McMONKEY'S FORTRESS EUROPE READ ME

I'm sure I have left lots of things out but these are the main points for the test version.
VERY IMPORTANT!!!
Before beginning scenario run the batch file and pick option 1 to load Winter 1941 files.
This scenario is designed to be used with a batch file. Before you start playing run the batch file and pick option 1 for wwinter 1941 files.
The AI's first turn is very long, bear with it!
HOUSE RULES:
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*No building of new cities, only re-building destroyed ones.
*Only Fleet Air Arm aircraft are allowed to operate from Carriers. Other aircraft may be transported.
*No protecting ships stacked under aircraft.
*Do not declare war on the Neutrals.
*Do not negotiate with the Axis (I will try and prevent this via events in the final version)
*The Airlift unit may only carry Infantry and Royal Artillery.
*I'm sure there will be some more that I have forgotten!
IMPORTANT
LEND LEASE AND THE BATTLE OF THE ATLANTIC:
Save your money! Events will create Lend Lease in New York. These thould be shipped to Britain to keep the Allied economy going. If you lose too many Lend Lease shipments and Freighters you will have some severe fanancial problems. If I have calculated correctly you chould be OK if you beat the U-Boats in the Battle of the Atlantic. Later in the game your economic situation should improve as you take control of more Axis cities. Only thorough testing will tell if I have got this aspect right! To deliver the Lend Lease shipments simply attack the Dockyard unit near Liverpool. The destruction of the Lend Lease will trigger an plus money event for the allies.
STRATEGIC BOMBING:
I have strugged with this concept and ended up deciding to reward the Allied player financially every time an Axis factory is destroyed. Every time a facyoty is destroyed a new one will be spawned at a random location next to a major German city. Re-spawning of factories will cease once the Allied player enters Germany and begins capturing cities.
ENGINEERS/DEFENCES AND TANKS:
Defences are impassable for vehicles. To clear a path for them Enginners need to move into the Defences square, which will use up their movement allowance, and on its following turn use the "Change to Plains" command to clear the mines and wire. Infantry will be useful for protecting the engineers while they are vulnerable as they can cross the wire and set up a defence around the Engineers while they are vulnerable. Once the hole is cleared in the defences the armour can pour through.
SCORCHED EARTH:
In realality scorched earth tactics are a brutally effective method for slowing down an enemy advance. In CivII against an AI often lacking in direction and co-ordination they can give the player an unrealistic advantage over the Axis who would have quickly unblocked roads, built bridges over rivers and re-laid RR tracks etc... I have therefore prevented all road and stackable terrain pillaging!
BARRACKS AND VETERANS:
As in John Ellis' scenarios I have not included barracks. Most of your troops will be as Green when they first go into combat. Units that survive this test will often gain Veteran status, significantly boosting their combat power. It would be advisable to husband these Veteran troops carefully, rest them where you can, and put them back into combat once they have full health.
TURKEY AND SPAIN:
My intention is to start these two countries as Neutrals. Depending on how the game progresses they may join the war. Spain should only ever join if the Axis seem to be getting the upper hand. Turkey may join either side or stay neutral depending on how the war progresses.
OPERATION TORCH:
Torch will be represented via events if the Allies meet certain criteria. When playing WWII Europa I replicated Torch with two invasion fleets (from the USA and UK) which was a huge and complex undertaking for limited objectives. I figured that most players would prefer to use the forces for an invasion of mainland Europe from the UK so I added Torch via (ToT's wonderful) events.
AIRLIFT UNITS:
The Airlift unit was an idea I borrowed from Eivind's Norwegian Campaing scenario. To use this unit set the units you wish to carry (maximum of 2) to sleep mode. Next select the Airlift unit and select the paradrop option from the orders menu. You can then land these units within the paradrop range. The Airlift unit may only carry Infantry and Royal Artillery, no tanks! Once landed the Airlift unit becomes immobile and may as well be disbanded. I have not tested the use of these units thoroughly yet. They may need to be tweaked to become economically viable. Only thorough testing will tell. I wanted to include them as it is a neet idea and my great uncle served in the 6th Airlanding Brigade during the war and I have a great interest in this branch of the British Army.
WINTER:
During the winter the road movement rate is halved. I may make more changes to the rules files to better represent winter conditions after testing the game thoroughly.
OBJECTIVES
DESTROY THE AXIS
I will need to elaborate on the victory conditions. For now your goal is simply to storm Fortress Europe and destroy the Nazi empire.

MY OWN STRATEGY GUIDE-YOU MAY WELL HAVE BETTER IDEAS!
CONSERVE UNITS
Plan carefully. Throwing away units early on in uncoordinated attacks will leave you very short of manpower. Early on it may be best to conserve units if in doubt as to where to employ them. Thats the way I work. I may just be too cautious though.
HOLD
You should try and hold onto Tobruk and Malta. The loss of these cities will lead to a domino effect of Axis events and permanently block off the possibility of some future Allied events.
NOTES
I have included a text file called DATES to help the player keep track of time in the game. There are also monthly text pop ups to remind the player of the date. You may wish to make a printout of the date file to make notes on.
In the final version I will include a printable tech tree. At the moment I am still re-thinking some of the advances names and may change the placing of units and improvements on the tree depending on how the testing goes and whether I can fix the science rate problem.
THANKS
Fairline for the unit graphics. Curtsibling for the city graphics. Catfish for much of the terrain. Agricola for his testing of WWII Europa. The Apolyton Scenario Creation crew for being so helpful and being generally good sorts ;-)
COMMENTS
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