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Moscow to Berlin: Red Siege – Windows Manual – English

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moscow-to-berlin-red-siege_win_manual_en_3ri.pdf
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1 PREFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2 CAMPAIGNS AND MISSIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.1 Operation Barbarossa... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.1.1 Brest Litowsk - Mission 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.1.2 Minsk / T34 - Mission 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
2.1.3 Kiev Pocket - Mission 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
2.1.4 Leningrad - Mission 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
2.1.5 Moscow / Operation Typhoon - Mission 5 . . . . . . . . . . . . . . . . . . . . . . . . . . .4
2.1.6 Moscow / Soviet Counterattacks - Mission 6 . . . . . . . . . . . . . . . . . . . . . . . . .4
2.2 The War in Russia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
2.2.1 The Siege of Sebastopol - Mission 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
2.2.2 Stalingrad / The German Attack - Mission 8 . . . . . . . . . . . . . . . . . . . . . . . . .5
2.2.3 Run to the Caucasus / Kalmyk Steppe - Mission 9 . . . . . . . . . . . . . . . . . . . .6
2.2.4 Stalingrad / Operation Uranus - Mission 10 . . . . . . . . . . . . . . . . . . . . . . . . . .6
2.2.5 Operation Zitadelle / Kursk, Prochorowka - Mission 11 . . . . . . . . . . . . . . . .7
2.2.6 Kursk and Orel / Soviet Counter-offensive - Mission 12 . . . . . . . . . . . . . . . .7
2.2.7 Tscherkassy Pocket - Mission 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
2.2.8 Operation Bagration - Mission 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
2.2.9 The Courland Pocket - Mission 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
2.3 The Final Battle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
2.3.1 East Prussia / Masurian Lakes - Mission 16 . . . . . . . . . . . . . . . . . . . . . . . . . .9
2.3.2 Hungary / Operation Spring Opening - Mission 17 . . . . . . . . . . . . . . . . . . . .9
2.3.3 Seelow Heights - Mission 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
2.3.4 Halbe Pocket - Mission 19 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
2.3.5 Berlin Reichstag - Mission 20 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
3 NEW WEAPONS AND UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
3.1 New weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
3.2 New Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
3.2.1 German units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
3.2.2 Russian units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
4 NEW AI ELEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
5 KEYBOARD SHORTCUTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
6 CREDITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
7 LICENSE AGREEMENT AND WARRANTY. . . . . . . . . . . . . . . . . . . . . . . . . . . .31
8 EPILEPSY WARNING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
9 TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
10 COPYRIGHT NOTICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33

1

1. PREFACE
The game Moscow to Berlin: Red Siege covers the Eastern theatre of
War in World War II from the very beginning in 1941 with the German
attack codenamed "Barbarossa" till the final end with the Soviets hoisting
their red banner on the Berlin Reichstag building in 1945.
Moscow to Berlin: Red Siege is the fourth game in a row which started
with Desert Rats vs Afrika Korps, went on with D-Day and 1944: Battle
of the Bulge. Gamers who already have the predecessors of "Moscow to
Berlin: Red Siege" will find themselves familiar with the game, although
we did a lot to introduce the real feeling of the war in the East. Therefore
you will not only get a bunch of new units - especially for the Red Army
of course - but also new buildings, new atmosphere and new AI elements.
In this booklet we will describe what you can expect.

2. CAMPAIGNS AND MISSIONS
2.1 Operation Barbarossa
The game is split into three campaigns
which cover the main phases of the
East Front. The first campaign is
focused on Operation Barbarossa, the
German attack on the Soviet Union in
Summer 1941 and ends with the failure
of this Operation within sight of
Moscow.

2.1.1 Brest Litowsk - Mission 1
Period of time: Summer of 1941.
Weather: Sunny.
Location: The fortress of Brest Litowsk at the Border between German
occupied Poland and the Soviet Union.
Your orders: Take control of all the bridges across the Bug and maneuver
a group of tanks through the fortified town untouched.
Your units: Parts of the German 45th Infantry Division with
Sturmgeschütze and artillery.
Your opponent: Soviet fortress troops defending their bunker positions.

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Signification: Controlling the Bug river crossings at
Brest was of major importance for Operation
Barbarossa, since this town would later be the supply
basis for all action of Army Group Center in Russia.
More details regarding the historical background of this
mission can be found within the game's mission
descriptions. This also applies to all further missions.
2.1.2 Minsk / T34 - Mission 2
Period of time: Summer of 1941.
Weather: Sunny.
Location: White Russia West of the capital Minsk.
Your orders: Capture all Soviet strong points around
the City and repel a heavy counterattack before
finally overrunning the last line of Russian defense.
Your units: Parts of a German tank division with
Panzer II, III and Sturmgeschütze. Later you get a
Flak 88 battery.
Signification: This mission exemplarily shows the weakness of the
German forces when they were confronted with the modern Soviet T34
tank. Only the Flak 88 could stop this tank.
2.1.3 Kiev Pocket - Mission 3
Period of time: Summer of 1941.
Weather: Sunny.
Location: Lochvitsa, East of Kiev, the Ukrainian
capital.
Your orders: Capture with advanced elements of
two tank divisions the crossroads of Lochvitsa and
repel all Russian attacks trying to break the
encirclement from East and West.
Your units: Elements of the German 3rd and 16th
Panzerdivision with Panzer II, III and some Panzer
IV plus Panzergrenadiere and anti-tank JU 87.
Signification: The German success in 1941 against the Red Army was
based on the German tank tactics of rapid movement, encircling Russian
units from behind and eliminating these pockets fast. The Kiev pocket was
the largest pocket ever: After five days of tremendous slaughter, it was all
over. The Germans claimed to have captured a total of 650,000 Russians
as POW's. The Russians yielded a tally of 527,000.

3

2.1.4 Leningrad - Mission 4
Period of time: Autumn of 1941.
Weather: Autumn weather, windy, foggy.
Location: Near Pskov, Southwest of
Leningrad.
Your orders: Stop the German advance on
Leningrad, attack the German Army Group
North frontally.
Your units: Light and medium tanks and infantry.
Signification: This mission shows that the
Soviets already tried smashing the Germans out
of their country in 1941. But up to then, their tank
doctrine was weak: their frontal counterattack was encircled by a flanking
attack of German tanks and so a hasty withdrawal saving the remnants of
their troops was the last option for the Soviets.
2.1.5 Moscow / Operation Typhoon - Mission 5
Period of time: Summer of 1941.
Weather: Beginning winter, foggy, light snow.
Location: Southwest of Moscow.
Your orders: Advance Eastwards and smash
the last Soviet defenses around Moscow.
Your units: Already worn out troops of a
German tank division with Panzer II, III, IV
and Sturmgeschütze.
Signification: Operation Typhoon - the final
attack on Moscow - marked the end of quick
German advances in the East. It was the
Soviet’s opportunity to fight back.
2.1.6 Moscow / Soviet Counterattacks - Mission 6Period of time:
Period of time: Winter 1941/42.
Weather: Snow and fog.
Location: Northwest of Moscow.
Your orders: Cut through the German lines and
eliminate all pockets of resistance.
Your units: Fresh Siberian troops with Winter
camouflage uniforms and T34 tanks in masses.
Signification: In early 1942, the Soviets launched a
massive counter-offensive with fresh Siberian troops

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on the weakened and worn out German lines around Moscow. Only the
harsh "Stand and Die" Order by Hitler avoided a German catastrophe. With
this order German troops stood where they were and built up around
defenses in the villages while a flood of Soviet troops went by.

2.2 The War in Russia
The main campaign of the game deals
with the War in Russia. It covers the
second part of the German attack towards
Stalingrad and the Caucasus as well as
History´s biggest tank battle at
Prochorowka during Operation Zitadelle.
This part ends with the withdrawal of
German troops from Russian territory in
late 1944.

2.2.1 The Siege of Sebastopol -Period of time: Summer of 1942.
Weather: Sunny.
Location: Crimean peninsula,
Sebastopol harbor.
Your orders: Capture all the bunkers
of the harbor fortifications and gain
control of the harbor.
Your units: Mainly German infantry
from the 11th Army.
Signification: The capture of Sebastopol
deprived the Red Banner fleet in the
Black Sea of its last main harbor. This
prevented the Black Sea fleet from
being a thread to the Southern flank of
the German advance in 1942.

5

2.2.2 Stalingrad / The German Attack - Mission 8
Period of time: Summer of 1942.
Weather: Sunny.
Location: Stalingrad, Mamai Hill, Hill 102.
Your orders: Take Hill 102 and the surrounding
railway station, reach the Volga.
Your units: Armored parts of the German 6th Army.
Significance: This mission shows the heavy fights
in and around Stalingrad, which had no strategic
significance for both sides - only the two dictators
both didn't want to lose face. Stalin didn't want to
lose "his" town and Hitler wanted to capture it just because of its name.
2.2.3 Run to the Caucasus / Kalmyk Steppe - Mission 9
Period of time: Summer of 1942.
Weather: Sunny, desert climate.
Location: In the Kalmyk steppe, South of
Stalingrad close to the Caspian Sea.
Your orders: Find out about Russian reserves,
units and strong points in this region and report
back to headquarters.
Your units: German reconnaissance detachment.
Significance: In Summer 1942 some German
troops made the furthest advances to the East and
even reached Asia. They hoisted the German banner on the Elbrus and
they came in sight of the Caspian Sea - but they never reached the
oilfields of Baku.
2.2.4 Stalingrad / Operation Uranus - Mission 10
Period of time: Winter 1942/43.
Weather: Snow, fog.
Location: West of Stalingrad, Pitomnik airfield.
Your orders: Capture the airfield and stop the
Germans flying out troops.
Your units: Soviet infantry and tanks.
Significance: After the Russians had encircled the
6th Army in Stalingrad, Goering offered to Hitler to
supply the Army with the Luftwaffe via the airfields in
the pocket. This would stabilize the front and give time to the troops in the
Caucasus to return West. Of course, the Russians focused on eliminating the

6

airfields after they had repelled the German ground offensive of the 4th Panzer
Army trying to liberate the 6th Army.
2.2.5 Operation Zitadelle / Kursk, Prochorowka - Mission 11
Period of time: Summer of 1943.
Weather: Sunny.
Location: Near Prochorowka, South of Kursk.
Your orders: Smash all Soviet lines of
defense and all counterattacks.
Your units: Elite tank troops with Tigers and
Panthers plus some Elephants.
Significance: Prochorowka was the biggest
tank battle ever. It was a meeting engagement
of 4th Panzer Army and 5th Guards Tank Army.
2.2.6 Kursk and Orel / Soviet Counter-offensive - Mission 12
Period of time: Summer of 1943.
Weather: Sunny.
Location: Near Orel, North of Kursk.
Your orders: Capture Orel.
Your units: Infantry and tanks.
Significance: After the Germans had cancelled
Operation Zitadelle, the Russians started their
counter-offensive North of Orel and South of
Kursk, now trying to encircle the German troops.
2.2.7 Tscherkassy Pocket - Mission 13
Period of time: Winter 1943/44.
Weather: Snow.
Location: Tscherkassy, Southern Ukraine.
Your orders: Move the troops in the
Tscherkassy pocket westwards and escape
the encirclement by crossing the Djnestr
River.
Your units: Heavy tank units which are
encircled by Russian troops.
Significance: In late 1943, the Wehrmacht was on permanent retreat.
While retreating, more and more troops were encircled by the Russians.
But the Germans were able to break out and to avoid complete
destruction of their units in most cases.

7

2.2.8 Operation Bagration - Mission 14
Period of time: Summer of 1944.
Weather: Sunny.
Location: East of Minsk, White
Russia.
Your orders: Smash all German lines
of defense and capture Minsk.
Your units: Infantry and medium and
heavy tanks.
Significance: In Operation Bagration
the Soviets managed to completely destroy German Army Group Center.
After Stalingrad this was the second and even heavier defeat of the
Wehrmacht on the Eastern Front.
2.2.9 The Courland Pocket - Mission 15
Period of time: Autumn/Early Winter 1944.
Weather: Some snow, foggy.
Location: Baltics (Courland).
Your orders: Cut the German forces in
two by reaching the Baltic Sea.
Your units: Soviet tanks and infantry.
Significance: When the Soviets reached
the Baltic Sea North of East Prussia,
they cut off parts of the German Army
Group North which was then called Army Group Courland. These troops
fought several Courland battles successfully till the capitulation in May
1945, but were of no help for the defense of the Third Reich anymore.

2.3 The Final Battle
Finally the Soviets couldn't be stopped
anymore in their drive to Berlin. One battle
after the other was lost by the Wehrmacht. This
last campaign covers the siege of East Prussia,
the last German offensive in the East (Hungary,
Operation spring Opening / Frühlingserwachen),
the battle of the Seelow Heights only about 80
kilometers from Berlin, the Halbe pocket south
of Berlin and finally the battle of Berlin in sight
of the Reichstag building.

8

2.3.1 East Prussia / Masurian Lakes - Mission 16
Period of time: Winter 1944/45.
Weather: Snow.
Location: Masurian lakes in East Prussia,
east of the capital Königsberg, now
Kaliningrad.
Your orders: Find a way through the
German defenses and get to Königsberg.
Your units: Russian tanks and infantry.
Significance: In East Prussia the Soviet Red Army first put foot on
German ground. In late 1944 the Wehrmacht were able to push the
Russians back at Goldap, but in 1945 East Prussia fell to Soviet hands.
2.3.2 Hungary / Operation Spring Opening - Mission 17
Period of time: Spring of 1945.
Weather: Foggy, rainy.
Location: Southern Hungary.
Your orders: Split the Russian lines of
defense and make a breakthrough.
Your units: Heavy element with Kingtigers
and Panthers of the 6th Panzer Army.
Significance: Operation Spring Opening
was the last major German offensive on
the Eastern Front. Despite early successes, it was a complete failure.
Hungary was quickly overrun by the Russians and Austria was in Soviet
hands only a month later.
2.3.3 Seelow Heights - Mission 18
Period of time: Spring 1945.
Weather: Dry, overcast.
Location: Oder river (today's border
between Germany and Poland).
Your orders: Cross the Oder and fight
a way through the German lines to
Berlin.
Your units: Elite tank units with
medium and heavy tanks.
Significance: The Oder frontline was the last significant line of German
defense in the East. After that was overrun by the Soviets, Berlin was
without real defense.

9

2.3.4 Halbe Pocket - Mission 19
Period of time: Spring 1945.
Weather: Dry, overcast.
Location: Halbe, Spreewald, South of
Berlin.
Your orders: Destroy the remnants of the
German 9th Army and stop
their retreat to the American lines.
Your units: Soviet tanks and infantry.
Significance: In the Halbe forest the
remnants of the 9th Army gathered. They were encircled, bombed by
planes and artillery and attacked from the Russian troops on all sides. Still
they tried to fight a way West to the American lines.
2.3.5 Berlin Reichstag - Mission 20
Period of time: April 1945.
Weather: Dry, smoke from the burning
city.
Location: Berlin, near Reichstag and
city center.
Your orders: Cross the Moltke bridge
over the Spree and capture the fortified
Reichstag building.
Your units: Elite units with infantry and
tanks.
Significance: When the Soviets hoisted their red banner on the Reichstag
buildings this marked their final victory over Nazi Germany.

3. NEW WEAPONS AND UNITS
The game contains a large range of new weapons and units. You'll find the
historical and technical aspects explained in detail in the encyclopedia
within the game; the following explanations aim further at the
gaming part.

3.1 New weapons
Rocket launchers shoot rocket-powered shots in fast sequence and in a
large number at the opponent. The rocket tail, which gives an idea of an
approaching of the rocket shots, is clearly visible. The destruction is

10

Nebelwerfer

BM 13 Katiusha

Sturmtiger

Hummel

devastating, particularly on soft targets such
as infantry and unarmored vehicles. The
accuracy of the rocket launchers is low,
bringing fear to those facing its fire. The
rocket launchers in the game are the Soviet
Katiusha and the German Nebelwerfer. The
Surmtiger is a particularly powerful (though
slow) rocket launcher.
Artillery is an effective weapon for the
remote bombardment of enemy positions
from a safe distance. The artillery batteries,
however, can easily be identified with the
cannons' roaring. Counter battery fire firing on enemy artillery with your own
artillery - can quickly put an end to the
artillery use and destroy howitzers and their
crews. Therefore guns which can be easily
shifted have the advantage. Self-propelled
guns - guns installed on tank chassis - are
most appropriate for moving artillery about,
and provide a particularly powerful weapon.
Self-propelled guns are the Soviet SUs and
the German SD KFZ 165 Hummel.
The mortars, so-called high-angle
weapons, which shoot shells on short
distance and in fast sequences on the enemy,
give easy artillery support for the infantry in
foremost front. In the game, mortars are
installed in the LendLease M3 and the
German SD KFZ 251.

ME 262

11

On the Eastern front, planes were often used in the anti-tank role. The
Russians used their famous IL 2 Sturmovik for the task and the Germans
had a special version of the JU 87. We have both in the game. Towards the
end of the war, the world's first jet airplanes were developed and deployed
by the Germans. These jet aircrafts were significantly faster than
propeller-driven airplanes of that time and could in such a way
successfully sustain aerial battles. Moreover, they usually were too fast
for being hit by air defense guns. The German ME 262 is a hunter and a
fighter-bomber, the Arado AR 234 is a pure bomber.

3.2 New Units
The game offers a wide range of new units which you do not know yet
from Desert Rats vs Afrika Korps or D-Day. This chapter will provide you
with a short overview. The encyclopedia included in the game explains
the technical details as well as the historical backgrounds.
3.2.1 German units
The Jagdpanther is based on the chassis of the battle tank Panther, on
which a fixed superstructure is fixed. The legendary 88 was mounted on
the Jagdpanther. This strong weapon combined with the good handling
characteristics and strong armor make the
Jagdpanther a dangerous opponent for
British Churchills and American Shermans.
Chain damage put the Jagdpanther
practically out of action because of the
fixed turret.
The Jagdtiger is a similar construction to the
Jagdpanther, the chassis however coming
from the Tiger battle tank. Again a stronger
weapon could be installed, the 12.8 cm
PAK, due to the fixed superstructure. This
strong weapon together with extremely
heavy armoring - the Jagdtiger weighed 70
tons! - make the Jagdtiger a mobile shelter.
Due to its weight, it is very slow however,
and a chain damage amounts to a death
sentence for the vehicle.

12

Jagdpanther

Jagdtiger

The Elephant was constructed on the Chassis
of the Tiger I mounting the 8.8 cm anti-tank
gun. This vehicle was slow and didn't have a
machinegun for close defense against infantry.
First Elephants were used in Operation
Zitadelle on the Eastern Front. Although they
were poorly constructed, they had great
success in destroying hundreds of T34s on
long range fire fights.
The Sturmtiger is used against heavilyfortified positions and cities. This vehicle
based on the Tiger I, received a fixed
structure and a 380 mm mortar. Rocketpowered explosives were fired. These had in
fact been developed by the navy for
destroying submarines. Where these shells
impacted, the damage was enormous: whole
house blocks were flattened. In the game, the
Sturmtiger is also very strong, but no all
destructive super weapon.
The Hetzer was a very successful tank hunter.
It was based on the chassis of the Panzer 38
and built at Skoda in Czechoslovakia. It was
fast, very small and had a low silhouette.
Despite this, it had a heavy and high velocity
gun. There was also a flamethrower version
of the Hetzer.

Elephant

Sturmtiger

Hertzer

Another vehicle that saw heavy action on the
Eastern front was the AA-gun version of the
Panzer IV, first introduced as the
"Moebelwagen", then named Ostwind and
Moebelwagen
Wirbelwind. It was the first armored fully
motorized anti-aircraft weapon of the war and could follow the tanks even
on heavy terrain with the same speed. This helped German tank troops to
compensate at least a little for the growing weakness of the Luftwaffe.
With the Moebelwagen, the ground troops could defend themselves
against the waves of IL 2 Sturmovik planes.

13

We’ve already mentioned the self-propelled gun Hummel in the chapter
dealing with the new weapon systems. The Hummel changed position fast
and represents an effective artillery weapon. The combat area is only easily
armored, however, and the crew thus is vulnerable. The vehicle can be easily
taken over.
The Panzer IV H, is a variant on the Panzer IV, already introduced in the
game. The version H differed from its predecessors by the added armor
plating which was installed outside at both sides and around the tower. This
and increased armor provided good protection against English PIATs and
American bazookas. Also, the late forms of the assault gun Sturmgeschütz
III were equipped with lateral armor skirts.
The standard vehicle of the German armored
infantry was the SD KFZ 251. In the game, this
vehicle is present in three versions. The
standard version is armed with a machinegun
and transports a group of soldiers. The version
with a mortar installed in the combat area
already has been mentioned before. Moreover,
we have added the SK KFZ 251/22 to the game,
a variant with an anti-tank gun.

SD KFZ 251

In the game, there are various new airplanes for
the Germans. The JU 52 "Tante Ju" represented
the standard transport aircraft of the Air Force and
drops supplies and paratroopers in the game. The
propeller-driven aircraft, flying very slowly,
however, is an easy victim of Flak and fighters
due to its skin made of corrugated iron.
JU 52
During the war, the Focke Wulf FW 190 replaced
the ME 109 more and more as the standard hunter
of the Air Force. In the game, it is used as fast
hunter and fighter-bomber. The ME 262 was the
world's first operational jet military plane. While
the production of fighter bombers were priority
for Hitler, it would have been more beneficial to
focus defense efforts on producing planes of the
hunter variety. In the game, the ME 262 fulfills
both tasks and due to its speed has no real enemy.

14

FW 190

3.2.2 Russian units
Of course the emphasis of development for this game lay on the Soviet
units. All in all we developed more than 20 complete new 3D models to
represent the Red Army.
3.2.2.1 Tanks
The Soviets not only had a great number of
tanks, but also a great variety in
constructions. There were very light tankettes
like the T60s and T70s, fast medium tanks
like the BT7, heavy tanks like the KVs and
the IS2 and of course the highly successful
T34 series. We have all of these in the game.
T60 and T70
Both the T60s and the T70s were light tanks,
although they were already more heavily
armored than the previous tankettes of the
1920s. They featured a modern chassis with a
fully rotatable turret wearing 20mm or even
45mm guns plus a machinegun. These tanks
were very fast and so could be used ideally
for reconnaissance tasks. But when they were
confronted with opponents like the Panzer III
or IV, they had no chance.
BT7
The BT5 and BT7 tanks were also classified
as light tanks, but were much bigger and
heavier than the T60 and T70. These tanks
were very fast, well armored for their weight
and size, and featured a 45mm cannon. They
were very common in Soviet tank brigades,
but stood no chance against Panzer IVs and
nor the later Panthers and Tigers.

T60 light tank

T70 light tank

BT7 light tank

15

T34
The T34 tank was classified as a
medium tank, but was - in the early
phase of the war - much stronger than
the comparable German medium
Panzer III and Panzer IV (early
versions). So this tank was the biggest
T 34 series of medium tanks
threat to the Wehrmacht and often, the
German army could only knock them out using their famous 8.8cm Flak.
The 3.5cm anti-tank gun was called a “Reichsanklopfgerät” because it
knocked on the doors of the Russian tank, but did it no harm. The T34
was produced in masses and the Soviets built several versions of it with
heavier armor, stronger guns and so on. Due to the success of this fast and
powerful tank, the Germans even planned to build a clone of the Russian
tank. But, in the end they only copied the sloped armor for the Panther
construction. In the game you find the early T34, the T34 with the 85mm
cannon and the 1943 version of the T34
KV1
The KV series of tanks were constructed by
an engineer named Klim Voroshilov. All
tanks designed by his bureau were considered
heavy tanks. All were heavily armored and
had massive weapons. The KV2 even had a
152mm howitzer in a rotating turret. But
these tanks were slow and German tanks
KV1 heavy tank
could outflank them, attack them from
behind, and kill them this way. All in all they
were not comparable to the threat of the T34.
In the game we have the most commonly built KV1.

IS2 heavy tank

16

IS2
The IS (Iosif Stalin) tanks were the heaviest
Russian tanks in the war. The IS2 was used in
greater numbers and took part on the battle of
Berlin, but the IS3 came too late to play an
important role. The IS2 had a very powerful
122mm gun, but due to the relatively small
turret it could not transport much ammunition.
Thanks to its low silhouette and a weight of

only 46 tons it was a dangerous counterpart for the Kingtiger, which was
tall, weighed over than 60 tons, and was slow. But though the Kingtigers’
88mm gun was considerably smaller, it had a higher armor penetration.
Lend Lease
The Soviets received several types of British and US tanks via the LendLease contract between the Western Allies and the Russians. The most
commonly used were the British Churchill and the American Sherman.
In the game you will find these tanks in Soviet camouflage schemes, too.
3.2.2.2 Assault guns
The Germans and Soviets produced
various versions of assault guns in great
numbers. The Russians mainly used them
in the infantry support role and not as
tank hunters as the Germans did. So
Russian infantry rode on the top of these
vehicles into the battlefield, jumped off
when encountering the enemy and started
their fight supported by the assault gun´s
howitzer. The assault guns mainly differ
in size of the chassis and caliber of the
gun mounted.

SU 122

SU 100
3.2.2.3 Artillery and AA-guns
The Soviet Army had masses of artillery pieces, anti-tank guns, and antiaircraft guns. Stalin himself named the artillery "Mother of all weapons".
Heavy artillery barrages were the standard concept in Russian doctrine
for preparation of an assault on the
medium artillery, anti-tank guns, and aaguns. Of course, you will also find the
famous BM 13 Katiusha rocket launcher,
which the fearful German soldiers called
"Stalinorgel". This deadly weapon can
destroy wide areas and lower the moral
ZIS 3 anti tank gun, M30
even of the toughest troops.
howitzer and 52k AA gun

17

3.2.2.4 Support vehicles
For the support and transport of troops and guns, we have two trucks in
the game. The ZIS standard truck and a ZIS repair vehicle. For
reconnaissance purposes the Soviet troops also have the light armored car
BA 64 with a machine gun.

BA 64

ZIS 22 tracked
repair vehicle

3.2.2.5 Airplanes
On the Eastern front, ground support by the airforce played an important
role. Hundreds of tanks of the enemy were destroyed by the IL 2
Sturmovik or the JU 87. Further-more, tactical bombardments on railway
lines, communication zones, and assembling areas were very common.
We did the most common planes for the game, namely the IL2 ground
attack plane, the IL4 bomber and the PE2 bomber.

IL4 Bomber
IL 2 Sturmovik

18

4. NEW AI ELEMENTS
When planning for this game we thought about the possibilities of
improving the gameplay, especially how to improve the computer´s
Artifical Intelligence (AI), so that you, the player, get more a feeling of
fighting against a real world opponent, that reacts intelligently and varies
his reactions when you replay a mission. This is an overview of what
we did.
Retreat
In Desert Rats vs Afrika Korps, D-Day and infantry with light weapons
like pistols, rifles, and machineguns kept shooting at tanks, even if they
had no chance of damaging the enemy at all. That way the AI soldiers just
waited to be killed by the player. So we did extensive AI scripting for
"Moscow to Berlin: Red Siege" resulting in soldiers that retreat. The
scripts checks whether the soldiers are shooting at targets they can´t
destroy and if that is so, they try to get out of sight of this enemy.
Giving up
But we thought, that retreating soldiers were not enough. Not every soldier
in real life would retreat, just for keeping on fighting just some meters
behind, facing the same enemy, bearing the same threat for life. Some
soldiers would decide to give up, to raise hands. Our AI scripting does that,
too. Soldiers give up, cross lines and go off the map. This happens to your
soldiers too, if they are faced with an enemy they can´t fight.
Jump off infantry
Before "Moscow to Berlin: Red Siege" infantry was always carried in
trucks and armored vehicles to the battlefield. Especially for the armored
halftrucks it made sense to keep the infantry inside the vehicle, because
that protected the infantry with its armor. The player had to decide when
to unmount the infantry. On the Eastern Front, the Soviet Army didn´t
have something like the German SD KFZ 251 armored vehicle. Infantry
rode on tanks and assault guns into the battlefield. And of course when
sitting on the hull of a tank, you aren´t protected in any way. Now, as
soon as a tank or assault gun with riding infantry on it gets under direct
fire, the infantry jumps off automatically, increasing the line of sight and
starting light weapon fire against the enemy for both player and
AI units.

19

Tactical mobile reserves
In "1944: Battle of the Bulge" maps and possible ways for attack and
defense were very narrowed due to the terrain. In Russia things are much
different of course. Wide open country is the rule, which allows for quick
and flexible movement even of larger numbers of troops. The Germans
for example used their Tiger heavy tank battalions as fire brigades driving
behind the frontline from one hotspot to the next.
So we did some further scripting giving the AI tactical mobile reserves,
that not only defend a certain area, but react flexible to different threats
all over the front, sometimes even hunt the players units and after
accomplishing their task return to an assembling area.
Encirclement and breakouts
Encircling tactics, flanking attacks and breakouts out of pockets played
an important role on the Eastern Front throughout the war. Therefore you
will find many missions in this game where you encircle enemy troops
and they try to break out, or where you are encircled yourself and you
have to break out and so on. This also means, that the enemy is not always
in front of you, but may appear on the left, on the right or even in your
back. Plus your direction for attack or retreat may vary depending on the
question whether you are encircling the enemy or you are being encircled.
So you might get the feeling of going back and forth. And don´t
underestimate the AI. Sometimes the computer will try everything to put
you in a pocket and to hold you there.
Automatic change of weapon mode
Until now, AA-guns like the Flak 8,8 had two weapon modes: sshooting
at aircraft or at ground targets. Only the player could manually change
this behavior. Of course it is very senseless, if AI controlled AA-guns stay
in AA-mode, when they are attacked by ground troops of the enemy and
vice-versa. So we integrated automatic change of weapon modes for the
AA-guns when they are attacked to fit the more flexible behavior of the
AI with retreat, surrender and the mobile reserves.

20

5. KEYBOARD SHORTCUTS
In-game controls:
These are the most important keys in the game,
indispensable to your success.
ESC
SPACEBAR or P
F1
F5
F9
NUM+
NUMCTRL+V
CTRL+A
~ (tilde key)
TAB

In-Game menu
Pause game
“Tips and Hints” Section (In-Game Help)
QuickSave
QuickLoad
Increase Game Speed
Decrease Game Speed
Show detection/firing range circles
Show waypoints
Objectives Menu
Focus on last message action

Camera Movement keys:
The in-game camera can be moved by the mouse, using the Middle Button and by
moving the mouse, or, it can be manipulated by the keyboard.
DELETE
END
PAGE UP
PAGE DOWN
INSERT
HOME

Rotate Camera Left
Rotate Camera Right
Pitch Camera Up
Pitch Camera Down
Zoom In
Zoom Out

21

GUI commands:
(for English and US keyboards!)
Q
W
E
R
A
S
D
F
Z
X
C
CTRL + Left Click
G
H
J
B
N
M
CTRL+0-9
0-9
0-9 pressed two times
SHIFT+(0-9)
=
-

22

Stop command to selected unit(s)
Move command to selected unit(s)
Attack command to selected unit(s)
Special Attack command to selected unit(s)
Turn command to selected unit(s)
Special Abilities command to selected unit(s)
Dig In/Dig Out command to selected unit(s)
Follow command to selected unit(s)
Run/Crawl command to selected unit(s)
(only available for infantry units)
Mount/Unmount command to selected unit(s)
(only available for infantry units)
Move in Formation command to selected units
Rotate turret (only available for tanks)
Hold Position
Move in Vicinity
Move Freely
Hold Fire
Return Fire
Fire at Will
Set Quick-Selection Group
Recall Quick-Selection Group
Center camera on Quick-Selection Group
Add selected units to a previously defined
Quick-Selection Group
Select all visible units
Select all units

Other keyboard commands:
F11
CTRL+K
TAB
CTRL+TAB
ENTER
SHIFT+ENTER

Capture Screenshot
Free Camera Mode*
GUI On/Off (full-screen mode)
Screenshot Mode On/Off
Send message to everybody (only available
in Multiplayer Mode)
Send message to team-mates
(only available in Multiplayer Mode)

*Please note that “Moscow to Berlin:Red Siege” was not designed to allow the
kind of close-ups and zoom-outs that you can achieve with this feature. Soldiers,
buildings and terrain were not designed to be seen from in close or in such
angles. This is also an unsupported feature that could cause the game to be
extremely slow, choppy and unstable. Use it at your own risk!

23

Basic Icons
As mentioned previously, there are 11 Basic Icons on the GUI. They
can be accessed by a left-click on a target designated by a right click
on the 3D map. Depending on the unit(s) selected, the availability of
these icons will vary.
These commands would only be available if their icon is yellow (lit); if there’s a
grey icon, the command is not available.
All the Basic Commands have their respective keyboard shortcut – to
make things simple, they are on the left side of the keyboard and with
the US standard keyboard (QWERTY) we used the Q-W-E-R,
A-S-D-F, and Z-X-C keys.
Stop: The Stop Command is essential if the unit is on the move or is
carrying out another command, and it encounters heavy enemy resistance.
If you don’t use the Stop Command, the unit will continue to obey the order
it was given until completed. This command cancels all commands
previously given to the unit.
Move: This is the most used command in the game,
generally executed via the Smart Pointer.
Attack: This command is generally also used via the Smart Pointer over
enemy units, but certain orders (e.g. attacking a neutral building) will require
that you use the GUI. The game also features an “attack and move”
command, meaning that if a move command was ordered to a unit to a
position whenever this unit gets held by enemy entities, it will first fight
them off then continue its way towards the indicated waypoint. This is
specially usefull for Infantry. Use E+RMB to give an attack and move
order.
Special Attack: Giving this order via the GUI – or using the equivalent
keyboard shortcut – opens a new menu with another set of icons, described
in “Special Icons” section of this manual.
Turn: Once a unit has reached a certain position you can set the direction it
is facing using the Turn Command. It is most effective when used with
infantry and caterpillar units. Facing the wrong direction could be critical in
many occasions as vehicles possess lighter armour at the rear.
Special Abilities: If the unit selected is capable of performing a special
task, this button will be lit. Please continue to “Special Icons” section of this
manual for further detail.

24

Dig In/Dig Out: Tanks, guns and artilleries can use this command,
which places sandbags to the vehicles front and sides.
The vehicle has now gained extra protection from front and side
attacks, but can no longer move other than moving its turret. Use the
command again on the unit to remove the sandbags and have the unit
move normally again.
Follow: Issuing this command makes the selected unit follow the targeted
friendly unit. This command is useful, as you only have to issue new orders
to the unit that the others are following: they’ll continue to follow it until you
assign a new command to them or till the unit being followed is destroyed.
Run/Crawl: Infantry units can crawl on the ground, providing them with
better cover (making them more difficult to hit).
NOTE: Enemy units will use this command automatically if there’s a blast in the
vicinity of their infantry units.
Mount/Unmount: In “Moscow to Berlin:Red Siege” infantry units can
use vehicles, buildings and other installations. They can Mount in those
“structures” and Unmount from them.
NOTE: In the case of some vehicles (recon and transport types) only passengers
will be unmounted first then you can unmount the crew from a vehicle.
Move In Formation: Using this Command, you can move your units
selected at the pace of the slowest unit. By default in a group of units, each
unit moves at its own speed. Both methods have their own advantages and
disadvantages. ALT+RMB makes the selected units move in formation.

25

Special Icons
There are two buttons on the Command Icon part of the GUI leading to
another set of 4-4 icons.
The first is the Special Attack icon, which opens a new
submenu with the following possibilities: force attack, attack
caterpillar, attack gun and air/ground defense. Every unit can
gain access to this submenu, but depending on the type of the selected unit,
the choices will vary.
Force Attack: To attack enemy units you simply use the Attack
Command provided by the context-sensitive cursor. It is possible to
target Neutral (i.e. non-occupied) Units , buildings and other objects,
as well as terrain itself with the help of the CTRL key then RMBclick on the targeted unit or terrain. Force Attack is especially useful
when trying to hit fast-moving units (Speed), or demolishing buildings
that are blocking your units’ way or Line of Fire (including neutral
buildings).
Attack Caterpillar: Armored vehicles are very powerful but can be
disabled if the caterpillar is damaged. Once disabled, the vehicle cannot
move from its position, but is still able to shoot. The only way to move it
again is to repair the caterpillar – both sides possess one vehicle that can
repair such damages.
NOTE: Some vehicles are more likely to loose their caterpillars than others – e.g.
the unreliable Panther – whereas others have special caterpillar protection to
defend their weak point. All related information is stored in the Encyclopedia part
of the game located in the Extras Menu.
Attack Gun: Tanks have a weaker point than the caterpillar: their
turret (or gun). If you target it, you can disable it, so the vehicle can
only move but won’t be able to attack your units anymore. In this
case, the crew will tend to unmount and attack on foot, allowing you
to capture such vehicles.

26

Air/Ground Defense: Some units (e.g. the famous Flak88 cannon on the
Axis Side or the Bofors AA gun on the Allied Side) can fire both at aerial
and ground units. This function allows these units to switch from aerial
mode to ground mode and vice versa. While changing modes the vehicle
is not operational, you need to factor this into your planning when trying to
switch opponents.
Another button leads you to a submenu from the Command
Board: the Special Abilities button. This submenu will be
available to some special units. The following commands are
given here: heal, repair, tow, disable mines, lay mines and detonate.
Whenever a unit uses it’s special ability, you’ll see an ‘exclamation mark icon’
above it, meaning that the unit is busy. There will be another icon above the
object/unit that this unit is currently “working on” (e.g. a red cross in case of
healing, a wrench in case of repairing or a mine in case of disabling a mine).
Heal: The medic is the only unit in the game who can heal wounded
soldiers. If you select a Medic and place the cursor above a wounded
soldier, it will automatically change shape into a syringe icon and the
Command can be executed by a simple right-click. Finally, medics can
heal units automatically if their Moving Behavior is set to Move Freely
– in this case they’ll search for wounded soldiers in their vicinity and
heal them. In Moscow to Berlin: Red Siege, if a medic is hit, he is
unable to heal wounded soldiers for a short period of time.
Repair: As with the medic, there is only one unit in each side’s camp
that can repair damaged vehicles. These vehicles can repair any type of
damage, but they needed more time to repair a damaged caterpillar or a
damaged turret (gun) than to repair just physical damage. They work
like medics, but with vehicles the cursor will change shape into a
hammer. These vehicles also tend to search for damaged vehicles in their
vicinity if you set their Moving Behavior to Move in Vincinity. In
“Moscow to Berlin: Red Siege,” if a repair vehicle is hit, it is unable to
repair damaged vehicles for a short period of time.
NOTE: The repairing vehicles will only repair your own units automatically. In
order to repair neutral units you have to order them to do so!

27

Tow: This possibility is only available to some of the vehicles. They
can tow guns and artillery pieces. You need to select such a vehicle
then issue the Tow Command then carry it out with the right click.
Disable Mines: Mines can only be detected by Infantry Units, and
only the Sapper can disable them. Mines are antivehicle mines, so they explode only if a vehicle runs over them.
If a mine was detected, select your Sapper Unit, place the cursor
above the mine – it will change shape into a mine with the Smart
Pointer – and right-click to issue the command.
Lay Mines: Only Sappers can lay mines.
Mines are anti-vehicle mines, so they explode only if a vehicle runs
over them. These mines can only be detected using Infantry Units.
One Sapper can lay up to 5 mines.
NOTE: Laying Mines is a ton of fun in MultiPlayer games as even the
most devastating army of tanks can be pulled to a halt by some wellplaced mines!
Detonate: Sappers also have the ability to plant explosive charges on
buildings or bridges.
NOTE: Please consider that by blowing up bridges, you can gain a
significant strategic advantage over your opponent, but it can limit your
troops’ movements too!

28

6. CREDITS

Jean-Christophe Marquis
Jérôme Gastaldi

Idea and realization
Martin Böhmer

External Productions Manager
Pascal Hery

Programming/Scripting
Vasiliy Kirichenko

Producer
David Hockley

3D model design,
texturing & rendering
Vasiliy Kirichenko

Assistant Producer
Florence Reidenbach
Lead Tester
Thomas Iacobone
Testers
David Silverio
Cathy Czarik
Additional Multiplayer Leveldesign
Thomas Iacobone
Sales & Marketing
Sandrine Chastang
Julia Salmon
Stéphane Roger
Nathalie Bousquet
Stéphane Grand-Chavin

Mapping & level design
Martin Böhmer
Translations and Localization
Sylvia Böhmer
Background & historical research
Martin Böhmer
Artwork and maps
Vasiliy Kirichenko (unit renders)
Martin Böhmer (maps)
3D Engine and Technical Support
provided by
Digital Reality
Norbert Szabo a.k.a. Genesis
Voices
Hifi Génie
Localization
DL Multimedia

Special Thanks to
Delphine and Deborah Hockley

29

Production
Kevin Bonner
Associate Producer
David Mercer
Associate Producer
Lars Fuhrken-Batista
Vice President,
Development
Creative Services
Kim Branson
Lead Designer
Sales & Marketing
Richard Siporin
Vice President, Sales &
Marketing
Cindy Yeagle
Sales & Marketing
Manager
Greg Zesinger
Product Manager
Public Relations
Lisa Hinsch
PR Manager
Sandbox Strategies
Public Relations

30

Quality Assurance &
Customer Service
Nicholas Sciarra
Customer Service
Specialist
Joshua Lyons-DiCamillo
QA Specialist
Ryan McKeown
Web Producer

Special Thanks
(in alphabetical order):
Susan Boudreau, Larry
Fanelle, Jerry Klein, Paul
Lang, Jon Luciano, Gene
Mauro, Tom Murphy,
Tom Parente, Ellen
Pulver Flatt, Art
Rountree, Marina
Shindel, Kristin Simko,
Lambert Thom

7. LICENSE AGREEMENT
and LIMITED WARRANTY
IMPORTANT: PLEASE READ THIS AGREEMENT (“AGREEMENT”) CAREFULLY BEFORE USING THIS
SOFTWARE. THIS AGREEMENT LICENSES MOSCOW TO BERLIN: RED SIEGE SOFTWARE
(“SOFTWARE”) TO YOU AND CONTAINS WARRANTY AND LIABILITY DISCLAIMERS. BY CONTINUING
THE INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
OR COPYING THE SOFTWARE ONTO YOU COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER
STORAGE, YOU ARE CONFIRMING THAT YOU HAVE READ AND UNDERSTAND THIS AGREEMENT,
AND AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO NOT AGREE WITH THE
TERMS OF THIS AGREEMENT, YOU SHOULD RETURN THE SOFTWARE AND ALL ACCOMPANYING
ITEMS TO EGAMES WITHIN 10 DAYS OF PURCHASE FOR A FULL REFUND.
CINEMAWARE MARQUEE IS A TRADEMARK AND BRAND OF EGAMES, INC.
Grant of License: This is not an agreement for sale but rather a license agreement in which eGames,
Inc. ("eGames") provides you the non-exclusive right to use the enclosed copy of software program and
any accompanying printed materials ("Software") pursuant to the terms of this Agreement. eGames and
its suppliers continue to own the Software. Your rights to use the Software are specified in this
Agreement, and eGames and its suppliers retain all rights not expressly granted to you under this
Agreement.

Copy and Use Restrictions:
You MAY DO the following:
1. Install and use the Software for your own personal and non-commercial use on a single
computer. If you wish to use the Software for two or more computers, you will need an upgraded
license. Please contact eGames for information concerning such a license.
2. Make one copy of the Software for archive or back-up purposes to replace the original
Software if it is destroyed or becomes defective, provided that the original Software and the copy
are kept in your possession.
3. Transfer the Software to someone else, only if you assign all of your rights under this
Agreement, cease all use of the Software, erase or destroy any copy (including the hard disk
copy) made in support of your use of the Software, transfer the Software along with a copy of
this Agreement and all accompanying items, and the other person agrees to the terms of this
Agreement.
4. If the Software is an upgrade from an eGames product, the Software replaces and/or
supplements the eGames product. You may use or transfer the resulting upgraded Software in
accordance with this Agreement.

31

Copy and Use Restrictions:
Without written permission from eGames, you MAY NOT do the following:
1. Use, copy or transfer copies of the Software except as permitted in this Agreement.
2. Copy any images, photographs, animations, video, audio, music, or text incorporated in the
Software. All such materials are owned by eGames or its suppliers and are protected by
copyright laws and international treaty provisions.
3. Translate, reverse engineer, decompile, or disassemble the Software, except to the extent that
the foregoing restriction is expressly prohibited by applicable law.
4. Rent, lease, resell, distribute, sublicense, or loan the Software.
5. Modify the Software or merge all or any part of the Software into another program.
6. In any way transmit the Software to a network or electronic bulletin board for any reason
whatsoever.
Term: You may terminate this Agreement by destroying all copies of the Software. This Agreement will
also terminate if you fail to comply with any of its terms or conditions and will terminate as to you if
you assign this Agreement to another party. Upon termination, you must destroy all copies of the
Software in your possession. The Warranty Disclaimer and Limitation of Liability set out below shall
continue in force even after any termination.
90 Day Warranty: eGames warrants that the storage media in this Software will be free from defects in
materials and workmanship for 90 days from the date of purchase. If such a defect occurs, return it to
us at the address below and we will replace it free. This remedy is your exclusive remedy for breach
of this warranty. It gives you certain rights and you may have other legislated rights which vary from
jurisdiction to jurisdiction.
WARRANTY DISCLAIMER: EXCEPT FOR THE WARRANTY SET FORTH ABOVE, THE SOFTWARE IS
PROVIDED ON AN "AS IS" BASIS, AND EGAMES AND ITS SUPPLIERS AND DISTRIBUTORS DISCLAIM
ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT, OR THOSE
ARISING BY LAW, STATUTE, USAGE OF TRADE OR COURSE OF DEALING. YOU ASSUME THE ENTIRE
RISK AS TO THE RESULTS AND PERFORMANCE OF THE SOFTWARE.
LIMITATION OF LIABILITY: NEITHER EGAMES NOR ITS DISTRIBUTORS OR SUPPLIERS SHALL HAVE
ANY LIABILITY TO YOU OR ANY OTHER PERSON OR ENTITY FOR ANY INDIRECT, INCIDENTAL,
SPECIAL OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING LOSS OF PROFITS) EVEN IF WE
HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. OUR MAXIMUM AGGREGATE
LIABILITY TO YOU AND THAT OF OUR DISTRIBUTORS AND OUR SUPPLIERS SHALL NOT EXCEED
THE AMOUNT PAID BY YOU FOR THE SOFTWARE.
SOME STATES/COUNTRIES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FOR
CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE EXCLUSION OR LIMITATION MAY NOT
APPLY TO YOU.
General: This Agreement is the entire agreement between eGames and you, supersedes any other
agreement or discussions, oral or written and may not be changed except by written signed agreement.
This Agreement shall be governed by and construed in accordance with the laws of the Commonwealth
of Pennsylvania, USA. If any provision of this Agreement is declared by a court of competent
jurisdiction to be invalid, illegal, or unenforceable, such provision shall be severed from the Agreement
and the other provisions shall remain in full force and effect.

32

8. EPILEPSY WARNING
Some people are liable to have an epileptic seizure or loss of consciousness when exposed to
flashing lights or certain normal conditions of everyday life. Such persons could risk a seizure
while watching televised images or while playing video games, and this can occur even if there
have been no previous medical problems or experience of epilepsy. Please take the following
general precautions when playing video games:
- Do not sit too close to the screen; position yourself with the
linking cable at full stretch.
- Play video games preferably on a small screen.
- Do not play if you are tired or have not had much sleep.
- Make sure that the room in which you are playing is well lit.
- Rest for 10-15 minutes per hour while playing video games.

9. TECHNICAL SUPPORT
If you encounter problems during the installation of, or while playing your game, please
follow the directions below to obtain help:
Checkout the support section for frequently asked questions at:
www.cinemawaremarquee.com
OR
contact us via email at
[email protected]

10. COPYRIGHT NOTICE
©2006 Cinemaware Marquee. ©2006 Monte Cristo S.A. All rights reserved. Exclusively
published by Cinemaware Marquee, a brand of eGames, Inc., in the United States and Canada.
Cinemaware Marquee and the Cinemaware Marquee logo are trademarks of eGames, Inc.
Monte Cristo Multimedia and its logo are registered trademarks of Monte Cristo Multimedia.
Developed by Intex.
Windows® and Windows NT® are trademarks of Microsoft. DirectX® is a trademark of
Microsoft.
Moscow to Berlin: Red Siege contains software technology licensed from GameSpy Industries,
Inc. ©1999-2006 Gamespy Industries, Inc. All rights reserved.
Moscow to Berlin: Red Siege uses Miles Sound System Tool, ©1991-2006 RAD Game Tools,
Inc. All Rights Reserved. Moscow to Berlin: Red Siege uses Bink and Smacker Tools, ©19942006, RAD Game Tools, Inc. All Rights Reserved.
Orchestral samples included in this recording from the Vienna Symphonic Orchestra.
Accordion played on credits.
Track by Zoltan Orosz.
All other trademarks or products quoted in the software and in the accompanying
documentation belong to their respective owners.

33

Cinemaware Marquee
2000 Cabot Boulevard West, Suite 110
Langhorne, PA 19047
(215) 750-6606
“CINEMAWARE MARQUEE” is a
brand and trademark of eGames, Inc.
www.cinemawaremarquee.com
www.redsiege.com

34

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