Download Emergency 4 Portuguese Mod War

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About This Content Explore a different perspective on the battlefield with the addition of a humanitarian faction, van, drone, mini-campaign, and much more, in the Arma 3 Laws of War DLC. CharityHalf of Bohemia Interactive's net revenue from direct sales (not as part of bundles) of the Arma 3 Laws of War DLC in 2017 will be donated to the International Committee of the Red Cross (ICRC).

The total amount raised will be announced on in 2018. Key Features. International Development & Aid Project (IDAP) - This new faction, IDAP, is a non-governmental organization which is specialized in rapidly responding to humanitarian disasters. The faction is composed of new IDAP-branded clothing and gear, including outfits for specialized roles such as Explosive Ordnance Disposal specialists, as well as many other tools, supplies, and other items.

'Remnants of War' Mini-Campaign - Take on the role of IDAP explosive specialist Nathan MacDade, who is tasked with identifying and deactivating mines after the war in the Republic of Altis & Stratis has ended. While you are being interviewed by an investigative journalist, you will uncover what happened in the town of Oreokastro, experiencing the events from the perspective of various sides, in recollections that span multiple periods of time. Van - IDAP makes use of a new van, which comes in multiple variants, with over twenty custom liveries in total.

Each variant caters to a specific purpose, such as cargo logistics or the transport of people. There is also an ambulance variant available. Utility & Demining Drone - IDAP has a new drone at its disposal to be able to quickly move cargo or supplies to a specific location. A special variant of the drone is used as part of IDAP's demining operations. APERS Mine Dispenser - The APERS Mine Dispenser is an effective but controversial area denial weapon system. It is typically only used in desperate situations, and can have devastating effects even long after a conflict has ended.

Vests, Bags, Headgear & Facewear - Various pieces of new gear are available to help you carry out your duties. This includes safety vests, messenger bags, hard hats and press helmets, ear protectors, safety goggles, and much more. Additional Content - The Laws of War DLC adds a variety of miscellaneous additional content, such as time trial challenges for the new van and drone, a paramedic outfit, and a training mine. Platform UpdateThe Arma 3 Laws of War DLC is supported by a major Arma 3 platform update, featuring new content and feature extensions. The platform update is free for all owners of Arma 3.

Supporting Feature Extensions. Cluster Strikes & UXO - Refined cluster strikes provide a highly destructive form of warfare, while the newly introduced simulation of Unexploded Ordnance means that some cluster bomblets might not explode upon impact.

Mines - Several improvements to the identifying and clearing of mines (and other explosives) make for a more manual process, with a greater emphasis on the Mine Detector tool. Leaflets - You can now drop informational pamphlets from the sky using the new Utility Drone, which can then be picked up and read by people on the ground. You can also apply your own leaflet designs to your own custom scenarios. LOAC - New additions to the Field Manual cover the Laws of Armed Conflict, while small tweaks to the Arma 3 sandbox also improve the in-game representation of LOAC. Supporting Content. Showcases IDAP & Laws of War - Two new individual scenarios offer an introduction to the DLC's new faction and topic. In Showcase IDAP, you visit one of the organization's open days on Altis.

While in Showcase Laws of War you take part in an IDAP training course. Additional IDAP Content - In support of their operations, IDAP has access to emergency and medical supplies, such as cardboard boxes, food sacks, water bottle packages, blankets, stretchers, IV bags, body bags, and more.

Cluster Bombs - Deploy three new faction-specific cluster munitions from aircraft, but also deal with unexploded ordnance that may be left behind afterwards. Decorative Objects - On top of IDAP-specific props, several new decorative objects are available, including shelter tents, separate floor canvases, new furniture, an air-conditioning unit, and plastic net fences. Official Soundtrack - Listen to new music tracks composed specifically for this DLC. Steam Achievements - Unlock a set of extra Steam Achievements related to the new content. Save more than 25% by purchasing the, which includes Arma 3 Jets, Arma 3 Laws of War, Arma 3 Tac-Ops and the upcoming Arma 3 Tanks DLC!

​ In the dark early hours of 4 August 1989, the forces of East and West collide in the opening moves of the Third World War. This animated board game places you on the front lines and at the head of the conflict: from the tank commander's hatch to the Marshal's map, the pilot's cockpit to the General's bunker, and the sailor's station to the Admiral's information center. You must decide how to move your mechanized forces, air squadrons, and naval vessels in a titanic struggle for the fate of Europe. As the leader of one of 31 nations, you must be a prudent economist, a savvy diplomat, and an aggressive battlefield commander. The field of battle has never been so deadly, covered with tanks and missiles, cluster bombs and thermobaric explosives, nerve agents and mines. Choose your side: NATO, Warsaw Pact, or neutral.

Take control of your land, naval, and air forces to foil enemy advances and launch your own attacks. Command your economy to produce new forces and progress through the technology tree to unlock new options for negotiation, warfare, and expansion. Will you use your skills as a soldier and diplomat to secure a military or political victory?

Or will the conflict lead you to defeat, and send the world teetering to the brink of nuclear armeggedon? Table of Contents: 1. Introduction, Credits, and Download 2. The Story of the Third World War 3. Theaters of War 4. Conditions for Victory 5.

Nations of the 1989 Conflict 6. The Technology Tree 7.

Reports from the Front 8. New Units in 1989 9. References 10.

WWIII Multiplayer. ​ How to download, install, and play The Third World War 1989: 1) Make sure you have Civilization III Conquests with the version 1.21 patch or Civilization III Complete installed on your computer. Either the disc or Steam version will work. 2) Place the 1989 folder and 1989.biq in the Civilization III Conquests Scenarios folder. Make sure that inside the 1989 you see the Art, Text, etc. Folders and not another 1989 folder. 3) Make sure there are no barbarians.

Barbarian units may affect the AI opponent's playstyle, making its play more erratic. Unfortunately, Civ III does not follow the 'No Barbarians' setting in the.biq, but instead follows the setting in the Conquests.ini text file. To make sure you have no barbarians, do ONE of the following: a) Open the conquests.ini file located in your main Civilization III Conquests folder. Set BarbarianActivity=-1 and ActualBarbarianActivity=-1 and then save. Proceed down to Step 4.

OR b) Start Civ III normally and choose the 'New Game' option. Set up the game any way you like, but make sure you set Barbarian Activity to 'No Barbarians'. Start the game, and then exit Civ III.

The game will record your preference in conquests.ini file. Now you can proceed to Step 4. 4) If you are playing the Steam version of Civilization III, you must also change the labels.txt file located in the 1989/Text folder. Inside the Text folder, you will see a file named Labels and a file named labels-STEAM.

Emergency 4 Mods Downloads List

Simply rename, delete, or move the original labels file, and rename the labels-STEAM to Labels. 5) Take the Civ3Conquests NO RAZE.exe out of the 1989 Conquests No Raze EXE folder, and transfer it to the Civilization III Conquests. The NO Raze EXE starts up your Civ game normally, except that it prevents the computer AI from burning down every city it captures. This will preserve the integrity of the map. You are now ready to play!

Use the Civ3Conquests NO RAZE.exe to launch Civ III, and choose the 1989 scenario from the Civ-Content option on the Main Menu. ​ Update 11 MAY 16: Attached is a copy of the biq scenario file. This is strictly a replacement if you have lost or altered the original and want a clean copy.

To get the full game with all files, you need to click the above link. Update 18 MAY 16: Small patch to correct MTLB civilopedia graphics and SW-InfantryM90 file. Download at end of post. Credits: Special Thanks to Civinator and Civforum.de for hosting the scenario! Map Graphics: Ares de Borg Terrain Set, Balthasar, Goldfool PCX Graphics: Balthasar, Bathyskaff, Etain, Goldfool, Kyriakos, Lionic, Pounder, Samez, Vuldacon Unit Graphics: Ares de Borg, Balou, Bjornlo, DeltaStrife, Gary Childress, gwendoline, Navy Dawg, Vinegar Joe, Wyrmshadow Scenario Development: Ares de Borg, Balthasar, Bengal Tiger, DeltaStrife, El Justo, KevinLancaster, Lionic, Montizzle, nick0515, Samez, Smirnoff, VadimBT85, Vuldacon, Wolf 66, Wolfhart, Wolfshade, Wujah A big thanks goes to the following CFCers: Ares de Borg for the terrain, sounds, and input.

He also contributed custom sounds for game units. Gwendoline for making all kinds of excellent units that I never thought we'd get to use in the game. Awesome work. Balthasar and Vuldacon- If you weren't yet aware, these guys will break their backs to help you.

When it comes to gameplay and artwork, they are masters at finding solutions. Wyrmshadow and Delta Strife- Besides creating tons of useful units, they both created some special requests I had, and the results were fantastic. Even more, they have been absolutely instrumental in helping me learn about Bryce, and are both very generous guys. Civinator and Gojira54- You guys saved my scenario and have had my back since the start. Your expertise was pivotal in getting this finished. Thanks very much; I hope you enjoy the final product.

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Wolfhart- Extensive play-testing and error checking. Indispensable in creating the updated version. ​ In December of 1984, Mikhail Sergeyevich and Raisa Gorbachev paid a visit to Prime Minister and Mr.

Thatcher at the Chequers Estate in Buckinghamshire. Gorbachev had previously served as chief of Agriculture, was a fast-rising Politburo member under Andropov and a favorite for the next General Secretary. The meeting was a chance for Thatcher to determine if a younger leader would take the reigns of the Soviet Union, and for Gorbachev, in his words, 'to identify the interests we have in common.' 1 The Cold War was approaching its fifth decade and the position of the two blocs had shifted drastically.

The post-war economic boom of the West had ground down in the 1970s, and its citizens were divided over the arms race, nuclear weapons, government accountability, and social changes. But even as the Soviet Union and her satellites achieved victories in technology, production, and political influence, the balance of power moved once again in the 1980s. The increase in Soviet military strength further burdened a weakening economy, and the war in Afghanistan and frustration with corruption and inequality fostered malaise and stagnation at home, just as their American opponents had endured in the wake of Viet Nam. The West, meanwhile, followed its manufacturing slump with a boon in finance and electronics, leading to a revitalized economy.

The massive martial ascendency that the Soviet bloc had achieved at great cost in the late 70s and early 80s was threatened by a NATO increasingly turning to its technological advantages. As Gorbachev would later say, 'We are encircled not by invincible armies, but by superior economies.' 2 At Chequers that December, the couples and their assistants had lunch. Afterwards, Denis took Raisa on a tour of the library, and Prime Minister Thatcher and Gorbachev sat to discuss their positions. Although Gorbachev's viewpoints espoused Party orthodoxy and stressed the need for arms control, Thatcher was impressed by his vigor, energy, and persuasiveness. 'I like Mr Gorbachev. We can do business together,' she later stated in a BBC interview.3 Gorbachev was passionate about addressing the arms race, and disputed the exploration of strategic defense.

Thatcher considered the meeting a success, and later remarked, 'I hoped that I had been talking to the next Soviet leader.' 4 Unfortunately, she had not.

1986​ Chebrikov was deeply traditional, but also dedicated to restructuring the KGB and combating corruption. His disagreements with other senior leaders was resolved when he was found dead in his dacha, apparently as a result of difficulty with his medication. Chebrikov was replaced by Vladimir Alexandrovich Kryuchkov, who proposed a vigorous plan to improve security. This included an aggressive and secret campaign to neutralize and discredit Polish Solidarity Union leaders, and numerous measures to counteract Western and domestic influences in Eastern Europe as well as ethnic and nationalist movements at home. In April, three weeks after the bombing of a West Berlin disco, a nuclear disaster erupted at the Chernobyl Plant in the Ukrainian S.S.R.

Even as the Soviet Union worked to address the damage, a shaken Politburo discussed the strategic implications of total nuclear war and changes in military strategy in any possible future conflict. The General Staff was instructed in their yearly assessment to re-evaluate more options for a swift, non-nuclear engagement with NATO, emphasizing the need for splintering the West's political will to prevent a Western nuclear first strike.

In the U.S., military reform continued with the passage of the Goldwater-Nichols Act that reorganized American military commands. Western leaders reiterated a commitment to continued conventional military build-up despite mixed public reactions and controversial scandals such as the Iran-Contra affair. Reagan, even while preaching strong anti-Soviet rhetoric in his first term, had long desired establishing a personal relationship with his counterpart to work on disarmament. His first meeting with Grishin in Geneva in the fall of 1986 was a disaster. The talks were preceded by a great amount of public posturing by each side.

During the summit, Reagan pressed on human rights, nuclear disarmament, and the protection of research into strategic defensive systems. Grishin countered with accusations of Western attempts to undermine law and order in Eastern Europe and Central America, in addition to the deployment of intermediate range GLCMs and Pershings II missiles in Western Europe. The conference ended with little positive result.

1987​ The oil glut continued to harm oil-producing countries, with prices as low as $10 per barrel. Not only did the faltering Soviet economy suffer, but the OPEC nations lost clout and the Iran-Iraq war continued to devastate both countries. The Politburo would not stop barter trade in oil and gas with the Eastern bloc, nor could it cut military industry or reduce food imports and implement rationing without major repercussions. The only other choice was to borrow, heavily, from the Western banks. A second summit took place in Stockholm, and utterly failed to establish a basis for arms reduction. Grishin refused to agree to dismantling the most modern intermediate range weapons, and Reagan would not relent on the cessation of strategic defense research. The only arms limitation proponents agreed upon were dismantling of obsolete systems, while the intermediate weapons continued to be deployed throughout Europe.

In the Americas, changes developed progressively. Guyana's only post-independence president, Forbes Burnham, died in 1985 while the country was mired in economic crisis and deteriorating conditions. Vice President Desmond Hoyte's bid for election in his place was thwarted by an alliance led by the PPP and the WPA. The new Guyanan leadership moved to further centralization and nationalization of assets to offset the economic damage, and forged closer ties to Cuba, including limited military assistance. In Venezuela, Jaime Lusinchi's presidency was marked by corruption and economic turmoil, and a break with its traditional ally, the Confederation of Workers of Venezuela, led to increased social tensions. With Cuba's successful support of the MPLA government in Angola and the failure of the Esquipulas Peace Agreement in central America, Castro pushed for greater support to Guyana and liberation movements within Venezuela to preempt what was sure to be inevitable Western interference in the Americas. 1988​ The year was marked by increased agitation by popular movements both East and West.

Major anti-nuclear protests were held in Europe and the U.S., while Polish labor movements grew bolder in opposing the Jaruzelski government in the wake of the campaign to silence them. Suffering under hyperinflation and debt, the Polish people erupted in a series of strikes and demonstrations in Warsaw, Wroclaw, Lublin, and Bydgoszcz. The movements were met with fierce opposition from police forces and anti-terrorist troops.

When shipyard workers in Gdansk and Szczecin were joined by steelworkers from Stalowa Wola, Poland's arms manufacturing was endangered. A state of emergency was declared on 23 August, and a second Marshal Law period followed. Jaruzelski, fearing that Polish troops would sympathize with the workers, appealed to the Soviet leadership. The Politburo was deeply split on the issue, but in the end agreed to a limited intervention by a combined Warsaw Pact force under General V.G. The main goal of the force was to get the strikers back to work and avoid bloodshed or escalation. The intervention was strongly denounced by the West and many other nations, including China. NATO forces maintained a higher state of alert, but no action or threat of action was carried out.

The main conflict came as Western legislators threatened to stop critical loans to the Soviet government. Some European nations decried the actions, pointing out that it intensified the conflict and threatened Soviet oil and gas supply to Western Europe. The Soviet leadership was caught in a constrictive dilemma. It could not back off from its intervention, as it would irreparably weaken Soviet influence in Eastern Europe. Conversely, it could not jeopardize its economic ties with the West without risking imminent economic catastrophe. In the end, the situation slowly defused.

Solidarity moved back underground and Polish strikers returned to work. The Warsaw Pact forces rapidly returned to barracks, and the flow of cash, oil, and grain continued. In the Middle East, Iran and Iraq signed a cease-fire after eight years of war. In the Americas, Nicaragua settled but northern South America smoldered.

Everywhere, it seemed, the tensions brought on by hardship, inflation, and oppression simmered under the surface, waiting an event to bring them to head. ​ The Battle For Europe The European theater is the center of the scenario. The game begins on the morning of August 4th, 1989, with the Soviet Army leading the Warsaw Pact forces against the NATO Alliance for control of the continent. The bulk of NATO combat strength is massed along the inter-German border, under the command of AFCENT, with NORTHAG commanding forces in northern West Germany and CENTAG commanding forces in southern West Germany. The West German Bundeswehr provides much of the ground strength, along with the U.S. Army, the British Armed Forces, Dutch, and Belgian forces.

In reserve, the French Armed Forces will provide a second echelon. Further reinforcements have to travel across the Atlantic from the U.S. American forces must travel by Strategic Airlift and Military Sealift, under Operation REFORGER that links up airlifted troops with prepositioned equipment in Europe. Warsaw Pact forces under the Western Strategic Direction are divided into Fronts, which control about 15 divisions each. All Warsaw Pact divisions ultimately fall under the command of the Soviet Supreme Headquarters, STAVKA. Further forces will be provided under the massive Soviet mobilization plan and can rapidly reinforce the attack. The Soviets and their Warsaw Pact allies must cut through enemy defenses and capture key victory points and hold them against any counter-attack.

The NATO forces must prevent this. Either side can claim victory by accumulating enough points or meeting all requirements for a Political Victory. The Battle for Europe will involve modern technologies that the player must understand to use wisely. Signals intelligence give forces an edge in offense or defense. Certain air units, such as the F-117, EF-111A Raven, and E-3 Sentry AWACS, use electronic counter-measures and stealth technology to avoid enemy aircraft. Electronic Warfare and Chemical weapons units can soften enemy ground defenses for further assaults.

Some units like special operations, AH-64A Apache helicopters and F-4G Wild Weasels can conduct selective attacks to eliminate key threats like air defense and artillery units. Successful ground assaults from elite units may result in a breakthrough, which concentrates the attack at a specific point. ​ War in the North Atlantic Although the war will be settled in Europe, no theater of battle is more crucial to affecting the balance on the continent than the War in the North Atlantic. To win, the U.S. Navy must clear the way across hostile waters to allow the Militarty SeaLift of American and Canadian forces under Operation REFORGER.

The Soviet Navy must prevent this at all costs, using its powerful naval aviation assets and attack submarine forces. The bulk of Soviet Northern Fleet forces begin deployed near the Greenland-Iceland-UK Gap, a NATO safety net connecting these landmasses with sonar detection and patrol craft.

Their submarines and patrol aircraft must locate NATO forces, especially the carrier battle groups. These can be attacked with a variety of missile attacks, which include surface-to-surface and air-to-surface missiles. Some cruise missiles cannot be stopped, but are used up in the attack. Other missiles can be intercepted or shot down by air defenses, but if successful can attack again on subsequent turns. Naval Aviation on both sides will the key to finding and attacking the enemy. In the age of long range detection and missiles, the key to victory at sea will be locating and striking the enemy before he hits you. To defend itself, the Americans, Royal Navy and other NATO naval forces must conduct aggressive anti-submarine warfare.

And her allies, securing the sea lanes is only the beginning. Navy has considerable air assets that can strike land as well as sea targets. They can also transport heavy forces across the ocean to the combat zone. They can also move the U.S. Marine Corps, a large and flexible amphibious force that can strike any littoral area. NATO forces also have limited amphibious capability, and the Soviets can deploy their Naval Infantry to snatch up key locations. ​ Peripheral Theaters Although the main effort of the competing alliances will be in central Europe, other theaters will prove vital to the outcome of the war.

The fight for southern Europe and the Mediterranean will be fierce, while the battle for Scandinavia can provide an advantage on the northern flank. In addition, neutral powers in the Middle East and Caribbean can turn the tide in unpredictable ways.

On the southern flank of Europe, the armed forces of Turkey and Greece are prepared to clash with the Bulgarian Army. The Soviets will need to decide what forces to spare for the Balkans and how hard they must push.

There are two vital neutral Communist nations, Yugoslavia and Romania, that can rapidly change the balance of power in the region. In the Mediterranean, the Black Sea Fleet of the Soviet Navy must challenge the combined might of the Italian Navy, the Marine nationale, and the U.S. An advantage here can lead to a flank attack on either alliance. To the north, the Soviets must press through the rugged Scandinavian terrain to drive down Norway and threaten the northern flank. The small number of forces involved will not diminish the fierce fighting, as U.S., British, and Dutch marines supported by naval forces will have to rapidly reinforce the Norwegians against the Soviet Naval Infantry and supporting ground forces. Neutral Sweden and Finland may also be drawn into the conflict. The Middle East is one of the most unpredictable and important areas on the map.

It has huge oil reserves which are crucial for European powers, and none of the nations are aligned with either superpower. Many Arab countries are grouped together into the Arab League, which give them a large pool of forces.

They surround Israel, with its powerful modern army, and are bordered by Egypt, which switched camps after the Camp David Accords. Iran and Iraq are both recovering from their decade-long war, and are now left with debt and devastation along their borders. European powers will need to research Merchant Marine to establish a petroleum trade agreement with Middle Eastern nations for access to much needed oil. In the Caribbean, volatile changes in the political situation have allowed a Communist government to take control of Guyana.

Backed by significant Cuban assistance, Guyanan forces and guerillas have penetrated Venezuela, which has turned to the U.S. For military aid. The ongoing struggle could distract American attention during the crucial opening phase of the European war. Venezuela has oil to trade also, which it may offer in exchange for vital war material. In all the peripheral theaters, the superpowers have the ability to intervene in true Cold War style. Unconventional Special Operations forces, such as the Soviet GRU Spetsnaz or U.S. Special Operations Command can conduct secret missions against local forces without risking an all-out war.

They can also choose to move in full force, utilizing airborne, naval and air forces to rapidly assert control in Middle East hotspots or in the Caribbean basin. Neither side can afford to neglect these vital areas. ​ The Third World War 1989 has four final victory conditions. Victory or defeat is determined when any alliance or independent nation achieves a Political Victory or gathers 800,000 points, or when the game timer ends. NATO Decisive Victory The Soviet offensive is smashed, paving the way for a NATO counterattack deep into Warsaw Pact territory. Through successful diplomacy, espionage, and military action, the Eastern European people overthrow their regimes and establish new governments.

Hardship within the U.S.S.R. Leads to strikes and demonstrations, and the Politburo loses power. The Soviet Union collapses, and NATO concludes peace with the newly independent Russian Federation. Europe begins tentative steps towards building a peaceful union for the first time. The NATO Alliance achieves a decisive victory when it either completes a Political Victory or gathers 800,000 points. NATO Marginal Victory The Warsaw Pact advance is frustrated and defeated.

Strong Western resistance results in a bloody stalemate, which leads the Soviet economy to the brink of collapse. The Eastern European nations overthrow their rulers and establish new democratic governments. Facing a rapidly changing and hostile global situation, new Soviet leaders take charge of the Politburo and sue for a cease-fire. New plans are drawn up for massive disarmament in the aftermath of the war. NATO wins a marginal victory by having the most points at the end of the game timer, after 150 turns.

Soviet Marginal Victory NATO forces prove incapable of stopping the Warsaw Treaty Organization's advances. NATO fractures, and individual nations begin peace negotiations to spare further destruction. Soviet forces occupy everything east of the Rhine, while southern Europe and France must agree to stringent terms favorable to the U.S.S.R. To avoid occupation. Britain becomes the primary American military outpost, and an uneasy truce is concluded.

The Soviets solidify control within their territory and with their satellite states. The Warsaw Pact wins a marginal victory by having the most points at the end of the game timer, after 150 turns.

Soviet Decisive Victory Soviet forces dominate on all fronts. Remaining NATO units are surrounded and surrender soon after. Governments friendly with the Soviet Union are established in Western and Southern Europe, with Soviet assistance forces stationed throughout the continent, allowing free access to the Mediterranean and Atlantic. Is forced to dissolve the monarchy and establish a pro-Soviet government under the auspices of Soviet advisors to avoid occupation.

The U.S., suffering from military defeat and economic disaster, retreats into Fortress America. The Soviet Union is the master of Europe. The Warsaw Pact wins a decisive victory if it completes a Political Victory or 800,000 gathers points. The tech tree has been divided up among the nations of the game.

These divisions separate the factions and their specific technologies, and also allow the game to use various graphics that are particular to each nation. The first era, World Revolution, is reserved for the Soviet Union and her socialist allies and friends. Working from a single era tech tree, the path to victory is cleanly laid out.

Your research choices will depend on your strategy: land forces, diplomatic outreach, or air and naval supremacy. '“Germany, east and west. Virtually his entire adult life;– more, even his straight-backed adolescence as a Suvorov cadet had been directed to this end. Elbe, Weser, Rhine and Maas. Mosel and Saar. With the low countries and fields of France beyond.

Malinsky had long believed that future historians would stand back and look at the twentieth century only to marvel that its inhabitants could not see its fatal continuities. It was, in a sense, the century of the German problem, and its wars, so neatly packaged as distinct world wars in prologue to this encounter, really constituted one long struggle, a new hundred years’ war, with Germany at the center of it all.”' Ralph Peters, Red Army. I officially declare that Western Germany made the first shots in the conflict and so is 100% responsible for whatever happened/will happen in the course of action. They started with F4/Alpha Jet raid, 2 F4 and Alpha Jet were shot down by the ground defenses. In addition German Navy bombarded Rostock. Then the Panzerwaffe started rolling. Leopards 2 are unstoppable, no GDR unit is capable of stopping them even in the urban terrain.

Despite the loss of a few minor units Wessies took Wismar and Halle without much trouble then started attacking Soviet units in the area. Soviets fared almost as poor as I did, although managed to destroy two Leopard 2 units, one of them due to the AI stupid attempt to attack with just 3 hit points left.

Soviet Union retaliated on it's turn with a massive air attack which lasted about 15-20 munites of RL time. I presume that mostly the big cities in Germany and Netherlands were hit, but the VVS also plastered Halle, Kiel and the German units west of Halle.

Funny that AI assigned each target to the different type of warplanes. Halle was hit by Su-24's only, Kiel by Su-17 and MiG-27, units in the open-by Hinds and Frogfoots. I presume that VVS took considerable casualties during the first turn, for example I counted two units above Halle, about 5 (3 Su-17 and 2 MiG-27) above Kiel and two Hinds west of Halle. Western Germany left it's cities poorly guarded so the Soviets had no problem overruning the garrisons of Kiel (probably with a loss of the whole German navy), Hamburg, Kassel, Nuremberg and Bremen, also they've liberated Halle and cleared out Western Berlin. However AI moved all their Scuds and Tochkas east, away from the combat with many other capable units (planning to invade Mongolia or something like that I guess). Czechoslovakia did some fighting (I observed movement of damaged troops), but also sent most of it's forces east. French air forces attempted to bomb air base near Prague, intercepted by the Soviet aircraft.

Both sides took losses, but the French lost more. Poland acted quite good. It used it's limited force of Mig-21 to bomb concentrations of enemy armor and managed to liberated Wissmar, also it fired at least one Scud into enemy territory.

Italian (?) Air Force attempted to bomb Prague, again intercepted by VVS. Denmark, Belgium and Netherlands launched a successful counterattack, each one managed to liberate one of the German cities (Belgians-Kassel, Dutch-Hamburg, Denmark-Kiel).

Soviets lost somewhere between 6 or 8 air units on the ground in Kiel, mostly Mig-25 and 31. British chose to hit me and took Magdeburg. Again I had nothing that could stop Challenger or even Chieftan. All of the four sides mentioned above used their air force agressively, but VVS managed to knock down most of the planes. Britain attempted to bombard Soviet troops near Kiel with naval helicopters (don't know of what type, I presume Tony knows where could they come from), all shot down by the SAM's. To be honest I did not watch what more happened this turn, but I know that USAF also took part in the action (F-14 was shot down by MiG-31, F-15's shot down a few Soviet planes) and US ground troops took airbase near Prague and liberated Nuremberg.

According to the map in the beginning of the next day, Bulgaria lost Burgas to Turkey. I really don't know what to do now.

Most of my finest units were destroyed in the cities, I've lost, I cannot move units from the east of the country, because the roads are crowded with Soviet units and it seems I won't be able to produce something useful for many more turns. I think I'll have to kill the weaker NATO units and try to get some neutral nations into the war on Warsaw Pact side. I am really interested who would win in the end. You have made a great scenario, Tony, and I am glad that you were able to release it! Also I would like to thank Wyrmshadow, Gwendoline, DeltaStrife and Tony as unit creator for making so many wonderful units, I was finally able to see them in the battle. I especially liked gunships-both Hind and Cobra. I have counted 24 units that were previously unreleased plus three submarines which look like they were made by Delta but again not released before.

And now some of my questions/suggestions/complaints: - Is it possible to make some sort of a spy satellite unit and give at least one to each Civ? It is not for military purpose, but I really would love to see 'Battle for Atlantic' or 'Battle for Norway' show which I could not do because I am stuck as a minor power in Europe or elsewhere?

- Eastern Germany has no ground strike aircrafy, just a few Mig-21/23, I think there should be at least some Su-20. Also I've got no navy, although perhaps I am not supposed to. I also read that Eastern Germany was the only country in Warsaw Pact, besides Soviet Union, that operated S-300 SAM's, maybe they could have at least a battery? - Szczecin does not have an access to the sea, was it meant to be that way? - 2S7 has great animations, but it looks a bit small compared to 2S1, 2S3 and M110. I am a bit uncertain about Saudi Arabia. I could not imagine it alligning with Soviets against the West under any circumstances.

Maybe it could be controlled by USA? Hello I've just ran a few turns of the scenario (saddly have no time for more) and want to thank and congratulate you. First, to thank you for including Portugal. Saddly, in most scenarios/mods, we are either simply ignored or included with Spain. To see us properly represented in a scenario is a pleasure, so thank you! The research for the scenario is awesome. Unit names, places, jobs, all excelent.

I also liked that, when I fired SLBMs (tested the brits) the whole world declared war on me I do, however, have one problem with the scenario: the maritime patrol aircraft. You have them moving around like naval units, which not only gives them unlimited range, it makes them vulnerable to attack by submarines! I realise that some soviet subs had short-range SAMs, but not all; and western subs had none. I ran the RAF for 3 turns, during which I lost all the Nimrods to sub attack. Right after I sunk russian ships in the north of Norway, which is a bit far! I would suggest making them regular land-based aircraft with long scout/bombing range.

Also, should not right-of-passage exist from the start, within each aliance, since all the diplomatic niceties have gone out the door? Edit: forgot one point: the UK has at least 2 units that seem to be for show, the Household Cavalry and the Victory. Is there any actual ingame reason for them? Can they be upgraded? If not, I'd recomend removing them. While I apreciate the fun factor, the turns are quite slow.

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If more countries have such units, eliminating them would help speed it up a bit.