New scenario design possibilities!
This update expands scenario design possibilities. The scenario designer can place the AI side formations, pillboxes, and obstacles in the Mission Editor.
The AI counter-attack aggressiveness can be adjusted for each scenario separately, allowing more customization over the opponent's behaviour. Two new scenarios are added to the base game to showcase these features. Also, the planning tools are improved, so the player can draw colored lines on the map and attach text to the map markers.
Version 1.056 Changelog
• Fix: The Mission Editor scenario list didn't scroll to the correct page after returning from an edit mode.
• [engine] All AI formations, pillboxes, and obstacles can be placed and locked in the Mission Editor. Now it's possible for the scenario designer to plan the AI side defensive positions.
• [engine] Mission objectives have an adjustable timer. An objective cannot be captured after it has timed out.
• [engine] The AI counter-attack system has been tweaked. The counter-attacks are more aggressive than before, and the base chance can be adjusted for every scenario in the Mission Editor.
• [scenarios] Add new scenarios: 'Battle of Inkeroinen' and 'Elastic Defence'.
• [ui] Improved planning tools: The player can draw colored lines on the map and attach text to the map markers.


The AI counter-attack aggressiveness can be adjusted for each scenario separately, allowing more customization over the opponent's behaviour. Two new scenarios are added to the base game to showcase these features. Also, the planning tools are improved, so the player can draw colored lines on the map and attach text to the map markers.
Version 1.056 Changelog
• Fix: The Mission Editor scenario list didn't scroll to the correct page after returning from an edit mode.
• [engine] All AI formations, pillboxes, and obstacles can be placed and locked in the Mission Editor. Now it's possible for the scenario designer to plan the AI side defensive positions.
• [engine] Mission objectives have an adjustable timer. An objective cannot be captured after it has timed out.
• [engine] The AI counter-attack system has been tweaked. The counter-attacks are more aggressive than before, and the base chance can be adjusted for every scenario in the Mission Editor.
• [scenarios] Add new scenarios: 'Battle of Inkeroinen' and 'Elastic Defence'.
• [ui] Improved planning tools: The player can draw colored lines on the map and attach text to the map markers.




"People waxes and wanes according to the worth of its army: the army lives or dies on its infantry”. Such was the extreme point of view expressed in the German recruiting booklet Offizier im Grossdeutschen Heer (1942).
Since Belgians have slim chances of winning while fighting head-to-head against a quantitatively and qualitatively superior enemy on a battlefield of unprecedented lethality, intensity, and density, they must almost completely rely on combined arms, terrain and mobility. Here you can observe Belgian battalion using low hills as cover in meeting engagement with Soviet armoured force.
Belgian Army gave particular care to reconnaissance, since 1975 organized and equipped according to British model. It was deemed vital, being planned, continuous and progressive, taking full advantage of concealment, defilade, and terrain.
Here we can see dismounted block-force in the village laying ambush to the advancing Soviet armoured column, delaying them long enough so French light tanks and supporting paratroopers can organize to strike on flanks.
“Boxing maneuver”. Deliberately lured deep into the French lines, Soviet unit is encircled and destroyed by weaker, yet more mobile French force.
The deadly effect of grinding battle against Soviet Army in the urban area.
Speed and maneuver without stabilization will likely result in heavy casualties if “all guns blazing - on move” approach is applied. Player should rather use greater mobility of French forces to dictate the tempo of operations: quick redeployments should be used to set ambushes and flank attacks to inflict damage and then disengage before enemy can bring his firepower to bear.