New manual
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RE: New manual
Thank you very very much for all your effort, outstanding!
- nukkxx5058
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RE: New manual
ORIGINAL: Chris21wen
Another update v1_4. See first post for link.
Clickable table of contents !!!!! [&o][&o][&o][&o][&o][&o][&o][&o][&o]
Thank you so much !
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

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RE: New manual
Another update v1_5. See first post for link.
- GamesaurusRex
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RE: New manual
In Section 21.1.4 the manual states that refineries produce 240 tons of fuel per factory point at a cost of 300 tons of oil.
In Section 21.1.5 the manual says it 500/500 for Russians, 300/500 for Germans and Rumanians. Shouldn't the tables reflect the 240/300 ?? Or am i misunderstanding something.
(I know the game is producing 240 fuel for 300 oil in my current patched game for the Russians.
In Section 21.1.5 the manual says it 500/500 for Russians, 300/500 for Germans and Rumanians. Shouldn't the tables reflect the 240/300 ?? Or am i misunderstanding something.
(I know the game is producing 240 fuel for 300 oil in my current patched game for the Russians.
"Real Life" is a game... THIS is war !
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RE: New manual
ORIGINAL: GamesaurusRex
In Section 21.1.4 the manual states that refineries produce 240 tons of fuel per factory point at a cost of 300 tons of oil.
In Section 21.1.5 the manual says it 500/500 for Russians, 300/500 for Germans and Rumanians. Shouldn't the tables reflect the 240/300 ?? Or am i misunderstanding something.
(I know the game is producing 240 fuel for 300 oil in my current patched game for the Russians.
It's all in the same section but of epearate pages.
It is misleading but correct. The table, which I think you are refering to, does not show fuel/oil prodution rates as I thought it did, it actually only show oil production rates. I've rewriten section 21.1.5 and it will appear next time I publish. The important part of it is the table name and the fuel production information.
Hope that all makes sense.
'Oil Production per Factory Point per Turn (in Tons)
Each fuel factory point will produce 240 tons of fuel per turn at the cost of 300 tons of oil. Rumanian fuel factories will have their production rate halved starting from August 1943. Fuel production rate is a separate entity and is not dependant upon oil production figures.'
Game play tip: If the oil production rate falls below that of the fuel production rate for an extended length of time then you will be in trouble, just as the Germans were in the later part of the war even with their ability to produce Synthetic Fuel.
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RE: New manual
Here's a list of games changes that need clarification.
All these question appear in the main forum as well. Please answer here for you know or even surmise.
1.
2.
3.
4.
5.
6. Lots of ideas here but definitive answer.
7. A general question that I never gor an answer too but should be in the manual.
All these question appear in the main forum as well. Please answer here for you know or even surmise.
1.
ORIGINAL: Chris21wen
Sorted
2.
ORIGINAL: Chris21wen
Another inconsistancy. When under AI control and with an ST of 10 and with a die(10)>ST Hungary will never surrender??
v1.08.00 - October 21, 2014
There is now a minimum Surrender Threshold value for Hungary (10), Finland (7) and Rumania (5), when the AI plays the Axis.
3.
ORIGINAL: Chris21wen
v1.08.09 - April 30, 2016
Adjusted resolution of post-combat losses, enabling ready element loss with crew surrender, ready element damage, and damaged element loss with crew surrender for units with morale greater than 54. At the same time reduced chance for damaged element loss with crew disabled or returned to pool.
4.
ORIGINAL: Chris21wen
From the miriad of confusing changes to the manual I'm trying to work out the experience of new units. Morale is easy and clear but experience which is worked out from a the new unit morale is not.
Here's am example of Soviet Rifle in 1941 that is morale being 27(45). It only has 1 sqd with 12 exp.
v1.08.09 - April 30, 2016, the most recent change says this
'Reduced maximum experience of newly built units and replacements from 100% to 75% in case of non-German elite units and German regular units, and from 100% to 50% in case of non-German regular units. Minimum experience remains unchanged.'
From this there appears to be a minimum setting that I cannot find any reference to. So what is it?
The original rule for exp was morale/2 +5 a further change v1.08.00 - October 21, 2014 Changed experience formula for new ground elements. It is tied to national morale and higher for the Germans than for the other countries.
The number simple do not match up without knowing what that minimun experience is based on. So anybody know what should be happening?
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5.
ORIGINAL: Chris21wen
Another old patch question. From manual extract and what I've read in posts, supply plays no part in combat unless isolated.
20.5. Supply Effects
....
There are no direct combat penalties for units with low supplies or fuel levels, unless they are completely out of supply. The amount of ammo on hand impacts both the overall combat effectiveness, especially of attacking units, as well as the number of shots in combat(15.6.1).
So what does this change mean?
v1.03 Beta 3 - February 7, 2011
For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
6. Lots of ideas here but definitive answer.
ORIGINAL: Chris21wen
v1.08.08 - February 05, 2016
Leader initiative will be increased by 1 for checks on behalf of Soviet on-map artillery units that have expended no more than 6 MP this turn. Bear in mind that MP are substracted at start of battle, so the net effect should be that the first attack of an umoved artillery unit will benefit from this bonus. Therefore the chance to pass initiative roll shown in supply details window will include this bonus only for units that have not yet expended a single MP.
An extract from a patch. What does it mean exactly?
7. A general question that I never gor an answer too but should be in the manual.
ORIGINAL: Chris21wen
Does anyone know how factory damage is worked out during ground combat. If its captured it's clear but not if it's a failed attack.
- GamesaurusRex
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RE: New manual
By the way Chris2... your efforts here are heroic and greatly appreciated and applauded.




































"Real Life" is a game... THIS is war !
RE: New manual
ORIGINAL: Chris21wen
Another update v1_5. See first post for link.
Thank you for the continued updates!
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RE: New manual
I appreciate a prompt reply to this ambiguous change.
v1.08.05 - October 12, 2015
AA units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city.
The manual says this:
For all air missions except bomb city, anti-aircraft fire from the target hex will fire at three times the normal rate. ..... AA units in town, city or urban hexes are more effective firing in defense of factories, and will fire at four times their normal rate at any bomb city air missions targeting their hex.
To me, rate of fire isn't the same as effectiveness so is it 3 or 4 times more effective?
v1.08.05 - October 12, 2015
AA units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city.
The manual says this:
For all air missions except bomb city, anti-aircraft fire from the target hex will fire at three times the normal rate. ..... AA units in town, city or urban hexes are more effective firing in defense of factories, and will fire at four times their normal rate at any bomb city air missions targeting their hex.
To me, rate of fire isn't the same as effectiveness so is it 3 or 4 times more effective?
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RE: New manual
Another. Before this change the effectiveness of both night AA fire and night bombing was 25%. This change does not supply any figures.
Likewise for reduced day & night airfield bombing. (Personnal I think whatever this was reduced to is now too low. As the Soviet you seem to hit squat.)
Anyone know?
v1.11.02 Beta - May 15, 2018
Increased AA effectiveness at night, reduced night bombing efficiency, and reduced day & night airfield bombing efficiency (except on German June 22nd, 1941 turn).
Likewise for reduced day & night airfield bombing. (Personnal I think whatever this was reduced to is now too low. As the Soviet you seem to hit squat.)
Anyone know?
v1.11.02 Beta - May 15, 2018
Increased AA effectiveness at night, reduced night bombing efficiency, and reduced day & night airfield bombing efficiency (except on German June 22nd, 1941 turn).
RE: New manual
A real labor of love here Chris. Much appreciated!
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RE: New manual
Getting close to end, another update v1_6. See first post for link.
Still three changes left but I need clarification.
v1.03 Beta 3 - February 7, 2011
For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
16.2.2. Anti-Aircraft Defense
During June 22nd 1941 turn Soviet AA fires with 25% efficiency. For all air missions, anti-aircraft fire from the target hex is three times the normal rate of fire. Anti-aircraft units attached to town, city or urban hexes (7.4.2) will fire at any air missions that fly into or through that hex at with double effectiveness. AA units in town, city or urban hexes are more effective firing in defense of factories, and will fire at four times their normal rate at any bomb city air missions targeting their hex.
v1.08.05 - October 12, 2015
AA units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city.
19.1.4. Surrender of Axis Allied Forces
With the exception of Rumania (19.1.4.1), units belonging to Axis allied armies are immediately removed from the game if their country surrenders, to include any anti-aircraft support units attached to towns, cities or urban hexes. Axis allied countries check during each Axis Logistics Phase to see if they surrender.
For the purposes of determining an Axis allied country’s surrender, the Soviets must control town, city or urban hexes within that countrys’ borders. To control them the Soviet player must be able to trace a supply path of no more than 30 MPs from that city to a rail (if the city is a capital city, the supply path may be up to 100 MPs). This means that a Soviet airborne combat unit dropping behind enemy lines and capturing a town that could cause the surrender of an Axis allied country will have no impact on surrender until that town is linked to the Soviet supply grid.
With the exception of Rumania, once a nation surrenders all production ceases to include manpower for that nation. All fortifications will be deleted upon conversion of hexes during nation’s surrender. They are assumed to be facing wrong direction.
German divisions stationed in the capital of any Axis Allied nation that checks for surrender increases that countries surrender threshold. This surrender Threshold Bonus is calculated as +1 for any German division stationed in the capital plus an extra 2 points if the division is an Elite SS Division, all accumulative. This means that with two elite SS Divisions in capital city (the maximum possible) there’s a 90% chance the Axis nation will not surrender. Regiments from a split German division do not give this bonus, they must be full divisions.
v1.08.00 - October 21, 2014
There is now a minimum Surrender Threshold value for Hungary (10), Finland (7) and Rumania (5), when the AI plays the Axis.
Still three changes left but I need clarification.
v1.03 Beta 3 - February 7, 2011
For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
16.2.2. Anti-Aircraft Defense
During June 22nd 1941 turn Soviet AA fires with 25% efficiency. For all air missions, anti-aircraft fire from the target hex is three times the normal rate of fire. Anti-aircraft units attached to town, city or urban hexes (7.4.2) will fire at any air missions that fly into or through that hex at with double effectiveness. AA units in town, city or urban hexes are more effective firing in defense of factories, and will fire at four times their normal rate at any bomb city air missions targeting their hex.
v1.08.05 - October 12, 2015
AA units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city.
19.1.4. Surrender of Axis Allied Forces
With the exception of Rumania (19.1.4.1), units belonging to Axis allied armies are immediately removed from the game if their country surrenders, to include any anti-aircraft support units attached to towns, cities or urban hexes. Axis allied countries check during each Axis Logistics Phase to see if they surrender.
For the purposes of determining an Axis allied country’s surrender, the Soviets must control town, city or urban hexes within that countrys’ borders. To control them the Soviet player must be able to trace a supply path of no more than 30 MPs from that city to a rail (if the city is a capital city, the supply path may be up to 100 MPs). This means that a Soviet airborne combat unit dropping behind enemy lines and capturing a town that could cause the surrender of an Axis allied country will have no impact on surrender until that town is linked to the Soviet supply grid.
With the exception of Rumania, once a nation surrenders all production ceases to include manpower for that nation. All fortifications will be deleted upon conversion of hexes during nation’s surrender. They are assumed to be facing wrong direction.
German divisions stationed in the capital of any Axis Allied nation that checks for surrender increases that countries surrender threshold. This surrender Threshold Bonus is calculated as +1 for any German division stationed in the capital plus an extra 2 points if the division is an Elite SS Division, all accumulative. This means that with two elite SS Divisions in capital city (the maximum possible) there’s a 90% chance the Axis nation will not surrender. Regiments from a split German division do not give this bonus, they must be full divisions.
v1.08.00 - October 21, 2014
There is now a minimum Surrender Threshold value for Hungary (10), Finland (7) and Rumania (5), when the AI plays the Axis.
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RE: New manual
See first post for final version (almost)
- nukkxx5058
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RE: New manual
Truly brilliant. A great job ! Many thanks. [&o][&o][&o][&o]
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

RE: New manual
ORIGINAL: Chris21wen
ORIGINAL: Denniss
Is Apache Open Office still supported?
You may want to try Libre Office which started from the same codebase but had seen very active development since.
I still get updates but i'll take a look at it.
I use Apache open office - and I have found it much more stable that Libre Office. Beware there are bad downloads of Open Office out there with a lot of bloatware. It is a good clean product, but you need to download it from someone who is not adding to it.
Wargamers Discord https://discord.gg/U6DcDxT
RE: New manual
Just seen this updated manual - what a god send! Definite kudos to those who made it!
- AlessandroD
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RE: New manual
Many thanks!
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RE: New manual
Updated to correct these two missing changes. See first post for link.
v1.03 Beta 2 - January 21, 2011
Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
v1.03 Beta 3 - February 7, 2011
Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
v1.03 Beta 2 - January 21, 2011
Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
v1.03 Beta 3 - February 7, 2011
Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
RE: New manual
Hi,
21.1.7.1 Factory Expansion
Manual states 'Factories will only expand if they are completely undamaged'.
This appears to be incorrect. Expansion seems to start when the damage equals or is under 30. (or some other magical parameter). I have only tested 1 tank factory.
See also 21.2 which implies that damaged factories can expand.
21.1.7.1 Factory Expansion
Manual states 'Factories will only expand if they are completely undamaged'.
This appears to be incorrect. Expansion seems to start when the damage equals or is under 30. (or some other magical parameter). I have only tested 1 tank factory.
See also 21.2 which implies that damaged factories can expand.
Molotov : This we did not deserve.
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
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RE: New manual
ORIGINAL: 56ajax
Hi,
21.1.7.1 Factory Expansion
Manual states 'Factories will only expand if they are completely undamaged'.
This appears to be incorrect. Expansion seems to start when the damage equals or is under 30. (or some other magical parameter). I have only tested 1 tank factory.
See also 21.2 which implies that damaged factories can expand.
I'll check it out