ANZAC Campaign REV ( v4.0)*
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ANZAC (& Allies) vs Axis*
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28 October 1940 - May 1941 (first part of ANZAC Campaign)*
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Theatres of Operations included in the first part of the ANZAC Campaign:*
Epirus*
Greece*
Crete (Greece)*
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Missions included in the first part of the ANZAC Campaign (total of 68 scenarios):*
16 Battle missions *
10 Path-selection missions *
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Campaign Difficulty (based on the Adjustable Difficulty Mechanism): Advanced  level and Elite level.
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Campaign Credits (for the first part of the ANZAC Campaign):*
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ANZAC Project manager:___Pyros Lambert*
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Senior Scenario Designer:____Pyros Lambert*
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Senior Map Designer:_____Pyros Lambert*
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Campaign Mechanism Developer:__Pyros Lambert*
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Bonus campaign scenario:*
"Assault on Maleme Airfield"*
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Scenario and Map Designer:*
Cam "Cameronius" Murdoch*
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Senior Scenario Testers/Consultants:*
(in alphabetic order)*
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Stephen "Skirmisher" Porter*
Jason "Sgt. Walrus" Young*
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Scenario Testers (in alphabetic order):*
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Dan "A_B"*
Tom "desh44" DeShetler*
Ernie "TJ" LaRose*
Remco "Narwan" Leenhouts*
Alex "Brm_3k" Parkin*
John(Txic)*
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Special Thanks to Mike "Double Deuce" Torrance (SP section leader of SZO gaming site) for hosting the development of the project. *
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IMPORTANT NOTE:*
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This is not a "normal" Campaign.*
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This is a campaign based on the concept of the Adjustable Difficulty Mechanism.*
There are two levels of difficulty:*
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1._The normal level *
2_The Hard level.*
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The difference between those two levels is located to the fact that the player will face a considerably stronger AI opponent at the Hard level, while at the same time he will receive half the "Fixing" points in comparison with the Normal level.*
In other words, the game will become considerably harder if the player keeps winning battle after battle.*
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The adjustable difficulty mechanism is based on an algorithm that will interact with your battle results and will adjust accordingly the level of difficulty for your next battle.*
In other words:*
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A._ If you win a Marginal Victory or Decisive Victory you will be redirected to the harder clone of the original mission and you will get HALF (or even 1/3 of) the fixing points (in relation with the normal level)*
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B._ If you lose a Marginal Defeat or score a Draw you will be redirected to the normal c lone of the original mission and you will get FULL the amount of fixing points.*
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Between Chapters (group of 2-4 missions) you will be given the choice to trade Victory points for Extra Core points by selecting the appropriate victory level on a 1-turn Path-selection scenario.*
In those path-selection scenarios you may select one of the three following combinations:*
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A._ Score a Decisive Loss (and then a Draw in the pre-chapter 1-turn mission that follows the path-selection scenarios) for acquiring 100 Extra Core points (you will get 100 extra core points and only 1 Campaign point)*
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B._Score a Marginal Victory (and then a Draw in the pre-chapter 1-turn mission that follows the path-selection scenarios) for acquiring 50 Extra Core points (you will get 50 extra core points and 3 Campaign points)*
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C._Score a Decisive Victory (and then a second Decisive Victory in the pre-chapter 1-turn mission that follows the path-selection scenarios) for acquiring 0 Extra Core points (you will get 0 extra core points and 6 Campaign points)* 
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Note: the above amount of Extra points concern the Normal level, for the Hard level the values are halved.*
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Campaign general information:*
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The Player will control the ANZAC forces.* 
Most of the battles are huge they will last for 90 turns.* 
Most of the maps are medium size (100x100) and the visibility is 50 hexes.*
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During the progress of the campaign the player will receive the following amount of core poinst (for core force expansion):*
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Chapter Kalpaki:*
Fixed Starting Force of 631 points ( + 100 Extra points for Easy level)*
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Chapter Platamon:*
250 points (+ up to 100 Extra points)*
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Chapter Pinios & Fourka:*
150 points (+ up to 100 Extra points)*
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Chapter Thermopylae:*
150 points (+ up to 100 Extra points)*
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Chapter Corinthos:*
100 points (+ up to 100 Extra points)*
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The player will also receive up to 100 fixing points for any Loss or Draw and up to 50 points for any Marginal Victory or Decisive Victory*
Half of the scenarios are historically accurate scenarios and the rest of them are "What If" semi-historical simulations.*
All maps are historical and topographically accurate maps.*
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Pyro's REMARKS:*
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The Best advice that I may give (even to the experienced players is the following one:*
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Between a Draw with minimal loses and a "pyrrhic" Marginal Victory with severe casualties for your Core Force, you should always choose the Draw...*
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This campaign will be a new experience for most of the players because in this campaign the objectives are not so clear predefined and on the other hand the enemy (AI) will act very aggressively and will always follow a predefined tactical plan that aims in one and only objective:*
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To infiltrate (undetected from the least expected path of approach) through your lines, then to trap your units inside a pocket and eventually to destroy them.*
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So, I will have to warn the inexperienced players that this might not be a very pleasant experience, and that I strongly suggest to anyone who wishes to enjoy a relaxing campaign to always choose the Extra Core points path and to play in a very cautious manner, by keeping his core force grouped together and fighting for survival.*
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Remember that by keeping your core force in a close formation you will maximize your firepower and you will minimize your exposure to the overwhelming enemy units.*
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Finally as a last minute's decision I have granted to most of the scenario an amount of AUX/Support points to improve the odds...*
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So, try to do the following:*
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1._ Don't split your core forces to more than two (max three) task groups.* 
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2._ Don't aim high, but try to complete the primary objectives and then aim for something better.*
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3. _Remember that your success will only bring you more misery.*
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4._ The artillery is the king of the battlefield (at the start of Platamon chapter buy one sections of 6 - in Howitzers and perhaps a section of ammo trucks).*
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5._The Ammo resupply (Logistics) is a very important activity for this campaign (if you neglect it you will pay a price).*
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6. _Try to use the Aux units for recon purpose and always shoots first with those AUX units in order to exploit enemy OP fire and minimize this way the casualty rate for your core force.*
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7._ Don't forget that the enemy is stronger than you and that he knows your position and may easily anticipate your reactions.*
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8. _The enemy on-map artillery will usually get ammo containers as reinforcements after turn 50 (in order to resupply), so watch for unusual artillery activity after this turn.*
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9. _Try to set the reaction of your scouts to 0 or disable their weapons because an undetected scout unit may save the life of many units of your by early warning and accurate artillery spotting.*
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10._ If long range AI artillery is present then try to use pbem tactics for your artillery routines.* 
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11._ Use whenever possible the Tall buildings for spotting and suppression duties.*
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12 _Always be careful when moving on a mountain trail to avoid any terrain that is a combination of "slope + rough", because your vehicles will soon be immobilized.*
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13. _Whenever in doubt, RETREAT.*
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14. _A well planned tactical redeployment (retreat) is nothing less that the preparation of a very deadly ambush or a strong counter-attack.*
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15._ A slow moving tank may not be suitable for the first couple of chapters, on the other hand it might be very useful for the later chapters.*
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16. _Concerning the logistics keep in mind that the ammo containers are suitable to resupply only medium caliber (warhead of 4) guns; for the bigger tubes you will need ammo trucks (or wagon) and/or ammo depots/bunkers.*
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17 _It would be wise if you keep deploying your artillery guns (soft units & ammo units) on rough terrains with direct connection to clear terrain or road-network.*
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18._ Be careful in what dangers you exposed your expensive units (like FO, elite snipers etc) because these units cost a lot to be replaced.*
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19. _Always save and keep (store in safe saveslot) the last turn savegame (Turn89) of each battles, because you may use the in order to follow a different path or to connect this campaign with the upcoming second part of the ANZAC Campaign.*
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20. _If (at the opening scenario) you select to play the Epirus mission you will be able to play 4 smaller scenarios in order to train your units.*
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21. _If If (at the opening scenario) you select to play the EASY Epirus mission you will be able to play 4 smaller scenarios in order to train your units and you will get an Extra 100 core points.*
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22. _If (at the opening scenario) you select to skip the Epirus mission you will be redirected to the next set of battles (Platamon chapter) and you will skip the Italians (October 1940) and you will directly fight against the Germans (April 1941).*
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23. _Keep in mind that the AI will always move/attack in close and strong formations of a minimum size of a Company level.*
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Next are the remarks of the Senior Scenario Testers, Stephen "Skirmisher" Porter and Jason "Sgt. Walrus" Young :*
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Stephen "Skirmisher" Porter REMARKS:*
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"Be ready to fight for every piece of ground in this campaign"*
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Jason "Sgt. Walrus" Young REMARKS:*
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"The Greek campaign was a tough introduction to WW2 for the ANZAC forces. It was a series of tactical withdrawals, hard fought all the way, leading to eventual evacuation or capture. This campaign does a fantastic job of providing the feel of being under that sort of intense pressure for a long period of time. The Axis Jabos rule the sky and when their artillery finds you, there is nowhere to hide. *
This is a classic challenge, if you think the AI is always a pushover....think again!*
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In my humble opinion, keeping your core force alive is the key to this series of battles. The experience they gain will be invaluable to you as you attempt to keep the very efficient and battle hardened German Mountain troops, among many other interesting enemy units, at bay. *
Your Forward Observer and core arty units will be life savers when precise bombardment is the order of the day.  Get their experience up as quickly as possible and expect serious Counter Battery fire, so keep them moving!!*
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Pyros has made some excellent and very original innovations to the maps and AI tactics that really add spice and plenty of drama to the story of the battle. The fights are long and tough and you will feel you have earned every victory point by the end. I suggest that you read the instruction texts very carefully, they will be full of crucial intelligence to help you get your mission done.*
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If you cannot play against a human, this is easily the next closest sensation. *
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I cannot think of a better compliment.*
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I wish to thank Pyros for involving me in this project, it has been rewarding, occasionally bloody frustrating and always a challenge. As a Kiwi, and as a dedicated fan of this great game, I really appreciate seeing this campaign up and running. Much intense research and many long hours of detailed work have not been in vain.*
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Kodus to you Pyros____Respect///*
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Kia Kaha!!*
Jason"Sgt. Walrus" Young*
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SPECIAL NOTE:*
Due to early release of the first part of the ANZAC Campaign, the text descriptions are only basic ones, in order to help you play the campaign.*
Soon, there will be a release of several updated text files.*
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REVISION NOTE: Revised for winSPWW2v4 due to OOB changes made since this campaign was first released*
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