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doc0

Players Manual v4.1

Manual v4.1

2000 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..... 2 Welcome to Steel Panthers: World at War... 4 Installing the game.... 5 Tutorial For Steel Panthers: World at War... 6 Getting Started.... 6 Experienced Players Guide.... 18 General Changes.... 18 Game Changes.... 20 Preferences Screen.... 23 Changes to Game Play..... 28 New Victory Conditions.... 28 Reinforcement Request.... 29 Movement..... 29 Weather.... 30 Spotting.... 30 General Combat.... 30 Campaigns.... 37 Changes to the Armor Combat System.... 38 National Characteristics..... 39 Commandos and Partisans.... 41 New Terrain Types.... 41 New Battlefield and Obstacle Effects.... 43 Long World War II Campaign.... 43 New Countries.... 44 Editor Changes..... 44 Encyclopedia Changes.... 46 Detailed Player Guide.... 47 The Selection Screen..... 47 Choosing Scenarios and Campaigns.... 48 Playing a Scenario.... 48 Playing a Campaign.... 49 Playing a Battle.... 49 The Game Editor.... 49 Load and Save Games.... 49 The Battle Map Toolbar.... 50 What the Numbers Mean.... 53 Movement.... 56 Unit Status..... 60 Spotting..... 61 Limited Intelligence.... 61 Combat..... 62 Opportunity Fire (OpFire).... 65 Terrain Effects on Movement and Combat... 67 Combat Results.... 68 Rally..... 69 Armor Damage..... 70 Indirect Fire.... 71 Air Support..... 74 Gliders and Paratroops.... 75 Special Forces and Guerrillas.... 76 Command Control and Orders.... 77 Entrenchment..... 81
Ammunition.... 82 Order Of Battle Editor.84 Playing Scenarios and Campaigns... 88 The Purchase System.... 88 Battle Generator.... 90 Deploy Units.... 92 Unit Configuration.... 94 Scenario Editor.... 95 Editor Deploy Screen..... 98 Build a Map.... 100 Tutorial: Designing Your Own Scenarios... 101 Working with Waypoints.... 112 Using Beach Assault & River Crossing Scenario Maps in SPWAW generated battles. 113 How to Convert SP1 Scenarios into SPWAW Scenarios.. 114 Tools..... 114 Step by Step Instructions.... 115 DESIGN YOUR OWN CAMPAIGN... 118 User Campaign Editor..... 120 FAQ..... 123 Questions about playing the game... 123 Questions about scenario designing... 131 Design notes..... 136 Abbreviations.... 146 Glossary..... 148 Hotkeys..... 149 Deploy Screen Keyboard Equivalents:... 149 Hot Key Only On Deploy Screen:... 149 Battle Map Screen Keyboard Equivalents... 149 Map Editor Keyboard Equivalents:... 150 Hot Key Only on Map Editor Screen... 151 Credits..... 152

Introduction

Welcome to Steel Panthers: World at War
Steel Panthers: World at War adds a new chapter to the popular Steel Panthers series from designer Gary Grigsby and published by Strategic Simulations Inc. Though SP: WAW is based largely on Steel Panthers game system, it is far more than a sequel. It transforms a classic DOS game into a Windows format that can be easily played on most computers. It richens the tapestry of combat with enhancements to armor, infantry and artillery, and more faithfully representing WW2 combined arms warfare than previous versions. The sound and graphic enhancements add a whole new dimension of immersion into the game. So, climb into the turret and take command. You make the decisions as you command individual tanks, guns and squads of infantry. Your battlefield is the era of World War II, from the Japanese invasion of China in 1930 to the hair-trigger standoff between Communism and the Free World in 1949. Choose from the forces of twenty-seven nations as you maneuver over a wide range of terrain, from the steppes of Russia to the island jungles of the Pacific. SPWAW comes with more than 50 scenarios as well as several long campaigns. Players may also create their own battles using the games powerful Editor. Games may be played against the computer, face-to-face, by E-mail and over the Internet.

In this scenario, the map measures 100 hexes from side to side and 80 hexes top to bottom, or 5 kilometers by 4 kilometers. You can turn the hexagons off again if you want a more aesthetic view of the map. The locations youll need to capture in this battle are several vital crossroads around the village of St. Lunaire. In this battle youll find Objective One at hex 41, 24 on the map (those numbers are the vertical and horizontal coordinates, just like you see on a road map). The U.S. flag on the objective hex shows that you already control it. On the other hand, the German flag at Objective Four at hex 71,22 shows that your opponent already controls that location. However, the objectives at hexes 62, 6, 56, 24 and 51,33 have white boxes marked with a V. This means they are neutral hexes that arent controlled by other side. To win the game, youll have to capture the neutral and German-controlled objectives while retaining control of the one you start with. Be warned that your computer opponent will be trying to do the same thing to you. How much are the objectives worth? Run the cursor over each one and youll discover that the three neutral hexes in the middle of the map are worth 900 points apiece, while the other two are worth 250 points. That tells you right away what your priorities should be as commander. You take control of an objective that is not yours by moving through it with one of your units. When you do this, the flag will immediately change to reflect that it is yours. And since it is yours, its points belong to you as long as it remains yours till the end of the game. If, however, the enemy retakes it, then those points are his unless you take the hex back.

Let the Battle Begin

Now its time to issue orders to your troops. First, well load your foot soldiers into transport vehicles. In this tutorial, the first thing you want to do is to load your infantry onto the transport provided for them. First move your cursor to the hex where your A0 leader unit is. If you have a hard time finding it, go to the Unit Menu button, open it, and click on AO. That will take you to hex 36,26.
Youll want your headquarters to climb aboard half-track unit J0, which is in the hex to the right. But wait a minute. Your half-track cant give the foot soldiers a lift unless they both occupy the same hex. To order a unit to occupy a hex that already has a friendly unit, hold down the shift key while clicking on the destination. Click on the A0 unit. It should be highlighted with a red cursor. Now hold down the Shift key and left click on hex 37,26, where the half-track is. Youll see and hear the HQ unit move there. Be sure that the A0 unit is still highlighted, and not the half-track. You can verify that because the A0 units information should be displayed at the bottom of the Battle Map. Or, information on the A0 will pop up when you hover the cursor over the hex. Now click on the Load button or press the L key, and then click on the half-track in the hex. The A0 should disappear. Now its loaded on the half-track. Click on the Half-track and the last unit loaded will appear in the information window. The rest of your infantry the ones that show several little soldiers should also be loaded on to the nearest half-tracks. Once you have finished, load the bazooka, mortar and machinegun units.

sandstone wall. To create stone walls in the Editor, click the stone wall icon and place as you would a road by clicking on two hexes. The computer will lay a wall between them. Hedge. As with roads, only tracked vehicles may cross or breach them. Click the hedge icon to place. Place as you would a road, click two hexes and the program will create a wall between the two. Bocage. Superb defensive terrain. A one-hex-long, straight hedge actually represents 50 yards of an old and buried stone wall, covered with high hedges, bushes and small trees found along the way. It is assumed to be between 12 and 18 feet tall, so tracked vehicles crossing them are assumed to be exposing their bellies as they crest the top. This weakness only applies across the targets front arc and only on turns when the vehicle moves. This penalty does not apply to the U.S. Sherman Dozer, which can breach bocage. Bocage is placed in the Editor similar to stone walls and hedges. Click the bocage icon to place. Place as you would a road, click on two hexes and the program will create a wall between them. Water Depth. Water may now be depth 0 (coral reef), 1 (shallow), 2 (normal depth) and 3 (deep water. Obstacles called Asparagus may be placed in water, beach, swamp and other hexes. They function like dragons teeth. Cliffs/Rocks/Boulders - This button evokes a query, where the user chooses which type of terrain to apply. Rocks are excellent defensive terrain and impassable to wheeled vehicles. Boulders are good defensive terrain and are impassable to all vehicles, except aircraft. A road will negate the extra movement costs. Cliffs may only be placed on slopes and are impassable to all units, except units of the Special Forces class and it will take all movement points of the unit to enter, which must begin movement adjacent to the cliff. A road will not negate the movement limitations of a cliff. A cliff is very bad defensive terrain. Rocks, cliffs and boulders are generally treated as very rough terrain. For instance, the chance for vehicular breakdown is increased for rocks and cliffs are a very bad place to try to land a glider. .Swamp/Marsh - A new terrain type, called Marsh can now be evoked in the editor, by selecting swamp. This terrain is derivative, and therefore similar to swamp. Marsh may be placed on hill tops. Crops/Plowed A new terrain type, Plowed fields, is brought up by using the Green Crops button that will give a choice between crops and plowed fields.Beach when choosing beach, user is queried for sand beach or volcanic(black sand) beach. Sandstone wall - In desert, stone wall is a sandstone wall. Scrub Trees - In desert, some trees are scrub trees. Sand Depsression - In the desert, mud is a sand depression. Dunes and Snow Banks - If in the desert, high grass is dunes, if in the winter, snow banks Rice Paddies In jungle, crops are rice paddies. Jungle In this terrain, clear terrain and hills are a light brown/green with darker green edges. Rough In this terrain clear terrain and hills are a dark brownish green

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

receive at least one or two shots per turn unless the unit is in bad shape. You may make individual weapons inactive by clicking on them in the Unit Status Screen, and then clicking on the name of the weapon. If the weapon is listed in green, it is on. If in red, it is off. This can be used if you absolutely do not want the weapon to be used, even if the unit is fired upon. The AI can override the Opportunity fire range restriction if the unit is fired upon. Hitting the C key allows a player to choose one weapon from a firing unit. When playing with the optional limited ammunition rule, this allows, say, a friendly tank to conserve its cannon ammunition while using the plentiful ammo of its machine guns.

Accuracy

When you move the cursor over an enemy unit thats within range of friendly forces, or use the Target key to cycle through enemy units, a pop-up box will display the percentage chance of a hit. At long range, weapons will tend to have poor accuracy (no fire control computers in 1939), with hit probabilities of 2 percent or so. If youre playing with limited ammunition rules, you can take a lot of low-odds shots and run out of ammo quickly. Close-range shots mean letting the enemy come dangerously close, but hit probabilities can exceed 90 percent. There is always a 1% chance to hit or miss in any shot.
A units experience and the skill of its leader a units leader are crucial. Those numbers are checked every time a unit fires. If the firer passes both the experience check and the leader skill check, it gets a big bonus to its accuracy. If it passes the experience check but fails the leadership skill check, its hit probability is normal, while failing the leader skill check results in a penalty. Thus fire from veteran troops is deadly, while green units will be much less effective. The hit probabilities shown are very rough. Range, suppression, movement, terrain, and weather will all affect the final number. For example, against entrenched infantry, hit probabilities wont be much higher than 30% unless the firing units are elite. In general, a units accuracy is based on its accuracy rating. This represents the range at which the unit has a 50% chance to hit. This is adjusted based on the range of the target, the maximum range of the weapon and whether it is small arms fire or not. Other modifiers include Target size. This affects hit probablities, with larger targets more like likely to be hit. Terrain offers protection by reducing the effective size of a target. Target size modifers range from 240 for a big size 5 target, to an adjusted size of 4 for a small target. The

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.

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 can be sped up by adjacent engineer units. It usually takes several turns to reach a dug-in state. Units in Defend stance are now 33% or so more likely than advancing units to receive special Opfire when they are otherwise out of shots. "Special" OpFire works on 3 triggers: general movement - spend lots of timein the guys LOS and you will have a good chance of a "special opfire shot" even at significant range; firefights - if you shoot at an enemy, there is a good chance it will shoot back; close approach - if you close inside of 2 hexes there is a good chance the enemy will take a pot shot.

The Basics First, heres the sequence of how the process works: Choose a battle Design a map Choosing your unit. Placing your units Assigning objectives Put on the finishing touches

Step 1 Choosing a Battle

Perhaps you have in mind some particular conflict that has interested you for some time. It could have been the suggestion of a movie you saw or a book you read, or perhaps you played a SP: WAW scenario and decided it could be improved. Some sources of inspiration are: Your own library. Most people into military history have a limited selection of books they have gathered over the years or months that might offer the material you need. Start there. A wargaming friend. There may be someone you know who has books that he will lend out. If you borrow them, do return them. Theres nothing lower than a book thief. The Public Library. If possible, visit your local library. You can find some volumes there that are simply not available anywhere else. Some of these are real treasures. Look through the military history section and see what is there. TV. Its not always the Boob Tube. There are a number of channels that offer good historical documentaries on various aspects of warfare. Some of the programming is very general, but it can get your mind started in the direction of where you would like to go. Some of these include
Victory at Sea, Battleline, World at War, or perhaps best researched series, called Battlefield. Many of these can be purchased and are worth the money. Book Stores. Here is one of your better sources. Visit those in your town or city. Look in the phone directory for the listing of second hand bookstores. There are some real finds there. Many bookstores ship by mail. Write them and ask for their catalog they should be free. The Internet. There is a slew of military history sites on the Web.

Step II Making a Map

This is one of the trickier parts. But just as terrain determines a real-life battle, the quality of your map will profoundly affect your game. Proper map building will take as much or more time as any other part of the effort. In fact, most maps require a days work if they are worth anything. Avoid computer-generated maps. They look like jigsaw puzzles with the pieces stacked on top of each other. For example, your scenario will suffer if your map is either too barren or too busy. A barren map is open ground with few terrain features. It makes for an ideal long-range gunnery contest, but gives little opportunity for strategy and maneuver. On the other hand, a map that is too crowded with rough terrain limits the movement of units to a crawl, causing the battle to drag. Somewhere in between is where you want to be in your map design. 1. Remember to constantly save your work. Crashes do happen when working with computer programs. No matter how stable the game might be, it can happen. Power outages, a heavy handed cleaning, curious kids and roaming pets can create havoc from the outside. Nothing repeat nothing is more upsetting than spending 3 long hours working your way through a map design and then have the computer suddenly freeze. You can watch your work disappear as the machine reboots. Try to save every 10 minutes or so. 2. Avoid Certain Buttons on the Map Editor. Almost as disastrous as not saving is the pressing of certain buttons on the map editor. Open the map editor in your game and look on the right. You will see various rows of small squares or buttons. These are what you use to place certain types of terrain onto the blank map in front of you. Among the improvements in SP: WAW is that the most damaging buttons now have a Yes-No option. Which buttons are deadly? CLR If you press it, the computer will ask you if you wish to erase the map. Type a Y and it is done. Even then its not a problem because you saved your work, didnt you? Half Beach Half Ocean Did you notice the little button that has sand and sea on it? That one is for designing amphibious scenarios. In all other versions of Steel Panthers, when you click on it, the editor automatically adds landing craft of one sort or another to the first side chosen, or to both sides if a meeting engagement has been designated. No problem except you cant get rid of them unless you start the scenario from scratch. SP: WAW fixes this bug, but still be careful. Streams to Rivers Dont use this one. Period. If you are careless and click on this one thinking you are going to place streams, any streams already on the map will take on garish proportions, filling your map with bizarre designs, beaches and covering over a lot of terrain you have done. 3. Make Large Maps Unless you are absolutely sure that a small map will suffice, always go

these. Its a very handy tool!
Step III Choosing Your Units
Your Warriors Purchasing units is fun. As you peruse the files listing available units, you begin to feel like an arms dealer with a bundle of money. So many things to buy! Make your purchases carefully, however, as they will largely be the determining factor of your victory or defeat. Lets begin by loading your saved scenario into the editor. Once loaded, you are going to buy units for both sides. Notice under the flags that there are some buttons. The two that are of interest to you are Buy and Deploy. The first one allows you to purchase your units. The second one lets you place them as you think best. Making Purchases: No Credit Just before you begin picking and choosing, there are a couple of things to keep in mind: The number of Units in the Scenario: Except for campaign or battle scenarios, the purchase points have no relevance. You are only limited by what the game can handle. But dont make your first scenario a monster. The natural inclination is to buy, buy, buy (Oh, you say to yourself, I just gotta have another platoon of tanks!). Keep it manageable, say 40 to 60 units for both sides in your first attempt. Big scenarios are not always good scenarios! Keep in the back of your mind the description you wrote for your scenario. It will serve as your guide in creating it. If it is historical (or even hypothetical), you need to be cognizant of what weapons were available during that time period (note that the choices the game allows you are very accurate, but not totally accurate), the type of units involved and the type of battle you are developing. For example, dont give one side all tanks and the other side only infantry unless the historical situation calls for it. The Availability of Units for your Scenario: Be sure the date for your scenario is correct. The game will generally offer you the weaponry and unit organizations available during that time period. There also are numerous Steel Panthers enthusiasts who have devised their own unit and weapon files. These can be put into your Steel Panthers main directory. Check around on the Steel Panthers discussion forum on The Gamers Net (www.thegamers.net). The Unit lists Within each major class are minor classes. Within the infantry class, for example, you have basic infantry, engineers, recon units and more. Each of these may have special abilities or cost varying amounts of points. If you want to clear mines and blow bridges, you would pick engineers, which are more expensive than regular infantry. If you want to do some serious reconnoitering of the enemys positions, you would need some reconnaissance units. SP: WAW allows you to remove formations from your buy list by simply clicking on them once they are purchased. Remember that if you replace them, the new units will go into the list in the same spot from whence you removed the other units. Your Choices Now it is time for action. Begin picking your units. Choose carefully. and be sure and save your work before you begin to fiddle with your choices. Balance your forces depending on the type of scenario you are designing. A good basic rule of thumb is that the attacker should outnumber the defender 2 to 1 in

Placing Units Where should you place them? Again, it depends on the particular scenario. If its a meeting engagement, you should place both sides equidistant from the objectives (keeping in mind the terrain and the speed of individual units). In an assault-defend scenario, the defenders should be clustered around the objectives to protect them. The attackers should be some distance away, but not too far. You will have to place them, test your work, and then move them around to meet the needs of a scenario. Place or move units by left clicking on them, then left click in the space where you want them to be. If you want two units in the same hex, left click on the unit, then right click on the hex where the first unit is. Then, of course, you want it facing in the right direction. Right-click in the direction you want to face. Some rules of thumb: Not too far and not too close. You want your units in a position where it does not take half game just to get into action. People become quickly bored with a slow starter. The units should be close enough to have some combat by turns 3 or 4 at the latest. Yet also leave enough space so that the players have an opportunity to plan some strategy (such as a flanking move) before combat is joined. Dont scatter formations. Try to keep units of the same formation relatively close together, so they wont suffer command control penalties. Radio-equipped units can be a little further apart. Place units according to their characteristics. Units poor in self-defense (such as trucks) should not be at the front of a defensive line. Artillery should be in the rear, while units with limited range need to be close to the action.
Try to set up units to be mutually supporting. Throw a company or a platoon in an isolated position, and it wont last long. Dont create situations that force your units to be Rambos. Youll be disappointed.

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

This FAQ is to be used as a quick reference. It primarily focuses on the features of the game unique to SPWAW. For more detail, look at the manual. Thanks to Paul Vebber, Bill Wilder and many others who contributed.
Questions about playing the game
Q. How do I get my units to move? They show ready but will not go anywhere? A. The default game setting is to have Command and Control on. This limits movement options. Check the Command & Control and Unit communications settings. If the unit is out of range and has no radio, It will only move to the unit objective. To make it easier the first time you play, turn Command & Control off 1. Check preferences menu. Is command control on or off? If on, turn it off. Read the manual about how this feature works. 2. Is your unit set to advance or defend? Right click on the non-moving unit. If it says defend in the black screen, click on the word, Defend, and it will change to advance. Now it should move. 3. Is your unit suppressed? Does it have move factors left? Right click on the unit. Does it have move factors remaining? What is its suppression level? Anything above 5 suppression might pin or suppress the unit so that it won't move. 4. Can it move? Some units have no move factors. Check and see Q. The all formation button is gone. Do I have to move my units one at a time? A. Use the A key to use the All-Formation command. It will only work with C & C off or if the units have been assigned objectives. Another way to move all units is; 1. Be sure Command-Control and Move Radius are turned on in the preferences menu. 2. Type a semi-colon. Then click on the hex where you want the formation to go. A blue flag will appear. 3. Click on *0 (leader) of the formation you want to move. The move radius of that leader will be highlighted. 3.5 Type now the "A" key. 4. Click on a hex within that move radius where you want the formation to go. 5. You will see the entire formation go toward that hex. 6. A word of caution. Units may end up in mud or marsh hexes. They may not choose a path you would have chosen for them individually. Such a move (all formation) may be costly to you. Your units may wander into a path of enemy fire. 7. This feature (just as C&C) currently does not work in the larger maps. (Maps above the standard three sizes in SP) Q. How do I turn off the Opportunity fire confirm feature? A. Go to the preferences screen and set the Opportunity fire confirm time to 0. This will shut the feature off. Q. How do I know which units are in a formation and are mine? A. Units that belong to the same formation as the unit that you have selected are colored yellow. This helps you to keep your platoons together as a cohesive fighting force. Another reason for

assumptions of ballistic coefficients) of penetrating power at a given range in tenths of a millimeter, the "effective armor" it is compared to could vary by +/- 50 mm or more depending on the angles - if it doesn't ricochet entirely! So as a player we could give you a nice penetration table, but it would not do you much good in trying to figure out your exact chances of penetrating in any case, because you don't know the exact angles the game will use for the shot. We give the range 0 penetration and the base armor and vertical slope angle in the encyclopedia, there is the small round to round variation in penetrating power, and the small random variables in horizontal and vertical slope. Well-sloped armor at an angle gives a higher chance for a ricochet, especially at high T/D ratios or for Sabot. The difference between 50 and 60 degrees is a lot - between 0 and 10 degrees miniscule - so the effect of the randomness is aspect dependent. If you have a good clean perpendicular flank aspect against a Tiger or KV-1 say with non-sloped armor- you can look at your penetration and the targets armor and have a decent feel for penetration chance. A 25-degree front aspect on a T-34 could result in anything from ~905000mm in effect depending on which face you hit. (There is always a slight chance of a normally non-penetrating "critical hit" too :-) The bottom line is that we wanted to adjust the game so more realistic tactics paid off by more realistic portrayal of weapon effects within the basic database limits of the game. But not make the game a study in pouring over penetration tables and taking several minutes to decide if each shot should be taken. We made a huge leap, but still include some abstractions we feel are appropriate (or could not be avoided).
Online Play with Combatnet
Combatnet is a new service designed to enable users to gather and play our games. Combatnet client is software that is installed on your computer that is connected to the Internet. Users can then access COMBATNET. Once accessed, users can chat and organize to play games. COMBATNET performs the same functions as some of the popular online gaming services such as MPlayer, Battle.net and the MSN Gaming Zone.

Connecting to COMBATNET

To connect to COMBATNET using our stand alone client the user must first download and install the stand alone client ( this is already done if you have installed one of our games ).Once the client is installed it should be launched from the Desktop menu. If the user already has an account created they can proceed and log in. If not an account can be created and then the user can log in. After logging in proceed to the Using the Game Lobby section.
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.

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To the right of the screen is the rectangular menu bar with a series of buttons. This is where you issue orders to your forces. Placing the cursor over each button will display a text box describing the function of the button. Note the two arrow buttons at the bottom of the menu bar. The top one gives you the option to exit the current game and return to the Selection screen, where you can restart or exit SPWAW. The bottom button ends your turn. Youll always be given a yes or no option to end the turn or game. If you want to pause the game at any time, hit ALT and TAB together and windows will minimize SPWAW and take you to another application or the desktop. Sometimes you will have to hit ALT-TAB a couple of times before the screen switches. To return to the game, click on the SPWAW button on the task bar. Now click on a narrow bar, below all the buttons, called Preferences.

The Preferences Screen

Now youve entered the nerve center of the game, where you can customize SPWAW to play just the way you wish. All of these features are explained in more detail later in the SPWAW manual. One button that will definitely affect play is the green Command Control button. Look for it under Realism Preferences. Clicking this button to on will recreate some of the problems that real commanders faced in controlling their forces. Another is OpFire Confirm This will allow you choose whether to take advantage of an Opfire Opportunity or not. For now leave this off and let the computer decide. For the tutorial, make sure Command Control and OpFire Confirm clicked off. Then click on Exit to return to the Battle Map.

Unit Information Screen

Now that youve learned something about the game controls, its time to meet the troops youll be commanding. On the Battle Map, youll see a unit of six tiny infantrymen outlined by a red hexagon outline. Thats the A0 unit the headquarters for your entire force (the A indicates it belongs to Formation A, while the 0 shows that its a headquarters unit). In a sense, YOU are the A0 unit, in command of every American unit on the map. But you also have an on-map headquarters unit. When a scenario begins, the cursor automatically flashes on your A0 unit. Take care of him hes very important. If you are not centered on the A0, dont worry. Well get back to him. At the bottom of the Battle Map, youll see some brief information on the highlighted unit, such as stance, number of shots it can fire, and how far it can move. For now, right-click on the AO, or any other unit. This takes you to the Unit Information Screen.

Selective Placement of Map Icons
Selective placement allows the user to specify any icon for placement. In order to do this, the user must know the icon number of the graphic he wishes to place. This number can be found in the appendix of this guide, or on a special Icon Guide that can actually be placed on the editor map for your reference. To selectively place graphics 1. Click on one of the three building buttons 2. Type in the number of the building type you want to place, and press Enter
3. Press Shift ! to open the building number requester 4. Enter the number of the icon you want (see appendix or place special Icon Guide - icon 99) and press Enter 5. Left click on the map to begin placing the selected icon Note that when you select a specific icon number, the editor locks that icon for continuous placement. Press Z to unlock, or Shift ! to specify another icon number. Many of the graphic files contain a special Icon Guide (icon #99) to assist with the selection of specific icons. This handy guide can be placed on the map for reference, then erased when youre done designing your map. Note that not all files have an icon guide (see appendix). To place an Icon Guide on the map 1. While a graphic file is open, press Shift ! to open the building number requester 2. Enter 99, press Enter , and left click in an open space to place the guide To delete an Icon Guide from the map 1. Select the Clear Terrain button in the editor 2. Left click in the target hex of the guide

Lock Key In Editor

Scenario designers can now use a lock option to lock certain graphic images when making maps. You can lock a building with the Z key and then unlock it by pressing the Z key again.

Terrain Effects Chart

A terrain effects chart can be brought up during map editing by using the I key.

River Crossing Hot Key

A hot key N is now available in the map editor screen, which sets the mission to a river crossing. This will allow the infantry to be equipped with rubber boats.

Encyclopedia Changes

Armor slopes for armored vehicles are now displayed, as well as whether vehicles are equipped with armored skirts. Text about each unit can now be displayed on the lower half of the screen. The program looks for a text file with the appropriate name, which should be listed in the ENC sub-directory of the OOB file. If the side view of the unit cannot be found, a new picture that says Picture not Available is displayed instead. In addition to the icon (.sym) file, the text file (txt), side view (.pic) and sound file (.snd) are now displayed. Fortifications, naval fortifications and caves now also appear in the Encyclopedia. Range Finder value will now appear also.

Moving Entire Formations

A quick way to move an entire formation (all the units with similar letter designations, such as B1,
B2, B3, etc.) is to use the All Formation command. There are some tricks to it as outlined below. Unfortunately, they will also arrive in a jumble, so this is not a good option if you like neat formations. Also, its an easy way to march an entire formation into an ambush. 1. Be sure Command-Control and Move Radius are turned on in the preferences menu. 2. Type a semi-colon or use the blue flag icon to assign an objective. Then click on the hex where you want the formation to go. A blue flag will appear. 3. Click on 0 (leader) of the formation you want to move. The move radius of that leader will be highlighted. Depress the "a" key. 4. Click on a hex within that move radius where you want the formation to go. 5. You will see the entire formation go toward that hex. A word of caution. Units may end up in mud or marsh hexes. They may not choose a path you would have chosen for them individually. Another way if units are behind your lines is to use the h key and at the headquarters menu place the unit under computer control and give it waypoints to follow. Units will follow the waypoints until they reach the end, or are fired upon by enemy units. Note that this is not the same as assigning a unit an objective under the Command and Control rules. Its just a handy way to get reinforcements to a particular place, especially in big scenarios on very large maps. This can be especially useful in online games with a severe time constraint. The computercontrolled troops will always move before your turn is saved.

Waypoints and Objectives

Scenario designers may assign waypoints to computer-controlled formations, or players may assign them to forces that they are allowing the computer to run. The AI will follow these way points, moving and fighting as needed, until the waypoints are all reached or until turn 25. To activate waypoints for formations that a human player has ordered the computer to take over, go to the Headquarters Screen and click on the icon of a human next to the appropriate formation. A computer icon will then appear. Next, click on the waypoint (the far left) button, which will take
you to the map and allow you to click on waypoint hexes. The player must still set objectives for the formations under human control, if the command and control options are on. Reinforcements will now activate properly and may be assigned waypoints so that when they arrive they move to where the scenario designer wanted. The scenario designer may now also designate certain formations to become active on a certain turn. They will not move until the designated turn unless fired upon. The scenario designer can now place a Reactive Victory hex on the map and it will be set at 19 victory points by default. The victory hex will not be visible to the human player at all and the AI will ignore it since it is less than 20 victory points. When the human player moves over the Reactive Victory hex +5 is added to the victory level. This will now make the victory hex worth 24 points and now the AI will attempt to go after it. This is a great way to get the AI to react to human

"Ice was causing a lot of trouble since the calks for the tank tracks had not yet arrived. The cold made the telescopic sights useless. In order to start the engines of the tanks fires had to be lit beneath them. Fuel was freezing on occasions and the oil became viscous -- General Heinz Guderian Units have less chance of sighting and move more slowly due to fog, haze, rain, snow and dust storms. Units traveling on paved roads, in the rain, suffer less of a movement penalty than before.

Why Units Wont Move

Units may not move for several reasons. The most likely reason is that Command & Control is turned on, which is the default preference. Artillery pieces and other heavy weapons may only move if they are towed. Units that are routed or are retreating from enemy fire may not move voluntarily (the computer will control them as they head to safety in the rear at the end of each turn). But if you can rally them, they can move. Also note that if youre using the optional command control rules, units set to Defend (as compared to Advance) will not be able to move unless their headquarters expends command points. Also units that are not assigned an objective and are not in communications to receive a new one wont move. Pinned units wont move until rallied. Vehicles wont move if immobilized by terrain or combat results.

Stacking

More than one unit may enter and remain in a hex. To order a friendly unit to enter a hex already containing another friendly unit, hold down on the shift key while clicking on the destination hex. Units may move into hexes containing any number of friendly, enemy or wrecked units as long as they have the movement points to do so. Entering a hex already occupied costs one movement point per additional friendly, enemy or wreck unit. Thus moving into a hex with 3 friendly units, 2 enemy units and a wrecked vehicle would cost 6 additional movement points, in addition to the normal cost of entering the terrain.

Unit Status

A units movement and combat abilities are affected by its current status, which is displayed at the bottom of the Battle Map. Units may be in one of several modes:
Ready: Ready for action. Your units have a much higher chance of hitting targets and of spotting enemy units if they havent moved. Entrenched: In a prepared position. Dug-in units look as if sandbags surround them. Units are difficult to hit when entrenched, or in protective cover such as under trees or inside
buildings. Units may start entrenched when they are the defenders in an Assault scenario. In-Cover: The unit has scouted out what cover it can find in the hex, and perhaps scooped some hasty foxholes. Though its defense bonus is not as high as an entrenched unit. Units in-cover are symbolized by a series of little foxholes around in the hex. Moving: Moving units do not spot enemy units as well as positioned units and have a reduced chance to hit units they shoot at. Buttoned: Applies only to vehicles. Enemy fire will cause the crew to close the hatches, reducing their spotting ability. Pinned: A state caused by heavy enemy fire. Pinned units may not move, and their effectiveness at shooting and spotting is reduced. Routed: Hit with enough fire, units will rout. They will run away from the battle until rallied or until they leave the map. The computer, rather than players, controls these units. Routed units only rarely defend themselves, but if pursued doggedly, can decide to go down fighting and revert to pinned status. Combatants did not fire as intensely on units obviously breaking off and not a threat, so firepower against them is halved. Retreating: Enemy fire is causing the unit to fall back from an untenable position. The computer, rather than players control these units. They will halt to rally rather than leaving the map. They are also more likely to revert to pinned status and, in general, return fire more voluminously than routed units. As with routed units, they are not seen as a great threat, so firepower against them is halved.

Armor Damage

Designers Note: Since the invention of the tank, theres been a race between the irresistible power of the cannon shell and the immovable hardness of armor plate. Even today, who wins depends on many things. A small armor-piercing round might just barely penetrate an armored hull, and then send a hot splinter into the ammo storage. Then again, it could rattle around the hull and do nothing. On the other hand, a large AP round hitting a very soft target such as a truck might punch its way in and punch its way out without exploding (it actually happened). Modern man has turned war into a science but he will never totally eliminate luck. SPWAW uses a sophisticated model to determine whether shells fired at armored targets, such as tanks, actually penetrate and damage the target. First, if a round hits a target, the game checks to see whether the round ricochets. If it does ricochet, then it is considered a nonpenetrating hit. This could still damage the target if the shell is big enough. If it doesnt ricochet, then the penetration value of the shell is compared to the targets effective armor rating, which is a combination of the thickness and the slope of its armor (sloped armor is better defensively). If the penetration value is less, the round is non-penetrating. If its greater, then it inflicts damage on the vehicle depending on how much greater the penetration is versus the targets armor rating. Even if there is penetration, the damage, if any, will depend on several factors such as the size of the shell, as well as the size and the survivability rating of the target vehicle. This data is used to create a damage check that is assessed against every system and crewman on the vehicle.

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 5.0 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.

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

D0 - Lead 251/1G0 - 83,17 D1 - 251/23 H0 - 81,17 E0 - 81,18 I0 - E1 - 83,18 J0 - One of these two will be N/A, spot the other at 79,17. Open the Air Entry screen, select entry at lower right and exit at upper left. Note: To ensure each aircraft enters and exits where you want them to, you should repeat this procedure for each aircraft you will assign a target. Assign K0 to the 251/23 and K1 to one of the 251/1 halftracks. Your targeting should look like this:
After bombardment, German advance and exchange of fire, second bombardment and Typhoons every German squad should be in a state of Rout or Retreat. With any luck at all, the Typhoons will have taken out two of the halftracks. You have passed the critical stage. The initiative is now yours. There will be more fighting, but you should be able to control the outcome. We will call on artillery to do even more: Turn 4: Artillery will now be coming in uncomfortably close, so you should move the M3s back in the woods. Two hexes each will be sufficient, this will also reduce the possibility of a Typhoon mistaking them for the enemy. Click on the FO Jeep, call up the artillery screen. Targeting: 4.2 mortars German squads plus the HMG plus HQ. Do your best to make the plot fit into a pattern such as last turn, the generally rectangular shape, that way you will get better coverage. 105s Slightly below, to left of western most squads. 155s - Centered to make best use of the computer directed "I"-bracket. This will be next to what used to be or still is the 251/23. You may have noticed by now that the game engine drops artillery rounds in a fairly regular pattern; with the larger caliber field guns very often you will get a couple rounds off to the left, then a few overs - above the target hex, then in or around the target hex. You can use this spread to your advantage. Keeping the Fast artillery option OFF and observing just how the computer does this is highly recommended. Open Air Entry screen, repeat above. Target remaining 251 HT's. If you didn't get two destroyed previous turn, you should this turn. Run EOT and watch how the artillery takes care of enemy units which might have ideas. Turn 5: Go after crewmen with M3s - by now all of the Germans ought to be in a state of rout or nearly so and won't initiate fire. They may not fire at all after the pounding from the artillery. Be sure to move M3's out of impact area after their work is done. Target: Remaining squads, HMG. 105 and 155 make use of the "I"-bracket. If functioning HT's remain, target them with Typhoons.
Turn 6: Mop up remaining crewmen. Drive rifle squads back. Take VH @ 79,17, Take German VH @ 98,24. Be sure to cancel artillery fires, or they will continue from the OBA and quite likely fall on your M3s. Run EOT and you should have a decisive victory. If the Germans are stubborn, or move a little slower than above a DV may require one or at most two more turns. There you have it, Artillery for fun and profit. The lessons we hoped to pass along are first and foremost concentration of fire, without this field artillery is not serving its primary function. We hope you will also keep artillery fire on the slow option, so that you may observe the fall of shot. You can learn a lot this way. Finally and certainly important, always use an FO to direct your artillery fire. If you lack an FO, survey the units and try to choose the one with the highest Arty rating, also it becomes more important for non-FO units to establish LOS to the target. You will also experience longer response times the time it takes your arty to start firing. Generally, non-FO units will add a turn to initial response times, in addition it will not be as easy to change target hexes. Well cover that in the next installment. Until then, lets hear those big guns roar! Byron Inglesh Bing2@avci.net

Set Weather

Weather can be set from clear to snow or rainstorm. The F1 key will bring up a chart showing the weather from 1 to 5 in all of the battle terrains from Summer to Rough. Set Visibility Visibility can be manually set to go all the way up to 50 hexes

Set Length

Set the lnumber of turns you want to play.

Max Points

In the buy screen you can increase the number of points by clicking on the Max Points button. The button only works once and then is gone. The computer opponent will purchase according to what you purchased, not the maximum amount you could have purchased.

Deploy Units

Once you have purchaed your units and click Done, you will be in the deploy screen where you can choose from Human Deploy or Auto Deploy. If you choose Auto Deploy you will be taken to the Deploy screen to show you where the computer placed your units. You can manually make changes using the Deploy Tool Bar. Left click the selected unit and then move the cursor to the hex to place the unit in and left click again. Deploy Map 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 and Anti Tank Obstacles 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 Exit Deploy * Use extreme caution when using this control Cannot be undone When you choose to deploy units manually, all of the purchased units start on the edge of the map and the A0, or Headquarters unit is the active unit, illustrated with the yellow 6. Deploy your units as you did above by left clicking. To stack more than 1 unit in the same hex, press the shift key when left clicking on the occupied
hex. To see how each unit is configured right click on the active unit and the Unit Configuration screen will appear;

Deployment Controls

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. Edit Glider Assignments This button brings up the Glider deployment screen similar to the Indirect Fire screen. Here you set up Glider drops. Edit Paratroop Assignments - This button brings up the Paratroop deployment screen similar to the Indirect Fire screen. Here you set up Paratroop drops. Edit Commando Assignments - This button brings up the Infiltration screen similar to the Indirect Fire screen. Here you set up Commando deployments and objectives. Unit Objective This centers the map on the active units formation objective. Entrench All Units This button will entrench ALL of the units in your forces. Use extreme caution when using this control. Build Minefields and Anti Tank Obstacles Brings up Mines deployment screen whre you can place mines, barb wire and anti tank obstacles like dragons teeth and asparagus. Show Unit Visibility Shows the active units line-of-sight (LOS) in the direction it is facing Zoom In Magnifies the map. There are 4 zoom levels Zoom Out Reduces the map magnification. Clear Dark Hexes Clears the battle map of any shaded or smoke filled hexes for better viewing. Save game Saves the current game. Left click a slot on the save menu and the turn number and sides are entered automatically. Go To Weapons Encyclopedia Opens the Encyclopedia. Toggle Hex Grid This turns on or off the hex sides and overrides the preference button for the duration of the deployment. Set Formation Objective This sets the objective for the active units parent formation (B0, C0). This control can be combined with waypoints for computer control of the formation Load All Units Into Closest Vehicle This allows the player to quickly load all of the units in your forces into the nearest load carrying vehicle. Use extreme caution when using this control. Once loaded it cannot be undone and formations may be mixed up causing Command and Control problems. Save your battle before using. It is best used when purchasing for scenario design and formations are purchased and deployed inidvidually instead of purchasing all and deploying all. Set All Formation Objectives- This allows the player to set one hex as the objective for all of the players units. This control can be combined with waypoints for computer control of the individual formations Change Formation Stance The button changes the stance from Advance to Defend for all

Use2 Military

Placing Multi-Hex Structures
Caution must be used when placing multi-hex structures as the some of the older graphic representations are deceiving. All multi-hex structures fill seven hexes with stone building when placed! Although the graphic may not visually fill seven hexes, the game still treats the placed structure as seven hexes of building. Thus, when you place a multi-hex structure on the map, be sure to check that the graphic fills all seven hexes. If it does not, as many of the older graphics do not, you must clear the empty hexes so the game does not treat them as building hexes.
Stone Stone Bldg Bldg Stone Stone Stone Bldg Bldg Bldg Stone Stone Bldg Bldg
When a multi-hex structure is placed in the editor, it creates a seven-hex cluster of stone building, regardless of the shape of the graphic.

Clear Clear Clear

In this example, the building graphic does not fully occupy the seven-hex cluster. However, the game still treats all seven hexes as stone building hexes. To avoid gameplay problems (and hidden tank traps) CLEAR the offending hexes with the editors clear tool.

New City Graphics

A new feature to the Steel Panthers Map Editor is the ability to create dense cityscapes with row houses, cobblestone streets, gutters, and sidewalks. Row house is a generic term used to denote the various structures typically found along the streets of any builtup European city. These new graphics allow the Steel Panthers scenario designer to line their streets with rows of connected buildings to create more realistic-looking cities. City blocks of virtually any shape can be created. Single Hex Row Houses occupy only one hex, and allow the scenario designer fine control over the shape of his city blocks. Large structures such as churches, municipal buildings, hotels, and schools are included as Multi-Hex Row Houses. To put the finishing touch on your cities, special City Street graphics have been provided and can be found in the User Custom Terrain options ( A key in the Editor).

Planning City Layout

Building cities in the editor can be time consuming, but the results are well worth the effort. Whether you are creating the claustrophobic alleys of wartorn Stalingrad, or the intertwining cobblestone streets of Arnhem, your cities will provide a whole new atmosphere for your game. Planning your cities is important. There are three stages to creating your city.
The 3 Steps to Creating a City
1) Lay out the roads Start by laying out all of your primary roads. Leave 1-3 hexes between parallel roads to lay your buildings. Due to the layout of the hex grid and the design of the row houses, use mainly diagonal and horizontal roads, rather than vertical. Fill the spaces between your roads with single and multi-hex row houses. Be sure to match the facing of the streets you want the fronts of the buildings parallel to the street. Fill small spots in with the generic single hex structures. Overlay the primary roads with the matching City Street graphics. Start with the intersections, then overlay the straight portions of road between.

Be sure about the direction the attack will come from. In 1943, the US attacks from the Right (West) side of the map - always. In 1944, the US attacks from the Left - always. Almost any map that works for the the US will work for UK, Canadians, their allies. If you set up the map with reversed sides, it probably will not work.
How to Convert SP1 Scenarios into SPWAW Scenarios

By Ross McPhail

Currently, there are over 300 different scenarios for the original Steel Panthers game. In fact, several new scenarios were posted in the last few months on the Wargamers website. What follows is a step by step process for transferring these scenarios to a SPWAW format.
You will need three tools to accomplish this task. (Actually, you will only need two, but the third makes the final editing changes that much easier). You can get these tools at Fred Chlandas website at www.freds.webprovider.com. (A special thanks to Fred for taking the time to make these tools; a task that he makes appear so effortless but which is far beyond the capacities of people like me). These tools are: 1. 2. 3. SP1toWW2 WAW Map WAW Ed A tool for converting SP1 scenarios to SPWW2 scenarios. A tool for converting SPWW2 maps to SPWAW maps. A tool for editing SPWAW scenarios. This makes changes easier.

Process (General)

This is for those who already know how to use these tools and would like to jump-start the process. There are two steps to the process: First - you convert the SP1 scenario into an SPWW2 scenario. Second - you convert the SPWW2 map into an SPWAW map. Third - you make editorial changes as necessary, deploy your units, and make other changes as necessary. Essentially, what youre doing is changing the map (that part of scenario design which usually takes the most time) to SPWW2 map and then to an SPWAW map. You then follow the original scenario (or the SPWW2 scenario) for purchasing and deployment.
It usually takes between 2 to 4 hours to completely convert a scenario. It may be faster as we get better at it. I know. its not fast and quick, but it is faster and quicker than doing it from scratch and it works until Fred comes up with another genius program. However, any conversion (even with a genius) program is going to take time due to the significant differences between SP1 and SPWAW.
Step by Step Instructions
(Start with a scenario with a few units per side). Assumes you have already downloaded and installed the latest versions of Freds tools.
CONVERTING FROM SP1 TO SPWW2
1. Identify the scenario you wish to change and put it in a separate folder. This will make things much easier - trust me. There should be three files (scenxxx.dat, scenxxx.cmp,
scenxxx.txt). 2. Open SP1TWW2 (SP1 to WW2). If you have not used this tool before read the instructions first! I am merely going to explain how to use it; to fully understand the program you need to read Freds notes. Make sure the translation file is loaded. It is the file named OBLST.txt. If you see German tanks on the translation table, you are there. If it is not loaded, click on the "Load TF" button. Understand that the table will "translate" SP1 units to SPWW2 units. Therefore, there will need to be a unit name in under the column titled SPWW2 name. If it is empty, and the unit is used in the scenario, you will have to load the unit later. For now, just be aware of it, but dont worry about it. 3. Click on the convert button. This takes you to the scenario conversion screen. This where you will actually convert the scenario. 4. Click on the "SP1 dir" button. This will load the directory with the SP1 scenarios in it. DO NOT OPEN THE "SCEN" FILE IN YOUR SP1 DIRECTORY. Instead, click on the special directory into which you pasted your three scenario files (step 1). If you did not do step 1, do it now. Believe me, you may save yourself grief. 5. Click on any of the three files. The scenario name should appear in the Scenario Conversion dialog box. Click on the name as it appears and then click on the "Load SP1" button. This should cause the scenario to load (i.e. the name appears above the list). 6. Now click on the "SP1 units" button. Another dialog box should open for saving the list. DO NOT SAVE THE FILE IN THE SEPARATE DIRECTORY YOU JUST CREATED. (If you do, youll save right over the scenxxx.txt file). Instead, save it into the SP1TWW2 directory; naming it scenxxx.txt. I find that I actually have to type the.txt suffix in the name prompt at the dialog box in order to get a text file. 7. Now you have a complete list of all the units in the scenario. If possible, print this out as it will be invaluable in purchasing and deployment later. Note if there are any units that have an * by the name. These are units whose SPWW2 names do not appear on the translator table (remember that the SPWW2 names have to be on the table to convert the scenario). 8. Now comes grunt work task number 1. If you have any units with an * by the name, go open your SPWW2 game. Go into the editor. Set the appropriate date (as per the SP1 scenario you are copying) and identify the countries. Save the scenario. This will be the blank scenario that you convert onto. Do not load a map. Name the scenario "blank" or something equally conspicuous and save it in a number you can easily remember (100). 9. If you have any units on your list marked with an (*) you will need to buy one of those units (or however many, but you only need one). You may have to exit the program and load the scenario you are converting (the SP1 scenario) to make sure you have the correct units. SUGGESTION: Here is where it gets much easier (and faster) if you have two computers, such as a desktop and a laptop. You can load SP1 on one and SPWW2 on the other. However, you dont have to have it and I did my first two with just one computer. You need to buy at least one unit for every TYPE of unit with a * by it. The easiest way to do this is to use the unit number next to the nationality to make a list of units you need. 10. Once you have purchased sufficient units for each side, save you scenario again. Now,

Q. After an artillery barrage, I cannot find my infantry. They disappeared. A. When suppression gets too high, you have abandoned infantry, or more accurately out of contact infantry. When you look at your units, you can immediately tell who is very, very bad off, because the number or the + is gone. Click on the hex and they will appear Q. What do the * and # represent in the unit description on the lower left of the screen? A. # is the fired on/movement reduction indicator, indicating the unit has been fired on. Movement is also reduced for two turns after the unit has been spotted or fired at (indirect fire counts) * indicates that the unit has been spotted, or has not been moved since being spotted. Q. The information window in the upper RH corner is black. A. You are playing a V1 scenario. It needs to be upgraded to v4. To fix an old scenario: 1) Load it into the editor. 2) Change the weather from what ever it is to some thing else. 3) Change it back again. The routine that was called, resets the weather picture. 4) Changing the weather will most likely change the visibility. If so, change the visibility back to what it was before you changed the weather. 5) Save the scenario. 6) Exit the editor and play the scenario. Q. There is no move radius on the unit I clicked. A. Do you have move radius turned on? Is it a daylight scenaeio and you have already moved the unit? Is command & control on? If you still have movement available and the unit is surrounded by a dark area then you are using the default Option B in the Move Radius preferences Q. Setting up quick battles. How can I set the buy points? A. Go to the preferences screen. Click on the "Battle Points" area. Choose the number of battle points you want. Exit the preferences screen. Go to your battle menu. The number of points are now set for Player1 from your choice in the preferences screen. Player2's points will be derived from the amount you set for Player1. However, you can also set the battle points for Player2 in the preferences screen at the same time you selected them for Player1 using the same procedure. Q. I do not like the way the countries like Italy or China play. Is there an easier way of changing their characteristics than editing the OOBs? A. The "national characteristics" are linked to the "flag country" ie the initial country you choose when you buy your forces and are "transferable". Do you want Italians that can go "fanatic" like the Russians on defense? Set Country training off, up rout/rally, select Russia as your country, then hit "nation" to switch OOBs to Italy! DO you want "hold to the last man Germans in Berlin? Start with Japan and switch to the Germans. Now you get Butt Kickin Italians on a fanatical defense or Germans who "dont give an inch" of their capital. (You just have to change the name of the HQ and live with the fact you get Russian, or Japanes flags when you take the bjective.and its best to use a custom map or you may end up in a weird locale. Q. How do I bring in reinforcements? A. Use the F4 key to bring in your reinforcements.

Hotkeys

Deploy Screen Keyboard Equivalents:
3 B D E F G H I K L M N O P Q Q T V W X Z C - Reinforce toggle - Auxiliary toggle - Entrench toggle - Bombard with artillery - Edit selected unit (Editor only) - Entrench (Editor only) - Find selected unit - Go to next formation - Go to Headquarters Menu - Terrain effects screen - Set all units objectives to current hex - Load onto or with a unit - Toggle stance of selected unit - Next unit - Number of weapons (In Editor only) - Previous unit - Change unit cost (In Editor only) - Quit (In Editor sets unit modifier) - Start line - Show selected units area of view - New Headquarters - Place mines - Set and edit victory hexes (In Editor only) - Clear darkened hexes
Hot Key Only On Deploy Screen:
Space Period Alt-J R F1 F2 F3 F4 F5 F6 - Show unit data - Set game length (In Editor only) - Jump to Hex - Set maximum firing range - Assign selected formation to player 1 (In Editor only) - Assign selected formation to player 2 (In Editor only) - Assign selected formation to player 3 (In Editor only) - Assign selected formation to player 4 (In Editor only) - Assign selected formation to player 5 (In Editor only) - Assign selected formation to player 6 (In Editor only)
Battle Map Screen Keyboard Equivalents
Period ; @ + A B C E Enter F G - Stops video playback (hold key down) - Set objective for selected unit - Change range display - Zoom out - Zoom in - All formation toggle - Bombard with artillery - fire individual weapons - Encyclopedia - Unit moves (chat in Internet Play) - Fire selected unit at it's current target - Go to next formation
H I Alt-J L M Alt-M N Alt-O P Q R S T U V X Y Z Space F1 F2 F3 F4 F5 F5 F6 F7 F8 F9 F10 ?
- Headquarters list - Terrain effects screen - Jump to hex - Load selected unit - Toggle stance - Melee with enemy in hex - Next unit - Overrun enemy in hex - Previous unit - End turn - Rally selected unit - Save game - Target unit - Clear darkened hexes and smoke - View recording of last player turn - Direct fire smoke - Range - Direct fire bombardment - Show unit data - Help Screen - Time Out - Command Intervention - Reinforcement Request - Chat and Message Review - Color Choices Up (when entering chat) - Color Choices Down (when entering chat) - Unit Line of Sight Radius: What the unit can see from that hex - Unit Movement Radius: Where the unit can move to from that hex - Surrender - Used by Roger Wilco for Internet voice chatting - Toggle ID Flags

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

 

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