Panzer Campaigns Main Program Help File

Panzer Campaigns Main Program Help File
Panzer Campaigns Main Program
Introduction
This help file covers the features and functionality of the Main Program of the
Panzer Campaigns series of games. All menus and dialogs associated with
the Main Program are covered in this help file. For further information on the
game system and editors, you should review the following help files:
• Panzer Campaigns User Manual
• Scenario Editor
• Order Of Battle Editor
This manual last updated: April 24, 2011
The Menus
File Menu
The File Menu is used to start new battles, save battles, and open existing
battle files.
Selecting New will display a File Open dialog so that a new
battle can be started from a Scenario file. Note that Scenario
files have the extension scn by default.
Selecting Open will display a File Open dialog so that an
existing battle can be opened. Note that Battle files have the
extension btl by default.
Selecting Save will cause the current battle to be saved to a
Battle file. If the current battle does not already have a
filename, you will be prompted with the File Save dialog to
specify one. Note that the use of the Auto Save option from
the Settings Menu greatly reduces the need to use this function.
Selecting Save As will display a File Save dialog so that a new filename can
be specified for the current battle. Use this function if you want to avoid
overwriting an existing Battle file.
Selecting File Selection will display the File Selection Dialog.
Selecting Shapshot allows you to save a copy of the current battle screen to a
Windows BMP graphics file. You will be prompted for the name of the file.
Selecting Replay will display a File Open dialog so that a Replay file can be
read and replayed. Replay files are created using the Record Battle option of
the Mode Menu. By default Replay files have the extension btr.
Selecting Exit will close the main program. If the current battle is unsaved,
you will be prompted to save it.
Turn Menu
The Turn Menu is used to advance the current battle to the next turn. Note:
when playing a game using the Manual Defensive Fire Optional Rule, the Turn
Menu will become the Phase Menu and will advance the current battle to the
next phase.
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Panzer Campaigns Main Program Help File
Selecting Next will advance the current battle to the next Turn. If
the Auto Save option of the Settings Menu is set, then the battle
will be saved before advancing the turn. If no filename has been
specified for the current battle, this will also cause a File Save dialog to be
displayed so that this filename can be entered. Note that since the Auto Save
option saves the battle before advancing the turn, it is possible to back-up to
the previous turn by using Open from the File Menu and opening the Battle file
after declining to save the current battle.
When the Turn or Phase is advanced, the Command Dialog is displayed
indicating information about the battle to the current player.
If you have any reinforcements that have arrived, but have not been placed,
then advancing the turn will cause you to be prompted to place these
reinforcements. Also, if you have any A/I Orders that have not been carried
out for that turn, then advancing the turn will automatically cause them to be
carried out.
When playing Multi-Player Network play, only the Commander of each side
can advance the turn. When any other player of that side selects Next, it will
indicate that the player is ready to finish the turn by displaying the player name
in red in the Multi-Player Dialog.
Command Menu
The Command Menu is used to perform certain functions on units such as
changing Travel Mode or facing.
Selecting To Top of Stack will move the currently
selected units in the current Hot Spot to the top of the
stack.
Selecting To Bottom of Stack will move the currently
selected units in the current Hot Spot to the bottom of the
stack.
Selecting Turn Clockwise will turn the currently selected
units clockwise.
Selecting Turn Counterclockwise will turn the currently
selected units counterclockwise.
Selecting Change Travel Mode will change the Travel
Mode of the currently selected units.
Selecting Change Rail Mode will change the Rail Mode
of the currently selected units.
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Selecting Save Movement Costs will preallocate enough Movement Points so
the unit will not use so many Movement Points in movement that it will be
unable to fire, or in the case of limbered towed artillery, unable to deploy.
Doing this before moving a unit allows you to move the unit to the full extent of
their available movement points knowing that you will still have enough
Movement Points at the end of the movement to fire or unlimber.
Selecting Toggle Digging-In will toggle the Digging-In status of the selected
units. Digging-In is used to construct Improved Positions and Trenches.
Selecting Damage Rail will cause the first selected unit to damage any rail
lines in the current Hot Spot hex.
Select Combine/Breakdown to combine the selected units into a single
Combined Unit or to breakdown a Combined Unit into a subunit. Note: holding
down the Alt key when selecting this option will cause all possible units in the
current hex to be Combined regardless of which units you have selected.
Selecting Recon Spotting requires that the Recon Spotting Optional Rule first
be enabled. Then with one or more recon units selected, this command will
attempt to spot enemy units within the Line-of-Sight of the selected units at the
cost of 1/3 of the movement allowance of the units. The probability of spotting
the enemy units will depend on the distance from the recon unit to the enemy
unit, the terrain that the enemy unit is in, the strength of the recon unit, and its
quality and fatigue. Note: Recon units are designated as such in the alternate
Unit Box display.
Selecting Go On Foot will convert selected Mechanized or Motorized Infantry
units to the On Foot status where they will be treated as foot infantry.
Selecting the Toggle Patrolling option will toggle the Patrolling state of the
selected units.
Selecting Remove From Map will remove the selected units from the map.
This can only be done from a boundary hex on the map. This function is most
often used in conjunction with Exit Objectives.
Selecting Artillery Dialog causes the Artillery Dialog to be displayed.
Selecting Air Mission is used when you want to conduct an Air Mission in the
current Hot Spot hex. You will be prompted for the air unit to use for this
mission. Air Missions can be combat missions that attempt to destroy enemy
units in the Hot Spot hex, or recon missions using recon aircraft.
Selecting Undo Last Movement will undo the last move made and return the
units that were moved to their starting location. Note to avoid information
leaks, this function is not available when Fog of War is in effect.
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Panzer Campaigns Main Program Help File
Engineer Menu
The Engineer Menu is used to perform engineering functions such as mine
clearing and building bridges. See the Engineers section of the Users Manual
for more information.
Selecting Bridge Operations will toggle the Bridge
Operations status of selected Engineer units. Bridge
Operations are initiated when the Engineer unit is
adjacent to a River hexside or a full Water hex. You
will be prompted for the River hexside or full Water
hex the bridge is to be constructed on.
Selecting Clear Mines or Rubble will toggle the
Clearing Mines or Clearing Rubble status of the selected Engineer units. Note
that all Engineer units can clear Rubble, but that only units flagged as Mine
Clearing can clear Mines.
Selecting Lay Mines will toggle the Laying Mines status of the selected
Engineer units.
Selecting Damage Bridge or AT Ditch will cause the selected Engineer units
to attempt to damage an adjacent bridge or AT ditch. You will be prompted for
the bridge or AT ditch to attempt to damage if there are multiple bridges or AT
ditches.
Selecting Abandon Bridge to cause the selected Engineer units to abandon a
bridge built across an adjacent River hexside. The Engineer units will be
unable to build another bridge for the duration of the scenario.
Assault Menu
The Assault Menu is used to perform functions relative to assault attacks
against enemy hexes.
Selecting Begin Assault will initiate an assault against the
current Hot Spot hex. You would then add attacking units
using the Add to Assault feature below. Alternatively, you
can both define the target hex and add units to the assault
using drag-and-drop by dragging the mouse from the hex
containing the selected units to the target hex and releasing
it.
Selecting Clear Assault will reset any assault which has been partially setup
but not yet resolved. Use this function when you change your mind about an
assault and want to try something else.
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Selecting Add to Assault will add the currently selected units to the current
assault. Alternatively, you can add units to an assault using drag-and-drop by
dragging the mouse from the hex containing the selected units to the target
hex and releasing it.
Selecting Resolve Assault will resolve the current melee and display the
results.
Selecting Show Odds will display the odds of the current assault which shows
the advantage or disadvantage held by the attacking player.
Units Menu
The Units Menu is used to view and place reinforcements and to view other
data associated with the current scenario.
Selecting Scheduled displays the Scheduled Dialog
which shows the reinforcements scheduled for the current
battle.
Selecting Arrived displays the Arrived Dialog so that units
that have arrived as reinforcements can be placed on the
map.
Selecting Releases displays the Release Dialog so that
Releases of Fixed units can be viewed.
Selecting Air Availability displays the Air Availability
Dialog which displays changes in air availability
associated with the current scenario.
Selecting Corps Attachments displays the Corps Attachment Dialog so that
the Corps Attachments defined for the current side can be viewed, added, and
deleted.
Selecting Supply Variations displays the Supply Variation Dialog so that the
Supply Variations defined for the current scenario can be viewed.
Selecting Withdrawals displays the Withdrawal Dialog so that the Withdrawals
associated with the current scenario can be viewed.
Selecting Deception Units displays the Deception Unit Dialog so that
Deception Units that exist in the current scenario can be deployed.
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Panzer Campaigns Main Program Help File
Selecting Strategies displays the Strategy Dialog so that any Reinforcement
Strategies defined for the current scenario can be viewed.
Info Menu
The Info Menu is used to display summary information about the current
scenario such as the strength of on-map units and the ownership of map
objectives.
Select Strength to display the Strength Dialog. This
will show the total strength of all on-map units in the
current scenario.
Select Objectives to display the Objectives Dialog to
see a complete list of all of the Objectives associated
with the current scenario.
Select Supply Sources to display the Supply Sources
Dialog to see a complete list of all of the Supply
Sources associated with the current scenario.
Select Removed Units to see a list of units which have been removed from
the map during the current turn.
Selecting Victory displays the Victory Dialog showing the current Victory
conditions.
Selecting Last Command Report will redisplay the Command Dialog so that
the last command report can be viewed.
Selecting Weather will display a report showing the current weather conditions
and visibility. If the Programmed Weather optional rule is in effect, then the
weather forecast for tomorrow will be displayed.
View Menu
The View Menu is used to establish display settings such as the map display
resolution and the display of various scenario on-map data such as objectives.
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Select Units Off to hide the units that are currently on the
map. This is used when you need to see map details that
are hidden by the units.
Select Unit Bases Off to hide the unit bases that are
drawn in 3D graphics mode.
Select Objectives to toggle the display of Objectives on
the main map and also on the Jump Dialog.
Select Supply Sources to toggle the display of Supply
Sources on the map.
Select Locations to display the Location Dialog. This
displays a list of all the map locations.
Select Full Screen Map to toggle the display of the Hex
Info Area. When the Hex Info Area is hidden, more of the
map is displayed.
Select Map Contours to toggle the display of contours
on the map that show elevation changes. This can be
used to see elevation changes more clearly, especially in
3D graphics mode.
Select Show Organization to display the Organization
Dialog in order to display organizations on the map.
Select Find Unit to display the Find Unit Dialog. Using
this dialog, you can find any leader or unit that is currently on the map.
Select Jump Dialog to display the Jump Dialog which enables you to quickly
go to any location on the map.
Select Divisional Markings to toggle the display of color bars on each counter
indicating the Division or other higher level organization the unit is associated
with.
Select Special Markers On Top to toggle the display of special markers such
as fortifications on top of the unit stack instead of underneath.
Select A/I Orders to toggle the display of A/I Orders on the screen. If a
particular organization is highlighted, then only the A/I Order for that
organization is shown.
Select Local Supply Values to toggle the display of Local Supply Values on
the map. These values are described in the section on Supply in the Users
Manual.
Select Area Boundaries to toggle the display of area boundaries on the map
as yellow lines. Note: this feature has not yet been implemented in a Panzer
Campaigns game, but will be in a future release.
Select Shade to display the Shade Submenu described below.
Select Highlight to display the Highlight Submenu described below.
Select 2D Magnified View (Hot Key 5) to display the map in magnified 2D
graphics mode.
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Panzer Campaigns Main Program Help File
Select 2D Normal View (Hot Key 2) to display the map in normal size 2D
graphics mode.
Select 2D Zoom-Out View (Hot Key 1) to display the map in reduced size 2D
graphics mode.
Select 3D Normal View (Hot Key 4) to display the map in normal size 3D
graphics mode.
Select 3D Zoom-Out View (Hot Key 3) to display the map in reduced size 3D
graphics mode.
Normally the screen is recentered on the Hot Spot hex when you change zoom
modes. If you hold down the Alt key when you change zoom modes, the
screen will retain the current view.
The Shade Submenu allows hexes on the map to be shaded according to
certain criteria. Selecting a mode that has already been selected turns that
mode off.
Select Visible Hexes to shade all hexes that are not visible
from the current Hot Spot hex. This option can also be
invoked using the Visible Hexes button on the Toolbar.
Select Reachable Hexes to shade all hexes that are
beyond the movement range of the current selected unit.
This option can also be invoked using the Reachable
Hexes button on the Toolbar.
Select Command Range to shade all hexes that are beyond the Command
Range of the currently selected Headquarters unit.
Select Target Hexes to shade all hexes that cannot be fired upon by the
currently selected unit.
As an alternative to Target Hexes, you could display Maximum Range to see
how far a unit could fire. The difference between Target Hexes and Maximum
range is determined by Line-of-Sight or the presence of a spotting unit for
Artillery Indirect Fire. This is best seen in games where the Optional Rule
"Indirect Fire and Air Strikes by Map" is not used. For HQ units, this option
shows the Nominal Command Range of the unit.
Select Air Strike Limits to shade all hexes that have reached their Air Strike
Hex Limit for this player turn.
Select Protected Hexes to shade all hexes that are within the protected range
of future enemy reinforcements. The protected hexes feature is used to
prevent reinforcements from being blocked and you should avoid moving into
these protected hexes as your units may be Broken or eliminated when the
reinforcements arrive.
The Highlight Submenu displays a list of unit types and status values that
may be selected to Highlight certain units on the map. Selecting any of these
modes turns off any other highlighting mode that has been set. Selecting a
mode that has already been set turns that mode off.
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Select Fixed Units to Highlight units on the map
which are currently Fixed.
Select Spotted Units to highlight units on the map
which are current Spotted by enemy units.
Select Low on Ammo or Fuel to highlight units on
the map that currently have reduced ammo or fuel.
Select Units Using Movement Points to highlight
units on the map that have Fired, Assaulted,
Moved, or taken some other action using
Movement Points, in the current turn.
Select Disrupted or Broken Units to highlight
units on the map that are currently Disrupted or
Broken.
Select Headquarters to highlight headquarter units
on the map.
Select Engineer Units to highlight Engineer, Mine
Clearing, and Bridge Building units on the map.
Select Detached Units to highlight units that started the turn beyond the
Command Range of their commanding headquarters unit.
Select High Fatigue Units to highlight units on the map that have a Fatigue
value of 200 or more.
Select Isolation Units to highlight units on the map that are Isolated .
Select Non-Full Strength Units to highlight units on the map whose strength
value is less then their nominal full-strength value.
Select Single Use Units to highlight Single Use units on the map.
Select Organization to highlight all units of the same organization as the top
selected unit in the Hot Spot. For example, selecting an infantry unit in a
Regiment and then choosing this Highlight option will cause all units in the
same Regiment to be highlighted. Selecting a headquarters and then this
option will cause all units under the command of the selected headquarters to
be highlighted. Holding the Alt key while making this selection causes the next
higher organization to be highlighted.
When a unit capable of Indirect Fire is selected, then select Indirect Fire
Spotters to highlight all units on the map that can act as spotters for fire from
that unit.
Select Road Stacking Limits to highlight all stacks of units on the map that
exceed the Road Movement stacking limit.
Select Commanded Units to highlight units that are under your command in
Multi-Player Network play.
A/I Menu
The A/I Menu is used to control the Artificial Intelligence settings of the current
battle.
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Panzer Campaigns Main Program Help File
Each side, Allied and Axis, can be set to one
of four possible A/I settings. Select Manual
to turn off all A/I for a side. This mode is
used if you want to perform all of the
movement and combat for the side. Select
Automatic to turn on the A/I for a side. In
this mode, the computer will perform all
movement and combat for that side. Select
Automatic with Fog-Of-War to establish
Automatic A/I with Fog-Of-War for a side.
Under this selection, enemy units not in your
line-of-sight and other information about the
enemy will not be displayed.
Select Set Advantage to display the
Advantage Dialog so that the Advantage value for the current battle can be
viewed and possibly modified.
Select Activate A/I to resume the A/I after it has been stopped. This is also
used to resume A/I processing after a battle that was in the middle of an A/I
controlled turn has been reopened. Note that attempting to advance the
turning an A/I controlled turn will also cause the A/I to resume.
Select Activate A/I Firing if you want the computer to perform firing operations
automatically for you, but you do not want the computer to move your units.
Select Activate A/I Movement to have any A/I Orders you have defined to be
carried out. Note: if you have any A/I Orders, they are automatically carried
out at the end of the turn.
Select View/Delete A/I Orders to display the A/I Order Dialog so that A/I
Orders can be reviewed and deleted if desired.
Select Fast A/I Processing to toggle a mode where the A/I turn is performed
as quickly as possible and with sound effects turned off. This setting is the
same as the mode you get by pressing the F8 hot key.
Mode Menu
The Mode Menu is used to select special modes such as Network Play and
Play-By-E-Mail (PBEM).
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Select Direct-Play Host to initiate Network Play as
the Host player. Select Direct-Play Caller to initiate
Network Play as the Client player. See the section
on Network Play in the User Manual for more
information on this feature.
Select Play by E-Mail to place the main program in
a mode for Play-By-E-Mail (PBEM). See the section
on Play-By-E-Mail in the User Manual for more
information on this feature.
Select Two-Player Hot Seat to place the main
program in a mode where two people can play a
game on the same computer with each playing
under Fog of War. In this mode, the main program
will prompt before changing sides so that the
appropriate person can take their place at the computer while the other looks
away.
Select Record Battle to begin recording the turns of the current battle. You
will be prompted with a File Save dialog to specify the filename of the
recording. By default recorded battles are stored in files with the extension
btr. After you are through recording a battle or portion of a battle, you can
terminate the recording by reselecting the Record Battle option. Once you
have recorded a battle, you can replay it by using the Replay feature of the
File Menu. Note that when you replay a battle, the perspective of the replay is
that of the opposing side. That is, if you replay a battle that has been played
using Automatic A/I with Fog-Of-War, you will see the battle from the
perspective of the computer player. A battle replay can be paused by pressing
the Escape key and can be resumed by using the Restart Replay feature
described below.
Select New Encryption Key if you are the Caller in Network Play and you
want to specify a new encryption key to be used for the current battle.
Select Resync with Remote if you are using Network Play and you suspect
that the two computers have become out of sync with respect to the current
battle. The player that chooses this option will cause their copy of the battle to
be copied to the other computer. Note: since the current implementation of
Network Play uses Microsoft’s Direct Play technology, this feature should
rarely be necessary.
Select Restart Replay to restart a battle replay that has been paused through
the use of the Escape key.
Select Communication Dialog to redisplay the Comm Dialog if it has been
closed.
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Panzer Campaigns Main Program Help File
If you are the Modem Host, then
select Set Multi-Player Timer to
display the Timer Dialog. This
allows you to establish a timeout
value during Network Play to ensure
that everyone completes the phase
in the specified number of minutes.
After the specified number of minutes, the phase will automatically be
advanced. To disable this feature, set the timeout value to 0. While the timer
is running, the timeout status will be displayed in the Status Bar. When the
there is still at least a minute left in the current phase.
indicator is green
there is less than 1 minute left. The
When the indicator turns yellow
indicator will turn red
when control passes to the other side. When the
there is less than 1 minute left in the opposing side’s
indicator turns orange
phase.
Select Multi-Player Dialog… to display the Multi-Player Dialog. This is used
to see who is participating in the current Network Play game and to see and
change their current assignments.
Select Scroll to View Enemy Action to toggle the setting that causes the
window to scroll whenever an enemy unit moves, fires, or melees. This feature
is on by default, but automatically turned off whenever there is more than one
enemy player in Network Play.
Settings Menu
The Settings Menu is used to select certain settings that are saved when the
main program is exited and restored the next time the main program is run.
These options are stored in the Windows Registry.
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Selecting the Introduction causes the main program to
play the introduction including introduction video, and
game cover art.
Selecting the Prompt for Scenario option causes the
main program to prompt you for a new scenario using the
File Selection Dialog when the main program is run.
Selecting the Beep on Error option causes the main
program to generate a beeping sound whenever you
perform an invalid operation.
Selecting the Blink Hot Spot option causes the red
outline in the Hot Spot hex to blink whenever the map is
in a 2D graphics.
Selecting the Smooth Scroll option causes the map to
scroll smoothly from one part of the map to another
whenever the Hot Spot is relocated. With this option
turned off, the map display will immediately relocate
resulting in faster operation.
Selecting the Auto Scroll option puts the map in a mode
where moving the mouse cursor to any edge of the
screen will automatically scroll the map in that direction.
When this option is turned off, normal Windows scroll
bars are displayed when the map is larger than the
screen area.
Selecting the Wheel Zoom option will cause the map to zoom using the mouse
wheel.
Selecting the Sound Effects option causes the main program to play sound
effects during combat.
Selecting the Movement Sounds option causes the main program to play
movement sounds when units are moving.
Selecting the Background Sound option causes the main program to play
background sounds during each player’s turn.
Selecting the Graphical Unit Icons option causes graphical icons to be used
in the display of 2D counters. With this option turned off, schematic icons are
used.
Selecting the Hex Outlines option causes outlines to be drawn around the
hexes in both 2D and 3D graphics mode.
Selecting the Auto Save option causes the main program to automatically
save the current battle when the phase is advanced, except when the phase is
under the control of Automatic A/I. Note that the battle is saved just prior to
advancing the phase, so it is possible to reopen the battle file and restore the
battle to the previous phase when the phase is inadvertently advanced.
Selecting the Complete Toolbar option causes the main program to display all
available buttons in the toolbar regardless of screen resolution. Under lower
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Panzer Campaigns Main Program Help File
screen resolutions, this will cause the toolbar to wrap thereby reducing the
amount of space available to display the map.
Selecting the Alternative Highlighting option causes Highlighted units to be
displayed with a white outline instead of the normal red outline.
Selecting the PBEM Encryption option causes the main program to prompt for
and verify passwords associated with Play-By-E-Mail games. See the Design
Notes in the User Manual for why this is not the default.
Selecting the PBEM File No Save option in conjunction with the PBEM
Encryption option will prevent PBEM games from being saved by the user
during a turn. The intent of this is to prevent a player from replaying a turn and
thereby obtaining an advantage.
Selecting the Ask Before Advancing option causes the main program to
prompt you before advancing the current turn or phase. Use this option if you
find yourself inadvertently advancing the turn or phase by accident.
Selecting the Continuous Action option causes the game to not stop during
reports, but to continue after displaying the report for a moment.
Selecting the Alt Label Style option causes labels on the map to be displayed
with an alternative style that improves their appearance but with some reduced
legibility.
Selecting the 3D Counters option causes the program to display units on the
map using counter graphics rather than unit graphics when the program is in a
3D view mode.
Selecting the Alternative Scrolling option causes the program to use an
alternative method for scrolling the map that may be slower, but may correct a
video display problem that some users have.
Selecting the On Map Results option causes the program to display combat
results on the map rather than in a separate dialog box. This also results in
the A/I not using a dialog box for reporting. To pause the A/I under this option,
press the Escape key.
Selecting Initial View displays the Initial View Submenu described below.
Selecting Hex Info Area displays the Hex Info Area Submenu described
below.
Selecting Optional Rules causes the Optional Rules Dialog to be displayed so
that Optional Rules for the current battle can be reviewed.
The Initial View Submenu is used to establish the initial map view that is
displayed when the main program is run.
Selecting Last View causes the main program to come up
in whatever map display mode it was last in.
Selecting 2D Magnified View, 2D Normal View, 2D Zoom-
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Out View, 3D Normal View, or 3D Zoom-Out View causes the main program
to come up in that view.
The Hex Info Area Submenu is used to determine the location of the Hex Info
Area on the screen.
Selecting Left, Right, Top, or Bottom causes the Hex Info Area to be
displayed in the corresponding location on the screen.
Help Menu
The Help Menu is used to display various help and other information about the
main program including this help file and copyright information.
Select General Help to display this help file.
Select Users Manual to display the User Manual help
file.
Select Campaign Notes to display the notes on the
campaign.
Select Parameter Data to display the Parameter Data
Dialog which shows game values specific to the current scenario.
Select About to display various information about the Main Program such as
version and copyright.
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Panzer Campaigns Main Program Help File
The Dialogs
Command Dialog
The Command Dialog appears at the beginning of a player turn and reports
information about the battle.
The Command Dialog will display a report for the current side indicating
changes that have occurred at the beginning of the turn or phase. When a
report entry contains a hex location, then clicking on that report entry will scroll
the map to that location.
A/I Selection Dialog
The A/I Selection Dialog is used to select the A/I settings for each side in a
new battle and other values.
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The A/I settings for the Allied and Axis sides correspond to the A/I settings
described in the A/I Menu. The slider under the A/I settings is used to
establish the Advantage for the new battle. Select Rules to display the
Optional Rules Dialog so that the Optional Rules for the new battle can be
established. Click on OK to begin the battle.
New Scenario Dialog
The New Scenario Dialog is used to establish starting conditions for twoplayer games such as Network Play and PBEM.
Select either Allied or Axis for the Local Side. The other player will be the
other side in the battle. If desired, select the Fog of War option. The Rules
button will display the Optional Rules Dialog. Click on OK to begin the battle.
Artillery Dialog
The Artillery Dialog provides a convenient way to select and fire artillery
batteries on the map. When the Manual Defensive Fire Optional Rule is in
effect, the Artillery Dialog is only available during Fire Phases (the Defensive
Fire Phase and Offensive Fire Phase).
The Artillery Dialog displays a list of artillery batteries on the map for the
current side. Batteries which are unable to fire in the current phase are not
listed. The map location of each battery is listed with its name. Selecting Find
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Panzer Campaigns Main Program Help File
will cause the map to scroll to the location of the currently selected battery. An
entry which is dimmed indicates a battery which currently has no possible
target to fire at. As each entry in the list is selected, the units on the map
which may be fired at by the battery are shown Highlighted. Clicking on a hex
with the right mouse button will cause the battery to fire at this hex. If there is
more than one target in the selected hex, this will cause the Target Dialog to
be displayed.
Target Dialog
The Target Dialog is displayed whenever a hex that has more than one
possible target is fired upon.
Each potential target in the target hex is listed. Unless Fog of War is in effect,
units which are low of ammo are displayed dimmed. Selecting a unit in the list
and clicking on OK, or double clicking on a unit in the list, will close the dialog
and resolve the fire against that unit. Clicking on Cancel will cancel the fire.
Scheduled Dialog
The Scheduled Dialog can be used to view the reinforcements defined for the
current scenario.
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The Scheduled Dialog displays a list of reinforcements scheduled to arrive in
the current scenario. Each reinforcement entry has an arrival time, an arrival
probability, and an arrival hex. Note if Fog of War is in effect, then the
reinforcements of the opposing side are not shown. Further, the arrival
probabilities of friendly reinforcements is not revealed. If the arrival probability
is not 100%, then there is a chance the reinforcement will not arrive at the
exact arrival time. At the arrival time, and on each subsequent turn if
necessary, the arrival probability will be applied to the reinforcement until it is
determined that the reinforcement has arrived. Clicking on a reinforcement
scrolls the map to the arrival hex.
When the arrival probability is followed by the word Daily, it indicates that the
arrival of the reinforcement will only be checked once a day, at the same hour
as the given date of the reinforcement.
Each reinforcement in general consists of several units. Double clicking on a
reinforcement entry displays a list of the individual units in that reinforcement.
Arrived Dialog
The Arrived Dialog is used to display units that have arrived as
reinforcements and to place these units on the map.
Selecting an entry in the list of arrived units and clicking OK will place the units
on the map and close the dialog. Alternatively, double clicking on an entry will
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Panzer Campaigns Main Program Help File
place the units on the map and keep the dialog open if there are more units to
place.
The Arrived Dialog is automatically displayed whenever there are units that
have arrived that have not been placed and the phase has been advanced.
Clicking Cancel will close the dialog and advance the phase.
Release Dialog
The Release Dialog is used to view Releases defined for Fixed units.
The Release Dialog displays a list of the Fixed unit releases in the current
scenario. Each release shows a time, date, probability that the release will
occur on that time and date, and the organization the release applies to. When
the probability is followed by the letter T, it indicates that the release can also
be triggered whenever a unit in the specified organization becomes Spotted.
When an asterisk (*) precedes the release, it indicates that the release did not
occur on the time and date specified. Selecting an entry in the list of Releases
will Highlight the affected units on the map. Double clicking an entry or clicking
OK will close the dialog and leave the units Highlighted. Clicking Cancel will
close the dialog and remove the Highlighting.
Strength Dialog
The Strength Dialog is used to display the total strength of all units.
21
The strengths of all units of each side are displayed by the various levels,
Army, Division, Brigade, etc. that make up each side. The strengths are listed
in terms of men, guns, vehicles, airplanes, and ships. The strength totals
include all on-map units, all units scheduled to arrive as reinforcements, and all
air support.
In addition, for each side the total Victory Points of all units is shown.
When a particular side has Fog-of-War set, then no values associated with that
side are displayed.
Objectives Dialog
The Objectives Dialog is used to display the current ownership and value of
Objective Hexes.
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Panzer Campaigns Main Program Help File
Each Objective is listed together with its current owner, location, and value.
Exit Objectives are shown with an X following their value. When Fog of War is
in effect, the value of enemy Exit Objectives is displayed as ??.
Supply Sources Dialog
The Supply Sources Dialog is used to display a complete list of all of the
Supply Sources associated with the current scenario and their owner.
Each Supply Source on the map is listed with the owner, location, and value.
Selecting a Supply Source will scroll the map to the Supply Source location.
Double-clicking on a selection will also close the dialog.
When a Supply Source in the list is preceded by an asterisk (*), it indicates that
the Supply Source is not occupied by the owning side and is either in the
Zone-of-Control of any enemy unit or is in an unpenetrated minefield.
Victory Dialog
The Victory Dialog is used to view the current victory conditions.
23
Each scenario has a First Side determined by the current scenario. Victory
conditions are always calculated relative to that side resulting in a victory level
for that side. The victory level for the other side is the opposite result. For
example, if the Allied side is first and gets a Major Victory, then the Axis side
suffers a Major Defeat, and so forth. The total number of Objective Points for
the first side is displayed. For each side, the Losses of each side in terms of
Men, Gun, Vehicle, Naval, and Air is listed together with the Point Loss
corresponding to each type of loss. The point range associated with each
victory level is displayed in the Victory Values field. The total points awarded
to the First Side is based on the Objective Points held by that side, minus the
Point Losses for that side, plus the Point Losses for the enemy side. This
calculation results in the Total Points value. This value is compared to the
Victory Values to determine the victory level. If the Total Points is less than the
Major Defeat value, then the First Side suffers a Major Defeat. If the Total
Points is greater than the Major Defeat value but less than the Minor Defeat
value, then the First Side suffers a Minor Defeat. If the Total Points is greater
than the Minor Defeat value but less than the Minor Victory level, then the
battle has resulted in a Draw for both sides. If the Total Points is greater than
the Minor Victory value, but less than the Major Victory level, then the First
Side has won a Minor Victory. Finally, if the Total Points is greater than the
Major Victory value, then the First Side has won a Major Victory.
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Panzer Campaigns Main Program Help File
Location Dialog
The Location Dialog is used to display a list of all the map locations and to
allow going directly to any of these locations.
Each map location is listed with its label description and hex coordinates.
Selecting a location causes the map to scroll to the location’s hex coordinate.
Double clicking on a location also causes the dialog to be closed.
Organization Dialog
The Organization Dialog is used to highlight an organization on the map.
All organizations in the scenario Order of Battle are displayed in a Windows
Tree Control. Selecting an organization causes the on-board units in that
organization to be Highlighted . Clicking OK closes the dialog while keeping
the organization highlighted on the map. Clicking Cancel closes the dialog
and cancels the highlighting.
Jump Dialog
The Jump Dialog displays a reduced version of the entire map and allows the
user to jump directly to any part of the map.
25
The visible on-map units are displayed on the reduced map using blue squares
for Allied units and red squares for Axis units. Minefields that are currently
visible are shown on the map as small gray rectangles. The visible portion of
the map is shown using a red rectangle. The current Hot Spot hex is shown as
a red outline square.
• When the Objectives option of the View Menu is set, then Objectives are
shown as yellow squares. Clicking on the reduced map area causes the
dialog to be closed and the regular map to scroll to the selected location.
• When an organization is Highlighted on the map, then an oval is drawn on
the Jump Dialog showing the approximate extent of that organization.
Find Unit Dialog
The Find Unit Dialog can be used to find any given unit or organization that is
on the map.
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Panzer Campaigns Main Program Help File
Enter the name to be searched for in the Enter search field. Note: the search
is case-sensitive so you must enter your name with the proper capitalization
(Panzer not panzer for example). If you are confident that your search will
produce a single result, you can hit return after typing the search name.
Otherwise, click on the Search button. This will display a list of results in the
Search results list. Select the result you want and click on OK, or double click
on the result you want, to close the dialog and find the result. In the case of an
organization, the organization will be Highlighted on the map. In the case of an
individual unit, the map will be scrolled to the unit’s location on the map.
Selection Dialog
The Selection Dialog is useful when then Editor is in Full Screen mode (see
the View Menu).
The Selection Dialog allows the units in the current Hot Spot to be displayed
and selected. The Selection Dialog is displayed by pressing the Space Bar.
You can make extended selections in the list of units displayed using the
normal Windows list selection features. For example, by holding down the
Shift key and clicking with the left mouse button, you can select a range of
units. By holding down the Control (Ctrl) key and clicking with the left mouse
button, you can select arbitrary units.
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Parameter Data Dialog
The Parameter Data Dialog displays the Parameter Data associated with the
current scenario.
The Parameter Data Dialog consists of a text listing of the scenario values.
The values are read from the PDT file corresponding to the current scenario.
The Parameter Data values are:
Time Parameters
Dawn (or Daylight): The time of first light.
Dusk (or Night): The time of sunset.
Day Turn: The number of hours in a turn during daylight.
Night Turn: The number of hours in a turn during night.
Has Dawn and Dusk Turns: Determines if there are turns of reduced
visibility at the beginning and end of the day. These turns are otherwise
considered day turns, but visibility during these turns is half what it would
be otherwise.
Stacking Limits
Road: The maximum number of men, or equivalent in men, that can
move using Road Movement.
Maximum: The maximum number of men, or equivalent in men, that can
stack in a single hex.
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Panzer Campaigns Main Program Help File
Miscellaneous
Foot Speed: The speed at which motorized and mechanized infantry
moves when moving by foot.
Infantry Defense: The default defense value of motorized and
mechanized infantry when not in Travel Mode.
Digging-In: The percentage chance that a unit which is Digging-In will be
successful in any given turn. The probability is times 4 when the unit is
constructing an Improved Hex, times 3 when the unit is a non-bridge
engineer, and normal when the unit is constructing a Trench Hex.
Bunker Prob: When non-zero, the percentage chance that a non-bridge
engineer unit which is Digging-In will be able to create a Bunker Hex
from a Trench Hex.
Mine Prob: The percentage chance that a mine-laying engineer unit will
construct a mine field in the current hex.
Fatigue Recovery: The average fatigue recovery for a unit per turn. The
recovery value is times 2 during night turns.
Night Move Disruption: The percentage chance that a unit moving at
night not by Rail Mode and not by Travel Mode using Road Movement
will become Disrupted.
Allied and Axis Air Availability: The percentage chance that an air unit
that has conducted an air mission will become available on a given turn.
Allied and Axis Air Interdiction: The base percentage chance that a
unit from the other side will attacked with an air interdiction attack while
moving.
Interdiction Effect: The percentage applied to the attack value of air
interdiction attacks. This is used to take into account the size of the air
and ground units in the game to balance interdiction losses relative to
general air strikes.
Allied and Axis Air Interception: The percentage chance that an
enemy air mission will be intercepted by the given side.
Allied and Axis Rail Capacity: The total number of units from that side,
regardless of the size of unit, that can be moving in Rail Movement in
any one turn.
Railroad Movement: The number of hexes a unit moving via Rail
Movement can move in one turn.
Infantry Strength Effectiveness: The effectiveness of infantry units is
based on a calculation using the given values. Linear interpolation is
used to calculate the effectiveness of infantry units from this value to
100% and from this value to 0%.
Allied and Axis Unit Recovery: The average percentage recovery a
unit will have based on its losses during any turn that it is eligible for loss
recovery.
Rubble Fire Value: This value is used to determine the probability that
Indirect Fire and bombing attacks against a Village, Town, City, or
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Industrial hex will result in Rubble. A file value against the hex of this
value will have a 50% chance of creating Rubble in the hex.
Refuel Percentage: The percent chance that a per-turn refuel test will
have compared with a normal refuel test as described in the Supply
section of the User Manual.
Allied and Axis Dust Spotting: When this value is nonzero, then units
which have moved outside of normal visibility may be spotted as
unknown units based on a probability modified by this value.
Allied and Axis Breakdown: When this value is nonzero, then units
consisting of vehicles have a certain probability that they will lose
strength while moving. The details of this are described in the Movement
section of the User Manual.
Allied and Axis Air Drop Loss: This value is used to modify the nominal
losses from a parachute or glider reinforcement placement.
Congestion Side: This is the side that is affected by Congestion markers
on the map. If the side is Unknown, then both sides are affected.
Expiration: This is the number of turns any given Congestion marker will
affect movement when it is occupied by a unit of the Congestion Side. If
the value is 0, then the Congestion marker is never removed.
Allied and Axis Frozen Penalty: This is the penalty that is applied to the
given size during Frozen turns as described in the Environment section
of the User Manual.
Invasion Side: This value is only used in scenarios with amphibious
landings. It specifies a side that will suffer losses to units that arrive via
amphibious reinforcements as described by the next two values.
Invasion Percent: The percentage of units arriving by amphibious
reinforcement that will suffer losses.
Invasion Loss: The maximum loss of units arriving by amphibious
reinforcement that suffer losses.
Bridge Values
Allied and Axis Bridge Values: the percentage chance that an
Engineer unit building a bridge will complete the bridge in any given turn.
The chance is proportionally lower when the Engineer unit has less than
100 men.
Allied and Axis Pontoon Values: the minimum number of turns that
building a Pontoon Bridge across a Water hex will take. If 0, then
building Pontoon Bridges is not possible for that side.
Light, Medium, and Heavy Bridge Strength: the defense values used
for the corresponding bridges when an Engineer unit attempts bridge
destruction.
Wired Bridge Values: If present, then the Auto Wired Bridge feature is
enabled. The side given is the side that the feature applies to. The small
and large bridge values are the probabilities that small and full-hex wired
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Panzer Campaigns Main Program Help File
bridges will automatically be destroyed when a unit of the given side
moves adjacent to the bridge (for small) or onto the bridge (for large).
Air Limitation
Visibility: under the Low Visibility Air Effects Optional Rule, these are
the percentage of air units that will be available under the corresponding
visibility ranges.
Allied and Axis Air Strike Limit: if nonzero, then this value determines
the maximum number of airplanes that can attack any one hex in a single
player turn for that side.
Artillery Values
Allied and Axis Counterbattery: the percentage modifier applied to the
normal rules for counterbattery spotting when units from the other side
fire Indirect Fire.
Allied and Axis Stockpiling: this is the percentage chance that an
eligible artillery unit of the given side will become Stockpiled in any single
turn.
Allied and Axis Stockpiled Fire: this percentage modifier is applied to
the fire value of a Stockpiled unit from that side when it fires. A value of
100% indicates no change to the fire value.
Allied and Axis Artillery Set Up: this is the percentage chance that an
indirect fire capable artillery unit of the given side will become Set Up and
available for a fire mission after it has moved. This value only applies
under the Artillery Set Up Optional Rule.
Allied and Axis Indirect Mod: this modifier is applied to the fire value of
a unit conducting Indirect Fire during the opposing turn (or the Defensive
Fire Phase).
Combat Values
Fire Low and High Values: these values are used in determining
combat losses from fire.
Attacker Low and High Values: these values are used in determining
combat losses to the attacker in an assault.
Defender Low and High Values: these values are used in determining
combat losses to the defender in an assault.
Deception Values
Allied and Axis Range: these values are used to determine the
maximum range that Deception Units can be deployed.
Allied and Axis Effect: these values are used to determine the
effectiveness of Deception units in disrupting the movement of units of
the other side..
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Allied and Axis Damage: these values are used to determine the
effectiveness of Deception units in preventing Damage by the other side.
Allied and Axis Detect: these values are used to determine the
probability of a Deception unit of the given side being detected per turn.
Terrain Elevations
These are the elevations in meters assigned to various terrain types.
Movement Cost: by Unit Class
For each Unit Class, these values given the movement costs in points for each
terrain type. The movement costs are divided into two groups: those for hex
terrain and those for hexsides. When the movement cost for a particular hex
terrain is given as 0, such as for Water, then it indicates that the unit cannot
move into that terrain. The movement cost for a given hexside is the additional
cost that hexside adds to the normal movement cost. When the movement
cost for a particular hexside is given as –1, such as for Cliffs, then it indicates
that the unit cannot move through that hexside.
Movement Modifier: by Unit Class
For each Unit Class, these values give the percentage modifier applied to
movement by units of the given class under the given ground conditions.
Movement Modifiers
ZOC Movement Multiplier: this is used to multiply the normal movement
cost when a unit moves from one enemy ZOC to another enemy ZOC. It
reflects the increased cautiousness of the unit when making such a
move.
Movement Elevation Modifier: the additional movement cost applied
when moving from one hex to a hex of higher elevation.
Terrain and Hexside Combat Modifiers
The percentage modifiers applied to fire values when fire is targeted into the
given terrain, or through the given hexside.
Combat Modifiers
For fortifications, these are the percentage modifiers applied to fire
against targets in the given fortification. In addition, for Pillboxes and
Bunkers, the values given are the additional defense value applied to
units defending in these fortifications.
Elevation Modifier: the percentage modifier applied when the target unit
of direct fire is at a higher elevation than the firing unit, given in terms of
elevation increments, up to a maximum of 5 increments.
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Panzer Campaigns Main Program Help File
Range Effect: this is the modifier applied to direct fire at a range of 2
hexes.
Art Hard Target Mod: this is a modifier to the fire value of artillery and
heavy artillery when firing at a hard target at a range of 1.
A/I Action Dialog
The A/I Action Dialog is displayed as the A/I is taking action during a Turn
under A/I Control.
The dialog allows you to control the A/I while it is running. Click Step to have
the A/I continue to the next step in its action. Click Run to have the A/I run
continuously without stopping until the end of the Turn is reached. Once
clicked, the Run button becomes the Pause button which is used to stop the
A/I actions. Alternatively, to stop the A/I and close the dialog, you can click on
the Cancel button or press the Escape (Esc) key. If you close the dialog, you
should start the A/I again by selecting Activate A/I from the A/I Menu or the A/I
button in the Toolbar.
Multi-Player Dialog
The Multi-Player Dialog is used to display the players that are currently
participating in a Network Play game and their assignments.
33
The dialog shows a list of players on each side of the current battle. Next to
each list is a display of that side’s organizations (when Fog-Of-War is in effect,
you will not see the other side’s organizations). At the bottom of the dialog are
four buttons used to manipulate the player lists and the assignments (Note:
only the Modem host will have all four buttons enabled). The top player on
each side is the Commander of that side. The Commander is responsible for
making org assignments for the other players on their side and for advancing
the phase. By default, the Commander is in control of all units on that side.
The Commander can
assign other players specific organizations by selecting the player from the list,
selecting the organization from the organization display, and clicking the
Assign button. The player’s color will appear next to the selected
organization. This indicates that the player has control of every unit in that
organization and in any sub-organization of that organization. The
Commander can remove an assignment by selecting the organization and
clicking the Deassign button.
The Modem Host can promote a player from either side to be Commander by
selecting the player and clicking the Promote button. The Modem Host can
also switch the side of any player by selecting the player and clicking the
Switch button.
Only the Commander can advance the phase and place reinforcements.
When any other player from a side selects Next Turn, it causes their name to
be displayed in red in the player list indicating they are ready to advance the
phase.
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Panzer Campaigns Main Program Help File
File Selection Dialog
The File Selection Dialog is displayed when the main program is run if the
Prompt for Scenario Option has been selected (see the Settings Menu ).
The File Selection Dialog allows you to select the mode of play and
associated game file.
• Select New (by Name) to show the list of all scenarios sorted by
filename.
• Select New (by Length) to show the list of all scenarios sorted by
number of turns.
• Select Old (by Name) to show a list of previous battles sorted by
filename.
• Select Old (by Date) to show a list of previous battles sorted by date
with the most recent files listed first.
Select one of the given play modes such as Normal for play against the
computer. Finally, select one of the displayed files either by double clicking on
the filename, or selecting the filename and clicking on OK. Note: when Direct
Play Caller is selected, no files are displayed since file selection is the
responsibility of the Direct Play Host in this case.
Select Delete after you have selected to list Old files to delete the selected file.
35
Optional Rules Dialog
The Optional Rules Dialog is used to view and select the Optional Rules for a
new battle. Optional Rules can be set at the beginning of a battle, but not
changed once the battle has started. The Optional Rules selected in the
Optional Rules Dialog are saved and become the subsequent default for new
battles. Note: depending on which game in the Panzer Campaigns series is
being played, some of these Optional Rules may be selected by default when
the game is installed. After installation, the player is free to customize the
settings. Click on the Default button to restore the Optional Rules setting to
the default values for the game.
Manual Defensive Fire – when this rule is selected, the game engine
advances by phases: Movement Phase, Defensive Fire Phase, Offensive Fire
Phase, and Assault Phase. See the section on Manual Defensive Fire in the
User Manual for more information.
Automatic Defensive Fire – this rule only applies to PBEM (Play-By-E-Mail)
and Manual Defensive Fire. When selected, the computer will conduct the
Defensive Fire Phase for the enemy side. This cuts in half the number of email transfers required to play a game using PBEM.
Alternative Indirect Fire Resolution – when this rule is selected, Indirect Fire
of non-mortar, non-heavy weapon units is conducted under different rules.
First, each such Indirect Fire is doubled in fire value, but the cost of firing is
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Panzer Campaigns Main Program Help File
doubled. Second, such Indirect Fire is applied against all units in the target
hex, proportional to their strength, instead of being applied against a single
target unit.
Alternative Air Strike Resolution – when this rule is selected, Air Strikes are
applied against all units in the target hex, proportional to their strength, instead
of being applied against a single target unit.
Alternative Direct Fire Resolution – when this rule is selected, Direct Fire
and Indirect Fire of mortar or heavy weapon units is conducted under different
rules. Although a target may be selected, under this rule, if the target unit is
not a Hard Target, then the resulting fire is dispersed and affects the other
units in the target hex.
Alternative Assault Resolution – when this rule is selected, the effective
Assault value of a unit is calculated as a weighted average of its default
Assault value and its Hard Attack value based on the proportion of the other
side’s strength that is hard. For example, if all the other side’s strength is
made up of Hard Targets, then the effective Assault value of the unit is the
same as its Hard Attack value. If none of the other side’s strength is made up
of Hard Targets, then the effective Assault value is the same as its default
Assault value.
Artillery Set Up – when this rule is selected, each artillery unit capable of
Indirect fire may not be available after it has moved, depending on the value of
the Artillery Set Up Parameter Data value for that side. Based on this value,
the unit will then become available at some later time. For a detail discussion
on this rule see the section on Supply in the Users Manual.
Recon Spotting – when this rule is selected, the Recon Spotting entry in the
Command Menu is enabled. This allows recon units to perform spotting of
enemy units from a location at the cost of 1/3 the movement allowance of the
unit.
Virtual Supply Trucks – when this rule is selected, Local Supply Values are
calculated at each hex at the beginning of the player turn according to the
Virtual Supply Truck rules described in the section on Supply in the Users
Manual.
Optional Surrender – when this rule is selected, then Broken units which
have been assaulted and have lost the assault, but have no valid retreat, are
eliminated.
Low Visibility Air Effects – when this rule is selected, the low visibility causes
reduced air unit availability as described in the Air Power section of the Users
Manual.
Quality Fatigue Modifier – when this rule is selected, the Fatigue a unit gets
from combat is modified as described in the Fatigue section of the Users
Manual.
Optional Fire Results – when this rule is selected, each combat fire result is
calculated as the average of two normal fire results. This has the effect of
reducing the variation in results.
37
Optional Assault Results – when this rule is selected, each assault result is
calculated as the average of two normal assault results. This has the effect of
reducing the variation in results.
Locking Zones Of Control – when this rule is selected, it is not possible to
move a unit from one enemy Zone-of-Control to another enemy Zone-ofControl. The purpose of this rule is to compensate for the inability to break
down larger units into smaller ones so that continuous lines of defense can be
constructed.
Higher Fatigue Recovery – when this rule is selected, higher fatigue recovery
rates are applied. Under this rule, units with Low Fatigue will have a fatigue
recovery rate which is 3 times normal. Units with Medium Fatigue will have a
fatigue recovery rate which is 2 times normal. Units with High Fatigue are not
affected by this rule.
Indirect Fire and Air Strikes By The Map – when this rule is selected, it is
possible to target Indirect Fire and Air Strikes against any hex regardless of
whether it is spotted by a friendly unit. However, when Indirect Fire is fired
against a hex that is not spotted by a friendly unit, its fire value is quartered.
Counterbattery Fire – when this rule is selected, there is a probability that
units conducting Indirect Fire will be spotted by the enemy, even when there is
no clear Line-Of-Sight to the firing unit. This probability is modified by
Parameter Data (see the Parameter Data Dialog).
Night Fatigue – with this rule is selected, units that are active during Night
turns will accumulate fatigue. The amount of Fatigue accumulated is up half
the amount a unit would normally recover during a Night turn. It does not
matter how far a unit moves or how many movement points are expended.
Even units with no Fatigue may gain some variable amount of Fatigue if they
are active during Night turns under this rule.
No Low Fuel Effects – with this rule is selected, no Low Fuel effects are used
in the game and no units become Low On Fuel. This rule is useful if you are
playing a one or two day tactical scenario and don’t want the operational level
effects of Low Fuel to affect the battle.
Explicit Supply – when this rule is selected and the current scenario has
Supply Units defined, then the Explicit Supply rules apply as documented in
the Supply section of the Users Manual.
Programmed Weather – when this rule is selected and the optional file
Weather.dat exists in the game folder, then the conditions and visibility will be
determined according to the description in the Environment section of the
Users Manual.
Limited Air Recon – when this rule is selected, then enemy units spotted
using air recon cannot be targeted for air or artillery attacks unless the enemy
unit is also seen by a friendly ground unit that is eligible to spot for the attack
(or by using a "By Map" attack, see above rule).
Delayed Disruption Reporting - when this rule is selected, Disruption of
enemy units (under Fog-of-War) as a result of combat is delayed until the next
turn.
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Panzer Campaigns Main Program Help File
Air Mission Dialog
The Air Mission Dialog is used to select an air unit for an air mission against
the current Hot Spot hex.
The Air Mission Dialog lists each air unit that is currently available for an air
are air units such as fighters and
mission. Units listed with a dark icon
bombers capable of making an air combat mission against an enemy unit.
Units listed with a hollow icon
(and listed as RECON) are air recon units
that are used to spot unknown enemy units. When an air unit is shown dim, it
indicates that the air unit is subordinate to a ground organization, but no unit in
that ground organization can spot the target hex.
The number before the name of the airplane type indicates the number of
aircraft in that unit. The three numbers (separated by slashes) following the
name of the aircraft type are the hard-attack value, soft-attack value, and
defense value of the aircraft type.
•
•
•
•
•
Selecting a non-RECON unit and clicking on OK will conduct an air
combat mission against the current Hot Spot hex.
Selecting a RECON unit and clicking on OK will conduct a
reconnaissance air mission against the current Hot Spot hex.
A unit designated with the word CARPET indicates a Heavy Bomber air
unit that will use the Carpet Bombing rules described in the Users
Manual.
A unit designated with the words SINGLE USE indicates a Single Use
air unit that does not become available again after it is used for an air
mission.
An air unit designated with the word NIGHT is a Night Flying unit that
can only be used for air missions during Night turns.
39
Alternatively, double-clicking on an air unit will select it for the air mission and
close the dialog.
Air Availability Dialog
The Air Availability Dialog is used to view the changes in air unit availability
that are associated with the current scenario.
The Air Availability Dialog lists each change in air unit availability associated
with the current scenario. Each entry is listed according to side, the date of the
change, and either the word AVAIL indicating that the change will cause the
affected air units to become available, or NOAVAIL indicating that the change
will cause the affected air units to become unavailable.
When more than one air unit is affected by the change, the dots (…) are used
to indicate this. Double-clicking on an entry causes a list of the air units
affected to be listed.
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Panzer Campaigns Main Program Help File
Corps Attachment Dialog
The Corps Attachment Dialog allows the current Corps Attachments defined
for the current scenario to be viewed.
The Corps Attachment Dialog list the Corps Attachments that have been
defined for a particular side. Each attachment is listed in terms of the name of
the organization being attached, followed by an arrow (->), and followed by the
name of the parent organization. Selecting an entry and selecting the Delete
button causes the attachment to be deleted. Selecting the Add button causes
the Add Attachment Dialog to be displayed so that new attachments can be
defined.
Add Attachment Dialog
The Add Attachment Dialog allows new Corps attachments to be defined.
41
The Add Attachment Dialog lists the organizations that may be attached and
the possible parent organizations they may be attached to. Selecting an
organization from the first list and an organization from the second defines an
attachment. Selecting OK adds this attachment to the list of attachments for
the current scenario.
Supply Variation Dialog
The Supply Variation Dialog is used to view the list of Supply Variations in
the current scenario.
The Supply Variation Dialog lists the Supply Variations in the current
scenario showing
• The side the variation is associated with
• The percent probability that the variation will occur each day
• ONE TIME if the variation can occur at most once during the scenario
• The change the variation has on the supply level for the given side.
• A Starting date unless the variation applies to the entire scenario.
A/I Order Dialog
The A/I Order Dialog is used to view and delete A/I Orders.
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Panzer Campaigns Main Program Help File
The A/I Order Dialog lists all the A/I Orders for the current side. Selecting an
order will cause the order to be displayed on the map. Selecting the Delete
button will cause the selected A/I Order to be deleted. Orders that are
displayed using a heavy line are A/I Orders that have been added to the
scenario using the Scenario Editor program rather than orders that have been
created either dynamically by the A/I or through the use of manual A/I Orders
by player.
Withdrawal Dialog
The Withdrawal Dialog is used to view any Withdrawals associated with the
current scenario.
The Withdrawal Dialog displays a list of the Withdrawals associated with the
current scenario. Each Withdrawal shows a time, date, probability that the
Withdrawal will occur on that time and date, and the organization the
Withdrawal applies to. When an asterisk (*) precedes the Withdrawal, it
indicates that the Withdrawal did not occur on the time and date specified.
Selecting an entry in the list of Withdrawals will Highlight the affected units on
the map. Double clicking an entry or clicking OK will close the dialog and
leave the units Highlighted. Clicking Cancel will close the dialog and remove
the Highlighting.
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Deception Unit Dialog
The Deception Unit Dialog is used to deploy Deception Units that may exist
in the current scenario.
The Deception Unit Dialog displays two lists of Deception Units. The top list
represents Deception Units that are on the map as regular counters and the
bottom list represents Deception Units that have been deployed. Deception
Unit entries that start with an ‘X’ represent units that have moved or been
deployed in the current turn and thus are not eligible to be deployed. To
deploy or redeploy a Deception Unit, select a new hex on the map prior to
displaying the Deception Unit Dialog. Then in the dialog, select the Deception
Unit and click on the Deploy button. Alternatively, double-clicking on an entry
will select that entry and deploy it.
For more information on Deception Units, see the Deception Units entry in the
User Manual.
Hex Coordinate Dialog
The Hex Coordinate Dialog is used to jump to a specific hex location on the
map.
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Panzer Campaigns Main Program Help File
The Hex Coordinate Dialog allows you to enter the X and Y coordinate of the
hex you want to go to. When you click on the OK button, the map will
automatically scroll to those hex coordinates.
Strategy Dialog
The Strategy Dialog displays a list of Reinforcement Strategies defined for the
current scenario.
In the list of displayed Strategies, you can double-click on an entry to see the
Operations associated with that Strategy.
View Strategy Dialog
The View Strategy Dialog displays a list of Operations associated with a
Reinforcement Strategy.
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In the list of displayed Operations, you can double-click on an entry to see the
list of Reinforcements associated with that Strategy. If this dialog is displayed
because the Strategy decision time value has been reached, then the
Operation you select will be implemented and the reinforcements associated
with that operation will become part of the current scenario.
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Other Features
Hex Info Area
The Hex Info Area displays a list of the units in the Hot Spot hex and
information about the terrain in that hex. By default, the Hex Info Area is
displayed on the left hand side of the screen. However, this may be changed
using the Settings Menu.
Terrain Information
The Terrain Box at the end of the unit list displays
information about the current Hot Spot hex. The first line of
the display describes the type of terrain (in this case Clear)
and the percentage benefit a unit will receive when fired
upon by virtue of that terrain. The second line of the text
area shows the Elevation of the current hex in meters. The
third line of the text area shows the current Visibility in
hexes. The fourth line of the text area shows the Supply
values of the Allied and Axis sides respectively.
Two other conditions may apply to the current hex:
• The hex may contain RUBBLE as a result of bombing or indirect fire. In
this case, no road movement is possible through the hex and other
movement costs are tripled.
• The hex may be defined as being IMPASSIBLE. In this case, it has
been defined to be out of bounds for movement in the current scenario.
When the current Hot Spot is an Objective hex, then the
Objective value of the hex is also shown. Note: Exit
Objective hexes will have the word Exit on this line.
When the current Hot Spot hex contains Mines or
Fortifications, then this is also displayed in the Terrain Box.
By default, these will be shown using uppercase names.
When the word MINES appears in lowercase as in Mines, it
indicates that the mines in that hex have been Penetrated.
When the fortification name, such as IMPROVED, appears
in lowercase as in Improved, it indicates that the
fortification has been Vacated.
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When the terrain in the current Hot Spot hex is frozen, then
this is indicated by square brackets ([]) around the name of
the terrain. Frozen Fields, Marsh, and Water are treated as
Clear hexes, while Frozen Swamp is treated as Forest
hexes.
When the current hex contains a bridge over a water hex, three possible
descriptions may be shown:
• Bridge – the bridge is in good condition and can be used for movement.
• WIRED – the bridge is in good condition, but has been wired for
demolition.
• DAMAGED – the bridge has been damaged and cannot be used for
movement.
Alternative Terrain Information
Clicking on the Terrain Box with the right mouse button
causes the display to change to the Alternative display. In
this display, the text area changes to show a description of
the various hex sides that are present in the hex. The
names of the hex sides are arranged in a rough hexagonal
pattern around the center of the text area showing the
position of the hex side with respect to the hex. The value
in the center of this display is the number of men, or equivalent strength, in the
hex. If the letter X follows this number, then the number of men, or equivalent,
in the hex exceeds the Road Movement stacking limitation.
Unit Information
The Hex Info area is filled with Unit Box displays.
The number of these depends on your screen
resolution. The Unit Box shows a representative
picture of the unit, its name, its Strength (in men,
vehicles, guns, etc.), its Movement value, its
Morale, and its current Fatigue level (in values
from 0 to 900). If the name is followed by three
plus signs (+++), then it indicates that the unit is a
Combined Unit. Other conditions associated with the unit are displayed as
follows:
• If the Strength value is displayed in Yellow, it indicates that the unit is at
less than full strength.
• If the Morale level is displayed in Yellow, it indicates that the unit’s
morale is reduced for some reason such as fatigue or ammo level.
• When the Movement value is displayed in Green, it indicates that the
unit has expended Movement Points during that turn, but still has at
least 2/3 of its original allowance left.
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When the Movement value is displayed in Yellow, it indicates that the
unit still has 1/3 of its original allowance left.
When the Movement value is displayed in Red, it indicates that the unit
has less than 1/3 of its original allowance left.
When the Movement value is followed by the letter T, it indicates that
the unit is in Travel Mode.
When the Movement Value is followed by the letter R, it indicates the
unit is in Rail Mode.
When the Movement value is surrounded with square brackets ([]), it
indicates that the unit has set aside 1/3 of its movement allowance (see
the Command Menu).
When the Fatigue level is shown in Green, it indicates that the unit has
Low Fatigue.
When the Fatigue level is shown in Yellow, it indicates that the unit has
Medium Fatigue.
When the Fatigue level is shown in Red, it indicates the unit has High
Fatigue.
When the binoculars icon is shown in the unit picture, it indicates that
the unit has been spotted by enemy units.
When the unit has the word Facing appearing over its unit picture, then the unit
has a defined direction that it can fire in. It can also fire in either of the two
adjacent directions. For example, if the unit has Facing Up Right, then the unit
can fire at targets in the Up Right direction and in addition, in the Up direction
and the Down Right direction from the firing unit.
Alternative Unit Information
Clicking on a Unit Box with the right mouse button
causes a pop-up window to appear showing the
command hierarchy of the unit. From top to
bottom, the window lists the unit’s component, the
unit name, the unit’s organization, the next higher
organization and so forth. In addition, in this
mode, other values associated with the unit are
displayed.
• Following the word Hard are the attack value and range respectively
that are used when the unit fires on a Hard Target.
• Following the word Soft are the attack value and range respectively that
are used when the unit fires on a Soft Target.
• For Headquarters, the value following the word HQ indicates the
Command Range of the unit. If this differs from the Nominal Command
Range, then that is shown also (Actual/Nominal).
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The value following the word Assault is the assault attack value of the
unit.
The values following the word AA are the attack value and range
respectively that are used when the unit fires Anti-Aircraft fire on enemy
air strikes.
The value following the word Defense is the defense value of the unit.
When the Defense value is shown in Yellow, it indicates that this is a
motorized or mechanized infantry unit that is currently on foot.
The words Hard Target will appear when the unit is an armored target.
This also applies to a soft target that is receiving the benefit of a bunker
or pillbox.
The Speed of the unit in kilometers per hour is also listed. When the
Speed is shown in Yellow, it indicates that this is a motorized or
mechanized infantry unit that is currently on foot.
Other units with specialized functions will also have indications of this such as:
• Indirect Fire, indicating the ability to fire indirectly.
• Towed Guns, indicating that the unit must be in Travel Mode to move.
• Mine Clear, indicating an ability to clear minefields.
• Bridge Eng, indicating an ability to build Engineer Bridges.
• Mine/Bridge, indicating both mine clearing and bridge building abilities.
• Amphibious, indicating an ability to cross rivers and canals.
• Rail Unit, indicating that the unit is restricted to traveling by Rail Mode.
• Recon, indicating an ability to be used with the Recon Spotting Optional
Rule .
• Single Use, indicating that the unit can only be used for the current turn
and then will be removed from the game.
When an organization has been attached, then the
name of the new superior organization is prefaced
with the notation "=>" as shown in the picture. This
example indicates that the 17th Panzer Division has
been attached to the 46th Panzer Corps.
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When there are more units in the Hot Spot hex than can be displayed in
the available Unit Boxes, then scroll arrows that appear after the list of
units can be used to scroll the Unit Boxes. When the left or top arrow is
displayed in full color, there are units to the left or top of the displayed
units and when the right or bottom arrow is displayed in full color, there
are units to the right or bottom of the displayed units. In addition, the
numbers which appear associated with each scroll arrow indicate the
number of hidden units in the corresponding direction.
Toolbar
The main program has a Toolbar at the top of the main program window just
under the Menu Bar. Note: depending on your screen resolution, only some of
these buttons may be displayed on your screen. You need a screen width of
at least 1024 before all of the buttons are displayed unless you have selected
the Complete Toolbar Option. Note that most all of these buttons implement
a menu selection and the command may be issued as a menu selection when
the button is not displayed.
Mode – toggles the main program between Move Mode and Fire Mode .
New – start a new battle.
Open - opens an existing battle file.
Save - save current battle under existing filename or prompt for filename
if none.
Next – advance game to next turn or phase.
Travel – toggle Travel Mode of selected units.
Cost – preallocate firing cost for selected units.
Digging-In – toggle Digging-In status of selected units.
Artillery – display Artillery Dialog.
Air Mission – call Air Mission on current Hot Spot hex.
Combine/Breakdown – either combine the selected units into one
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Combined Unit or breakdown a Combined Unit into a subunit. Note: holding
down the Alt key when selecting this option will cause all possible units in the
current hex to be Combined regardless of which units you have selected.
Resolve – resolve current Assault.
Arrived Units – display Arrived Dialog.
A/I – activate A/I processing.
Zoom-In – increase map display scale.
Zoom-Out – decrease map display scale.
Normally the screen is recentered on the Hot Spot hex when you change
zoom modes. If you hold down the Alt key when you change zoom modes,
the screen will retain the current view.
Divisional Markings – display units with Divisional Markings.
Units – toggle the display of units on the map.
Bases – toggle the display of unit bases in 3D graphics mode.
Objectives – toggle the display of Objectives on the map.
Visible Hexes – toggle the display of hexes visible from the current Hot
Spot hex.
Reachable Hexes – toggle the display of hexes within the movement
range of the selected unit.
Contours – toggle the display of elevation contours on the map.
Full-Screen – toggle the display of the full screen map display.
Jump Dialog – display the Jump Dialog.
Next Stack – advance the Hot Spot hex to the next stack to be
considered in the current turn or phase. If you hold down the Alt key
when invoking this function, it will advance the Hot Spot to the next unit that
has not been active and select it.
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Highlight Fixed – highlight Fixed units on the map.
Highlight Spotted – highlight units on the map
that are spotted by enemy units.
Highlight Used – highlight units on the map that have used Movement
Points in the current turn.
Highlight Disrupted – highlight units on the map that are Disrupted or
Broken.
Highlight Low Ammo – highlight units on the map that are low on
ammo.
Highlight Organization - highlight all units in the same organization as
the top selected unit. Holding the Alt key while pressing this button
causes the next higher organization to be highlighted.
Highlight Travel Mode - highlight all units in Travel Mode.
General Help - display this help file.
Status Bar
The Status Bar is located at the bottom the main window and displays status
information about the current battle.
The Status Bar typically displays the current turn and date information together
with the hex coordinates of the Hot Spot If the current turn is being played
using A/I, then A/I Control will appear with the turn and date information. Day,
Dusk, Dawn, and Night turns will be noted with the turn and date information
as well. If you are playing a two-player game, then Local Control will be
displayed in the Status Bar when the current turn is under your control, and
Remote Control will be displayed when the current turn is under the control of
your opponent.
The Status Bar also displays a time of day graphical indicator showing a 24
hour period. Within this period:
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Black areas indicate night turns.
Gray areas indicate dusk and dawn turns.
Light areas indicate day turns.
The red outline indicates the current turn.
If you make an error during play, the main program will beep (depending on
the setting in the Settings Menu) and the error message will be displayed in the
Status Bar. Otherwise, as you move the mouse cursor over Toolbar buttons
and menu items, short descriptions of those commands will appear in the
Status Bar.
Hot Keys
The following Hot Keys are supported in the main program. Note that these
Hot Keys are defined as command accelerators of the main program main
window and therefore the main window must have the keyboard focus for
these to work (that is, the main window must have a highlighted title bar).
Ctrl Key – toggle between Move Mode and Fire Mode.
Shift Key - display the on-map labels while this key is pressed.
Space Bar - display the Selection Dialog (useful in Full Screen mode).
F1 - invoke General Help (display this help file).
F2 – display Users Manual help file.
F3 – display Campaign Notes help file.
F4 – display Parameter Data values.
F5 – slow the speed of the A/I processing.
F6 – return A/I processing to normal speed.
F7 – increase the speed of the A/I processing.
F8 – put the A/I in the highest possible processing mode (use F6 to return to
normal).
A - invokes the Air Mission Dialog.
B - move the selected units backward in the Hot Spot hex (Note: this only has
a visible effect in the 3D graphics mode).
D - selected unit(s) will begin Digging In.
E - invokes the Artillery Dialog.
F - move the selected units forward in the Hot Spot hex (Note: this only has a
visible effect in the 3D graphics mode).
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G – toggle display of valid target hexes of selected units.
H – toggle display of maximum range of selected units.
I - activates the AI.
J - opens the Jump Map.
K - displays the modified Command Range from a selected HQ.
M – opens the Arrived Dialog.
N - advance the Hot Spot to the next stack of units that have not been active
this phase. If you hold down the Alt key when invoking this function, it will
advance the Hot Spot to the next unit that has not been active and select it. If
you hold down the Ctrl key, it will advance the Hot Spot to the next unit that is
capable of firing.
O - highlights the Organization for the selected unit. If an organization is
currently selected and you hold down the Alt key when invoking this function,
then the next higher organization is selected.
P – display the Organization Dialog.
Q – highlights HQ units on the map.
R – toggle Rail Mode for selected units..
S - displays Visible hexes from the Hot Spot
T - toggles Travel Mode for selected unit(s)
U - undo the last movement (not available under Fog-of-War).
V - display Divisional Markings.
W – highlights Indirect Fire Spotters.
X - remove the selected units from the map.
Y – toggle display of Reachable Hexes.
Z - toggles the full screen map display on and off.
1 - display the map in Zoom-Out 2D mode.
2 - display the map in Normal 2D mode.
3 - display the map in Zoom-Out 3D mode.
4 - display the map in Normal 3D mode.
5 - display the map in Magnified 2D mode.
Normally the screen is recentered on the Hot Spot hex when you change zoom
modes. If you hold down the Alt key when you change zoom modes, the
screen will retain the current view.
You can also use the mouse wheel to zoom in and out. The program will
attempt to position the map to keep the hex you have the cursor over when this
is done.
Keypad 0 - change the formation of the selected units.
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Keypad 1 - move the selected units down and to the left one hex.
Keypad 2 - move the selected units down one hex.
Keypad 3 - move the selected units down and to the right one hex.
Keypad 4 - turn the selected units counterclockwise.
Keypad 5 - turn the selected units about-face.
Keypad 6 - turn the selected units clockwise.
Keypad 7 - move the selected units up and to the left one hex.
Keypad 8 - move the selected units up one hex.
Keypad 9 - move the selected units up and to the right one hex.
Delete - move the selected units counterclockwise.
Page Down - move the selected units clockwise.
Home - move the selected units forward in the Hot Spot hex (Note: this only
has a visible effect in the 3D graphics mode).
End - move the selected units backward in the Hot Spot hex (Note: this only
has a visible effect in the 3D graphics mode.
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