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But what about the enemy? You cant see him, but you know he is in that patch of woods. Are there other enemy units with him? Do you move closer or wait to bring up help? Should you deal with this threat, or continue on to the objective hexes? Again you are faced with tactical command decisions. First, turn tank B1 toward the enemy. Right-click on one of the forest hexes from which the shot originated. Your tank will turn in that direction. It was a pretty big bang so it must have been an antitank weapon (SPWAW has different sounds for different weapons, which helps you identify whats shooting at you). Well, we know the enemy is there, and we dont want him continuing to fire, so we had better take care of him. Lets move an armored car - - the M8 Greyhound D0 in hex 42, 25 -- to hex 45, 25. No fire. Okay, well bait the enemy a bit by moving closer. One vehicle will move while the other watches and provides cover fire. There is a chance that enemy units will fire at moving troops (opportunity fire), depending on their experience, weapons and the type of target they encounter. At the bottom of the Battle Map, you will notice that the currently selected unit will have a * or # beneath the information on their headquarters link (the same symbols also appear on the list of units in the Unit Menu). A * indicates your unit has been spotted by the enemy. They may not know exactly where the enemy is, but theyve heard voices, or perhaps a tank engine revving, so they know their opponents are nearby. If you think the enemy is in a specific hex, but cant actually see them, you can take a blind shot by using the Z key. However, your fire wont be as effective. Move tank B1 from hex 45, 24 to hex 45, 23. The enemy fires again, but we still cant see him. Notice that he fired with both anti-tank and rifle fire (many units are armed with multiple weapons). The problem is that its hard to spot small units such as snipers, recon squads and anti-tank teams. Well now move Greyhound D0 from 45, 25 to the hex where the Sherman was, hex 45, 24. Nothing. Move again to hex 44, 23. Wham! He fires again. Your armored car may or may not survive as in real life, combat is unpredictable -- but now at least you are likely to have seen see your foe. He is in the trees in hex 44,21. Move the cursor over him and right you find it is a Panzerschreck team armed with anti-tank rockets. These weapons are deadly to armor but little danger to infantry.
So what do you do? Again, youll make those choices that will determine victory or defeat. Should you move infantry in to do the job? Should you bring them inside the half-track and dismount nearby (thereby exposing the half-track), or dismount the infantry now and wait while they move on foot to the battle site? Should you simply blaze away with your tank and armored car? Lets try that. First we will fire with the B1 tank. Left click on the tank, then left click on hex 44, 21. The tank will fire its main gun and its machine gun at the sighted enemy. If you look at the bottom of the screen youll see how many times the tank can fire its weapons in this turn. The four numbers labeled Shots indicates how many shots it can fire from each of its weapons. It probably has two shots it can fire from its cannon, and five shots from each of its three machine guns. Lets fire on him again. Use the same procedure. Well continue to fire all weapons until we use up all of B1s shots for this turn. Note that not all the weapons may fire every time. How many weapons the unit can coordinate in one fire order depends on the experience of the unit. That should pin the enemy down and prevent him from firing at you. If B1 doesnt eliminate him or force him to retreat, then bring up your armored car and other troops to finish the job. Remember that using all your shots in your turn will leave you fewer opportunity fire shots during your opponents move. You get some shots returned at the end of your turn, and can be awarded special shots in some circumstances even if you have none, but the more you have the more responsive your units will be during the enemy turn. Always moving at high speed around the battlefield and shooting every chance you get can lead to breakdowns. Move the rest of your units cautiously. When youre done with your turn, click the sideways arrow button at the bottom of the Menu Bar. The enemy will then move, and youll hear the sounds of movement. You might even spot the enemy on the map (theyll also appear as red dots on the mini-map). Well stop the tutorial here. Youve learned the basics of SPWAW. Youll have many more questions, but youll find the answers in the remainder of this manual.

of spreading fire. Fires may burn out after a while. Fires and the associated smoke will cause suppression to any units in the hex, including vehicles. The weather is now a major factor in how long a fire burns and how rapidly it spreads.
Players may order crews to voluntarily bail out (to save an experienced crew in a bad situation) by pressing the 9 key. This works for crewed guns as well. The secondary weapon of most guns have been removed. The crew must bail from manning the gun if they want to engage close threats with their crew weapons. Crews now check morale when serious damage is done to their vehicle, or if they think their vehicle has been badly damaged. If they fail, they bail out immediately. Note that this means a crew will occasionally bail out of a perfectly good vehicle! Bailed-out vehicle crews, or gun crews who abandon their artillery pieces, may rejoin them once their morale improves. At the end of the game, abandoned vehicles belonging to the side that controls fewer objective hexes will be treated as destroyed for the victory point tally. Infantry small arms fire will now inflict much less suppression on armored vehicles. However, concentrated small arms fire can still affect a vehicle crews morale. Calculations have been altered to allow smaller caliber guns to do more internal damage against lightly armored vehicles. Kill chances per shot in general have been somewhat increased. Low T/D (thickness of armor/diameter of shell) resolution has been enhanced, T/D ratios as low as 1/6 have more appropriate effects, greatly reducing the chances that medium and heavy AT guns will richochet off lightly armored vehicles. It can still happen, there are many places where structural componnats can affect a near paralel shot, but in the low cases chances have been reduced from 8-12 to 3-5% over normal ranges of obliquity.

Infantry

Infantry moving only a single hex are much less vulnerable to fire. Units moving in the open are very vulnerable to the initial shot, but if experienced, will hit the deck quickly. Very experienced troops can sometimes anticipate a shot and hit the deck before it strikes. Suppression has been reworked to increase more quickly, but decrease more quickly. Bonus suppression removal over and above normal leader rally based on proximity to friendly units (especially the special HQ units) and whether theyre hidden.
A leaders Rally rating now is more significant, particularly for platoon and company commanders. Scenario designers should pay close attention to this characteristic, as a formations ability to advance under fire will be closely related to this attribute. Infantry may now only throw smoke grenades one hex. Machine guns are now more lethal, particularly to men moving more than 1 hex The minimum chance for close assault of hard targets has been increased from a base of 2%, to a formula that uses the number of men assaulting. So, for example, a 10-man squad has a base 10% chance. The effects of experience on infantry combat have been enhanced. Experience more directly affects the men killed in a target unit. Small arms now cause more suppression, but fewer casualties. This makes infantry tend to retreat more often when fired upon.

Jungle Terrain

The new jungle tile set will now automatically be used in battles where the terrain is jungle. This includes all terrain locations in Asia and the Pacific theater that are classified as jungle by the tables for the long WW II campaign and the battle generator. In generated campaigns, the jungle tile set will be used if Jungle is chosen as the terrain type.

Rough Terrain

The new rough tile set will now automatically be used in battles where the terrain is rough. This includes some locations in southern Europe, the Balkans and in the Mediterranean theater and are used by the long WW II campaign and the battle generator. In generated campaigns, the rough tile set will be used if Rough is chosen as the terrain type. In winter battles, the snow tile set will be used instead of the rough tile set.

Hilltop Placement

Some terrain types that could previously not be placed on hills now can be located on hilltops, though not hillsides Eligible terrain includes Hedges, Orchards, Vineyards, Rice Paddies, Crops, Wheat Fields, Swamp, Marsh. Mud and High Grass. An icon lock has been added to help repeat a desired terrain icon
New Battlefield and Obstacle Effects
A new and particularly nasty fortification class. They cannot be hit by indirect or direct fire, except through the front entrance. However, flame-throwers will be more effective against Caves and Bunkers.
Fires may persist through several turns and may even spread downwind. The longer a fire burns, the more smoke that will linger over the battlefield.
Minefields are now much harder to spot. Engineers may now remove, ignore or even place new mines during the battle. Mines can also now be placed in shallow water hexes. Also, the number of mines left in a hex will no longer revealed to the opposing player.

Fording

Units may now ford shallow water.

Breakdowns

Vehicles may break down when trying to ford shallow water, move through mud or swamp hexes or crash through buildings. The can also break down if they spend a lot of time moving around at greater than half speed or in difficult terrain. If they do break down, they can occasionally be repaired. Using all your shots in a turn, or shooting to many special opfire shots can lead to weapons breakdowns. These can be repaired as well

Buildings

Units in buildings have their spotting range increased. Vehicles may try to crash through buildings.
Long World War II Campaign
No one can guarantee success in war, but only deserve it. --Winston Churchill Players who loved the long World War II campaigns in Steel Panthers I are in for a treat. That option has been added to SP: WAW, along with the normal campaign generator and the userdefined campaign editor. The Long Campaign allows players to pick one of six armies, and use it

suppression (reflecting disruption from enemy fire). Its firing accuracy will be cut by a percentage equal to one-half the current suppression level. Units with zero suppression are given a 33% accuracy bonus for not being in action yet A unit can get a suppression point or two at random once the shooting starts as it can think the enemy is closer than it may be. A unit with suppression can have is status changed form ready to pinned (buttoned for vehicles), retreated, or routed. As the suppression becomes a bigger fraction of a units morale, its status worsens. Pinned units cant move and buttoned vehicles do not spot the enemy very well and are much more vulnerable to infantry assault. Retreated units will move under computer control toward their retreat hex where they will leave the map if not rallied. Retreated and routed units will not suffer as much fire (the firepower of those shooting at them is halved). Retreated units will often return fire if fired upon and, if doggedly pursued, can go to pinned status. Routed units are running head long for the rear and will only occasionally defend themselves, but can decide to put up a fight if continually fired upon. Weapons Each units weapons are listed, along with the types of ammunition carried and the maximum range (in hexes) of the weapons. In addition, the number of smoke rounds carried is listed, as is whether the unit (usually a vehicle) is equipped with smoke dischargers that project a quick smokescreen in the 3 hexes to the front of the unit. Experience Higher experience numbers indicate a unit that will shoot better, be tougher on defense, and degrade in status more slowly under enemy fire. Experienced units are less susceptible to suppression, have a better chance to hit enemy units, spot enemy units better, are harder to spot themselves, and close assault tanks better. There are four basic experience levels: Green (3049), Average (50-79), Veteran (80-99), and Elite (100+). Units gain experience at the end of each mission if you are playing a campaign game. Unit experience does not change during a game. The range is 30 to 140 experience points. Elite units, for example, are units that have over 100 experience points. Morale Higher numbers indicate the unit will take more suppression before it becomes pinned, retreated, or routed. The morale value is used in some circumstances to see if a unit takes certain action, like withdraw under fire, or assault a tank. When a unit has sustaining greater than 60% casualties, a morale check may result in the unit surrendering or dispersing

Damage For infantry units, this indicates how many men have become casualties. For artillery pieces, this reflects casualties among the crew. For vehicles, damage indicates how many systems have been damaged and/or crew casualties have been taken. Speed The current rate at which the unit can move in movement points. Units pay varying amounts of movement points to enter a hex based on their movement class and the terrain in the hex. Men The number of men in the unit. If Reduced Squads is on, the number of men in a squad will very randomly representing previously sustained casualties. The number of men who pass an
experience check will fire primary Infantry class weapons in slot one. When a unit has sustaining greater than 60% casualties, a morale check may result in the unit surrendering or dispersing Radio This line indicates whether the unit is equipped with a radio. Radios enable leaders to exert better control over their units. A unit loses contact with its formation HQ if it is not within 3 hexes of it, unless it is equipped with a radio, in which case it attempts to maintain radio contact. In campaign play damaged radios are repaired with a probability equal to twice the availability for that unit. Radio repair does not cost any campaign repair points. Fire Control and Range Finder The Fire Control and Range Finder ratings can provide a substantial bonus to a units ability to hit by improving its accuracy. The Fire Control rating is multiplied by five and added directly to the accuracy rating for the unit in question. The range, speed of the firing unit, the speed of the target and terrain it is in, the units experience, suppression, and the leaders command rating for that kind of unit then modify this number. This value with one added, times 6, times 8, times 10, and times 12 is used to define range bands that impose penalties of x times 0.67, x times 0.5, x times 0.33 and x times 0.25 to the hit chance. For example a unit with a Range Finder value of 2 has a normal hit chance out to (3*6) 18 hexes (900yrds), from 900-1200 its multiplied by.67, 1200 1500, by 5, 1500-1800, by.33 and beyond 1800, by.25. Fire control and range finder damage is automatically repaired between campaign battles. Size Large units are easier to spot and hit. Personnel are generally a 1, while heavy tanks can exceed 5. The larger the unit, the higher the chance it will be hit by artillery. Size also affects the damage potential of shots that penetrate its armor. Cost The value of the unit. This figure is used when players purchase units in campaigns and Battle scenarios, and also in calculating victory points. Carry Cost and Carry Capacity Units are rated on how difficult they are to carry (the Carry Cost) as well as their ability to transport other units (Carry Capacity). A one- or two-digit number is the number of men the unit can carry. A preceding 1 indicates it can also tow a small or medium gun. A 2 indicates it can tow a heavy gun. Thus a 106 code indicates that the vehicle can carry a medium gun and up tot six men (usually the guns crew). A 212 means it can carry 12 men and tow a heavy gun. Units carry cost is the converse. It requires a vehicle with a carry capacity of at least 104 to carry a small gun with a four-man crew. Set Range This is the maximum range at which a unit may engage the enemy during the other players movement phase. For example, when set to 7, enemy units within seven hexes may be fired upon if there are shots available and suppression is not too high. Clicking on this number enables players to adjust the range. Stance Clicking on this line changes a units stance from Advance (an offensive mode) to Defend. Hex coordinates are also listed, indicating a units objective. This information is only relevant

A unit may have additional symbols displayed after its status: * An asterisk appearing after the units status indicates that the unit has been spotted by at least one enemy unit. This may seem incongruous that a unit knows it is being watched by unseen eyes, but accounts of combat are full of tales of troops who sensed they were under observation. Most likely they detected subliminal cues of sound, smell and environment. The intent of the rule is to reflect the fact that troops became more cautious when they thought the enemy was in the immediate vicinity. # A pound sign appearing after the units status indicates that the unit has been fired upon in either the current turn or the previous turn. This means that firing on a unit, even if using small arms fire on a tank, will let the target know you know they are there. It will often pay dividends, reducing enemy movement and hit chances. Troops able to deploy and engage completely unmolested have decided advantages in freedom of maneuver and hit chances.
Units cant really shoot at what they cant see (although SP: WAW allows blind fire into hexes suspected of harboring enemy units, it isnt terribly effective unless using an assault gun). A units chance of spotting varies with such factors as whether its a buttoned vehicle, the type of enemy (infantry in a woods or building is hard to spot) and whether the unit is suppressed. Spotting ability is reduced for turreted vehicles, and slashed even more for non-turreted vehicles such as trucks. Note that snipers are very, very hard to spot. The game determines a score for the spotting unit and the target, and then adds a random number to decide whether the unit is within spotting range under the circumstances. If in range, it is detected. If out of range, it is not. If the Limited Intelligence option is on, units will have their spotting range recomputed (with a new random number) so units on the bubble may come in and out of detection range without moving, as the environment (especially smoke on the battlefield) changes. Version 1.0 had a toggle for hidden forts. This button has been removed, and the option is considered off by default.

Limited Intelligence

"With amazement and disappointment, we discovered in late October and early November that the beaten Russians seemed quite unaware that as a military force they had almost ceased to exist." -- General Blumentritt

If the close assault works, the assaulting infantry will suffer a small amount of suppression, and the target will be immobilized or destroyed. If the infantry assaults, but the vehicle successfully defends itself, the infantry unit will be left suppressed and may take casualties. If the assaulting units fail their experience check the vehicle is considered to have repulsed the attack right off, and the infantry will suffer a huge amount of suppression. Assaulting tanks is not for the faint of heart. Units with anti-tank weapons, flame-throwers, satchel charges or Molotov cocktails will have a much better chance of close assaulting. Units in cover or entrenched have their assault chances increased by 33%, while units that moved or have unloaded have their chances halved.

Tank Machine guns

Though tanks were usually equipped with machine guns, they tended to use those weapons only at close ranges. Therefore vehicle crews must pass an experience check to fire their machine guns farther than six hexes, unless the vehicle is tank with a main gun that is damaged or has been rendered inactive to save ammunition. This also represents the difficulty in having crewmembers load the main gun while firing the coaxial machine guns and coordinating the fire of the bow gunner. The result is sometimes all the MGS on a tank will fire, other times only the main gun will. This is not a bug, just the fact that it is a difficult fire coordination problem.

Pulling Back

Sometimes when infantry under fire will retreat. If so, the message Pulling Back is displayed. If infantry have smoke grenades, they will fire it automatically in an attempt to cover their retreat. Transport vehicles (trucks and half-tracks) will often withdraw if armored vehicles approach.

Hull-down

Designers Note: A Top Ten rule for a tank to survive on the battlefield is to be hull-down. This means that the hull is protected (behind a stone wall, the crest of a hill, etc.) while the turret is free to fire. A hull-down position allows a tank to shoot while making itself a much smaller and less exposed target. Hull Down status is a bit abstracted, as it should be based on the direction the fire is coming, not just where the front is pointed. Nonetheless, the following rule captures the flavor of tanks being in improved positions. Vehicles that are hull-down are harder to hit and can only be hit on their turrets. Vehicles are considered hull-down if they are arent stationary and are in: A Rough or Stone Building hex or, In-Cover or, A hex that is higher in elevation than the hex containing the unit firing at them, or In an entrenchment hex and are being fired on from the front.
Vehicles that are hull-down have their size divided by 4 for hit chance purposes, and can only be hit in the turret.

Indirect Fire

Artillery is the god of war Stalin Designers Notes What inflicted the bulk of the battlefield casualties in World War II? Armor and infantry might consider themselves the premier combat arms, but it was the artillery that caused the most damage. A wise SPWAW commander will ensure that his force is equipped with plenty of artillery. However, the big guns in SP: WAW are frequently off the map, and need to have their fire called in by radio-equipped spotters. This takes time, and those who would win their battles must carefully ensure that the shells land where theyre supposed to and when theyre supposed to. But as with the best laid planssometimes you know what happens. Artillery effects in SPWAW 4.1 have been greatly enhanced by making it possible for rounds to casue suppression and casualties in adjacent hexes. Artillery is now much more an area effect weapon that will blanket an area with a good amount of suppression and distribute casualties throughout, not just in the specific hexes the rounds land in. Bombs from aircraft work in a similar fashion and can cause suppression up to 2 hexes away. Artillery will also suppress vehicles, so tanks, while difficult to destroy with artillery, can suffer enough confusion and loss of command control that a formation of tanks will not be able to function effectively while artillery fires for effect amongst its units. Two new preference adjustments, Artillery vs Hard and vs Soft targets, will increase or decrease the casualties suffered by the different target types. Note that casualties to troops in forts is adjusted by the vs Soft selection, while the chance of hitting the fort itself is adjusted with vs Hard. Also. the setting affects the artillery of the side whose dial you change, so lowering Player 1s arty vs Soft to 60 will make Player 2s infantry more survivable in artillery barrages. Suppression caused by artillery is not affected. If you think too much suppression is done, you can adjust the rout/Rally dial. As effective as they can be, artillery is a difficult thing to coordinate, and often either do to communications failures, legitimate reassingments or legendary SNAFUs artillery wont be available exactly when you want it. The spotter must be in cmmunications with the battery and have a valid battery access to call for fire. Note the if you lose contact do to battery access failure, you will not be able to call in a new fire mission, but can adjust one that is in progress, despite the button being greyed out. Try the shift fire button when in doubt.

Indirect Fire Missions

When you left-click on the Indirect Fire Menu button, or press the B key, the Indirect Fire menu appears. Every unit that can be assigned to perform an Indirect Fire mission is listed here alphanumerically. Left clicking on the unit name shifts the view on the Map Screen to the currently targeted hex of that unit. If the unit has no target selected, the view does not change. The availability of off board units is random. Radio communication was somewhat unreliable in the Second World War, and batteries often responded to calls for fire from a number of customers. Batteries onboard are assumed to be dedicated to your command and will respond quicker.

Spotting Off-map Artillery and Counter-battery Fire
There is a chance, varying with each nationality, that unspotted enemy artillery will be detected using flash-and-sound techniques. There is also a chance that friendly off-board artillery will automatically fire at enemy off-board batteries. Leaving batteries unassigned will greatly improve the chance that they will counter-battery fire.

Air Support

"If, in spite of enemy's air superiority, we succeed in getting a large part of our mobile force into action in the threatened coast defense sectors in the first hours, I am convinced that the enemy attack on the coast will collapse completely on its first day." -- Field Marshall Erwin Rommel Calling for air strikes is handled much the same way as an artillery fire mission. except that aircraft must enter and leave the map at specific places. These entry and exit positions must be assigned before targets are chosen. Bombs are now fearsome weapons that are difficult to land on a target, but will cause a great amount of suppression to a troop concentration.
Aircraft Entry, Exit Spaces and Target Hexes
Left-click on the Indirect Fire Menu button, or press B on the keyboard, and the Indirect Fire screen appears. Next to the Strategic Map are four standard buttons, Zoom In, Zoom Out, Find Spotter and Exit. There is also a button next to the legend Air Unit Entry and Exit which reads
Hidden. Left-click on this button to change it to read Displayed. This changes the Overall map to show six pairs of arrows pointing onto and off of the map. These denote the entry and exit spaces for air support. Left-click on an inward pointing arrow button, to assign an entry space, then leftclick on an outward pointing arrow to select an exit space. Select a target hex by left clicking on it, and then left-click on the HE button. The hex changes to show the Targeted icon. The number at the right end of the unit row indicates how many turns before the aircraft arrives.

Aircraft

Aircraft may return to base and become unavailable during a game for several reasons. Whenever a plane is damaged, it returns to base. Otherwise, aircraft always continue to fly until they use up their heavy ordinance (bombs and rockets). When aircraft use up their entire heavy ordinance there is a chance they will return to base. If the plane is not a designated Ground Support Specialist, it must also pass a morale check in order for the plane not to return to base. The following planes are Ground Support Specialists and do not need to pass a morale check to continue flying are the Ju-87g, Hs-129, IL-2 Shturmovik, P-39 Airacobra, B-25h Mitchell, IL-10 Shturmovik. These units are indicated by a 1 armor rating the in the Top Armor category. Note that if you use your planes to attack enemy positions when there is a lot of smoke in the air or too close to your own units, your aircraft may attack friendly troops. Flak, if armed with an anti-aircraft type weapon, has advantages firing at aircraft.

Enter Battle Location Type in the location of the battle. There is room to enter a town and country. You may have to abbreviate.

Editor Deploy Screen

The Deploy Screen of the game editor is similar to the Battle Deploy screen. It has a few additional controls for refining the scenario such as choosing and placing Victory Objectives, Changing unit types and setting up reinforcements Editor Screen Deploy Toolbar Deploy all units Go to Next formation Roster Next Unit Previous Unit Find Current Unit Indirect Fire/Aircraft Assignments Load Unit Assign to new HQ* Glider Assignments- Paratroop Assignments Commando Assignments Unit Objective Entrench ALL units* Build Minefields/Barb Wire/Dragons teeth Show unit Visibility Zoom in Map Zoom out map Clear Dark hexes Save Game Encyclopedia Toggle Hex Grid Set Formation Objective Load ALL Units* Set ALL Formation Objectives*- Change Stance Change number of men Edit Victory Objectives Change unit type Modify unit data Make unit a reinforcement Make unit an auxiliary Add/remove entrenchments Change start line Change victory cost of units Preferences End Deploy

Deploy Screen Buttons

Deploy Entire Formation This allows the player to deploy all of the units in a formation(B,C etc) at the same time in a circle around the 0 unit. Go to the Next Formation Thi cycles you through each formation in your roster Go To the Roster This button take you to the unit roster, whre you can set waypoints and reaction turns Go To Next Unit This button cycles you through each individual unit in your forces Go To Previous Unit This button takes you backwards through the roster Find Current Unit on Map The button centers the map on the selected unit. Pre-Plan Bombardment Mission This button brings up the Indirect Fire screen where you can plan artliiery barrages and airstrikes Load Unit This button loads or unloads infantry or artillery on to trucks, barges, HTs or other carrying vehicles Assign Unit to New HQ Allows configuration changes in your formation. Such as adding a mortar team to an infantry platoon or a tank to a vehicle to the HQ unit. Select the unit to be assigned and then left click on the a unit in the new formation.

Q. How do I bring in reinforcements? A. Use the F4 key to bring in your reinforcements. Q. How do you destroy abandoned tanks and guns? A. Move your attacking unit into the same hex as the abandoned unit for 1 full turn. At the end of the turn your unit will destroy the abandoned unit if it passes an experience check. Q: why can't I ever use my 50mm mortars even though they are on the indirect fire list? A: They have to be in communication with their platoon HQ ( 0 Unit) and the Platoon HQ is used as the spotter. Q. Some of the vehicles and tanks do not have a + in the center. A. This lets you know the vehicle has been abandoned. Q. How do I deploy parachutists and gliders? A.To use Gliders and Paratroopers. load the troops and assign each a hex, during deployment. In the pre-game bombardment phase, after the artillery attacks, the gliders and transport aircraft should come in, under AI control Make sure you assign entry and exit directions for all gliders, strike aircraft and transport aircraft, especially when making a scenario. Do not depend on the default Q. How are HQs and Ammo dumps and Ammo vehicles used? A. For resupplying your units, move your unit into the same or the adjacent hex. HQs give additional morale benefit to units within 5 hexes and reduce suppression Q.Can I put my units under computer control during the game? A. Yes you can set waypoints DURING THE GAME and place your units under computer control. Go to the HQ tent icon and click on the waypoint icon and then set unit to computer control. This is useful in big scenarios when reinforcements come in and are well behind the front lines, Waypoints put them under computer control and they automatically move at the end of the turn Q. Minelaying has changed. What is the new procedure? A. To lay mines, use the toggle in the unit data screen. In the old code, you could toggle "remove mines" with "do not remove mines". There is now a third toggle, "place mines". Q. How do I remove Dragons Teeth? A. Place an engineer unit in the adjacent hex. It will remove the obstacle within 2 turns. Q. How do I breach a wall or hedges w/o immobilizing my vehicles? A. Use engineer units to direct fire on the wall (Z key) or use artillery above 105 mm by direct or indirect fire.
Q. How do I blow up a bridge? Same way as a wall or hedge. Make sure you are not cutting off a line of retreat or advance because the procedure is irreversible. Q. How are Special Forces and Guerillas employed? A. Special Forces and Guerilla unit may be assigned infiltration hexes during deployment. Click the Commando assignments button. This will evoke a pop-out screen that has a list of all eligible units, similar to the artillery assignment screen. The special troops you purchased should be listed here. Select a hex on the map and click it. Then click the little lit up circle next to one of the special units. This should depress the little circle icon, as it would if you were targeting artillery. One you have assigned hexes to all the special units you want to infiltrate, you may close the screen. You will note that machine guns, mortars and the like cannot be sent on infiltration missions. These are for troops traveling light. Play the game. After several turns, you should get a pop-out box saying that one or more units have infiltrated to the assigned target. Note that the exact turn they will arrive is unknown to you and you will not be in contact with them, until they arrive. This may place certain units of the formation who were not able to infiltrate, out of C&C, unless you keep them near a company HQ or the Bn HQ. Play testing may show a need for shuffling of the special formations. I would not recommend that you choose objective hexes for the target hexes. Your troops will arrive piecemeal and get beat up. I would recommend a nice, out of the way clump of woods not to far from an objective as a rally point. Once the whole platoon arrives, you can then attack. Q. How are Commandos, Gliders, and Air Drops employed? A. When you now play scenarios or campaigns, these features may be included, depending on the scenario. All three features work basically the same way. They are assigned using the buttons in the deploy screen and set up like artillery fire targeting. If the scenario includes gliders or airdrops the parachutists will appear at the beginning of designated turn and gliders will come in and land. These features work in the same way as artillery barrages or air attacks. If it is an airdrop, the transport aircraft will fly across the screen, dropping their human cargo in or near the designated drop zones. Weather and enemy opposition can affect where these units will land. In some cases, they may continue off the map. If that occurs, these units are considered to have been dropped or to have landed out of the area of battle for this scenario. They will be unavailable. If a glider hits a tree or a building, it will crash and transported casualties will occur. All landing units will be in varying states of suppression. This is determined by their basic morale and skill values as well as just how close an enemy unit might be to them. Thus they may be ready for battle, or it may take a turn or two for them to become oriented and get down to business. Commandos will appear at varying turns, usually on the enemys side of the map. They are Special Forces and have special skills at demolition tasks. The scenario designer has predetermined their hex of entry and mention of their presence should be in the introductory text that accompanies the scenario. Q. What are gun teams and pack mules used for? A. Gun teams haul guns. So do pack mules. More realistic than tons of trucks and half-tracks, at least for the Axis side and the minors.and Russia. Q. What is the Victory Frontage button in Preferences for?

Q. Are Reaction turns, waypoints and formation objectives all necessary for scenario design? A. All of these features, Reaction Turn, Waypoints, Formation objectives, and reinforcements, work properly if used properly. The problem is that they are often not used properly and therefore you don't get the desired result. It follows a certain logic. We'll bypass reinforcements and reinforcement hexes. Here we go. If you are going to use Reaction Turns, waypoints and objectives you should use them together. 1. The formation, in order to use any of these, should be set to "computer control" 2. Once you set a formation to "computer control" you must then tell the computer what you want it to do with that formation. If you don't the computer will do what it thinks best, including moving the units even though you don't want them moved. 3. Naturally, while under human control, the units will do what you tell them too. They won't move unless you tell them to. They won't fire (except op or reaction fire) unless you tell them to. 4. When you set a unit under computer control, you must then tell the computer how it should use them. ================= Now to some particulars. Let's take a hypothetical formation, a US rifle platoon. It is composed of B0, B1, and B2. The US side is the computer side. I am the human player and I have the Germans. This is a German advance vs a US Delay scenario. Here are the steps you follow: Click on the H button at the top right of the unit deploy screen in the editor. 1. Set the formation "B" to computer control. Do that even though the computer is already controlling the US side. You do this in order to specify to the computer how the unit is to move and be used by the AI. 2. Now since the scenario is US Delay, what do you want formation B0 to do? a. If you want it to stay in place throughout the scenario without moving, set B formation reaction turn to 99. Put a formation objective flag in the B0 hex. It should stay in place until it retreats or dies, if done correctly. b. But say you want it to move beginning at turn 5. You want it to go to objective flag in hex 22, 50. c. Set B formation from defend to advance. Set the reaction turn to 5 for formation B. This means that formation B will advance, but not before turn 5 (give or take a turn or so.computer random selection). d. Now go back to unit deploy screen, click on unit B0 and then set the formation objective flag (the blue flag) in hex 22,50. Now come back to the "H" screen where you were before. e. Now you want formation B to follow a certain route. That is where waypoints come in. You may want formation B to take an indiirect route to hex 22,50 in order to flank where you think the human player might be. f. So you click on the two little arrows next to the computer for formation B. g. A new screen appears. You find B0 (leader of B formation) on the map, and from there you go to the first spot you want formation B to go to. Click on it. A yellow line is seen from B0 to your first waypoint. Continue doing that for up to 10 times. I would make sure that the final waypoint ends at hex 22,50 (where the blue formation objective flag was placed). So now you have set formation B to remain in place till turn 5 (this may vary a turn or two. The computer does this randomly). Then it will begin moving from waypoint to waypoint till it reaches 22.50. If it becomes involved in combat, it will fight normally, but when it can, it will move on till it eventually arrives at 22,50 where it will remain unless killed or routed. Q. I designed a scenario and set waypoints and unit objectives, but they arent working. They all say objective 222,222.

Specifying "mech.exe /i" in the COMBATNET filename box will allow the skipping of many of the online setup screens. It automatically fills in the correct ip address, uses the saved name, and attempts to connect three times (just in case the server is slower than you). IMPORTANT: make sure that SPWAW knows what your ip address is. Check this by running spwaw.exe and clicking "online". If the wrong ip address is shown here (for example, if you are using a proxy or NAT to reach the internet), do not use the /i switch!

Using the Game Lobby

After successfully logging on to COMBATNET and selecting your desired game you will be in the game lobby. The game lobby is the place where players enter the Steel Panthers World At War game lobby. Here you can play games with other Steel Panthers World At War players. Some features of the game lobby are:
1) Chatting with other players. 2) Creating rooms to start a game. 3) Destroying rooms. 4) Entering existing rooms to join someone elses game. 5) Starting games. 6) Configuring games to start automatically when the game is started. 7) Logging off of COMBATNET.
Describing each area of the Game Lobby
The game lobby is divided into two main areas, these are the Main Chat Area and the Game Room Area. Each of these areas shall be described below.
Main Chat Area: This is where all users go when they first enter a game lobby. Users can chat with others, create or enter game rooms or log off from here. The Main Chat Area is located in the upper portion of the game lobby. There are three panes in this area: Rooms Pane, Chat Pane, Users Pane. The Rooms Pane contains a list of all of the rooms in this game lobby. The Chat Pane displays all of the messages typed by users in the Main Chat Area. The Users Pane contains the names of all of the users currently in this game lobby. Game Room Area: This is the area that users go to when they either create or enter a game room. The Game Room Area is located on the lower section of the game lobby. The Game Room Area is composed of two panes: Users Pane and Chat Pane. The Users Pane lists all of the users currently in this game room. The Chat Pane displays all of the messages typed by users in the room.

doc1

Players Manual v5.0

Manual v.5
2001 by Matrix Games. All Rights Reserved.
Protected under copyright and international treaties. No portion of this manual may be reproduced without written permission from Matrix Games.

Contents

Contents.....i Introduction.... 1 Welcome to Steel Panthers: World at War... 1 What Comes with This Game?.... 1 How to Read This Manual... 1 Copy Protection.... 1 Operating System and Hardware Requirements... 1 Screen Resolution.... 2 Scale..... 2 Running SP: WAW.... 2 Languages.... 2 Installing the game.... 2 Tutorial For Steel Panthers: World at War... 3 Getting Started.... 3 The Selection Screen.... 3 The Preferences Screen.... 6 Unit Information Screen.... 7 The Buttons..... 9 Let the Battle Begin.... 10 Follow Me!..... 11 Fire!..... 11 Experienced Players Guide.... 14 General Changes..... 14 Unit Scales.... 14 Load and Save Games.... 14 Map Changes..... 14 Internet Play.... 14 Play-by-Email..... 15 Head-to-Head versus PBEM.... 15 Floating Pop-out Boxes and Info/Chat Area... 15 Combat Sounds and Music.... 16 Game Changes.... 16 Preferences Screen.... 21 Changes to Game Play.... 27 Reinforcement Request.... 28 Movement..... 28 Weather.... 29 Spotting.... 29 General Combat.... 29 Campaigns.... 36 Changes to the Armor Combat System.... 37 Armor Penetration..... 37 Ammunition Effectiveness.... 37 Armored Skirts.... 38 Vehicle Damage.... 38 National Characteristics..... 38 New Unit Classes.... 39 Gliders and Transport Aircraft... 39 Commandos and Partisans.... 40 New Terrain Types.... 40 Jungle Terrain..... 41 Rough Terrain..... 41
i 2001 by Matrix Games. All Rights Reserved
Hilltop Placement.... 41 New Battlefield and Obstacle Effects.... 42 Caves..... 42 Fires..... 42 Mines..... 42 Fording..... 42 Breakdowns..... 42 Buildings..... 42 Long World War II Campaign.... 43 New Countries.... 43 Editor Changes.... 43 Date..... 43 Length of battle..... 43 Visibility..... 43 Weather.... 43 Weather Values:.... 44 Terrain..... 44 Encyclopedia Changes.... 45 Detailed Player Guide.... 46 The Selection Screen.... 46 Choosing Scenarios and Campaigns.... 46 Playing a Scenario.... 47 Playing a Campaign.... 49 Playing a Battle..... 49 The Game Editor.... 49 Load and Save Games.... 49 Preferences Screen.... 49 The Battle Map Toolbar.... 50 What the Numbers Mean.... 52 Movement.... 55 Moving Entire Formations.... 55 Waypoints and Objectives.... 56 Limited Intelligence.... 60 Recon Special Ability.... 60 Combat..... 60 Accuracy..... 61 Opportunity Fire (OpFire).... 63 Terrain Effects on Movement and Combat... 66 Combat Results..... 67 Armor Damage..... 69 Indirect Fire.... 70 Indirect Fire Missions.... 71 Selecting a Target..... 71 Spotting.... 72 Pre-registered Targets.... 72 Air Support..... 73 Aircraft Entry, Exit Spaces and Target Hexes... 73 Gliders and Paratroops.... 74 Special Forces and Guerrillas.... 75 Command Control and Orders.... 75 Entrenchment..... 79 Entrenchment vs. In Cover.... 79 Ammunition.... 79 Tutorial Section.... 81 Tutorial on Flanking Maneuver in SPWAW... 82 Artillery Tutorial..... 84
ii 2001 by Matrix Games. All Rights Reserved
Tutorial - Mine and Obstacle Removal... 89 Tutorial - Assaulting a Bunker.... 92 Assaulting mines and bunkers under fire... 94 The Tiger I tank an overview... 101 Order of Battle Editor.... 105 The Basics..... 105 Playing Scenarios and Campaigns.... 111 The Purchase System.... 111 Battle Generator.... 113 Deploy Units..... 115 Unit Configuration.... 117 How to Setup Play By Email Game... 118 PBEM Automatic Program.... 124 Mega Campaign.... 126 Scenario Editor.... 133 Map Controls.... 135 Editor Deploy Screen.... 136 Build a Map.... 138 Multihex Industrial Buildings.... 150 Tutorial: Designing Your Own Scenarios... 154 Step 1 Choosing a Battle... 154 Step II Making a Map... 155 Step III Choosing Your Units.... 159 Step IV Placing Your Units.... 160 Step V Placing Objectives and Units... 161 Step VI - Final Touches... 163 Working with Waypoints.... 165 Using Beach Assault & River Crossing Scenario Maps in SPWAW generated battles. 166 How to Convert SP1 Scenarios into SPWAW Scenarios.. 168 Tools..... 168 Step by Step Instructions.... 168 DESIGN YOUR OWN CAMPAIGN... 172 By Paul Vebber.... 172 User Campaign Editor.... 174 FAQ..... 177 Questions about playing the game... 177 Questions about scenario designing... 185 Design notes..... 190 The Armor Combat System.... 190 Online Play with Combat Net... 193 Using the Game Lobby.... 194 Abbreviations.... 200 Glossary..... 201 Hotkeys..... 202 Deploy Screen Keyboard Equivalents:... 202 Hot Key Only On Deploy Screen:... 202 Battle Map Screen Keyboard Equivalents... 202 Map Editor Keyboard Equivalents:... 203 Hot Key Only on Map Editor Screen... 204 SPWaW Game Editor-WaWEd.... 205 Steel Panthers World at War Map Editor... 214 Printing Maps From SPWaW.... 226 Credits..... 229

Copy Protection

There is no copy protection for SPWAW.
Operating System and Hardware Requirements
SPWAW is now a native Windows program that uses Direct Draw and Direct Sound. It will play on all Windows O/S including ME Millenium, Windows 2000 and NT. Players must have Direct X 6.1 or better installed on their computers. The program has been tested on systems with as little as 32 MB of RAM. But it was developed on a system with 64 MB, so we recommend at least that much RAM. No hardware graphics acceleration was programmed and on some systems best
results are obtained turning hardware acceleration off, but 3D sound card enhancement is recognized and utilized. The game does require a sound card to function.

Screen Resolution

The screen resolution of the game has been changed from 640x480 to 800x600. This increase in screen space allows for more controls, buttons and better spacing. It also makes icons appear sharper and allows users to a larger slice of the map in the Battle Map. The game automatically sets this screen resolution. You should not need to change screen resolution prior to playing the game.
Each terrain tile in the game (called a hex) is 50 meters or about 50 yards across, and each turn represents a few minutes. The scale can be changed from hexes to meters to yards by using the @ key. All movement rates, sighting routines, command and control ranges, communications ranges, weapon ranges and unit frontages have been adjusted accordingly. Units are individual vehicles and heavy guns, small groups of light mortars, and teams or squads of infantry and heavy weapons from 2-20 men strong. Shots by units typically represent individual rounds or small shot groups for tanks and artillery, and bursts of 5-10 rounds for small arms and automatic heavy weapons.

Running SP: WAW

To start the game either double-click on spwaw.exe or use the Steel Panthers: World at War icon found under the Windows Start and Program buttons.

Languages

SP: WAW is available in English, Finnish, Polish, French, German, Spanish, Italian and Danish. Other languages will be included in the future.

Installing the game

SP: WAW version 5.0 is available as a very large (400 MB) dowload from the Internet or from the Mega campaign CDs. To install, click on the setup file and Setup will begin. This method requires about 800MB free on your computer to install. If you have the setup file itself on a CD (through a game magazine or some other CD distribution method), then you need about 600 MB to install. Updates are available through our web site at http://www.matrixgames.com.

now vary for 67 to 133% of the listed number, vice 50-100% as before. IT will only go over 100 due to the kinetic energy component at shorter ranges. HEAT rounds penetration is distributed much less randomly, and will be closer to the maximum unless it tumbles in flight otherwise strikes at a poor orientation to the armor. There is 15% chance a HEAT round will tumble and a 10% chance an HE round will shatter on impact and fail to explode (or be a dud). Added hex coordinates for units on HQ screen. This will make it easier for you to find a unit using the new alt-J feature.

Preferences Screen

Below is an explanation of the preferences buttons. For convenience sake, all buttons are listed, even though not all have been changed. Soundtrack On means players will hear music on all screens, except in the combat screen, where instead they will hear the weather and battle sound tracks if they are also turned on. Off means no music will be played. Weather and Battle FX On means the weather sound track will be played in the combat screen, as long as the Soundtrack button also is on. After combat ensues, a second sound track will play random battle noises. Unit Sound FX Enables unit movement and gunfire sounds. Terrain Sound FX On means that when the mouse is moved over some hexes, a sound will be played. The only sounds currently available are for burning vehicles and water. Future updates may add sounds for railroads, buildings and others. Hex Grid Controls the hex grid overlaying the map. Objective Hexes On means that little flags appear in victory hexes. These can be turned off if players want to see the underlying terrain in the hex. Fast Artillery Vastly speeds up the artillery bombardment animations. This is
recommended to speed up play. Artillery does not show up on the VCR replay at all when Fast Artillery is on. Hex Info On means that as the mouse is moved around the map, terrain and unit data appear in a small pop-out box. Floating Map Text On means that the pop-up boxes, enabled by the Hex Info button, will appear wherever the mouse hovers over the screen. Off means that these boxes will appear at the top of the screen. Note that boxes displaying combat results never float. Live Delay This value determines how long the mouse must be left over a unit or hex, before the Hex Info box is displayed. Unit Number This button has four settings. Off means no numbers appear on top of the units. Your Infantry will display the number of men remaining in infantry units. Your Units will display numbers for infantry and place a small + sign over vehicles. + signs will glow orange for all the units in a formation when any of the formations units are selected. This enables formations to be kept together for command purposes. All Units displays unit numbers on enemy infantry, and cannot be modified once a PBEM game or online game starts. Time per Turn This setting determines how much time a player is given to make his move, before his turn ends and the other player moves in Online and Timed play modes. Move Radius This button is a 3-way toggle. A means that all the hexes that the currently selected unit can reach will be highlighted. B shows darkened hexes in daytime and highlighted hexes during nighttime Off turns the feature off. Note that with the Command and Control on, a unit will not have a movement radius highlighted if its formation has not been assigned an objective. With Command and Control on, non-recon units are restricted to moving in the general direction of their objective unless command points are spend to direct them to do otherwise (see Command and Control below) Unit Icon This value determines the size of the unit icon that appears on the screen. There are four values, with setting 1 displaying the smallest icons and setting XXX the largest. True Troop Cost/Rarity -The "True Troop Cost/Rarity" toggle button can now be found on the Preferences Screen. When on, this button will cause troop costs to be generated, using the unit's experience as a factor. Before now, this only occurred when "Country Training" option was off. The option is useful if two players want an even battle with balanced points. This option replaces the old "Hide Fort" option, which is now considered to always be off. Rarity Ratings - When "True Troop Cost" is on units rarity ratings now come into play. Units that were rare or out of production will have a greater chance of not being available to the player. A unit's rarity affects their chances of being available on the purchase menus. Units currently unavailable will now show up in red on the purchase screen. Units that are out of production show up in yellow. Units Rarity Ratings are rechecked after you purchase each one of them. Note: if you delete a formation that is rechecked and is now no longer available, you cannot buy them back, so be careful! This button is a 3 way toggle True troop cost and Rarity off, True troop cost only on and both True troop cost and rarity on. When rarity is on then continue from right after When True Troop cost as is.

players and spice up a scenario. None of the victory points assigned to these hexes are counted at the end of the game.

Cautious Movement

Infantry units gain a defensive bonus if they only move one hex in a turn that they are fired on. They also are less likely to be spotted if they move slowly. Such units are 25% as vulnerable as units moving at a normal speed. Stationary units are 20% as vulnerable.

Fire and Movement

Moving units will have their move interrupted by enemy fire (called opportunity fire). If they survive, they can continue moving. On the other hand, it was harder to hit moving targets, particularly before fire control computers were invented. Moving units receive a defensive bonus that makes them harder to hit. Infantry units however are five times more vulnerable to the fire if it does hit them when moving.

Transport and Towing

Vehicles such as trucks and tanks must tow heavy weapons, particularly artillery pieces. Personnel units can climb aboard trucks, half-tracks and jeeps. In addition, tanks may also carry infantry. If the personnel units are small enough, sometimes you can carry more than one in a vehicle. If you try to load a unit larger than the unit can carry, you will be prompted if you want the unit to load anyway and leave the stragglers behind. If you say yes the excess men will be counted as destroyed for VP purposes. Remember that in order to load a unit, the transport vehicle must be in the same hex as the cargo. Put them in the same hex, highlight the unit to be towed and then hit the Load button or L hotkey. Routed or retreating units must be rallied before they can be loaded. Pinned units can be loaded, although they will assume the suppression level of the carrying vehicles. Machine guns, mortars, anti-tank guns, flak guns, howitzers, rockets launchers, infantry guns, light mortars, heavy machine guns and heavy mortars may not fire their primary weapon on the turn they unload from a vehicle or move.
Combat Friction Movement Limitations
Soldiers have a tendency to slow down and become more cautious when they are being shot at or when they know enemy troops are in the vicinity. To reflect this, the movement points a unit is given in a turn is often less than its maximum speed. Unit has been fired upon within the past two turns (# next to name in unit info display): Infantry - 50% of Speed, Vehicles 67% Unit is seen by enemy units but has not been fired upon (* next to name on unit uinfo display): Infantry 67%, Vehicles 100% Unit sees no enemy units and has not been fired upon (no symbol): Infantry - 100%, Vehicles 100%

Melee and Overrun

Melee is for infantry units and is engaged by pressing Atl-M on the keyboard. Overrun is for vehicles and is engaged by pressing Alt-O on the keyboard if occupying a hex with an enemy unit the attacker takes a "Morale/suppression check" to initiate melee/overrun. If the attacker fails, the defender gets a "free opfire" and the attacker gets suppresed - the attacker cowers back to his "corner" of the hex. If really unlucky and/or depleted, it can even surrender. If the attacker passes the Morale/suppression check, the defender takes a Morale/suppression check - if it fails the attacker gets a free melee whack at it and the defender responds with survivors and at 2/3 strength. If the defender is pasted too bad, it can surrender. If both pass, then hand-to hand combat ensues. There is a chance that attackers will "go berserk" (especially if Japanese or Russian) and get an "extra chance" to pass the gut check if they fail the first time, and a bonus kill chance. Same with an occasional "stubborn defense" if defending. Each attacking man gets an "attack chance" figured and each sucess is an enemy casualty. You get a bonus for grenades, satchel charges and flamethrowers. High experience and leadership values will help you. Overrun attack factor is figured as a function of vehicle size, MGs, and Main gun HE - plus experience and leadership. This attack factor attacks each defender, but they get a chance to "save" based on their experience. In both cases 20-40% casualties will typically result, with surrender at the end a distinct possibilty. The routine was set up so 3 "rounds" should eliminate an enemy, whether one squad fighting 3 seperate turns, or 3 squads piling on 1 guy, but luck plays a big part. You have to be "normal" i.e. not pinned, retreated or routed) to intiate melee. If a vehicle overruns a gun there is a special chance that it will destroy the gun itself, but if it does so there is a slight chance it can get immobilized in the process. Each man has an attack factor computed (nominally between 10 and 40% based on a host of factors) and each man is given a roll of the dice, and successes cause enemy casualties. Both
are applied at the end of the round Multiple squads melee the survivors of the first squads attack. In general, 3 melees are assumed to be the average to prove conclusive (defined as surrender or elimination of all one sides troops). That is, either 3 turns of the units occupying the hex (ie 5-10 minutes of fighting time at 1:1) or a 3:1 advantage in a single turn (3 enemy squads occupying the hex with the defender and all meleeing sequentially). If you want to storm entrenched of fortified units rather than take pot shots at them all day, it is one way to do it, but you better have a numerical advatage in squads or a really big morale/experience advantage!

Tank Machine guns

Though tanks were usually equipped with machine guns, they tended to use those weapons only at close ranges. Therefore vehicle crews must pass an experience check to fire their machine guns farther than six hexes, unless the vehicle is tank with a main gun that is damaged or has been rendered inactive to save ammunition. This also represents the difficulty in having crewmembers load the main gun while firing the coaxial machine guns and coordinating the fire of the bow gunner. The result is sometimes all the MGS on a tank will fire, other times only the main gun will. This is not a bug, just the fact that it is a difficult fire coordination problem.

Pulling Back

Sometimes when infantry is under fire they will retreat. If so, the message Pulling Back is displayed. If infantry have smoke grenades, they will fire it automatically in an attempt to cover their retreat. Transport vehicles (trucks and half-tracks) will often withdraw if armored vehicles approach. Tank panic - infantry may run from tanks as they move

Hull-down

Designers Note: A Top Ten rule for a tank to survive on the battlefield is to be hull-down. This means that the hull is protected (behind a stone wall, the crest of a hill, etc.) while the turret is free to fire. A hull-down position allows a tank to shoot while making itself a much smaller and less exposed target. Hull Down status is a bit abstracted, as it should be based on the direction the fire is coming, not just where the front is pointed. Nonetheless, the following rule captures the flavor of tanks being in improved positions. Vehicles that are hull-down are harder to hit and can only be hit on their turrets. Vehicles are considered hull-down if they are arent stationary and are in: A Rough or Stone Building hex or, In-Cover or, A hex that is higher in elevation than the hex containing the unit firing at them, or In an entrenchment hex and are being fired on from the front. Vehicles that are hull-down have their size divided by 4 for hit chance purposes, and can only be hit in the turret.
Terrain Effects on Movement and Combat
Terrain Type Clear Pavement Gravel Dirt Cobblestone Sand Mud Swamp Paved Road Dirt Road Trail Rough High Grass Slopes Cliffs Rocks Boulders Streams Canals Rivers Coral Reef Shallow water Water Deep Water Snow/Rain/Sandstorm Bocage Sandstone walls Stone walls Trees Wood Buildings Stone Buildings Multi hex buildings Trenches Gullies Crops Plowed Fields Vineyards Orchards Wood Bridges Stone Bridges Rice paddies Polders Graveyards Marsh Foot Movement 3 NA NA NA (+1) 3 (+1) 3 Wheel Movement NA NA NA NA NA NA (+1) NA NA NA (+1) NA NA NA 4 Wheel Movement NA NA NA 1 (+1) NA NA NA (+1) NA NA NA Track Movement NA 12 NA 1 (+1) 6 (+1) 6 Defense Poor Poor Poor Poor Poor Poor Very Poor Very Poor Very Poor Poor Poor Excellent Poor Good Very, Very Poor Excellent Very Good Good Good Poor Poor Poor Poor Poor Poor Good Good Good Good Very Good Excellent Excellent Very Good Very Good Fair Fair Fair Good Poor Very Poor Poor Poor Fair Very Poor Notes

headquarters B0 has no orders left it might still expend orders from the next-highest headquarters (A0). At the beginning of each turn each leader has a chance to gain new orders. Some unused orders may also be carried over from the previous turn, based on the leader's rank. Note that reconnaissance units do not use orders for movement. However, they are affected normally by their stance setting, when the Control option is On. Clicking again on recon units with a sector movement arc, will expand it to 360 degrees (this costs no orders and is just a quirk)

Gaining Orders

At the start of each turn leaders may receive new orders. The number of new orders a leader receives ranges from 1 to 10. Every leader receives a minimum of one new order per turn. The number of orders allotted is based on the leaders command rating and the nationalitys command rating based on the formula: (Command Rating + (A Random Number From 0 To 9) -40 + Nationality Command Rating) /10 Leaders may also retain unused orders from the previous turn and add them to the newly received orders. The maximum number of unused orders a leader may retain is determined by the leader's rank: Private Sergeant 1st Lt. Major Co 3 Corporal 2nd Lt. Captain Lt. Col. General 3
The total number of orders a leader may have available at the start of a turn is equal to his retained orders plus his newly received orders.

Adverse Morale States

After the number of available orders has been calculated this number may be reduced if the leaders unit is in an adverse morale state: Buttoned Pinned Retreating Routed Orders halved Orders halved Orders reduced to zero Orders reduced to zero

Unit Stance

Each unit in the game may be assigned either an Advance or Defend stance. Units assigned an Advance stance that are not suffering from one of the adverse morale states listed previously, may be moved or fired by the owning player. Units assigned a Defend stance may fire but may not move except as a result of combat. They will attempt to find cover in the hex they are in if they are infantry, infantry weapons teams, or vehicles (gun units cannot dig in), and they do not fire during the turn. Turn a units weapon off if want to ensure it makes a check to get in cover. If a unit with a Defend stance is forced to retreat, it changes its stance to Advance. The number of turns it takes to find cover is based on the experience of the unit and its suppression level and

Now you have found the Japanese Troops protecting the Bunker. (Tip: When fighting Japanese troops, you must wipe them all out.). Keep firing on the troops until they are wiped out completely.
Ok, Now that you have destroyed the Japanese troops, move your Engineers SLOWLY forward to find the Bunker. You found it, Great. Now surround the bunker from the sides and rear. Remove as much suppression from your Engineers as possible. End the turn and assault the Bunker on the next turn.
Now, turn one of your Engineer units towards the Bunker and attack. This should automatically set up an Assault Chance. Good, you have destroyed the Bunker. Now, move to the Victory Hex. You should encounter the Japanese HQ Unit. Have some fun and destroy the HQ also.
Congratulations, you have learned how to assault a Bunker. Good luck and many happy hours of playing SP World at War. William Rusco williamrusco@cs.com
Assaulting mines and bunkers under fire
By: Don Llewellyn In the two previous tutorials you learned how to use your engineers to clear a path through a minefield, and how to use them to blow up bunkers. In this lesson you will do both, but will be under fire from troops, tanks and bunkers. Dont worry youve been given plenty of weapons to do the job! First, start the scenario. This is set up like many campaign games in which the AI is defending you will approach a ridge and face many entrenched units. Now look right above the east-west road, and you will see the letters A and B.
This is the most likely location for the minefield, and you want to be able to find it and clear it without being under fire, so we will lay down a smokescreen. Youve been given a lot of artillery, so use your FO and lay a smokescreen from north to south somewhere in between A and B. Once that is done, send your 4-man recon teams forward until they find mines, the enemy or both. Here my recon unit found both!
Follow the recon teams with your engineers, and keep the tanks and rifle teams close behind them for covering fire should the smokescreen not prove sufficient.
Here all I wanted my recon teams to do is find the minefield any other units they expose is a bonus. While you are doing this, use your artillery to fill in any gaps in the smokescreen, and of course to hammer any enemy units you see. Ok youve found the minefield with your recon units, and youve moved your engineers up. All of your engineers are set to clear mines in front of unit, and all you have to do is put them next to or on the mines to clear them. I like to stack 2 or 3 squads to clear them faster, but many times you cant do this when you first find them.
Here it wont let me stack them Ill do that next turn. For now just get each unit on a mine, and they will start clearing them. Next turn, stack your engineer units and they will quickly clear a path you only need to clear a one-mine wide path for the tanks and infantry. Uh-oh, bad news here! Unfortunately, this picture shows how you will many times find bunkers:

Single Hex Ter00z4

Designing Custom Graphics for SP:WAW
With all this talk about custom graphics, many users may wonder how they can create their own graphics for use in the game. Unfortunately, Steel Panthers: WAW uses a difficult and unwieldy system for its graphics. The files are bitmapped images, organized into sheets of related types called shape files (they use the.shp extension). The process of converting a bitmapped image into a usable shape file is complex the bitmap must be drawn with a limited palette of specific colors, then scaled, centered, and finally converted into the.shp file. Steel Panthers is very particular about this arrangment, and embarking on the creation of custom graphics for the game is not for the light-hearted! However, for those interested in giving it a try, there are several utilities created by talented programmer Fred Chlanda that allow for the creation and manipulation of shape files. Some of these utilities are included with your Steel Panthers game, and others can be found at Freds website at freds.webprovider.com. For more information on getting custom graphics into the game, or to submit drawings, pictures, or ideas for structure graphics, please feel free to contact graphic designer Paul Lewis at polar@niagara.com.
Placing Structures - An Overview
There are three buttons in the Map Editor that allow for the placement of structure graphics.
Single-Hex Wood Structures
Single-Hex Stone Structures
Multi-Hex Stone Structures
Random Placement of Structures
Random placement is the default mode of the editor. In this mode, the editor will randomly cycle through the available icons of the selected building type. To place stuctures randomly 1 Click on one of the three building buttons 2
Type in the number of the building type you want to place, and press
Left click on the map to begin placing icons
To lock onto a building icon during random placement 1 Left click on the map until the building icon you desire appears 2

Press the

key to lock that building for continuous placement key again to unlock the editor and resume random placement
Random placement is fine for quickly placing the default single-hex wood and stone structures. However, many of the new graphic files (such as the new row houses and city streets) contain icons which require very specific placement. Random placement of these files, some numbering over one-hundred, would be very frustrating and time consuming. Thats where the new selective placement function will come in handy.
Selective Placement of Structures

Step VI - Final Touches

Finally, its time to finish the scenario by cleaning up all the loose ends. These are: Scenario Length: How long should a scenario be? It depends, of course, on the scenario. It should be long enough so that one side can achieve victory, but not enough to drag it out. You can test an ideal length by setting the scenario to a computer versus computer battle. When you see the battle is decided, stop the computer players by pressing the Escape key. Thats a good indicator of how long the scenario should last. On the other hand, you may want to shorten the scenario a bit to provide the feeling of urgency in a battle. Keep in mind also the terrain, the distance between opponents initially and the force of the resistance. A length of 10 to 15 turns is reasonable. Formation Stance: In a meeting engagement, formations should be set to Advance. If theyre the defenders in a Defend scenario, they should be set to Defend. Use the Formation Stance button in the Deploy Screen. Setting Waypoints and Unit Objectives: If one side is likely to be controlled by the computer (for those who play games solitaire), youll need to assign waypoints and unit objectives to the computer-controlled formations. When your scenario is loaded into the editor, click on the HQ roster button. In the center of the screen, you will see your units listed by formation with the name of its leader. To the left of the leader's head is a little arrow. Click on it. Now the map and the deployed units will appear. Simply click on the route you want the units in that formation to follow. You can have up to 10 waypoints for each formation. By doing this, you can take the formation via a circuitous route and avoid going directly to the objectives. Otherwise, the computer will always attempt to find the most direct (in other words, predictable) route to the nearest or most expensive objective hex and use it. Note that ground units that are to be loaded in vehicles are a problem. To set waypoints for them, you must do so before loading them. If the transport is part of a different lettered formation (e.g., infantry is in B formation, transport is in C formation), then you can designate waypoints for it, too. Unit objectives will also help guide the behavior of the units. To use unit objectives, click on the blue flag button on the deploy screen, then click on the hex that is that units objective. To have all units use the same objective, use the green flag button. You may have to put back the unit that was accidentally placed on the all objective hex. Using waypoints in defend scenarios can make for unusual defensive scenarios. Ross McPhail has written a brief description of how this can be done; I had a breakthough today when I found out that reaction turns and waypoints will work on a scenario setting of Delay or Defend. First, background: Germany v. Poland, German Delay, Poland Defend. Campaign scenario with Germany controlled by the computer. I wanted to make two units (1) a Pzk. III and some infantry units, and (2) a Pzk IV unit move a certain way. However, when I played the scenario the units would not move. I tried changing everything but nothing would work. I had come to the conclusion that these features would not work when the scenario setting was on Delay or Defend. Breakthough. So, to try one more time, I went back to the Editor>Deploy>Headquarters screen. There I realized that the reaction turn was set for 99. I'm not sure if this is the case, but it seems the computer defaults to 99 when the scenario setting is Defend or Assualt. I then changed it to turn in which I wanted the unit to move. For example, my Pzk IV unit was set to 1 and the Pzk. III unit was set to 1 (it was a reinforcement unit anyway). I then cleared all previous settings. I then switched all control settings to computer. Next, I set the reaction turns for all my units. Those that I wanted to stand hard were set to 99. Those which I

Leader Information Display When you load a scenario/save file, the title will disappear and be replaced by a list box which will show important information about units and their leaders. The first column shows the Side (one side is 0, the other 1). The Side Radio Group box (top left corner) should give the country names which correspond to 0 and 1. Next is the unit designation (which may not correspond exactly to what is displayed by SP). The third column shows the unit name and the fourth the leader(s) name. Following this are six columns which give the Unit/Leader ratings for Experience, Morale, Rally, Infantry, Artillery and Armor skills. These last six columns can be edited and will be saved when the scenario is saved. (Unit and leader names can be changed via the Unit Data screen.) One important function of WaWEd is to override the default values used by SP and quickly assign a distribution of Experience etc to reflect the wishes of the scenario designer. To do this dice are rolled. Separate statistics can be used for Experience, Morale, Rally and the Primary skill of a leader (Sk1). The secondary skills (e.g. Artillery and Infantry for a tank commander) are set using Sk2. A random rating is arrived at for each Unit/Leader by taking the value in the Base column, adding the result of a die roll of d dice with s sides, subtracting another die roll of d1 dice of s1 sides. The result is constrained to fall into the range given by the Min and Max values. The values of these statistical parameters can be typed in or loaded from a country configuration file as described later. After setting the statistical parameters, a side for which the parameters are to be applied should be chosen (DON'T FORGET!). Each of the skills can be rolled individually by using the button at the right of the parameters. For example, if you wish to reflect a battle in which units of one side all have a morale boost because of a recent victory, the parameters in the "Mor" line can be adjusted and the Mor Roll button pressed. If you want to change the values for all of the Unit/Leader ratings, press the Roll All button on the left. To polish up the scenario, individual values can be changed directly in the Leader Information Display. If you are a frequent scenario designer you may wish to prepare a country configuration file with the necessary statistical parameters so that they don't need to be typed in all of the time. An example file is Std_stat.txt which is included by way of example. The file structure is quite simple. It is a standard text file. The first non-comment line holds a number which is the number of entries in the file (5 for Std_stat.txt). Each entry consists of a text description e.g. Standard Average Troops. The first word of this description is interpreted as the country (or main category) of the entry. The description is followed by five lines of data with 7 numbers in each which are the statistical parameters just as they appear in WaWEd. A large country configuration file, WW2_Stat.txt, prepared by Nick Papp to be used in conjunction with the SP2 adaptation to World War II (SP2WW2), is also included. To load a set of parameters from a country configuration file, first use Tools|Load Country Data. Then use Tools|Select Country Data. Click on one of the countries in the left column and then chose the specific data set from the list on the right. Click the Set button to transfer the parameters. Unit Data Window. Pressing the Unit Data button or selecting this option in Tools will bring up a new window with a lot of information about the unit that is currently selected (clicked on) in the Leader Information display. Some of the items are in red. These can, but probably should not, be changed. Everything else is fair game. Changes made in any of the edit boxes are only saved (to memory) after the Retain button is clicked. Selecting a new unit or closing the Unit Data window will erase any changes you have made. Of course, changes are only made to your scenario file when it is saved. Near the top of the Unit Data window you will see the name of the unit. You can change the unit name to whatever you like as long as it is not longer than 15 characters. WaWEd will truncate any longer name automatically. Below the name field is a table containing the armor values for

Now lets give the paratroops something to fight big forts with. That's why they are there. Click on E0 and then Unit Data. The SMG is fine as a primary weapon and the Bazooka fine for attacking forts. Lets replace the other two weapons with something more appropriate. Click on the BAR and then #86 the Anti Tank Mine and click Set. In the same way, replace the Hand Grenade with #84 a Satchel Charge. Change the ammo for the new weapons to some reasonable amount. While we are at it, lets change the name to US Commandos to reflect the quality of the troops. These guys are motivated and in shape, so increase speed to 12. Press Retain to save the changes for the E0 unit. Now press Copy and use Paste - Retain on the other five units. Time to save and test. It looks like those Commando's can do the job. Not spotted on their way up there and plenty of punch to knock out the forts. If you want to try blowing up the forts again but don't want to go through 9 moves to get there, you can use the Position Editor. Use Tools|Position Editor and scroll down to E0. Note the current position, x=64, y=52 and change it to 32,47 (right behind the southern fort). Press the Retain button on the Position window, then save the scenario Now you can attack the fort on Turn 1. Don't forget to change the position back to 64,52. If you want to be a little more creative, drag a box around the five Commando units in the swamp (the yellow blocks about 2/3 of the way across the map) and press Select. (You will see *'s next to their Unit designations in the list. Click on E0 (must be the second column) in the list to select it. All of the Commando units should have a * next to their unit designation. (If you want to unselect a unit, click on it again. You will need to click another column first if you have just selected this unit.) Drag another box, maybe a little larger, around the Commandos. Hit the Drop button and the Units will be scattered within the box. (You can also use the selection box as the drop box if you hit drop without drawing another box.) You need to be careful not to drop the Commandos into the lake or into a position where they would be visible to the Germans. This is probably not a very good scenario for using the Drop feature, but it is there. It you want to save your changes, remember to use the Retain button. While we are using the position screen, notice that there is a column in the table that is headed "Hid.". This is flag that indicates that a unit is not yet spotted. The Americans know from previous reconnaissance that those forts are there. They are big and not likely to move. Set the Hid flag to 0 for the Blitz Forts (c0 and c1) then press Retain. Save the scenario.
Improving the AA: If you have tried using the strike elements against the forts, you have probably seen that they are pretty effective. It is almost impossible to completely stop them, but let's make a few more changes that will make their job more difficult. Raise some of the AA units on likely approach paths to Veteran or Elite status by increasing Exp to 80-100. Also raise the leaders Art rating to abound 90. Units d0, d1, e0, e1, g0, g1, y0, z0, ab0, ac0 and al0-al3 are good candidates. Finally, to beef up the AA lets give them some newly researched weapons. Let's give some of the 20mm AA the Quad guns normally in the Whirlwind and throw in an AA machine gun for good measure. Go to ag0 in the list. Click on Unit Data then on the 20mm AA-Gun. Select #7 (20 mm Quad) from the list. Click Set. Click on the empty weapon 3 slot for the unit and select #132 (7.92 MG42 AAMG) from the list. Give it some HE ammo. Change the name of the unit to Quad 20mm AA. New radar guidance is also available for these prototypes. Set FC to 30 and RngF to 14. Now click Retain and Copy. Go to units ah0, ai0, aj0 and al3 and for each in turn press Paste, Retain. Just for good measure make these Veteran and Elite units. Save and test again. Some planes might get through, but they should suffer heavy losses, enough to prevent a Decisive victory. About half of the forts should survive.

Ter36(z4) Canals / Water Ter37(z4) Gully Ter38(z4) Orchards (R) Ter39(z4) Orchards (W) Ter40(z4) Vineyard (S) Ter41(z4) Mud / Sand Depression (S, D) Ter42(z4) Stone Wall (S) Ter43(z4) Hedges (S) Ter44(z4) Hedges (W) Ter45(z4) Bocage (S) Ter46(z4) Path Ter47(z4) Cliffs Ter48(z4) Pavement/Dirt/Sandstone Ter49(z4) Pavement/Cement/Cobblestone Ter50(z4) Multihex buildings ( 1 - City ) Ter51(z4) Multihex buildings ( 2 - Residence ) Ter52(z4) Coral Reef Ter53(z4) Pavement Cobblestone (D) Ter54(z4) Sand Stone Walls (D) Ter55(z4) Trenches (D) Ter56(z4) Plowed Field (S) Ter57(z4) Marsh (S) Ter59(z4) Berlin MH Buildings (BGR?) Ter60(z4) Multihex buildings (obsolete v5.0) Ter61(z4) Multihex buildings ( 6 - Military ) Ter62(z4) Black Sand Ter63(z4) Rocks Ter64(z4) Boulders Ter65(z4) Orchards (D) Ter66(z4) Polder (S) Ter67(z4) Graveyard (S) Ter68(z4) Graveyard (W) Ter69(z4) Graveyard (D) Ter70(z4) Clear (J) Ter71(z4) Clear Levels/Slopes (J) Ter72(z4) Rough (R,J) Ter73(z4) Rough Levels/Slopes (R,J) Ter74(z4) Jungle Grass (J) N/A High Grass/Hvy Brush Ter76(z4) Clear (R) Ter77(z4) Clear Levels/Slopes (R) Ter79(z4) Stony Beach Ter80(z4) Single Stone buildings Rowhouse Ter81(z4) Multihex buildings ( 3 - Row ) Ter82(z4) Single Wood Building Use1 Ter83(z4) Single Stone buildings Use2
3 / (Main) 3 Main Main Main 65, Main 3 Main Main Main Main Main Main 169,110,111,112 Main 5 Main Main Main Main Main 135,136,137,138 Main 149,150,151,152 Main Main Main Main Main Main Main Main Main Main Main 5 5
Ter84(z4) Multihes buildings ( 4 - Use1 ) Ter85(z4) Multihes buildings ( 5 - Use2 ) Ter86(z4) Sngl Hex User - "a" key --- City steets Ter90(z4) MC Sngl Hex Custom Terrain - "~" key
.. (S) = Summer Tileset, (D) = Desert Tileset, (W) = Winter Tileset, (J) = Jungle Tileset, Rough (R) ALLBUILDINGS PAVEMENT ROUGH MOTHERNATURE AGRICULTURE WALLSNGRAVEYARD PATHNROADS SANDNSTONE ELSE -------------------------------------------------------------------------------------------------------------------------------
Special How To Section Reminder: Any tinkering with the Bits n Bytes can lead to unexpected results or even crashes in the game. So no guarantees. All examples were tried and worked ( so far ) in SPWAW V50b21 1. Make Terrain height other than Level (-3) 0 to 30 >>>MAP

 

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