On the HUD 1.1, you have two meters: one is white and represents command. Command is the most important resource in game. You need command for building stuff.
The main command income generating „objects'' in this game are flags 1.2. Flags produce command income starting at a map specific value. Some produce more, some less. Every game minute, the amount given by a flag will increase. This will reset after it is captured again (by enemy). It is very important not to lose back-end flags, as those usually are held for long periods of time and will gradually produce a lot of income (e.g. 32 on Kiev). Those near front line will change hands many times and thus are not important enough to lose the game over them.
Throughout the game, you will receive a certain amount of command, no matter what. This amount currently equals 25 per second.
You may obtain some percentage (~75%) of command used making a building by reclaiming it with engineers. It is a good idea to reclaim buildings you do not plan on using anytime soon. The command will transfer once the reclaim is complete.
For most types of planes (interceptors, ground attack, scout, ...) you will get most of the command back if they safely return to base (off-map fictional base, not your base). Additionally, the amount will reduce if the plane is damaged according to the following formula:
Most of the planes define their own modifier with the default being 65%.
When you start playing, absolutely do not build 10 engineers 1.3, notable exception being map „Kiev''. Managing you economy well is one of the keys to success. Every engineer building something drains 15 command. It does not matter if you have 10 engineers or 1 engineer building something if your income is only 15, the thing will take equal time or more to build as you've needlessly spent 3000 command on those 9 engineers, which could be better used for building said thing or making more soldiers!. Speaking of that, always have the headquarters building producing infantry squads, they are the cheapest there! You may want to tick to build one of them and then set the headquarters on REPEAT. Unlike in *TA, S44 buildings cannot be assisted.
Here are the informative command drain figures for the usual stuff
|Unit/Building||command drain when building something
The other meter on your HUD is yellow and represents ammo. you need it for anything bigger than 50 cal gun. Note that rifle rounds, AT grenades, ordinary grenades and MG rounds are free (they do not consume logistics).
You get ammo from a building called a „supply storage'', you always get one free storage when you start the game, with soviets this is a truck but all other factions have it as a building. You can build more storage using engineers or construction vehicles (every storage gives ~1000 ammo). Storages are refilled every seven and a half minutes, and the time till refill is indicated above the yellow bar. Never build this building at the frontline. It is very fragile, expensive and doesen't directly benefit the fighting, you don't want to lose it. Instead, build it somewhere behind your base, preferrably as far away from the enemy as possible. It is also recommended to build some tank trap lines around them and your base in general (in a radius of atleast 5 storage sizes) to prevent them being tank-rushed. Be careful to always put a space the size of two storages between them to prevent them blowing up in a chain reaction when one unfortunately gets killed (be it from tank rush or infantry or artillery). Note that recent changes in the development version of the game have made it so that small vehicles (e.g. US greyhounds, GBR daimlers, RUS BA64, ...) can sneak through tank barricades, so build two lines close together, but shifted.
Japanese are the only faction in game that can constantly obtain storage. If you upgrade their storages into „Supply Tunnel Exit'', it will give you a small amount of storage every second, up to total storage capacity.
The ammo usage of a unit can be seen by hovering over it and looking into the bottom left corner. In the first row you will see a line like log. usage: N, total: M, where N is the usage for ONE SHOT and M is how much ammo a unit can carry.
The ammo you have in storage does not automatically transfer to units on the field, instead, it is provided by units/buildings called „supply providers''. For them to resupply your units (mortars, vehicles, artillery, tanks, ...), you need them to be in their supply radius, which is indicated by yellow dotted circles around every supply provider (HQ, factories, deployed trucks, support halftrack, large supply depot). If you hover over one of those, you will see all supply ranges on the map. The most commonly used suppliers:
Beware that if your logistics in storage ever drops below 50, your infantry will recieve a 30% rate-of-fire penalty.
While small arms do not use ammo, they do benefit from being in supply range. Currently, infantry within supply range gets a 30% rate-of-fire boost, which can be crucial to win a battle.
Knowing about the line of sight system in Spring: 1944 is very important, as some units are weak and have excellent sight, while others are powerful but can't see a thing. And a big gun is useless if it cannot see the enemy, right? I recommend always playing in the line-of-sight overlay, which you activate by pressing 'l' (lowercase L) on the keyboard. Beware: tanks and other vehicles are pretty much blind, you always need to escort them with infantry! There is nothing more frustrating than your brand new 200mm front-armor 10000 command tank getting killed by a simple grenade! LoS explanation:
There are two special-purpose scouting units available in Spring: 1944:
Remember to always make lines with your infantry so that they don't all get killed in one lucky cannon shot! Try to leave atleast two soldiers of space between two soldiers for this reason. Beware that spring currently likes to blob units together if they are moving over longer distances or non-flat terrain. Issue multiple line-move FIGHT orders in that case. When attacking, always use the FIGHT command. That way, your soldiers will automatically stop and engage the enemy, preventing them from running and not shooting (as what happens when you use the regular MOVE command). If it looks like you are going to lose the skirmish, it may be advantageous to retreat the force (and later regroup them with newly-built units) using regular move commands and to sacrifice those two-three soldiers while running away.
Always keep tanks behind your infantry lines, they outrange the infantry's sight anyway and will only get hurt after being spotted by enemy infantry. Only move them forward if you are purposely tank rushing the enemy base (such as to kill their logistic storage). When you are ordering units that move at different speeds, use CTRL-fight to make the faster ones slow down.
If the enemy has entrenched himself and you do not have tanks or the enemy has anti-tank units, you will need to use support weaponry to dislodge them. Early in the game you should, if possible, always keep a squad of mortars and a scout (the binoculars guy) on the standby for this. Later you can also use regular artillery for this. Once you have sight, the artillery will lock on to the target very fast (some 10s) and become a deadly weapon. Or, incase you are playing germany or japan, you could use the german Nebelwerfer (from upgraded towed gun yard - self propelled), russian Katyusha or 200 mm mortar (regular barracks) to render an area completely void of enemy. Be aware though, that these units consume a lot of ammo for a single shot!
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