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Games PC Panzer General IIIPanzer 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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Comments to date: 2. Page 1 of 1. Average Rating:
wordsmith101 1:25am on Wednesday, October 13th, 2010 
Panzer general review great game for anyone interested in this era graphics good, gameplay easy to get into but challenging enough. Panzer General 3 This game is not your average startegy game, it is so much more. Instead your average RTS. Amazing fun This game is perfectly fun, take a chance to control the mighty German troops during the bloody Eastern front.
jmo 8:48am on Sunday, June 13th, 2010 
A fun game but nor WWII Initially I was very taken with this game, it looks beautiful. The system of movement and weapon ranges.

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Documents

doc0

4.2 Action Cards
5. 0 Sequence of Play 5.1 Game Set-Up
Action Cards are played to gain advantages during the game. Operations action cards, denoted by a blue stripe and world symbol are played only in the Operations Phase. Combat action cards with a red stripe and explosion symbol are played only during combat. Surprise action cards with a green stripe and question mark, can be played any time or when instructed on the card.

Action Card

Panzer General Allied Assault is played in a series of turns where game play is performed in the following order: Consult 7.0 Scenario Set-Up, select a scenario and choose sides. The scenario description shows how to lay out the map tiles. It also indicates which cards (by numbers or letters) to select to make the U.S. and German Unit and Action decks. Pull out the cards with the numbers and letters located at the bottom of each card that match the decks used by the scenario. Shuffle the decks and lay them face down. A standard two player game will have three decks: the shared Action Deck, the German Unit Deck and the U.S. Unit Deck. Put the Tracker Board and its markers beside the map tiles, and place the remaining markers nearby. Follow the scenarios other instructions such as starting units and map tiles, starting hands, starting prestige points, first/second player determination, and victory conditions.
During the Operations Phase, the phasing player may perform these actions in any order and may repeat actions in any order: Activate Units - Move and Check for Minefields - Become Dug-in - Initiate Combat Play Operations Cards Place New Units For instance, a player might activate and move one unit, then activate and initiate combat with another, then place a new unit, then activate and move yet another. Most often, one unit can only be activated to do one action per Operations Phase. New units are brought into play facedown so the enemy does not immediately know what they are; face-down units can be activated and used in the Operations Phase just like face-up units. Activate Units: Activate units on the map one at a time to Move, Become Dug-in or Initiate Combat; mark the unit with the appropriate marker (Moved, Dug-in, or Fired). Hard Target units may both move and initiate combat in any order as instructed on their card; other units may not move and initiate combat in the same Operations Phase. Move and Check for Minefields: A unit may move one map tile vertically or horizontally. Only certain units are allowed to move diagonally and others are allowed to move two map tiles (see 9.0 Unit Card Glossary). A

5.2 Game Turns

Each Game Turn has a First Player Turn followed by a Second Player Turn (in some scenarios the U.S. is the first player, in others the German player is the first player). The player taking his turn is the phasing player. When each player has taken his player turn, the game turn is complete, so advance the Turn marker on the Turn Track.

unit may not move into a map tile occupied by another unit, but may switch places with an adjacent unit of the same side if both are activated to do so (diagonal switches would require both units to have that ability). When a unit moves into a map tile that neither side controls yet, he places one of his control markers on it. If the map tile has an enemy control marker, that marker is replaced by the phasing players control marker, but the unit must check for minefields. Draw a card from the Action Card Deck and if the Tactical Modifier is -1 or -2 the unit card loses one point of Morale, noted by a -1 Morale marker. The control marker remains even if the unit card vacates the map tile. No minefield attacks take place when a unit advances after combat. Whenever a unit card moves next to face-down enemy unit cards (including at the diagonal) they are revealed and flipped face up, including the moving unit card if it is not already revealed. Also, a face-down unit card that lends support fire to a battle is revealed and flipped face up. Activating a face-down unit card does not automatically reveal it. Once a unit card is flipped face up it never reverts back to face down. Become Dug-in: Place a Dug-in marker on the unit card. A unit card that becomes Dug-in cannot move or initiate combat in the same Operations Phase. Being Dug-in gives unit cards a defensive bonus of +2 and also allows target unit cards to fire first in combat. Such defending unit cards that fire first do not lose their Dug-in status. When a Dug-in unit card moves or initiates combat it is no longer Dug-in and the marker is removed. Units with the Auto Dug-in ability automatically become Dug-in at the beginning of each players turn. Initiate Combat: A unit card may initiate combat with an enemy unit card that is horizontally or vertically next to it (not diagonally, even if a unit moves diagonally). Even unit cards with a range of 2 or 3 can only initiate combat against adjacent enemy unit cards (though these unit cards can add support against enemy unit cards at that distance, as described in 6.0 Combat). To resolve the combat, go through the Combat Sequence of Play (also in 6.0 Combat). When the combat is completed the phasing player returns to his Operations Phase to activate other unit cards or play cards as he wishes. Place a Fired marker on the unit card that initiated combat. Hard Target unit cards may initiate combat and then move after the combat if they have not already moved before the combat was initiated. Place New Units: The phasing player may place a unit card from his hand onto a map tile that is vacant. Under no circumstances will there be two units on the same map tile. He must pay the unit cards prestige cost to do so.

Step 2: Firing Combat Value
Step 3: Add or subtract Morale Markers on Firing Unit Card: If the firing unit card has positive or negative morale markers, adjust the Fire marker on the Combat Track accordingly. Step 4: Add Attackers Support Fire: Add the support values of all friendly unit cards that are within range of the target unit card (whether or not they already have been activated this round). All unit cards have a range of 1 map tile unless noted otherwise on the card. Count the range from the supporting unit card to the target unit card by tracing the path horizontally, vertically, or diagonally map tile by map tile. A unit with a range of three may only trace through two diagonal connections. A face down unit that adds support is immediately flipped face up. Adjust the Combat Track accordingly.

Step 4: Support Fire

Support Fire of 2

Target Unit

Range = 2 Firing Unit
more negative Morale than the attacking unit card. But, the defending unit card will not retreat if the attacking unit card is destroyed. A retreating unit card must move to the map tile opposite the attack, never diagonally. A unit card may not retreat onto another unit or off the board edge; if unable to retreat for these reasons the retreating unit card suffers -1 Morale and remains in place, unless that eliminated it, in which case the attacker gains the prestige and morale bonus as if it were eliminated in combat. A unit forced to retreat into a vacant enemy-controlled map tile must check for minefields (see 5.2 under Move and Check for Minefields). Retreating into a vacant, uncontrolled map tile allows that player to take control of it. A unit card on its own Home Base never retreats. Players should now consolidate the positive and negative Morale markers on both unit cards involved in the combat. Step 16: Execute Advance: If the defending unit card is eliminated or retreats the attacking unit card may move his unit onto the vacated map tile. He places his control marker on it. No minefield attacks take place when a unit advances after combat.

7.1 Solo Scenarios

The solo scenarios simulate normal game play with special events and special movement for the Non-Player side. The instructions for these scenarios are found at the end of this section. Choose a Scenario: Pages 11-13 show all the solo scenarios. Construct the map using the tiles that are labeled according to the chart given in the scenario. Organize Decks for Both Sides: Create and shuffle these decks for the Non-Player side and the Player side per the scenario instructions: Non-Player: Unit Card Deck Action Card Deck Firer Combat Deck Target Combat Deck Player: Unit Card Deck Action Card Deck

Solo Play Special Rules:

Prestige: The Non-Player never gains or loses prestige. Non-Player Decks: The four separate decks are organized according to the scenario instructions. When these decks are exhausted the discards are reshuffled and used again. Playing Combat Cards: When a Non-Player unit card is involved in combat, the solo player draws a card from either the Firer Combat Deck or the Target Combat Deck, as appropriate. The solo player also draws a card from the Non-Players Action Card Deck to get its sacrificed Battle Value per the normal rules. The Tactical Modifier is determined by turning over the top card from the Players Action Card Deck.
Note: The Player may play Surprise Action Cards at any time during the Non-Player turns. Non-Player Unit Card Deck: This deck generates reinforcements of Non-Player units. Place a Non-Player reinforcing unit from its Unit Deck whenever a Playerside unit card moves next to a Fort, City, Town, Village, or a Non-Players Home Row map tile that is vacant and NOT already controlled by the Player side. These units are placed with a Dug-in marker. When these units lose their Dug-in status they will not become Dug-in again. This includes units with the Auto Dug-in ability. The Non-Player side gets additional reinforcements according to the scenario instructions. Non-Player Action Card Deck (Operations Cards): Cards in this deck and are played at the beginning of the Non-Players turn before any unit card activation. Note these special cases: Air Strike, Bombardment, Bomber Run, Prep Fire (Operations Cards): Target the enemy unit card with the highest morale and defense value total; if there are multiple unit cards on the board with the same total then unit cards are targeted from right to left, furthest row to nearest row on the map from the Players perspective. Improved Defenses, Replacements (Operations Cards): Friendly unit cards with the lowest morale and defense value total are targeted from right to left, furthest row to nearest row from the players Home Row.

Starting Units: Unless already indicated by the scenario, each player looks through his Unit Deck and selects 30 prestige worth of starting unit cards. He may select no more than 6 unit cards. Placing Starting Unit Cards: The first player places his starting unit cards face down on his Home Row map tiles, no more than one unit card per map tile. Then the second player does the same on his Home Row. Victory Conditions: The following Victory Conditions are standard. a) b) c) d) Control Enemy Home Base Control 3 Adjacent Enemy Home Row spaces Destroy all enemy units on the board If neither player achieves the conditions above by the end of Turn 6 then the player with the most prestige wins. Ties are broken by controlling the most map tiles.

Carentan

Training Grounds
Hill 2018 St. Marie-Du-Mont

Utah Bastogne

Lumberjack

Ardennes

8.0 Sample Game
This sample game begins in the middle of Turn 1 with the German Operations Phase. He has just initiated a combat. Step 1: Determine who fires first The PZ VI Tiger 1 unit card fires first, since the German initiated combat with that card and the defending unit is not Dug-in. Morale Gain Step 4: Add Attackers Support Fire There are 2 other German units adjacent to the target unit who can lend support fire: +2 support from the Field Marshal +3 support from the Stosstruppen
Combat Value Fire Terrain Bonus
In addition, there is an artillery unit not adjacent to but within range of the enemy target: + 3 support from the Howitzer That is 8 total points of support fire; the German Fire marker is adjusted to 17 on the Combat Track. Step 5: Add or subtract Fire Terrain Bonus The PZ VI Tiger 1 is on a Hills map tile, which has a Fire Bonus of +2; the German Fire marker is adjusted to 19 on the Combat Track.
7.3 Design Your Own Scenarios
Players may create their own scenarios. They can follow these suggestions or derive decks and maps according to their own criteria. Players should follow the same basic set-up and scenario rules in section 7.2 to create balanced games. Players may wish to construct their own decks and may use cards and map tiles from several sets of the game. It is recommended that no more than four versions of the same card be in any one deck. Map Selection: Select one of the following maps: Training Grounds, Marie-du-Mont, Bulge, Lumberjack, Metz, or Hill 2018. You may use other maps from the twoplayer scenario list, but take care to balance the maps in regards to prestige and geographical advantage. Action Deck Selection: Choose one of the following Action Decks that best fits the game scenario you wish to play. Pull out all the cards with the corresponding Deck Designator to make that deck. Action Deck Designator

Unit Deck Selection: Choose one of the following Unit Decks that best fits your game preference. Pull out all the cards with the corresponding Deck Designators to make that deck.
Step 2: Mark Firing Unit Cards Combat Value on Combat Track Its combat value is 7 versus soft targets as shown on the card. Place the German Fire marker on 7 on the Combat Track (see diagram to the right). Step 3: Add or subtract Firing Unit Cards Morale Modifier The PZ VI Tiger 1 has 2 Morale tokens on it, which increase its combat value by 2. Adjust the German Fire marker to 9 on the Combat Track.

U.S. Decks

Unit Deck Designator A B C D E F G H Deck Type Light Defensive Heavy Defensive Light Mixed Heavy Mixed Light Offensive Heavy Offensive Armor Infantry

Firing Unit

German Decks
Unit Deck Designator a b c d e f g h Deck Type Light Defensive Heavy Defensive Light Mixed Heavy Mixed Light Offensive Heavy Offensive Armor Infantry

Deck Type

Combat Defensive Mixed Offensive

Support Value 19

Step 6: Mark Target Unit Cards Defense Value on Combat Track The Veterans are the target unit card, and their defense value is 8; the U.S. Target marker is placed on 8 on the Combat Track. Step: 7: Add or subtract Target Terrain Bonus (only if Soft Target) The Veterans unit card is a soft target, so it receives the map tiles target terrain bonus, which for Bocage is 5; the U.S. Target marker is adjusted to 13 on the Combat Track. Step 8: Add 2 if the Target Unit Card is Dug-in The unit is not Dug-in. If it was, it would get a defensive bonus of 2 and an opportunity to fire before the attacker and not lose its Dug-in status. Target Terrain Bonus

U.S. Defense Value

German Attack Value
Step 12: Determine Combat Differential and Battle Losses Subtract the Targets combat total of 20 from the Firers combat total of 22 to get a difference 2. He looks at the 2 space on the Combat Track and notes that the red number in the bottom right corner is 1. The target unit card, the Veteran, suffers 1 Morale damage, so a -1 Morale marker is placed on it.

ing, showing his bluff card instead. The tactical modifier drawn is a 0. The totals are 10 against 17, with a difference of -7, so the PZ VI Tiger 1 takes no damage. Step 15: Execute Retreat Because the German unit card was the attacking unit card, it doesnt retreat even though it took the most damage in the combat. Step 16: Execute Advance The attacking unit card does not advance because the target unit card still occupies the map tile.
Step 10: Sacrifice a card for its Battle Value The German player looks through his hand and determines he should use his bluff card and not waste any of his other good cards. He holds out his bluff card. The U.S. player decides to sacrifice a Recruits unit card, which has a battle value of 7. He holds that card out, and both are revealed simultaneously. The U.S. sacrifice gives him 7 points, and the Germans bluff card gives him 0. The U.S. Target marker is adjusted to 20 on the Combat Track.
Firers BattleValue Targets Battle Value
The German player is still in his Operations Phase. He decides to end his turn and count prestige income for every map tile he controls and changes the total on the Tracker Board. The Germans turn is over, so the U.S. player begins his player turn in the next turn.
Step 13: Determine Unit Card Elimination The Veteran unit card has suffered a total of -3 Morale, which does not take it down to 0 from its starting Unit Morale of 6, so it is not eliminated. Step 14: Repeat Steps 2-14 for Return Fire The U.S. player can return fire with his Veteran unit card. He goes to the top of the firing sequence page and follows all of those steps again. The Veterans combat value against the hard target PZ VI Tiger 1 is a 7. Its -3 Morale drops the Combat Track to 4. Support fire from the 4.2 CM Mortar unit card is +3 and from the 105 MM Howitzer is another +3, moving the combat track up to 10. The Bocage lends no fire terrain bonus. The target PZ VI Tiger 1s defense value is 10. It is a hard target so does not receive a target terrain bonus, and it is not Dug-in. NOTE: Both players can calculate their totals and adjust the Combat Track simultaneously. The U.S. player plays Deadly Fire, pays 5 prestige points, and inflicts 2 damage to enemy; a -2 Morale is put on the target unit card, which does not affect its defensive total. The German player plays Off Target, pays 5 prestige points, and cancels all enemy support. However, the U.S. player plays Snafu, pays 7 prestige points, and cancels the effect of the Off Target card. Both players then pass. The German sacrifices a PAK 38 card with a battle value of 7 and the American chooses to sacrifice noth-

Turn 2

The U.S. player draws 4 cards from his Action Deck and/or his Unit Deck, giving him a hand of 5 total cards, including his Bluff Card. He elects to buy 5 more cards and so subtracts 20 total prestige points from the Tracker Board.

Operations Phase

The American elects to activate and move the M4A3 Sherman 76 forward 1 tile. The German player plays Tank Obstacles (a Surprise card which can be played at any time), pays 5 prestige points, to immediately cancel the move or advance of an enemy hard target unit. So, the U.S. player decides he will initiate combat with his M4A3 against an adjacent unit. But first, he plays the Ranged Bombardment Operations Card, pays 7 prestige points, which says: Draw an action card for tactical modifier. Inflict 3 damage + tactical modifier to a revealed enemy target. Cannot reduce Health to 0. The drawn action cards tactical modifier is 3, so the targeted unit suffers -6 Morale (though it cannot be reduced to 0).
Step 9: Play Combat Cards (Firing player first) The firing player has the first opportunity to play a Combat Action Card from his hand. He plays Accuracy, pays the 2 prestige points necessary for that card, allowing him to add 3 to Combat Value of firing unit; the German Fire marker is adjusted to 22 on the Combat Track. The target player may now play a Combat Action Card from his hand in response. He plays Sabotage (which is a Surprise card, so can be played at any time), pays the 4 prestige points, allowing him to draw 2 cards from the Action Card deck and Opponent loses 2 random cards, which is done immediately. The firing player can now play another Combat Action card. The German player selects Morale Boost, pays the 5 prestige points, so his unit gains 2 morale boosts; a +2 Morale marker is placed on the PZ VI Tiger 1 and the German Fire marker is adjusted to 24 on the Combat Track. The U.S. player chooses not to play a second card and passes. The German player could now play a third card, but he also passes. Since both players have passed, this step is concluded.
Step 11: Draw Tactical Modifier The German player flips over the top card of the Action Card deck to reveal a -2 Tactical Modifier; the German Fire marker is adjusted to 22 on the Combat Track. U.S. Defense Value German Attack Value

9.0 Unit Card Glossary

Air Action Cards: Those Action Cards that involve an air strike of some sort on enemy units: Bomber Run, Air Strike, and Strafing Run. Anti-Air Unit Class: These units provide protection from air action cards targeted one or two map tiles from the Anti-Air unit card. Any player trying to target a unit
card that is under such protection has a 50% chance that the card will fail (i.e. shot down). Draw an action card to resolve the anti-air fire; a Tactical Modifier of 1, 2, or 3 means the air action card failed. Overlapping ranges by multiple Anti-Air unit cards do not cause multiple attempts. There is only one attempt per air strike per target by anti-air unit cards regardless of the number involved. The anti-air fire is automatic (does not require an action to be expended) and reveals face down Anti-Air unit cards when fired. The air action cards affected by this are: Bomber Run Air Strike Strafing Run (execute per target artillery unit within range of anti-air) Anti Tank Unit Class: These unit cards are especially effective against hard targets. Armor Unit Class: These unit cards are hard targets and have the ability to Move and Fire OR Fire and Move. They may not move into swamps, unless stated on the card. They may move and initiate combat, or visa versa, in a single Operations Phase. They do not benefit from the defense terrain value of a map tile unless stated on their cards. Artillery Unit Class: These unit cards have support fire range greater than 1 map tile. However, they may only initiate combat against adjacent targets. Auto Dug-in: These unit cards regain Dug-in status (if they have lost it for any reason) at the beginning of each player turn without expending an action. Battle Value: A cards battle value is the white number in a red circle. This value is used when players sacrifice a card during combat. Cancels Target Terrain: Unit cards attacked by a unit so noted do not receive a target terrain bonus. Defense Value: A unit cards defense value is the white number in a blue shield. This number is not modified by Morale. Infantry Unit Class: These unit cards benefit from the target terrain bonus on their map tiles unless stated otherwise on the card. They may move into swamps. They can initiate combat or move in an Operations Phase, but not both. Ignores Mines: These units automatically pass minefield checks.
Hard Target Class : These unit cards do not benefit from the target terrain bonus on their map tiles unless stated otherwise on the card. May Enter Swamps: These unit cards may enter swamp map tiles even though other similar units cannot. May Move Diagonally: These units may move diagonally, as well as vertically and horizontally. They may not, however, attack diagonally. They can only swap diagonally with units that have this same ability and still have an action to spend. Mobile Artillery Unit Class: These artillery units may both move and initiate combat or visa versa in a single Operations Phase. Morale: A unit cards morale is the number on the green cross. It represents the unit cards ability to stay on the battlefield. When reduced to zero by negative Morale markers it is removed from play. A unit card may never have more positive Morale markers on it than would increase the Morale to more than 9. Each Morale point over the starting (printed) value raises an attacking unit cards combat value by one. Each point lower decreases the combat value by 1. Motorized Infantry Unit Class: These unit cards are allowed to both move and initiate combat in a single Operations Phase. Moves AND Fires: These unit cards may both move and initiate combat OR initiate combat and move in a single Operations Phase. Moves Twice: These unit cards may execute two consecutive move actions in the same Operations Phase. Prestige Cost: A cards prestige cost is the number in the diamond symbol. This price must usually be paid to place a new unit card or to play an action card. Ranged Support: These artillery unit cards have a range greater than 1 map tile. However, they may only initiate combat against adjacent targets. Receives Defense Terrain Bonus: These unit cards receive the Target Terrain Bonus on their map tile even though other units of their class do not. Scout Car Unit Class: These unit cards immediately reveal enemy face down unit cards at a range of 2 map tiles from the scouts position as it moves or advances. Soft Target Class : These unit cards benefit from the Target Terrain Bonus of their map tiles unless stated otherwise on the unit card.

Support Cannot be Cancelled: Action Cards that normally cancel support may not affect this unit card. Support Range: The unit can lend its support against a target unit that is up to this many map tiles distant. Support Value : A unit cards support value is the number by the radio symbol. This is how many points this unit card adds to combat against an enemy unit. Most units have a support range of one. Tactical Modifier: An Action Cards tactical modifier is the number in the lower left corner, ranging from -2 to +3. Target Class: A unit cards target class is either hard or soft, used to determine various aspects of combat resolution. Transfer Activation: These unit cards give an extra activation to an adjacent friendly unit card, so it can move, initiate combat, or become Dug-in. The adjacent unit card may move or initiate combat even if is has already done so in this Operations Phase. Using the Transfer Action ability cancels the Transfer Activation units ability to initiate combat, though it may still move or become Dug-in. Unit Class: Classification of the unit card in terms of function: Armor, Artillery, Mobile Artillery, Motorized Infantry, Infantry, Scout Car, Anti-Air, or Anti-Tank. Unit Number: The cards identification number, out of the set of 240 in the game. Unit Name: Historical name of the unit card.
City: Target Terrain Bonus = +5 Prestige Award = 6. Fortification: Target Terrain Bonus = +6 Prestige Award = 2. Units on fortifications are considered always Dug-in except when the Prep Fire action card is used against them. Heavy Woods: Target Terrain Bonus = +4 Prestige Award = 1. Hills: Target Terrain Bonus = +3 Prestige Award = 1. Firing units from a hill receive a +2 firing terrain bonus. Impassable River: No units may enter. Light Woods: Target Terrain Bonus = +3 Prestige Award = 1. Passable River: Target Terrain Bonus = 0 Prestige Award = 1. Units firing from a passable river receive a -3 firing terrain penalty. Swamp: Target Terrain Bonus = +2 Prestige Award = 1. Units classified as hard targets may not enter unless indicated on their unit card. Town: Target Terrain Bonus = +4 Prestige Award = 4. Village: Target Terrain Bonus = +3 Prestige Award = 2.

Terrain Key

10.0 Map Tiles
Below are listed each of the map tiles available to players to build the battle maps. Clear: Target Terrain Bonus = 0 Prestige Award = 1. Beach: Target Terrain Bonus = 0 Prestige Award = 1. Units firing from a beach receive a -3 firing terrain penalty. Bridge: Target Terrain Bonus = +2 Prestige Award = 2. Bridges on river spaces negate the river for all purposes and superimpose the defense and prestige values above. Bocage: Target Terrain Bonus = +5 Prestige Award = 1. Units in bocage may not add support against targets next to them.

11.0 Unit Card Chart

12.0 Game Parts
Game Manual Double-sided Map Tiles Cards Reference Card Marker sheets Tracker Board
and Scorched Earth. At that point the series ended in 2000 mostly due to a string of company buy-outs and a change of focus from wargames. In 2008 I was working for Petroglyph, a video game development studio in Las Vegas. We had developed such RTS (Real-time Strategy) titles as Star Wars: Empire at War for Lucasarts Entertainment and Universe at War for SEGA. In the spring of that year we started having discussions with Ubisoft about doing Panzer General for the Xbox Live Arcade. We began development in the fall of 2008 with a release schedule for the fall of 2009. For this new Panzer General we decided to take a new approach to once again evolve the notion of fun first in a wargame. We hit upon the idea of combining card play mechanics with board game mechanics. We evolved a game play where combat in the game becomes a series of duels between units, powered and enhanced by action cards that are played one after another in an alternating sequence from the players hands. The card play mechanics added a sense of action and variability that worked well with the board game mechanics of moving units around a map capturing objectives and using combined arms to crush your opponents forces. Taking unit cards from your hand and placing them on the map, we found to be a good way to tie the board game aspects of the game to the card game element. We also designed a card management system to the game that allowed the players to make decks of cards with new cards gained as rewards from the scenarios. The tuning of decks is an important part of game play online versus other players. Our first milestone to Ubisoft was to prove out the design and game play of Panzer General on the Xbox 360 with a physical board game prototype. We decided that since this approach was very oriented to the board game and card game industry we would also develop and publish a physical board game version of the video game implementation. We discovered that the video game converted quite well with a few changes to enhance the face to face game play. You have the results of that effort in your hands now. We have had a lot of fun and enjoyment developing this game and hope that you find it to your liking. Here are some hints and strategies that we found useful in the game: 1. Be sure to move up all your units to provide support before you launch your attacks. 2. Move any unit you may have in your Home Base to make way for a reduced cost reinforcement you place from your hand. 3. Look at your cards carefully before you plan your strategies. The key in this game is to use your cards to their fullest.

4. Buy extra cards whenever you can, but still leave at least 10-15 prestige available. 5. Read carefully the ability of the Units on their cards. Read the Unit Card Glossary as well. How you use these unit abilities will make or break your strategies. 6. Take advantage of units with high support, especially those with a range greater than one. Units may provide support to multiple battles in the same turn. 7. Be aware how quickly you use your cards. A player with no cards left is at the mercy of his opponent. 8. Be aware that you may place reinforcing units on any space with your control marker. This can be very handy to add in extra support on the front lines. 9. The ranged artillery units are critical to have in place to support your attacks. 10. Keep in mind that Action Cards can give your units extra attacks and moves. 11. Beware of units that have dug in. They will fire first. 12. When you attack and fire first do all you can to eliminate that unit so you avoid its return fire. 13. Pay attention to your Prestige level during your opponents turn to have enough for your turn. Keep in mind you receive more prestige at the end of your turn. 14. The fact that Action Cards can give you extra moves and attacks can be critical. Keep in mind that you can take these extra actions and then execute your normal actions. 15. Read the Terrain Key in section 10. Some terrain grants you fire bonuses such as hills. Consequently, some terrain such as rivers and beaches give negative bonuses to your fire. Fortresses are very effective in their values and their ability to always be dug in (you fire first on a fortification). 16. Keep in mind the rule that allows you to subtract prestige from your opponent instead of adding it yours when you eliminate enemy units. This can effectively starve your opponent from prestige. 17. Fight your less important battles first to draw out your opponent cards. 18. Dont always advance after combat if it places your unit next to several enemy units with good support values. 19. Take note of the high prestige tiles such as Cities and Towns. They can make a big difference in your prestige levels throughout the game. 20. Be sure to protect your Home Base and Home Row.
21. Maneuver your units so that you attack the enemy first. Often the key to winning in this game is to aggressively attack your opponent first. 22. Take note of the unit ability Transfer Action on your commander/field marshal cards. This is a very powerful ability that used properly can turn the tide of the battle in your favor. Granting extra actions to units can be decisive. 23. Be sure to use the Bluff card instead of sacrificing a card for its battle value. You need to conserve your cards, especially when you already have a huge differential going in the battle. Chuck Kroegel September 2009 Las Vegas, Nevada

13.0 Designer Notes

I was with SSI (Strategic Simulation Inc.) back in the early nineties when we decided to develop Panzer General on the PC. It was a new kind of wargame for us. We had been playing a WWII turn based, hex game on the Sega Genesis from System Soft, a publisher in Japan. That game inspired us to think outside of the box regarding how a wargame could be presented in a different way. The notion was to dispense with true scale and an accurate simulation in favor of providing an engaging fun first experience that served up the essence of the tactics and strategies of WWII combat. Panzer General was born of the idea to mix tactical, operational and strategic scales. In this way you could have the enjoyment of conquering the whole of France or Belgium with the fun of smaller scale tactics that involved the combined arms of tanks, infantry, artillery, and air strikes. As part of this shifting paradigm of scale, we dispensed with the stacking of ground units and the notion that each unit had to represent a level of military organization such as a regiment, brigade, or division. We treated each unit as a type of weapon such as Panzer IIIs or Tiger Tanks or Flak 88 guns. This allowed us to focus in on the tactics and strategy within the game play. At the time SSI was publishing Role Play Games (RPG). In fact we had published a whole series of games based on TSRs Dungeon and Dragons. With RPG on our minds we introduced into Panzer General the notion of units that progressed and improved from battle to battle. We allowed players to take their units from scenario to scenario, gaining experience and having the ability to upgrade units to improved weapon types. Hence was born the notion of Prestige, which players spent on their units to regain health in battle or upgrade them between scenarios. Based on these notions a whole series was born. SSI published over the course of time titles such as Allied General, Pacific General, Fantasy General, Star General, Panzer General II, and Peoples General. Another level of evolution occurred introducing 3D graphics and more role playing elements that gave birth to a second wave of General games such as Panzer General III Assault

GAME CREDITS

Game Design: Chuck Kroegel Art Direction: Gary Cox Game Development: George Chastain Jr, Jason Coffey, Daniel Kroegel, Michael Berman, Jeff Yearick, Skyler York, and Renato Orellana Solo Scenarios: Daniel Kroegel Rules: Chuck Kroegel and Lynne Gura Business Director: James M. Ward Game Manual Editing: Timothy Brown Game Testers: Cody Huender, Sean Broderick, Jacob Trout, Jordan Trout, Tony Castle, James Castle, Lance Dobbs, San Sowles, Derek Arabian, Mitch Young, Ryan Stiltz, Ryan Just, and Cynthia Gates

Petroglyph Studio

Aaron Casillas Amanda Flock Brandy Pastore Bret Ambrose Brian Hayes Brian Kircher Camille Abdnor Chris Lee Chris Rubyor Chuck Kroegel Craig Nisbet Cristy Huender Curt Swade Daniel Anglin Daniel Etter Daniel Miller David Fisk David Kondor Daniel Kroegel David Sanhueza Demetrius Comes Drew Banyai Eric Yiskis Evan Pipho Frank Klepacki Gary Cox George Chastain Jr. Greg Hjelstrom Hans Piewnitzky Jason Barnidge Jason Coffey Jason Curtice Jeff Jirsa Jeff Troutman Jeff Yearick Jeffery Proffitt Jeremy West Jim May Joaquin Estrago Joe Bostic Joel Rivera John Dombrow John Fazzie John Fitzgerald Jonah Stich Jonathan Burgess Joseph Ferris Joshua Leichliter Joy An Kalan Kier Kam-Wing Fung Kevin Wu Kian Chai Ng Lynne Gura Mark Henry Mathew Anderson Matthew Shaffer Megan Hike Michael Legg Mike Amerson Michael Berman Mike Doscher Mike Lytle Milton Mariscal Mun Lee Nader Akoury Nick Brown-Teasdale Oksana Kubushyna Pat Pannullo Phil Horowitz Ralph Spence Renato Orellana Rich Donnelly San Sowles Sean Nq Qui Sang Shawn Rogers Skyler York Steve Copeland Steve Tall Ted Morris Thanh Nguyen Thomas Happ Thomas James Tony Basch Va Lee Vincent Leyba W. Randy King Wei Shong Teh

 

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