Victory.
The score is the number of enemy Major Country Capitals held (Berlin, Rome, London, Paris, Washington, and Moscow).
There are a wide variety of units available in Commander: Europe at War and each has its own strengths and weaknesses. Units can either be deployed on the Map at the start of a Scenario or be deployed later from the Force Pool.
Units are divided into types and this determines how they move, which attack value is used against them, and how combats are resolved. These types are:
Infantry – can move and occupy hexes. Use ground attack value against this unit.
Armor – can move and occupy hexes. Use ground attack value against this unit. Also apply the anti tank bonus when attacking this unit.
Air – air units can only move to hexes already controlled by their side. They can launch attacks on units a number of hexes away, and return to their hex after the attack. Use air attack values against this unit.
Naval – naval units can only go in sea hexes or ports. Use naval attack values against these units.
Subs – sub units can only go in sea hexes or ports. Use sub attack values against this unit.
Every unit is rated in a number of areas that determine its fighting ability. These are:
[u1] Ground Attack. How good the unit is at offensive maneuvers.
[u2] Ground Defense. Used when defending against a ground unit.
[u3] Shock. This relates to aerial bombardment, artillery, and speed of attack. It reduces the defender’s Effectiveness prior to the Fire Phase.
[u4] Anti-Tank Bonus. Used against Armored units. It reduces their Survivability.
[u5] Air Attack. Used against Air units.
[u6] Naval Attack. Used against surface Naval units.
[u7] Sub Attack. Used against Subs.
[u8] Strategic Attack. Used against Production and Resources
[r1] Movement. The number of Movement Points this unit receive each turn.
[r2] Attack Range. The units strike range in hexes.
[r3] Land Spotting. How far it can see on land.
[r4] Naval Spotting. How far it can see at sea.
[u9] Quality. High quality units maintain higher levels of effectiveness.
[u10] Survivability. How hard the unit is to kill.
Production Cost. The PP required to build the unit.
Manpower Cost. The Manpower used up building the unit.
[r5] Oil Consumption. How much oil used when moving.
Build Time. How many turns it takes to construct this unit.
Commanders must be deployed to a unit or reassigned back to the Force Pool, but can never move on their own. Each Commander has a Leadership Rating, which increases the maximum Effectiveness of all units within his Leadership Range. In addition, some Commanders also have Ground Attack or Defense bonuses that give extra an combat boost.
Units flash if they have not yet moved this turn. To select a unit that has not moved, position the cursor over the unit and press the cross button. To deselect the unit, press the triangle button. Once selected, possible destination tiles and targets are highlighted. Press the cross button on the target tile to move or attack it.
Zone Of Control
Land Units have a Zone of Control (ZOC) on adjacent land hexes, which slow enemy units moving through them.
Units may attack anything within their Attack Range. Most units can only attack enemy units they are adjacent to, but air units have higher ranges.
Ground units may not attack Naval units unless the Naval unit is in a Port. Naval units, except submarines, can attack ground units.
Ground and Naval units can attack, or move then attack. Air units may either attack or move, but may not do both.
Interceptions. Fighter and Carrier units can intercept enemy air attacks, if the attack is made within their Attack Range.
Escorts. Fighter and Carrier units may escort Strategic and Tactical Bombers if enemy fighters attempt to intercept them.
Strategic Bombers have a special ability that allows them to directly attack the City or Resource even if it is occupied by an enemy unit.
During combat, units become damaged. You may repair them up to their maximum strength of 10. To reinforce units, select repair from the Control Panel and press the cross button to enter repair mode.
In repair mode any units that can be repaired are marked. The cost of repairing is shown over the selected unit. Press the cross button to repair that unit. The higher the Supply Level, the more you can repair. If a unit is out of supply, it cannot be repaired. Naval units can only repair when in a Port hex.
As new technologies are discovered they are automatically included in any new units, but those already built must be upgraded. To upgrade units, select Upgrade from the Control Panel to enter upgrade mode. To exit upgrade mode press the triangle button.
While in Upgrade mode every unit is shown with X/Y numbers over it. The number shows your current upgrade level out of its maximum level. Units may only upgrade if they have not already performed an action and if they are not in an enemy ZOC. Units must be in supply to upgrade. Naval units must be in Port to upgrade.
Rail movement allows you to strategically redeploy units around the map. To use rail movement, the unit must not be adjacent to an enemy unit and must have medium supply level or higher. You may only move to a city, or fortress with an unbroken connection of friendly hexes. Rail movement is accessed from the Unit Control Panel.
Transportation Loops are connections between two points of the map that cannot be moved through normally. There are two loops – the Suez Canal, linking the Red and Mediterranean Seas, and the other is around Africa linking the Atlantic with the Red Sea. Only the owner of Port Said in Egypt can use the Suez Transportation Loop.
Ground units may load on to transports at a friendly port if they start the turn adjacent to the port. When loaded they may then make a naval move. Loading on to ship costs Production Points. You do not build transports, they are automatically allocated when your troops board a ship.
To unload from a transport you must start your turn next to an unoccupied and non-neutral land hex. Choose the Unload button from the panel that appears by pressing the L button with the unit selected and then select which hex to offload to. Landing units from transports reduces their Effectiveness.
Combat is split in to two phases, the Shock Phase and Fire Phase. Combat modifiers from the unit’s effectiveness and terrain dramatically effect the results of any combat. The shock phase occurs first and the attacker uses their Shock value to make a Shock Attack, disrupting the defender before they can fire back. XE "Combat:Fire Phase" During the Fire Phase the defender fires first, and then the attacker gets a chance to attack back with any remaining Strength Points.
The Effectiveness of a unit takes in to account many factors. It is the major determinant when calculating the results of a combat and also affects the chance of units retreating from combat. The colour of a units strength number gives a rough idea of its effectiveness going from best blue->white->orange->red worst.
The maximum Effectiveness of a unit depends on Supply, Quality, Organization and Leadership. If a unit loses Effectiveness, it will regain a percentage of it each until it reaches its maximum Effectiveness.
Every time a unit fights, it gains Experience Points. Over time these build up and the unit will gain an Experience Level. Each experience level gives the unit a bonus to its Quality or Survivability. As replacements are recruited, the Experience Level of the unit may be reduced, which will cause bonuses to be lost.
When you have a target selected the bar on the bottom of the screen shows details about any combat modifiers from terrain or entrenchments and gives a rough estimate of the ratio of attack casualties to defender. These values are only a rough guide and random factors can greatly modify the results.
Retreats. If the defender is badly beaten there is a chance they will retreat from the hex, except that units never retreat from Cities or Fortresses.
. If an attacker forces a defender to retreat they have the option to follow up in to make an Exploitation Move into the vacated hex.
Submarine Surprise Attacks XE "Submarine Surprise Attacks" . If a naval unit tries to enter a hex containing a hidden sub, the sub surfaces and attacks the moving unit.
Supply represents vital materials needed to keep armies functioning, such as food and ammunition. To be in supply you must be connected to a Supply Source. Two hexes are considered connected if they have an unbroken land route between them where all the tiles are controlled by their side. You cannot trace supply through neutral countries or across water hexes.
Capitals are the best source of supply, but Cities, Ports, Fortresses also provide supply. Naval units may also act as a supply source if adjacent to a ground unit. Supply decreases with distance from the supply source.
Units with low supply can move less. Units with no supply have very restricted movement and suffer effectiveness penalties each turn.
Naval units are always in full supply. Air units are able to fly in the basics to supply themselves so always have a minimum of low supply.
Visibility and Fog of War
With Fog of War (FoW) on, areas of the map that you cannot see will be covered in a dark shroud. Enemy units in the shroud will not be displayed and you will see no information on enemy Resources and Manpower.
As you move your units around the shroud will be revealed. Naval units will only reveal the shroud at the start and end of their moves; when patrolling, and do not patrol while on route.
Submarines are special and are always hidden, even if the hex they are in is not in the shroud. Submarines only become visible if they attack an enemy unit. Once revealed, a submarine stays visible until it has moved.
To purchase units hold the L button and select the $ icon and press the cross button. The flag at the top of screen shows which Country you are currently controlling; use the analog stick to cycle to other countries. Select the unit type you wish to view by moving the cursor with the directional buttons and press the cross button to confirm the purchase. Notice it appear in the production queue that is displayed when pressing the R button.
Some units are ready immediately, while others take a number of turns to be produced. When construction is complete the units are marked as “Ready” and added to the Force Pool.
Access the Force Pool by pressing the L button and select the Force Pool icon and press the cross button. It shows a list of units available for deployment. Cycle the selected unit with the L button or press the cross button on the map to deploy it. Troops may only be deployed in national core hexes and must be in or adjacent to a City, or for Naval units, a Port. US troops may not deploy in the United Kingdom and vice versa. Press the R button
You may deploy one unit per City or Port per turn, but thee is no deploy limit for your Capital. Commanders can only be deployed to units owned by that nation, and only to units that have not yet moved.
Major Countries can improve their economy and units through Research. New discoveries are reported in the Turn Summary. Technologies only benefit the country that researched them. Minor allied nations are given access to older equipment available to their faction leader, so Romania and Bulgaria get lower tech German tanks. To access research hold down the L button and select the test tube icon and then press the cross button.
A flag shows the nation you are currently controlling. Use the analog stick to change the selected nation. It also shows an overview of research and how many laboratories you have in each research area.
Use the directional buttons to select items and the cross button to purchase labs or set the focus. Press the square button to sell a lab. Each technology gives you a list of 3 options. These are the components of that research area. You can focus research on one of these areas by pressing the cross button on the selected area or get details on the benefits of that research area by keeping the R button pressed. The details show the units that benefit from that technology and what those benefits are.
By focusing research you are increasing the chance of a breakthrough in that area at the expense of the other 2 areas of that technology.
The cost of buying a Lab increases each time you buy a Lab, and sold but only at 50% of their cost.
There are 15 Technologies in the game, split among the 5 research areas. They are as follows:
Infantry Weapons – Increases the Ground Attack and Shock Attack values of Infantry.
Fixed Defenses – Increases Ground Defense and Survivability values of Infantry.
Anti Tank Guns – Increases the Anti-Tank bonus of Infantry.
Blitzkrieg – Increases the Ground Attack and Shock Attack values of Armor units.
Armor – Increases Ground Defense and Survivability values of Armor units.
Tank Destroyers – Increases the Anti-Tank bonus of Armor units.
Dog Fight – Increases the Air Combat and Survivability values of Air units.
Close Air Support – Increases the Ground Attack and Naval Attack values of Air units.
Strategic Operations – Increases the Movement, Range, Spotting, and Strategic Attack values of Air units.
Surface Ships – Increases the Naval Combat and Survivability values of Naval units
ASW – Increases the Sub Combat values of Naval units
Submarines – Increases the Naval Combat and Survivability values of Submarines.
Industry – Increases by a percentage the Oil and Production Points received per turn
Organization – Increases Effectiveness values
Radar – Increase Survivability values, Production Resources and Air Combat values of some units, and Resources.
USSR Winter Event
Every winter, units occupying USSR core hexes will suffer a winter penalty causing a sudden drop in Effectiveness.
Each turn there is a chance partisans will appear in occupied hexes. They are more likely to appear in remote areas away from cities.
The Statistics screen lets you review the current situation. You can see the casualty counts on each side, the number of units each nation controls, industrial output, and more.
Help & Advice
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where our active community will be more than happy to help.
I took it upon myself to list this manual for psp version as i was horrified to see no pdf manual for psp network,i hope this will help out.