Load Scenerio “tutorial2” from the classic_tutorial folder in the ATgoldscenerios folder. Leave both regimes control to “human”. You will play both sides.

Your screen should appear as below.

We want to find and destroy the opponents army. Move you forward units along the roads to locate the enemy. The 5th Division on your right sees the enemy but cannot move farther. The 2nd Div, armored car formation still has 60 AP (action points) after finding the enemy. We should try a probing attack to see if it is weak. Set the “Loss” box for this unit to 25% so it will retreat before taking many casualties.

Attack the unknown blue unit with the 2nd Division to learn about the enemy unit. We took some losses, but we now know that we are facing a strong infantry unit. The bazooka presents a concern for our armored car. Another thing to note is that the unit is walking, so it will move relatively slowly compared to formations that have enough horses, tracked vehicles or trucks to ride.

Right click on the picture of the bazooka to learn more.

The attack and defensive strength of the bazooka unit is shown versus different classes of units. It is clearly a danger specifically to armor.

We have two more armored car units with our HQ. We will try to use the speed our armored car units to gain advantage over the slower unit traveling on foot. Move the armored car units up the road but leave them a hex away from the enemy infantry. Move the remainder of the 2nd Division there also. Concentrating them together should improve our defense. Forcing the enemy to move before attacking uses up some of their action points (AP) which will shorten their attack.

Our armored car units also contain men. They can still move quickly because the men are riding on the armored cars. To understand how to create units this way, pick one of the armored car units and click the ANL button in the lower window of the screen. Notice on the left of the armored car symbol it says “tracked”. This shows that the unit moves at tracked unit speed. This is because the weight of the foot speed units (5 men at weight 1 each) is less than the carrying capacity of the armored car (can carry 5 weight). If there were 6 men in the unit, it would move at the slower “foot” speed. Keep your faster formations light enough to use their increased mobility and you will find this a great advantage against the AI.

Before we end the turn. Choose your HQ village and order production for the next turn. How much supply should we make? Look at the bottom row of information for the HQ unit. This shows that there is a stock supply of 133, that 59 were requested by your units and that 59 were sent out.

We should be safe in ordering 67 supply (40%) and with the remainder, choose horses (60%). Horses are cheap transport and useful in forests and hills.

That's all for now. Hit the end of turn button and we will take Blue's turn. Blue has an army of two powerful units. The armored unit on the right contains light tanks which are powerful against infantry. Move it down the road and attack the Red unit. Because the tanks are can move at tracked speed, they can do multiple attacks against their Red opponent. Continue attacking the Red unit until you run out of action points or the Red unit is completely destroyed. If the tank unit still has action points, move it down the road towards the Red occupied village.

That went well. The Blue infantry unit faces a stack of three Red units. I would probably retreat back to the bridge, but they have strict orders to attack. Move them down the road and attack.

That was not so good. Try to have a significant advantage when attacking. A three to one ratio of attacker to defender power points is a good rule of thumb. Now Blue is in trouble and does not have enough action points to retreat. Blue has used up the action points for both of its units, so hit the end of turn button and we will play Red again.

Red has a favorable opportunity on the left and a difficult situation on the right. We will deal with the right first.