Reviews & Opinions
Independent and trusted. Read before buy Games PC Panzer General 2!

Games PC Panzer General 2


Bookmark
Games PC Panzer General 2

Bookmark and Share

 

Games PC Panzer General 2Panzer General: 3D Assault [PC Game]

Developed by Strategic Simulations - Mindscape (1999) - 3D Turn-Based Strategy - Rated Everyone

Panzer General 3D Assault is a combat simulation that allows players to crawl into the skin of Axis and Allied leaders during World War II. One to four players can suit up as British, American, German, or French generals commanding battle forces in Europe and North Africa.

Details
Platform: PC
Developer: Strategic Simulations
Publisher: Mindscape
Release Date: September 28, 1999
Controls: Keyboard, Mouse
UPC: 016685054788
[ Report abuse or wrong photo | Share your Games PC Panzer General 2 photo ]

 

 

Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Manual - 1 page  Manual - 2 page  Manual - 3 page 

Download (English)
Games PC Panzer General 2, size: 2.0 MB

 

Games PC Panzer General 2

 

 

Video review

Panzer General II Intro movie

 

User reviews and opinions

<== Click here to post a new opinion, comment, review, etc.

Comments to date: 1. Page 1 of 1. Average Rating:
ctx4fi 11:34pm on Saturday, July 24th, 2010 
Panzar general is a turn based stratergy game of the old hexagonal movement type. Synopsis you play a german general. Panzer General is a turn based wargame which simulates the European Theatre of conflict during World War II. A little further back. Panzer General is such a game. It features two-dimensional graphics on a hex-based background.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

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 units 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 enemys losses are listed under the Spanish Republican flag. The numbers displayed are not guaranteed, but are an estimation of the 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 units 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.
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 Artillerys range. This is the best choice for your next move.

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. 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. Left-clicking 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. Dont forget to shell Almadrones again with your bomber unit. When all of your units have moved or attacked, click on the End Turn button. During the enemys 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. Its time for the kill. 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.

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.

Available Units

Requisition Screen Air Mode Strategic Map Show Hex Sides Exit Deployment
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 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, centred 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.
Additional Options Menu 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.

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 units 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 minimise 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.

Suppression

Suppression represents the effect being attacked can have on a units 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 units 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 players 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.

Kishinev Romania joined the Axis alliance to seek vengeance on its neighbours, 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. 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 centre 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.
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 armys 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. 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 Peoples 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.

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.
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 armoured 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.
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 hastilydrafted 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.

Crusade in Europe

The tide has turned. After a long struggle, the Allies return to Europe; their goalthe 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 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.
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. Arracourt The American capture of the important industrial and communications centre of Nancy brought a quick German response. While the German army which faced the Allies had essentially disintegrated during the retreat across France, new armoured 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 citys fortifications dated back to the late 19th century, but the Germans had modernised 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 Metzs classrooms, the local commandant was able to raise several regiments of these men. Though these units had been quickly organised, 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 Armoured 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.

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.
Number of Players Go to Scenario Builder Screen Primary Nation Buttons Secondary Nation Buttons Load Map Exit Scenario Builder Load Scenario

Side Selection Buttons

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. 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.
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. 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 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 players 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 players 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. 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. 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 computerplayer to take an aggressive stance. Click on the shield button if you want the computer-player to take a passive stance. 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 Scenario Builder 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. 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 players 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 players army. You can select forces for each of the players 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 players next country. For more information on the Requisitions screen, see the Requisitions Screen section. Note: There is no limit on the amount of prestige you can spend constructing a players 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 players 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 units experience and strength at the start of the scenario. Click on the arrows next to each units 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 players 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. 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, centred 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 dont 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!
UNIT STATISTICS DESCRIPTIONS
These statistics appear throughout PANZER GENERAL II. Air Attack A value gauging the units 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 units 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 units current ammo supply, or their maximum ammunition. If the units 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 units 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.

To represent this in PANZER GENERAL II, RCN units usually retreat from combat with a superior enemy, trading ground for losses. Tank Class (TK) Tank class units are the armoured 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 armoured tank units with groups of mechanised or motorised 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 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 (thats 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 halftracked 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 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 non-organic 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) 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.

UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES
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. 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 units 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.
Tactical Bomber Class: Continued Suppression All points of suppression that a tactical bomber inflicts on another unit in a turn lasts for the attacking players 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. 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 tanks 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 units 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. 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

doc1

Network Play

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.

CLUB SSI

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
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).

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.

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 AIs 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 computers percentage reduces the prestige points available to the AI, making the game easier for you, while increasing the AIs prestige percentage gives the computer greater resources, making the campaigns more difficult. When you are satisfied with the campaign you have selected, and the AIs 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

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 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:

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 opponents 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 opponents 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.

25 THE BASIC SCREENS, MENUS, AND BUTTONS: Pop-Up Panels

Game Functions Panel

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.
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.

Exit Requisition Screen Available Transport Boxes Transport Statistics Cancel Last Requisition/Reassign Unit
THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens
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 dont 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 units statistics, and activates several of the menu buttons.
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 units 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 units 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.

@@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@
@@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@
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.
Available Unit Boxes Nation Indicator

Field HQ Options Menu

Exit Field HQ
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 generals 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.

Multiplayer Game Options

Chat 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.

Selected Player

Exit Chat
The upper text box shows chat entered by you and received from others. Each players 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 players 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.
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.

PLAYING A MULTIPLAYER GAME: Creating a Multiplayer Game
PLAYING A MULTIPLAYER GAME: Multiplayer Game Options

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 scenarios countries flags, the players country assignments, and prestige modifiers. Increase or decrease a players 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 players country by clicking on the flag next to that players 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.

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).

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.
PLAY BY E-MAIL: Starting a Play By E-Mail Game
GAME CONCEPTS: Beginning a Battle

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 units 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. 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 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.

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

GAME CONCEPTS: Core and Auxiliary Units
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 units 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. Entrenchment levels are reduced by attacks or bombardment of entrenched ground units. Each attack, whether it is successful or not, reduces the units 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.

Game Turns

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 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. 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.

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.
73 CAMPAIGN DESIGN NOTES: Crusade in Europe
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 didnt know this, almost crushed the beachhead and might have done so with just slightly better luck. Drive To The Sea 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.

77 CAMPAIGN DESIGN NOTES: Defending the Reich
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
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. 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. 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 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 players 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 players 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.

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 units 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.
Unit Class and Equipment Tables Statistics Descriptions 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. Country: The country which produces that unit. You may be able to requisition units made by countries other than your own. Equip. Type: Unit Equipment Type Class: Unit Class 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. 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. Cost: Base prestige cost of the unit, without transport. MO: Movement SR: Spotting range FU: Maximum Fuel AM: Full Ammunition IN: Initiative RA: Range SA: Soft Attack HA: Hard Attack AA: Air Attack NA: Naval Attack GD: Ground Defense AD: Air Defense CD: Close Defense TT: Target Type S = Soft H = Hard A = Air N = Naval RM: Ranged Modifier MM: Movement Method L = Leg TO = Towed W = Wheeled HT = Half-Tracked T = Tracked AT = All-Terrain N = Naval A = Air TR: Non-Organic Transport Capability = Cannot Be Transported NT = Naval Transport Only AM = Airmobile AB = Airborne Unit Class Abbreviations AD: Air Defense AT: Anti-tank ATP: Air Transport

 

Tags

Sr-mv50 EP-9E Saab 9-3 XDR-S10DAB CP9550DW Vectra VEI8 MCC1010STG SA-PM29 Review MDA III NS-50 Wbr-3418 QRX-4500 Atlantic 500 Drives Dane-elec Zpen 21PT1653 58P MV850I LCD2090UXI Leica M1 Univers41 Bench VGN-NR11z-S NV-VP33 HT-X70 32PFL9632D TE-22 480-24 T VPL-FX40 Aspire E700 FA826 1500 Plus MZ-M200 BT621fsst Optio E30 Ultra Zoom LB621120S HD7300 System DGX-500-300 PT-AX200U PC Dune SNA6500 00 Yamaha M-60 8000 ED S5200 1700-500 RDV-1062 WM2032HS Navteq NN4D Pagepro 1100 Extreme RM200B MW-20 SRP-325G Dynadock Urc-7960 TM230 L1919S-SF DEX-P9R KDL-46NX710 ST-S361 CDX-C610RDS 330SI Qtsi Adventure Sinamics G110 Storm PSP-3003 CDX-GT220 CH600 Game Gear Rc 8 Pavilion 9700 PD-6006 Lcdw19HD Rx-6010 AV8000S FAV40730 VP-D323I Sirius Decker AST1 Cocoon 450 400SD4 50 4T Photosmart R725 Tcwr445 PS50B850y1W FA-HS1AM PSL03A Polaroid I832 HD5730 11 P4S800-X Galeo 3000 DCR-DVD808E Cradle 4400F Retrospect RX-888R LWT-32000C Sport Cube-60B

 

manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding

 

Sitemap

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101