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MA!

AI
MA!AI
CONTFNTS
Installation 05
System Requirements 05
Main Menu 06
Play Campaign 06
Profiles 07
Options 07
Credits 10
Exit 10
Select Missions 11
Multiplayer 12
Game Play 13
Basics 13
Controls 14
Camera 14
Shortcuts 15
The Interface 15
Information Area 15
Mini Map 17
Orders 17
Upper Tray 20
Units 20
Axis Powers / Third Reich 21
Allies / USA 33
Allies / Britain 45
Allies / USSR 46
Map-Editor 52
Credits 62
CONTFNTS
INSTALLATION
To install CFFICFRS - WORLD WAR II on your computer, in-
sert the game DVD/CD into your DVD/CD-ROM drive. Setup
should begin automatically. If setup doesnt begin upon in-
serting the game DVD/CD, please proceed as follows:
1. Go to your Start menu and select IUN
2. Type D:\Setup.exe (where D is the default letter for
your DVD/CD-ROM)
3. Click CK
Follow the onscreen instructions to install the game and
have fun playing CFFICFRS - WORLD WAR II.
When you play CFFICFRS - WORLD WAR II for the first time,
you will be asked to enter the Starforce key. You will find
it on the backside of the manual. If the Starforce copy pro-
tection asks you to enter a key its because it couldnt re-
cognize the right DVD/CD in your DVD/CD-ROM drive.
In this case press CANCFL and restart the application, prefe-
rably with the DVD/CD in another drive if available.
SYSTFM IFQUIRFMFNTS
MINIMUM
CPU: AMD 2.6 GHz or Intel Pentium 2.6 GHz
RAM: 512 Mb
Graphics Card: DirectX compatible with 128 Mb and
Shader v2.0 support
Sound Card: DirectX compatible
DVD/CD-ROM: 1x or faster
OS: Windows XP
HD free space: 3 GB
DirectX: DirectX 9.0c (included on disc)
IFCOMMFNDFD
CPU: AMD 3 GHz or Intel Pentium 3 GHz and higher
RAM: 1024 Mb
Graphics Card: DirectX compatible with 128 Mb and
Shader v2.0 support
Sound Card: DirectX compatible
DVD/CD-ROM: 4x or faster
OS: Windows XP
HD free space: 3 GB
DirectX: DirectX 9.0c (included on disc)
INSTALLATION SYSTFM IFQUIRFMFNTS
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MAI M!
Following the intro movies, the MAIN MFNU screen will
appear and you will be prompted to create your profile. Be-
cause the profile contains important data for individual
performance, you are kindly requested to create one in or-
der to proceed. You may access the profile menu anytime by
left-clicking on the IROFILF tab.
The Main Menu screen gives you access to the JUTORIAL
mission, ILAY CAMPAIGN menu, MULTIPLAYFR, Profiles manage-
ment, CPTIONS and CRFDITS.
ILAY CAMPAIGN
Left-click on the ILAY CAMPAIGN tab to access the single
player campaign sub-menu. After the campaign intro movie,
you will be able to start a campaign, load previously saved
games, see your rewards and personal records and return
to the MAIN MFNU.


MAIN MFNU ILAY CAMPAIGN
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IROFILF
Left-click on the IROFILF tab to access the IROFILF sub-me-
nu. Here you may select an active profile from a number
of already created profiles, create new profiles and delete
existing ones. Please note the game requires at least one
profile to be created to function properly. So after you
delete the last profile you will have to create a new one in
order to proceed.
CPTIONS
Left-click on the CPTIONS tab to access the option sub-me-
nu where you can adjust video and audio settings to meet
the desired game performance. Here you can also assign/
edit control hotkeys to match your preferences and fami-
liarize yourself with camera controls.
Left-click on the CPTIONS tab to access the VIDFO, SOUND
and CONTROLS sub-menus.
IROFILF CPTIONS
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VIDFO
Select Video to adjust the graphics settings. They include
the following:
Full Screen: Check this box to switch the game to full
screen mode.
Resolution: Move the slider to the left or right to select
desired screen resolution.
Fog Distance: Adjust the maximum distance at which ob-
jects and units are seen.
FX Quality: Adjust the quality of game effects as explosi-
ons and fire.
Grass density: Adjust the density of the grass.
Shadow Quality: Adjust the quality of shadows.
Texture Quality: Adjust the quality of textures.
Silhouettes: Check this box if you want to see silhouettes
of units located behind objects.
Bloom: Check this box to enable this post-rendering ef-
fect.
Grass: Check this box to enable grass in the game.
Shadow in menu: Check this box if you want to see sha-
dows under 2D text, e.g. in Main Menu.
Smooth Explosions: Check this box to enable smoother
and more natural fire and smoke effects.
Unit Ranges: Check this box to turn on the radar that
indicates the area scanned by a selected unit.
Shadows: Check this box to enable the in-game shadows.
Dynamic Lighting: Check this box to enable dynamic ligh-
ting in the game.
When you finish making changes to video settings, left-
click on IONF button to exit to the previous menu with
your new settings saved. You may also left-click on CANCFL
button to discard your changes and select IFFAULT to set
video settings to their default values.
CPTIONS
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SOUND
Select Sound to adjust audio setting of the game. They in-
clude the following:
Master: Adjust overall game volume to meet your prefe-
rence.
Effects: Adjust volume of all 3D sounds as explosions,
shots, occasional unit voices, etc.
Voices: Adjust volume of all 2D sounds as unit acknow-
ledgements, information sounds, etc.
Music: Adjust in-game music volume.
When you finish making changes to audio settings, left-
click IONF button to exit to the previous menu with your
new settings saved. You may also left-click on CANCFL but-
ton to discard your changes and select Default to set au-
dio settings to their DFFAULT values.
CPTIONS
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CONTROLS
Select CONTROLS tab to get access to game hotkeys editing
and camera controls. To reassign a hotkey for any action,
select an action from the list and press a desired button
on your keyboard. You will see hotkey binding changed
right against the selected action.
To adjust camera scroll and rotate speed or mouse sensiti-
vity, move the slider against corresponding option to the
left or right until you achieve desired performance.
To save your changes and exit to the previous menu, select
IONF.
To discard your changes, please left-click on the CANCFL
and select IFFAULT to set the game hotkeys to their de-
faults.
CRFDITS
Left-click on the CRFDITS tab to review the list of people
behind CFFICFRS - WORLD WAR II.
XIT
Exits CFFICFRS - WORLD WAR II and returns you to the Win-
dows desktop.
CPTIONS
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SFLFCT MISSIONS
The ILAY CAMPAIGN sub-menu gives you access to the game
missions. Initially, you will be offered to play only the first
mission. The next mission becomes available only after you
successfully accomplish the previous one.
You may replay previously accomplished missions anytime by
left-clicking on a desired missions name in the ILAY CAM-
PAIGN sub-menu.
After you selected the mission to play, the mission briefing
screen will appear. As soon as you are done reading the
mission objectives, select the difficulty level and left-click
on the Start button to load the selected mission. Left-click
on the bACK button will return you to the ILAY CAMPAIGN
sub-menu with the list of missions.
SFLFCT MISSIONS
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M!IJIIIAYI
A key aspect of CFFICFRS - WORLD WAR II experience is the op-
tion of playing against human opponents either over the
Internet through IIRFCT II connection or a local area
network (IA). To play a LAN game, you need to have the
TCP/IP protocol installed.
CIIICIS - WORLD WAR II offers two game modes (Victo-
ry Point Control and Time Limit) that suggest different
tactical experience. Multiplayer maps accommodate up to
six players and/or two teams with a maximum of three mem-
bers each.
In the Victory Point Control (VPC) mode the teams are to
capture and hold most strategic points in order to gain
the maximum points as soon as possible. The team who gains
the maximum points first wins.
In the Time Limit mode, the players are to gain as many
points as possible during the time set. The team who gains
most points when the time elapsed wins.
Please note, your nickname for the game will be read from
your profile. If you wish to change it, you are kindly re-
quested to enter a new name.
If you wish to host a new game, select the CRFATF tab. To
join an existing game, left-click the ]OIN SFLFCTFD tab to
join a game over the local area connection. Running games
are displayed in the main window. To join an existing game
through Direct IP, click the appropriate tab and enter the
servers IP address.
MULTIPLAYFR
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When you choose to create a new game, you will be promp-
ted to enter a name for your game, choose game mode and
adjust respective settings (maximum points or time limit)
and select a map from the list of available multiplayer mis-
sions. When done, you are kindly requested to press the
START button to proceed.
GAMF ILAY
bASICS
Please find below a few hints to get started playing
CIIICIS - WORLD WAR II.
To scroll the map, move the cursor to the edge of the
screen. To control the camera view, press and hold down
the middle mouse button. By moving the mouse to the left
or to the right you can rotate the camera. You can alter-
natively tilt it by moving the camera up and down with the
middle mouse button pressed. Use the mouse scroll wheel
to zoom in and out.
You can issue orders by selecting a unit (or several units) by
clicking on it (them) with the left mouse button (referred
to as LMB further on). Click LMB on the action icon from
the orders area and afterwards click LMB on the target
area on object. You can alternatively issue default orders
as attack and move to a selected unit (or several units)
by clicking with right mouse button (referred to as RMB
further on) on the target area or unit.
GAMF ILAY
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Your units have two types of ranges visibility and firing
range. Firing range for armored units is displayed with a
red circle around a selected unit. Green circle indicates
its visibility range. Please note that if you select an infan-
try squad, the red circle will indicate its grenade throw
distance rather than firing range. Infantry firing range is
the same as its visibility range.
During the battle, to command troops more effectively, you
may want to create a group. To do so, select a few units by
holding the LMB pressed and dragging the cursor around
them. Press CTRL key and one numeric key (e.g. CTRL and 1)
to create group 1. The tag number 1 will appear in the right
upper corner. Later on, you can access this group by pres-
sing key 1 or clicking LMB on the tag number 1.
Units gain experience points in battle, when XP reaches a
certain level. Consequently, the unit steps up one level and
gains extra accuracy of fire, improved hiding, vigilance
and repairing skill.
Your units may also take advantage of two stances: nor-
mal and aggressive. In normal stance units will always fol-
low your direct orders. In aggressive stance, on the other
hand, they will always engage sighted enemy units. Toggle
stance button is located in the orders area.
CONTROLS
This section will teach you to lead your troops in battle,
which is your main task once you start playing CFFICFRS -
WORLD WAR II. You will learn everything you need to know
about whats happening in the battlefield.
JHF CAMFRA
SCROLLING
Move the cursor toward the screens edges.
IOTATING
Move the mouse left or right while pressing the MMB.
JILTING
Move the mouse up or down while pressing the MMB.
ZOOMING
Rotate the mouse wheel up or down.
GAMF ILAY CONTROLS
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SHORTCUTS

Camera movement speed up Page Up
Camera movement speed down Page Down
Context menu Left Alt
Map case Tab
Time scale up Num+
Time scale down Num-
Pause Space
Stop S
Pursue target P
Attack ground A
Take cover C
Repair R
Embark L
Disembark D
Lay mines M
Sweep mines U
Quick save F5
Quick load F9
JHF INTFRFACF
This section will teach you how to use the graphic user
interface (GUI) of CFFICFRS - WORLD WAR II to obtain mis-
sion-critical information and issue commands with due
haste. Main interface elements are the information area,
the mini-map, the orders area and the upper tray.
INFORMATION ARFA
The information area shows all the information regar-
ding the currently selected elements in the game.
When you select a unit you will be able to see the main in-
formation about the selected unit.
If you select an infantry squad, you will see its strength
(number of infantry units in a squad), its armament, ammo
and food supply. Alternatively, you may see additional in-
formation about the selected infantry squad by left-cli-
cking Details in the left upper corner of the information
area. Additional information includes units skills (shoo-
ting, repairing, vigilance and hiding).
CONTROLS JHF INTFRFACF
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If you select a vehicle or any piece of equipment, you will
be able to see its damageable parts, health points (red heart
icon), ammo supply, and its crew. Alternatively, you may
see additional information about the selected vehicle or
equipment unit by left-clicking IFTAILS in the left upper
corner of the information area. Additional information
includes units skills (shooting, vigilance, hiding and dri-
ving), armor parameters and shells parameters.
If you select multiple units, the information area will dis-
play icons of the respective units.
JHF INTFRFACF INFORMATION ARFA
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MINI MAP
The Mini Map offers a simplified view of the battlefield.
Player-controlled units will be displayed as green dots, al-
lied units will be displayed as yellow dots and enemy units
will displayed as red dots.
CRDFRS ARFA
In this area you can give orders to your units, to take
stance (normal, aggressive) and to perform actions. You
can perform the following actions: stop, attack ground,
take cover, repair, lay and sweep mines, pursue target, em-
bark and disembark, cease fire. These actions are performed
by selected units only.
MINI MAP CRDFRS ARFA
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Stop The unit will disregard all previ-
ous orders and stop immediately.
Attack ground The unit will start attacking the
target area until further notice.

Take cover The infantry will take nearest
available cover; vehicles will ent-
rench themselves.
Repair The infantry will repair vehicles
and equipment.
Lay mines The infantry will lay minefields in
specified area.
Sweep mines The infantry will remove specified
minefields.
Pursue target The unit will follow the target
until further notice.
Embark The infantry will get on transport
vehicles as passengers.
Disembark The infantry will get off trans-
port vehicles.
Cease fire The unit will not attack enemy
units until further notice.
Use roads Vehicle units will use roads to ob-
tain higher movement speed. Un-
check this option to cancel road
use.
Formation Selected units will maintain skir-
mish line formation when this op-
tion is checked.
Hook Use this option to hook artillery
pieces to trucks.
Stance Check this option to toggle on
aggressive stance for selected
units.
CRDFRS ARFA
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On top of that, you may perform additional actions as re-
quest bombers, request recon planes, request paratroopers,
request fighters, call on artillery barrage, request rein-
forcements. These actions are available if you have no units
selected.
Placing the mouse cursor over the corresponding icons
will display a short description of each action.
CRDFRS ARFA
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!PPFR JRAY
At the top of the screen there is a tray with several game
controls. The left margin contains resource panel where
you may quickly check the resource status for every stra-
tegic point you control. Right next to it you will see the
mission name, in-game date and time. The Menu section al-
lows you to quickly access the game menu to save the game,
load previously saved games, and adjust game settings.
The right margin contains time management utility that
consists of three buttons. They allow you to pause the
game, increase or decrease the game speed or play the game
in normal speed.
!NITS
The list below will introduce you to the full spectrum of
period armament featured in Officers. Compiled from se-
veral public sources including Wikipedia articles, descrip-
tions are believed to be accurate and will give you a gene-
ral idea of the characteristics and purpose of the original
units. Please note that despite our best effort to bring his-
toric authenticity and immerse game-play into balance, we
cannot guarantee that the in-game performance of these
weapons will exactly correspond to their wartime service
record.
This is not necessarily bad news, though. Like real war, Of-
ficers is all about innovation and taking chances. So take
yours and prove that a weapon is only as good as the man
wielding it!
!NITS
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AXIS IOWFRS JHIRD IFICH
IFCONNAISSANCF VFHICLFS
ZNDAPP-KSo00
Built in 1939, it was the fastest bike ever to see service in
the German Army. Equipped with a 600cc engine, 4 speed gear
box, Zundapp-KS600 was able to make 120km/hr. For military
purposes it was also fitted with a heavy sidecar and moun-
ted machine-gun.
SDKFZ-2o3
The Sonderkraftfahrzeug 262 was an 8-wheeled heavy-duty
scout and observer of the German motorized divisions. Its
crew had a complete set of radio equipment with which
they could contact their commanders using a large frame
antenna on top of the vehicle.
AXIS IOWFRS JHIRD IFICH
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SDKFZ-251
SdKfz 251, or HANOMAG half-track was an armored figh-
ting vehicle built by Germany during World War II. They
were produced throughout the war, and are likely some
of the most well known half-tracks of all time. The initial
idea was for a vehicle that could be used to transport a
squad of troops to the battlefield protected from enemy
fire. The open top meant that the crew was still vulnerable,
especially to high explosive rounds and shrapnel.
SDKFZ-222
The Leichter Panzersphwagen (Light Armored Reconnais-
sance Vehicle) is a light 4x4 armored car armed with a 20
mm auto-cannon and a 7.92mm MG34 machine gun. Some
versions included 28 mm armored piercing cannon. It used
the standard sPkw I Horch 801 (heavy car) chassis with an
angled armored body and turret. The rear mounted engine
was a 90 horsepower petrol engine, giving it a road speed
of 50 mph (80 km/h) and a cross-country speed of 25 mph (40
km/h).
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ARTILLFRY
FBFLWFRFFR-41
The Nebelwerfer (German for fog launcher, a code name
to obscure the real nature of the weapon,) was a German
towed rocket artillery piece, developed in the 1930s and
used in World War II against light infantry targets. It had
six 150 mm barrels, from which it fired rockets; a full salvo
spread over a period of ten seconds. The loud screeching
noise of the rounds led U.S. soldiers in the Sicily campaign
to nickname the gun the Screaming Mimi, and Moaning
Minnie. It (as well as the Katyusha) is considered to be the
beginning of multiple rocket launcher artillery.
IAK-40
The Pak-40 (Panzerabwehrkanone 40) was a German 75 mm
anti-tank gun developed in 1939-1941 and used during the
Second World War. This weapon was the standard German
anti-tank gun until the end of the war, and was supplied
by Germany to its allies. Some captured pieces were used by
the Red Army. The Pak-40 was effective against almost every
Allied tank until the end of the war, with the exception of
the Soviet IS-2 and the American M26 Pershing.
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ILAK-38
Flak-38, the improved version of Flak-30 (Fliegerabwehrka-
none 30) was 20 mm anti-aircraft gun widely used by various
German forces throughout the Second World War. It was
their primary light AA gun and was produced in a variety
of models in order to increase its rate of fire, notably the
Flakvierling 38 which combined four FlaK 38s onto a sin-
gle carriage.
ILAK-3o
In the Battle of France, the Wehrmacht quickly learned
that their dedicated AA guns were not powerful enough
to penetrate the armor of French and British heavy tanks.
Out of desperation, the Nazis turned their most power-
ful weapon against them: the 88 mm AA gun. When used
against ground targets, the Flak-88 had an immense impact:
it could easily knock out targets from a distance of 1.800
meters. The gun proved so successful that variations of it
were later used in tanks like the infamous Tiger.
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SD.KFZ.41
The SdKfz 4 Gleisketten-Lastkraftwagen (track chain
truck) or Maultier was a family of halftracks developed
in The Second World War by Germany which, between 1933
and 1945. A total of 22500 SdKfz 4 halftracks were produ-
ced by 1944. Later in the war, Opel trucks were outfitted
with 15cm Panzerwerfer 42 rocket launchers and designa-
ted SdKfz 4/1s, with around 300 being produced. However
these variants, with the extra weight, could only manage
a top speed of 25mph.
SFLF-IROPFLLFD ARTILLFRY
SSTUG-4
In 1935, General von Manstein requested a vehicle fitted
with an adequate gun that was able to defend itself against
enemy armor while providing backup to assault infantry.
Built on the chassis of the Panzer III, the self-propelled
Sturmgeschtz 3 was the answer. Fitted with a long-bar-
reled 75mm gun, it could knockout all enemy armor of
that time. Due to a demand for more assault guns, the Stug
4 was formed from a combination of a slightly modified
Sturmgeschtz III assault gun superstructure with a Pan-
zer IV chassis and hull. The StuG IV became known as a very
effective tank killer, especially on the Eastern Front.
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ph.
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]AGDPANTHFR
A heavy tank destroyer design based on the 88 mm Pak 43
gun and the Panther tank chassis was ordered in late 1942.
Production started in early 1944; at the same time Hitler
specified the Jagdpanther (hunting panther) name. It was
armed with an anti-tank version of the same long-barreled
88 mm gun as the Tiger II and a 7.92 mm MG-34 machine gun
in the front glacis plate for local defense. Despite the li-
mited gun movement traverse (left/right), the Jagdpanther
was considered a very good machine. A powerful engine
gave it a good power-to-weight ratio resulting in good
mobility on the battlefield and its accurate main gun ena-
bled it to destroy many types of enemy vehicles.
IUMMFL
The Hummel was designed in 1942 out of a need for mobile
artillery support for the tank forces, the lack of which
had first been felt during Operation Barbarossa. There
were some self-propelled artillery vehicles already in ser-
vice with the Wehrmacht at the time, but most of them
were of limited value. The first option looked at was to
mount a 105 mm howitzer on a Panzer III chassis, but this
was rejected in favor of the same howitzer on a Panzer IV
chassis. This design was again rejected, this time in favor
of a more powerful solution: mounting the 150 mm howit-
zer on the specially designed Geschtzwagen III/IV, which
took elements of both the Panzer III (driving and steering
system) and Panzer IV chassis (suspension and engine). The
Hummel had an open-topped lightly-armored fighting
compartment at the back of the vehicle which housed both
the howitzer and the crew. The engine was moved to the
centre of the vehicle to make room for this compartment.
Late model Hummels had a slightly redesigned driver com-
partment and front superstructure, to offer more room
to the radio operator and driver.
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IFRDINAND
The design evolved from cruder, improvised designs of
1941-42, as well as the later, but still defective, Marder de-
signs. The chassis was created from the 90 Porsche Tiger
I models already built with new tracks and an all-steel
wheel arrangement. The engines were placed in the middle
of the hull to give room for the armament at the rear in a
simple box structure on top of this chassis. A 88 mm PaK 43/2
L/71 gun was fitted. This gun was not the same famous 88
mm gun that had found fame as an anti-aircraft gun and
improvised anti-tank gun in the Western Desert. This new
gun fired a different, longer cartridge than the Flak 18 or
36 guns. The units were deployed with infantry or tanks to
protect the vulnerable flanks of the vehicles. Toward the
end of the war, the Allies proved the vehicles to be particu-
larly vulnerable to air attack.
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lnerable to air attack.
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ARMORFD IIGHTING VFHICLF
IZKW III I
The Panzerkampfwagen III, more commonly referred to as
the Panzer III, was a medium battle tank developed in the
1930s by Germany and used extensively in World War II. Ar-
med with 50 mm cannon and two MG-34 it was designed
to fight other AFVs, serving alongside the infantry-sup-
port Panzer IV. It soon became obsolete in this role, and
for most purposes was supplanted by up-gunned Panzer IVs,
though some would continue to be used for infantry sup-
port until late in the war. The 50 mm front armor was suf-
ficient against antitank grenades and MG rounds.
IZKW V A IANTHFR
Hard time began for the Wehrmacht with the appearance
of the Soviet T-34 medium tank. It was far superior to all
German panzers of the time. Its tilted armor easily deflec-
ted most projectiles. To counter the threat of the mass-
deployed T-34, Germans suggested copying it. The resulting
Panther was drastically different from earlier German
tank designs. The standard MG loophole was replaced
with an MG 34 fitted into a rotating sphere. This model
was also equipped with armor skirts. The gunner was able
to target objects over a distance of 2,000 meters with his
long-barreled 75 mm cannon. Every 4th shot was a direct
his as despite the recoil the Panther was still capable of
precise targeting.
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IZKW V G IANTHFR
As with any weapon in constant use, various modifications
and design changes were made to the Panther to impro-
ve its combat capabilities. In March 1944, the first Ausf. G
(Ausfhrung Ger. version) was produced. Panther Ausf G
became the most numerous model, and had many new fea-
tures. These included a new design for the top hull hat-
ches, removal of the drivers visor in the front plate and
upper hull sides closer to the vertical. Later variants had a
rotating periscope for the driver, a new exhaust arrange-
ment, a new mantlet design to eliminate the shot trap and
a new engine deck layout with a raised fan cover. Perhaps
the most distinctive feature of the Ausf G was the tapered
one-piece upper hull side plate on the sponson over the sus-
pension.
IZKW VI JIGFR
Entered service in July 1942 as an answer to the threat po-
sed by mass-produced Allied tanks. Its strongest asset was
the 88 mm main gun derived from the infamous Flak-88 AA
cannon. At a distance of 1,800 meters, its projectiles penet-
rated each and every enemy vehicle, while the Allied tanks
had to be quite close to the Tiger to penetrate its 100 mm
hull plating. Even if the distance was sufficient the enemy
tank only had a chance of success if the Tiger was hit from
the right angle. If the German driver was guarding the
angle towards the enemy optimally, his tank was practi-
cally invincible. The tank had weak points as well. One of
them was its 650 hp engine that caused frequent problems.
Even in later revisions, the problem was never eliminated.
Another weakness of the Tiger was its dependence on ter-
rain conditions. Weighting 57 tons, it was better off avoi-
ding muddy grounds.
AXIS IOWFRS JHIRD IFICH
29 29 29 9 29 29 29 29 29 29 29 29 29 29 29 229 2229 29 29 29 229 29 29 29 29 29 29 29 29 29 29 29 29 229 29
2
30
IZKW VI b KING JIGFR
Despite being an upgrade of the Tiger I, the Tiger II dif-
fered drastically from its predecessor. It was armed with
the new 88 mm cannon, which was able to penetrate 280
mm of steel over a distance of 1,000 meters, making it the
most powerful weapon of the war. Even over a distance of
3,500 meters it was still able to pierce every Allied tank. Ar-
mor plating was further improved over that of the Tiger I.
Consequently, it feared no enemy tanks with the exception
of the Soviet IS-2 and IS-3. Tiger II was the pride of German
armored forces and immediately achieved terrifying sta-
tus with the Allies. Its major drawback was its own highly
advanced technology: more King Tigers were disabled by
mechanical breakdowns than by enemy tanks. Often the
crew had no other choice but to abandon and destroy
their broken vehicle.
AXIS IOWFRS JHIRD IFICH
30 30 30 30 30 30 30 30 30 30 30 30 30 330 30 33330 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 3330 0
30
31
JRANSPORT AND !TILITY VFHICLFS
CPFL bLITZ
The 3-ton Opel Blitz truck was the most commonly used
German troop and supply transporter. It had 4-wheel drive
and proved very durable. More than 400,000 were manufac-
tured by 1945.
AIRPLANFS
bF-10
Designed in the early 1930s, the Bf-109 was the standard
fighter of the Luftwaffe for the duration of WWII, alt-
hough it began to be partially replaced by the Focke-Wulf
Fw 190 from 1942. The Bf-109 scored more aircraft kills in
World War Two than any other aircraft. At various times
it served as an air superiority fighter, an escort fighter,
an interceptor, a ground-attack aircraft and a reconnais-
sance aircraft. The Bf-109 was produced in greater quanti-
ties than any other fighter aircraft in history, with over
31,000 units built. Although the Bf-109 had weaknesses, in-
cluding a short range of around 360 miles (580 km) on in-
ternal fuel and a sometimes difficult to handle narrow,
outward-retracting undercarriage, it stayed competitive
with Allied fighter aircraft until the end of the war.
AXIS IOWFRS JHIRD IFICH
31 31 31 31 31 31 31 31 31 31 31 31 331 31 31 331 331 31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 331 1
31
32
IF-111
Between 1939 and 1944, Heinkel delivered over 5,000 He-111s
to the Luftwaffe. Having made its debut in the Spanish Ci-
vil War, the series was somewhat obsolete for its time. Its
three 7.92 mm MGs proved dramatically insufficient for
self-defense during Battle of Britain. As the war continu-
ed, the designer fitted the He-111 with up to eight MGs;
their last model was equipped with twin-mounted .20 MGs.
The planes weight was nearly doubled from eight to four-
teen tons. Revision H was able to carry tons of bombs while
maintaining a speed of 415 km/h.
AXIS IOWFRS JHIRD IFICH
32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 3332 2 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 3332
32
33
ALLIFS !SA
IFCONNAISSANCF VFHICLFS
M3A1 SCOUT CAR
Armored personnel carrier manufactured in several ver-
sions, including half-track, had long and wide hull. In
front of the bumper a roller was mounted; it could be
lowered to help the vehicle to traverse soft ground. The
M3A1 could carry up to seven infantrymen and provide fire
support with three machine guns - one 12.7 mm and two
7.62 mm - mounted on a skate rail around the hull. Produc-
tion of the M3A1 started in 1941 and lasted until 1944, with
20,918 vehicles built.
M8 GRFYHOUND
The M8 Greyhound was a 6x6 armored car produced during
the Second World War. It was used by the U.S. and British
troops in Europe and the Far East until the end of the war.
The M8 was fitted with a 37 mm M6 gun, a mounted .30 Brow-
ning machine gun in an open-topped turret and an M2 ma-
chine gun on a ring or pintle mount for anti-aircraft use.
The armor ranged from 3 mm under the hull, to 19 mm in
the front hull and turret. The Greyhound was powered by
a 6-cylinder gasoline engine giving it a top speed of 90km/h
on-road and 48km/h off-road.
ALLIFS !SA
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33
34
WILLYS
A 4-wheel drive, all-terrain scout and command car, proba-
bly the most famous in Allied use during the war. A water-
cooled 54 hp engine enabled it to climb hills at 60 degrees
and travel through shallow waters. It had no problem
handling arid (desert) and humid (jungle) climates either.
Different variations came equipped with pivoting MG, ad-
ditional fuel tanks or armor plating.
ARTILLFRY
M2A1 IOWITZFR
Following the end of World War I, many captured German
105mm howitzers were brought to the U.S. for study. Despi-
te attempts at developments, the WWI period German guns
were superior. Many would be adopted into U.S. service. In
1943, after years of development, the Model M2 emerged as
the M2A1 in March 1940. Assigned in a divisional support
role, the M2A1 had a range of almost 12,000 meters, firing a
15 kg projectile which came in 25 different varieties, from
high explosive to smoke. The M2A1 was the backbone of U.S.
field artillery in World War II.
ALLIFS !SA
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34
35
M1A1 75 MM IACK IOWITZFR
Pack artillery is designed to be easily disassembled and car-
ried by pack animals such as horses or mules. Pack artillery
has been used by the U.S. Army since the 1830s. In 1927, the
U. S. Army adopted the 75mm Pack Howitzer, M1. This small
lightweight howitzer was used throughout W.W.II and
could be disassembled into six major loads to be carried by
the pack animals. The howitzer was first used in combat in
1942 in the Philippines and proved very successful. During
the 1930s, the wood wheels were replaced with pneumatic
tires and the vehicle modified to be carried by airborne
units in gliders. The small howitzer proved efficient and
reliable and was used by several non-airborne units using a
jeep as the prime mover. Several types of ammunition used by
the pack Howitzer included an anti-tank round.
M1o MGMC
Multiple gun carriage version of the US M16 utility vehic-
le also called the Meat Chopper, it carried four .50 cal
machine guns coaxially mounted on an electrical Maxson
turret. Its maximum rate of fire of 2,000 rounds per minute
made it deadly against low flying aircrafts, and proved
devastating if used in the ground support role against inf-
antry. Other variants included the T30 HMC, mounting a 75
mm Pack Howitzer, T19 HMC, mounting a 105 mm Howitzer,
M15A1 MGMC, mounting a 37 mm AA gun and two coaxially
mounted .50 cal MGs.
ALLIFS !SA
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35
36
M4 SHFRMAN IOCKFT ARTILLFRY
This was a variant of the medium M4 Sherman tank equip-
ped with rocket launchers of 60 4-6 rocket tubes mounted
above the turret. Also known as Rocket Launcher T34 (Cal-
liope). Rocket artillery cannot usually match the accuracy
and sustained rate of fire of conventional artillery, but
may be capable of very destructive strikes by delivering a
large mass of explosives simultaneously, thus increasing
the shock effect and giving the target less time to take
cover. Rocket artillery typically has a very large fire sig-
nature, leaving a clear smoke-trial showing exactly where
the barrage came from. On the plus side, since the barrage
did not take much time, the rocket artillery can move away
quickly.
SFLF-IROPFLLFD ARTILLFRY
M7 IRIFST
American self-propelled artillery piece; a 105 mm howitzer
mounted on the M3 chassis, used mainly as artillery at me-
dium range to support attacking infantry. Produced from
early 1942, it was in high demand when British troops nee-
ded a replacement for their Bishop mobile artillery piece
during the North African campaign.
ALLIFS !SA
36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 33336 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 3336 6
3o
37
M10 WOLVFRINF
M10 was a United States tank destroyer of the Second
World War. US troops also called them TDs (a nickname
for any tank destroyer), and Wolverine, a name adapted
from the official designation given by the British to their
lend lease 3in GMC M10s. The M10 used a M4A2 chassis with a
special open-topped turret that carried an M7 76.2 mm gun.
The gun fired the AP M79 armor-piercing shell that could
go through over 70 mm of armor at 900 meters. The back
of the turret carried a large counterweight which gave
it a distinctive shape. For local defense a heavy .50 cal M2
machine gun was mounted on rear of the turret.
ALLIFS !SA
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37
38
ARMORFD IIGHTING VFHICLFS
M3A1 STUART
The light tank M3 was an American light tank of World War
II in use with British and Commonwealth forces prior to
the entry of the USA into the European theatre. In Novem-
ber 1941, some 170 Stuarts took part in Operation Crusader.
The results were mostly disappointing. Although the high
losses suffered by Stuart-equipped units during the opera-
tion had more to do with better tactics and training of
the Afrika Korps than with any superiority of German ve-
hicles. Mentioned in the British complaints were the 37 mm
gun - too weak by the standards of 1941 - and poor inter-
nal layout. However, crews liked its quickness and mecha-
nical reliability. From the summer of 1942, when enough US
medium tanks had been received, the British usually kept
Stuarts out of the main battlefront, using them primarily
in reconnaissance.
M24 CHAFFFF
The light tank M24 was an American light tank used du-
ring World War II and in postwar conflicts including the
Korean War. In British service it was designated Chaffee,
after the United States Army General Adna R. Chaffee, Jr.,
who helped develop the use of tanks in the United States
armed forces. Arguably, it was the best light tank of World
War II: a fast light armored vehicle with the ability to de-
liver relatively large caliber direct fire with the excellent
75 mm M6 gun. More than 4.000 pieces were produced du-
ring 1943-45. The first reached Europe in late 1944, where
they proved very effective and highly reliable.
ALLIFS !SA
38 38 38 38 38 38 38 38 38 38 38 38 38 38 338 33338 38 38 38 38 38 38 38 38 38 38 38 38 38 38 38 3338 8
38
39
M4A1 SHFRMAN
The US M4 Sherman was the most produced battle tank in
WWII. Many variants were designed and manufactured to
increase their effectiveness against German Panzer divi-
sions. The M4A1 was quick, highly maneuverable, simple to
maintain and was equipped with a 75MM gun. Cast hull.
Early models had M3 bogie units, M2 75 mm gun with coun-
ter weights and twin fixed MGs in hull. Soon hull MGs
eliminated and M3 75 mm gun used. M34A1 mount and sand
shields were added.
ALLIFS !SA
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3
40
M4A2 SHFRMAN
M4A2, a variant of M4 Sherman tank, had a welded hull.
Some early vehicles had spoked wheels. The vehicle was
used only by USMC and Lend Lease. The Russians didnt like
its high silhouette, thin armor, and poorly angled armor.
M4A2 (7o) SHFRMAN
Another variant of M4 Sherman tank with a welded hull
and 76 mm gun.
ALLIFS !SA
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40
41
M2o IFRSHING
The US heavy tank mounting 110 mm armor plating and a
90 mm main gun, hence its nickname Tiger Tamer. The gun
fired from a cast turret; its high velocity shells could
kill both the Panther and the Tiger from great distances.
And since its gun was also stabilized, it could do that even
while driving. In entered service very late and only 20 had
reached the European continent by January 1945.
JRANSPORT AND !TILITY VFHICLFS
STUDFBAKFR
Studebaker production supported allied demands in
World War II. Starting with an order placed by the French
government in November, 1939, for 2,000 trucks, Studeba-
ker also supplied trucks to Belgium and Holland. Ironi-
cally, many of these trucks were used in the German army
upon Frances surrender in 1940. Trucks were also supplied
to Russia as a result of the Lend-Lease Act. Upon the Uni-
ted States entry into the War, passenger car production
ceased and Studebakers assembly lines turn out military
trucks, engines for Boeing B-17s, and an amphibious person-
nel carrier known as the Weasel.
ALLIFS !SA
41 41 41 41 41 41 41 41 41 41 41 441 41 41 441 41 41 41 441 41 41 41 41 41 41 41 41 41 41 41 41 441
41
42
IODGF (MFDIC)
The Dodge WC54 ambulance could travel over all but the
roughest of ground. It was used to transport wounded
troops from the front line back to field hospitals; Jeep am-
bulances were used where WC54s could not reach. It was
also used at airfields across East Anglia to carry casual-
ties from returning aircraft.
ALLIFS !SA
42 42 42 42 42 42 42 42 42 42 42 42 42 42 42 42 442 2 42 42 42 42 42 42 42 42 42 42 42 42 42 42 42 42 4442
42
43
AIRCRAFTS
I-40
The P-40 fighter/bomber was the last of the famous Hawk
line produced by Curtiss Aircraft in the 1930s and 1940s,
and it shared certain design elements with its predeces-
sors, the Hawk and Sparrowhawk. It was the third-most
numerous US fighter of World War II. An early prototype
version of the P-40 was the first American fighter capable of
speeds greater than 300 mph. Design work on the aircraft
began in 1937, but numerous experimental versions were
tested and refined before the first production version of
the P-40, the Model 81, appeared in May 1940. By September
of that year, over 200 had been delivered to the Army Air
Corps. 185 more were delivered to the United Kingdom in
the fall of 1940, where they were designated the Tomahawk
Mk I.
b-17 (BOMBFR)
The Boeing B-17 Flying Fortress was the first mass-produ-
ced, four-engine heavy bomber. It was noted for its ability
to take battle damage, still reach its target and bring its
crew home. It reportedly was much easier to fly than its
contemporaries, and its toughness more than compensa-
ted for its shorter range and lighter bomb load.
ALLIFS !SA
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43
44
C-47 (TRANSPORT)
During World War II, the armed forces of many countries
used the C-47 and modified DC-3s for the transport of tro-
ops, cargo and wounded. In Europe, the C-47 and a specia-
lized paratroop variant, the C-53 Skytrooper, were used in
vast numbers in the later stages of the war, particularly to
tow gliders and drop paratroops. In the Pacific, with ca-
reful use of the island landing strips of the Pacific Ocean,
C-47s were even used for ferrying soldiers serving in the
Pacific theater back to the United States.
ALLIFS !SA
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44
45
I-38 (USFD AS RFCON PLANF)
Twin-boomed, multi-engine aircraft of the American de-
sign. Packing twice the power and almost twice the size of
its predecessors, it is one of the many wartime triumphs of
US aeronautics. Mounting no less than four .50 cal MGs
plus a 20 mm cannon, it sported enough firepower to sink a
ship, which it occasionally did.
ALLIFSbRITAIN
CHURCHILL MK III
Churchill Mk III was the first major armament overhaul
of the heavy infantry tank. While the hull howitzer was
dropped, the vehicle mounted a more powerful 6-pound (57
mm) gun. Unlike its early versions, it had a welded turret.
It first appeared at El Alamein.
ALLIFS bRITAIN
45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 5 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 445 4
45
46
CROMWFLL MK IV
Cruiser Class medium tank designed in difficult economic-
al times of the mid 1930s. As such, the construction lacked
a lot of features that would have increased its cost. The
Mark IV lacked most of the exotic weapons carried by ear-
lier models. Instead, it came with 76 mm armor plating and
a 75 mm main gun that, for a limited time, made it superior
to the US Sherman.
ALLIFS!SSI
IFCONNAISSANCF VFHICLFS
IAI-M
The FAI was built on the chassis of the GAZ A car, its chassis
being the weakest point of the vehicle as it was not power-
ful enough to move a useful amount of armor or firepow-
er on the battlefield. The FAI was armed with a single 7.62
mm DT machinegun installed in a revolving turret. The ar-
mor was sufficient to stop most shell fragments and small
arms fire, but could not withstand any kind of cannon
or heavy machinegun fire. It was also very vulnerable to
mines.
ALLIFS !SSI
46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 4446 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 4446 6
4o
47
ARTILLFRY
ZIS-3
The 76-mm divisional gun ZIS-3 was a Soviet 76.2-mm divisi-
onal field gun used during World War II. Many artillery
experts consider the gun one of the best artillery pieces of
World War II with German 88-mm FlaKs and British 25pdr
howitzer. The ZiS-3 was a combination of the light carria-
ge from the 57-mm ZIS-2 and a powerful 76.2-mm barrel from
the previous divisional field gun F-22USV. It was also equip-
ped with a muzzle brake to decrease the guns recoil.
ZIS-3 had good anti-armor capabilities; it could knock-out
any German light and medium tank by common armor-pier-
cing round. The appearance of the German big cats made
the ZIS-3 crews life more difficult. While Panthers were
still vulnerable due to their weak side and gun mask ar-
mor, the armor of Tiger tank showed a very good resis-
tance against 76.2-mm armor-piercing rounds. Only good
camouflage and firing at very close range produced suc-
cess against Tiger tanks.
SFLF-IROPFLLFD ARTILLFRY
S!-7o
The Soviet self-propelled gun SU-76 was based on a light
version of the T-70 tank chassis. Because of its simple cons-
truction this SPG became the most produced Soviet armo-
red vehicle of the World War II, leaving out the T-34 tank.
The SU-76 virtually replaced infantry tanks in the close
support role. Its thin armor and open top made it vulnera-
ble to antitank weapons, grenades, and small arms. On the
other hand, its low weight and low ground pressure gave
it good mobility.
The SU-76 was good against any medium or light German
tank and it could also knock out the Panther tank. How-
ever, its ZIS-3 gun was not sufficient against heavy Tiger
tanks. To improve the SU-76 anti-armor capabilities the ar-
mor-piercing composite rigid (APCR) and hollow charge
projectiles were introduced. This gave the SU-76M a better
chance against heavily armored German vehicles.
ALLIFS !SSI
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47
48
S!-85
The SU-85 self-propelled gun was a Soviet self-propelled an-
ti-tank gun used during World War II, based on the chassis
of the T-34 tank. Unlike earlier Soviet self-propelled guns
which served as either assault guns or anti-tank weapons,
this vehicle was developed as a pure tank destroyer.
The fielding of the new-generation German vehicles such
as Panther and Tiger meant the Red Army needed more po-
werful anti-tank guns. The SU-85 was a modification of the
earlier SU-122 assault gun, armed with a D-5T high-velocity
85mm anti-tank gun. The 85mm gun could penetrate the
side armor of a Panther or Tiger at long ranges. The SU-
85 entered combat for the first time in August 1943. It was
employed by Soviet, Polish and Czechoslovak forces right
up to the end of the war.
IS!-152
The ISU-152 was a Soviet self-propelled gun armed with a
large howitzer mounted in the hull of a heavy tank. The
ISU-152 used the same gun as the SU-152 but on the hull of
the IS-2 tank instead of the KV-1. The ISU-152 served in three
main battle roles: heavy assault gun, tank destroyer and
self-propelled howitzer. It was most used as an infantry
and tank support vehicle. Its 152.4mm howitzer used pow-
erful high-explosive shells, with an overall weight of 43.56
kg and containing nearly 6 kg of TNT each. These projecti-
les were effective against both unprotected infantry and
fortifications such as pillboxes and trenches. A single hit
of such a projectile on an unfortified medium-sized city
house was usually sufficient to kill anyone inside. The ISU-
152 also operated as a tank destroyer. For anti-tank opera-
tions a separate armor-piercing round was used.
ALLIFS !SSI
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48
49
The large shells meant that a low fire rate of only one
or two shots per minute was possible, but the large 48.9 kg
warhead, fired at 600 m/s, was devastating to the target,
often completely destroying it.
ARMORFD-IIGHTING VFHICLFS
bJ-7
The BT-7 tank was a series of Soviet cavalry tanks produced
in large numbers between 1932 and 1941. They were light-
armored and but reasonably well-armed for their time and
had way better mobility than their contemporary tank de-
signs. In the Second World War, the BT-7s took part in the
Soviet occupation of eastern Poland in 1939, and in large
numbers in the battles of 1941. Most of these tanks were
abandoned or destroyed in the disastrous 1941 campaign.
A few continued in use in 1942, but they became quite rare
after that time.
ALLIFS !SSI
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4
50
J-34-85
The Soviet medium tank T-34-85 went into mass production
in winter 1943-1944. It was armed with a 85mm gun that had
been initially designed for the heavy tank KV-85 and fea-
tured a three-man turret design. In 1945 the versatile and
cost-effective T-34 replaced many light and heavy tanks in
service and accounted for the majority of Soviet tank pro-
duction.
KV-85
The KV tanks were a series of Soviet heavy tanks, named after
the Soviet defense commissar Kliment Voroshilov. At the
time of the German invasion of the Soviet Union in World
War II, about 500 KV tanks (with about 1,000 T-34 medium
tanks) comprised a portion of Soviet tank forces which
was clearly superior to German tanks of the period. The
45-ton KV outweighed most tanks of the era, being about
twice as heavy as the heaviest contemporary German tanks.
The KVs strengths included armor that was impenetrab-
le by any tank-mounted weapon then in service except at
pointblank range, good firepower, and good traction on
soft ground. Along with these strengths, its flaws were
quite serious. It was very slow and difficult to steer. The
transmission was unreliable. The ergonomics were poor,
with limited visibility and no turret basket. As improve-
ments were made, no thought was put into upgrading the
engine, making it slower with the more armor added. KV-
85 was the last modification of the KV series, armed with
85mm D-5T gun in an IS-1a turret. Almost a hundred and a
half of these tanks were produced as a stopgap until the IS
tank series entered production.
ALLIFS !SSI
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51
IS-2
The Iosif Stalin tank (or IS tank named after Joseph Stalin)
was a heavy tank developed by the Soviets during the World
War II. The heavy tank was designed with thick armor to
counter the German 88mm guns, and carried a main gun
that was capable of defeating the new German Tiger and
Panther tanks. It was mainly a breakthrough tank, firing
heavy high-explosive shells useful against entrenchments
and bunkers. The IS-2 was put into service in April 1944, and
was used as a spearhead in the Battle for Berlin by the Red
Army in the final stage of the war.
JRANSPORT AND !TILITY VFHICLFS
GAZ-MM
The legendary Polutorka was one of the most produced
Soviet vehicles in the 20th century. From 1930 to 1950, more
than 1 million were made. The GAZ trucks were used for all
kinds of tasks: as a common truck, ammunition transport,
fuel transport, ambulance truck, mobile radio station and
also as AA-gun carrier. The GAZ was able to use all kinds of
fuel. Even kerosene could be used when the weather was
hot enough. It could carry around 1.7 tons and could
travel at 75 km/h.
ALLIFS !SSI
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51
52
MAI IIJCI
!SAGF OF JHF MAP DITOR
The Officers Map Editor enables you to create new maps
and to vary existing ones to use them within the game.
INSTALLATION
To bring the Map Editor to work, you first have to copy
the respective files into the installation directory, where
you have installed your CFFICFRS - WORLD WAR II game lo-
cally. Do this as follows:
1. Ensure you have a complete and working installa-
tion of CFFICFRS - WORLD WAR II on your computer.
2. Create a backup of your installation (by default,
this should be C:/program files/XXXXXXX/Officers)
to another physical drive.
3. Copy the folder FDITOR from your game DVD into
the folder BIN of the installation directory.
4. Copy the content of the folder ASSFTS on your
DVD into the corresponding folder of the
install directory. Note that as you are doing so,
certain files become overwritten/changed, while
others are added. (it is therefore recommended
that you create the backup before). Two folders
within the folders SHADFRS11 and SHADFRS20 are
being created and labelled .
5. Start the Editor by double-clicking the file
PISODFDITOR.FXF in the BIN folder.
MAP DITOR
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53
JHF !SFR INTFRFACF
1. JHF MAP IANFL
Here you can open your maps,
create new ones and manage them.
The four main buttons represent
the common standard of most
known applications: New, Open,
Save und Save as.
The dialog window for the crea-
tion of a new map enables you to
define a game date and time for
the mission, as well as the proper
season, the players side and the
number of players that are able to
participate. To load an existing map
into the editor, select it using the
list on the left side. Then click on
the button that shows the symbol with the opened fol-
der.
To save a map, again you first have to select its name in the
list. Only then you can click on the SAVF button (the one
with the floppy disc). Finally, to save a map under a diffe-
rent name, use the button showing the floppy disc and a
plus sign.
AMF Name of the new Map.
SIZF The desired map size in square kilometres (1, 2, 4 or
8 km2).
STYLF Texture set for creating the wanted season of the
scenario.
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IFIGHTS MAP Here you can load a RGBA graphics file to
create a height profile from it. You can basically use any
graphics file that is based on a grey scale. The grey value
hereby defines the altitude. Dark areas are low, brighter
areas are represented high.
The sides are defined as follows: The old german flag repre-
sents the Axis Powers to be chosen by the player, while the
flag of the USSR represents the side of the Allied Forces.
Choose the number of the players for this map/mission by
setting the number at the corresponding checkbox.
2. AVIGATION CN JHF MAP
To move the camera around the map, click a spot on the
mini map in the upper left corner of the screen. On the
main window you can navigate by moving the mouse while
simultaneously holding down its left and right buttons.
To rotate the camera, move the mouse while holding down
its middle button (wheel). To zoom in and out, scroll the
mouse wheel forth or back.
3. JHF SURFACF IANFL
In this panel, you can modify the
surface relief, the colours and
even the ambient sounds of your
map. These buttons are available:
Using the BRUSH, you can paint
certain typical surfaces onto the
landscape such as soil, sand, grass
etc.
The buttons with the NUMBFRS 1-4
in the row beneath help you to de-
fine these colours of the brush. The RUBBFR you see right
next to it erases the applied surface. Ensure you first acti-
vate the respective button of the surface you want to re-
move.
The SHOVFL (in the upper row next to the brush) is used to
dig virtual holes into the landscape or to create hills. The
amount and the direction of this action are controlled by
the fader PRFSSURF. The next button represents the bULLDO-
ZFR. You can create areas of the same level with this tool,
if you click first on a spot of the desired height level, and
then move it over the area you want to change.
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The ROLLFR smoothens sharp transitions and edges in your
relief, making it look more natural. The leftmost button in
this row shows a loudspeaker symbol and opens the sound
editor.
Good SOUNDS are crucial for the creation of a virtual
environment. Add audio files to your map by clicking on
the cursor button in the upper left corner of the editor
and then clicking on the map surface. The active sound in
the list will now be applied to the landscape. To remove a
sound from the map, activate it and press the DFLFTF key
on your keyboard. Of course you can pre-hear the sounds
from the list and even edit them using the controls on
the left side of the editor panel.
OTF: All changes you are performing on the maps are
stored within the files MAP.BMP and MAP2.BMP.
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4. CVFRLAY CB}FCTS
There are two decal types available in the engine of the
editor: Streets and Gother 2D-objects. To select the desi-
red type, click on the corresponding icon in the upper left
corner of the editor. To create a new overlay object, click
on the rightmost button and then on the map. Every click
creates a new object.
By clicking the same button a
second time, you activate the edit
mode for the added object. Change
size and direction, and the resolu-
tion of the outlines. You can move
your object to another position by
selecting it in its middle and
dragging it across the surface of
your map.
If you want to add a road to your
map, you have to do the following:
Click on the button in the upper
left corner which shows a street
symbol. Now click on the area on
the map where you want to add the
road (you can move every object onto its final position
afterwards).
To change the course of your road, simply drag its end
points. By selecting the handling spot in the middle of the
road and then dragging it using the right mouse button,
you can change the shape of the whole object. By clicking
on the road surface while holding the SHIFT-key, you can
add another edit spot. Activate a spot and press the IFLFTF
key, if you want to remove it.
OTF: If you press IFLFTF while no edit spot on the object
is active, your whole road will be deleted!
In the lower right corner you can see four buttons. The
two on the right side serve to assign textures and opacity
masks to a selected overlay object. Choose a texture from
the list and then click on the button showing a coloured
circle and the plus sign. By doing so, also the alpha chan-
nel (the opacity) of the texture is applied. This mask can be
changed using the button in the lower right corner. If
you want to do this, activate another item from the list.
By clicking the button (it shows a circle in b/w and a plus
sign), only the transparency values of the template are ap-
plied to the currently active object on the map.
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The two buttons on the left represent the copy-and-paste
functionality for the overlay objects. To copy an object,
you first have to select it and then click on the button
with the symbol for COPY. Now click on the Paste button
below (which will remain active until you click it again).
With every click onto the surface of your map, you can
now add a new copy of the previously selected object.
With the controls in the upper right corner, you can de-
fine the density of the grid, the scale and the U- and V-
coordinates of the active layer.
All resources on this list are taken from the file
DITOR_RFSOURCFS.XML.
5. STATIC OB}FCTS
Here you can add 3D-objects to
your maps such as buildings,
bridges, or trees. The colour of
these symbols determines the
damage level in which the object
will be displayed. Green represents
intact, yellow stand for half des-
troyed, and red completely des-
troyed.) Many objects are availab-
le only in two different: Intact
and destroyed.
There are three buttons which are
controlling certain characteris-
tics of the objects. They define the
restrictions concerning the para-
meters passability and visibility as
follows:
Cross and eye object is blocking line of sight,
Cross and car disabled access for vehicles,
Cross and man disabled access for walkers (soldiers).
Using the button in the upper right corner (the arrow
and the green rectangle), you can enter the placing mode
(when the button is active) or the editing mode (when its
inactive). If you wish to place an object on the map, click
the button and select an object fro the list. Now click on
any positon on your map, to apply this object right there. If
you want to select multiple objects, check the checkboxes
of all items you wish to add and then click on the button
showing a dice. Every click you perform now on the sur-
face of the map creates randomly one new item out of your
previous selection.
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To reset all checkboxes, click on the button which is loca-
ted right below the dice.
Using the left mouse button you can move the current-
ly selected object across the map. You can turn an object
around by holding the right mouse button. Press the IFLF-
TF key if you want to remove the selected object complete-
ly. To select multiple objects at a time, hold down the SHIFT
key, while clicking the various objects.
The button on the right side of the editor panel showing
two diagonally arranged rectangles enables you to create
a whole series of objects between two already added object
types. To perform such a multiplication, select two objects
on your map. Hereby, the first one will be used as templa-
te, the second one can be a different type, and this one
will just be used as geometrical aiming point for the series.
Heres how to proceed step by step:
First, click on the button. A dialog called object genera-
tor will appear where you are asked to define the main
parameters of the series:
Number of objects
Level axis (the objects are placed along the Y axis);
Ignore landscape
Align about X (if set along with level axis, objects will be
aligned about the X axis).
Click OK to create a sequence according to your settings.
Click on the button with the braces to disband the selec-
tion of this group of object. Now you can move the items
individually.
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o. !NITS
The program offers various types
of fighting units: squads, tanks,
guns, armoured personnel carriers
(APCs), common vehicles, boats, and
airplanes.
To add a unit from the list to
your map, activate the button
that shows a mouse cursor and a
green vehicle symbol. Then click
on a position on the map surface.

The other button showing a white
rectangle defines the faction, a
newly created unit will be assig-
ned to. A white flag stands for
neutral unit; an old German flag
symbolizes Axis Powers, while a soviet flag represents the
Allied Forces.
7. GAMF ZONFS
Game zones are used to define cer-
tain areas which are necessary to
set up a fully working game missi-
on on your map.
1. You can apply a new zone with
restricted passability or visibility
to your map using the buttons in
the upper left corner of the edi-
tor panelakti. First activate one or
more of the corresponding
symbols below to define the desi-
red parameters exactly. Now move
the mouse cursor over the map sur
face, clicking on every corner of
the new zone you want to create. The following controls
are simplifying this procedure:
A click with the right mouse button deletes the last ad-
ded point. With a double click, you finalize the current
polygon, after this no more points can be added.
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When you wish to delete a zone, you have to activate (se-
lect) it first. Then press the IFLFTF key. The whole zone will
be removed completely.
2. The next button in the upper row of the editor enables
you to add covers for the participating units on the map.
Add a cover by just activating the rightmost button, and
then clicking a position on the map. If you want to edit an
added cover element, proceed as usual: click the button a
second time, select the new item on the map and use the
controls in the editor panel to modify it (the changeable
concealment parameters are posture and defence bonus).
3. The third button activates the trigger adding/editing
mode. Any time a trigger zone is entered by a unit, a certain
event (e.g. an attack) is evoked. The different types of trig-
gers in the corresponding panel section.
CTRL & LFFT MOUSF BUTTON Changes the radius of a circu-
lar or a segment-shaped trigger zone; alignment of a rec-
tangular trigger zone.
SHIFT & LFFT MOUSF BUTTON Changes the angle of a seg-
ment-shaped trigger zone; changes the length of a rectan-
gular trigger zone.
SHIFT & RIGHT MOUSF BUTTON Changes the alignment of a
sector-shaped trigger zone; changes the width of a rec-
tangular trigger zone.
4. The rightmost button in the row serves to add strate-
gic points to the map and to assign their corresponding
areas. The name field turns active, when the ILACF button
is selected. Now you can choose a name, and add a new
strategic point to your map. To be complete, a strategical
point always has to inherit an area and a central point.
Click the map surface as usual to add a new strategic point.
Note you have to click somewhere on the new area ano-
ther time (now with the right mouse button) to add the
central point. Only then the action is completed.
As always, open the editing mode for the newly added item
by clicking the ILACF button anew. If you want to change
the shape of your area, select it and drag it while holding
down the left mouse button. Move the central point of
the zone by additionally holding the CTRL key.
Use the controls below to set the amount of resources
that should be available for this particular strategic
point.
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OTF: The buttons CB}FCT-II and SCRFFNSHOT are reserved
for advanced functionalities when editing the strategic
points. These settings are not yet available and will be im-
plemented in an upcoming version of the map editor still
to come. Please check on the publishers website regularly
to receive updated information.
IOADING A CUSTOM MAP
After so much editing work, it is now time to play on your
own map! To be able to do so, you have to perform the fol-
lowing steps:
1. Ensure your map is saved correctly in the game
directory.
2. Start CFFICFRS - WORLD WAR II with activated
console (this is the default setting).
3. Wait until the game has loaded completely.
4. In the main menu, press the ^ key on your key-
board to open the game console.
5. Type GAMF.LFVFL MAP.XML into the command line
of the console. Map represents the name of the
map under which you ve saved your map before.
Press NTFR.
6. Wait until the map is loaded and start playing.
OTF: During the loading process an error message might
appear. The reasons for this are certain incompatibilities
of the game engine towards the editor assets which are
not always interpreted correctly. If such a message appears,
click IGNORF to finish the loading process of your map.
You can also play a tutorial mission on your custom map.
If you want to do so, overwrite the existing map (we re-
commend creating a backup of the original tutorial map
first). After you have created your new tutorial map you
can start the mission from the main menu in the game.
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CIIIJS
GII MOSCOW JFAM
XFCUTIVF IRODUCFR
Slawa Plotnikow
IRODUCTION SUPFRVISOR
Alexander Dimitrewskij
IFAD OF INTFRNATIONAL SALFS AND ACQUISITIONS
Inna Bukatina
GII !A JFAM
IDFA
Andrej Rhino Jeskow
IRO}FCT MANAGFR
Nikolai N1k0dem Demtschenko
IFAD ARTIST
Wadim Fantazer Brikulja
3I GRAPHIC ARTISTS
Wadim BANZAY Astachow
Alexej Grek Gretschischkin
Dimitri d.a.n. Danko
Andrej Luzkewitsch
2I GRAPHIC ARTISTS
Oleg Vasjan Wasjanowitsch
Anastasja Ara no TokaTokarenko
Oleg Sidawski
Iwan Hans Hiwrenko
IFVFL IFSIGNFRS
Oleg SuTM Suzdalew
Alexej Grek Gretschischkin
Dimitri d.a.n. Danko
GAMF IFSIGN
Jaroslaw Smoke Schkliar
Alexej b0b Kutschmenko
IFAD IROGRAMMFR
Oleg Jaf Kurtsew
3I IROGRAMMFR
Alexej klk Klutschikow
2I IROGRAMMFR
Alexej Shkaph Schkarupa
Oleg Ochrimenko
AI and game mechanics
Oleg Jaf Kurtsew
CRFDITS
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FFFCTS
Alexej klk Klutschikow
FTWORK IROGRAMMING
Kuzma Schapran
Oleg Jaf Kurtsew
Alexej Shkaph Schkarupa
JOOLS
Alexej klk Klutschikow
Oleg Ochrimenko
Alexej Shkaph Schkarupa
ADDITIONAL IROGRAMMING
Kuzma Schapran
Sergej Romanow
KFYFRAMF ANIMATION
Alexander MagNum Malin
SPFCIAL JHANKS
Wolodimir Kiseljow
Sergej Salnikow
Anna Piwnik
Genadij Piwnik
Witali Misjutin
IUSSOBIT-M JFAM
GFNFRAL IIRFCTOR
Irina Mizrakhi
MARKFTING IIRFCTOR
Elena Zamulina
IUBLIC IFLATIONS
Maria Andrejewa
Anna Woronina
Michail Pigulski
IFAD OF IOLYGRAPHY AND IFSIGN IFPARTMFNT
Wiktoria Antonowa
COPYRIGHTFR
Swjatoslaw Torik
IFSIGNFRS
Jewgenj Schatschek
Sofia Muchatschjowa
Alexej Tomtschuk
Maria Nowikowa
IOCALIZATION MANAGFR
Alexander Rumjantsew
CRFDITS
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IFAD OF IOLYGRAPHY AND IFSIGN IFPARTMFNT
Wiktoria Antonowa
COPYRIGHTFR
Swjatoslaw Torik
IFSIGNFRS
Jewgenj Schatschek
Sofia Muchatschjowa
Alexej Tomtschuk
Maria Nowikowa
IFAD OF IFVFLOPMFNT IFPARTMFNT
Vis Vitalis
A MANAGFR
Nikolai Bytschkow
JFSTFRS
Alex Ibadow
Alex Blinow
2009 Game Factory Interactive. All rights reserved.
CRFDITS
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MCIIIICC IIMIJI
MANAGING IIRFCTOR
Morris Hebecker
MARKFTING & COMMUNICATION MANAGFR
Nicole Straten
IRODUCT MANAGFMFNT
Florian Glck
II MANAGFR IFTFR GAMFS
Alexander Harlander
GRAPHIC IFSIGN
Falk Lochmann
IFUTSCHF bFARBFITUNG, IOKALISIFRUNG UND IFGIF
Felix Gass
JONAUFNAHMFN UND DITING
SCFNARIO STUDIO
Alexander Catarinelli
Markus Beck
CRFDITS
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CJS
oo
CJS
oo

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