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Games PC Panzer General IIPanzer 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
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Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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Video review

Panzer General II Intro movie

 

User reviews and opinions

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Comments to date: 5. Page 1 of 1. Average Rating:
ciw42 4:45pm on Sunday, October 17th, 2010 
Many characters of the whole world make known in Stone the fate of the prisoner in Germany. When you buy a flight simulator you expect a token amount of realism.
hugecocks 12:59am on Sunday, July 25th, 2010 
Overall after most to nearly all the bugs have been fixed. Very addicting game, and if your into history and war you will be into this game
gogobongopop 8:24pm on Monday, May 31st, 2010 
Excellent Game. World War Two Online is the first, and only massively multiplayer first person virtual battleground. This is a Great Multi-Player Massive Online WWII Game. Since it is an MMOG it is continually evolving and improving by nature. Well, I finally got the game up and running consistently. Then I played the hell out of it for 2 weeks.
marco 7:55am on Friday, April 30th, 2010 
Family Fun Stuff: Mostly for Your Sims Kids The Sims 2 Family Fun Stuff pack features new items, clothing, and décor. I debated for a long time about writing a review on The Sims 2 Family Fun Stuff. I am a huge fan of The Sims games and expansion packs.
Mobz 6:49pm on Tuesday, April 6th, 2010 
Flight simulation based unsurprisingly in World War 2!. There are the usual suspects when it comes to which nations to play as.

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

THE BASIC SCREENS, MENUS, AND BUTTONS
This section provides step-by-step suggestions to familiarise you quickly and easily with the basic screens, menus, and buttons in PANZER GENERAL II.

Game Options Exit Game

The Start Screen
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 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. 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.
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. 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 e-mail game. For more information on playing by email, see the Play By E-Mail section. Start the Scenario Builder Brings up the Scenario Parameters screen, from which you can begin constructing your own scenario. See the Scenario Builder section startin for more information on creating scenarios. 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 for more information. 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 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.

The Scenario Selection Screen
There are over thirty scenarios in PANZER GENERAL II, depicting historical and theoretical battles from throughout World War II.

Player Controls

Return to Start Screen 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 centre 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.
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 opponents 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 players 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.

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. Prestige Adjustment Window
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. 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.

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 centre, and the Options menu buttons are on the right side of the screen.

Information Bar

Options Menu

Battlefield

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 units numerical designation appears at the bottom left side of the screen, the equipment type is stated in the centre, and the units entrenchment level is given on the far right.
The Battlefield The Battlefield is the area where all movement and combat take place. In two-player 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 kilometres 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: 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.

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.
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.
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 recognises 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.

Replacements Replaces lost strength points and automatically resupplies the unit as described in the Supply Rules section. This action ends the units 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. Rename Click here to rename your unit. A text box appears; simply click inside and type to rename the unit.

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 units statistics appear in the Equipment Statistics area of the screen. Passing the mouse cursor over the statistic icons causes smart text to appear, labelling the icon, but for a detailed explanation of these statistics, see the Unit Statistics Descriptions section. Your Available prestige is given above the Equipment Statistics area. Available Equipment Boxes Requisition Button Units Available for Deployment Transport Statistics Unit Selection Buttons Available Transport Boxes Cancel Last Requisition/ Reassign Unit Exit Requisition Screen Equipment Statistics
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 units 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 for information on deploying your recently requisitioned units. 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 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 centre 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.
Available Unit Boxes Nation Indicator

Unit Statistics

Field HQ Options Menu

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. 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. Go To Unit Only usable during a battle, this exits the Field Headquarters screen and centres 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. 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. 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.
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. 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.
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 centre are the number of enemy units destroyed or forced to surrender because of your leadership, organised 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. Inspect Unit Screen 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 units performance in the current scenario or campaign. At the top of the screen is the name and unit equipment type, above an icon of the unit. Click on the units name or the Rename Unit button to change it. The units statistics are given below that; run the mouse cursor over a statistics icon, and smart text appears in an Information bar at the top, labelling the icon. See the Unit Statistics Descriptions section for details on the statistics. Below the units statistics are the units transport statistics, if the unit uses a transport. On the lower right side of the screen, in a box, the units 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 leaders name and picture appear, along with two buttons. Click on the buttons to list the leaders special abilities in the Information bar at the top of the screen. For more information, see the Leaders section. When you are finished reviewing the units 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.

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.

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.
The upper text box shows chat entered by you and received from others. Each players text is written in a different colour. 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.

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 units 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 units turn ends after combat is resolved.

CAMPAIGN DESIGN NOTES

While its 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 players core units to have time to move to the new battlefield.

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.

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.

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. Destroyer (DD) 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. Naval Transport (NTP) Naval transport is extremely important in amphibious invasion scenarios. Naval transport is nonorganic 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.
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.

500 500

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 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 A
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 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 A
N N N N A N N N N N N N N A N N N N N A A N N A A A N N N A -

RCN 1/40

B-26C B-26G M26 M29 M2A4 M3A1 M4A1 M4A1/76 M4A3 M4A3/105 M4A3E2 M4A3E8/76 M5A1 M3A1 Truck
TB TB TK TK TK TK TK TK TK TK TK TK TK TPT TPT
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
A A H H H H H H H H H H H H H
A A T T T T T T T T T T T T W
N N N N N N N N N N N N N
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 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 KV-2
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 FTR FTR FTR FTR FTR FTR INF INF INF INF INF INF INF INF INF RCN RCN TB TB TB TB TK TK TK TK TK TK TK TK
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 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 1/32 1/43 1/45 7/41 3/42 6/41 4/34 6/35 4/44 4/45 9/39 7/41 6/42 10/40

320 350

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 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 H
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 A A A A A A L L L L L L L L L N W AT A A A A T T T T T T T T
N N N N N N N N N N N N N N N N N N A N A A A N A A N N N N N N N N N N
KV-85 T-26S T-34/40 T-34/41 T-34/43 T-34/85 T-43 T-60 T-70 Truck Wagon
TK TK TK TK TK TK TK TK TK TPT TPT
10/43 1/33 1/41 10/41 10/42 4/44 4/42 8/41 10/41 9/38 9/36

H H H H H H H H H S S

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:

THE BASIC SCREENS, MENUS, AND BUTTONS: Secondary Screens 32
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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.

Unit Statistics

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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.

Leaders

Movement Cost by Terrain Type
TERRAIN TRACK HALF-TRACK WHEELED LEG NAVAL ALL-TERRAIN
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 units 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 leaders special abilities.
Sand Forest Rough, Hill Mountain Clear Bocage Swamp Stream River River, Impassible Ocean Airfield, City, Port Road, Bridge
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

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: Leaders

GAME CONCEPTS: Movement
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 units 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 transports 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 units 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.

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.
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.

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 units 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 units turn ends after combat is resolved.

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 Doles 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.
CAMPAIGN DESIGN NOTES: Onward To Berlin
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 battles 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. 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.

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 citys 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 Metzs 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.

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.

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 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!
SCENARIO BUILDER: The Scenario Builder Screen 82
SCENARIO BUILDER: The Scenario Builder Screen
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.

Range 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 units ability to withstand ranged attacks by ground units. This value is not used to defend against artillery fire. Soft Attack A value gauging the units 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 units values while mounted are displayed below the units 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.

Ground Classes

Air Defense Class (AD) 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 enemys 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

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.

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: Air Classes
UNIT CLASS DESCRIPTIONS: Naval Classes
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 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. Destroyer (DD) 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. 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. w 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. 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 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.

 

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