On the top of the display, you have two meters, one is white and represents command.
You need command for building stuff and you get it by capturing flags.
Flags produce command income, some more, some less.
The income rate however will increase over time while held, i.e. income will reset after it is half-captured by an enemy.
It is indeed important not to lose flags in the back, while those near front will change hands many times and thus are less important.
Terrain flags can be captured by having either rifle soldiers or assault troops, or soviet commissars, within its radius.
The more troops there the faster it gets captured.
You do not need to keep them there after the flag has been captured.
Along the same line, sea flags can be captured by combat ships.
When you start playing, absolutely do not build 10 engineers.
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 command on extra engineers.
Speaking of that, always have the headquarters building producing infantry squads, they are the cheapest there!
You may want set your headquarters to on REPEAT and then to build one infantry squad.
Factories cannot be assisted by builders.
Here are the informative command drain figures for the usual stuff:
Command points cost rate
Towed gun factory
Fire support boat yard
The other meter at the top is yellow and represents logistics or better known as ammo.
Anything other than bullet based weapons and anti tank infantry need it to fire.
The ammo usage of a unit can be seen by hovering over it and looking into the bottom left corner.
First row will feature a line like: log. usage: N, where N is the usage for EVERY SINGLE SHOT.
On the same line, you will find how much ammo a unit can carry.
Beware though, that if your logistics in storage ever drops below 50, our infantry will receive a 30% rate-of-fire penalty.
You get ammo from storage, you always get one free storage when you start the game.
For soviets this is a truck but all other factions have it as a building.
You can build more storage using builders (every storage gives ~1000 ammo).
Each faction also has a unique storage upgrade for late game, these however with the exception of UK are expensive.
Storages are refilled every seven and a half minutes and the time until refill is indicated above the yellow bar.
Ammo cannot be gained otherwise, except for the japanese who can get a little extra after the supply tunnel upgrade.
Never build storages at the frontline, they are very fragile, volatile, expensive and doesn't help the fighting, you don't want to lose it.
Instead, build it somewhere behind your base, preferably as far away from the enemy as possible.
It is also recommended to build some tank traps round them and guard them with reserve infantry.
Be careful to always put a space the size of two storages between them to prevent them blowing up in a chain reaction.
3) SUPPLY PROVIDERS
However it is not enough to just have ammo, ammo-using units must also be resupplied with it.
For resupplying units, you need them in supply radius, which is indicated by yellow dotted circles around every supply provider.
If you hover over one of those, you will see all supply ranges on the map.
The most commonly used suppliers:
-> Factories: these are the providers you start with.
They are essential for giving newly-built units their initial ordinance load.
You may want to set your factories destination to still be within range of the supply so they dont go into battle empty-handed.
-> Deployed trucks: in every factory except tank yards there is a unit called a truck, which costs about 500 command.
To use it, build it, then send it of to some map area and press the deploy button.
After it is deployed (it will take roughly 20s), It will supply all units with a factory-like radius around it.
-> Large Supply Depot: This is mostly later in the game as you can only build it using construction vehicles.
This building's supply range is huge, it can cover half of a medium map.
In addition it has the ability to build trucks and halftracks.
Not that it also explodes violently despite not actually storing ammo.
-> Support Troop Carriers: This is only available in the light vehicle yard and large supply depot.
Its range is the most limited of all ammo suppliers, but it can supply ammo on the move without needing to pick it up.
Use it to follow tanks, so they are supplied when making a breakthrough.
In addition it can carry troops and usually has a machinegun, this makes it an excellent support vehicle
-> Ships: landing ships also feature resupply ability, to supply ships and units near the coast.
The above supply units do not just resupply units, they also make them fight better!
Currently, infantry within supply range gets a 30% rate-of-fire boost.
You cannot afford to build all factories in normal games, usually you can only have one at start and more later.
It is therefor important to decide on what type of units you will build.
When playing team games it is important to coordinate on what types of units you will specialize in.
The basic choices range from infantry, guns, light vehicles and aircraft.
Later on you can build tanks if you have a vehicle or gun yard or ships if you have a barracks.
In addition all yards have an upgrade option that will unlock more specific choices, these upgrades are expensive and take time however.
Some units can counter other types better than others.
For example: light vehicles will do very well versus infantry, however most of them will be useless against aircraft or tank destroyers.
Meanwhile tank destroyers will be almost entirely defenseless against infantry, in most cases.
Tank destroyers are a hard counter, as are some anti air vehicles, however some are not hard counters and can be used universally.
In contrast tanks are in most cases jack of trades and can be used almost universally, some even have light anti air capabilities.
Knowing about the line of sight system in S44 is very important.
Some units are weak and have excellent sight, while others are powerful but can't see a thing.
And a big gun is quite useless if it does not see where to shoot at.
It is recommended always playing in the line-of-sight overlay, which you activate by pressing 'L' on the keyboard.
Tanks and other vehicles are pretty much blind, you always need to escort them with infantry!
Nothing more frustrating than your brand new 10000 command tank getting killed by a simple grenade!
Another perk is the fact that artillery become more accurate the more they shoot at a locked on target.
There are two special-purpose scouting unit types available in S44:
While this unit may appear blind, it has a special attack ability, which reveals a target area when you order it to attack the ground attack.
You can get this unit only from a barracks and only in a squad with other units: mortars, machineguns, snipers and infantry guns where applicable.
-> Scout plane:
This is the long-term intelligence gathering unit.
Should I build tank destroyers or not? Send a scout and see if they are building a tank yard!
This unit is available in the headquarters and the radar once you request it, there is a 15-second delay before it spawns.
If you return it safely back to base, you even get up to 750 command back, making the cost of knowing what to do be only 250 command.
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 soldiers for the same reason.
By holding and dragging the left mouse button you can issue a formation order for multiple selected units.
When Attacking, always use the FIGHT command.
That way, your soldiers will automatically stop and engage the enemy, making them more accurate and preventing them from going in too deep.
Beware that spring currently likes to blob nits together if they are moving over longer distances or non-flat terrain.
Issue multiple line-move FIGHT orders in that case.
Double clicking quickly on the ground will issue a fight order.
If it looks like you are going to lose a skirmish, it may be advantageous to retreat the force and later regroup them with newly-built units.
Using regular move commands and to lose a few soldiers while running away.
Infantry also have a drawback, when under too heavy fire they will become scared and stop doing anything for a little while.
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).
If the enemy has entrenched himself and you do not have tanks, you will need to use support weaponry to drive them out.
Always keep a squad of mortars and a scout (the binoculars guy) on the standby for this, 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, if you are playing germany or japan, you could use the Nebelwerfer (self-propelled gun yard) or 200 mm mortar (barracks).
When you are ordering units that move at different speeds, use CTRL-fight to make the faster ones slow down
You can also use the guard command to protect a targeted unit.
7) AIR SUPPORT
In order to use aircraft you need a operational radar, it can build like most other building.
Once you have it operational you can order aircraft sorties which will cost you command.
When the sorties is purchased you then must tell it where to strike.
One or more, usually 4, aircraft of specialized type will move to the designated area and attack units in that area.
Some aircraft will attack on their own while others need to be explicitly assigned a target.
You can ofcourse give them commands like any other units, but with three restrictions.
The first is that much like infantry aircraft are subject to fear, when under fire they will retreat and sadly usually crash.
All aircraft have fuel, once it runs out they must retreat and fly back outside the map.
Last but not least most aircraft have ammo, they cannot be resupplied, once it is exhausted they fly back, however they do not use your logistics.
Also note that aircraft when they return in one piece will return 50% of its investment.
8) NAVAL OPERATIONS
To build ships you require a naval yard, which in turn requires a barracks and a deployable pontoon truck.
The pontoon truck must be moved to a deep water area and then once deployed ships can be built from it.
Ships have a unique thing to them, they have separated turrets that can fire on their own and be supressed too.
Turrets cannot be destroyed, but if their health drops to zero they will be disabled and need to be repaired to work again.
Likewise every turret has its own ammunition storage and needs to be resupplied to work.
In addition turrets have limited firing arc, making the units position and manouvering even more important.
To capture land you also have the ability to build landing craft, that unlike dinghies, already come preloaded with units.
However dinghies require no naval yard and can be built by engineers, these are a simple and quick means to cross water.
Ships are vulnerable to artillery and anti tank from land, these are the best means to fight them off.
If you like spring 1944 join the #s44 channel and don't hesitate to ask the regular players if you have any questions or suggestions.
Note that s44 is a constantly evolving and changing game, new mechanics can be introduced anytime.
Good luck and have fun!