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Walkthrough

by pendell

STRATEGY AND TACTICS WORLD WAR II 
FAQ/WALKTHROUGH
	by Brian Pendell 
v 1.0 (13 JUL 2013) initial FAQ, no walkthrough as yet. 

Revision History

v1.0 13 JUL 2013 
 Initial FAQ without campaign walkthrough. 

Table of Contents 
	1. Overview
	2. Gameplay basics.
	3. Unit Types
	4. Reinforcements
	5. Upgrades  
	6. Combat Theory, Tips, and Tricks 

1) Overview

Strategy and tactics is a campaign-level simulation of World War II 
combat. The objective is to take the role of a general officer
and personally lead the armies of your nation to victory.
The viewpoint character shifts between German, Russian, and 
American combatants.  There are both single scenarios and 
campaigns of related scenarios. The game is designed for iPad 
but also runs on other phones and tablets such as Android. Up to 4
'players' may participate in a single scenario. 

	1.1) How do I win?   

	All scenarios can be won by destroying all enemy troops.
   	The scenario will automatically end in victory at that point 	
	regardless of whether the enemy still controls territory, 	
	and regardless of whether the enemy could have fielded 	
	reinforcements next turn.  This is a shortcut and will prove 	
	invaluable during battles when the time to 
	complete other goals is limited.  However, there is also a 	
	trap in this: Some scenarios
	have an additional goal of 'collect a certain number of 	
	resources'.  If you destroy all troops
	before these resources are collected, you will not be able 	
	to finish this goal. So it may be worth your time to spare 	
	the enemy for a turn or two to complete the additional 	
	objective. 

	Likewise, just as all scenarios can be won by destroying all 	
	enemy troops, so all scenarios can be lost by losing all 	
	your own. This is true regardless of other factors.
	This is important in defensive scenarios where the objective 	
	is to hold a particular region for a given amount of time. 	
	Lives must often be sacrificed to buy time, but you cannot 
	sacrifice all your troops. 

	In addition, almost all scenarios will have victory 	
	conditions allowing you to win in some other way than 	
	destroying all enemy troops, which is sometimes completely 
	impossible.  


	Some common victory conditions are:

	1.1.1) Capture a particular province and hold it for a 	
	number of turns.  To fulfill this condition, move at least 1 	
	ground unit into this province, changing it to your color,
 	and ensure that the province is not 
	taken back for the requisite number of turns. Sometimes no
 	turns are specified, in which case all you have to do 
	is move troops onto it and you will automatically win if all
 	other primary conditions are fulfilled. 

	Critical provinces are usually marked with a red cross-hair. 

	1.1.2) Hold a particular province for a number of turns.
 	This is a defensive goal which simply requires you to keep
	the province under your own control. The province will be
 	lost when enemy ground troops of any strength enter the
 	province, at which point the number of turns you held it
 	will be assessed. If you held it for long enough you will
 	win regardless of other factors. In some scenarios it is a
 	question of WHEN, not IF, you will lose the province in
 	question. 

	Critical provinces are usually marked with a red cross-hair. 

	1.1.3) Destroy a certain number of enemy units.   Air units
 	may be destroyed either by air fighters or by moving
	ground troops into the province in which they are based.
 	Ground units can be destroyed either by subjecting them
	to overwhelming force, or by forcing them to retreat when
 	they have nowhere to retreat to. This last feat will be
 	discussed in greater detail under 'gameplay basics'.  The
 	smallest unit on the field of battle is the 'division', and
 	this is true both for ground and air forces.

	HISTORICAL NOTE:  "Destroying a unit" in the military sense
 	does not mean 'to kill every last man in the unit'.
 	"Destruction" means only that the unit is no longer able to
 	function as an organized military force and cannot be
 	reconstituted. During World War II it was not uncommon
	for 50% of the members of such destroyed units to survive as
 	prisoners or as small, isolated groups of survivors 
	who were capable only of survival and returning to friendly
 	lines.  These groups would then be re-incorporated into new
 	or existing formations.


	1.1.4) Store a certain number of resources.  Normally, 	
	without upgrades, one province will produce 1 resource every
 	turn.  These resources may be spent to purchase
 	reinforcements.  So in this circumstance one must retain a
 	certain number of provinces for enough to turns to collect
 	necessary resources and not spend more than the absolute
 	minimum necessary on reinforcements.  



	Finally, except in a defensive scenario which contains a
 	condition such as 1.1.2) above , 
	there is a hidden condition in all scenarios which may cause
 	defeat:
	Allowing the game to drag on too long in terms of turns.
  	All scenarios are expecte to be completed quickly and there
 	is a limited number of turns in which to win.
	If this number of turns is exceeded you will lose regardless
 	of any other advantages you have.  The operational art of
 	World War II is the art of 'blitzkrieg' -- lightning war --
	and the enemy is to be crushed speedily in a rapid campaign.
  	A drawn-out shoving match , in which armies fight over the
 	same ground again and again, costs lives, money and time and
 	gains nothing. So complete your objectives quickly! 

	The sole exception is in the case of a defensive scenario
 	where the objective is to disrupt the attacker's momentum
 	and force him into the long drawn out shoving match
	described above.   


	1.2) Are there different levels of victory? 

	Yes. Each scenario has three different levels of victory:

	1.2.1) Gold badge.  This is awarded for the highest level of
 	skill, which typically manifests in winning in the fewest
 	number of turns.  Alternatively, when on the defense, it is 
	awarded for keeping the enemy out of critical provinces for
 	the maximum number of turns.
	This is typically worth a large number of points. 

	1.2.2) Red medal. This is given for demonstrated skill, but
 	not to the level of the gold badge.
	This typically involves completing the victory objectives in
 	4 or 5 turns longer than that awarded
	for the gold badge. 
	This is typically worth a fewer, but still significant,
 	number of points. 

	1.2.3) Stripes.  This is the lowest level of victory and is
 	awarded for a victory whichis marginal, just barely one 
	step above defeat.   But it's
 	still a win, although it is worth
	only a trivial number of points.  

	Finally, there are often additional scenario objectives such
 	as 'destroy all enemy air divisions' or 'lose less than a
 	certain number of divisions'. These objectives
	are always worth an additional fixed number of points if
 	they are completed. regardless of the level of victory.


	1.3) Are these points important? 

	Points are important for two reasons:

	1.3.1) In the campaigns, points may be spent to purchase
 	upgrades. So the more points you receive in earlier battles,
 	the better prepared your troops are for combat 
	in the later ones. Upgrades may also be purchased with real
 	cash from Herocraft,  but this is not necessary to win any
 	scenario. 

	1.3.2) Points contribute to your rating. This allows 
	your profile to receive higher ranks and to be ranked 
	on Herocraft's server.
	Currently the author is a lieutenant general and is ranked 
	7 on the board with 	270,000 or so points.  


2. Gameplay basics. 

	2.1 How do I select troops and move?

	You will see you a map of the campaign area. The campaign
 	area is divided into a number of 'provinces'. Provinces
 	marked in your color are under your control (Red = Russian,
	Light Blue = German, Dark Blue = Italian, Green = 
	American/British).   Some of these provinces
	will have troop icons in them, and these troops will have 
	a flag next to them denoting their allegiance.  

	HISTORICAL NOTE: The red, white, and black flag used by the
 	Germans in this scenario is NOT the flag used by the Germans
 	historically during this period. The red, white, and black
 	flag is instead the flag of the German Empire used from 1871
 	to 1918, and again from 1933 to 1935.  The flag actually
 	used by the German forces was the Nazi flag with the
 	swastika. I assume the substitution was made in order to
 	make the game marketable in Germany, where the use of those
 	symbols is outlawed today. 

	At any rate, tap on a province with your troops to select
 	it. If you change your mind,
	tap the same province again to un-select it. 

	When troops are selected, a sidebar will open on the right.
 	You will see the exact unit types of each division,
	as well as a small vertical bar next to each icon indicating
 	the health of the unit, which the game refers to
	as the 'operational index'.  

	You may select enemy troops and view their unit types, but
 	you cannot view their health or issue them orders. 

	To move troops from one place to another,  tap once on a
 	province containing troops. Then tap a second time on a
 	neighboring province. A dialog box will pop up which will
 	enable you to determine exactly how many troops you wish to
 	move, and of what types. Move the slider bars to
	denote the number of troops you wish to move, then press the
 	check button.  The move is now programmed.
	You can now execute the move by pressing the '!' button in
 	the lower right hand corner.  

	If you do not want to execute the move after all but you
 	have not pressed the '!' button yet, 
	click on the troops you have programmed. The '!' button 
	changes to an 'X' button.  Press the 'X' and the move
	will be cancelled. 

	A province may have no more than 12 ground units of any
 	type.

	You can program many troops to move all at the same time. To
 	do this , select a province with troops and give them a move
	order. Then select another province and give those troops a
 	move order. You can move all your troops at once if you
 	wish, but troops can still be moved in the same turn even 
	if you do not issue  them simultaneous orders.  Once 
	you have issued all the orders you wish to at this 
	time, press the '!' button at the lower right hand corner, 
	and the selected troops will carry out the order you have 
	issued.  

	Note that it is possible to move troops one after the other
 	even in the same turn. A turn does not end until the 
	'!' box shows a clock icon. Pressing the clock icon ends the
 	turn.

	SO suppose you want to do two different things in a turn,
 	one after the other . This is how it would be done:
	1) Select troops in province A. Issue them a move order,
 	press '!'. The troops in province A move. 
	2) Select troops in province B.  Issue them a move order,
 	press '!'. The troops in province B move, but it's still
	the same turn.  
	3) Now press the clock icon. NOW the turn ends.  

	Some units have only 1 move, while others have two.  

	IMPORTANT NOTE:  A ground unit will ALWAYS lose all move if
 	it enters an enemy province. 
	
	Thus, if you want to move fast troops (such as motorized
 	troops) into a province , 
	you must first use slow troops to capture the province,
	then move the fast troops through
	the now-friendly province, and then finally move them to
 	their destination.  

	2.2) Can I undo a move once made? 

	Yes. You can undo the last move by exploiting the fact that
 	the game always saves up to the 
	last move you made. So if you make a move and it is an 	error,
	exit to the main menu , then re-enter the scenario.
	The scenario will reload at the point just before you 
	executed your last move.
	You may now cancel the move and issue new orders. 


	2.3) How do I fight ground combats ?

	To attack enemy troops, move friendly troops into a province
 	occupied by enemy troops. It is often optimal
	to use the troops of multiple adjoining provinces to attack
 	a single enemy province. 

	There are two attack options:

	1) Attack.    The troops attempt to move into the enemy
 	province. No more than 12 units may participate in an attack
 	at any time. 

	2) Support.   The troops add their firepower to an attack
 	but do not attempt to move
	into the province themselves.  This allows forces in excess
 	of 12 units to participate in the battle. 

	So, if you have three adjoining provinces with 36 units, you
 	can launch an attack of up to 12 units supported by up to 24
 	units.   At least one division must be used to
	conduct the attack, but an unlimited number of units may
 	support the attack.  So in the example
	above, with 36 available units, the attack may be conducted
 	with 1 unit supported by 35 other units, 
	rather than 12 supported by 24.  

	After the attack is made , all units involved in combat will
 	suffer damage.  If a unit's 
	health is reduced to zero, the unit is 'destroyed' and will
 	be removed permanently from the game.  

	In addition to combat losses, there is an overall 'winner'
 	and 'loser' of the battle. 

	If the attacker loses,  they remain in their original 	
	provinces and do not move into the province they were 
	attacking.

	If the defender loses, the defender must 'retreat' to an
 	adjoining sector if possible. A unit which cannot
	retreat will be destroyed. 

	In order for a province to be retreated to, the province
 	must be A) unoccupied or occupied by less than 12 friendly
 	troops B) must be either friendly or enemy. It may NOT be
 	neutral. 

	This is important because , due to a game error, troops may
 	not retreat into an 'allied' province.
	Say, for example, you are playing a western european
 	scenario as the Germans and attack a Dutch
	unit in Holland. You have taken all the other Dutch
 	provinces, so the only open territory is 
	neighboring Belgium. The Dutch unit cannot retreat into
 	Belgian territory even if it is unoccupied, 
	and so the Dutch unit will be eliminated.  Ironically, if
 	you had first occupied the Belgian territory
	with German troops then withdrew them, the Dutch unit could
 	retreat to that province
	because it is now considered 'German' territory!   

	So in the above example, the Dutch unit can retreat to Dutch
 	or to German territory that 
	is unoccupied, but CANNOT retreat to Belgian or French
 	territory regardless of any other status. 

	A unit may not retreat into a province in which even one
 	enemy division is present.
	So a common tactic is 'encirclement' -- when facing a larg
e 	concentration of enemy forces, to move 
	1 division into each adjoining province to cut off their
 	retreat, then launch the main attack.	
	The enemy will be unable to retreat and consequently
 	destroyed. 

	Finally, there may never be more than 12 units in a
 	province. So if a force of 12 units is forced
	to retreat into a province where there are already 4 units,
 	8 of the 12 retreating units
	will retreat, bringing the new strength of the province
 	retreated into to the maximum of 12,
	and the remaining 4 units will be destroyed. 

	Defense is easy.  When it is the enemy turn, the enemy may
 	choose to attack any 
	province occupied by your troops.  The troops in the
 	attacked province will fight a defensive
	battle automatically. 


	2.4) What about the provinces marked with a pentagon?

	The pentagon indicates that the province in question is
 	considered fortified and thus
	defending troops in this province will receive a bonus.
	The exact amount of the bonus is unknown,
	but in the author's experience has never been decisive. So
 	ignore them for all intents and purpose. 

	HISTORICAL NOTE: "Fortified" in terms of World War II means
 	that entrenchments have been dug, 
	fields of fire have been cleared and pre-registered for
 	artillery, minefields have been laid, 
	pillboxes and anti-tank obstacles have been constructed.  

	2.5) How do I move across the ocean?

	Certain provinces are marked with an anchor and have a line
 	connecting them to another
	province across the water.   This indicates that ground
 	troops may be moved from this province
	to the other just as if they were adjoined by land.  This
 	movement is available to 
	troops of any nationality. So, for example, in a 1944
 	scenario it is perfectly possible for
	German troops defending against the Normandy invasion to
 	counterattack by landing in England and 
	capturing London, despite the fact that the lack of landing
 	craft and overwhelming Allied naval superiority
	made this impossible historically. 


	Note that this movement is only available to ground units.
   	Air units have no special rules for relocating , as air
 	relocation works the same way across both land and sea. 

	2.6) How do I select air units?

	An air unit by itself is selected by simply tapping on it,
 	the same as with a ground unit.
	As with a ground unit, selecting a group of air units will
 	open up a side bar showing
	the exact air units in the province and their health.  

	If an air unit and a ground unit share a province, the
 	province will have an airplane symbol
	as well as an icon for the ground units.  Tap on the
 	province once to select the ground units in it.
	Tap on it a second time to select the air units in it.  Tap
 	a third time to de-select the province. 

	You will know that air units are selected because a dark
 	circle will appear around the province 
	indicating the range of the selected air units.   If there
 	are air units with different ranges, 
	the air unit with the shorter range will have the dark,
 	inner circle while the longer range will be a lighter,
	larger circle.  

	2.7) What orders do I issue to air units? 

	After you have selected an air unit, you may then click 
	again on any province that is at least 
	half within the range circle.   You may then execute the 
	following actions; 

	For a friendly province, a unit may either RELOCATE 
	to it or it may PATROL it. 
	For an enemy province, a unit may either STRIKE it 
	or PATROL it. 

	In RELOCATION, a unit moves by air to the new province 
	and will be ready to perform
	operations there next turn.  Relocation may occur over 
	land and sea. Note that in some
	scenarios it is not possible to move an air unit between 
	two provinces separated by ocean
	when it is possible to move a ground unit!

	PATROL of both friendly and enemy provinces functions 
	the same way. It does nothing
	on a friendly turn, but on the enemy turn any enemy 
	air attacks through this 
	or adjoining provinces may be intercepted by your 
	aircraft on patrol , and this
	will inflict additional casualties on the attackers.   
	Note that, because PATROL
	takes place on the enemy turn, any air unit instructed 
	to PATROL may be redirected
	to STRIKE or RELOCATE before the end of the turn, 
	although the units thus redirected
	will no longer be able to carry out the patrol task. 

	Of the two air unit types, only fighters may conduct patrols. 

	WARNING:   If a unit is instructed to PATROL and receives 
	no other orders, it will
	continue to PATROL until ordered otherwise. 
	Because of this it is quite possible
	to lose aircraft division that are weak because they
	 have not had their PATROL
	instruction countermanded!   This can be best done 
	by either ordering a STRIKE or
	a RELoCATION, after which they will do nothing and 
	can refit. 

	STRIKE operations permit the air units to attack 
	enemy ground units.  When an air strike occurs, 
	both the attacking air unit and the defending ground 
	unit will suffer damage to their health. 
	While aircraft typically cause much more damage to 
	ground targets than the reverse, it is still
	possible to lose air divisions if they are continually 
	thrown in small groups against 
	large , well-defended targets.  

	Ground units will not retreat as a result of suffering 
	air attack, but they may be 
	destroyed.  This normally happens when large quantities 
	of aircraft are used against small,
	isolated targets, or the ground units are at critically 
	low health.  

	STRIKE may occur in conjunction with ground attacks.  
	To perform this operations,
	select an air unit, then order it to STRIKE an enemy
	province. Select a friendly 
	ground unit and order it to ATTACK that same province. 
	Add SUPPORT from other ground units
	as appropriate. Then press the "!" key to initiate the 
	attack.  With clockwork precision
	the air attack will occur, reducing the enemy's health.  
	The ground units will then conduct 
	a synchronized attack with support against the 
	now-weakened enemy. This is the most appropriate
	way to use STRIKE against large groups of ground units.  

	2.8) What else can I do on a turn?  
	
	You may purchase reinforcements by clicking the 
	parachute box in the upper left corner.  

	2.9) How do reinforcments work? 

	When you click the reinforcement icon, you can now 
	spend resources to bring in 
	new troops at designated areas on your side.  Resources, 
	as mentioned, are typically
	collected at the rate of 1 resource per province per turn.   

	To purchase reinforcements, simply view the list of 
	available troop types, and click on the appropriate icon.
	After you have selected the unit to purchase,   
	you will see one of two screens:

	2.9.1) You will return to the original map and 
	various provinces will blink. This
	indicates you have enough resources to purchase 
	the unit and must now deploy it to
	one of the blinking provinces.   Click on such a province 
	and your purchased units
	will arrive their next turn.  

	2.9.2) Instead of being taken directly to the map, you 
	are taken to a window marked
	'purchase of resources' with the options 200 /500/1000. 
	This indicates you do not 
	have enough resources to deploy the requested units, 
	but Herocraft will be willing to
	sell you resources over and above what you have gathered 
	for a cost in real money. 
	The author strongly recommends you do not do this. 
	Simply select the 'x' to cancel out of this. 
	But if you feel you must, select one of the options 
	and Herocraft will assist you with processing
	the purchase of the additional resources and the 
	new units will be available as usual next turn.  

	The author wishes to emphasize that he has won all 
	scenarios without purchasing
	a single resource point, so purchases are not 
	necessary to win the game. 

	The resources gathered per province may be 
	improved with upgrades, see below. 

	2.9.3) How do I know where the reinforcements
	 may be deployed?  

	Reinforcements (with the exception of airborne 
	reinforcements, see below) must
	be deployed to a strategic province, which are 
	denoted by an icon resembling 
	a building with two smokestacks.   Only friendly 
	strategic provinces may be used. 
	For example,  if you are playing as the Russians 
	in a late-war scenario and capture
	a strategic German province in Lublin, occupied 
	Poland, you may not then send reinforcements here in
	the same scenario.  

	If all strategic provinces are captured, reinforcements 
	may still be deployed to any friendly province, but 
	the province to which they are deployed will be 
	randomly chosen.   

	2.9.4) Hey! I bought reinforcments but now I 
	can't buy them again! 

	All reinforcments are subject to a 'cooldown' period 
	of about 6 turns , after
	which they may be purchased again. So if I buy 6 units 
	of basic infantry in block,
	on the next turn I could buy 4 motorized units or
	 1 tank unit but it would be another
	6 turns before I could again buy the exact same
	 block of 6 basic infantry.  

	This cooldown period may be improved by the 
	purchase of upgrades. 

	2.9.5) What about airborne reinforcments?
	
	The author played for months before discovering 
	this feature! After clicking
	on the reinforcement button , you will see a 
	dialog panel with potential normal
	reinforcments, but there are also three other 
	icons here:

	-- the cancel icon in the lower right hand corner. 
	
	-- A panel with boxes and a 'plus' mark. This 
	allows Herocraft to sell you additional
	resource points. However, as previously emphasized, 
	this is not necessary to win the game. 

	-- a parachute with a box panel in the lower 
	left corner. Pressing on this brings up the 
	AIRBORNE REINFORCEMENT panel.  

	Airborne reinforcements are different from 
	normal reinforcements in that they can be deployed
	ANYWHERE on the map, AT WILL.  Even into provinces 
	that are currently held by enemy troops! 
	If airborne troops are dropped onto enemies, 
	combat will ensue. If airborne troops lose they will be destroyed,
	as they have nowhere to retreat to. If the enemy 
	loses the enemy will retreat as normal. 

	Airborne reinforcements are typically much more 
	expensive than normal troops, but may make the difference
	in a critical situation where the player is flush 
	with resources but not with time. 



	2.10)  What happens if I do nothing on a turn? 
	A unit which receives no orders during a turn will 
	conduct replenishment and refit,
	thus increasing its health.  Most units start at 
	50% health, so even new units
	can benefit from a few turns of rest to increase 
	their health bars to maximum,
	although there will typically not be time to do 
	this on any large scale.  

	2.10) How do I end a turn? 
	A turn ends when you press the action button and 
	have issued no additional orders.
	In this circumstance the action button shows a 
	clock icon. All other participating players
	will then take their turns.  


3) Unit Types

	3.1) Ground units.

	3.1.1) What stats do ground units have? 
	All ground units have the following attributes:

	-- Mobility (MOB): How  many 
		provinces they can move to in a single turn.	
		Note that moving into an enemy province, 
		even an unoccupied one,
		results in the loss of all move.  
	-- Attack factor versus tanks (AFT):  The unit's
		strength when attacking a tank unit.
	-- Attack factor versus infantry (AFI): The 
		unit's strength when
		attacking anything else.  
	-- Defense (DEF): The unit's strength on 
		defense against ANY attacker, 
		air or ground. 
	-- Attack against Aircraft (AAFT) : The unit's 
		capability of inflicting damage
		on an attacking aircraft unit.
	-- Defense against aircraft (DAFT): The unit's 
		ability to resist damage
		from an attacking aircraft. 
	-- Health:  The operational index of the 
		unit. A measure of how much
		more damage it can sustain before being 
		destroyed.  Health changes during the 
		game and is not listed below, but is 
		included here for the sake of 
		completeness. 

	3.1.2) What are the different grount units?

	-- Basic Infantry
		MOB: 1
		AFT: 5
		AFI: 6
		DEF: 2 
		AAFT: 1
		DAFT: 2
	Les Enfants.   The footsloggers. The grunts.
	17-year-old kids with rifles who go to the battle 
	and fight on foot.  

	This is the cheapest and most common form of 
	unit, and so can be thought of as the pillar, or base, 
	of the army.   Other units may improve or assist this 
	unit, but this unit is the one that is 
	going to be doing most of the marching,
	fighting, and dying. 

	HISTORICAL NOTE:  How can an infantry division 
	attack a tank division with any hope of success? 
	The answer is that you must not think of the unit 
	as if it is comprised only of men on foot carrying 
	rifles.  A 'division' is a combined arms
	unit consisting, at this time period, of artillery,
	scouts and vehicles as well as
	soldiers. So an infantry division is not JUST 
	soldiers on foot. Instead , it is primarily
	composed of soldiers but supported by other 
	branches, such as an antitank unit specializing 
	in high-velocity, accurate artillery specifically
	designed to destroy tanks. Likewise, 
	a tank division is not just tanks but is primarily 
	tanks supported by a smaller number
	of infantry and artillery.  In the time period under 
	discussion, direct attack of a tank 
	by foot soldiers was a heroic last-ditch action
	 attempted only by the suicidal, so when
	an infantry division attacked an armored division, 
	the destruction of tanks would be conducted
	primarily by the attached artillery and NOT by 
	the foot soldiers. 

	-- Elite Infantry
		MOB: 1
		AFT: 6
		AFI: 9
		DEF: 3 
		AAFT: 2
		DAFT: 1 
	Improved infantry distinguished from basic infantry 
	by a higher standard of training
	and the greater use of rapid-fire weapons such as 
	submachine guns or assault rifles,
	as opposed to the bolt-action rifle commonly used 
	by basic infantry.   Only marginally
	more effective against tanks, these units excel 
	against basic infantry and are therefore best 
	used as the spearhead of an attack on an infantry-only 
	defense. They can also be used in any
	other role infantry can be used in.  

	-- Motorized Infantry
		MOB: 2
		AFT: 8
		AFI: 6
		DEF: 3 
		AAFT: 1
		DAFT: 2 
	Infantry who ride into battle on trucks but fight on 
	foot once brought to battle. 
	They are distinguished from 'mechanized' 
	infantry (who do not appear in the game) 
	in that mechanized infantry is supported by 
	Infantry Fighting Vehicles such as the BMP
	or Bradley. Mechanized infantry both ride to battle 
	in IFVs but fight alongside them as well.
	By contrast, motorized vehicles are 'soft-skinned', 
	unfit for combat.  So the infantry
	rides to the battle but must dismount and fight on 
	foot without support, the same as their 
	basic infantry cousins.  

	The overwhelming advantage of motorized infantry 
	is in its mobility, allowing it to
	conduct deep raids into enemy territory or conduct 
	encirclement of enemy troops. Use these
	divisions for high-risk operations, as motorized infantry 
	has the advantage not only of speed
	but of being much, much easier to replace than tanks. 

	-- Tanks
		MOB: 2
		AFT: 12
		AFI: 18(!!)
		DEF: 5 
		AAFT: 2
		DAFT: 1
	The 'armored fist' which makes 'lightning war' possible. 
	Tanks are fast and have overwhelming
	power on the attack against all enemies, but are relatively 
	weak defensively.  They have
	the additional advantage of being expensive and difficult 
	to replace (see reinforcements below) ,
	so once the tank division are used up they aren't going 
	to be coming back for the duration
	of the scenario. So use them for the decisive breakthrough 
	but if at all possible 
	coddle and protect them outside of these occurrences as they 
	cannot be replaced. Be that as it may,
	they must sometimes be expended in order to achieve operational 
	goals. Of course, killing enemy 
	tanks should be a very high priority in any scenario for 
	this reason. 

	-- Artillery 
		MOB: 1
		AFT: 12
		AFI: 9 
		DEF: 1 
		AAFT: 0
		DAFT: 1 

	Large caliber guns, both howitzer and direct fire, supported 
	by a security detachment of infantry.  These units have 
	the worst defense in the game and consequently should
	never be left by themselves but stacked with other 
	units.   They are best used to 
	give infantry stacks additional punch against tanks. 
	Since they travel at the same speed of infantry they should 
	therefore almost never be separated from infantry, 
	giving infantry the added firepower necessary to overcome 
	obstacles, in addition to the infantry division's 
	own organic artillary. 


	3.2 Air Units

	
	3.2.1) What stats do air units have?
	
	Air units can be characterized as follows:
	Range (RGE): How far a unit can operate 
		from its base. 
	Attack against Ground (ATG):  A unit's 
		effectiveness when attacking a ground unit.
	Defense against Ground (DFG): A unit's survivability 
		against a ground unit's anti-air defenses. 
	Attack against air (ATA): A unit's ability to 
		inflict damage on an air unit
		it is in combat with.
	Defense against air (DFA): A unit's ability to 
		resist damage from an air unit it is 
		in combat with. 


	3.2.2 What are the different types of air units?

	-- Fighters
		RGE: Short
		ATG: 6
		DFG: 6
		ATA: 10
		DFA: 6

	Fighters are all purpose units which can be used 
	in a fighter-bomber role against ground 
	targets or against aircraft. They are capable of 
	performing STRIKE and PATROL missions.
	Since they are highly effective against aircraft, 
	they are best kept on patrol to 
	defend against enemy aircraft so long as they are a 
	significant threat. Their short
	range means they must constantly relocate to provide 
	an air umbrella for the battle lines. 

	-- Bombers:
		RGE: Long
		ATG: 10
		DFG: 2
		ATA: 2
		DFA: 2	

	Bombers are extremely long ranged and can hit almost 
	anything on the map in most
	scenarios.  Their firepower when concentrated is 
	shocking, but as with tanks
	they are extremely expensive and difficult to replace. 
	Consequently they need to be
	carefully watched and protected.  Bombers cannot PATROL, 
	and thus will only participate
	in air combat if they are attacked by patrolling fighters 
	while conducting a STRIKE
	mission.  

4) Reinforcements

For an overview of the reinforcement mechanism see sections 
2.8 and 2.9 above. This section
is intended to review the specific kinds of reinforcements 
available and to what extent they are valuable. 

	4.1) Conventional reinforcements

	-- 2 basic infantry units
	Resource cost: 10 
	This is something you will rarely use but in some 
	scenarios can provide a critical punch at the beginning,
	as they are typically the only reinforcements you
	can afford.  An additional 2 divisions at the beginning 
	can mean the difference 
	between a quick success and a drawn out battle. Outside 
	of this exceptional occurrence
	your resource points are usually better saved for other 
	options, unless you are in 
	an emergency situation where you must have those 
	2 divisions immediately and can't afford 
	anything better. 

	-- 1 motorized infantry unit
	Resource cost: 15 
	The same as for the 2 basic infantry, except even less 
	used because it costs
	nearly 50% more while having half the combat power.  
	If you happen to have 50 resource
	points, this purchase can bring a 4-unit purchase of 
	motorized infantry up to 5-units,
	and that is a very powerful group of combat nits to 
	have. But aside from that you
	won't be using this much. 

	-- 6 basic infantry units 
	Resource cost: 25 
	This is a purchase you will not be able to get enough of. 
	A great bargain whose only flaw is the low speed of 
	the units. It may be worthwhile spending upgrade
	points to improve your cooldown rate just so you can 
	have more of these faster. Nonetheless,
	it is less useful in the later parts of the game due 
	to the slow speed at which they 
	will march all the way across the map. Best purchased early. 

	-- 4 motorized infantry units
	Resource cost: 35
	The single best buy, in the author's opinion, in the game. 
	It combines not only
	a sizeable amount of combat power with something that is 
	otherwise nearly impossible
	to buy in any quantity: Mobility.  4 motorized divisions 
	moving at 2 spaces per
	turn is a lightning force, and stacks well with the 1 motorized
	unit purchase already mentioned.
	The only drawback is that it is marginally more expensive than 
	the 6 basic infantry units,
	but they are perfect for envelopment and encirclement.  However 
	many you have, you
	haven't got enough. Even better than the 6 unit infantry buy 
	because, thanks to mobility,
	it remains useful in all parts of the game and becomes even 
	more useful towards the end. 

	-- 3 air fighter units
	Resource cost: 40 
	Only rarely useful,  if you have resource points to burn 
	and everything else is cooling down. As  a rule if you can 
	afford this you're better off buying a ground unit.
	As a rule when the enemy has aircraft and you don't you'll
	have more luck destroying
	the aircraft on the ground then spending time and money 
	deploying enough fighters to make
	a difference. 

	-- 1 tank unit
	Resource cost: 35
	A wonderful purchase limited by the fact you can only get 
	one of them.   A single
	tank division by itself isn't terribly useful, and will be 
	used in much the same way as a 
	motorized infantry division.  Worth the purchase, but not 
	if other things are available or 
	if you really need mobility NOW.  

	-- 3 artillery units 
	Resource cost: 40 
	The author hasn't made much use of this as they are fairly 
	new. Nonetheless, the author
	doesn't expect them to be terribly useful, as for the 
	resource cost you could be 
	purchasing either cheaper mobile units or holding out 
	for the more expensive groupings.
	The problem with a slow unit such as artillery is they 
	are best purchased at the beginning
	of the scenario, as their slow speed means they will 
	probably not be used towards the end. 
	So at the beginning of a game you have other things to 
	purchase with the resources, and towards the end
	of the game you can't use them. Still better than 
	nothing if you've got the points to burn. 

	-- 12 basic infantry units
	Resource cost: 80
	This is an excellent purchase which can be a game-changer 
	in the early Russian
	campaign, as 12 infantry divisions suddenly appearing can 
	turn the tide of any battle.
	Marginally less useful than it might be due to the fact 
	that, while only twice the divisions of
	the 6-division buy, it is more than three times the cost. 
	Still an excellent thing to 
	bring onto the field of battle if they can 
	get there in time. 

	-- 8 artillery units
	Resource cost: 80 
	The author has never purchased this due to its newness. 
	Nonetheless, they are expected to 
	be very useful in a defensive campaign when the 80-point 
	buy for infantry is cooling down,
	and may have much the same effect.  

	-- 10 elite infantry units
	Resource cost: 120 
	The author never purchases this because 12 basic 
	infantry units is better than 10
	elite infantry units for 2/3rds the cost.  
	If I've saved enough for this buy 
	I'm better off either spending it on something 
	cheaper or waiting for something better. 

	-- 7 bomber air units
	Resource cost: 200
	The author has never purchased this.  As a rule, 
	if you've saved up 200 resource units
	in a scenario it's taking too long anyway, and there 
	are other things you can purchase with 
	this amount. Such as the next, and final option.

 
	-- 6 tank units
	Resource cost: 200
	YES.  6 tanks units give you everything you want on the 
	battlefield, mobility and firepower and  
	a lot of it all at once.   The only downside is the 
	immense cost. There are only a few 
	scenarios in which you will be able to husband these 
	many resources, and in most of them,
	it means the scenario is taking too long and you've 
	already lost.  Still, if you happen to have 
	200 extra resource points THIS is what to spend it on.  

	
	4.2) Airborne reinforcements


	-- 2 elite infantry units
	Resource cost: 50

	-- 5 elite infantry units
	Resource cost: 80

	-- 8 elite infantry units
	Resource cost: 120 

	Of these three, only the last one  is a really good 
	buy under most circumstances. The last option
	sacrifices 2 divisions from the conventional 10-division 
	elite infantry buy but you can 
	deploy them anywhere on the map instantly. 

	Airborne troops are rarely a good investment because they 
	cost a great deal compared to
	other units.  Their great advantage is that they can be 
	deployed anywhere on the map 
	at once so if you are near the end of a scenario, you 
	have a goal which requires you only to 
	enter a target province and not hold it, then you can 
	instantly win by dropping
	these troops right on the objective.   Because the groups 
	are small it is highly advisable
	under normal circumstances to deploy airborne troops in 
	conjunction with regular troops,
	or they will be isolated and destroyed. Still, it takes 
	time and effort to destroy 
	8 infantry divisions, so it may be a useful distraction 
	from somewhere else on the map.  


5) Upgrades

Upgrades are available between scenarios during the campaigns. 
Upgrades are not available in single 
scenarios such as 'Operation Exporter'.  

Some upgrades are given at the start of a campaign. So to see 
the effect of combat upgrades, start the
German campaign 'Twilight of the Gods'.  The German player 
starts with infantry upgraded to level 4 , tanks upgraded to 
level 4, jet fighters and jet bombers.

In all situations, upgrades have more impact when they are 
cumulative in the same tree.  So purchasing
many artillery upgrades will have more of an impact than 
having two or three upgrades
in all disciplines. 

	5.1) How do I acquire upgrades?   	

	As discussed in 1.3, upgrades may be given at the 
	start of a campaign, or purchased
	with points. Points may be either won by completing 
	scenarios or by purchasing from Herocraft
	with real money.  

	
	5.2) Is it necessary to buy upgrades from Herocraft to 
	complete the game?

	No. All scenarios may be completed without purchasing 
	additional upgrades.
	The author has completed every available scenario and 
	has never spent a single
	dollar on upgrades.   In point of fact, the author 
	suspects that every scenario
	can be won without any upgrades at all, whether "won" 
	or purchased, but this has not
	been proven. 

	5.3) What upgrades are there, and what upgrades 
	are worth getting? 


	Upgrades come in two types: Military and economic. 
	Each of these is subdivided into three types. 

	5.3.1) Military upgrades

	-- Artillery upgrades.  For a minimum of 100 points 
	and a max of 300 , improve the effectiveness
	of artillery against a variety of targets and the 
	defense as well. 

	The author has never purchased these.  There are many 
	other things to buy for the cost. 

	-- Infantry upgrades. For a minimum of 100 points and
	a max of 300, improve the effectiveness of 
	elite, basic, and motorized infantry.  

	I purchase these frequently, concentrating on improvements 
	to basic and motorized infantry
	while ignoring elite infantry. This is because basic and 
	motorized infantry are the units 
	I most commonly use or buy, and so upgrade points spent 
	here have the greatest effect.  Economic 
	upgrades should take priority over this, however. 

	-- Armor and aircraft upgrades.
	
	I hardly ever purchase these. Aircraft upgrades are meaningless 
	in the early scenarios 
	because there aren't enough to matter. ONly the first armor 
	upgrade is worthwhile, after which
	additional improvements are simply too far down the pipeline 
	to be useful.  For the time spent in upgrading tanks
	you could have upgraded infantry or economics. 


	5.3.2) Economic upgrades


	-- Research upgrades. For a minimum of 100 and a maximum of 
	100 points, decrease the cost of upgrades by a minimum
	of 5 and a maximum of 50% 

	
	I do not purchase these.   It simply takes too long to pay 
	off, and by that time the 
	campaign is over.  Only the first one or two options 
	might be feasible. 


	-- Production upgrades. For a minimum of 100 points 
	and a maximum of 300 points,
	increase the production points gathered from provinces 
	per turn by up to 50%. 

	YES.  This is THE upgrade tree.   Experience demonstrates 
	intuitively that a level 5 tank is 
	not much better than a level 1 tank,  but 2 extra infantry 
	divisions is better than 1 
	upgraded division.    So put all the points in here you can.
	Quantity defeats quality in this game, and production upgrades 
	dramatically increase the quantity 
	of troops you can bring to the battle.  It can also make the 
	difference between bringing in a 
	critical set of reinforcements and being 3 points short. 

	-- Cooldown upgrades. For a minimum of 100 and a maximum of 180,
	 decrease the reinforcement
	cooldown period by 1 turn.  So instead of having to wait 6 turns 
	to buy another set of 
	4 motorized divisions, with 2 upgrades you need only wait 
	4 turns.

	The first two upgrades are well worth the purchase price, 
	especially in longer scenarios.
	However, beyond this point they begin to get very expensive 
	compared to what you 
	could otherwise buy. After all, there's no point in having a 
	2-turn cooldown if you
	can't afford anything in two turns anyway. 



6) Combat Theory, Tips and Tricks. 

	6.1) Combat resolution

	Combat is resolved thus: 

	6.1.1) Sum up all the attack factors of the attacking 
	troops into one large number.

	6.1.2) From this number, subrract the total defense 
	of the defenders. 
	
	6.1.3) The remaining number is the total damage 
	inflicted.  This number is apportioned
	among the defending units to determine how each 
	one is damage. Half the damage is 
	evenly passed out among all defending units.  The remaining 
	damage is randomly
	divided between defending units. So while all defending units 
	will receive some damage,
	it is possible for some units to be wiped out while others 
	are almost untouched. 

	6.1.4) Sum up all the health of all the defending units 
	to find the total health of the defending group. 

	6.1.5) Now, using the numbers from before the battle, sum up
	all the attack factors of the defending troops. 

	6.1.6) Subtract the sum of the attackers defense.  The 
	remainder is the total damage inflicted on the group.

	6.1.7) Half the damage is inflicted evenly across all 
	attackerrs.
	The remainder is randomly apportioned out among the 
	attackers.

	6.1.8) Sum up all the health of the attacking units 
	to find the 
	overall health of the attacking group. 

	6.1.9) At the end of this calculation, the group with 
	the highest
	health wins.  This is unimportant in air to air or air 
	to ground combat, but is important in ground to ground combat. 
	If the attacker won, 
	the defender must retreat. If the defender won, the attacker
	stays where it was.


	Note that this theory is not complete: It is possible for a 
	single unit attacking a group of 12 to still win, 
	even if the single unit is destroyed in the process,
	provided that single unit is heavily supported by other
	units in the attack.  Why this is so is unknown. 

	6.2) Combat Principles, tips and tricks

	-- Offensive is all-important; Defense is meaningless.  

	This is nowhere so obvious as in the early Russian campaign, 
	when it seems that no number of stacked troops, even in a fortified 
	hex, will stop an oncoming attacker. As a rule of thumb, an attack 
	will succeed if the attack contains 1 more 
	unit than there is on the defense.  

	Consequently, there is no value to simply occupying a fortified 
	position and allowing the enemy to attack. The enemy will win.   
	The way to "defend" is instead to attack: 
	If at all possible, to lure the enemy into placing his forces in 
	an untenable position, so 
	that you may then encircle and destroy the exposed attacking 
	forces. Even the most courageous attacker
	will be forced back when you've destroyed some 30 or so of 
	his units.  


	-- Quantity is more important than quality. 

	The author has seen two half strength infantry divisions 
	attack and defeat a 
	full strength tank division. The lesson is obvious: While 
	it is wise to rest 
	and recover your forces' health when possible there is 
	nothing so important
	as having more troops than the enemy at the point of 
	conflict. To paraphrase
	Nathan Bedford Forest (Lieutenant General, CSA) , 
	"He who gets there first with the 
	most wins".  

	This means constantly moving troops into combat, even when 
	they are so weak that they
	may very well be destroyed by the action. However, since 
	offense is so much more powerful
	than defense, it is important that these units be properly 
	covered so they are not destroyed on the enemy's turn. 

	-- Speed is important. 

	As a rule, the longer a scenario runs the more production 
	points the enemy will
	gain, the more troops they field, the more trouble you are 
	in.    This is especially
	true when you are on the offense and have an initial 
	preponderance of troops but
	very few provinces. In such a case, it is vital to overrun 
	as much enemy territory
	as possible before the enemy gains enough production points 
	to bring in reinforcements
	and turn the tide.  

	This is less true in defensive operations when time is 
	ostensibly on your side. However,
	even here , speed is important because, as discussed above, 
	most "defense" relies on luring enemy
	forces into a trap, then encircling and destroying them.  
	This is much easier with armored or motorized
	forces than with slow infantry.   Also, most defensive 
	operations can be won with a 
	gold badge by the simple expedient of destroying 
	all attacking 
	forces. This is actually 
	possible in many of the scenarios,and the sooner 
	this is done 
	the better. So act to
	get things done as speedily as possible!

	This means that fast troops are invaluable, and 
	motorized troops are the most valuable, because 
	you can get them cheaply and in quantity.  There 
	is almost nothing 
	more important than speed, as it 
	allows you to rapidly concentrate force anywhere 
	on the battlefield! 
	As Napolean is supposed to have said,
	"Go sir, gallop, and don't forget that the world 
	was made in six days.
	 You can ask me for anything you like, 
	except time."

	-- Use small units as bait for the enemy AI.

	This is similar to the "pawn sacrifice" in chess. 
	As a rule if the AI 
	adjoins a weaker
	force, it will always attack it regardless of 
	whether such an action makes sense int the larger
	operational picture.   Thus the enemy may completely 
	ignore an unoccupied province, but attack that same
	province with maximum force from every applicable 
	location if that 
	province has even one division in it.  

	This can be exploited. By focusing a large number 
	of forces near an 
	area, advance a single infantry division .
	The enemy will attack this division with all 
	strength, destroying it. 
	You then encircle the enemy force and destroy it,
	trading 1 friendly division for 12 enemy divisions.  

	This can also be exploited on the defense -- the enemy 
	will often attack a 
	weak force while ignoring
	an unoccupied province, even if that province is 
	critical to the scenario. 
	So it is possible, if all else
	has failed, to "lure" an enemy force away from a 
	capital by placing a small 
	number of divisions in front of the enemy. Then
	leaving a trail of divisions behind like bird seed 
	and lead the enemy away 
	from the critical province until the 
	scenario ends or you are able to field fresh troops.  

	-- Exploit the one division attack.

	As a rule,  a single division attacking, if supported 
	by 12 or more 
	divisions , will defeat 12 enemy divisions and 
	drive them off.  This can be exploited in conjunction 
	with the pawn 
	sacrifice above.  Send a single division forward with support to 
	drive a wedge into the enemy line.  The enemy will 
	counterattack the division with all force, erasing the 
	wedge. You can then
	encircle the forces, or repeat the 1 division supported 
	by many more attack that you did last turn . In this way,
	in exchange for losing a division per turn, you can lure 
	the enemy into a series of lopsided battles in which you repeatedly
	bring overwhelming force to bear and inflict much heavier 
	causalites.  While this is going on, you can bring up
	additional reinforcements and eventually encircle and 
	destroy the enemy. 

	-- Exploit overlapping provinces. 

	If you can , try to lure the enemy into a situation where 
	his one province borders two or more of yours.
	You can then pour forces into your two provinces and hit 
	the enemy with overwhelming force. If you cannot
	encircle and destroy the enemy, make him fight as 
	lopsided a battle as possible. 

	 
	-- Never allow the enemy  a line of retreat. 

	This is the opposite of Sun Tzu's dictum. Sun Tzu, 
	the famous Chinese general, advised
	to always allow the enemy a path of retreat so they 
	would run away rather than fight 
	like cornered rats.   This doesn't work at all in Strategy 
	and Tactics, as you will never be able to 
	establish a cordon tight enough to prevent individual 
	soldiers from deserting. So the important thing is to make
	sure no unit escapes as an organized force.   If you must 
	win a battle, try to ensure that the enemy is forced to
	retreat into a province that already has 12 units, or is 
	otherwise impossible.  If you can't destroy ALL The units
	then at least try to force him to retreat to an occupied 
	province and therefore lose SOME of his units.  

	Try to make every battle count. Which means it is not enough 
	merely to force an enemy out of a province -- one must
	also force him either into a situation where he must lose 
	troops, or into an otherwise untenable situation.  It is sometimes
	more worthwhile to LOSE a battle than it is to win one, if 
	the "lost" battle puts the enemy in a position where he can 
	be easily encircled and destroyed. This is a common trick: 
	When facing an enemy, with draw all forces into adjacent 
	provinces save one 
	division. The enemy falls on the single division, but is 
	now surrounded on three sides by the troops you evacuated. 
	Use motorized troops to
	'close the door' on his one avenue of retreat and destroy him.  

	-- Use aircraft to destroy isolated and weak units. 

	Air attacks are often wasted on large units, as the damage 
	will be spread across many units.
	By contrast, massing overwhelming force against 1 or 2 units 
	can destroy them, and that is far more valuable. 
	Even weak units can join together in to a powerful force, but 
	a destroyed unit is permanently out of play. 

	So use your air force like scavenging vultures to hunt down 
	fleeing, damaged, and isolated units.   This is
	helped by the fact the AI will frequently pull badly damaged 
	units out of the battle line and put them off by themselves
	to rest.  They might as well have 'bomb me' signs on them. 
	Not only are they easily susceptible to destruction,
	they cause less damage to attacking air units. 

	-- Prioritize tank units for air attack. 

	As mentioned before, tank units are expensive and difficult 
	to replace. So priority should be given 
	to single tank units. If there are no other single or badly 
	damaged on the field, find the nearest collection
	of tanks and bomb them.  Any decrease in their health will 
	make your future battles easier. 

	-- Use bombers to attack ground forces and fighters to patrol 
	until enemy bombers are 
	a minimal threat. 

	Enemy bombers can inflict heavy damage, especially if they 
	repeatedly attack the same target. So keep fighters on patrol.
	Enemy bombers cannot be stopped from executing a strike 
	unless they are very weak, but they can be so badly 
	damaged that the
	enemy will allow them to rest and refit rather than 
	conducting a mission.   Alternatively, on rare occasions 
	the enemy
	will press on with critically weakened bombers and 
	lose them all. 

	-- Protect your bombers.  

	Your bombers are expensive and hard to replace, so if their 
	health falls into the red give them rest until they are at 
	least back into the yellow, unless the situation is so critical 
	they must be used up to save the battle. 



	-- Concentrate your air attacks. 

	The engine ensures that small groups of bombers attacking large 
	targets will do minimal damage while suffering greatly themselves.
	So don't do that.  Instead, focus large groups of bombers on 
	small, isolated targets in order to achieve their complete
	destruction. Alternatively, when executing a critical attack 
	focus every single fighter and bomber on the map on the attack
	in the hopes of giving the ground forces the crucial edge 
	they need to turn repulse into victory. 

	-- Be unfair! 

	"Fair" is something for football fields or pingpong 
	tournaments. When you are facing off with more than a hundred
	division, each of whom is determined to kill you, steal your 
	family's home, and send them to the gas chamber,
	being "fair" to the enemy should be the furthest thing from 
	your mind.  Take every advantage you can get to maximize
	their casualty rates while minimizing your own.  The more 
	unfair you are, the fewer of your people will die, 
	the sooner the war ends, the better for everyone, 
	even the enemy. 


7) Credits
------------------------------------------------------------------------
Strategy and Tactics : World War II is copyright 2013 by Herocraft. 


This FAQ Copyright 20013 by Brian Pendell. This document is made available under
the Gnu Free Documentation License (http://www.gnu.org/copyleft/fdl.html),
and may be freely copied,
distributed and edited so long as the original author receives 
credit for the work , and any
additional changes are attributed to subsequent authors.