Panzer General II Manual - Steel Panthers

Panzer General II Manual - Steel Panthers
Windows ® 95 CD-ROM Data Card
READ ME FIRST!
We know you're anxious to begin PANZER GENERAL II, but before you do, please be sure
that your system meets the following minimum system requirements:
• Pentium 90 MHz IBM PC or compatible
• 16 MB of RAM
• Windows® 95 - NOTE: This is a Windows 95 game and should not be played on Windows®
NT systems. Multitasking is not recommended when playing PANZER GENERAL II
• An Uncompressed hard drive with at least 25 MB free
• A 4X CD-ROM drive or faster
• A SVGA video adapter with 1MB of memory and a Color SVGA Monitor
• A 100% Microsoft (or Logitech) compatible mouse
• Microsoft mouse driver version 9.00 or higher or Logitech mouse driver version 6.24 or higher
In addition to the basic system requirements, the game requires that DirectX5 be
installed to your hard drive. The option to install DirectX5 appears during the game
installation. At the end of installation, you will be prompted to register PANZER GENERAL II
electronically, to receive a free scenario.
INSTALLING THE GAME
You must install PANZER GENERAL II game files to your hard drive and have the PANZER GENERAL
II CD in your CD-ROM drive to play this game.
To install the game, insert the CD into the CD-ROM drive. When the pop-up window appears,
click on the Install option. If you have disabled the Windows 95 Autorun, or if it does not function, Explore the CD and double click on the Setup icon.
If you experience problems during installation, please refer to the "Troubleshooting"
section of this data card. Additional information regarding sound and video setup can
be found there.
STARTING THE GAME
Insert the PANZER GENERAL II CD into your CD-ROM drive, and select Play from the pop-up window.
For users that have disabled the Windows 95 Autorun feature, or if it does not function, open
the PG2 program folder from your Windows 95 Start button and click on the PG2 icon.
For complete and specific “how to play” information, please refer to the User Manual. Any
notes regarding changes made to the game made after the User Manual was printed, and
any rules errata can be found after the “Troubleshooting” section. Some changes were
made too late to include in this data card. Please read the README.TXT file in your game
directory for more information.
NOTICE
Several changes were made to the game after the User Manual was printed.
Refer to the README.TXT file for complete listings of up to date information.
UNINSTALLING THE GAME
To uninstall the game, choose Settings from the Windows 95 Start button and select Control
Panel. In the Control Panel, select Add/Remove Programs, left-click on PG2, and click on
the Add/Remove button. The game and all of its components are then removed from your
hard drive, except for your saved games or edited scenarios.
SAVING GAMES
PANZER GENERAL II requires space on your hard drive for saved games and temporary files.
Each saved game can take up to 1 MB of hard drive space.
ELECTRONIC REGISTRATION
If you did not register your copy of PANZER GENERAL II after installation and wish to do so later:
1. From your desktop select the Start button, click on Programs, click on PG2 and click on
Register for Free Stuff.
2. Follow all on screen prompts.
Note: If you register electronically, or via the registration card, you will be provided with a code
to unlock the scenario Caging The Bear, a hypothetical scenario in which the Americans and
theBritish, along with the remnants of the German Army, attempt to push the Soviets out of
Eastern Germany.
TROUBLESHOOTING
This section provides you with several easy steps to solve some common problems.
SOUND AND VIDEO CARDS
Some sound and video cards are not supported by Windows 95 and DirectX. If you do not
have the following sound or video cards, the game may not work.
DirectX Supported Sound Cards: Aztech, Creative Labs, ESS, Media Vision, Microsoft
DirectX Supported Video Cards: ATI, Chips @ Technologies, Cirrus Logic, Matrox, S3,
Tseng Labs, Western Digital, 3Dlabs, ATI, Creative Labs, Rendition
DirectX 5 Setup
This game requires DirectX 5. If you do not have DirectX 5, then it can be installed from the
CD. Explore the game CD and open the REDIST folder. Double click on Setup to start the
DirectX 5 install.
DirectX DISCLAIMER
PANZER GENERAL II utilizes Microsoft’s DirectX sound and video drivers. DirectX is a
programming tool created by Microsoft, and the installation of DirectX may cause video problems and system anomalies with computers using video drivers that aren’t DirectX compliant.
DirectX is a Microsoft product, and as such, SSI cannot be responsible for changes that might
occur to your computer system due to its installation. For DirectX related problems that cannot
be fixed by updating to your video card’s latest Windows 95 driver set, you must contact either
Microsoft or the manufacturer of your video card for further technical support or service.
Microsoft retains all intellectual property rights to DirectX. The user has been granted a limited
license to use DirectX with Microsoft operating system products.
Verifying DirectX Video / Sound Card Drivers
To verify that your sound and video drivers are DirectX 5 certified, follow the steps below.
1. Click on the windows Start button (usually found in the lower left corner of your screen).
2. Click on Run.
3. In the open field, type the command: C:\progra~1\directx\setup\dxsetup.exe then click on OK.
4. Make sure all drivers say “Certified” next to them.
If any of your drivers are not DirectX certified, you should contact the hardware manufacturer
and see if they have certified DirectX 5 drivers.
Reinstating Windows 95 Video Drivers
If you find that there is a problem with your display after you have installed DirectX 5, you can
reinstate your old video drivers by following the instructions below:
1. Click on the windows Start button (usually found in the lower left corner of your screen).
2. Click on Run.
3. In the open field type the command: C:\progra~1\directx\setup\dxsetup.exe then click on OK.
4. Click on the Restore Display Drivers button.
This may require that you have the disk containing your original drivers.
PANZER GENERAL II WEB SITE
In addition to the SSI web page, there is a web site exclusively for PANZER GENERAL II which
provides background information for the game. You can reach the web site at
http://www.panzergeneral.com.
CAMPAIGN PLAY TIPS
As you progress through a Campaign, you will receive Prestige for winning battles and capturing Supply Points, Cities and Airfields. Prestige is used to Requisition units, take
Replacements, Upgrade units, and make Experienced units stronger. Understanding how and
when you use prestige is a key ingredient to a successful career as a Panzer General.
Key Concepts
Core Units
When you begin a campaign, pay particular attention to units with black numbers inside their
strength tags. These are your Core units. Core units accompany you to all your battles, gaining experience as you progress through a campaign. When a battle ends, all your core units
are brought up to full strength automatically, at no prestige cost to you.
Core Army Size
Your army makeup is limited by the amount of prestige awarded you as you progress through
a campaign. When you win a battle, you are awarded prestige points. You may use those
prestige points any way you wish between battles, but if you use most of your prestige to buy
new units, you won’t have much left to upgrade or overstrength your core units.
Prestige Use
When you are fighting a battle, you can use prestige to take replacements or to requisition
(buy) new core units. Between battles you are sent to the field headquarters where, in addition
to requisitioning new units, you can use prestige to upgrade units, overstrength units, and
reassign units. (Note again that the only time you can upgrade, overstrength, or reassign units
is between battles).
Prestige Decision Points
continued on next panel
When you are fighting a battle, you accrue prestige by capturing objectives. This prestige can
be used to take replacements and requisition new units. If you wish to maximize your prestige
award for winning a battle, limit the amount of prestige you use requisitioning new units during
the battle. PANZER GENERAL II allows you the choice of requisitioning new units to turn the tide
of a tough battle, at the cost of having less prestige available between battles. Note that taking
replacements during a battle to bring your units up to strength does not count against the prestige award given for winning a battle.
MULTIPLAYER GAMES
PANZER GENERAL II can be played with up to four players over a network or via the internet.
Detailed instructions for creating or joining a multiplayer game are given below. The game creator is given the exclusive ability to set some game options. He or she can change the difficulty level of each player side by clicking on the up and down arrows. This increases or decreases the amount of prestige points available to the player during the game. Also, the game creator can set a time limit (in minutes) for each turn by clicking on the clock icon and then clicking on the up and down arrows.
Network Play
6. Click on the Internet selection in the Multiplayer screen.
7. Click on Create.
8. Enter a name for the game.
9. Enter your player name.
10. Choose the number of players (2-4).
11. Select a scenario and start the game when all players have logged in.
Joining an Internet Game
1.
2.
3.
4.
5.
6.
7.
8.
9.
Make sure your PANZER GENERAL II CD is in your CD ROM drive.
Log onto the Internet using your Internet Service Provider (ISP).
Start the PANZER GENERAL II game.
Click on the Multiplayer button from the Start screen.
Click on the Internet selection in the Multiplayer screen.
Click on Join.
Enter your player name.
Enter the IP address of the game host.
Click on a game name to join.
CLUB SSI
TM
Creating a Network Game
1. Make sure your PANZER GENERAL II CD is in your CD ROM drive.
2 Make sure you have a network connection established.
3. Start the PANZER GENERAL II game.
4. Click on the Multiplayer button from the Start screen.
5. Click on the Network selection in the Multiplayer screen.
6. Click on Create.
7. Enter a name for the game.
8. Enter your player name.
9. Choose the number of players (2-4).
10. Select a scenario and start the game when all players have logged in.
Joining a Network Game
1.
2.
3.
4.
5.
6.
7.
8.
9.
Make sure your PANZER GENERAL II CD is in your CD ROM drive.
Make sure you have a network connection established.
Start the PANZER GENERAL II game.
Click on the Multiplayer button from the Start screen.
Click on the Network selection in the Multiplayer screen.
Click on Join.
Enter your player name.
Click on a game name to join.
Your game will start when the creator determines that all players are ready.
Internet Play
Many Internet Service Provider's (ISP's) use dynamically assigned IP addresses. This means
that a user's IP address changes each time they log onto their ISP. If your ISP uses dynamically assigned IP addresses, you need two telephone lines to play PANZER GENERAL II over the
Internet (one to log into your ISP, the other to call your opponent and tell him or her what your
IP address is). Your other option is to play PANZER GENERAL II on Club SSI.
Creating an Internet Game
1. Make sure your PANZER GENERAL II CD is in your CD ROM drive.
2. Log onto the Internet using your Internet Service Provider (ISP).
3. Determine your IP address by double-clicking on the WINIPCFG.EXE file (located in your
C:\WINDOWS directory). Note the IP address numbers and the location of the decimal
points. Inform your players of your IP address, if they do not already have it.
4. Start the PANZER GENERAL II game.
5. Click on the Multiplayer button from the Start screen.
2218410-250001
Welcome to a New World of Conflict
Club SSI is a FREE, easy to use, online gaming service
provided by SSI and Headland Digital Media which allows
you to find PANZER GENERAL II players on the Internet.
Using the Club SSI interface, you can easily chat and create multiplayer games with opponents from around the
world. To check it out, visit: www.clubssi.com
TM
TM
To use Club SSI the first time:
1. Make sure your PANZER GENERAL II CD is in your CD
ROM drive.
2. Log onto the Internet using your Internet Service
Provider (ISP).
3. Open your web browser (eg. Netscape Navigator , Microsoft Internet Explorer ).
4. Go to http://www.clubssi.com/panzer/reg.htm and follow the instructions to register
an account.
5. Club SSI will send you an email with your username and password.
6. Start the PANZER GENERAL II game.
7. Click on the Multiplayer button from the Start screen.
8. Click on the Club SSI internet play selection in the Multiplayer screen.
9. Enter your username and password.
10. Use the Club SSI screen to find your opponent(s).
TM
TM
If you have already received your username and password:
1.
2.
3.
4.
5.
6.
7.
Make sure your PANZER GENERAL II CD is in your CD ROM drive.
Log onto the Internet using your Internet Service Provider (ISP).
Start the PANZER GENERAL II game.
Click on the Multiplayer button from the Start screen
Click on the Club SSI internet play selection in the Multiplayer screen
Enter your username and password.
Use the Club SSI screen to find your opponent(s).
SPECIAL THANKS
Wolfgang Blum, Ford Ellis, Mark Evans, Michael Kroon, Bruce Mickelson, Keith Morton,
Ix Nichols, Kurt Pernice, Dave Sullivan
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . 1
Leaders . . . . . . . . . . . . . . . . . 45
Getting Started . . . . . . . . . . . . . 2
Movement . . . . . . . . . . . . . . . 46
What Comes with this Game? . . . . 2
Multiple Attacks . . . . . . . . . . . . 49
Copy Protection . . . . . . . . . . . . . 2
Prestige Points . . . . . . . . . . . . 49
Using the Mouse . . . . . . . . . . . . 2
Ranged Fire . . . . . . . . . . . . . . 49
New to PANZER GENERAL II . . . . . . . 2
Replacements . . . . . . . . . . . . . 50
TUTORIAL . . . . . . . . . . . . . . . . . . . 3
Starting the Tutorial . . . . . . . . . . 3
Playing the Tutorial . . . . . . . . . . 5
Rugged Defense . . . . . . . . . . . . 50
Spotting Units . . . . . . . . . . . . . 50
Strength . . . . . . . . . . . . . . . . 51
Supply Rules . . . . . . . . . . . . . . 52
THE BASIC SCREENS, MENUS, AND BUTTONS . . 14
Support Fire . . . . . . . . . . . . . . 53
The Start Screen . . . . . . . . . . . 14
Suppression . . . . . . . . . . . . . . 54
The Scenario Selection Screen . . . 16
Terrain . . . . . . . . . . . . . . . . . . 54
The Campaign Selection Screen . . 18
Using Artillery and Air Defense . . 55
Cinematics . . . . . . . . . . . . . . . 19
Victory Conditions . . . . . . . . . . 56
The Main Game Screen . . . . . . . 19
Weather . . . . . . . . . . . . . . . . . 56
Pop-Up Panels . . . . . . . . . . . . . 23
Zone of Control . . . . . . . . . . . . 56
Secondary Screens . . . . . . . . . . 29
CAMPAIGN DESIGN NOTES . . . . . . . . . . . 57
PLAYING A MULTIPLAYER GAME . . . . . . . 36
Blitzkrieg . . . . . . . . . . . . . . . . 57
Multiplayer Options Screen . . . . . 36
Onward To Berlin . . . . . . . . . . . 68
Creating a Multiplayer Game . . . . 36
Crusade in Europe . . . . . . . . . . 72
Joining a Multiplayer Game . . . . 37
Defending the Reich . . . . . . . . . 75
Multiplayer Game Options . . . . . . 38
SCENARIO BUILDER . . . . . . . . . . . . . . 78
PLAY BY E-MAIL . . . . . . . . . . . . . . . 39
The Scenario Parameters Screen . . 78
Starting a Play By E-Mail Game . . 39
The Scenario Builder Screen . . . . 80
Loading a Turn . . . . . . . . . . . . 39
GAME CONCEPTS . . . . . . . . . . . . . . . 40
Beginning a Battle . . . . . . . . . . 40
Combat . . . . . . . . . . . . . . . . . 41
Core and Auxiliary Units . . . . . . 41
Entrenchment . . . . . . . . . . . . . 42
Experience . . . . . . . . . . . . . . . 43
Game Turns . . . . . . . . . . . . . . 44
Initiative . . . . . . . . . . . . . . . . 44
UNIT STATISTICS DESCRIPTIONS . . . . . . . 83
UNIT CLASS DESCRIPTIONS . . . . . . . . . . 87
Ground Classes . . . . . . . . . . . . 88
Air Classes . . . . . . . . . . . . . . . 94
Naval Classes . . . . . . . . . . . . . 96
UNIT CLASS AND EQUIPMENT
TYPE SPECIAL ABILITIES . . . . . . . . . . . 98
UNIT CLASS AND EQUIPMENT TABLES . . . . 100
Getting Started
If you want to get a quick start, refer to the “Tutorial” section of the manual,
which begins on page 3. It provides a step-by-step battle plan to familiarize
you with the screens and basic features of a PANZER GENERAL® II scenario, and
should help you win part of the first battle of the Blitzkrieg campaign. If, however, you prefer to familiarize yourself with the game as a whole, turn to the
“Basic Screens, Menus, and Buttons” and “Game Concepts” sections on pages
14 and 40, respectively.
What Comes with this Game?
Your box should contain this user manual, a datacard, and a PANZER GENERAL II CD.
This user manual explains how to play and contains important information on
menus, scenarios, and unit classes and equipment. To get the game running on
your computer, follow the installation instructions on the datacard.
Copy Protection
In order to play PANZER GENERAL II, the game CD must be in the CD-ROM drive.
Using the Mouse
INTRODUCTION
Do you have what it takes to win?
Will you fight as a Wehrmacht Officer, or perhaps lead your comrades in the Soviet Army? You may want to hit the beaches at
Salerno and Normandy as an American or British General. No matter what path you choose, you will need all your skills to triumph.
The successful “Panzer General” devises sound strategic plans and
carries them out with unswerving commitment. Generals who are
indecisive inevitably fail. Can you forge a battle-winning command
and conquer your foes? Isn’t it time to find out?
1
INTRODUCTION
In PANZER GENERAL II, whenever the mouse passes over a button or hex, smart
text, describing the area under the cursor, appears in information bars at the
top and bottom of the screen, or beside the unit or button in question. This
makes identifying buttons and units easy during game play. In this book, the
term “click” means moving the mouse pointer to the desired area on the screen
and pressing the left mouse button.
“Right-click” means moving the mouse pointer to the desired area and pressing
the right mouse button.
w
New to PANZER GENERAL II
For those who played the original PANZER GENERAL, the sections or paragraphs
headed by a right-pointing triangle highlight changes and new features in PANZER
GENERAL II. This symbol is only used for changes and features that may not be
immediately obvious, unlike Multiplayer Play and the Scenario Builder.
INTRODUCTION: Getting Started
2
Scenario
Description
Player
Control
Buttons
Scenario
Listing
Prestige
Adjustment
Windows
Return to
Start Screen
Play
Scenario
TUTORIAL
This tutorial is intended to explain basic menus and button functions, and to
guide you through a small introductory battle. For detailed information about
the menus and options in PANZER GENERAL II, see the “Basic Screens, Menus, and
Buttons” section starting on page 14; for explanations of various aspects of
play, see the “Game Concepts” section starting on page 40; and for detailed
strategy notes and game play hints, see the README.TXT file located in your
PANZER2 directory.
Starting the Tutorial
From the PANZER GENERAL II Start screen, click on the Play a Scenario button,
the left-most button in the row. This brings up the Scenario Selection
screen. On the left side of the screen are two windows; the upper window should
be blank, and the lower contains an alphabetical listing of the scenarios. Click
repeatedly on the down arrow button, or click on the scroll bar slider, and hold
down your mouse button as you drag the slider down. Near the end of the list
you should see the Tutorial scenario listed. Click on Tutorial, and a description of
the scenario appears in the upper window, along with the number of players the
scenario was designed for, and the number of turns it lasts.
3
TUTORIAL: Starting The Tutorial
On the right side of the screen, flags indicating the Axis and the Spanish
Republican forces have appeared next to the Player Control buttons. Right now
the Axis is selected for the human player, indicated by the depressed gold-tone
button. The Spanish Republican forces are controlled by the AI, since the computer icon is depressed and highlighted in gold. You can switch the settings if
you like, but return them to the default before beginning the scenario.
Next to the flags are windows giving the prestige percentages for each side.
Prestige is a measure of how you are viewed as a commander by your superiors; the more prestige you have, the more resources are at your disposal.
Essentially, in PANZER GENERAL II it functions as money; prestige points allow you
to buy additional units and equipment, as well as restore damaged units. Arrow
buttons on the top and bottom of each Prestige Adjustment window allow you
to adjust the percentage up and down. If you lower your opponent’s prestige
setting to 50%, the Spanish Republican army receives half of the discretionary
funds they would ordinarily receive. You do not need such an advantage in this
scenario, so leave the percentages at the default.
When you are finished exploring the Scenario Selection screen, be sure that the
Tutorial scenario has been selected, and that the Prestige Adjustment and Player
Control settings are back where they started, then click on the check mark button at the bottom right of the Scenario Selection screen to start the Tutorial.
If you change your mind, click on the Exit button, right above the check mark
button, to return to the PANZER GENERAL II Start screen.
TUTORIAL: Starting The Tutorial
4
Playing the Tutorial
TURN 1
When you start a scenario, the Main Game screen appears, with the Turn panel
overlaying the lower half of the screen. The following information is displayed:
♦ Axis Turn 1
Friday, December 23, 1938
Weather: Cloudy
Brilliant Victory: 2 Turns Remaining
Victory: 3 Turns Remaining
Tactical Victory: 4 Turns Remaining
In order to obtain a victory, all objectives must be held by your forces, which
means that you have moved your forces into every hex that is a victory objective. In this scenario, your victory objective is the city of Almadrones at hex
(18,5). If you capture Almadrones before the end of Axis turn two, you achieve
a brilliant victory. So long as you capture the city by the end of your fourth
turn, you still achieve at least a tactical victory. Brilliant victories provide more
prestige than regular victories or tactical victories, which is especially important in campaign play.
Click on the check mark button to remove the Turn panel.
City Name
Hex Coordinates
Requisition
Battlefield
Deploy Unit
End Turn
Game
Function
Unit Designation
5
TUTORIAL: Playing The Tutorial
Equipment Type
The Main Game screen is dominated by the Battlefield, the map of the contested
area. At the top and bottom of the screen are text bars which provide information during play, and at the right is the Options menu, a vertical row of buttons
which control various functions in the game. When you move your cursor over a
button, smart text appears describing the button’s function. For detailed information about the Options menu, see the “Option Buttons” section on page 21.
Currently the Battlefield is centered on your selected unit, an infantry unit in
hex (20,3). As you pass the cursor over the screen, smart text appears at the top
of the screen displaying terrain types and hex coordinates. If you pass the cursor over a unit, its designating number appears at the lower left of the screen,
the unit’s equipment type appears in the center of the bar, and the unit’s
entrenchment value is given at the lower right. Move your cursor over to your
unit, the 4th Motorized Infantry Regiment of the 6th Panzer Division, designated
4/6. Its equipment type, Regular, is given, and it is entrenched at level zero.
Right-click on this unit, and the View Unit panel appears. This displays quick
statistics for a unit, such as its attack range, its soft and hard attack values,
and its current ammunition and fuel levels. Various unit functions, such as
mounting and supply, are also controlled from this panel. For detailed information, see the “View Unit Panel” section starting on page 27. Left-click on
the Exit button on the lower right side to remove the View Unit panel.
Move the cursor over your victory objective, the city of Almadrones in hex (18,5).
It is defended by the Divisional Artillery of the 12th Loyalist Division, a 75mm
artillery unit with an entrenchment level of eight. Entrenchment gives a defending unit bonuses in combat, making it unwise to attack a unit that is deeply
entrenched. Being attacked reduces a unit’s entrenchment, therefore the prudent
tactic is to attack with artillery from a distance before moving in with your other
troops. Also protecting Almadrones are three Loyalist infantry units, which need
to be eliminated or driven off before you can assault the city directly.
Softening up the defense.
The first step is to drive a gap in the Spanish defenses. Move the cursor over to
your unit 116/6 in hex (21,2), the 10.5 leFH 18 artillery unit, and left-click to
select that unit. Now pass the cursor across the screen until it rests over an
enemy unit. If that enemy unit is within the currently selected unit’s attack
range, an attack reticule appears. On this reticule are given the expected reductions in strength points for both sides; your projected casualties are listed below
the German flag, and your enemy’s losses are listed under the Spanish Republican
flag. The numbers displayed are not guaranteed, but are an estimation of the
Entrenchment
TUTORIAL: Playing The Tutorial
6
Looking at the map, you should see that both positions from which you can
attack the 1/12 are within range of the artillery in Almadrones, as is an attack
on the 3/12 from hex (21,4). However, if you attack the 3/12 from hex (22,5),
to the upper right of the enemy unit, you are out of the 12th Artillery’s range.
This is the best choice for your next move.
Supported
Close
Supported
↓
↓ ↓
(Defending unit
is adjacent to
artillery)
(Attacking unit
is within
artillery range)
↓
↓
↓
Unsupported
(Attacking unit
is outside
artillery range)
strength losses that may be incurred in an attack. Left-clicking on an enemy
unit with the attack reticule over it initiates an attack. Normally, if that enemy
unit’s range is sufficient, it may return fire simultaneously. In this case it cannot, because no unit is ever entitled to return fire upon attacking artillery units.
In this case, the enemy infantry unit 2/12 in hex (19,4) is the best choice,
since eliminating it opens up the widest avenue of attack upon the objective
city of Almadrones. Left-click on this unit. Gunfire sounds, explosions occur,
and hopefully, the enemy takes damage. Now left-click on your unit 117/6 in
hex (22,3), a 75mm artillery unit, and again attack enemy unit 2/12.
Evaluating enemy artillery support.
To widen the area of attack, it is important to knock back or eliminate either
enemy unit 1/12 or 3/12. Both the 1st in hex (18,4), and the 3/12 in hex
(21,5) can receive artillery support from the 12th Artillery in Almadrones.
This means that any non-artillery unit which attacks these units comes under
fire from the 12th Artillery before it can engage in an attack. Artillery units
provide support when your unit is attacked by an enemy unit within the
range of the artillery unit. If you right-click on the 12th Artillery, the View
Unit panel appears. On the top left side of the panel, the display shows that
the 12th Artillery has a range of three. Click on the Exit button to remove the
View Unit Panel.
7
TUTORIAL: Playing The Tutorial
Select unit 114/6 in hex (22,4). When a unit is selected and has not yet
moved, an area of hexes darkens around that unit’s hex. The unit is able to
move into any of these hexes by left-clicking on the destination hex. In this
case, move the cursor down to hex (22,5) and left-click. This places your unit
above and to the right of the enemy. Now that the 114/6 has moved, it can
attack the enemy infantry. Move the attack reticule over 3/12 and left-click.
Sometimes an attack goes very well, and you force the unit to retreat; other
times, the enemy can put up a rugged defense, doing a considerable amount
of damage to the attacker while sustaining little strength loss itself. If enemy
unit 3/12 retreated, you need to take advantage of the opening and move unit
57//6 to hex (20,4). However, time is on your side, and it is better to wait,
and try to tempt the enemy infantry into attacking; allow your pionieres to
entrench instead of attacking. If enemy 3/12 did not retreat, move unit 57//6
to hex (21,4). The next turn, you may choose to attack with one or both of
these infantry units if the enemy has not already retreated.
Move the rest of your units closer to the front, such as unit 4/6 to hex (19,3) and
unit 11/6 to (20,4) or (20,5). Again, it is more prudent to refrain from attack,
and allow your units to entrench. Left-click again on a unit to deselect it.
TUTORIAL: Playing The Tutorial
8
Moving your artillery.
Although artillery units 116/6 and 117/6 have already fired, they can still
be reselected as they have not yet moved. Reselect unit 116/6. When you
place the cursor over any of the darkened hexes surrounding the unit, it turns
into a truck icon. This means that the artillery must be mounted to move. If
you left-click on any of the darkened hexes, the unit turns into a truck, and
moves to the hex you left-clicked on. Alternately, bring up the View Unit panel
by right-clicking on the unit. Move the cursor over the Mount - Dismount button and left-click on it. Your artillery is now mounted and can be moved to
hex (20,3).
Vehicle has Organic Transport
Range
Mount-Dismount
Remove View Unit Panel
Note: Once a unit has moved, it cannot be dismounted until your next turn, and
mounted artillery units cannot give support fire for their allies!
Mount up unit 117/6 as well, and move it to hex (21,3). Left-click to deselect.
Notice that the Next Unit button at the top of the Options bar is no longer highlighted. This signifies that all your units have moved. Now is a good time to
requisition new units before continuing on to the next turn.
Calling for reinforcements.
Left-click on the Requisition button, the third from the top of the Options
bar. This brings you to the Requisition screen.
9
TUTORIAL: Playing The Tutorial
On the left side of the screen are the Unit Class Selection buttons. An arrow
button at the top left of the screen allows you to toggle between different Axis
countries’ forces. Left-click on the Select Air Defense button at the top of the
screen. Several icons appear in the Available Equipment boxes to the right of
the Class Selection buttons. Click on one of them and two things occur: that
unit’s statistics appear in the Equipment Statistics area of the screen, and
icons appear in the Available Transport boxes underneath the Available
Equipment boxes. When purchasing units that cannot move on their own,
Trucks are assigned to them by default. To change to a different type of organic
transport, click on your choice; the cost of the transport is added to the total
cost of the unit. However, since there are no aircraft threatening your forces
at this time, air defense guns are unnecessary. It is a good idea, though, since
your enemy does not have an air force, or massive air defense armaments, to
launch an aerial attack of your own.
TUTORIAL: Playing The Tutorial
10
Available
Equipment
Boxes
Equipment
Statistics
The Allies retaliate.
Left-click on the End Turn button. Now the Allied Turn 1 panel appears.
Click on the check mark button to continue play. The Spanish
Republican forces should counterattack on their turn, peppering one of your
infantry with artillery fire, then possibly attacking with their own infantry.
Keep a close eye on the amount of damage your units take.
Air Defense
Requisition Unit
Total Unit Cost
Cancel Last
Requisition
Tactical Bomber
Exit Requisition
Screen
Move the cursor down to the Select Tactical Bomber button at the bottom of the
screen and left-click on it. In the center of the screen, an icon of the JU87B bomber
unit appears in one of the Available Equipment boxes. Left-click on the JU87B to
bring up the bomber’s statistics. The prestige cost of the unit is given below the
Available Equipment boxes, and your available prestige is given at the top of the
Equipment Statistics area. The JU87B bomber is going to cost you 432 of your 500
prestige points, easily affordable. Click on the Requisition button next to the Total
Cost of Unit indicator at the bottom of the Available Equipment area. A bomber icon
appears in the Units Available for Deployment boxes on the right side of the
Requisitions screen. You have just added a new bomber to your attack force. Leftclick on the Exit button at the bottom right on the screen. If you have made a
mistake, click on the Cancel button to the left of the Exit button and begin again.
When you click on the Exit button, the game returns to the Main Game screen
with the Deployment panel extended. Use the cursor to scroll the screen to the
right on the map by holding the cursor along the right edge of the screen. Since
the bomber unit is the only unit available for deployment, the icon box is
depressed and darkened hexes have appeared around the airfield at hex (21,1).
Left-click on any of these darkened hexes to place the JU87B unit in that hex.
Then click on the Exit Deployment button at the bottom right of the screen.
Attacking from above.
Continue your assault around Almadrones with your new bomber unit. When
you select that unit, available movement hexes include hexes already occupied
by ground units. Air units can occupy the same hex as a ground unit, unlike
other ground units. Move your bomber to hex (19,4) over the enemy artillery
unit 12. The targeting reticule appears when you move your cursor over hex
(19,4). Left-click to attack.
11
TUTORIAL: Playing The Tutorial
After your attack is finished, click on the Air Mode button in the Options
bar to view the damaged enemy below.
TURN 2
When the computer player has finished its turn, the turn panel appears again,
displaying the following information:
♦ Axis Turn 2
Saturday, December 24, 1936
Weather: Cloudy
Brilliant Victory: 1 Turn Remaining
Victory: 2 Turns Remaining
Tactical Victory: 3 Turns Remaining
Click on the check mark button to continue.
Returning your units to full strength.
The infantry unit 4/6 at hex (19,3) most likely has sustained losses, and may
now be in hex (19,2) after retreating. Select unit 4/6 and right-click on it.
Inside the View Unit panel on the lower right is the Replacements button. Leftclicking on this button adds strength points back to your unit; if no enemy is
adjacent, your unit returns to full strength. Receiving replacements does cost
you prestige points. If another unit has sustained more damage than 4/6, call
for replacements for that unit instead, so long as it is not adjacent to an
enemy unit. If you attempt to get replacements for a unit adjacent to the
enemy, fewer strength points are added to your unit, reflecting the difficulty
of getting men and supplies so close to the front lines.
Digging in for the assault.
Dismount your artillery units with the Mount - Dismount button in the View Unit
panel, and use them next to destroy enemy opposition around the city. Move
your infantry and tanks on to the city, finishing off any other defenders in your
path. Once you secure your positions around the city, you do not have to advance
your artillery up as you did last turn – Almadrones is within their striking range.
Don’t forget to shell Almadrones again with your bomber unit. When all of your
units have moved or attacked, click on the End Turn button.
TUTORIAL: Playing The Tutorial
12
THE BASIC SCREENS, MENUS, AND BUTTONS
This section provides step-by-step suggestions to familiarize you quickly and
easily with the basic screens, menus, and buttons in PANZER GENERAL II.
Exit
Game
Game
Options
The Start Screen
During the enemy’s second turn, the Allies’ remaining units may be in retreat,
may attempt to get replacements, or may entrench for a final defense. Some
units may try to counterattack, but they are unlikely to do much damage. It’s
time for the kill.
When you first begin PANZER GENERAL II, the Start screen appears. At the bottom
right of the screen are nine game option buttons. As you run the mouse cursor
over a button, smart text appears above it, describing what that button does.
Play a Scenario
TURN 3
When the enemy has finished its second turn, use the same strategy of attacking with air and artillery units to soften up your remaining targets, this time
in the city itself, and finish off weakened enemy units with your ground forces.
As soon as one of your tank or infantry units occupies the city, the scenario
is over, and the victory panel appears. You are given a chance to review the
battlefield. Click on the check mark button to return to the PANZER GENERAL II
Start screen.
If you have followed the tutorial instructions, you should have received a normal
victory. You can replay the scenario, with a more aggressive approach, to achieve
a brilliant victory, taking the city of Almadrones in just two turns.
13
TUTORIAL: Playing The Tutorial
Brings up the Scenario Selection screen, from which you can select and
start a single player scenario. For more information, see the “Scenario
Selection Screen” section, beginning on page 16.
Play a Campaign
Brings up the Campaign Selection screen, from which you can select and
start a single player campaign. For more information, see the “Campaign
Selection Screen” section, beginning on page 18.
Start a Multiplayer Scenario
Brings up the Multiplayer Game Selection screen, from which you can
create or join a multiplayer game, either over a Local Area Network
(LAN), or via the Internet. For more information about starting and playing
multiplayer games, see the “Playing a Multiplayer Game” section, starting on
page 36.
THE BASIC SCREENS, MENUS, AND BUTTONS: The Start Screen
14
Play By E-mail
Brings up a dialog box, from which you can choose either to start a new
play by e-mail game, or load a turn from a previously saved play by email game. For more information on playing by e-mail, see the “Play By E-Mail”
section starting on page 39.
The Scenario Selection Screen
There are over thirty scenarios in PANZER GENERAL II, depicting historical and theoretical battles from throughout World War II.
Start the Scenario Builder
Brings up the Scenario Parameters screen, from which you can begin
constructing your own scenario. See the “Scenario Builder” section
starting on page 78 for more information on creating scenarios.
Scenario
Description
Best Careers
Brings up the Best Careers screen, in which the performance of the best
generals is ranked. Clicking on a name brings up the Dossier screen. See
the “Dossier Screen” section beginning on page 34 for more information.
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Return to
Start Screen
Load a Saved Game
Brings up the Game Functions dialog box, from which you can load a
saved game. See the section “Game Functions Panel” on page 26 for
more information on resuming a previously saved campaign or scenario.
Show the Introduction
This brings up the opening cinematic for PANZER GENERAL II. You can exit
the cinematic at any time, and return to the Start screen, by pressing
any key, or clicking a mouse button.
Show the Credits
Runs the credits for the research and development team responsible for
bringing you PANZER GENERAL II. Click on the screen or press any key to
exit the credits and return to the Start screen.
Exit the Game
Clicking on this button exits the game and returns you to your
Windows® 95 desktop.
Player
Controls
Play a
Scenario
Nationality Flags
Prestige Adjustment Windows
The Scenario Selection screen is divided into several parts. On the left side
of the screen are two windows; the upper window is the scenario description
area, the lower window contains an alphabetical listing of the currently available scenarios. At the right in the center are the Player Control buttons and
the Prestige Adjustment windows, and at the lower right are the Exit and Start
A Scenario buttons.
To select a scenario, click on the down arrow button and keep it depressed,
or click on the scroll bar slider, and hold down your mouse button as you drag
the slider down. When you see the name of the scenario you wish to play, click
on it, and a description of the scenario appears in the upper window, along
with the number of players the scenario was designed for, and the number of
turns it lasts.
Note: All scenarios are not always available. When you start a single player
game, only two player scenarios, with the computer controlling one side, are displayed in the scenario listing. In multiplayer games, the selection depends on
the number of players, and only scenarios designed for that number of players
are shown.
15
THE BASIC SCREENS, MENUS, AND BUTTONS: The Start Screen
THE BASIC SCREENS, MENUS, AND BUTTONS: The Scenario Screen
16
Also, nationality flags, indicating the primary Axis and Allied forces involved
in the conflict, appear next to the Prestige Adjustment Windows when a scenario is selected. In a single player game, you can switch which side you wish
to play by clicking on the head and computer icons. The current controller of
an army is indicated by a depressed gold-tone button. In a multiplayer game,
clicking on the flag causes it to switch to a new nationality for that player.
Another way of altering the challenge of a given scenario is by changing the
prestige allotment. Next to the nationality flags are the Prestige Adjustment
windows, giving a percentage for each side. Prestige is a measure of how you
are viewed as a commander by your superiors; the more prestige you have, the
more resources are at your disposal. Essentially, in PANZER GENERAL II, it functions as money; prestige points allow you to buy additional units and
equipment, and to resupply, upgrade, and reinforce your existing units. During
a scenario, prestige is often awarded during certain turns, or for capturing
Victory hexes. Arrow buttons on the top and bottom of each Prestige
Adjustment window allow you to adjust the percentage up and down. If you
lower your opponent’s prestige setting to 50%, the enemy army receives half
of the discretionary funds they would ordinarily receive. If you raise it to
150%, the enemy receives half again over what they are normally allotted. This
is a powerful tool for adjusting the odds in a scenario; a weak force can suddenly acquire more powerful reinforcements; conversely, a powerful army can
find itself short on men and equipment late in a drawn out battle.
When playing a multiplayer game, the Time Per Turn button appears, on
the right side of the screen. Click on it to set a time limit on each
player’s turn. Simply click on the arrows that appear to increase or decrease
the time by five minutes. Turns can last between five and thirty minutes. If a
time limit is set however, play automatically continues to the next player at
the end of the allotted period.
When you have selected your scenario, chosen your side, and adjusted the
prestige percentages if desired, then click on the Play A Scenario button, the
check mark button at the bottom right of the Scenario Selection screen to start
the game. If you change your mind about playing a scenario, click on the Exit
button, right above the check mark button, to return to the PANZER GENERAL II
Start screen.
17
THE BASIC SCREENS, MENUS, AND BUTTONS: The Scenario Screen
The Campaign Selection Screen
There are five campaigns in PANZER GENERAL II: Blitzkrieg, Defending the Reich,
Crusade in the West as either the United States or Great Britain, and Onward to
Berlin. Each campaign is made up of several scenarios based on historic and
conjectural battles from World War II.
Campaign
Description
Prestige
Adjustment
Window
Campaign
List
Return to
Start Menu
Start
Campaign
When the Campaign Selection screen appears, the five campaigns are listed on
the left hand side. Click on a campaign title and a brief description is given.
For detailed design notes on the campaigns, which include the historical outcomes of these battles, see the “Campaign Design Notes” section starting on
page 57.
Some campaigns are more difficult than others. For a greater or lesser challenge, you can adjust the AI’s prestige allotment. The Prestige Adjustment
window is located on the right hand side of the screen, and is bracketed top
and bottom by arrows. Click on these arrows to adjust the percentage.
Reducing the computer’s percentage reduces the prestige points available to
the AI, making the game easier for you, while increasing the AI’s prestige percentage gives the computer greater resources, making the campaigns more
difficult. When you are satisfied with the campaign you have selected, and the
AI’s prestige percentage, click on the Play A Campaign button, the check mark
button at the bottom right of the screen, to begin the first battle in the campaign. If you decide not to play a campaign, click on the Exit button to return
to the PANZER GENERAL II Start screen.
THE BASIC SCREENS, MENUS, AND BUTTONS: The Campaign Selection Screen
18
Cinematics
Throughout the game, various cinematics may be played to introduce scenarios, celebrate victories, and mourn losses. You can exit any cinematic by
pressing any key, or clicking a mouse button.
The Main Game Screen
The Main Game screen is where the action of PANZER GENERAL II takes place. There
are several parts to this screen: the Information bars are at the top and bottom of the screen, the Battlefield is in the center, and the Options menu
buttons are on the right side of the screen.
Information Bar
The Battlefield
Options
Menu
Battlefield
The Battlefield is the area where all movement and combat take place. In twoplayer games, one player controls all of the Axis forces, and the other controls
all of the Allied forces. In multiplayer scenarios, players can control different
Axis and Allied countries, some working together, others against each other.
The campaign games are designed for a single player.
The map scale is approximately two kilometers per hex, and the unit size varies,
depending on strength, from divisions and regiments down to battalions and
individual companies. There can be only one unit per hex, except that an air unit
can occupy the same hex as a ground or naval unit. Naval units must keep at
least one hex between each other at all times, representing the huge size and
turning radius of these flotillas. The following features appear on the map:
Information Bar
The Information Bars
At the top and bottom of the Main Game screen are Information bars. When
you pass your mouse cursor over a hex, the top bar displays hex coordinates,
and either a description of the terrain in that hex, the name of a city, or the
type of structure that occupies that hex. If the hex contains a unit, that unit’s
numerical designation appears at the bottom left side of the screen, the equipment type is stated in the center, and the unit’s entrenchment level is given
on the far right.
19
THE BASIC SCREENS, MENUS, AND BUTTONS: Cinematics
♦
Twelve different types of terrain.
♦
Nationality flags indicating city, port, and airfield ownership.
♦
Victory Objective hexes denoted by a nationality flag with a gold hex border.
♦
Supply points denoted by a nationality flag with a green hex border.
♦
Victory Objectives that also act as Supply points denoted by a nationality
flag with a border half gold and half green.
♦
Unit icons with strength tags indicating current strength, movement
status, and leader status.
To view different parts of the Battlefield, move your mouse cursor to the edge
of the screen in the direction you wish to scroll the map.
THE BASIC SCREENS, MENUS, AND BUTTONS: The Main Game Screen
20
Option Buttons
The right-hand side of the Main Game screen is a vertical row of buttons offer
game options. Options that are unavailable appear darkened. If you pass the
mouse cursor over a button, smart text appears to the left of the button,
describing its function.
Next Unit
Selects the next unit that has not moved. If all units have already
moved, the icon becomes shaded. Note: Units that have not fired can
still be manually selected to receive orders.
Cancel Move
This button is available when you have selected a destination hex for
the unit’s move. When a unit has moved (but before it has attacked), it
can return to its point of departure without any adverse effects (like fuel consumption). Cancel Move does not permit you to take back attacks, nor does it
allow you to undo moves if the unit has sighted previously hidden enemy units.
If the unit did not attack before moving, canceling the move permits you to
take any action with the unit: attack, movement, resupply, and so on.
Requisition
Brings up the Requisition screen, from which you can requisition units
with prestige points. Requisitioned units are deployed in or adjacent to
supply points (if land units) or friendly airfields (if air units). You cannot requisition ships, fortifications, or strongholds. See the “Requisition Screen”
section of this manual on page 29 for more information.
Deploy Forces
Brings up a side panel from which you can deploy units that you have
requisitioned during play. You may also deploy your core units at the
start of each campaign battle and some scenarios. To place a unit on the
Battlefield click on it, then click on a shaded Battlefield hex. Click on the Exit
Deployment button in the lower right corner to remove the Deployment panel.
For more information on deployment, see the “Deployment Panel” section on
page 23.
Field Headquarters
Brings up the Field Headquarters screen, from which you can view all
the units currently under your command, requisition additional units,
and evaluate your own performance. For detailed information, see the “Field
Headquarters Screen” section, starting on page 31.
21
THE BASIC SCREENS, MENUS, AND BUTTONS: The Main Game Screen
Air Mode
Toggles Air Mode on and off. When both a surface and an air unit occupy
the same hex, the surface unit is automatically selected. When Air Mode
is on, the air unit is selected when the hex is clicked on.
Strategic Map
The Strategic Map shows the entire Battlefield on a small scale. The
Strategic Map replaces the Battlefield map, with your victory objectives,
supply points, and visible units all appearing in miniature. The Options menu
remains to the right of the Strategic Map, allowing you to toggle the Air Mode
on and off to view air units, and to access other game options. To view a portion of the map up close, click on the section of the map you wish to see. The
Strategic Map disappears, and the Battlefield map replaces it, now centered on
the point you selected. You can also exit the Strategic Map at any time by
clicking on the Strategic Map button again.
Replay Turn
Rewinds to the beginning of the previous turn, or to an e-mail turn from
an opponent. You can review an opponent’s e-mail move this way.
Chat
In multiplayer games, this brings up the Chat panel. See the “Playing a
Multiplayer Game” section on page 36 for more information.
Additional Options
Provides access to other game controls. See the “Additional Options
Menu” section on page 25 for further information.
Full Screen
Removes the Information bars and Options menu from the screen to provide a larger view of the Battlefield. Click on the Full Screen button
again, now located in the lower right corner of the screen, to return the Main
Game screen to its original state.
End Turn
Ends your turn and proceeds to your opponent’s turn.
Game Functions
Brings up the Game Functions panel, from which you can save your game,
load a previously saved game, start a new game, or quit the game you are
currently playing. Note that you cannot save during a multiplayer game. For more
information, see the “Game Functions Panel” section, beginning on page 26.
THE BASIC SCREENS, MENUS, AND BUTTONS: The Main Game Screen
22
Available
Units
Requisition
Screen
Air Mode
Strategic
Map
Show Hex
Sides
Exit
Deployment
Pop-Up Panels
These menus or panels are primarily accessed from the Main Game screen,
although some, such as the Game Functions panel, can be reached from several
different screens.
Deployment Panel
Clicking on the Deploy Forces button brings up the Deployment panel. You may
also see the Deployment panel at the start of a campaign game, when you are
allowed to deploy your core units, and at the beginning of certain scenarios in
which you also have the option of placing some of your units in their starting
positions. You primarily use this panel to deploy units that you requisition
during play.
If, however, you are given the chance to deploy your troops at the beginning
of a battle, it is best to start by viewing the Strategic map, in order to see the
entirety of the contested terrain and evaluate its tactical possibilities.
w Note: If you do not deploy all your forces during your first turn, thereafter
you are only allowed to deploy units from their normal deployment zones. Ground
units can only be deployed on or adjacent to supply points, and air units are only
able to be placed on airfield hexes. In certain battles there are deliberately fewer
deployment hexes than needed to reflect certain historic situations.
23
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
The Deployment panel is very simple. There is a vertical panel where your units
appear, controlled by a scrollbar to their right, and several buttons in the lower
right corner of the panel. If you have more than eight units available for deployment, click and hold on the scrollbar slider, and drag the slider down, or click on
the up or down arrow of the scroll bar and hold down the mouse button. To place
a unit on the Battlefield, click on it and available deployment hexes should
darken. You may need to scroll the Battlefield, or transfer to the Strategic map
to see these deployment hexes. Ground units can only deploy on or adjacent to
supply points you control, while air units can only deploy on airfields or aircraft
carriers that you control. In campaign play, special deployment “jump off” hexes
are available on your first turn only; otherwise, the same rules apply. Click on a
shaded Battlefield hex to deploy the unit.
Click on the Requisitions button to purchase additional units for deployment.
See the “Requisitions Screen” section on page 29 for more information.
Use Air Mode to show only air units.
Note: One air unit and one land unit can occupy the same hex.
The Strategic Map button replaces the Battlefield map with the Strategic map. Click
on an area of the Strategic map to return to the Battlefield map, centered on the
area you selected.
The Show Hexsides button lays a grid on the Battlefield map, which may prove
useful in making distance judgments during deployment.
Click on the Exit Deployment button in the lower right corner to remove the
Deployment panel.
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
24
Additional Options Menu
Game Functions Panel
When you press the Additional Options button, located on the Options menu
bar, a panel slides out to the left of the Options menu, giving access to other
game controls.
Status Report
Brings up the Turn panel at the bottom of the Battlefield, on which you
can view the turn number, date, weather conditions, and victory objectives. Click on the check mark button to remove the Turn panel.
Hot Keys
Brings up a window listing the hot keys for PANZER GENERAL II. Click on
the check mark button to remove the Hot Keys panel.
Audio Settings
Brings up another menu, which slides over the Additional Options menu,
from which you can adjust your audio settings.
Clicking this button toggles the music on and off; a depressed
gold-tone button indicate the music is on, while a raised button indicates it is off. If the music is on, use the slider bar underneath
the Music button to adjust its volume.
Clicking this button toggles the sound effects on and off; a
depressed gold-tone button indicates sound effects are on, while
raised indicates that they are off. If the sound effects are on, use the
slider bar underneath the Sound Effects button to adjust their volume.
Click on the check mark button at the bottom of the menu to save the changes
and return to the Additional Options menu.
VCR
Brings up the VCR menu, from which you can review previous turns
of any saved battle. Four buttons, Play, Stop, Fast Forward and Rewind,
control the function. Play plays the current turn. Stop stops the replay of a turn.
Fast Forward advances to the next turn. Rewind returns to the previous turn.
Show Terrain
Removes hexes, ownership flags, and units from the Battlefield map to
reveal the terrain. Click on Show Terrain again to exit this mode.
Show Hexsides
This overlays a hex grid on the Battlefield map. Click on Show Hexsides
again to exit this mode.
25
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
Perform
Selected
Function
Exit Game
Functions
Panel
The Game Functions panel has four main options: New Game, Load Game,
Save Game, and Quit Game. Click on an option and then click on the check
mark button to select that option. Not all of these options are available from
every screen, for example, you cannot save a game from the Start screen.
Options that are unavailable are grayed out. If you change your mind about
using any of these options, click on the Exit button on the lower right to return
to the previous screen.
New Game
Selecting New Game returns you to the PANZER GENERAL II Start screen, from which
you can choose to start a new game.
Load Game
Selecting Load Game brings up a second panel, on which are listed the file
names for your previously saved games. If no names are listed, then no
games which PANZER GENERAL II recognizes as saved games are located in the
PANZER2 directory.
Click on a saved game file to bring up a description of that saved game. If this
is the game you wish to load, click on the check mark button at the bottom
of the Load Game panel, and click on the check mark again to confirm your
choice. If you decide not to load a game, click on the Exit button on the lower
right to return to your original game screen.
Save Game
Selecting Save Game brings up a second panel, on which are listed the file
names for your previously saved games. Click on a slot that says New Saved Game
and type in a file name. Then click in the text box at the bottom of the Save
Game panel, and enter a description of the saved game, for later reference.
Note: You cannot save a multiplayer game. Click on the Done button to save the
game. The appropriate extension is added to your filename. Your games are
saved into the PANZER2 directory. If you decide not to save a game, click on
the Exit button on the lower right to return to the previous screen.
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
26
Quit Game
If you choose Quit Game, you are asked to confirm your decision. Click on the
check mark to quit your game and return to the PANZER GENERAL II Start screen.
If you decide to continue your current game, click on the Cancel button to
return to your originating screen.
View Unit Panel
The View Unit panel appears when you right-click on a unit during play.
Unit Plaque
Unit Has Experience
Unit Has Organic Transport
Unit Has Leader
Equipment Statistics
Embark-Disembark
Rename Unit
Mount-Dismount
Remove View Unit Panel
Replacements
Supply
At the top of the panel, a box states the unit’s experience level and equipment
type, and displays an icon of the unit. Below that is the unit’s nationality flag,
centered in the first of four rows of icons. The icons give the unit’s current fuel
and ammunition supplies, its strength rating, and its attack statistics. If a unit is
mounted, the transport’s statistics are shown. Pass the mouse cursor over a statistic icon, and smart text appears, labeling that statistic. For detailed
explanations of the statistics, see the “Unit Statistics Descriptions” section, starting on page 83. At the bottom of the View Unit panel are five buttons, which
control various unit functions, and the Exit button on the far right.
27
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
Mount - Dismount
When using organic transport, units can move more quickly but are more
vulnerable to attacks. After you mount or dismount, and move your
unit, you may elect to cancel that move. The move you just made cannot be
taken back unless selected immediately after the unit’s movement. A mounted
unit uses its transport’s statistics if it is engaged in battle while mounted.
Embark - Disembark
Embarking and disembarking units onto or from air or naval units can
only be done at the beginning of a unit’s turn, in other words, a unit
may not move or fight before embarking or disembarking. Disembarking ends
the unit’s turn; a unit may not move or attack after disembarking. Embarking
and disembarking are not equivalent to mounting and dismounting. For the
differences between Air and Sea Embarkation, refer to the “Embarking and
Disembarking Air and Naval Units” sections on page 47.
Replacements
Replaces lost strength points and automatically resupplies the unit as
described in the “Supply Rules” section, starting on page 52. This
action ends the unit’s turn. Ground units can get replacements anywhere; air
units can receive replacements only when in a friendly airfield or carrier hex.
Naval units cannot take replacements; ship repairs take far longer than the
duration of a battle. A unit receives fewer replacements if an enemy unit is
adjacent. If more than two enemy units are adjacent, the unit cannot receive
any replacements. Bad weather and desert terrain also reduce replacements.
Click on the Exit button to remove the View Unit panel.
Supply
Supplies the selected unit with up to half its maximum capacity; this is
the only action that the unit can take during its turn. Units receiving
replacements automatically resupply. Adjacent enemy units prevent resupply
except as part of receiving replacements. Weather and terrain can also affect
resupply, but a unit is always guaranteed to receive a minimum resupply of one
ammo point and one fuel point, regardless of conditions. For more details, see
the “Supply Rules” section, starting on page 52.
Rename
Click here to rename your unit. A text box appears; simply click inside
and type to rename the unit.
THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels
28
Secondary Screens
The Requisition, Field Headquarters, and Dossier screens are all accessed from
several points in the game. Exiting from them in most cases returns you to the
screen or panel from which you accessed them.
Requisition Screen
The Requisition screen is broken into several parts. An arrow button at the top
left of the screen allows you to toggle between different countries’ forces.
Beneath that is the vertical row of Unit Class Selection buttons. Clicking on a
Unit Class Selection button makes icons appear in the Available Equipment
boxes to the right of the Class Selection buttons. These icons represent the various types of equipment in that class that are currently available. Click on one
of the Available Equipment boxes; that unit’s statistics appear in the
Equipment Statistics area of the screen. Passing the mouse cursor over the statistic icons causes smart text to appear, labeling the icon, but for a detailed
explanation of these statistics, see the “Unit Statistics Descriptions” section,
starting on page 83. Your Available prestige is given above the Equipment
Statistics area.
Available Equipment Boxes
Equipment Statistics
Requisition
Button
Total Unit Cost
Unit
Selection
Buttons
Units
Available for
Deployment
Exit
Requisition
Screen
Available Transport Boxes
29
Transport Statistics
Cancel Last Requisition/Reassign Unit
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
If the selected unit is able to use transport to move, icons also appear in the
Available Transport boxes below the Available Equipment boxes. When purchasing units that cannot move on their own, the Truck transport is already
depressed. If you wish to choose another type of transport, click on another
Available Transport box to select that transport type for the unit, and the cost
of the transport is added to the Total Cost of Unit indicator at the bottom of the
Available Equipment area. Next to that indicator is the Requisition button; click
on it to add the unit to your forces. The unit’s icon appears in one of the Units
Available for Deployment boxes on the right side of the Requisitions screen.
If you change your mind, click on the Cancel button to cancel your last requisition. Repeatedly clicking on Cancel continues to cancel your requisitions in
reverse order. You can also click on a unit in the Units Available for Deployment
area, and click on Cancel to cancel just that requisition. Click on the Exit button at the bottom right on the screen to return to your original screen. If you
have made a requisition during a game, the Deployment panel appears. See the
“Deployment Panel” section on page 23 for information on deploying your
recently requisitioned units.
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
30
Requisition Considerations
The prestige cost of units only roughly correlates with their effectiveness, so
examine combat values closely before purchasing or upgrading equipment.
Remember that an expensive purchase or upgrade has to be balanced against
the need for enough prestige to afford replacements for your core units during
a tough battle.
Maximum fuel capacity and especially maximum ammo capacity need to be
carefully examined. Supply is more of a constraint if the unit is intended to
carry an attack to the enemy, than if it is requisitioned to provide stationary
defense for a victory objective far behind the front lines. Keep in mind that a
unit can easily use up several rounds of ammo in a turn if repeatedly attacked,
or if providing defensive fire for nearby friendly units that are being attacked.
Close defense is another statistic that you can regret having overlooked if
the unit runs into infantry in the difficult terrain common to most battlefields.
A unit defends using its close defense versus infantry, rather than its
ground defense value when the battle is in a forest or city, or when a rugged
defense occurs.
An evaluation of the statistics of enemy units can be useful in planning which
units to requisition. Start by comparing your attack values and defense values
against each other to see who has more destructive potential in a fair fight.
Then compare initiative values to see who is more likely to initiate combat first,
bearing in mind that experienced units receive a bonus to their initiative.
Experience tends to be very important in aerial combat, where initiative values don’t differ much and attack values are high relative to defense values. It
is less important in early-war tank combat, where attack values tend to be
lower compared with defense values.
Field Headquarters Screen
The Field Headquarters screen allows you to examine all of your forces in
detail. On the left side of the screen is a Unit Statistics area, in the center are
rows of Unit boxes, and on the right side of the screen are the Field
Headquarters menu buttons. You can rotate through the forces of the countries
under your control by clicking on the arrow button below the nationality flag
at the upper right corner of the Field Headquarters screen. If you have more
units of a particular army than can fit in the Unit boxes, use the scroll bar to
move up and down through the roster. Clicking on a unit brings up that unit’s
statistics, and activates several of the menu buttons.
31
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
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Available
Unit Boxes
Nation
Indicator
Field HQ
Options
Menu
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Exit Field HQ
Dossier
Brings up the Dossier screen, from which you can review your performance as a general, either in the current scenario, or over the course of
the campaign. For more information, see the “Dossier Screen” section, starting
on page 34.
Inspect Unit
Brings up the Inspect Unit screen, from which you can evaluate a unit’s
performance in the scenario, or over the course of a campaign. For more
information, see the “Inspect Unit Screen” section, starting on page 35.
Go To Unit
Only usable during a battle, this exits the Field Headquarters screen and
centers the Battlefield on the selected unit.
Requisition
Brings up the Requisition screen, where you can purchase new units to
add to your forces. For more information, see the “Requisition Screen”
section, beginning on page 29.
w Overstrength Unit
During campaign play, a unit with an experience level of one or greater
may be made overstrength using this button. You may only do this
between battles, and each time it adds one to the strength of the unit, up to
the unit’s experience level. For example, a unit with ten base strength, and two
experience levels, may have a maximum strength of twelve. Using overstrength
costs prestige points, and each unit may only receive overstrength once after
every battle.
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
32
If an overstrength unit is damaged during a battle, replacements only restore
the unit to normal strength. However, after the battle, the unit can be made
overstrength again, and restored to its previous level. If the unit has not
reached its maximum, or achieves a new experience level, it may be made
even stronger.
For example, a unit with three bars of experience has been raised to twelve
strength. During the next battle they are reduced to nine strength, and take
replacements, raising the unit to ten strength. After the battle, from the Field
Headquarters screen, you click on Overstrength and the unit is raised to one
strength point each time you click, to a maximum of thirteen.
Improving units to overstrength status is a slow process, but provides a combination of numbers and quality that can smash some enemy units with a
single attack.
w Upgrade
Activates the Upgrade Unit screen and enables you to change the type
of unit within its class and add or change organic transport if available.
You can only upgrade units from the Field Headquarters screen between battles. Upgrading costs prestige points.
Reassign Unit
In campaign play, this command removes the unit from your forces,
reassigning it to another general’s command. This frees prestige points
for use on a different unit, or new equipment for existing units. This command
can only be used between battles.
Game
Brings up the Game Functions panel from which you can load, save,
quit, or start a new game. For more information, see the “Game
Functions Panel” section starting on page 26.
Exit
Exits the Field Headquarters screen, and returns you to the previous screen,
or begins a new battle, if you are between battles in campaign play.
w Dossier Screen
The Dossier screen records your performance as a commander, either over the
course of a scenario, or a campaign.
On the left are tallied the outcomes of your
battles, during campaign play: Brilliant
Victories, Victories, Tactical Victories, and
Losses. In the center are the number of
enemy units destroyed or forced to surrender because of your leadership, organized
by unit class; and on the right are the number of casualties your own forces have
suffered under your command.
At the top of the screen are listed the awards, if any, you have been given
because of exceptional performance during campaign play, and a snapshot.
Below the snapshot of your general is a name. Click on the name to change it.
On the far lower right of the screen is the Exit button, which returns you to the
previous screen.
33
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
34
PLAYING A MULTIPLAYER GAME
PANZER GENERAL II allows you to play multiplayer games through a LAN (Local
Area Network) or over the Internet. For more detailed explanations of some
Multiplayer functions, see the enclosed datacard.
Multiplayer Options Screen
Click on the Start A Multiplayer Scenario button, located on the PANZER
GENERAL II Start screen, to bring up the Multiplayer Options screen. On
this screen are three options from which you can select your method of play.
LAN
The LAN Connection options allows you to create or join a game through a Local
Area Network.
Inspect Unit Screen
Internet
The Inspect Unit screen is reached from the Field Headquarters screen. It gives
more detailed statistics on the unit than the View Unit panel, as well as listing the unit’s performance in the current scenario or campaign.
The Internet Connection option lets you create or join a game through the internet.
At the top of the screen is the name and
unit equipment type, above an icon of the
unit. Click on the unit’s name or the Rename
Unit button to change it. The unit’s statistics are given below that; run the mouse
cursor over a statistic’s icon, and smart text
appears in an Information bar at the top,
labeling the icon. See the “Unit Statistics
Descriptions” section on page 83 for details on the statistics. Below the unit’s
statistics are the unit’s transport statistics, if the unit uses a transport.
w On the lower right side of the screen, in a box, the unit’s battle record is
given, tallying the number of enemy units this unit has destroyed or forced to
surrender in each of the unit classes. Also at the right, above the battle record,
if the unit receives a special leader, the leader’s name and picture appear,
along with two buttons. Click on the buttons to list the leader’s special abilities in the Information bar at the top of the screen. For more information, see
the “Leaders” section on page 45.
When you are finished reviewing the unit’s statistics, click on the arrow button on the lower left to go on to the Next Unit, or click on the Exit button to
return to the Field Headquarters screen.
35
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
Club SSI
Club SSI is a planned internet service that will allow you to meet other PANZER
GENERAL II players, and join in multiplayer games with them. For more information, see the Strategic Simulations website, www.ssionline.com.
Creating a Multiplayer Game
To create a game, go from the Start screen to the Multiplayer Options screen
by clicking on the Start A Multiplayer Scenario button. From the Multiplayer
Options screen, choose the type of game you are creating by clicking on the
appropriate option: LAN Connection or Internet Connection. You are asked if you
want to create a game or join a game. Click on the Create Game option, then
click on the check mark button. You are then asked to enter a name for the
game you are creating. Enter a name of your choice and confirm it by clicking
on the check mark button.
You are then asked to enter your name. Enter your name and confirm it by
clicking on the check mark button. Next you are asked for the number of players. Click on the number of players, between two and four, that are in your
game, and then click on the check mark button. Note: PANZER GENERAL II multiplayer scenarios were designed with specific numbers of players in mind.
Therefore, the scenarios available on the Scenario Selection screen are dependent
on the number of players in the game.
PLAYING A MULTIPLAYER GAME: Multiplayer Options Screen
36
The Scenario Selection screen appears, listing the available scenarios in the
lower left window. Click on the arrows to scroll through this list. Clicking on a
scenario displays its information in the upper left window.
Multiplayer Game Options
The lower right window shows the selected scenario’s countries’ flags, the
players’ country assignments, and prestige modifiers. Increase or decrease
a player’s prestige by clicking on the up or down arrows that are above and
below the default setting. The game creator is able to change a player’s country by clicking on the flag next to that player’s name. The upper right window
is a chat box. To send a message to another player, click on the text box and
enter your message.
In a multiplayer game, you have the option of chatting with other players in
the game. The Chat panel pops up when you receive a message. To send a message to one or all of the other players during game play, click on the Chat
button on the Main Game screen. The Chat panel appears.
Click on the Time Per Turn button, on the right side of the screen, to set a time
limit for each player’s turn. Simply click on the arrows that appear to increase or
decrease the time by five minutes. Turns can last between five and thirty minutes. If a time limit is set, play automatically continues to the next player at the
end of the allotted period.
After you finish selecting a scenario and adjusting any player settings, click on
the check mark button to begin play.
Joining a Multiplayer Game
To join a game already created by another person, go from the Start screen to
the Multiplayer Options screen by clicking on the Start A Multiplayer Scenario button. You should now be in the Multiplayer Options screen. Choose the type of
game you are joining by clicking on the appropriate option: LAN Connection or
Internet Connection. You are asked if you want to create a game or join a game.
Click on the Join Game option, then click on the check mark button. You are
then asked to enter your name. Enter your name and confirm it by clicking on
the check mark button.
If you are joining a LAN game, PANZER GENERAL II automatically scans your network for available games. However, if you are joining an Internet game, you
are asked to enter the IP address of the session host. Type in the IP address
and press Enter. If you want to search for available games, leave the text field
blank and press Enter.
The next screen displays the available games. Click on the one you wish to join,
and the Main Game screen should appear.
37
PLAYING A MULTIPLAYER GAME: Creating a Multiplayer Game
Chat
Selected
Player
Exit Chat
The upper text box shows chat entered by you and received from others. Each
player’s text is written in a different color. Below the Messages Sent and
Received box is a smaller text bar. Click inside this text bar and type to enter
a message, and press Enter to send that message. Your message automatically
goes to all players in the game.
If you wish to chat with only certain players, click on the Chat button, then
select the recipients by clicking on their number, which appears next to the
flag of their primary nation. Selected players numbers are depressed and gold
tone; unselected players have raised, silver tone numbers. After you select
players to chat with, enter your message in the text box at the bottom of the
screen as normal. Unselected players are unable to see your message. Once
again, if you do not select specific recipients before entering your message, all
players receive your message. Click on the Exit button, on the left side of the
screen, to remove the Chat panel.
Saving Games
You cannot save a multiplayer game.
Player Disconnection
If a player drops out or is disconnected during a multiplayer game, when it is
that player’s turn, play reverts to the next player on the same side, who controls both players’ forces. If the player that drops out is the only player on that
side, the game ends.
PLAYING A MULTIPLAYER GAME: Multiplayer Game Options
38
PLAY BY E-MAIL
PANZER GENERAL II supports two player e-mail games.
Starting a Play By E-Mail Game
To start a new game, click on the Play By E-Mail button located on the Start
screen. You are asked if you want to start a new game or load a turn. Click
on the Start a New Game option and then click on the check mark button.
The Scenario Selection screen appears, listing the available scenarios in the
lower left window. Click on the arrows to scroll through this list. Clicking on a
scenario displays its information in the upper left window.
The lower right window shows the selected scenario’s countries’ flags, the players’
country assignments, and prestige modifiers. Increase or decrease a player’s prestige by clicking on the up or down arrows that are above and below the default
setting of 100. You are able to change a player’s country by clicking on the flag
next to that player’s name. After you finish selecting a scenario and adjusting any
player settings, click on the check mark button to begin play.
When you click the End Turn button during game play, the Files to Save screen
appears. Click on a New Save Game slot, and type in a file name. Then, if you wish
to, click in the lower window to type in a description of the saved game. Click
on the check mark button to save the game. A message appears saying, “E-Mail
Turn Successfully Saved.” Click on the check mark button, and you are returned
to the Start screen. E-mail games are saved into the PANZER directory. This save
file can be attached to an e-mail message, and e-mailed to your opponent.
Loading a Turn
When you receive a turn via e-mail, be sure to save the attached file into the
PANZER directory. After you start the game, to load a turn, click on the Play
By E-Mail button located on the Start screen. You are asked if you want to start
a new game or load a turn. Click on the Load a Turn option, then click on the
check mark button. The Files to Load screen appears, listing the available
e-mail games. Click on the file you wish to load; a description of the saved
game appears in the lower window, if one was entered. Click on the check
mark button to load the selected game.
The Main Game screen appears. The Replay Last Turn button is now active; click
on it if you wish to replay the last turn.
39
PLAY BY E-MAIL: Starting a Play By E-Mail Game
GAME CONCEPTS
These terms and concepts are used throughout PANZER GENERAL II. Understanding
them is not vital to play, but this information can be quite a useful aid to making sound decisions, and planning winning strategies.
Beginning a Battle
You begin a battle by selecting, from the PANZER GENERAL II Start screen, either
a single player scenario or campaign game, a multiplayer scenario, or a play by
e-mail scenario. In the campaign game, you control a group of core units
throughout the various battles you fight. Auxiliary units, which have their
strength numbers in white, are available for the duration of that battle only.
Surviving core units gain experience through combat, and your unit combinations reflect your own preferences. As you progress through the campaign, the
amount of prestige awarded to you increases, allowing you to build a more
powerful army as your career continues.
In campaign play, you have the option of deploying your core units within
specified deployment areas before the first turn of each scenario. There is generally no deployment phase for non-campaign games (like e-mail, multiplayer,
or single player scenarios).
GAME CONCEPTS: Beginning a Battle
40
Combat
The attack reticule appears when you pass the mouse pointer over an enemy
within the firing range of your selected unit. On this reticule are given the
expected loss in strength points for both sides; your projected casualties are
listed below your flag, and your enemies losses are listed under the flag of that
unit’s country. Keep in mind that these are estimated losses; although based on
the relative attack and defense values, terrain, and experience modifiers, they
may not be the same in actual battle! In any conflict there is a random factor.
If you decide to attack, click when the attack reticule is over the enemy unit.
As battle ensues, unit losses are indicated on the unit strength plaques, and
battle details are listed in the Information bars. A unit may move and attack,
or attack then move, with the exception of artillery, air defense, or anti-tank
units which cannot attack after moving.
Core and Auxiliary Units
In campaign play, your forces for a battle may contain both core and auxiliary
units. Core units are the heart of your army, units which you deploy for every
battle, and go with you to each new scenario. Remember, core units which you
do not deploy on your first turn can thereafter only be deployed in or adjacent
to supply points. Core units have black numbers on their strength tags.
However, you may also receive auxiliaries, units which are given to you for the
duration of a particular conflict, to aid you in your mission. You know you have
41
GAME CONCEPTS: Combat
received reinforcements when units that you did not requisition appear on the
Battlefield under your control. Auxiliaries have white numbers on their strength
tags, and do not continue to the next battle with the rest of your army.
Entrenchment
Entrenchment represents the fact that ground units, given enough time, can
create defensive structures that better prepare them to withstand attack.
Entrenching takes time unless a unit begins a scenario entrenched. All ground
units can entrench, but some can take better advantage of ground and therefore entrench more quickly. Entrenchment levels are a feature of units, not
terrain, but affect combat much as terrain does — they make a devastating
“Rugged Defense” more likely.
Units that have not moved are assumed to dig in each turn even if they attack,
resupply, and so on. Each turn the unit does not move, it entrenches further.
If a unit moves out of the hex, it loses all its entrenchment levels, so you
should pick a good position before having your troops dig in. Moving units
have a zero entrenchment level, but gain the base entrenchment level of the
particular terrain they end in when they stop.
GAME CONCEPTS: Core and Auxiliary Units
42
All terrain types have a base entrenchment level from zero to three, which
ground units in that hex with lower entrenchment levels automatically obtain
at the end of their turn. This number is not added to the unit’s entrenchment
level; it replaces it. Base entrenchment levels are: three for cities, two for
forests, bocage (intertwined hedgerows), and mountains, one for rough terrain
and hills, and zero for everything else. Units can entrench up to a maximum of
five levels above the base entrenchment level for the terrain.
Game Turns
Entrenchment levels are reduced by attacks or bombardment of entrenched
ground units. Each attack, whether it is successful or not, reduces the unit’s
entrenchment level by one level. Repeated attacks in a single turn can even
reduce the entrenchment level below the base level for the terrain, thus facilitating further attacks during the same turn. A proven way to attack a strongly
entrenched unit is with a combination of aerial and artillery preparatory bombardment, followed by ground attacks by one or more units. Engineer units,
with the exception of bridge engineers, ignore entrenchment, making them
valuable units during this type of assault.
w During a turn, most units can move once and attack once, in either order.
However, there are several exceptions to this rule: artillery and air defense units
can only shoot before they move, recon units have the phased movement ability, which allows them to move several times in a turn, and tanks in clear terrain
may overrun weaker opponents, allowing them to move and attack more than
once in a turn. Also, leaders have special abilities which may allow the unit they
are commanding to move or attack more than once in a turn.
Experience
Each time a unit takes part in combat it gains experience, and the more successful it is in combat, the more experience points it gains. An experience level
is symbolized by a bar in the upper left corner of the unit’s icon box in the
View Unit panel. The maximum experience level a unit can achieve is five.
When two units fight, their relative experience levels affect combat, and help
determine relative casualties. Experience also determines overstrength size,
reduces the risk of rugged defense, and modifies initiative. Units with two or
three experience levels should be considered veteran troops and those with
four or five levels elite troops.
Veteran units sustain fewer casualties and inflict more casualties than a less
experienced unit. Units gain experience by fighting and gain the most by
destroying, or forcing into retreat, more experienced enemy units and units
with better equipment.
In PANZER GENERAL II, each battle lasts up to a specified number of “turns.” In
each turn you, your allies, and your opponents are given a chance to move
units, attack enemy units, resupply units, and so on. When your turn is done
and you have moved or given orders to all of your units, click on the End Turn
button in the Options menu on the Main Game screen.
w Units which have moved, but may still attack, are indicated by a silver bullet to the left of the strength tag of their Battlefield icon. If a unit either
moves or attacks, and you select another unit, you can return to the first unit
so long as it has further actions that can be taken.
Example: You move Tank Unit A to a hex adjacent to an enemy unit; you then
select Tank Unit B and both move and attack with it. Unit A can still attack this
turn, simply click on it again and you are able to fire on the enemy.
w
Initiative
Initiative is an estimate of a unit’s ability to react quickly in combat. Initiative
is determined by the equipment used in battle, the terrain upon which the battle takes place, and the experience of the units. It is also adjusted by a random
factor, to help simulate the uncertainty of battle. The higher the unit’s initiative, the better, since the unit with the higher initiative takes reduced damage.
If a tactical surprise or rugged defense occurs, the attacker’s initiative is zero.
Making veteran and elite units overstrength is valuable because they are
better able to withstand and inflict casualties in combat. During campaign
play, you can make a unit overstrength between battles from the Field
Headquarters screen.
43
GAME CONCEPTS: Entrenchment
GAME CONCEPTS: Experience
44
w
Movement
Click on any unit to make it ready for orders. A unit with red numbers on its
strength tag has already moved, and a silver bullet next to the strength tag
means that a unit has not yet fired. If the selected unit can move, a shaded
area appears denoting the hexes to which that unit can move. Units cannot
move to hexes occupied by another unit. The exception to this is that an air
unit can occupy the same hex as a ground unit or naval unit. You can cancel
a unit’s move by immediately selecting the Cancel Move button from the
Options menu. You cannot undo attacks, nor can you undo moves from which
you sight previously hidden enemy units.
Movement Cost
Each unit has a movement point allowance per turn that is spent as it moves.
The movement point cost of each hex depends on the terrain in the hex,
weather conditions, and the unit movement type. See the Movement Cost by
Terrain Type table below, for detailed information on the effect of terrain on
movement. Every movement point a unit uses costs one fuel, except that when
the ground is covered with snow, all ground units pay double fuel costs, i.e.
two fuel points per movement point; snow does not reduce the distance that
a unit can move. Note: Because of their operational range, air units have no fuel
limits in PANZER GENERAL II.
Movement ends prematurely if a unit moves adjacent to or is tactically surprised
by (moves into) a previously-hidden unit. A tactical surprise is treated as an
attack with the defender receiving an automatic rugged defense. Entering a river
hex ends a ground unit’s movement, except when the river surface is frozen. It
may exit river hexes normally the following turn. Dismounted bridging engineers
may serve as bridges, eliminating this penalty for the hexes engineers occupy.
Some especially wide rivers are impassable, except at bridges.
w
Leaders
Every unit has a commander; military forces cannot remain intact without one.
However, on rare occasions, a truly exceptional figure rises from the ranks, and
leads in an extraordinary fashion, beyond the ordinary capabilities of the average officer. This exceptional quality is now recognized in PANZER GENERAL II as a
leader. On rare occasions, in battle, when a unit reaches a new level of experience, a star or cross may appear next to that unit’s strength tag, indicating
that a leader has arisen. Leaders are unique, and each possesses two abilities;
one is class related, the other is random. Inspect the unit from the Field
Headquarters screen to determine that leader’s special abilities.
45
GAME CONCEPTS: Leaders
Movement Cost by Terrain Type
TERRAIN
Sand
Forest
Rough, Hill
Mountain
Clear
Bocage
Swamp
Stream
River
River, Impassible
Ocean
Airfield, City, Port
Road, Bridge
TRACK
HALF-TRACK
WHEELED
LEG
NAVAL
1/1
2/2
2/2
A/A
1/1
4/4
4/2
2/2
A/2
I/I
I/I
1/1
1/1
1/1
2/2
2/2
A/A
1/1
A/A
4/2
2/2
A/2
I/I
I/I
1/1
1/1
3/3
4/A
3/3
A/A
2/2
A/A
A/3
4/4
A/3
I/I
I/I
1/2
1/1
2/2
2/2
2/2
A/A
1/1
2/2
2/1
1/1
A/2
I/I
I/I
1/1
1/1
I/I
I/I
I/I
I/I
I/I
I/I
I/I
I/I
I/I
I/I
1/1
I/I
I/I
ALL-TERRAIN
1/1
2/2
2/2
A/A
1/1
3/3
3/3
1/1
A/2
I/I
I/I
1/1
1/1
GAME CONCEPTS: Movement
46
Table Explanations
Each movement mode is prepared for different types of terrain. The first number refers to movement through that terrain during fair, overcast, or rainy
weather. The second number gives the movement cost for moving through that
terrain in snowy weather. An A denotes that entering a hex of that terrain type
uses all of the unit’s movement points for that turn. The unit may exit normally
the following turn. An I denotes that that type of terrain is impassible to that
movement mode.
Note: Towed units cannot move on their own, they must use transport, and when
moving, use the transport’s movement costs. The cost of movement for air units
is always one per hex, regardless of terrain or weather conditions.
Mounting and Dismounting Units
A unit which has been assigned organic transport can use that transport to
move greater distances during a turn. Organic transport is transport which is
permanently assigned to a unit and cannot be shared (i.e., trucks or halftracks). In campaign play, if you want to purchase transport for an existing
unit, or improve the unit’s transport, you must Upgrade the unit from the Field
Headquarters screen between battles.
A unit can only mount and dismount prior to moving; a unit that has moved
via transport must remain in the vehicle at the end of the move. A unit cannot mount, move, and then dismount unless it is infantry under attack; this
advantage does not apply if the infantry is tactically surprised. A mounted unit
can perform the same actions as a dismounted unit: get replacements, upgrade,
disband, resupply, and so on. However, a mounted unit cannot attack.
Note: Mounted artillery and air defense do not provide support fire for friendly units.
Embarking and Disembarking Air and Naval Units
At the beginning of each scenario that uses air and/or naval transport, a number of transport points are given to each side. You cannot purchase them, and
if an air or naval transport is destroyed, it cannot be replaced. These numbers
represent the allocation of air and naval transports to your army. These transports are used to move units around the map and over the sea. When you move
the cursor over a friendly port or airfield, the transports currently available
appear in the Information bar at the top of the screen. When a unit embarks,
it uses one available transport. When a unit disembarks, it frees one transport.
Since there are a limited number of transport points, even if a unit can legitimately embark, there might not be an air or naval transport available, in which
case the Embark - Disembark button is not available in the View Unit panel.
47
GAME CONCEPTS: Movement
Only certain classes of units can embark in a plane: infantry, light anti-tank,
and light artillery. Units can only embark on a plane from a friendly airfield hex.
Units with organic transport cannot embark on air transport. If the unit is on
the airport hex at the beginning of the turn, the unit can embark and move in
the air transport during the same turn. Units, with the exception of airborne
units, can only disembark onto an airfield hex. If a unit disembarks on an unoccupied, enemy controlled airport hex, that airfield is captured. When a unit
embarks onto an air transport, the unit icon is replaced by the air transport
icon, and uses the air transport’s statistics when defending against attack.
Most ground units can use sea transports; naval and air units, and fortifications cannot. Units can embark on naval transports only at friendly controlled
ports. Units with organic transport may use naval transport, but the unit is dismounted when it disembarks, regardless of its state when it embarked
(mounted or dismounted). Units on sea transports can disembark on unoccupied coastal hexes; they do not need to disembark in a port. Any valid unit
that disembarks into an unoccupied enemy port captures it. Remember that
only infantry, tank, anti-tank, and recon units can capture cities.
GAME CONCEPTS: Movement
48
w
Multiple Attacks
When a ground unit is the recipient of multiple attacks, its ground defense is
reduced by two for every attack after the first, to a maximum of eight. This represents the combat attrition that occurs when waves of attackers wear away at a
unit’s defenses. Effective use of multiple attacks can defeat even the most powerful units, but remember that your own units are equally vulnerable to attrition!
Replacements
Prestige Points
It is never prudent to allow your units to fight to the point of elimination. The
wise general pulls weakened units back from the front lines and calls for
replacements, for several reasons. Units with even one strength point left are
less expensive to restore to full strength using replacements than requisitioning a new unit entirely. This also preserves whatever battle experience that
unit may have gained. This represents the importance of veteran cadres in a
damaged unit. Losing units is bad for your prestige, as well.
Prestige points represent the influence you have earned with the high command by winning battles as quickly and decisively as possible, and taking and
holding victory objectives and cities. In the same manner, however, losing
cities and battles reduces your prestige. You can exchange prestige points for
new units, replacements, and new equipment for existing units.
The importance of preserving units has many tactical implications. For one, you
should plan for units which risk heavy losses to shoot before moving, so they
can retreat to safety if grievously weakened. The corollary of this principle is,
of course, to completely destroy weakened enemy units to keep them from
being brought back up to strength.
Note: Regardless of the prestige you have earned, in most cases, (the exception
being the first three battles of the Blitzkrieg campaign), losing a battle results
in your general being dismissed from active service.
Rugged Defense
w
Ranged Fire
Ranged fire differs greatly from artillery and air defense fire, although those
units also can attack at a distance greater than one hex. Some of your units
are able to attack at ranges greater than one hex, representing powerful guns
that can launch shells a tremendous distance. However, unlike air defense,
which targets enemies high in the sky, and artillery, which launches attacks in
a high, arcing trajectory, units with ranged fire are affected by terrain. If hills,
mountains, cities, forest or bocage lie directly between your unit and the
enemy, your unit cannot fire on the target; the terrain makes an effective
attack impossible. Your unit must either move to a hex where terrain is not an
obstacle, or your unit must move adjacent to the enemy, since terrain does not
block the line of fire when units are adjacent to one another.
Note that only units with ranges equal to or greater than your unit’s may counterattack when fired upon at range, making ranged fire a powerful tool when
used carefully. It is a good idea to check the firing range of possible targets
from the View Unit panel before firing; otherwise, your unit may be in for a
nasty shock when an enemy you thought vulnerable suddenly returns fire!
A rugged defense can occur in two ways: if a unit’s movement takes it into the
hex of a hidden enemy, a tactical surprise occurs (for air and naval units this
misfortune is called “out of the sun” and “surprise contact”), which is automatically treated as a rugged defense; also, if an entrenched unit is attacked
at close range (from the adjacent hex), by a ground unit, there is a risk of a
rugged defense based on the relative experience, the unit type, and the
defender’s entrenchment level. This represents defending units having the time
to create traps, or extremely well defended positions, that the enemy must take
great risks to assault. If the entrenchment level is zero, or if the attacker is a
pioniere or engineer, there is no risk of a rugged defense.
The concept of rugged defense represents tactical surprise, or the ability to
open fire from cover at close range, conditions which favor the defender and
can devastate an attacker. Rugged defense really helps infantry, particularly
well entrenched infantry. However, repeated attacks disrupt an entrenched
unit, forcing it out of its good tactical position, or wearing down its laboriously constructed defenses, and giving the attacker intelligence useful for
further attacks.
Spotting Units
All hexes are hidden at the beginning of each turn, except those that are
within one hex of a friendly city, port, or airfield or within the spotting range
of friendly units. Air units’ spotting range is halved by overcast and inclement
weather. Other units’ spotting ranges are halved when it is raining or snowing.
49
GAME CONCEPTS: Prestige Points
GAME CONCEPTS: Replacements
50
During campaign play, units with experience can have their maximum strength
increased by one per experience level, up to a maximum strength of fifteen
strength points at five experience levels. Units can add overstrength points at
a rate of one per battle by selecting Overstrength from the Field Headquarters
screen, between battles. Overstrength units are very potent in battle.
Supply Rules
There are two types of supply: ammunition and fuel. Each time a unit shoots,
it uses one point of ammo. Every movement point a unit uses costs it one point
of fuel. Exceptions: when the ground is covered with snow, all non-air units
use two fuel points for each movement point; air units use no fuel, representing their large operational range.
Automatic Resupply
Each turn, the following automatically resupply: air units which are at an airfield,
naval units which are in port, and ground units which do not act. Ground units do
not automatically resupply, however, if there are enemy units adjacent to them.
Once a hex is spotted during a player’s turn, it remains sighted for the entire
turn. Any time a friendly unit moves and does not cancel its move, it surveys
all hexes within its spotting range. Enemy units within your unit’s spotting
range are automatically revealed. It is important to note that spotting an
enemy unit does not necessarily allow direct fire on it; just because a unit has
an awareness of an enemy does not mean that it can bring its weapons to bear.
For example, a target may be seen moving through ground on the other side of
a stand of trees, but the forest prevents your unit from being able to effectively attack the enemy.
w
Strength
A unit can start with five or ten strength points. A unit’s current strength is
given on the strength tag, below the unit’s icon on the Battlefield. Casualties
taken in battle are represented by a loss of strength points, and a unit reduced
to zero strength points is destroyed. Each non-suppressed strength point
makes an individual attack on the enemy using the unit’s attack and defense
values. The number of strength points used for attack is also halved by rain or
snow for ground troops and by overcast weather for air units (air units may not
attack in rain or snow). It is also halved if the unit has run out of fuel (if it
runs out of ammo, it can’t attack, though it can still defend itself).
51
GAME CONCEPTS: Strength
You can also resupply your units, using the Supply button from the View Unit
panel. This ends a unit’s turn. Again, only air units which are at an airfield and
naval units which are in port can resupply. The resupply rate is limited by the
proximity of enemy units, terrain, and bad weather. Units normally receive half
of their ammo and fuel maximums during resupply. Units receiving replacements automatically receive resupply.
w Supply Points
Supply points are the places where you can deploy requisitioned units. Note
that capturing an enemy victory hex, city, or supply point does not convert it
into a supply point that you can use, unless it is a port, and naval transport
is available. Your country’s network of supply lines is only prepared to provide
equipment you requisition to prepared supply depots.
Weather Effects on Supply
If it is raining or snowing and a unit is not in a friendly city, port, or airfield,
the unit gets less supply. If there are more than two adjacent enemies, the unit
may not resupply. Units also get less supply in the desert.
GAME CONCEPTS: Supply Rules
52
w
Support Fire
Under certain circumstances, artillery and air defense units near a defending
unit may shoot at an attacker prior to combat. The attacker cannot respond to
this defensive fire because it occurs before combat. If all the attacking unit’s
strength points are destroyed or suppressed by defensive fire, the attack is broken off immediately. Each time a unit shoots it uses one ammo point.
Defending units can easily use up several points of ammo in a single turn when
defending themselves or nearby units.
Artillery units contribute support fire to nearby ground units, attacked by
other ground units, while air defense units give support fire to nearby
ground units against air attacks. There are two types of support fire given
by artillery and air defense. Units which are directly adjacent to the supporting unit receive close support fire; this means the artillery or air
defense uses its full strength against the attackers. Friendly units which are
not adjacent, but are attacked by enemy units who are within range of the
supporting unit, also receive support fire, but the power of the artillery or
air defense is halved.
The air unit equivalent of artillery support is interception. Fighters adjacent to
defending bombers or ground units may intercept attacking air units, but
fighters may make only one interception per turn, and each attacking air unit
may be intercepted only once per turn.
Defensive fire from artillery and air defense, as well as interceptions by
adjacent fighters, can be powerful tools when used by a careful commander.
However, enemy forces can also take advantage of support fire, to devastating effect on your attacking troops. Always be sure to check the range of
enemy artillery and air defense before launching assaults in their vicinity,
and plan attacks on supported units carefully to minimize damage to your
own forces. The proper use of recon units, to scout out enemy artillery and
air defense clusters, can also prevent you from making a costly mistake,
when unseen artillery two or three hexes away disrupt your assault on an
enemy unit.
53
GAME CONCEPTS: Support Fire
Suppression
Suppression represents the effect being attacked can have on a unit’s
strength, other than the loss of strength from casualties. Troops in combat
may become disoriented, wounded, or pinned down, all of which render them
ineffective in combat. During an attack, some or all of a unit’s strength points
may become suppressed. Suppressed strength points are not available during
the attack. Most suppression lasts only for the duration of a single combat,
but tactical bombers can suppress units for the player’s entire turn, facilitating further attacks on the suppressed unit. Defending units whose suppression
number is greater than or equal to their current strength, retreat, surrender,
or are destroyed.
Note: Defensive Artillery fire suppresses for the attacking unit’s entire combat.
Terrain
Careful analysis of terrain is vital to a well conceived and executed battle strategy. Terrain affects movement, since some types of ground are more difficult
to negotiate than others. See the “Movement Cost by Terrain Type” table on
page 46 for more information. Also, some types of terrain provide greater base
entrenchment, making those areas more defensible, and more difficult to clear
of enemy defenders. See the “Entrenchment” section for details on the effect
of terrain on entrenchment.
GAME CONCEPTS: Suppression
54
In difficult terrain, such as cities and mountains, defending and attacking
infantry shoot against the close defense number of the enemy unit, usually
placing the non-infantry unit at a severe disadvantage. The exception to this
being that infantry may attack another unit that succeeds in putting up a
rugged defense, in which case the attacker shoots at the defender’s ground
defense value. Infantry and artillery can be highly effective when defending
from difficult terrain, particularly against larger vehicles, such as tanks, which
have difficulty bringing their full power to bear. Conversely, tank and selfpropelled anti-tank units, which have difficulty in cities and forests, can be
dominant in clear terrain, where defending infantry and artillery need to be
entrenched to survive an armored attack.
Rivers
Rivers are a terrain type that deserves special mention. Entering a river hex
ends a ground unit’s movement, except when the river is frozen. It may exit
the river hex normally the following turn. Dismounted bridging engineers may
serve as bridges, eliminating this penalty for the hexes engineers occupy. The
bridging engineers can also bridge rivers where there is no ford. When a bridging engineer unit moves into a river hex, a pontoon bridge appears. Friendly
units may then move over the bridge icon. Note: Some rivers are too wide to
cross with bridging engineers.
Using Artillery and Air Defense
Since artillery units make arcing, ranged attacks, they can attack with no risk
of losses by bombarding distant enemy units. Air defense also is able to attack
their lofty targets without fear of retaliation. However, since many air defense
and artillery are towed weaponry, you must mount them if you wish to move
them to another location. Remember that units mounted in trucks or halftracks defend poorly, and cannot launch an attack or provide support fire. Do
not move these units too close to enemy units; use their ranged attacks to
their advantage, especially since, even dismounted, these units are vulnerable
to attacks by tanks and infantry. Because of the nature of their targets and
weaponry, terrain has no effect on artillery and air defense attacks and defensive fire.
55
GAME CONCEPTS: Terrain
Victory Conditions
Battles are won by taking or holding some or all of the Victory Objective hexes,
which are represented by hexes with gold-bordered flags on the Battlefield and
Strategic Map. Capturing towns, supply points, ports, and airfields that are not
Victory Objectives gains you prestige points, but does not affect the victory
conditions, so you should always focus on capturing the objectives you have
been ordered to take. Only units of the tank, anti-tank, recon, and infantry
classes can capture cities, ports, and airfields, although other troop types can
occupy them and prevent their use by the enemy.
Weather
Weather is randomly determined based on actual weather conditions for the
area and month of the year in which a battle occurs. Weather may change
between fair, overcast, rain, or snow. Storm fronts can last for a number of days
and have the possibility of generating only overcast weather or becoming rainstorms or snowstorms. It never rains or snows in North Africa. Note: During rain
or snow storms aircraft and air defense cannot attack.
Bad weather generally helps the defender and the side with air inferiority
because of the inability of air units to attack during bad weather. Interludes
of bad weather are good times to resupply and rebuild units while waiting for
the weather to clear. You can check on the current weather conditions of the
game by clicking on the Status Report button from the Additional Options panel
on the Main Game screen.
Zone of Control
A unit exerts a zone of control over the six hexes around it. Surface units’ zones
of control affect only surface units and air units’ zones of control affect only air
units. When you move a unit into the zone of control of an enemy unit, your
unit’s movement is stopped and it must either attack or end its turn, unless it
is a recon unit. If your unit was ordered to move to a point which takes
it through a hex occupied by a previously hidden enemy unit, your unit is
surprised by the enemy unit, and your unit’s turn ends after combat is resolved.
GAME CONCEPTS: Victory Conditions
56
of the corps-sized Soria Division, and the Italian “volunteer” corps, the CTV,
provided three divisions of Blackshirts and the Littorio division. This last was
supposedly a regular army division, though the army had as little to do with
it as possible. The troops were in their 30s, unemployed workers who had
signed up either as colonists for Libya or Ethiopia, or for work as extras in the
movie Scipio in Africa, then in production in Libya. They were deeply surprised
when their ship docked in Cadiz, they received rifles and uniforms, and they
learned that they had volunteered to fight Communism.
The Republic committed some of its own top units, including the elite 11th
Shock Division and a number of International Brigades including the “Garibaldi
Battalion” of anti-fascist Italians, which successfully induced over 1,000 CTV
soldiers to desert with promises of fair treatment, and then massacred them.
Also present were a brigade of Germans and Austrians, the extremely tough
Spanish El Campesino Assault Brigade, and the Soviet-manned 1st Tank Brigade
with over 100 T-26 and BT-5 tanks.
CAMPAIGN DESIGN NOTES
While it’s probably not possible to provide “truth” about any historical event,
PANZER GENERAL II does give the player much the same kind of choices as those
facing his or her historical counterpart.
No single general fought all of these battles, but they could have: the campaigns are designed to leave enough transit time between scenarios for a
player’s core units to have time to move to the new battlefield.
Blitzkrieg
From the civil war in Spain, to the “lightning” victories of early World War II
and beyond, the Blitzkrieg campaign offers a large variety of challenges to the
aspiring general and is the centerpiece campaign of PANZER GENERAL II.
Madrid Offensive
The Civil War in Spain provided a testing ground for the German Wehrmacht, as
well as the Soviet and Italian armies. The Luftwaffe’s Condor Legion air wing
is the best-known German formation to have assisted Francisco Franco’s
Nationalist army, but the German Army also sent a small motorized unit,
including a number of tanks, to Spain.
In the battle of Guadalajara, northwest of Madrid, both sides committed some
of their best units as the Nationalists tried to cut off Madrid, still held by the
Republic despite repeated attacks. Franco sent in the tough Moroccan brigades
57
CAMPAIGN DESIGN NOTES: Blitzkrieg
Guadalajara proved a disaster for the Nationalist cause, especially for the CTV.
Madrid would hold out for two more years as the war continued in Spain.
Ciechanow
The Poles put up a pretty stiff defense against the Wehrmacht here. Though
Mlawa lies almost directly north of Warsaw, the German objectives actually lay
to the east and south, toward Ciechanow. German leaders considered it politically very important to present eastern Poland to the Soviet Union as a gift,
rather than have the Soviets conquer it for themselves. The Kempf panzer division, a hastily thrown-together outfit which later became the 10th Panzer
Division, was supposed to move quickly past the frontier fortifications and
head for Brest-Litovsk on the new German-Soviet border. Instead, the Poles
inflicted serious damage on the panzer unit, and it did not participate further
in the Polish campaign. Polish cavalry in turn invaded East Prussia, deeply
embarrassing the German army.
Players should not be misled by the quick conquest of Poland in the historical
campaign. Individual Polish units fought very hard for their country, and where
they faced fairly even odds, the Poles often frustrated the German advance. The
Polish regular infantry is at least as good as its German counterpart, though it
is not nearly as well-supplied with modern artillery. The Polish reservists are
no worse than the German Landwehr division. The Polish cavalry is superior to
the German cavalry brigade. Unfortunately for the Poles, it has nothing to
match even a second-rate panzer unit like the Kempf division.
CAMPAIGN DESIGN NOTES: Blitzkrieg
58
Suomussalmi
PANZER GENERAL II is designed to give players the opportunity to fight in all
types of climates and conditions, and this one presents quite a challenge. The
Soviet juggernaut looked unstoppable as it rolled into central Finland late in
1939. The invaders even brought along a brass band to serenade the oppressed
workers of the Suomussalmi district.
However, the Finns struck back furiously, surrounding and destroying one Soviet
division after it captured the town of Suomussalmi, and then giving the same
treatment to a second Soviet division that tried to rescue the first one. The battle is still used as a training exercise at military academies around the world.
No German troops fought in the actual battle. The Finnish government begged foreign nations for aid, especially Britain and France, and hoped to see some troops
arrive in time to fight the Soviets. Although Germany and the Soviet Union had
signed a non-aggression pact and acted as unofficial allies during this period, the
presence of German troops under a “volunteer” facade was not at all out of the
question. Soldiers and airmen from Germany’s Axis partners Italy and Hungary
fought on the Finnish side as volunteers, as did about 8,000 Swedish troops.
Lillehammer
During the First World War, the German Navy proved unable to break out of the
North Sea and Germany slowly starved to death under Allied blockade. The next
time, German planners made sure they’d have open access to the Atlantic - and
to year-round shipments of Swedish iron ore - by seizing Norway.
Lillehammer, now known as a winter sports mecca, sits astride the most important communication routes of south-central Norway. German troops sought to
drive northward up the long mountain valleys from Oslo toward Trondheim, and
the other Atlantic ports. The Norwegians, with some British help, dug in to try
to stop them.
Officially, only one Norwegian division fought in this battle, but it seems to
have had significant help from reservists arriving at the front, and Norwegian
soldiers escaping from another division surrounded to the west of this battlefield. The Norwegian infantry fought hard and made good use of the incredibly
mountainous terrain, but had little artillery and nothing to stop even the light
tanks deployed by the Germans.
While their British allies did not make nearly as good a showing, the Norwegian
troops fought very well. It finally took a landing by paratroopers in their rear
area to dislodge the Norwegians from their positions.
59
CAMPAIGN DESIGN NOTES: Blitzkrieg
Like Suomussalmi, if you are playing in campaign mode, this scenario encourages a balanced core combat group. Infantry is very important here.
Sedan
The German plan for the 1940 campaign in the west centered around a strike
through the dense Ardennes forest, and emerging at Sedan to drive across France
to the English Channel. Sedan represented a formidable barrier to these plans, with
the Meuse River and some pre-war fortifications to help the French defenders.
The German force here was one of the best. It consisted of two elite, fullstrength panzer divisions, another fairly good panzer division, and an elite
independent regiment. Historically, these forces (the XIX Panzer Corps) were
led by the famous General Heinz Guderian, the father of blitzkrieg theory. At
Sedan he proved that he was no mere paper theorist.
Along with some reservists, better classed as an armed rabble, the French had
some good units to oppose the Germans, including reinforcement by an armored
division with better tanks than the German panzers. The French lacked the combined arms practices of the German panzer divisions, and when their tanks ran
out of fuel, which happened rather quickly, they had to depend on vulnerable
tanker trucks to refuel them, rather than the gas cans used by the Germans.
CAMPAIGN DESIGN NOTES: Blitzkrieg
60
An aggressive German drive here is the battle which, from their point of view,
they probably should have waged, and which the rest of the world is thankful
they did not. British propaganda did a masterful job of turning the Dunkirk
evacuation into a victory, but in fact it was a terrible defeat which could have
been even worse. It is the task of the German player to make it so.
Windsor
This battle never happened, but could have, given quicker German success in
France followed by a landing in Great Britain. Only a highly successful German
player sees this scenario in the course of the campaign.
Assuming the German forces could get across the English Channel in the face
of the Royal Navy and the Royal Air Force, both of which could be expected to
resist literally to the last man, ship, and plane, they would have to establish
a beachhead and drive inland. Once ashore, the prize would be London, the
British capital and industrial center.
The British could be expected to pour every possible reinforcement into the
battle for London. The Germans would have to isolate the great city before they
could even contemplate the block-by-block conquest. To do so, the road and
rail net leading to the important ports and industrial centers to the west and
north of London would have to be cut. Many of these run near Windsor, to the
west of London, and in this scenario the German player must cut these lines
against fanatical British resistance.
Race To Dunkirk
The Allies attempted to hold back the panzers from the beach zone, while the
Germans sought to drive forward far enough to bring the evacuation zone under
their control.
Though the Germans had the strategic advantage at this battle, their troops
and equipment were exhausted from the quick drive across northern France.
Meanwhile, the Allied armies, which had retreated from Belgium into the
Dunkirk area, included many of the best French and British units, and a number of these had seen little or no action. While much has been made of the
German decision to “let the British get away,” in reality, many German commanders feared a disastrous result should they push their worn-out,
overextended troops into a battle with the fresh, nearly full-strength Allied
units in the Dunkirk pocket.
61
CAMPAIGN DESIGN NOTES: Blitzkrieg
There is also an opportunity for the German player to land in England in 1943,
following the defeat of the Soviet Union. While this scenario takes place on
the same map, the forces involved are quite different. The British defenders of
1943 are just as determined as those of 1940, but much better armed.
Pursuit To Tobruk
Tobruk is a small port in Libya, not far from the border with Egypt. Allied forces
in Egypt invading the Italian colony of Libya would have to secure this area
before continuing the campaign. Otherwise, there would be no port at which
to land supplies, and forces from Tobruk could easily cut their supply lines running back to Egypt. The Italians therefore built a modern, well-equipped
fortress at Tobruk in the 1930’s, but the British captured it fairly easily in
1940. When Axis forces led by Erwin Rommel drove the British back out of
Libya into Egypt, they faced the same need to capture Tobruk before continuing their offensive.
CAMPAIGN DESIGN NOTES: Blitzkrieg
62
Thermopylae
If the General Staff doesn’t think all that highly of your accomplishments, then
all roads lead to Athens. Leonidas and his Spartans held the pass at Thermopylae,
against the massive Persian armies of Xerxes, long enough for the Greeks to rally
and eventually defeat the Persians. In 1941, the Australian and New Zealand
defenders of the pass were just trying to hold back the panzers long enough for
the Royal Navy to evacuate the ill-fated British expedition to Greece.
While the Greek army fought off the Italian invasion in late 1940 fairly successfully, the Greeks were in no position to mount a serious defense against the
German invasion which followed in the spring of 1941. With their best divisions
facing the Italians, and few anti-tank guns, the Greek defense quickly crumbled.
British Prime Minister Winston Churchill ordered a number of divisions out of
Libya to help prop up the Greek army. These units fared little better than had
the Greeks, and soon the same divisions, minus their equipment, were lining
up to board British warships for the return trip to North Africa. The German
player’s task is to push through Thermopylae to stop this evacuation.
In the actual campaign, the Allies had little trouble inserting the forces they
desired into the Tobruk fortress before continuing their retreat into Egypt.
This scenario requires the Axis player to drive quickly enough to keep this
from happening.
Tobruk
The Australian defenders of Tobruk faced up to the Axis siege with great success.
Despite repeated attacks and a lengthy siege, the garrison could not be cracked
and Tobruk remained in Allied hands, though the South African and Indian
defenders of the fortress a year later had much worse luck.
While they were well-suited to warfare in the desert, the German panzer divisions and the Italian armored formations were not designed for frontal assaults
against fortifications. Though the Italian infantry proved to be tough fighters,
especially at night, supplying an infantry force large enough to invest and capture Tobruk by siege proved very difficult.
The Axis forces eventually tried to bypass Tobruk instead, building a new road
south of the fortress. This eased the supply situation somewhat, but not
enough to mount a full-scale invasion of Egypt. Once again, the German commander is trying to change the historic result of this battle.
63
CAMPAIGN DESIGN NOTES: Blitzkrieg
Malta
Sitting astride the sea lanes between Italy and Libya, the British-held island
of Malta proved a major nuisance to Italian efforts to push supply convoys
across the Mediterranean Sea. Therefore, the Italian general staff, the Stato
Maggiore, drew up a plan for the island’s conquest, known as C3.
Italy’s German allies soon demanded a leading role for the invasion they now
called Operation Herkules. Where the Italians had planned to overwhelm the Allied
defenses by landing infantry divisions all around the island, the German plan put
its faith in airborne landings. German and Italian paratroopers would secure the
most important points, and reinforcements would then come over the beaches to
finish off the island’s garrison. The Axis never found themselves in a position to
assault Malta, but the German player can find himself ordered to tackle the island.
This is one of the game’s smallest maps, and provides a change of pace with a
rare (as regards PANZER GENERAL II) naval conflict as part of the action.
Kishinev
Romania joined the Axis alliance to seek vengeance on its neighbors, Hungary
and the Soviet Union. Each of these, with German connivance, snatched entire
provinces in 1940. When German diplomats carefully broached a possible invasion of the Soviet Union, Romanian leaders jumped at the chance to regain the
lost province of Basarabia. Romania was the only Axis ally privy to German
plans for Operation Barbarossa, the invasion of the Soviet Union.
CAMPAIGN DESIGN NOTES: Blitzkrieg
64
Volokolamsk
Perhaps the proudest name in Russian/Soviet military history, but one rarely
seen in Western history books. It was on the Volokolamsk Highway that commissar V.K. Klochkov of the 316th Rifle Division told his men, “Russia is huge,
but there is nowhere to retreat. Moscow is behind us.”
Outnumbered and outgunned, the Soviet troops fended off some of the German
army’s best divisions. German generals claimed their late October pause before
Moscow was due to mud and supply shortages; the real reason was the courage
and sacrifice of the Soviet soldier.
While the Romanian army was fairly large and contained some excellent units, it
lacked modern equipment. Tanks especially were in short supply, and Romanian
leaders sought at least one panzer division to aid in the drive to Kishinev, the
capital of Basarabia. This help was not forthcoming, but in the campaign game
you, the player, are dispatched to aid in this attack. The scenario begins almost
two weeks after the start of Barbarossa, and thus the Soviet divisions in this sector have been able to bring themselves almost to full strength, and their
commanders are far less confused than those who faced the first German assault.
Novgorod
Staraya Russa, south of Novgorod, was an important communications center
and the Soviets fiercely resisted German attacks here. Though the Germans
made some progress, the Soviets prevented a complete breakthrough. A powerful Soviet counterattack in this area would later trap many of the lead
elements of this German attack in the so-called “Demyansk Pocket.”
German panzers had great difficulty in the swamps and heavy forests of
north-central Russia. Also, Soviet resistance grew stronger the longer the campaign continued.
The Soviet opponents here include several formations added to the Red Army
in 1940 when the Soviet Union annexed the Baltic States of Lithuania, Latvia
and Estonia. The 180th Rifle Division was formed from two Estonian divisions
and the 183rd from two Latvian divisions. Both still used a bizarre array of
weaponry, which the two small nations had purchased from all over the globe.
65
CAMPAIGN DESIGN NOTES: Blitzkrieg
The Germans hurled their excellent 2nd and 5th Panzer Divisions into the battle.
These units had lost their tanks when a British submarine sank the transport carrying them after the conquest of Greece, and entered the Russian campaign many
weeks later than the rest. By this point, a full-strength panzer division with
brand new tanks should have been unstoppable. The 78th Siberian Rifle Division
stopped them cold. Short of rifles, volunteer factory workers in the 18th People’s
Militia Division fought the Germans with their bare hands. Despite massive casualties, the Soviet line held and Moscow was saved.
Klin
With the Volokolamsk Highway firmly blocked by its fanatic defenders, the
Germans tried another route to the northeast of Moscow. Once again Soviet
troops fought fanatically to defend the capital. With fresh reserves committed
to the battle, the Soviets began a series of counter attacks. Soon the Germans
found themselves fighting desperately to escape the Soviet trap.
The Germans probably had only the slimmest of chances to actually capture
Moscow in late 1941. Political decisions diverted the panzers south for several
key weeks during the autumn. By the time they returned to the drive on
Moscow, it was already too late. Even an early attack on the Soviet capital had
no guarantee of success, since the fanatical defense at Volokolamsk and Klin
would surely have been repeated in the streets of Moscow itself.
There was also no guarantee that the capture of Moscow would have driven the
Russians out of the war. Napoleon certainly learned that lesson in 1812. The
loss of Moscow would have crippled the Soviet railroad system and cost the
Soviets many important factories. It would not have crushed the will of their
people to resist the Germans.
CAMPAIGN DESIGN NOTES: Blitzkrieg
66
Onward To Berlin
You now have the opportunity to lead Soviet troops to the final victory. The
Soviet campaign picks up once the tide has started to turn in the east, and the
Soviets are on the offensive. Should you emerge victorious, the party will be
greatly pleased that you have properly followed its doctrine. Should you lose,
you get to keep the blame all to yourself.
Saturn on the Chir
In Stalingrad, the Germans had been stopped by determined resistance. The
lines to the southeast and northwest of Stalingrad were held by allied armies
from Hungary, Italy and Romania. Though these forces included some very good
troops, all were short of tanks and especially short of anti-tank guns. The
Soviet high command saw this as an opportunity to trap the German Sixth
Army in Stalingrad.
Savannah
Savannah has been an important commercial and military port since its founding, and any invader of North America would eventually have to try to take it.
The American infantry divisions are determined to repel the invaders. Each of
these divisions had impressive war records. The 2nd Cavalry Division did very
well in maneuvers, but upon reaching the North African theater it was broken
up to provide manual labor to unload ships, a sad end to the proud history of
the “buffalo soldiers.”
Oak Ridge
Deep in the mountains of east Tennessee, Project Manhattan - the American
program to build an atomic bomb - built an entire city in great secrecy. Here
scientists built key components of the bombs that brought an end to the
Second World War. Oak Ridge remained closed to the public until 1949, and its
existence was only admitted in 1945.
The Germans have their best weapons of the game at their disposal and some
excellent units to use them. Standing in their way are some of the toughest
enemies they will face. Bob Dole’s 10th Mountain Division is supported by the
Tennessee Volunteers. The Texas Rangers are present, as are the valiant Polish
exiles and the elite 3rd “Spearhead” Armored Division.
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CAMPAIGN DESIGN NOTES: Blitzkrieg
This scenario takes place to the northwest of Stalingrad, in a vital sector held
by Romanian troops. The Romanian infantry was probably about equal to the
Germans on the defensive, but these divisions had much less artillery than a
German division and very few anti-tank guns.
The Soviet offensive shredded the Romanian line. Of the two Axis armored divisions present, the Romanian Royal Armored Division fought very well despite
its worn-out tanks. German officers and some historians later claimed that the
22nd Panzer Division performed so badly because mice had eaten the wiring in
the tanks - the military equivalent of “the dog ate my homework.” The scenario, therefore, takes its Axis positions from more reliable Romanian sources.
Soviet troops closed the Stalingrad pocket and trapped the Sixth Army, which
finally collapsed in February, 1943. The Soviet drive to Berlin had begun.
Prokhorovka
Inevitably, this game had to include a scenario from the legendary tank battle
near Prokhorovka.
By the time German troops and equipment had been gathered for the carefully
planned attack at Kursk, the Soviets knew exactly where the attack would come
and prepared for it. After the German tank units had been worn down by fortified anti-tank guns protected by infantry, the Soviet tank brigades hurled
themselves on the panzers and a wild battle between hundreds of tanks followed.
CAMPAIGN DESIGN NOTES: Onward To Berlin
68
Kanev
This scenario features Soviet airborne troops, but the focus, as in the real battle, is getting the Soviet tank corps over the Dnepr River, and losing sight of
this goal will result in defeat.
The Soviet Union was the first nation to train soldiers as paratroopers, though
the early units did not wear parachutes: the planes flew as low and slowly as
possible and the soldiers were instructed to look for soft places like swamps
and snow banks to jump into! Scattered Soviet paratroop landings took place
during the Winter War with Finland in 1939-40, and a large number of paratroopers were trained and ready when the Germans invaded in 1941.
These tough soldiers soon put away their parachutes and headed for the front
lines, where most were destroyed though they all fought fiercely. The Soviets
continued to train paratroopers, and set up new brigades. When their offensive
ground to a halt before the Dnepr River south of Kiev, the Soviet high command committed the paratroopers to force a river crossing.
The jump did not go well, with men scattering far and wide on both sides of
the Dnepr, but it did cause the Germans some trouble in the rear areas. In the
game, the Soviet player must realize that his paratroopers are there to slow
down German reinforcements by blocking the roads leading to the front. The
battle’s outcome depends on the tank corps, which must cross the river and
capture the vital Kanev Bridge.
Leningrad
For 900 days the “Hero City of the Soviet Union” suffered under German air and
artillery bombardment. In spite of this, Leningrad held out, and the Germans
feared the fanatic resistance they would encounter within the city.
In the spring of 1944, the Soviet armies outside Leningrad had finally broken
through the German lines and opened supply routes. Food, weapons, and reinforcements poured into the city. The Germans held onto their remaining
positions outside Leningrad, and were trapped there when the Soviets launched
their counter-offensive.
Viipuri
June, 1944 brought a massive Soviet assault on Axis ally Finland, culminating
in the “Black Day of the Finnish Army.” This is the battle covered here, south
of Viipuri.
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CAMPAIGN DESIGN NOTES: Onward To Berlin
The Finns had refused to launch a direct assault upon Leningrad, officially
because they had signed treaties promising never to do so; in reality because
they feared the tremendous casualties such an attack would bring. The Soviets
could not tolerate the Finnish threat so close to Leningrad, however, and in
the summer of 1944 mounted a powerful assault aimed at capturing the city of
Viipuri, known to the Russians as Vyborg.
The Finns committed their only armored division to defend the city, but its
worn out captured Soviet vehicles and German-made assault guns were no
match for the modern Soviet T-34s and KVs. The Soviets deployed vast numbers of artillery pieces, and supplied them with mountains of ammunition.
Under this barrage the Finnish infantry broke. A German division committed to
the front fared even worse. Soviet victory here soon forced Finland to make a
separate peace.
CAMPAIGN DESIGN NOTES: Onward To Berlin
70
Crusade in Europe
The tide has turned. After a long struggle, the Allies return to Europe; their
goal—the unconditional surrender of the Axis powers. You now lead American
or British forces into battle, starting with the Salerno landings in 1943.
Salerno - Return To Europe
Seelow Heights
The final breakthrough before the battle for Berlin itself occurred just to the
east of the city, along the line of the Oder River. The Soviets reached this line
in late 1944, but with their supply line stretched beyond the breaking point,
the offensive ground to a halt. Rather than push the Soviets away from the
capital, the Germans then launched their offensive to regain Budapest (seen in
the Operation Konrad scenario).
When the Soviets finally brought up enough troops and supplies to launch the
final drive on Berlin, they did so with overwhelming force. The Seelow Heights
marked the last place before the city offering good defensive terrain. The motley German force ranged from crack panzer instructors to hastily-drafted police.
On the Soviet side, the manpower pool was also nearly exhausted. The capture
of Berlin was no sure thing; Soviet strength had almost given out, and only
the deep desire for revenge and to crush the German political leadership drove
the Soviet armies forward.
71
CAMPAIGN DESIGN NOTES: Onward To Berlin
Allied troops returned to Europe to stay in September, 1943, with a landing on
the Italian mainland. The Allied forces landing at Salerno, just south of Naples,
did not know whether the Italian troops they expected to meet on the beaches
would be friends, foes, or neutrals.
Instead they found a full-strength, experienced German panzer division waiting for them. The struggle for the beachhead was intense, but with the help of
the 82nd Airborne Division, tough commandos, and rangers, the joint
American-British landing force held their own, and eventually captured Naples.
Advance On St. Lo
While the British drive bogged down in front of Caen, the Americans secured
their beaches and the large port of Cherbourg in preparation for a full-scale
breakout. Backed by wave after wave of heavy bombers, the US First Army
struck the Germans near St. Lo at the western end of the Normandy front lines.
CAMPAIGN DESIGN NOTES: Crusade in Europe
72
Arracourt
The American capture of the important industrial and communications center of
Nancy brought a quick German response. While the German army which faced the
Allies had essentially disintegrated during the retreat across France, new armored
formations had been raised and some old ones re-equipped with new panzers.
These new and refitted panzer units struck the Americans at Arracourt, just
east of Nancy. Though outnumbered, the GIs, with leadership from future chief
of staff Creighton Abrams, stopped the German attack and launched a devastating counterattack.
The PANZER GENERAL II scenario begins the action some days before the actual
tank battle, making the American player take Nancy first.
Metz
Metz is only slightly to the north of the Arracourt battlefield, a fortress city
that had been an American target during the First World War. French leaders
had convinced the US commanders to switch to another objective, which
American generals believed to have been a serious error, and one studied
closely between the wars. When Metz again figured in American plans, the
American leaders were determined not to make the same mistake.
The air attack caused incredible devastation. The bomb craters overlapped, and
most of the front-line German troops simply disappeared. American troops
found tanks flipped completely over and a handful of dazed survivors. The US
units moved through the bomb zone, and handily defeated the German reserves
rushing to fill the gap.
Caen
British commander Bernard Montgomery promised the Allied command that his
troops would capture the old city of Caen on the first day of the Normandy
landings. However, the Germans were able to pour in reinforcements because
the slow, methodical British tactics allowed the Axis to move their troops practically at will. Weeks of hard, bloody fighting passed before Montgomery made
good on his promise.
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CAMPAIGN DESIGN NOTES: Crusade in Europe
The city’s fortifications dated back to the late 19th century, but the Germans
had modernized many of them. The defenders included the usual motley assortment of over- and underage draftees. However, Metz also contained training
schools for officers and NCOs, where the best and brightest soldiers from the
ranks went for further military education. From Metz’s classrooms, the local
commandant was able to raise several regiments of these men. Though these
units had been quickly organized, every man in them had been decorated for
bravery, and they fought furiously to hold Metz.
Dessau
As the war in Europe drew to a close, the shape of post-war Europe became a
concern, especially the disposition and possession of advanced technology
taken from the Germans. When orders came to attack toward Dessau and capture the experimental airfield there, the division leading the assault, the Third
Armored Division, swept into the area before German engineers could touch
their secret files and experimental models. New technology in rockets and jets
fell intact into American hands.
CAMPAIGN DESIGN NOTES: Crusade in Europe
74
battlefield and the number of units present. The map covers Belgorod in the
south, and extends north to Prokhorovka. This area saw one of the largest tank
battles of World War II.
Invasion Salerno
When the Allies started landing troops at Salerno, they expected to find little
or no opposition. Instead they faced a potent counterattack force led by the
tough and experienced 16th Panzer Division, reinforced by the famous
Hermann Goering Panzer Division.
The war proved that a properly planned amphibious assault, supported by massive naval gunfire, was difficult if not impossible to repel. At Salerno the
Germans, who didn’t know this, almost crushed the beachhead and might have
done so with just slightly better luck.
Drive To The Sea
Defending the Reich
While Germany was on the strategic defensive from the summer of 1943 until
the Soviet conquest of Berlin two years later, German troops conducted many
operational offensives during this period. Usually, these attacks were designed
to repel Allied attacks, or to restore defensive lines. This is the toughest of the
PANZER GENERAL II campaigns.
Winter Storm
The Winter Storm operation was designed to force its way through the Soviet
forces ringing Stalingrad and re-supply the troops there.
German doctrine called for attacking an enemy penetration at the base, where
they had broken through the defensive lines. This scenario is based on the
attempt to do just this, in an area where Soviet tank forces had shredded the
Romanian infantry divisions guarding the area. The best Axis units present
were actually Romanian cavalry and armored divisions.
Zitadelle
Operation Citadel (Zitadelle), was compromised before it began by the wait for
new tank types and Soviet knowledge of the details of the German offensive.
This scenario is one of the largest in PANZER GENERAL II, both in the size of the
75
CAMPAIGN DESIGN NOTES: Defending the Reich
For well over two years, the German high command had known that the Allies
would eventually try to land somewhere in France. The so-called “Atlantic Wall”
of fortified beaches existed mostly in German propaganda. The Germans did put
up concrete pillboxes and steel obstacles at obvious landing points all around
Europe. These were backed by German infantry divisions, usually made up of
overaged conscripts, young boys and even whole battalions of drafted foreigners including former Soviet soldiers. These men were either unable or unwilling
to put up much resistance, and many deserted at the first opportunity.
Knowing the fragile nature of his beach defenses, the famous German Field
Marshal Erwin Rommel insisted that powerful panzer divisions be placed
behind the beaches to counterattack Allied landings. When the Normandy landings came, the high command took many hours to release the panzers, and only
one panzer division launched an attack on the Allied beaches. The 21st Panzer
Division had a proud combat record from North Africa, but most of its men were
new recruits and its tank battalions contained a bizarre array of captured
enemy equipment, including French tanks left over from the First World War.
The 21st, incidentally the only German panzer division in France considered
unfit for front line service, actually managed to penetrate very close to the
beaches. However, the player must do better than this, and inflict a severe
enough defeat that the Allies begin evacuating the beaches.
Nordwind
It did not take long for German leaders to realize that the Ardennes offensive
(known in the West as the “Battle of the Bulge”) had failed. The Germans
immediately launched another attack slightly to the south of the Ardennes.
CAMPAIGN DESIGN NOTES: Defending the Reich
76
SCENARIO BUILDER
For those who enjoy recreating famous battles, or envisioning “what if”
situations, PANZER GENERAL II lets you create your own scenarios, both single and multiplayer. From the Start screen, click on the Start The Scenario Builder
button. This brings up the Scenario Parameters screen.
Set
Computer
Posture
Though some American troops had been pulled out of the line to help in the
Ardennes, plenty remained in this sector, and they were fully alert and awfully
angry. The American units bent, but did not break, and the Germans could not
break through. American counterattacks drove the Germans back behind their
original starting lines, and before the operation was complete, German panzer
units were boarding trains for Hungary and Operation Konrad.
Operation Konrad
In January 1945, with the Ardennes and Nordwind offensives clear failures, and
Soviet troops less than 100 miles from Berlin, the German High Command
launched a series of new offensives in . . . Hungary.
The break between this scenario and the preceding Nordwind scenario is the
shortest in the game. While this does not give the player’s core units much
transfer time, most of the assault divisions participated in either the Nordwind
attack or in the Ardennes, which wrapped up about the same time. Operation
Konrad, known also as the Battle of Szekesfehervar, had top priority on the
German rail system.
Inside Budapest, the German garrison held out. Several attempts to break
through during the winter and spring of 1945 failed, and Budapest eventually
fell to the Soviets.
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CAMPAIGN DESIGN NOTES: Defending the Reich
Go To
Scenario
Builder
Screen
Number
of
Players
Side
Selection
Buttons
Primary
Nation
Buttons
Secondary
Nation
Buttons
Load
Map
Load
Scenario
Exit
Scenario
Builder
The Scenario Parameters Screen
The Scenario Parameters screen is where you define the general settings of your
scenario, such as number of players, weather conditions, and AI posture.
To begin building your scenario, click on either the Load Map or
Load Scenario buttons, at the lower right corner of the screen, to
bring up a panel, listing the available maps or scenarios for you to edit into
your own scenario. Click on a name to select the map or scenario, and click on
the check mark button to return to the Scenario Parameters screen. Click on
the Exit button to remove the panel without choosing a map or scenario.
On the top left of the screen is a text box, in which you need to enter the file
name of the scenario you are going to build. When you save your scenario,
PANZER GENERAL II automatically adds the appropriate extension to the filename,
and saves the file in your PANZER2 directory.
SCENARIO BUILDER: The Scenario Parameters Screen
78
Below that is a counter, giving the Starting Date of your scenario, in numbers
representing the month, day, and year. The default setting is 12/7/41, but you
can adjust this date by clicking on the arrows above and below the numbers.
The Starting Date of your scenario can affect which equipment is available for
your armies, since some units were not yet developed early in the war, while
others had become obsolete later in the war.
Set the Number of Turns in your scenario by clicking on the arrows above and
below that counter. The number is initially set at ten, and can go as high as
thirty turns.
The last column contains two buttons for each player. These determine the posture of the AI for a computer-controlled player, aggressive or passive. Click on
the sword button if you want the computer-player to take an aggressive
stance. Click on the shield button if you want the computer-player to take a
passive stance.
Set the number of Turns Per Day by clicking on the arrows above and below that
counter. This number is initially set at one, and can go as high as three turns
per day.
When you are satisfied with your settings, click on the check mark button to
continue to the Scenario Builder screen. If you decide not to continue making
a scenario, click on the Exit button to return to the Start screen.
The Ground Condition box contains two buttons, one indicating Dry
ground conditions, the other, Frozen ground. The depressed gold
tone button is the current Ground Condition; click on the other button to change
the default.
The Scenario Builder Screen
The Atmospheric Conditions box, in the lower left corner contains four buttons, indicating Fair, Overcast,
Rain, and Snow. Choose one of these conditions for your scenario; the depressed
gold tone button is the current Atmospheric Condition.
The upper right quarter of the screen is dominated by a text box, in which you
can enter a summary of your scenario, or change the summary, if you are modifying an existing scenario. Click inside the box, and when the cursor appears,
type a description.
In the lower right quarter is a Player Settings box, in which you set the number
of players, determine sides and country assignments, and control AI posture, if
applicable. You can design a scenario for up to four players, simply click on the
number of players you want in your scenario, the first column in the Player
Settings box. The next column determines which side players are on. Choose
sides by clicking on either number 1 or 2 for each of the players in the scenario.
The next section defines each player’s primary nation. A player can have only
one primary nation. To assign a primary nation, click on a button in this column and a box containing fourteen flags appears. Click on a flag to select it
as that player’s primary nation. If a flag is already there, you can still change
it by clicking on it and selecting a different flag. Click on the Exit button in
the upper right corner of the flag box to remove the flag box.
79
In addition to one primary nation, each player can also have up to four other
nations as part of their forces. If you want players to have other nations in
their forces, click on one of the four buttons next to a primary nation, and then
select other nations by clicking on their flags.
SCENARIO BUILDER: The Scenario Parameters Screen
The Scenario Builder screen resembles the Main Game screen. It is dominated by
the Battlefield, Information bars bracket the screen, top and bottom, and an
Options menu along the right side controls most of the Scenario Builder functions.
Scenario Options Menu
The number in the upper right corner indicates the active player. Click on the
arrow buttons to scroll through the active players. If you pass your mouse cursor over the Scenario Options buttons, smart text appears next to the button,
describing its function.
Designate Supply
When activated, every hex you click on is designated as a supply point
for the currently selected player, and the ownership flag is framed with
a green border. Players on the same side can share supply points, simply assign
the same hex as a supply point for both players. Also, hexes can be designated
both supply and victory hexes. Note: Supply points, and the six hexes around
them, are automatically designated deployment zones.
Designate Victory
When activated, every hex you click on is designated as a victory hex
for the currently selected player, and the ownership flag is framed with
a gold border. Players on the same side can have the same victory hexes, simply assign the same hex as a victory hex for both players. Also, hexes can be
designated both supply and victory hexes. Note: Each side must have at least
one victory hex under enemy control at the start of the scenario.
SCENARIO BUILDER: The Scenario Parameters Screen
80
Designate Ownership
When activated, clicking on a hex establishes that the current player
owns that hex. A nationality flag is placed in that hex. To toggle
through that player’s countries click on the nationality flag. Again, remember
that at least one victory hex for each side must be controlled by the enemy at
the start of a battle.
Designate Deployment
When activated, every hex you click on is designated as a deployment
hex, for the currently selected player, and darkens. Players on the same
side can share deployment zones, simply assign the same hex as a deployment
zone hex for each player. Also recall that supply points and the hexes around
them act as deployment zones.
Build Army
Brings up the Requisitions screen, from which you can determine the
makeup of a player’s army. You can select forces for each of the player’s
countries. The country for which you are currently selecting forces is displayed
in the upper left corner. Click on the arrow button below the flag to move to
a player’s next country. For more information on the Requisitions screen, see
the “Requisitions Screen” section, starting on page 29. Note: There is no limit
on the amount of prestige you can spend constructing a player’s army, however,
there is a forces limit of seventy-two units per side.
Unit Settings
Brings up the Unit Settings screen. This screen lets you determine units’
experience level and strength for the selected player’s army.
The units you previously requisitioned are listed on this screen by equipment
type. Next to each unit is an experience indicator and strength indicator. These
set the unit’s experience and strength at the start of the scenario. Click on the
arrows next to each unit’s indicators to adjust them individually. You can also
set all units to the same experience or strength settings simultaneously, using
the Make Global Settings counter. Adjustments made to these settings affect all
units in that player’s army.
At the bottom of the screen is the Reinforcements Experience Level setting. This
number applies to all reinforcements that country requisitions or receives during the scenario.
When you finish setting the units’ experience and strength, click on the check
mark button to return to the Scenario Builder screen.
81
SCENARIO BUILDER: The Scenario Builder Screen
Strategic Map
Replaces the Battlefield map with the Strategic map. Click on the button again to bring back the Battlefield map, or click on an area of the
Strategic map to bring up the Battlefield, centered on the selected area.
Deploy Army
Brings up the Deployment panel, allowing you to set requisitioned units
in their starting positions in the scenario. You must however, define
deployment hexes before any units can be placed on the Battlefield. If you
wish to allow the player to deploy their own forces at the start of the scenario,
simply don’t deploy some or all of the requisitioned troops.
Set Prestige
Brings you to the Set Player Prestige screen. In this screen, you can set
the amount of prestige that is allocated per turn. Click on the arrows
next to a turn indicator to adjust the prestige for that turn. If you wish to allocate the same amount of prestige each turn, click on the arrows above and
below the Set Global Prestige indicator, to fix the amount. When you finish setting the prestige, click on the check mark button to return to the Scenario
Builder screen.
Note: The amount of prestige set for Turn 1 is the amount of prestige the player
starts with.
Set Scenario
Brings up the Scenario Parameters screen.
Game Functions
Brings up the Game Functions panel, from which you can save your scenario or start a new game, to test your creation out!
SCENARIO BUILDER: The Scenario Builder Screen
82
UNIT STATISTICS DESCRIPTIONS
These statistics appear throughout PANZER GENERAL II.
Air Attack
A value gauging the unit’s attack capabilities against air targets,
such as tactical bombers and fighters. A value of zero indicates that
the unit cannot attack air targets.
Air Defense
A value gauging the unit’s ability to withstand attacks by air units.
Air units use this defense value against all attacks
Ammo
Depending on the screen, this can be either the unit’s current ammo
supply, or their maximum ammunition. If the unit’s ammunition runs
out, it cannot attack the enemy until it is resupplied.
Class
The general class to which the unit belongs. The unit classes are aircraft carrier, air defense, anti-tank, artillery, capital ship, destroyer, fighter
fortification, infantry, recon, tank, tactical bomber, and transport.
Close Defense
A value gauging a non-infantry ground unit’s ability to attack
infantry in city or forest hexes, or defend itself in city or forest hexes
against infantry. When any non-infantry ground unit attacks infantry
which puts up a rugged defense, the attacking unit uses its close defense
value. When combating or defending against infantry in city or forest hexes,
non-infantry ground units suffer the handicap of using their close defense values. Infantry do not retain this advantage in clear terrain. Since close defense
values are usually less than ground defense values, this makes infantry more
dangerous in difficult terrain.
Cost
The estimated prestige point cost of requisitioning a new unit.
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UNIT STATISTICS DESCRIPTIONS
Current Strength
The unit’s current strength points. A unit’s maximum normal strength
is either five or ten, although this can be modified using ‘over
strength.’ If a unit’s strength is reduced to zero, the unit is destroyed.
Entrenchment
The unit’s current total entrenchment level. Entrenchment represents
the fact that ground units, given enough time, can create defensive
structures that better prepare them to withstand attack.
Equipment Type
The specific type of unit of a particular class.
Experience Level
The number of experience bars, between zero and five, that a unit has
earned. Experience greatly increases unit’s effectiveness.
UNIT STATISTICS DESCRIPTIONS
84
Fuel
Range
Depending on the screen, this can be either the unit’s current fuel
supply, or the maximum amount of fuel a unit can carry, which
equates to movement points. When this runs out, the unit must
resupply before it can move further.
Ground Defense
A value gauging the unit’s ability to withstand attacks by land and
naval units.
Hard Attack
A value gauging the unit’s attack capabilities against hard targets,
such as tanks and fortifications. A value of zero indicates that the
unit cannot attack hard targets.
w Initiative
A value estimating the unit’s ability to react quickly in battle, used
to determine combat results. In combat, the unit with the greater
initiative has an advantage. Experience and the terrain of the defending unit modify initiative values.
Movement
The number of movement points (fuel) this unit can expend each
turn. The expenditure of movement points per hex depends on the
terrain type of the hex. See the “Movement” section on page 46 for
more information.
Movement Method
The different methods of movement units may use are: leg (L), towed (TO),
wheeled (W), half-tracked (HT), tracked (T), all-terrain (AT), naval (N), and air
(A). Units with leg or towed movement have no fuel rating, and can acquire
non-organic transport for greater mobility.
The distance, in hexes, from which a unit can fire on the enemy. A
range of zero indicates that the unit must be adjacent to the enemy
in order to attack.
w Ranged Defense Modifier
A value gauging the unit’s ability to withstand ranged attacks by
ground units. This value is not used to defend against artillery fire.
Soft Attack
A value gauging the unit’s attack capabilities against soft targets,
such as infantry and artillery. A value of zero indicates that the unit
cannot attack soft targets.
Spotting Range
The distance, in hexes, at which a unit becomes aware of the general
location of enemy units. Note that there are no terrain restrictions
on spotting range; for example, a mountain hex does not block spotting beyond it, however, spotting range may be reduced by inclement weather.
Target Type
The target classification of the unit, either S, soft, H, hard, A, air, or N, naval,
which determines which attack values an opponent uses against the unit.
Transport
If a unit has organic transport, statistics for the unit’s values while
mounted are displayed below the unit’s normal statistics. When a
unit has mounted or embarked in a transport, that unit uses the
attack and defensive ratings of the transport. In general, units are vulnerable
when in transport. A unit with transport may not embark on air transport.
Naval Attack
A value gauging the unit’s attack capabilities against naval targets,
such as destroyers and battleships. A value of zero indicates that the
unit cannot attack naval targets.
85
UNIT STATISTICS DESCRIPTIONS
UNIT STATISTICS DESCRIPTIONS
86
Ground Classes
Air Defense Class (AD)
UNIT CLASS DESCRIPTIONS
By the end of World War II, most of the major combatants had come to realize the importance of the ‘combined arms’ principle. Every type of unit had a
job and would be needed at one time or another during a battle. In PANZER
GENERAL II, there is no perfect mix of units. What works best depends upon the
tactics and strategy that you choose. However, if you are ever in doubt as to
how to build your army, it is difficult to go wrong by adhering to the combined
arms principle. Successful combined arms use in PANZER GENERAL II involves
using “the right tool for the task.” Probe a position with a Reconnaissance unit
to get an idea of what you are facing, and where the enemy is deployed. Use
Artillery and Tactical Bombers to soften up the position before it is assaulted,
and keep a reserve to exploit a breakthrough, or hold on to a hard won position in the face of an enemy counterattack. The following Unit Class
descriptions should help you become a competent Panzer General.
87
UNIT CLASS DESCRIPTIONS
Air defense class units represent both towed and self-propelled air defense
units. In PANZER GENERAL II, they are armed with weapons that vary in size from
12.7mm (.50 caliber) to 90mm. They can attack enemy aircraft at ranges of
zero to three hexes. In general, they are good at damaging enemy Fighter (FTR)
and Tactical Bomber (TB) class units but are very vulnerable to any type of
attack. They fire at any enemy TB unit that attempts to attack one of your
units, if it is adjacent to or within range of the AD unit in question. This makes
them very useful in screening units vulnerable to air attack. These units are
important if you need to deny the enemy the advantages of air superiority, but
do not have the air units required to beat him in the skies in air to air combat. They are also very valuable when neither side has air superiority, and you
do not have enough FTR class units to cover all the units you command and
still conduct offensive air operations. Since fighters are very expensive, modestly priced AD units serve as a valuable resource. It is very expensive to
maintain an ‘Air Force’ in PANZER GENERAL II, especially one that is not used correctly. The enemy’s FTR and TB units cannot ‘trade punches’ with, nor operate
in the area of, a well placed net of AD units for very long. Attempting to do
so is very costly, and your AD units are much less expensive to replace. Selfpropelled AD units are far more flexible than towed AD units. They can move,
and be ready for action immediately after moving, while towed units must wait
until your next turn to dismount from their transport and fire/defend against
enemy air attack. Self-propelled AD units are ideal for supporting an attack,
since they can move with your attacking ground units and be constantly ready
for action. This allows units involved in the breakthrough to keep attacking
deeper into enemy territory, and to do so with greater speed while being protected from enemy TB units — all of which will aid you in victory.
Anti-tank Class (AT).
Anti-tank class units represent towed anti-tank units and both turreted and
non-turreted self-propelled anti-tank units. They are armed with guns ranging
in size from 25mm to 152mm. Towed units are unarmored (they are treated as
‘soft targets’) while some self-propelled units have better armor protection
than Tank (TK) class units of the same period. The main difference between TK
and AT units in PANZER GENERAL II is one of game mechanics. Anti-tank units
were meant to counter enemy tank activity/operations. To represent their use
UNIT CLASS DESCRIPTIONS: Ground Classes
88
Artillery Class (ATY)
in such a fashion, AT class units suffer a penalty to initiative and attack value
if they move, and attack in the same turn. If they attack before they have
moved they suffer no penalty. Why purchase AT units over TK units? The towed
AT units are better at defending against TK units than other TK units until
relatively late in the war. By that time, some of the most powerful guns in
PANZER GENERAL II are carried by AT units. As a general rule, the larger caliber,
more powerful guns are available as armament for AT class units several months
before they are available to TK units. AT units are also generally less expensive
than TK units armed with a similar gun. They are valuable when deployed to
defend against an enemy’s attacking TK units, freeing up your TK units to
counterattack. They also are very effective when used to support an attack
while it is trying to break through enemy lines. Several heavy AT units can
damage defending units, firing from relative safety at a range of two hexes.
This lets your TK units remain unengaged until you have broken through the
enemy’s main line of defense, at which point your TK units can rush into the
enemy’s rear areas, overrunning vulnerable AD and Artillery units. Though AT
units are not as flexible as TK units on the attack, they more than make up for
this with their heavier guns, better defensive capability, and lower cost.
89
UNIT CLASS DESCRIPTIONS: Ground Classes
Artillery class units represent towed and self-propelled howitzer guns which are
equipped and organized to provide support for the other combat arms. They are
armed with guns ranging in size from 75mm to 200mm or more. They are all
able to attack units from at least two hexes away, and some ATY units can
attack units five hexes away. ATY units also have two special abilities that make
them very powerful in PANZER GENERAL II. The first is called Close Support Fire.
This ability allows ATY units to fire at any enemy ground unit attacking any
friendly ground unit that is adjacent to the ATY unit in question. This means
that attacking units can be hit by suppression and kill results before they attack
the targeted unit. The second special ability is called Support Fire. This allows
an ATY unit to fire at any enemy ground unit conducting an attack within range
of the ATY unit in question. As with Close Support Fire, this attack takes place
before the enemy ground unit conducts its attack. Self-propelled ATY units are
some of the most powerful units in PANZER GENERAL II. They are usually armored,
which gives them a large advantage in an artillery duel with towed ATY units.
They can also move with units that have broken through enemy lines and immediately provide fire against a counterattacking enemy. Self-propelled ATY units
are expensive, but well worth their high cost if used correctly. You almost
always need some type of artillery support to launch a successful attack, and
ATY units are very effective in a defensive role as well.
UNIT CLASS DESCRIPTIONS: Ground Classes
90
Fortifications Class (FRT)
The fortifications class is divided into two types: “fortifications,” which are
networks of immovable, strongly-built heavy artillery and infantry positions,
and “strongpoints,” which are lighter networks of pillboxes and light field fortifications. Since fortifications have ample reserves of ammo and strong attack
values, they should shoot aggressively at any enemy that approaches. A combination of artillery and aerial bombardment followed by an assault by
engineer or pioniere units is the proven method of capturing enemy forts and
strongpoints that cannot be bypassed.
Infantry Class (INF)
Infantry class units represent infantry units, armed with infantry weapons
(rifles, submachine guns, etc.), heavy weapons (machine guns, 50mm to
120mm mortars, light AT weapons, etc.), a small number of supporting AT guns,
and in some cases special assault weapons (demolition charges, etc.) and even
bridging equipment. There are many types of units in PANZER GENERAL II that can
perform certain tasks better than infantry units, but none of them can replace
infantry units in their primary job - capturing and holding ground. You need
INF units to hold urban, forested, and rough terrain areas against enemy
infantry, and you also usually need INF units to capture urban, forested, and
rough terrain areas from the enemy. INF units are very inexpensive to maintain
compared to other types of units, and experienced INF units win battles for
you where other types of units cannot. However, INF units must be used with
some thought or they are quickly destroyed or worn down to the point that
they cannot accomplish anything. Avoid having your INF units fight unsupported against TK and ATY units on open ground. Even on open ground, they
can defend against nearly any type of unit if supported by good ATY and AT
units and protected from air attack by AD units if need be.
w Recon Class (RCN)
Recon class units represent light mechanized units whose primary task is to
scout the battlefield, infiltrate enemy lines, and harass enemy lines of supply
and the enemy’s rear areas. They are equipped with armored cars, and usually
have small infantry units in half-tracks or trucks in their formations as well.
They all have a very good spotting range, and may break up their movement
into segments. If properly taken advantage of, this phased movement allows
RCN units to expose enemy positions before launching an attack.
RCN units were expected to avoid heavy fighting. Their job was to exploit
breakthroughs and scout ahead of attacking forces. To represent this in
PANZER GENERAL II, RCN units usually retreat from combat with a superior enemy,
trading ground for losses.
91
UNIT CLASS DESCRIPTIONS: Ground Classes
w Tank Class (TK)
Tank class units are the armored fist of your combat forces, and proper use of
TK units is of paramount importance in PANZER GENERAL II. They represent light,
medium, and heavy armored tank units with groups of mechanized or motorized infantry attached to support them. They are armed with guns ranging from
15mm (designed during the 1930s) to 122mm (carried by Soviet tanks in 1944
and 1945), and are some of the most powerful units in PANZER GENERAL II on
both attack and defense, especially by 1942. TK units have a special ability
called Overrun. This ability allows TK units to ‘roll over’ weak defending units
without conducting an attack. They can overrun a weak defender, continue to
UNIT CLASS DESCRIPTIONS: Ground Classes
92
keep to the road; their cross country mobility is poor. With a few exceptions,
wagons are only used when nothing else is available or your prestige is severely
limited. Half-tracks have a number of advantages over wagons and trucks. They
are hard targets, and have better defense values. They also possess much better mobility over open terrain. This allows infantry, towed anti-tank, air
defense, and artillery units to keep up with your tank and recon units in the
attack - a critical issue. Although INF units dismount from their transport
(unless subject to tactical surprise) when attacked by ground units, in all other
situations a unit that is attacked by the enemy while mounted is usually decimated. Be especially wary of enemy tactical bombers when transporting units.
Air Classes
Air Transport (ATP)
Most scenarios include a pool of air transport points. Air transport is nonorganic transport which allows infantry, light artillery, and light anti-tank
units to embark at friendly airfields and disembark at any unoccupied airfield
(enemy airfields may be seized in this way). Paratroopers, commandos, and
rangers can “jump” in any non-city hex. See the “Embarking and Disembarking
Air and Naval Units” section on page 47 for information about transporting
units by air. Note that air transports are highly vulnerable to both enemy
fighters and air defense units and require fighter escorts, particularly for
paradrops behind enemy lines.
Fighter Class (FTR)
move into contact with another enemy unit, and then conduct a standard
attack. As powerful as they are, TK units should avoid fighting INF or AT units
in urban, forested, or rough areas (that’s what your INF units are for) and
should also avoid attacking AT units that have a high entrenchment level in
any type of terrain. If used properly, TK units are devastating on attack or
defense. However, they can be expensive, so use some thought as to where and
when you commit them to battle.
Transport Class (TPT)
Transport units represent heavy wagons with draught horses, heavy duty trucks,
tracked and half-tracked vehicles. Since towed weapons cannot move without
transport, and Infantry are rarely quick enough to reach objectives in a timely
manner, the choice is not whether to requisition TPT units, but what type of
TPT to requisition. Wagons are much less expensive than trucks, and trucks are
much less expensive than half-tracks. Trucks are satisfactory, as long as they
93
UNIT CLASS DESCRIPTIONS: Ground Classes
Fighter class units represent air superiority combat aircraft whose primary task
is to destroy enemy aircraft or prevent enemy aircraft from carrying out their
mission. They are expensive, and not very effective at attacking enemy ground
units, (although they can damage ATY units and other ground units with low
air defense values) but necessary to win the battle for air superiority in a given
scenario. They act as escorts for friendly TB units, attacking any enemy
FTR unit who attacks a friendly TB unit adjacent to the friendly FTR unit
in question. This escort attack comes before the enemy FTR unit can attack the
friendly TB unit, but FTR units only attack as escorts once per turn. They also
attack enemy TB units attacking a friendly ground unit that is adjacent to
the friendly FTR unit in question. Again, this attack takes place before the
enemy TB unit gets a chance to attack your ground unit, and the FTR unit can
only conduct such an attack once per turn. A good way of looking at FTR units
and air superiority is this - they cannot win a battle for you, but it is hard
to win one without FTR units and the air superiority they give you when
they are victorious. They are good at destroying enemy FTR and TB units, and
UNIT CLASS DESCRIPTIONS: Ground Classes
94
protecting your TB units from enemy FTR units, as well as protecting your
ground units from attack by enemy TB units. However, they are expensive, so
use them wisely.
Tactical Bomber Class (TB)
Tactical bomber class units represent light bombers, medium bombers, fighter
bombers, dive bombers, and specialized ground attack aircraft whose primary
task is to destroy enemy ground units from the air. They are usually armed with
machine guns (.303 caliber to .50 caliber) and cannon (anywhere from 15mm
to 75mm), bombs, and occasionally air to ground rockets. They function as
artillery that can be anywhere on the battlefield. This allows them to attack
units far behind the front line, which would normally be safe from any other
type of unit. In the early years of the war they are often the only units that can
affect the heavier TK units, as well. As the war progresses, TB units that specialize in killing enemy tanks become available. These units have very high hard
attack values. Most TB class units are a great asset in both attack and defense.
TB units are even more expensive than FTR units, and are a favored target for
enemy FTR and AD units. Used correctly and covered by friendly FTR units, they
can have a dramatic effect on the outcome of a battle.
95
UNIT CLASS DESCRIPTIONS: Air Classes
Naval Classes
Aircraft Carrier (CV)
The aircraft carrier class acts as a mobile airfield for fighters and tactical bombers.
Carriers have excellent spotting ranges but are vulnerable to naval attacks, and
their high cost makes them very attractive targets in terms of prestige.
Capital Ship (CS)
The capital ship class includes battleships, battle-cruisers, heavy cruisers, and
light cruisers. Capital ships have the ability to make ranged attacks and may
move and shoot in either order. They are best used to defeat the enemy fleet,
but after a naval victory can support the ground forces with off-shore bombardment, especially against soft targets. Capital ships shot at by other capital
ships are entitled to shoot back with a ranged attack with any surviving,
unsuppressed strength points. All capital ships repair extremely slowly, so they
are not able to take replacements.
UNIT CLASS DESCRIPTIONS: Naval Classes
96
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES
w Infantry Class: Engineer Abilities
There are two kinds of engineers: engineers and bridging engineers. Engineers
ignore any rugged defense that occurs from attacking enemies with high
entrenchment values, and can destroy bridges. When an engineer unit is adjacent to an unoccupied bridge hex, right-clicking on the bridge destroys the
bridge. This counts as an attack. Bridging engineers’ only ability is to act as
bridges when in river hexes. Units that are classified as engineers include:
Pionieres and Engineers.
w Recon Class: Phased Movement
Every unit in the Recon Class has the special ability of moving more than once
in a turn, called phased movement. For example, you may move a recon unit
several hexes, but so long as the unit has more than one point of movement
remaining, you may be able to move it again. Later that turn, you reselect the
unit; one point of movement is deducted as a penalty for moving again, and
the unit’s remaining movement points are used to determine if it can move
again. This can be repeated until the unit has no movement left; so in theory,
a Recon unit with six movement points in clear terrain can be moved three
times in one turn, provided it moved into one clear hex each time.
Destroyer (DD)
w Tactical Bomber Class: Continued Suppression
The destroyer class consists of destroyers, destroyer escorts, patrol craft, and
torpedo boats. Destroyer class units are less expensive than capital ships, and
faster. They make effective scout ships, with greater spotting ranges, for hunting down enemy transports and locating capital ships, for attack by your own
capital ships and tactical bombers. Destroyers are vulnerable to heavy fire,
however, and are easily destroyed by capital ships. Use screens of destroyer
class vessels to protect heavier ships from enemy ships until your capital ships
can bring their weapons to bear.
All points of suppression that a tactical bomber inflicts on another unit in a
turn lasts for the attacking player’s entire turn. In other words, if your tactical bomber attacks an infantry unit and inflicts three points of suppression, for
the rest of your turn, in every combat that the infantry unit is involved in, it
effectively has three fewer strength points to attack with.
Naval Transport (NTP)
Naval transport is extremely important in amphibious invasion scenarios. Naval
transport is non-organic transport which allows ground units to embark at
friendly port facilities, and disembark in any unoccupied coastal hex. See the
“Embarking and Disembarking Air and Naval Units” section on page 47 for more
information. Note that naval transports should be protected by naval and air
units because they are highly vulnerable to enemy naval units and, to a lesser
extent, to enemy tactical bombers.
97
UNIT CLASS DESCRIPTIONS: Naval Classes
w Tank Class: Overrun
Tank class units possess a special ability called Overrun; a powerful advantage
usable under certain conditions. A tank unit that conducts a devastating attack
on a weakened foe has the possibility of ‘rolling over’ its opponent. If the
tank’s attack eliminates the defender, an Overrun Attack message may appear in
the Information bar at the top of the Main Game screen. If this message
occurs, the tank is allowed to continue with its movement, and attack again.
This represents a tank unit’s ability to smash straight through weakened units.
With luck, and a line of weak defenders, a tank may attack and destroy two or
three lesser units in a single turn.
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES
98
UNIT CLASS
AND
EQUIPMENT
TABLES
Air Mobile and Airborne Units
Air mobile units may be transported via air transports from one airfield to
another. To determine how much air transport you have available, run the
mouse cursor over any airfield hex. A number appears on the upper information bar, indicating how many air mobile units can be transported at this time.
If no number appears, you have no air transport.
To be transported, the unit has to start in an airfield hex. Click on the Embark
button, from the View Unit panel, to load it into an air transport. The unit
moves with the air transport, until that unit wants to return to the ground, at
which point the air transport must begin its turn in an airfield hex. From there,
the unit can disembark (again using the View Unit panel button). Air Mobile
units consist of infantry, light anti-tank, and light artillery, and are marked
with an AM in the Air Transport column of the “Unit Class and Equipment”
tables, beginning on page 100.
Airborne units, marked AB in the Unit Class and Equipment tables, are units
that do not need an airfield to disembark from their air transport. These units
load into air transports normally, but to disembark, simply select the air transport selected before it has moved in a turn, and click on the airborne unit’s
Embark - Disembark button. That unit is then placed in the same hex as where
the air transport was, or in one of its six adjacent hexes; this represents the
possibility of wind gusts blowing the unit off course. Units that are airborne
capable include paratroopers, commandos, rangers, and Fallschirmjager units.
99
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES
UNIT CLASS AND EQUIPMENT TABLES
100
TR
NT
NT
NT
NT
NT
NT
NT
AM
AM
NT
NT
NT
NT
TO
TO
TO
TO
TO
TO
TO
TO
TO
A
L
L
T
T
W
W
9
8
9
9
2
2
2
8
8
1
8
8
5
5
1
1
MM
AD
Country: The country which produces that unit. You may be able to requisition
units made by countries other than your own.
S
S
S
S
S
S
S
H
H
A
S
S
H
H
S
S
RM
CD
TT
The abbreviations used in the Unit Class and Equipment tables are explained
here. For definitions of most of these terms, see the “Unit Statistics
Descriptions” section, starting on page 83.
0
0
0
0
0
0
0
3
3
0
0
0
2
2
0
0
Unit Class and Equipment Tables Statistics Descriptions
6
6
8
8
6
6
6
8
8
10
8
7
8
8
0
0
UNIT CLASS AND EQUIPMENT TABLES
NA: Naval Attack
GD: Ground Defense
AD: Air Defense
CD: Close Defense
TT: Target Type
S = Soft
H = Hard
A = Air
N = Naval
101
NT = Naval
Transport Only
AM = Airmobile
AB = Airborne
UNIT CLASS AND EQUIPMENT TABLES
DD: Destroyer
FRT: Fortification
FTR: Fighter
INF: Infantry
NTP: Naval Transport
RCN: Recon
TB: Tactical Bomber
TK: Tank
TPT: Transport
2
2
8
8
2
2
2
10
10
8
8
6
8
9
1
1
1
1
1
1
1
1
1
4
2
1
1
1
1
1
0
0
NA
AA
7
10
0
0
0
0
0
2
2
12
1
0
0
0
0
0
2
12
7
8
7
11
4
5
3
1
5
2
6
7
0
0
HA
SA
IN
AM
FU
0
0
0
0
0
0
0
0
0
0
0
50
50
55
0
2
2
2
2
1
1
1
2
2
2
2
2
2
2
1
1
SP
MO
0
0
0
0
0
0
0
0
0
10
3
3
5
5
8
4
96
192
132
144
228
324
180
204
180
456
228
132
156
168
48
24
TR: Non-Organic
Transport Capability
— = Cannot Be
Transported
COST
AA: Air Attack
CV: Aircraft Carrier
46
46
46
46
46
46
46
46
46
40
46
46
46
46
46
46
HA: Hard Attack
CS: Capital Ship
YEAR EX.
SA: Soft Attack
ATY: Artillery
1/38
11/39
4/37
1/38
1/38
1/38
1/38
1/38
1/38
6/37
1/38
1/38
1/35
1/38
9/36
9/36
RA: Range
ATP: Air Transport
DATE AV.
IN: Initiative
AT: Anti-tank
AD
AD
AT
AT
ATY
ATY
ATY
FRT
FRT
FTR
INF
INF
TK
TK
TPT
TPT
AM: Full Ammunition
AD: Air Defense
CLASS
FU: Maximum Fuel
20mm FlaK T.U.C.
40mm
3.7cm PaK
47mm
105mm
150mm
75mm
Fortification
Strongpoint
Avia B.534
Engineer
Regular
LTM 35
TNHP-S
Truck
Wagon
MM: Movement Method
L = Leg
TO = Towed
W = Wheeled
HT = Half-Tracked
T = Tracked
AT = All-Terrain
N = Naval
A = Air
EQUIP. TYPE
SR: Spotting range
Unit Class
Abbreviations
CZECHOSLOVAKIA
RM: Ranged Modifier
Unit Class and Equipment Tables By Country
MO: Movement
RA
Cost: Base prestige cost of the unit, without transport.
3
9
4
4
15
19
11
9
5
2
8
6
5
5
0
0
Year Ex.: Year of Expiration, the year when a unit is no longer produced. Units
may remain operational past their expiration, but no further units of the same
type may be requisitioned.
2
2
1
1
4
4
3
1
1
1
1
1
1
1
1
1
Date Av.: Date Available, the month and year when a unit began being produced.
During campaign play, you may receive a prototype of a unit prior to this date
for exceptional performance.
5
4
6
7
2
2
2
5
5
4
2
2
3
6
1
0
Class: Unit Class
12
10
10
9
8
7
9
10
10
7
7
7
8
9
4
0
GD
Equip. Type: Unit Equipment Type
UNIT CLASS AND EQUIPMENT TABLES: Czechoslovakia
102
103
UNIT CLASS AND EQUIPMENT TABLES: Finland
UNIT CLASS AND EQUIPMENT TABLES: France
104
M16 MGMC
25mm
76mm
M10
C-47
105mm
155mm
75mm
M7
Dunkerque
Richelieu
Suffren
La Galissoniere
Le Fantasque
Fortification
Strongpoint
D.520
MS-406
Cavalry
Chasseurs
Engineer
Regular
Regular
Naval Transport
M8
Panhard 178
Pz 633
B1-bis
H39
EQUIP. TYPE
AD
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
CS
CS
CS
CS
DD
FRT
FRT
FTR
FTR
INF
INF
INF
INF
INF
NTP
RCN
RCN
TB
TK
TK
CLASS
AD
AT
AT
AT
AT
AT
ATP
ATY
ATY
ATY
FRT
FRT
FTR
FTR
FTR
INF
INF
INF
RCN
TB
TK
TK
TK
TPT
TPT
37mm FlaK
3.7cm PaK
5cm PaK
7.5cm PaK
StuG IIIB
StuG IIIG
Ju-52
105mm
150mm
75mm
Fortification
Strongpoint
Me-109f
F-2A
Fokker DXXI
Regular
Sissi
Ski
PSW 231
Ju-87B
Pz IIIJ
Pz IVD
PZ IVG
Truck
Wagon
FRANCE
CLASS
EQUIP. TYPE
FINLAND
6/44
5/35
6/44
6/44
1/43
9/39
9/39
9/39
9/43
4/37
6/40
1/30
12/35
11/33
1/38
1/38
2/40
9/39
1/38
9/39
1/38
1/38
11/41
1/40
8/43
1/38
1/39
5/40
5/40
DATE AV.
1/40
4/37
4/41
3/42
5/40
9/42
1/41
9/39
4/40
9/38
1/38
1/38
1/41
1/39
1/39
1/39
1/39
10/39
1/41
1/41
4/42
1/40
10/42
9/36
9/36
DATE AV.
46
42
46
46
46
42
42
42
46
42
42
42
42
46
46
46
42
42
42
46
46
42
46
46
46
42
42
42
42
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
42
46
46
46
46
46
46
46
YEAR EX.
252
120
204
300
192
240
312
168
312
456
432
336
264
180
204
180
468
396
132
132
144
108
108
168
204
132
444
288
156
COST
132
132
168
216
252
276
144
252
324
180
204
180
480
276
336
144
180
140
192
432
288
288
336
40
24
COST
7
0
0
6
12
0
0
0
5
4
5
5
5
6
0
0
13
12
4
3
3
3
3
5
8
6
12
4
5
MO
0
0
0
0
5
5
10
0
0
0
0
0
14
10
10
3
3
5
8
11
5
5
5
8
4
MO
2
2
2
2
1
1
1
1
1
1
1
1
1
2
2
2
2
2
3
2
2
2
2
1
4
4
2
2
3
SP
2
2
2
2
2
2
2
1
1
1
2
2
2
2
2
2
3
2
4
2
2
2
2
1
1
SP
57
0
0
57
0
0
0
52
0
0
0
0
0
0
0
81
50
40
40
FU
0
0
0
0
41
40
0
0
0
0
0
0
0
0
81
41
46
46
55
0
FU
6
5
7
7
1
8
5
9
7
4
4
4
4
20
10
10
8
5
5
5
5
5
5
0
9
5
5
14
14
AM
24
10
9
8
6
8
4
8
7
9
10
10
7
7
4
7
7
7
9
5
11
11
11
4
0
AM
4
6
8
10
0
1
1
1
4
9
8
7
6
10
5
5
5
3
1
1
1
1
1
1
7
5
4
7
3
IN
4
6
9
10
5
10
0
2
2
2
5
5
6
4
5
1
1
1
7
2
9
5
10
1
0
IN
1
1
2
2
1
4
4
3
3
6
6
5
4
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
2
1
1
2
2
2
1
4
4
3
1
1
1
1
1
1
1
1
1
1
1
1
2
1
1
RA
7
2
11
11
0
15
19
11
15
11
9
7
4
4
8
4
2
2
4
4
4
4
4
0
3
3
4
13
4
SA
4
4
7
11
11
11
0
15
19
11
8
4
2
3
2
6
6
6
3
10
9
12
12
0
0
SA
1
5
14
15
0
6
11
4
6
7
6
4
2
2
4
2
2
2
1
1
1
1
1
0
9
4
3
8
4
HA
7
7
11
15
8
15
0
6
11
4
4
2
2
1
1
2
4
2
9
9
11
8
14
0
0
HA
12
0
0
1
0
0
0
0
2
9
8
6
6
4
2
2
12
8
0
0
0
0
0
0
2
2
10
0
0
AA
8
0
0
0
0
1
0
0
0
0
2
2
12
6
8
0
0
0
2
4
0
0
0
0
0
AA
0
1
1
1
0
1
1
1
0
18
16
12
8
14
4
2
1
1
1
1
1
1
1
0
1
1
2
1
1
NA
1
1
1
1
1
1
0
1
1
1
4
2
1
0
0
1
1
1
1
5
1
1
1
0
0
NA
6
8
8
10
5
2
2
2
7
12
10
8
7
3
10
10
9
8
5
6
5
5
5
4
7
5
9
11
8
GD
2
8
8
8
10
11
5
2
2
2
10
10
8
5
7
8
8
8
7
8
10
8
10
1
1
GD
9
8
8
6
8
6
6
6
6
8
9
7
5
4
8
8
10
10
7
7
7
7
7
8
6
5
6
11
7
AD
6
8
8
8
8
9
4
6
6
6
8
8
12
5
6
8
8
8
6
4
9
8
8
0
0
AD
0
0
0
0
0
0
0
0
0
0
0
0
0
3
3
3
0
0
0
0
0
0
0
0
1
1
0
4
1
CD
0
0
0
0
0
2
0
0
0
0
3
3
0
0
0
0
0
0
1
0
2
2
2
0
0
CD
H
S
S
H
A
S
S
S
H
N
N
N
N
N
H
H
A
A
S
S
S
S
S
N
H
H
A
H
H
TT
S
S
S
S
H
H
A
S
S
S
H
H
A
A
A
S
S
S
H
A
H
H
H
S
S
TT
4
9
8
4
1
2
2
2
3
1
1
1
1
1
8
8
1
1
6
8
8
8
8
2
6
4
1
3
5
RM
8
9
9
9
5
5
1
2
2
2
8
8
1
1
1
8
8
8
6
1
4
4
4
1
1
RM
HT
TO
TO
T
A
TO
TO
TO
T
N
N
N
N
N
TO
TO
A
A
L
L
L
L
L
N
W
W
A
T
T
MM
TO
TO
TO
TO
T
T
A
TO
TO
TO
TO
TO
A
A
A
L
L
L
AT
A
T
T
T
W
W
MM
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
AM
AM
AM
AM
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
AM
AM
AM
NT
NT
NT
NT
NT
NT
105
UNIT CLASS AND EQUIPMENT TABLES: France
UNIT CLASS AND EQUIPMENT TABLES: Germany
106
5cm PaK
7.5cm PaK
8.8cm FlaK
8.8cm PaK
Elefant
Hetzer
JagdTiger
JgdPanther
JgdPz IV
JgdPz IV/70
Marder III
Nashorn
PzJgd I
StuG IIIB
StuG IIIF
StuG IIIG
StuH 42
Ju-52
10.5 leFH 18
15 NbWf41
15 sFH 18
17 K18
7.5 leFk 16nA
Hummel
sIG 38(t)M
sIG IB
sIG II
Wespe
EQUIP. TYPE
GERMANY, cont.
20mm FlaK
20mm (Q) FlaK
37mm FlaK
37mm FlaK/IV
88mm FlaK
Coelion
FlaKPz 38(t)
Ostwind
SdKfz 10/4
SdKfz 6/2
SdKfz 7/1
Wirbelwind
3.7cm PaK
EQUIP. TYPE
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
ATY
ATY
ATY
ATY
ATY
ATY
CLASS
AD
AD
AD
AD
AD
AD
AD
AD
AD
AD
AD
AD
AT
CLASS
TK
TK
TK
TK
TK
TK
TPT
TPT
TPT
TPT
M4A1
M4A1/76
M5A1
R35
R40
S35
MCG-5
Truck
Truck
Wagon
GERMANY
CLASS
EQUIP. TYPE
FRANCE, cont.
10/40
11/41
9/37
6/44
7/43
6/44
12/44
4/44
2/44
8/44
4/42
6/43
2/40
5/40
4/42
5/43
10/42
1/38
1/38
1/39
1/38
1/42
1/38
7/43
3/43
5/40
1/42
7/43
DATE AV.
7/38
4/41
9/38
5/44
4/37
5/45
1/44
10/44
7/39
7/39
10/41
9/44
7/36
DATE AV.
6/44
9/44
1/44
1/39
6/40
5/40
12/42
12/42
9/36
9/36
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
42
42
42
42
46
41
46
YEAR EX.
168
216
240
276
468
276
528
420
276
336
240
312
156
228
252
288
264
144
240
312
312
384
168
372
396
372
384
288
COST
96
192
132
228
264
336
180
252
168
168
240
276
108
COST
264
360
216
120
180
228
156
48
48
24
COST
0
0
0
0
3
5
4
6
5
4
5
5
6
5
5
5
5
10
0
0
0
0
0
5
4
5
5
5
MO
0
0
0
5
0
6
6
5
7
7
7
5
0
MO
5
5
7
4
4
5
8
8
8
4
MO
2
2
2
2
2
2
2
2
2
2
2
2
2
1
2
2
1
1
1
1
1
1
1
1
1
1
1
1
SP
2
2
2
2
3
2
2
2
2
2
2
2
2
SP
2
2
3
3
2
2
1
1
1
1
SP
0
0
0
0
24
43
28
37
46
46
49
47
39
41
39
40
40
0
0
0
0
0
47
38
35
41
39
FU
0
0
0
45
0
45
46
45
40
40
45
45
0
FU
45
41
41
41
39
51
45
75
60
0
FU
9
8
10
8
7
8
8
8
9
7
6
5
9
6
7
8
7
4
8
4
7
6
9
4
5
4
3
6
AM
12
20
24
8
10
20
7
23
12
8
23
19
24
AM
12
11
14
11
11
14
10
4
4
0
AM
9
10
11
12
12
10
12
12
10
11
10
12
8
5
10
10
5
0
2
5
2
2
2
5
4
4
4
5
IN
5
4
4
6
11
8
6
4
5
5
4
6
4
IN
9
10
7
3
4
7
2
0
1
0
IN
1
2
2
2
2
2
2
2
2
2
2
2
1
2
2
2
2
1
4
3
4
5
3
3
3
3
3
3
RA
2
2
2
2
3
2
2
2
2
2
2
2
2
RA
1
2
1
1
1
1
1
1
1
1
RA
7
11
13
13
13
6
9
7
8
6
6
6
3
11
11
12
15
0
15
19
19
21
11
19
19
19
19
15
SA
3
7
4
4
13
4
2
4
3
3
4
6
4
SA
13
13
5
4
4
5
3
0
0
0
SA
11
15
18
23
23
15
28
23
15
20
15
23
9
8
14
15
8
0
6
11
11
13
4
11
11
11
11
6
HA
2
4
7
7
18
7
3
7
2
2
7
4
7
HA
12
15
9
4
5
8
3
0
0
0
HA
0
0
1
0
0
0
0
0
0
0
0
0
0
0
1
1
1
0
0
0
0
0
0
0
1
0
0
1
AA
7
14
8
8
10
14
8
9
7
9
14
14
0
AA
2
2
1
0
0
0
6
0
0
0
AA
1
1
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
1
2
1
1
1
1
1
1
NA
1
1
1
1
2
1
1
1
1
1
1
1
1
NA
1
1
1
1
1
1
1
0
0
0
NA
8
8
6
8
18
14
20
18
13
15
7
6
6
10
10
11
11
5
2
7
2
2
2
7
13
5
8
6
GD
2
2
2
9
2
10
6
9
4
4
4
7
2
GD
12
12
10
8
8
10
7
1
2
1
GD
8
8
8
8
10
8
12
11
9
9
6
6
6
8
8
9
9
4
6
6
6
6
6
6
6
6
6
6
AD
6
6
6
10
6
12
8
11
9
9
9
11
6
AD
9
9
8
7
7
11
1
0
0
0
AD
0
0
0
0
1
1
4
4
3
3
0
0
0
0
1
4
4
0
0
0
0
0
0
0
0
0
0
0
CD
0
0
0
0
0
1
0
1
1
1
1
1
0
CD
3
3
2
1
1
1
1
0
0
0
CD
S
S
S
S
H
H
H
H
H
H
H
H
H
H
H
H
H
A
S
S
S
S
S
H
H
H
H
H
TT
S
S
S
H
S
H
H
H
H
H
H
H
S
TT
H
H
H
H
H
H
H
S
S
S
TT
9
9
7
8
2
5
2
4
5
5
4
3
5
5
5
5
3
1
2
2
2
2
2
3
3
3
3
3
RM
9
6
9
4
6
4
4
3
4
4
4
3
9
RM
3
3
5
5
5
4
4
1
1
1
RM
TO
TO
TO
TO
T
T
T
T
T
T
T
T
T
T
T
T
T
A
TO
TO
TO
TO
TO
T
T
T
T
T
MM
TO
TO
TO
T
TO
T
T
T
HT
HT
HT
T
TO
MM
T
T
T
T
T
T
HT
W
W
W
MM
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
107
UNIT CLASS AND EQUIPMENT TABLES: Germany
UNIT CLASS AND EQUIPMENT TABLES: Germany
108
Stosstruppen
Volkssturm
Naval Transport
250/1
PSW 222
PSW 231
PSW 233
PSW 234/1
PSW 234/2
PSW 234/3
PSW 234/4
Me-110e
FW-190f
FW-190g
HS-129
Ju-87B
Ju-87D
Ju-87G
King Tiger
Maus
Panther A
Panther D
Panther G
Panther IIF
Pz 35(t)
Pz 38(t)A
Pz 38(t)F
Pz IA
EQUIP. TYPE
GERMANY, cont.
Wurfrahmen
Bismarck
Scharnhorst
Hipper
Nurnberg
Zeppelin
Maass
Fortification
Strongpoint
Bf-109b
Me-109e
Me-109g
Me-109k
Me-110c
Do-335
FW-190a
FW-190d
He-162
Me-163
Me-262
Bridge Engineer
Cavalry
Fallschirmjager
Garrison
Jaeger
Pioniere
Regular
EQUIP. TYPE
GERMANY, cont.
INF
INF
NTP
RCN
RCN
RCN
RCN
RCN
RCN
RCN
RCN
TB
TB
TB
TB
TB
TB
TB
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
CLASS
ATY
CS
CS
CS
CS
CV
DD
FRT
FRT
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
INF
INF
INF
INF
INF
INF
INF
CLASS
6/38
6/44
1/40
9/41
1/36
1/38
6/43
7/44
10/43
12/44
12/44
1/41
12/42
6/43
1/44
9/38
2/41
3/42
6/44
2/45
9/43
7/43
2/44
6/45
1/39
5/39
11/40
2/35
DATE AV.
3/43
1/41
1/39
4/39
1/36
1/43
1/43
1/38
1/38
6/37
1/39
5/42
1/43
1/39
4/45
7/41
1/44
4/45
8/44
10/44
1/38
1/38
6/38
1/38
6/38
6/38
1/38
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
40
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
180
108
168
132
156
168
264
180
276
276
324
444
612
696
552
432
504
492
528
648
396
408
408
552
168
180
216
120
COST
396
504
432
312
240
528
156
204
180
492
504
516
588
396
780
600
636
816
660
792
144
156
192
96
180
228
132
COST
3
3
5
7
6
8
8
8
8
8
8
13
14
14
12
11
12
12
4
3
6
6
6
5
5
5
5
5
MO
6
4
5
5
5
5
5
0
0
13
13
14
14
13
14
14
14
14
14
14
3
5
3
2
3
3
3
MO
2
2
1
4
4
4
4
4
4
4
4
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
SP
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
2
2
2
2
2
SP
0
0
45
55
55
55
115
115
115
115
29
29
34
28
40
28
50
50
50
40
FU
55
0
0
0
0
0
0
0
0
0
FU
7
5
0
6
8
8
3
16
10
10
5
6
7
7
7
5
7
7
11
11
11
10
11
14
8
9
11
4
AM
3
20
20
20
20
20
20
10
10
7
7
8
6
8
8
8
8
6
4
6
7
7
8
5
7
7
7
AM
2
1
1
2
6
6
5
6
9
9
9
4
6
6
2
2
2
2
12
12
11
10
11
13
3
6
6
2
IN
0
13
11
9
8
8
11
5
5
5
5
5
6
4
7
6
6
8
8
7
2
1
2
0
2
2
2
IN
1
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
1
1
1
1
RA
3
6
6
5
4
1
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
8
4
0
2
2
2
11
2
7
11
11
6
6
8
8
10
12
8
15
20
13
12
13
15
5
5
5
3
SA
22
9
10
6
4
1
3
8
4
2
3
3
3
3
3
3
3
3
1
3
6
6
8
4
8
8
6
SA
6
4
0
1
3
3
12
3
11
8
14
6
6
8
14
9
11
13
23
25
20
20
20
24
6
7
7
1
HA
11
6
6
3
2
1
1
4
2
2
2
2
3
2
2
3
3
3
3
3
2
2
5
2
3
6
2
HA
1
0
0
1
2
2
0
2
0
0
0
8
16
18
7
4
6
6
1
0
0
0
1
1
0
0
0
0
AA
1
6
8
5
4
5
3
2
2
14
14
14
16
8
25
17
19
27
22
25
0
0
0
0
1
1
0
AA
1
1
0
0
1
1
1
1
1
1
1
2
2
3
7
5
7
7
1
4
1
1
1
1
1
1
1
1
NA
1
19
17
12
10
2
13
4
2
1
1
1
1
1
1
1
1
2
2
2
1
1
1
1
1
1
1
NA
8
5
4
8
7
8
8
9
9
9
9
10
9
10
12
8
9
9
20
25
16
15
17
18
8
8
9
6
GD
7
10
9
7
5
5
3
10
10
8
8
8
9
9
9
9
9
9
12
10
6
6
8
5
8
8
6
GD
8
6
8
0
6
6
6
5
7
7
7
8
14
15
6
4
5
5
12
10
9
9
10
11
8
8
9
7
AD
3
8
9
7
5
5
3
8
8
10
10
12
14
8
17
14
14
16
8
17
7
7
7
6
8
8
7
AD
0
0
0
1
1
1
0
1
2
2
2
0
0
0
0
0
0
0
4
5
4
4
4
5
2
2
2
1
CD
1
0
0
0
0
0
3
3
3
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
CD
S
S
N
H
H
H
H
H
H
H
H
A
A
A
A
A
A
A
H
H
H
H
H
H
H
H
H
H
TT
H
N
N
N
N
N
N
H
H
A
A
A
A
A
A
A
A
A
A
A
S
S
S
S
S
S
S
TT
8
8
2
3
6
6
6
6
6
6
6
1
1
1
1
1
1
1
2
1
3
3
3
3
5
5
5
5
RM
3
1
1
1
1
1
1
8
8
1
1
1
1
1
1
1
1
1
1
1
8
6
8
6
8
8
8
RM
L
L
N
HT
W
AT
AT
AT
AT
AT
AT
A
A
A
A
A
A
A
T
T
T
T
T
T
T
T
T
T
MM
HT
N
N
N
N
N
N
TO
TO
A
A
A
A
A
A
A
A
A
A
A
L
L
L
L
L
L
L
MM
TR
AM
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
AM
NT
AB
NT
AM
AM
AM
109
UNIT CLASS AND EQUIPMENT TABLES: Germany
UNIT CLASS AND EQUIPMENT TABLES: Hungary
110
CLASS
AT
AT
AT
ATP
ATY
ATY
FRT
FRT
FTR
FTR
INF
INF
RCN
TB
TK
TK
TK
TK
TK
TPT
TPT
5cm PaK
7.5cm PaK
StuG IIIB
Ju-52
105mm
75mm
Fortification
Strongpoint
Me-109e
FW-190F
Cavalry
Regular
Tatra
Ju-87
B1-bis
BT-5
Pz 38(t)A
Turan-1
Turan-2
Truck
Wagon
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TPT
TPT
TPT
CLASS
EQUIP. TYPE
HUNGARY
Pz IB
Pz IIA
Pz IIF
Pz IIIE
Pz IIIG
Pz IIIH
Pz IIIJ
Pz IIIL
Pz IIIN
Pz IVC
Pz IVD
Pz IVF2
Pz IVG
Pz IVH
Pz IVJ
Tiger
251/1
Truck
Wagon
EQUIP. TYPE
GERMANY, cont.
8/41
8/42
3/40
1/40
1/40
9/38
1/38
1/38
1/40
6/43
1/38
1/38
1/37
9/39
8/41
4/34
5/39
2/43
10/44
9/36
9/36
DATE AV.
8/35
5/37
1/40
7/39
8/40
2/41
3/42
7/42
9/42
1/39
1/40
6/42
9/42
1/43
7/44
1/43
9/39
9/36
9/36
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
168
180
252
144
252
180
204
180
492
636
132
108
168
432
312
204
192
180
192
48
24
COST
120
132
168
156
192
216
228
264
276
180
252
276
288
300
312
420
144
48
24
COST
0
0
5
10
0
0
0
0
13
14
5
3
8
11
4
8
5
4
4
8
4
MO
5
6
5
5
5
5
5
5
5
5
5
5
5
5
5
5
6
8
4
MO
2
2
1
1
1
1
2
2
2
2
3
3
4
2
2
2
2
2
2
1
1
SP
3
3
3
2
2
2
2
2
2
2
2
2
2
2
2
2
1
1
1
SP
0
0
41
0
0
0
0
0
0
55
40
55
50
55
55
55
0
FU
39
45
45
42
42
41
41
41
41
46
46
45
46
46
57
28
55
55
0
FU
9
8
6
4
8
9
10
10
7
8
6
6
8
5
14
11
9
11
11
4
0
AM
5
8
10
14
13
11
11
11
8
11
11
12
11
11
11
13
7
4
0
AM
9
10
5
0
2
2
5
5
5
6
2
1
6
2
7
6
6
6
6
1
0
IN
2
6
6
6
7
8
9
10
11
4
5
8
9
10
10
11
2
1
0
IN
1
2
2
1
4
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
1
1
1
RA
7
11
11
0
15
11
8
4
3
3
4
4
2
10
13
4
5
3
4
0
0
SA
3
4
4
5
6
7
8
9
12
9
11
13
13
13
13
15
2
0
0
SA
11
15
8
0
6
4
4
2
2
3
1
1
2
9
8
7
7
3
7
0
0
HA
1
3
3
7
7
7
11
11
11
4
8
14
14
14
15
17
1
0
0
HA
0
0
0
0
0
0
2
2
14
19
0
0
2
4
0
0
0
0
0
0
0
AA
0
0
0
0
0
0
0
1
0
0
0
0
0
0
1
1
1
0
0
AA
1
1
1
0
1
1
4
2
1
1
1
1
1
5
1
1
1
1
1
0
0
NA
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
0
0
0
NA
8
8
10
5
2
2
10
10
8
9
4
5
7
8
11
9
7
9
9
1
1
GD
7
7
8
8
9
10
10
10
10
7
8
9
10
11
11
18
7
1
1
GD
8
8
8
4
6
6
8
8
10
14
7
7
6
4
11
8
8
8
8
0
0
AD
7
9
8
9
9
9
9
9
9
6
8
8
8
8
9
11
0
0
0
AD
0
0
0
0
0
0
3
3
0
0
0
0
1
0
2
1
2
1
1
0
0
CD
1
2
2
2
2
2
2
3
2
2
2
2
2
2
4
4
1
0
0
CD
S
S
H
A
S
S
H
H
A
A
S
S
H
A
H
H
H
H
H
S
S
TT
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
S
S
TT
9
9
5
1
2
2
8
8
1
1
6
8
6
1
3
4
5
5
5
1
1
RM
5
5
5
4
4
4
4
4
4
4
4
4
4
4
4
3
3
1
1
RM
TO
TO
T
A
TO
TO
TO
TO
A
A
L
L
W
A
T
T
T
T
T
W
W
MM
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
HT
W
W
MM
TR
NT
NT
NT
NT
NT
NT
AM
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
111
UNIT CLASS AND EQUIPMENT TABLES: Italy
UNIT CLASS AND EQUIPMENT TABLES: Italy
112
Engineer
Regular
Naval Transport
AB-41
BA.65
CA.311
L6/40
M13/40
M14/41
M15/42
P26/40
Truck
Wagon
EQUIP. TYPE
INF
INF
NTP
RCN
TB
TB
TK
TK
TK
TK
TK
TPT
TPT
CLASS
AD
AD
AT
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
ATY
CS
CS
CS
CV
DD
FRT
FRT
FTR
FTR
FTR
FTR
FTR
FTR
INF
INF
20mm
20mm
47mm
S-47
S-75
S-90
Ju-52
100mm
149mm
47mm
75mm
75mm
Littorio
Zara
Condottieri
Aquila
Soldati
Fortification
Strongpoint
G.55
MC.200
MC.202
MC.205
Re.2000
Re.2005
Alpini
Bersaglierei
ITALY, cont.
CLASS
EQUIP. TYPE
ITALY
1/38
1/38
1/40
8/41
1/38
1/39
5/41
12/40
1/42
9/43
1/44
9/36
9/36
DATE AV.
2/37
6/38
2/36
5/42
7/43
8/43
1/38
1/38
1/38
7/42
1/38
1/42
5/40
1/33
1/36
5/40
12/37
1/38
1/38
6/43
6/39
11/41
4/43
6/40
5/43
6/40
6/40
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
192
120
168
156
384
420
156
204
204
240
336
48
24
COST
120
144
144
168
288
348
144
192
264
204
156
288
432
336
252
576
180
204
180
564
408
456
543
372
564
144
156
COST
3
3
5
8
12
12
5
4
4
5
5
8
4
MO
0
8
0
5
5
3
10
0
0
5
0
5
4
5
6
5
6
0
0
14
11
12
13
13
14
3
3
MO
2
2
1
4
2
2
2
2
2
2
2
1
1
SP
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
SP
0
0
70
45
45
45
47
45
55
0
FU
0
40
0
45
48
45
0
0
45
0
48
0
0
0
0
FU
6
6
0
15
6
6
10
11
11
12
10
4
0
AM
9
9
9
7
7
4
4
8
7
7
9
7
20
20
20
20
20
10
10
8
8
11
8
8
7
6
8
AM
1
0
1
6
1
1
6
7
8
8
9
1
0
IN
4
4
7
7
9
10
0
1
1
7
1
7
10
9
8
10
10
5
5
7
4
5
6
3
5
1
1
IN
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
2
2
1
1
1
2
1
3
4
2
3
3
6
5
4
1
3
1
1
1
1
1
1
1
1
1
1
RA
5
5
0
3
8
8
3
6
6
7
12
0
0
SA
2
2
4
5
11
13
0
12
15
5
9
11
10
7
4
1
4
8
4
3
2
2
2
2
5
5
6
SA
4
1
0
3
7
7
3
7
7
8
11
0
0
HA
4
4
8
8
12
18
0
5
9
6
4
10
6
4
2
1
2
4
2
2
2
2
2
2
4
2
2
HA
0
0
0
1
4
4
0
0
0
0
0
0
0
AA
7
7
0
0
1
0
0
0
0
0
0
1
8
6
4
6
4
2
2
15
10
12
15
8
14
0
0
AA
1
1
0
1
3
3
1
1
1
1
1
0
0
NA
1
1
1
1
1
2
0
1
1
0
1
0
18
14
11
2
14
4
2
1
0
1
1
1
2
1
1
NA
7
5
4
7
6
8
11
8
8
9
11
1
1
GD
6
2
8
6
9
7
5
2
2
8
2
9
10
7
6
5
4
10
10
8
8
8
8
8
10
6
7
GD
8
7
8
7
4
4
3
9
9
9
10
0
0
AD
6
6
8
6
9
6
4
6
6
6
6
9
8
7
5
6
4
8
8
14
9
10
13
8
13
7
8
AD
0
0
0
2
0
0
1
2
2
2
2
0
0
CD
0
0
0
0
1
0
0
0
0
0
0
1
0
0
0
0
3
3
3
0
0
0
0
0
0
0
0
CD
S
S
N
H
A
A
H
H
H
H
H
S
S
TT
S
S
S
H
H
H
A
S
S
H
S
H
N
N
N
N
N
H
H
A
A
A
A
A
A
S
S
TT
8
8
2
6
1
1
5
4
4
4
4
1
1
RM
9
4
9
4
5
5
1
2
2
3
2
3
1
1
1
1
1
8
8
1
1
1
1
1
1
8
8
RM
L
L
N
AT
A
A
T
T
T
T
T
W
W
MM
TO
W
TO
T
T
T
A
TO
TO
W
TO
T
N
N
N
N
N
TO
TO
A
A
A
A
A
A
L
L
MM
TR
AM
AM
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
AM
AM
113
UNIT CLASS AND EQUIPMENT TABLES: Nationalist
UNIT CLASS AND EQUIPMENT TABLES: Poland
114
AD
AT
AT
AT
AT
ATP
ATY
ATY
FRT
FRT
FTR
INF
INF
INF
TK
TK
TK
TPT
TPT
20mm FlaK
3.7cm PaK
47mm
7.5cm PaK
StuG IIIG
Ju-52
149mm
65mm
Fortification
Strongpoint
Bf-109b
Legionnaire
Militia
Regular
Pz IA
Pz IB
Pz IIIJ
Truck
Wagon
AT
ATY
FRT
FRT
INF
TPT
47mm
75mm
Fortification
Strongpoint
Regular
Wagon
CLASS
AT
AT
ATP
ATY
ATY
ATY
FRT
FRT
FTR
INF
INF
INF
INF
INF
RCN
TB
TK
TK
TK
TK
TK
TPT
TPT
EQUIP. TYPE
17 Pdr
47mm
C-47
105mm
105mm
75mm
Fortification
Strongpoint
P.24
Cavalry
Engineer
Paratrooper
Regular
Regular
M8
P.23B
7TP
M4A1
M5A1
R35
TKS
Truck
Wagon
POLAND
CLASS
EQUIP. TYPE
NORWAY
CLASS
EQUIP. TYPE
NATIONALIST
6/44
5/36
1/43
1/40
9/43
6/40
1/38
1/38
1/38
11/38
11/38
1/43
1/38
12/39
1/44
1/38
3/35
8/44
1/44
5/39
3/36
9/36
9/36
DATE AV.
7/38
9/39
1/38
1/38
1/38
9/36
DATE AV.
4/32
4/37
4/36
3/42
7/43
1/38
1/36
1/36
1/38
1/38
6/37
1/35
1/35
1/35
7/35
2/36
5/42
9/36
9/36
DATE AV.
46
46
46
41
46
41
46
46
41
41
46
46
46
46
46
41
41
46
46
41
41
46
46
YEAR EX.
41
42
46
46
46
46
YEAR EX.
46
40
46
46
46
40
40
40
46
46
40
40
40
40
40
40
46
40
46
YEAR EX.
252
144
192
252
252
156
204
180
348
96
144
204
108
132
192
372
168
264
216
144
96
48
24
COST
156
180
204
180
120
30
COST
108
132
156
216
300
144
252
144
204
180
492
132
60
72
144
144
276
48
24
COST
0
0
12
0
0
0
0
0
12
5
3
3
3
3
8
11
4
5
7
4
5
8
4
MO
0
0
0
0
3
4
MO
0
0
0
0
5
10
0
0
0
0
13
3
3
3
5
5
5
8
4
MO
2
2
1
1
1
1
2
2
2
3
2
2
2
2
4
2
2
2
3
3
2
1
1
SP
2
1
2
2
2
1
SP
2
2
2
2
2
1
1
1
2
2
2
2
2
2
3
3
2
1
1
SP
0
0
0
0
0
0
0
0
0
0
0
0
81
41
45
41
41
41
55
0
FU
0
0
0
0
0
0
FU
0
0
0
0
40
0
0
0
0
0
0
0
0
40
39
41
55
0
FU
7
9
1
8
8
9
10
10
6
7
5
7
5
6
9
5
8
12
14
10
10
4
0
AM
9
9
10
10
5
0
AM
12
10
9
8
8
4
7
9
10
10
7
8
6
6
4
5
11
4
0
AM
11
7
0
2
0
1
5
5
3
1
1
0
0
1
7
1
6
9
7
3
3
1
0
IN
7
1
5
5
1
0
IN
5
6
7
10
10
0
1
1
5
5
5
1
0
0
2
2
9
1
0
IN
2
1
1
4
4
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
1
3
1
1
1
1
RA
2
1
1
2
2
1
4
3
1
1
1
1
1
1
1
1
1
1
1
RA
6
4
0
15
16
9
8
4
3
4
4
8
5
6
3
6
5
13
5
3
3
0
0
SA
4
11
8
4
5
0
SA
3
4
4
11
11
0
13
7
8
4
2
6
2
2
3
3
8
0
0
SA
21
8
0
6
6
4
4
2
3
1
2
5
1
2
9
6
7
12
9
4
1
0
0
HA
8
4
4
2
1
0
HA
2
7
8
15
15
0
7
2
4
2
2
2
1
1
1
1
11
0
0
HA
0
0
0
0
0
0
2
2
6
0
0
1
0
0
2
4
0
2
1
0
0
0
0
AA
0
0
2
2
0
0
AA
7
0
0
0
1
0
0
0
2
2
14
0
0
0
0
0
0
0
0
AA
1
1
0
1
0
1
4
2
1
1
1
0
1
0
1
3
1
1
1
1
1
0
0
NA
1
1
4
2
1
0
NA
1
1
1
1
1
0
1
1
4
2
1
1
1
1
1
1
1
0
0
NA
8
8
5
2
2
2
10
10
7
2
4
9
3
6
7
9
6
12
10
8
4
1
1
GD
8
2
10
10
5
1
GD
2
8
8
8
11
5
2
2
10
10
8
5
3
4
6
7
10
1
1
GD
8
8
8
6
6
6
8
8
8
5
7
8
7
7
6
6
6
9
8
7
4
0
0
AD
8
6
8
8
7
0
AD
6
8
8
8
9
4
6
6
8
8
10
6
3
4
7
7
9
0
0
AD
0
0
0
0
0
0
3
3
0
0
0
0
0
0
1
0
1
3
3
1
1
0
0
CD
0
0
3
3
0
0
CD
0
0
0
0
1
0
0
0
3
3
0
0
0
0
1
1
2
0
0
CD
S
S
A
S
S
S
H
H
A
S
S
S
S
S
H
A
H
H
H
H
H
S
S
TT
S
S
H
H
S
S
TT
S
S
S
S
H
A
S
S
H
H
A
S
S
S
H
H
H
S
S
TT
8
9
1
2
2
2
8
8
1
6
8
8
8
8
6
1
4
3
5
5
5
1
1
RM
9
2
8
8
8
1
RM
9
9
9
9
5
1
2
2
8
8
1
8
6
8
5
5
4
1
1
RM
TO
TO
A
TO
TO
TO
TO
TO
A
L
L
L
L
L
AT
A
T
T
T
T
T
W
W
MM
TO
TO
TO
TO
L
W
MM
TO
TO
TO
TO
T
A
TO
TO
TO
TO
A
L
L
L
T
T
T
W
W
MM
NT
NT
NT
NT
NT
NT
AM
AB
AM
AM
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
AM
NT
TR
NT
NT
NT
NT
NT
NT
NT
AM
NT
AM
NT
NT
NT
NT
NT
TR
115
UNIT CLASS AND EQUIPMENT TABLES: Republican
UNIT CLASS AND EQUIPMENT TABLES: Rumania
116
AT
ATP
ATY
ATY
FRT
FRT
FTR
INF
INF
INF
RCN
TK
TK
TPT
TPT
47mm
C-47
155mm
75mm
Fortification
Strongpoint
Rata
Brigade
Militia
Regular
BA-6
BT-5
T-26
Truck
Wagon
CLASS
AD
AT
AT
AT
AT
ATP
ATY
ATY
FRT
FRT
FTR
FTR
FTR
INF
INF
TB
TK
TK
TK
TK
TPT
TPT
EQUIP. TYPE
37mm FlaK
47mm
7.5cm PaK
Maresal
StuG IIIG
Ju-52
100mm
75mm
Fortification
Strongpoint
Me-109e
IAR 80
P.24
Cavalry
Regular
IAR 81
Pz IIIJ
Pz IVG
R2
R35
Truck
Wagon
RUMANIA
CLASS
EQUIP. TYPE
REPUBLICAN
9/40
8/36
4/42
8/44
12/42
11/41
6/40
6/40
1/38
1/38
1/44
2/41
2/40
6/40
1/38
11/41
5/42
2/43
7/37
5/39
9/36
9/36
DATE AV.
6/36
9/39
1/37
1/37
1/38
1/38
1/37
1/35
1/35
1/35
1/36
4/34
4/33
9/36
9/36
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
42
46
46
YEAR EX.
46
46
46
46
46
46
46
40
40
40
46
46
46
46
46
YEAR EX.
144
156
228
240
276
144
216
156
204
180
492
312
288
132
120
360
276
348
168
156
48
24
COST
156
192
288
168
204
180
348
132
60
72
180
204
180
48
24
COST
0
0
0
5
5
10
0
0
0
0
13
11
12
5
3
11
5
5
5
4
8
4
MO
0
12
0
0
0
0
12
3
2
3
7
8
5
8
4
MO
2
2
2
2
2
1
1
1
2
2
2
2
2
3
2
2
2
2
2
3
1
1
SP
2
1
1
1
2
2
2
2
2
2
4
2
2
1
1
SP
0
0
0
40
40
0
0
0
0
0
0
41
46
50
41
55
0
FU
0
0
0
0
0
0
0
0
55
55
45
55
0
FU
20
9
8
8
8
4
8
9
10
10
7
6
6
6
6
6
11
11
9
11
4
0
AM
9
1
7
9
10
10
6
8
6
6
7
11
14
4
0
AM
4
7
10
10
10
0
1
1
5
5
5
1
3
1
1
1
9
8
4
3
1
0
IN
7
0
1
1
5
5
3
1
0
0
5
6
5
1
0
IN
2
1
2
2
2
1
3
3
1
1
1
1
1
1
1
1
1
2
1
1
1
1
RA
1
1
4
3
1
1
1
1
1
1
1
1
1
1
1
RA
4
4
11
11
11
0
12
9
8
4
2
2
2
4
5
8
8
12
5
3
0
0
SA
4
0
15
9
8
4
2
6
2
2
1
5
4
0
0
SA
7
8
15
15
15
0
6
4
4
2
2
2
1
1
1
5
11
14
6
5
0
0
HA
8
0
9
4
4
2
2
2
1
1
7
7
7
0
0
HA
9
0
0
0
1
0
0
0
2
2
14
6
5
0
0
4
0
0
0
0
0
0
AA
0
0
0
0
2
2
8
0
0
0
0
0
0
0
0
AA
1
1
1
1
1
0
1
1
4
2
1
0
1
1
1
3
1
1
1
1
0
0
NA
1
0
1
1
4
2
1
1
1
1
1
1
1
0
0
NA
2
8
8
10
11
5
2
2
10
10
8
7
7
5
6
8
10
10
8
8
1
1
GD
8
5
2
2
10
10
7
5
3
4
8
9
10
1
1
GD
6
8
8
9
9
4
6
6
8
8
10
6
5
6
7
4
9
8
8
7
0
0
AD
8
8
6
6
8
8
7
6
3
4
7
8
6
0
0
AD
0
0
0
1
1
0
0
0
3
3
0
0
0
0
0
0
2
2
2
1
0
0
CD
0
0
0
0
3
3
0
0
0
0
1
1
3
0
0
CD
S
S
S
H
H
A
S
S
H
H
A
A
A
S
S
A
H
H
H
H
S
S
TT
S
A
S
S
H
H
A
S
S
S
H
H
H
S
S
TT
8
9
8
5
5
1
2
2
8
8
1
1
1
6
8
1
4
4
5
5
1
1
RM
9
1
2
2
8
8
1
8
6
8
6
4
3
1
1
RM
TO
TO
TO
T
T
A
TO
TO
TO
TO
A
A
A
L
L
A
T
T
T
T
W
W
MM
TO
A
TO
TO
TO
TO
A
L
L
L
AT
T
T
W
W
MM
TR
NT
NT
NT
NT
NT
NT
NT
NT
AM
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
AM
NT
AM
NT
NT
NT
NT
NT
117
UNIT CLASS AND EQUIPMENT TABLES: United Kingdom
UNIT CLASS AND EQUIPMENT TABLES: United Kingdom
118
AD
AD
AD
AT
AT
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
ATY
ATY
CS
CS
CS
CS
CV
DD
FRT
FRT
FTR
FTR
FTR
FTR
FTR
CLASS
Spitfire XIV
Australian
Canadian
Engineer
Commando
Bridge Engineer
Ghurka
Home Guard
Indian
New Zealand
Paratrooper
Regular
Royal Marine
Naval Transport
AEC I
AEC II
AEC III
Daimler
Daimler SC
Humber II
Humber IV
Staghound I
Beaufighter Mk VI
Hurricane II
Hurricane IV
Mosquito VI
Tempest
Typhoon
Centurion
EQUIP. TYPE
FTR
INF
INF
INF
INF
INF
INF
INF
INF
INF
INF
INF
INF
NTP
RCN
RCN
RCN
RCN
RCN
RCN
RCN
RCN
TB
TB
TB
TB
TB
TB
TK
CLASS
UNITED KINGDOM, cont.
20mm
40mm
40mm
17 Pdr
2 Pdr
6 Pdr
Achilles
Wolverine
C-47
25 Pdr
3 inch
5.5 inch
7.2 inch
Bishop
Sexton
King George V
Renown
County
Leander
Illustrious
Tribal
Fortification
Strongpoint
Hurricane
Spitfire I
Spitfire IX
Spitfire V
Spitfire XII
EQUIP. TYPE
UNITED KINGDOM
11/44
12/39
12/39
12/39
6/43
1/38
12/39
12/39
12/39
12/39
12/39
1/38
12/39
1/40
10/42
6/43
5/44
7/42
5/40
11/41
8/43
1/44
8/41
3/42
10/43
3/41
4/44
11/42
5/45
DATE AV.
9/36
11/39
4/43
7/43
8/36
5/42
7/44
9/43
1/41
4/40
1/38
5/42
6/43
8/42
6/44
11/40
9/16
1/39
3/33
5/40
6/38
1/38
1/38
1/37
6/38
7/42
6/41
1/43
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
720
132
132
240
228
168
192
96
132
132
204
132
168
168
240
276
288
204
144
156
156
228
552
432
444
648
648
540
504
COST
120
192
252
240
132
168
324
276
192
204
180
276
324
300
336
492
420
348
276
576
192
204
180
420
456
588
516
648
COST
14
3
3
3
3
3
3
2
3
3
3
3
3
5
7
7
7
8
7
8
8
8
14
12
13
14
15
14
5
MO
0
0
8
0
0
0
6
6
12
0
0
0
0
3
4
4
4
5
4
4
5
0
0
13
13
14
13
14
MO
2
2
2
2
3
2
3
2
2
2
2
2
2
1
4
4
4
4
4
4
4
4
2
2
2
2
2
2
2
SP
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
SP
0
0
0
0
0
0
0
0
0
0
0
0
65
65
65
65
65
65
65
65
47
FU
0
0
60
0
0
0
51
48
0
0
0
0
40
40
0
0
-
FU
4
6
6
6
5
6
6
6
6
6
7
6
6
0
8
7
6
8
10
10
10
10
5
4
4
5
4
4
7
AM
12
10
8
7
10
9
7
8
1
9
9
7
6
5
4
20
20
20
20
20
20
10
10
6
6
4
3
4
AM
7
1
1
2
2
2
2
0
1
1
0
1
1
1
7
8
9
7
3
3
3
3
3
4
4
5
6
5
11
IN
6
4
4
11
7
8
11
10
0
1
0
1
1
7
7
13
11
10
9
10
13
5
5
4
5
6
5
6
IN
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
RA
2
2
2
2
1
1
2
2
1
3
3
4
4
3
4
6
6
5
4
1
3
1
1
1
1
1
1
1
RA
3
6
6
8
8
6
8
4
6
6
8
6
6
0
2
2
11
5
2
3
2
5
9
3
6
8
6
5
13
SA
1
9
9
6
1
3
7
7
0
13
12
17
19
13
16
12
9
7
6
1
6
8
4
2
2
2
2
2
SA
2
2
2
6
5
4
2
2
2
2
6
2
2
0
8
13
12
9
1
1
5
8
12
9
6
7
7
6
23
HA
3
12
10
21
8
12
21
15
0
5
4
8
11
5
5
8
5
4
3
1
3
4
2
1
1
2
2
2
HA
21
0
0
2
1
2
0
0
0
0
1
0
1
0
0
0
0
1
0
0
0
1
6
6
6
14
16
12
0
AA
7
10
10
0
0
0
1
1
0
0
0
0
0
1
1
10
8
6
4
6
3
2
2
10
12
16
14
18
AA
1
0
0
0
1
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
4
3
2
3
2
2
1
NA
1
1
1
1
1
1
1
1
0
1
0
1
6
1
1
20
16
12
8
2
16
4
2
1
1
1
1
1
NA
9
6
6
9
9
7
8
4
6
6
9
6
7
4
10
10
10
6
8
6
6
10
11
9
9
13
10
10
15
GD
2
2
2
8
8
8
10
10
5
2
2
2
2
9
9
12
10
9
7
5
3
10
10
8
8
9
8
9
GD
18
7
7
10
10
8
7
6
7
7
8
7
8
8
7
7
7
7
4
7
7
7
10
8
10
14
14
12
10
AD
6
6
6
8
8
8
6
6
8
6
6
6
6
8
8
10
9
8
6
6
4
8
8
10
10
14
12
16
AD
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
2
2
1
2
2
2
2
0
0
0
0
0
0
2
CD
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
0
0
0
0
0
3
3
3
0
0
0
0
0
CD
A
S
S
S
S
S
S
S
S
S
S
S
S
N
H
H
H
H
H
H
H
H
A
A
A
A
A
A
H
TT
S
S
S
S
S
S
H
H
A
S
S
S
S
H
H
N
N
N
N
N
N
H
H
A
A
A
A
A
TT
1
8
8
8
8
8
10
6
8
8
8
8
8
2
6
6
6
6
6
6
6
6
1
1
1
1
1
1
4
RM
9
8
4
8
9
9
4
4
1
2
2
2
2
3
4
1
1
1
1
1
1
8
8
1
1
1
1
1
RM
A
L
L
L
L
L
L
L
L
L
L
L
L
N
AT
AT
AT
AT
AT
AT
AT
AT
A
A
A
A
A
A
T
MM
TO
TO
W
TO
TO
TO
T
T
A
TO
TO
TO
TO
T
T
N
N
N
N
N
N
TO
TO
A
A
A
A
A
MM
TR
AM
AM
AM
AB
AM
AM
NT
AM
AM
AB
AM
AM
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
-
119
UNIT CLASS AND EQUIPMENT TABLES: United Kingdom
UNIT CLASS AND EQUIPMENT TABLES: United States
120
CLASS
AD
AD
AD
AD
AT
AT
AT
AT
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
ATY
ATY
ATY
ATY
CS
CS
CS
CV
CV
DD
FRT
FRT
FTR
3 inch
90mm
M15A1
M16
37mm
57mm
76mm
M10
M18
M3
M36
C-47
105mm
155mm
75mm
8 inch
M12
M7
M8
T19
Iowa
Baltimore
Brooklyn
Essex
Yorktown
Fletcher
Fortification
Strongpoint
P-38E
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TPT
TPT
TPT
CLASS
EQUIP. TYPE
UNITED STATES
Challenger
Churchill III
Churchill IV
Comet
Cromwell IV
Cromwell VII
Cruiser A13
Crusader I
Crusader II
Crusader III
Firefly
Grant
Matilda II
MK VI
Sherman III
Stuart I
Stuart III
Valentine V
Valentine XI
Vickers
Bren Carrier
Truck
Truck
EQUIP. TYPE
UNITED KINGDOM, cont.
2/39
6/44
11/42
3/44
7/38
10/42
4/44
3/43
8/44
7/38
8/44
1/41
8/42
1/38
1/38
1/44
6/44
11/42
9/43
4/45
2/43
4/43
7/38
12/42
1/38
1/43
1/38
1/38
1/42
DATE AV.
6/44
8/42
10/42
10/44
6/44
6/44
11/39
6/41
11/41
6/42
6/44
5/42
2/40
7/37
10/42
11/42
12/42
11/42
10/44
2/37
1/39
1/36
1/36
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
240
300
204
228
144
168
192
264
264
168
324
192
240
324
180
372
384
312
228
432
516
384
276
660
588
180
204
180
588
COST
348
264
324
348
288
324
156
180
192
240
384
240
264
96
288
204
252
264
360
108
144
48
48
COST
0
0
7
7
0
0
0
6
8
7
6
12
0
0
0
0
5
5
7
4
4
5
5
5
5
5
0
0
12
MO
5
4
3
6
6
6
6
5
5
5
5
5
3
6
5
6
7
3
4
4
8
8
8
MO
3
3
2
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
SP
2
2
2
2
2
2
2
2
2
2
2
2
2
3
2
3
3
2
2
2
1
1
1
SP
0
0
57
57
0
0
0
57
42
57
41
0
0
0
0
48
52
46
4
0
0
-
FU
47
40
40
45
53
53
43
41
41
41
45
45
51
50
45
35
41
51
51
51
60
69
69
FU
8
8
6
6
10
9
7
7
6
7
7
1
8
7
9
6
4
7
7
6
20
20
20
20
20
20
10
10
7
AM
7
11
10
9
8
9
12
14
14
8
8
14
12
10
11
12
14
10
10
10
4
4
4
AM
IN
6
6
6
4
7
8
10
10
10
6
11
0
0
0
0
0
5
4
3
0
13
12
12
12
12
13
5
5
4
IN
11
8
8
10
9
9
7
7
7
8
11
7
7
3
9
7
7
7
9
4
0
0
0
2
3
2
1
1
1
2
2
2
1
2
1
4
4
3
5
4
4
3
4
6
5
4
1
1
3
1
1
1
RA
2
1
1
2
1
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1
1
1
1
RA
8
13
3
7
4
3
11
11
11
5
13
0
16
20
12
21
19
15
11
21
13
8
5
1
1
3
8
4
5
SA
11
5
7
12
12
12
3
3
3
1
11
10
2
3
12
3
5
3
12
2
2
0
0
SA
14
18
7
1
8
12
15
15
15
9
19
0
6
11
4
13
11
6
4
13
9
5
2
1
1
2
4
2
5
HA
21
10
12
16
12
12
8
8
8
13
21
9
8
2
12
9
9
8
13
1
1
0
0
HA
9
10
11
12
0
0
0
1
1
1
1
0
0
0
0
0
0
2
2
0
11
9
6
7
6
3
2
2
14
AA
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
1
0
0
0
0
0
0
AA
1
1
1
0
1
1
1
1
1
1
2
0
0
1
0
6
1
0
0
6
21
14
9
8
6
13
4
2
3
NA
1
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
1
1
1
1
0
0
0
NA
2
2
4
4
8
8
8
10
7
6
10
5
2
2
2
2
7
7
7
2
12
7
5
6
5
4
10
10
10
GD
10
12
14
12
11
13
6
9
10
10
12
11
14
4
12
9
14
14
14
6
7
1
1
GD
6
6
9
9
8
8
8
6
6
6
6
8
6
6
6
6
6
6
6
6
11
10
7
7
6
5
8
8
14
AD
8
9
11
11
7
8
7
7
8
8
9
8
9
4
9
8
9
9
9
5
0
0
0
AD
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
3
3
3
0
CD
2
4
4
2
2
2
2
2
2
2
2
3
2
1
3
2
2
2
2
2
0
0
0
CD
S
S
H
H
S
S
S
H
H
H
H
A
S
S
S
S
H
H
H
H
N
N
N
N
N
N
H
H
A
TT
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
TT
7
6
4
4
9
9
8
4
5
5
4
1
2
2
2
2
3
3
4
3
1
1
1
1
1
1
8
8
1
RM
3
3
3
4
4
4
4
5
5
5
3
3
4
5
3
4
5
5
5
5
3
1
1
RM
TO
TO
HT
HT
TO
TO
TO
T
T
HT
T
A
TO
TO
TO
TO
T
T
T
T
N
N
N
N
N
N
TO
TO
A
MM
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
HT
W
W
MM
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
-
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
121
UNIT CLASS AND EQUIPMENT TABLES: United States
UNIT CLASS AND EQUIPMENT TABLES: United States
122
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
FTR
INF
INF
INF
INF
INF
INF
INF
NTP
RCN
RCN
RCN
RCN
TB
TB
TB
TB
TB
CLASS
CLASS
TB
TB
TB
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TPT
TPT
EQUIP. TYPE
B-26B
B-26C
B-26G
M26
M29
M2A4
M3A1
M4A1
M4A1/76
M4A3
M4A3/105
M4A3E2
M4A3E8/76
M5A1
M3A1
Truck
UNITED STATES, cont.
P-38F
P-38J
P-38L
P-40F
P-47C
P-47D
P-47N
P-51B
P-51D
P-51H
P-80
Engineer
Bridge Engineer
Marine
National Guard
Paratrooper
Ranger
Regular
Naval Transport
M20
M24
M8
Scout Car
A-20
A-26B
B-25D
B-25H
B-25J
EQUIP. TYPE
UNITED STATES, cont.
5/42
1/43
1/44
3/45
6/45
4/40
9/42
12/42
7/44
7/43
7/44
9/44
9/44
12/42
12/41
1/39
DATE AV.
6/42
1/43
10/43
12/41
1/43
9/43
5/45
6/43
1/44
1/45
6/45
12/41
1/38
12/41
1/38
12/41
12/41
1/38
1/40
1/42
12/44
1/42
1/40
6/41
1/44
2/42
2/44
4/44
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
636
672
768
492
564
216
204
276
324
276
348
396
336
228
144
48
COST
600
624
660
456
612
648
720
636
684
744
670
228
168
180
108
192
216
144
168
156
300
192
108
672
792
540
720
636
COST
12
12
12
5
4
7
7
5
5
6
5
5
6
7
8
8
MO
14
14
14
13
14
14
14
14
14
14
14
3
3
3
2
3
3
3
5
6
7
8
8
14
14
12
12
12
MO
2
2
2
2
2
3
3
2
2
2
2
2
2
3
1
1
SP
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
2
1
4
4
4
4
2
2
2
2
2
SP
41
41
35
35
45
41
46
46
41
41
41
45
75
FU
0
0
0
0
0
0
0
81
41
81
80
-
FU
5
5
5
10
10
12
14
12
11
13
12
14
14
14
10
4
AM
7
7
7
7
4
4
5
9
11
11
13
6
6
6
6
6
6
6
0
9
7
9
6
5
9
10
10
10
AM
4
4
4
11
11
7
7
9
10
9
7
9
10
7
2
0
IN
4
5
5
5
5
5
5
6
6
6
7
1
1
1
0
1
1
1
1
7
9
7
3
3
5
3
3
3
IN
1
1
1
2
2
1
1
1
2
1
2
1
2
1
1
1
RA
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
RA
14
14
16
15
16
5
5
12
13
13
15
13
13
5
2
0
SA
6
7
7
2
5
6
7
2
2
3
4
7
6
6
4
7
8
6
0
3
11
3
2
12
14
7
17
11
SA
10
10
14
19
22
9
9
12
15
12
9
12
15
9
1
0
HA
5
5
5
2
5
6
7
2
2
2
3
6
4
4
2
3
6
4
0
3
12
9
1
14
15
7
14
7
HA
12
14
14
2
1
1
1
2
2
2
2
2
2
1
6
0
AA
15
16
18
11
15
16
19
18
19
22
24
0
0
0
0
0
0
0
0
2
2
2
1
12
15
10
10
12
AA
5
5
5
1
1
1
1
1
1
1
2
1
1
1
1
0
NA
3
3
3
0
2
2
3
0
0
0
0
1
1
1
1
1
1
1
0
1
1
1
0
5
5
10
10
10
NA
12
12
13
19
21
9
9
12
12
11
12
18
15
10
7
1
GD
10
10
10
8
11
11
11
10
10
10
11
8
6
7
5
8
8
6
4
7
10
7
5
12
14
13
13
14
GD
9
10
13
11
12
8
8
9
9
9
9
10
9
8
1
0
AD
14
14
14
11
14
15
16
15
17
18
19
9
9
9
7
9
9
9
8
6
8
6
5
10
14
10
10
12
AD
0
0
0
3
3
2
2
3
3
3
4
3
3
3
1
0
CD
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
3
1
0
0
0
0
0
0
CD
A
A
A
H
H
H
H
H
H
H
H
H
H
H
H
H
TT
A
A
A
A
A
A
A
A
A
A
A
S
S
S
S
S
S
S
N
H
H
H
H
A
A
A
A
A
TT
1
1
1
4
3
4
5
3
3
3
3
3
3
5
3
1
RM
1
1
1
1
1
1
1
1
1
1
1
8
8
8
6
8
8
8
2
6
6
6
4
1
1
1
1
1
RM
A
A
A
T
T
T
T
T
T
T
T
T
T
T
T
W
MM
A
A
A
A
A
A
A
A
A
A
A
L
L
L
L
L
L
L
N
AT
AT
AT
AT
A
A
A
A
A
MM
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
AM
AM
AM
NT
AB
AB
AM
NT
NT
NT
NT
-
TR
123
UNIT CLASS AND EQUIPMENT TABLES: USSR
UNIT CLASS AND EQUIPMENT TABLES: USSR
124
LaGG-3
MiG-1
MiG-3
YaK-1
YaK-7
YaK-9
Cavalry
Engineer
Conscript
Bridge Engineer
Guards Cavalry
Guards
Naval Brigade
Paratrooper
Regular
Naval Transport
BA-10
BA-64
Il-10
Il-2
Il-2M3
P-39D
BT-5
BT-7
IS-2
IS-3
KV-1/39
KV-1/41
KV-1/42
EQUIP. TYPE
USSR, cont.
25mm
37mm
76.2mm
45mm
7.62cm
ISU-122
ISU-152
SU-100
SU-122
SU-152
SU-76
SU-85
C-47
12.2cm
15.2cm
7.6cm
K-13
K-31
Sovetskiy Soyuz
Kirov
Leningrad
Storozhevoi
Fortification
Strongpoint
I-16
La-5
La-7
La-9
EQUIP. TYPE
USSR
FTR
FTR
FTR
FTR
FTR
FTR
INF
INF
INF
INF
INF
INF
INF
INF
INF
NTP
RCN
RCN
TB
TB
TB
TB
TK
TK
TK
TK
TK
TK
TK
CLASS
AD
AD
AD
AT
AT
AT
AT
AT
AT
AT
AT
AT
ATP
ATY
ATY
ATY
ATY
ATY
CS
CS
CS
DD
FRT
FRT
FTR
FTR
FTR
FTR
CLASS
4/41
11/40
10/41
1/42
6/42
8/42
1/38
9/39
1/38
1/38
9/42
9/42
9/39
9/39
1/38
1/40
1/32
1/43
1/45
7/41
3/42
6/41
4/34
6/35
4/44
4/45
9/39
7/41
6/42
DATE AV.
11/40
9/39
8/38
8/33
9/38
3/44
3/44
11/44
2/43
8/43
4/43
9/43
9/39
9/39
9/39
1/38
1/42
3/43
10/42
9/38
1/38
1/42
1/38
1/38
1/38
3/42
7/44
5/45
DATE AV.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
46
YEAR EX.
384
432
456
456
480
528
132
216
96
168
180
180
108
168
120
168
156
144
744
540
612
540
132
156
492
564
348
348
384
COST
156
120
216
132
204
420
432
384
300
420
252
336
192
264
312
180
132
204
528
336
240
180
204
180
348
456
588
696
COST
13
14
14
13
13
13
5
3
2
3
5
3
3
3
3
5
7
8
12
12
12
12
8
8
5
5
5
5
4
MO
7
0
0
0
0
4
4
6
6
4
4
6
12
0
0
0
5
5
4
4
4
5
0
0
12
14
14
14
MO
2
2
2
2
2
2
3
2
2
2
3
2
2
2
2
1
4
4
2
2
2
2
2
2
2
2
2
2
2
SP
2
2
3
2
2
2
2
2
1
2
2
2
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
SP
0
0
0
0
0
0
0
0
0
55
85
55
75
49
49
38
45
45
FU
60
0
0
0
0
47
47
57
54
57
58
55
0
0
0
60
60
0
0
-
FU
7
8
8
7
8
7
6
6
5
6
6
7
5
7
6
0
7
10
5
4
5
7
11
10
4
4
13
13
13
AM
6
12
7
10
7
5
3
5
4
3
6
6
1
8
6
9
4
4
20
20
20
20
10
10
6
12
6
6
AM
4
4
4
4
5
6
1
1
0
1
1
1
1
1
1
1
5
2
5
3
4
4
6
6
10
10
7
8
8
IN
5
4
6
6
9
10
8
11
4
8
8
9
0
0
0
0
0
0
11
10
9
11
5
5
3
5
6
7
IN
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
1
1
1
RA
2
2
2
1
1
2
2
2
2
2
1
2
1
4
4
3
3
4
6
5
4
3
1
1
1
1
1
1
RA
2
2
2
2
2
2
5
7
5
5
7
8
4
7
5
0
1
2
8
6
9
6
4
5
16
17
12
12
12
SA
2
4
8
4
11
15
17
1
17
18
11
12
0
17
19
12
5
8
9
6
4
5
8
4
2
2
2
5
SA
1
1
1
2
2
2
2
6
1
5
5
6
1
2
2
0
7
1
10
8
10
8
6
6
21
21
10
11
11
HA
5
7
14
8
14
21
19
21
9
19
11
15
0
8
11
4
5
7
5
4
3
3
4
2
2
2
2
5
HA
10
10
10
10
11
13
0
1
0
1
0
0
0
1
0
0
1
1
16
8
8
13
0
0
0
1
0
0
0
AA
7
7
9
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
7
8
4
4
2
2
8
10
16
20
AA
1
1
1
1
1
1
1
0
1
1
0
0
0
1
1
0
1
1
2
2
2
1
1
1
3
3
1
1
1
NA
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
0
0
0
14
12
8
15
4
2
1
1
1
1
NA
7
8
8
8
8
8
6
7
6
7
6
7
5
6
7
4
6
7
16
14
15
12
6
9
18
20
14
15
17
GD
2
2
2
8
8
17
17
14
14
14
10
14
5
2
2
2
2
2
12
7
5
3
10
10
7
8
9
9
GD
8
10
12
12
13
14
6
8
6
7
7
7
5
8
7
8
6
6
15
10
12
7
6
8
14
14
14
13
14
AD
6
6
6
8
8
14
14
10
10
13
6
10
8
6
6
6
0
0
8
6
4
3
8
8
7
12
14
16
AD
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
0
0
0
0
1
1
2
2
2
2
2
CD
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
3
3
3
0
0
0
0
CD
A
A
A
A
A
A
S
S
S
S
S
S
S
S
S
N
H
H
A
A
A
A
H
H
H
H
H
H
H
TT
S
S
S
S
S
H
H
H
H
H
H
H
A
S
S
S
S
S
N
N
N
N
H
H
A
A
A
A
TT
1
1
1
1
1
1
6
8
6
8
8
8
8
8
8
2
6
6
1
1
1
1
4
4
4
4
3
3
3
RM
4
8
7
9
8
3
3
4
4
3
5
4
1
2
2
2
2
2
1
1
1
1
8
8
1
1
1
1
RM
A
A
A
A
A
A
L
L
L
L
L
L
L
L
L
N
AT
AT
A
A
A
A
T
T
T
T
T
T
T
MM
W
TO
TO
TO
TO
T
T
T
T
T
T
T
A
TO
TO
TO
W
W
N
N
N
N
TO
TO
A
A
A
A
MM
TR
NT
AM
AM
AM
NT
AM
AM
AB
AM
NT
NT
NT
NT
NT
NT
NT
NT
NT
TR
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
-
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
NT
T
T
T
T
T
T
T
T
T
T
W
W
2
3
3
4
4
4
4
4
5
5
1
1
2
2
3
2
2
2
2
3
1
2
0
0
13
15
7
10
11
11
15
11
3
6
0
0
5
9
6
7
8
8
9
8
6
6
0
0
2
2
2
2
2
2
2
2
3
3
1
1
420
396
156
276
288
360
336
300
192
180
48
24
TK
TK
TK
TK
TK
TK
TK
TK
TK
TK
TPT
TPT
KV-2
KV-85
T-26S
T-34/40
T-34/41
T-34/43
T-34/85
T-43
T-60
T-70
Truck
Wagon
10/40
10/43
1/33
1/41
10/41
10/42
4/44
4/42
8/41
10/41
9/38
9/36
46
46
46
46
46
46
46
46
46
46
46
46
3
5
4
6
6
6
6
5
5
6
8
4
33
50
45
55
55
54
55
55
87
70
60
0
3
9
14
9
9
10
8
10
25
8
4
0
1
2
1
1
1
1
2
1
1
1
1
1
19
14
4
12
12
12
14
12
3
4
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
1
1
0
0
14
14
8
13
14
15
15
16
12
10
2
1
14
12
6
9
9
10
10
11
8
7
0
0
H
H
H
H
H
H
H
H
H
H
S
S
TR
MM
RM
TT
CD
AD
GD
NA
AA
HA
SA
RA
IN
AM
FU
SP
MO
COST
YEAR EX.
DATE AV.
CLASS
EQUIP. TYPE
USSR, cont.
125
UNIT CLASS AND EQUIPMENT TABLES: USSR
CREDITS
Producer . . . . . . . . . .
Associate Producer . . .
Game Design . . . . . . .
Lead Programmer . . . .
Additional Programming
Audio Programming . . .
Lead Artist . . . . . . . .
Artists . . . . . . . . . . .
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Additional Art . . . . . .
Manager of Visual Arts .
Lead Scripter . . . . . . .
Scripting . . . . . . . . .
Game Manual . . . . . . .
Manual Editors . . . . . .
Audio Engineers . . . . .
Media Engineers . . . . .
Soundtrack . . . . . . . .
Additional “Swing”
Soundtrack . . . . . . . .
Great Highland Bagpipe
& Scottish Small-Pipes
Voice Direction . . . . .
Voice Talent . . . . . . .
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Data Manager . . . . . .
Lead Product Tester . .
Testers . . . . . . . . . . .
Test Supervisor . .
Test Manager . . . .
Executive Producer
Modeling . . . . . .
.
.
.
.
.
.
.
.
.
.
.
.
Model Photography . . .
Models Supplied By . .
Graphic Design and DTP
Special Thanks . . . . . .
Scott Evans
Rick Martinez
SSI Special Projects Group
Russ Brown
Paul Murray
Ralph Thomas
Dave Jensen
Grisha Grigoriev, Ron Kee, Gennady Krakovsky,
David Ryan Paul, Ken J. Shibata, Stephen Tang
Michael Rugg
Steve Burke
Michael Hawkins
Mike Bennighof, Brian Knipple
Anathea Lopez
Mark Whisler, Aaron Scheiber
Stephen Lam, Lance Page
Lee Crawford, Maurice Jackson
Kevin Manthei
. . . Steven Wethy
. . . Eric Rigler
. . . Reed Evans
. . . John Burton, Rex Delgado, Gary Martinez, John Rainer,
Mordecai O’Brien, Charles Paris
. . . Caron White
. . . John Cloud
. . . Shiloh Anacleto, Bob Budde, George Chastain Jr.,
Colin Coburn, Ben Fuller, Sean Gallagher, Charles Harribey,
Luke LaJoie, Tony Lima, Ernie McCay, Paul O’Brien,
Steven Peterson, Nile Sabbagh, Mark Schmidt, Chris Smith
. . . Jason Ray
. . . Sean Decker
. . . Dan Cermak
. . . Dave Balderrama, Dave Conneau, Thomas Foss,
Terry Matheny, James Roeder, Eric Roth, Burt Takeuchi
. . . Gregory Steil
. . . GHQ
. . . LOUIS SAEKOW DESIGN: Dave Boudreau & Leedara Zola
. . . Michael Bench, Bret Berry, Richard Burnett, J.M. Byrd,
Chris Carr, Glen Cureton, Jean Davison, Allan Ernat,
Annette Grove, Chuck Kroegel, Whitney Laucher,
Debbie Minardi, Miki Morris, Louis Peña, Frank Rios,
The Rumba Bums, Laura Root, John “Crawdaddy” Ross,
Greg Scott, Sandy Shepard, The Unknown Modeler,
Richard Wagenet.
QUESTIONS OR PROBLEMS?
If you encounter disk or system related problems you can reach us through several methods: Telephone: (423) 670-2020 between 9:00A.M. and 9:00P.M., Eastern Standard Time,
Monday through Friday, holidays excluded. Tech Support Fax: (423) 670-2021 Attn:
Technical Support, Calling our automated services at: (423) 670-2022. Filling out our online
support form at: http://store.learningco.com/dev/support_form.asp (or the game’s web page,
which is listed in the manual), Email: [email protected] (please list the game’s name
as the message’s subject), You can also write to us at: The Learning Company, ATTN:
Technical Support 9715 Parkside Drive, Knoxville, TN 37922 (include a self-addressed,
stamped envelope for reply).
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. and its parent company and all affiliates (“SSI”) warrants that
the media on which the enclosed program is recorded will be free from defects in materials
and workmanship for a period of 90 days from the date of purchase. If within 60 days of
purchase the media prove defective in any way, you may return the media to The Learning
Company, Attn: Returns, 190 Parkway West, Duncan, SC 29334. Please include a copy of
your sales receipt, packaging slip or invoice, along with a brief note of explanation as to
why you are returning your program.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE
PROGRAM RECORDED ON THE CD OR DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK,
THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND
PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM
OR GAME, OR FOR LOST DATA RESULTING IN ANY WAY FROM USE OF THE PROGRAM OR GAME,
IN ALL CASES EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY
FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION
MAY NOT APPLY TO YOU.) SSI FURTHER EXCLUDES AND DISCLAIMS, AND THE LICENSEE
HEREBY WAIVES, ANY AND ALL PROVISIONS EITHER PRESENTLY EXISTING OR AS AMENDED IN
THAT CERTAIN INTERNATIONAL SALE OF GOODS CONVENTION OF JANUARY 1, 1988, INCLUDING
BUT NOT LIMITED TO ANY AND ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, THEREIN.
The enclosed software program and this manual are copyrighted. All rights are reserved. This manual
may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or
machine-readable form, in whole or in part, without prior written consent from SSI. The program
accompanying this manual may be copied, by the original purchaser only, as necessary for use on the
computer for which it was purchased. Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and subject to the appropriate civil or criminal
action at the discretion of the copyright.
©1998 Strategic Simulations, Inc., a MINDSCAPE Company. All Rights Reserved.
PANZER GENERAL is a registered trademark of Strategic Simulations, Inc.
Microsoft, Windows and Windows NT are registered trademarks or trademarks of
Microsoft Corporation in the United States and/or other countries.
All other trademarks and registered trademarks are the property of their respective holders.
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