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2. Next, look around the map and determine my initial thrusts. Remember that armor and mech infantry (arm and mech) can move two sectors. I choose several lightly defended areas with an eye on future movements in the coming turns. I also look around for any opportunities for easy grabs for my marines (which I have several to start with).
3. I make my attacks. I'll show the sequence for one such land attack, and then an amphibious attack as examples.
* Click on the map on the sector from which I want to attack out of, sector 197 in this example. I want to make an attack into sector 229.

* Double click on the sector's entry in the database panel. In particular, I'm clicking in the entry under the 'Start' field, which indicates my starting unit parameters. Clicking on the cell under L(and), A(ir), or N(aval) will do.

* This reveals the unit screen for everything I have in sector 197:

There's a lot of information on this screen, and once you know what each column means, it's actually quite easy to use. As you can see, I have an armor (Arm), mech infantry (Mech), leg infantry (Inf), Static Defense unit (Stc), and Antitank unit (AT) in 197.
The ID column is the unit's unique identifier. Every unit in the game has one for tracking in the database (or if you're really hard core, to assist you in tracking a unit through a campaign).
The T/E column gives their tech level (the number) and experience (the higher the letter, the more experienced).
The Cmd column shows any commands given (none yet), with P1 through P7 showing any parameters (usually sectors you're moving through).
Rp indicates whether you're repairing a unit (replacements).
OBNU means 'On Board Naval Unit', and a number in this column indicates the ID of the naval unit the land unit is on board.
Sply lists how many supply points are being carried by the unit.
Cargo indicates any resources being carried by a unit (usually a naval unit would list these, freighters or tankers, for example...Ntrn).
ULA means 'Unload Area'. This is the area you are dropping a unit, supplies, or resources off in from a ship.
SBPA means Shore Bombard Port Area. If your battleships (Hflt, or Heavy Fleet) are next to an area they can bombard the port facilities, indicated by the sector # being nailed in this cell.
SBUA means Shore Bombard Unit Area. Same thing as previous except you're wailing away on units, rather than a port.
Frt means the unit is in a fort. A night mission 'I think', but I'm not positive.
The buttons to the top (ADP, BA, etc) correspond to the commands given in the rules (see the rules here: http://members.shaw.ca/emg.pbm/emg-game.htm#WW)
I'll go through a few of them here, but it's best to at least skim over the rules to understand what each one does. Again, I'm planning an attack on sector 229 from 197. I have an agent in 229. Use [i]Options -> Map Info -> Agents to see their locations indicated by a pair of numbers list in each sector beneath the sector ID. The first number indicates the number of agents in the sector at the start of the turn, and the second number indicates the number of agents present at the end of the turn (if you're moving agents in or out of a sector these will be different, or the same if agents aren't moving).

From this display, you can see that I have 1 agent in 229, so I have really good intel on what's in there.
Single clicking (and holding the left mouse button) on the sector reveals at the top of the map that there are 2 x Infantry and 1 x static defending the sector.

Fairly light defenses. Note that as soon as you let go of the left mouse button, the display reverts back to the regular map (ie the unit report for the sector disappears). If I had no agent there, doing this would only report ** meaning I have no idea what's in there. The database entry for that sector gives you a rough count of the # of units in the sector if no agent is present, however, so that helps at least get an estimate if they have a lot of units in there, or just a couple.
The commands I'll use for the attack are MO (move) and SLN (Supply Land/Naval). Remember that land units require supply to move, but they can also carry supplies with them to help supply themselves in future moves. They can carry up to 3 turns worth of supplies (3 for most land units, 6 for armor which burn 2 per turn). I'll load up extra supplies on my units before launching the attack into 229. This way I'll already have supplies with them next turn so that they don't have to wait for me to move some into the sector to get the units back out.
Click on SLN

Note the red text that pops up at the bottom of the database panel. Whenever a command button is awaiting further input, it will tell you in red text what it needs. In this case, it says 'Supply Land Naval - select a land unit or a naval unit in port'
I want to load up the armor unit with supplies, so I click on its entry and another window pops up for supplies:


Click the radio button indicating how many supplies you want to load up. Any amount that is over your max capacity will be grayed out (or if not enough supplies are in the sector, only that amount available will be 'clickable'.) Yeah, it's a crappy way to enter something that should have been done from the other screen, but such is life.
I chose 6 to fully load up the armor unit. Hit the X on the supply window to accept the orders and close the window. I repeat this for every unit I want to SLN. The sector unit panel then looks like this:

Note that the Sply column now shows +6 for the armor unit. The '+' indicates that the supplies are being added this turn. Next turn it will simply show '6' since the supplies are already loaded up from the previous turn. Again, the supplies being loaded with SLN are for next turn. The supplies I burn this turn need to be in the sector to start with, so always be sure to leave enough behind for movement...and for any defenders staying behind if you suspect an attack. You can check this by going back to the database panel:

Now that I've loaded up my units, it's time to attack. Click the MO button:

The red prompt text says 'Move - select a land unit and the destination areas'
so I click the armor unit

and then the sector on the map I want to move to.

If a unit can move only 1 sector per turn (e.g. Art, Inf, Art, Mar, etc) you're done. Since my armor can move up to two sectors, I can either click another sector, or - since I want it to end in 229 - click 'Done'.

You can chose to blow through sectors and into a second sector if you either have enough units to pin down the defenders, or destroy them in the first attack round. See the rules for more details.
I do the same with my other land units and then my attack is ready. If any are in range, I might also assign some light or medium bombers (LB or MB) to support ground attack (SGA) using the command button (SGA). Again, if you still have moves left at the end of a unit's orders, you must hit 'Done' to end the entry sequence.
You can verify your orders by looking at the commands in the Cmd and P1 (through P7, if applicable) cells.

Let's say that I want to launch a naval invasion into sector 211 from my mainland. All naval units can move at least 3 sectors, some up to 5 or more, depending on tech level.

I have several naval units in port in 196, including some marines.

You can see a carrier fleet (Cflt), Light Fleet (destroyers and light cruisers, LFlt), and Amphibious Transports (NAtr). Hflt, Lflt, and NAtrs can all carry and launch Marines. NAtrs have a bonus where they can pick up marines by merely being in the sector adjacent to the Marines rather than in port (unlike LFlt and Hflt which need to start off in port with the marines). Natrs can also land non-Marine land units (armor, etc), but they suffer a high penalty the turn that they land.
I SLN the Marines (Mar) and my Cflt, Lflt, and NAtr. When I SLN the Natr I get a prompt asking 'Supply Naval Units at Sea' which I respond 'No' to. If I was using the Natr (or a Ntrn) to transfer supplies to other naval units at sea, I'd have said yes. You use SLN for both situations, hence the prompt (even though the prompt doesn't apply in this situation).
Note that my naval units are now showing supplies on board (also note that different types of units have different burn rates: Natrs use 1 supply/turn, whereas Cflts require 3/turn).
Warning! Be sure to load enough supplies to support the naval units as long as they'll be at sea.

I click on LU (load units) to embark my Marines. It prompts me to select a naval unit, so I chose either the Natr or the Lflt:

A window with all eligible land units that can be loaded onto the units appears:

I choose one of the Marine units by double clicking. The Cargo entry for the naval unit now shows that unit 176 (one of my Marines) is loaded on board:

I repeat this for the other Marine unit, which is loaded onto my supplied Natr.
Now I move the naval units, much like you move land units, except you use the NM (naval move) button instead of MO. It will ask you how many sectors you want to move (in a popup window called 'speed'). I choose 2 (from 196 through 212 and ending in 195). You simply click on each sector on the map that you want to move through.

The orders in the GUI are updated to reflect the movement. I choose 195 as the ending sector for the movement, because the naval units must be adjacent to the island sector in which I'm offloading the leathernecks (sector 211).

All that remains is to order the marines to storm the beaches. Use the UL (unload) button to order this. It will prompt you to select a naval unit, so I choose the LFlt and Natr (the units with the marines listed as cargo) in turn. For each selection, a popup box will appear showing all available beaches that you pass along the route to your final destination:

The text in the popup indicates sector # and the owner of each sector. I chose 211 (a neutral, or minor-controlled sector) by double clicking its entry in the list. Repeat for the other marines being unloaded.
That completes the amphibious landing in 211. Again, I'd first check my intel on the sector to see if I could take it (probably not with just 2 marines) so I'd probably add more troops to the landing from other sectors that I have naval units and marines in. Also, I'll provide some support, either SBU from HFlts or SGA from aircraft. Since no land-based aircraft are in range, I'll rely on some light bombers on board the Cflt.
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