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TABLE OF CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . 1 Leaders . . . . . . . . . . . . . . . . . 45
Getting Started . . . . . . . . . . . . . 2 Movement . . . . . . . . . . . . . . . 46
What Comes with this Game? . . . . 2 Multiple Attacks . . . . . . . . . . . . 49
Copy Protection . . . . . . . . . . . . . 2 Prestige Points . . . . . . . . . . . . 49
Using the Mouse . . . . . . . . . . . . 2 Ranged Fire . . . . . . . . . . . . . . 49
New to PANZER GENERAL II . . . . . . . 2 Replacements . . . . . . . . . . . . . 50
Rugged Defense . . . . . . . . . . . . 50
TUTORIAL . . . . . . . . . . . . . . . . . . . 3
Spotting Units . . . . . . . . . . . . . 50
Starting the Tutorial . . . . . . . . . . 3
Strength . . . . . . . . . . . . . . . . 51
Playing the Tutorial . . . . . . . . . . 5
Supply Rules . . . . . . . . . . . . . . 52
THE BASIC SCREENS, MENUS, AND BUTTONS . . 14 Support Fire . . . . . . . . . . . . . . 53
The Start Screen . . . . . . . . . . . 14 Suppression . . . . . . . . . . . . . . 54
The Scenario Selection Screen . . . 16 Terrain . . . . . . . . . . . . . . . . . . 54
The Campaign Selection Screen . . 18 Using Artillery and Air Defense . . 55
Cinematics . . . . . . . . . . . . . . . 19 Victory Conditions . . . . . . . . . . 56
The Main Game Screen . . . . . . . 19 Weather . . . . . . . . . . . . . . . . . 56
Pop-Up Panels . . . . . . . . . . . . . 23 Zone of Control . . . . . . . . . . . . 56
Secondary Screens . . . . . . . . . . 29
CAMPAIGN DESIGN NOTES . . . . . . . . . . . 57
PLAYING A MULTIPLAYER GAME . . . . . . . 36 Blitzkrieg . . . . . . . . . . . . . . . . 57
Multiplayer Options Screen . . . . . 36 Onward To Berlin . . . . . . . . . . . 68
Creating a Multiplayer Game . . . . 36 Crusade in Europe . . . . . . . . . . 72
Joining a Multiplayer Game . . . . 37 Defending the Reich . . . . . . . . . 75
Multiplayer Game Options . . . . . . 38
SCENARIO BUILDER . . . . . . . . . . . . . . 78
PLAY BY E-MAIL . . . . . . . . . . . . . . . 39 The Scenario Parameters Screen . . 78
Starting a Play By E-Mail Game . . 39 The Scenario Builder Screen . . . . 80
Loading a Turn . . . . . . . . . . . . 39
UNIT STATISTICS DESCRIPTIONS . . . . . . . 83
GAME CONCEPTS . . . . . . . . . . . . . . . 40
UNIT CLASS DESCRIPTIONS . . . . . . . . . . 87
Beginning a Battle . . . . . . . . . . 40
Ground Classes . . . . . . . . . . . . 88
Combat . . . . . . . . . . . . . . . . . 41
Air Classes . . . . . . . . . . . . . . . 94
Core and Auxiliary Units . . . . . . 41
Naval Classes . . . . . . . . . . . . . 96
Entrenchment . . . . . . . . . . . . . 42
Experience . . . . . . . . . . . . . . . 43 UNIT CLASS AND EQUIPMENT
TYPE SPECIAL ABILITIES . . . . . . . . . . . 98
Game Turns . . . . . . . . . . . . . . 44
Initiative . . . . . . . . . . . . . . . . 44 UNIT CLASS AND EQUIPMENT TABLES . . . . 100

Getting Started
If you want to get a quick start, refer to the “Tutorial” section of the manual,
which begins on page 3. It provides a step-by-step battle plan to familiarize
you with the screens and basic features of a PANZER GENERAL® II scenario, and
should help you win part of the first battle of the Blitzkrieg campaign. If, how-
ever, you prefer to familiarize yourself with the game as a whole, turn to the
“Basic Screens, Menus, and Buttons” and “Game Concepts” sections on pages
14 and 40, respectively.

What Comes with this Game?
Your box should contain this user manual, a datacard, and a PANZER GENERAL II CD.
This user manual explains how to play and contains important information on
menus, scenarios, and unit classes and equipment. To get the game running on
your computer, follow the installation instructions on the datacard.

Copy Protection
In order to play PANZER GENERAL II, the game CD must be in the CD-ROM drive.

Using the Mouse
In PANZER GENERAL II, whenever the mouse passes over a button or hex, smart
text, describing the area under the cursor, appears in information bars at the
top and bottom of the screen, or beside the unit or button in question. This
makes identifying buttons and units easy during game play. In this book, the
INTRODUCTION term “click” means moving the mouse pointer to the desired area on the screen
Do you have what it takes to win? and pressing the left mouse button.

Will you fight as a Wehrmacht Officer, or perhaps lead your com- “Right-click” means moving the mouse pointer to the desired area and pressing
rades in the Soviet Army? You may want to hit the beaches at the right mouse button.
Salerno and Normandy as an American or British General. No mat-
ter what path you choose, you will need all your skills to triumph.
w New to PANZER GENERAL II
The successful “Panzer General” devises sound strategic plans and For those who played the original PANZER GENERAL, the sections or paragraphs
carries them out with unswerving commitment. Generals who are headed by a right-pointing triangle highlight changes and new features in PANZER
indecisive inevitably fail. Can you forge a battle-winning command GENERAL II. This symbol is only used for changes and features that may not be
and conquer your foes? Isn’t it time to find out? immediately obvious, unlike Multiplayer Play and the Scenario Builder.

1 INTRODUCTION INTRODUCTION: Getting Started 2

Scenario
Description

Player
Control
Buttons

Scenario
Prestige
Listing
Adjustment
Windows
Return to
Start Screen
Play
Scenario

On the right side of the screen, flags indicating the Axis and the Spanish
Republican forces have appeared next to the Player Control buttons. Right now
the Axis is selected for the human player, indicated by the depressed gold-tone
button. The Spanish Republican forces are controlled by the AI, since the com-
TUTORIAL puter icon is depressed and highlighted in gold. You can switch the settings if
This tutorial is intended to explain basic menus and button functions, and to you like, but return them to the default before beginning the scenario.
guide you through a small introductory battle. For detailed information about Next to the flags are windows giving the prestige percentages for each side.
the menus and options in PANZER GENERAL II, see the “Basic Screens, Menus, and Prestige is a measure of how you are viewed as a commander by your superi-
Buttons” section starting on page 14; for explanations of various aspects of ors; the more prestige you have, the more resources are at your disposal.
play, see the “Game Concepts” section starting on page 40; and for detailed Essentially, in PANZER GENERAL II it functions as money; prestige points allow you
strategy notes and game play hints, see the README.TXT file located in your to buy additional units and equipment, as well as restore damaged units. Arrow
PANZER2 directory. buttons on the top and bottom of each Prestige Adjustment window allow you
to adjust the percentage up and down. If you lower your opponent’s prestige
Starting the Tutorial setting to 50%, the Spanish Republican army receives half of the discretionary
From the PANZER GENERAL II Start screen, click on the Play a Scenario button, funds they would ordinarily receive. You do not need such an advantage in this
the left-most button in the row. This brings up the Scenario Selection scenario, so leave the percentages at the default.
screen. On the left side of the screen are two windows; the upper window should When you are finished exploring the Scenario Selection screen, be sure that the
be blank, and the lower contains an alphabetical listing of the scenarios. Click Tutorial scenario has been selected, and that the Prestige Adjustment and Player
repeatedly on the down arrow button, or click on the scroll bar slider, and hold Control settings are back where they started, then click on the check mark but-
down your mouse button as you drag the slider down. Near the end of the list ton at the bottom right of the Scenario Selection screen to start the Tutorial.
you should see the Tutorial scenario listed. Click on Tutorial, and a description of If you change your mind, click on the Exit button, right above the check mark
the scenario appears in the upper window, along with the number of players the button, to return to the PANZER GENERAL II Start screen.
scenario was designed for, and the number of turns it lasts.

3 TUTORIAL: Starting The Tutorial TUTORIAL: Starting The Tutorial 4

Playing the Tutorial The Main Game screen is dominated by the Battlefield, the map of the contested
area. At the top and bottom of the screen are text bars which provide informa-
TURN 1 tion during play, and at the right is the Options menu, a vertical row of buttons
which control various functions in the game. When you move your cursor over a
When you start a scenario, the Main Game screen appears, with the Turn panel
button, smart text appears describing the button’s function. For detailed infor-
overlaying the lower half of the screen. The following information is displayed:
mation about the Options menu, see the “Option Buttons” section on page 21.
♦ Axis Turn 1
Currently the Battlefield is centered on your selected unit, an infantry unit in
Friday, December 23, 1938 hex (20,3). As you pass the cursor over the screen, smart text appears at the top
Weather: Cloudy of the screen displaying terrain types and hex coordinates. If you pass the cur-
Brilliant Victory: 2 Turns Remaining sor over a unit, its designating number appears at the lower left of the screen,
Victory: 3 Turns Remaining the unit’s equipment type appears in the center of the bar, and the unit’s
Tactical Victory: 4 Turns Remaining entrenchment value is given at the lower right. Move your cursor over to your
unit, the 4th Motorized Infantry Regiment of the 6th Panzer Division, designated
In order to obtain a victory, all objectives must be held by your forces, which 4/6. Its equipment type, Regular, is given, and it is entrenched at level zero.
means that you have moved your forces into every hex that is a victory objec-
tive. In this scenario, your victory objective is the city of Almadrones at hex Right-click on this unit, and the View Unit panel appears. This displays quick
(18,5). If you capture Almadrones before the end of Axis turn two, you achieve statistics for a unit, such as its attack range, its soft and hard attack values,
a brilliant victory. So long as you capture the city by the end of your fourth and its current ammunition and fuel levels. Various unit functions, such as
turn, you still achieve at least a tactical victory. Brilliant victories provide more mounting and supply, are also controlled from this panel. For detailed infor-
prestige than regular victories or tactical victories, which is especially impor- mation, see the “View Unit Panel” section starting on page 27. Left-click on
tant in campaign play. the Exit button on the lower right side to remove the View Unit panel.

Click on the check mark button to remove the Turn panel. Move the cursor over your victory objective, the city of Almadrones in hex (18,5).
It is defended by the Divisional Artillery of the 12th Loyalist Division, a 75mm
artillery unit with an entrenchment level of eight. Entrenchment gives a defend-
City Name Hex Coordinates
ing unit bonuses in combat, making it unwise to attack a unit that is deeply
entrenched. Being attacked reduces a unit’s entrenchment, therefore the prudent
tactic is to attack with artillery from a distance before moving in with your other
Battlefield Requisition
troops. Also protecting Almadrones are three Loyalist infantry units, which need
Deploy Unit to be eliminated or driven off before you can assault the city directly.

Softening up the defense.
The first step is to drive a gap in the Spanish defenses. Move the cursor over to
your unit 116/6 in hex (21,2), the 10.5 leFH 18 artillery unit, and left-click to
select that unit. Now pass the cursor across the screen until it rests over an
enemy unit. If that enemy unit is within the currently selected unit’s attack
End Turn range, an attack reticule appears. On this reticule are given the expected reduc-
Game
tions in strength points for both sides; your projected casualties are listed below
Function the German flag, and your enemy’s losses are listed under the Spanish Republican
flag. The numbers displayed are not guaranteed, but are an estimation of the
Unit Designation Equipment Type Entrenchment

5 TUTORIAL: Playing The Tutorial TUTORIAL: Playing The Tutorial 6

Looking at the map, you should see that both positions from which you can
attack the 1/12 are within range of the artillery in Almadrones, as is an attack
on the 3/12 from hex (21,4). However, if you attack the 3/12 from hex (22,5),
to the upper right of the enemy unit, you are out of the 12th Artillery’s range.
This is the best choice for your next move.

Supported
(Attacking unit
Close
Supported ↓ is within
artillery range)


(Defending unit

↓ ↓
is adjacent to
artillery) ↓
Unsupported


(Attacking unit
is outside
artillery range)

strength losses that may be incurred in an attack. Left-clicking on an enemy
unit with the attack reticule over it initiates an attack. Normally, if that enemy
unit’s range is sufficient, it may return fire simultaneously. In this case it can-
not, because no unit is ever entitled to return fire upon attacking artillery units. Select unit 114/6 in hex (22,4). When a unit is selected and has not yet
moved, an area of hexes darkens around that unit’s hex. The unit is able to
In this case, the enemy infantry unit 2/12 in hex (19,4) is the best choice, move into any of these hexes by left-clicking on the destination hex. In this
since eliminating it opens up the widest avenue of attack upon the objective case, move the cursor down to hex (22,5) and left-click. This places your unit
city of Almadrones. Left-click on this unit. Gunfire sounds, explosions occur, above and to the right of the enemy. Now that the 114/6 has moved, it can
and hopefully, the enemy takes damage. Now left-click on your unit 117/6 in attack the enemy infantry. Move the attack reticule over 3/12 and left-click.
hex (22,3), a 75mm artillery unit, and again attack enemy unit 2/12.
Sometimes an attack goes very well, and you force the unit to retreat; other
Evaluating enemy artillery support. times, the enemy can put up a rugged defense, doing a considerable amount
To widen the area of attack, it is important to knock back or eliminate either of damage to the attacker while sustaining little strength loss itself. If enemy
enemy unit 1/12 or 3/12. Both the 1st in hex (18,4), and the 3/12 in hex unit 3/12 retreated, you need to take advantage of the opening and move unit
(21,5) can receive artillery support from the 12th Artillery in Almadrones. 57//6 to hex (20,4). However, time is on your side, and it is better to wait,
This means that any non-artillery unit which attacks these units comes under and try to tempt the enemy infantry into attacking; allow your pionieres to
fire from the 12th Artillery before it can engage in an attack. Artillery units entrench instead of attacking. If enemy 3/12 did not retreat, move unit 57//6
provide support when your unit is attacked by an enemy unit within the to hex (21,4). The next turn, you may choose to attack with one or both of
range of the artillery unit. If you right-click on the 12th Artillery, the View these infantry units if the enemy has not already retreated.
Unit panel appears. On the top left side of the panel, the display shows that
Move the rest of your units closer to the front, such as unit 4/6 to hex (19,3) and
the 12th Artillery has a range of three. Click on the Exit button to remove the
unit 11/6 to (20,4) or (20,5). Again, it is more prudent to refrain from attack,
View Unit Panel.
and allow your units to entrench. Left-click again on a unit to deselect it.

7 TUTORIAL: Playing The Tutorial TUTORIAL: Playing The Tutorial 8

air defense guns are unnecessary. Although artillery units 116/6 and 117/6 have already fired. and moves to the hex you left-clicked on. Reselect unit 116/6. the unit turns into a truck. However. Move the cursor over the Mount . and move it to hex (21. This signifies that all your units have moved. Mount up unit 117/6 as well. Your artillery is now mounted and can be moved to hex (20. Left-click on the Select Air Defense button at the top of the Mount-Dismount Remove View Unit Panel screen. When you place the cursor over any of the darkened hexes surrounding the unit. it turns into a truck icon.Dismount but- ton and left-click on it.3). and Note: Once a unit has moved. Now is a good time to at this time. it cannot be dismounted until your next turn. bring up the View Unit panel by right-clicking on the unit. Left-click on the Requisition button. they can still be reselected as they have not yet moved. since requisition new units before continuing on to the next turn. Vehicle has Organic Transport Range On the left side of the screen are the Unit Class Selection buttons. click on your choice. your enemy does not have an air force. Trucks are assigned to them by default. since there are no aircraft threatening your forces lighted. This brings you to the Requisition screen. to Calling for reinforcements. Moving your artillery. launch an aerial attack of your own. Left-click to deselect. though. Alternately. This means that the artillery must be mounted to move. the third from the top of the Options bar. or massive air defense armaments.3). To change to a different type of organic transport. 9 TUTORIAL: Playing The Tutorial TUTORIAL: Playing The Tutorial 10 . It is a good idea. and icons appear in the Available Transport boxes underneath the Available mounted artillery units cannot give support fire for their allies! Equipment boxes. the cost of the transport is added to the total Notice that the Next Unit button at the top of the Options bar is no longer high- cost of the unit. If you left-click on any of the darkened hexes. An arrow button at the top left of the screen allows you to toggle between different Axis countries’ forces. Several icons appear in the Available Equipment boxes to the right of the Class Selection buttons. When purchasing units that cannot move on their own. Click on one of them and two things occur: that unit’s statistics appear in the Equipment Statistics area of the screen.

the icon box is enemy unit. Total Unit Cost Keep a close eye on the amount of damage your units take. Then click on the Exit Deployment button at the bottom right of the screen. If another unit has sustained more damage than 4/6. click on the Cancel button to the left of the Exit button and begin again. The JU87B bomber is going to cost you 432 of your 500 Click on the check mark button to continue. 1936 screen and left-click on it. The prestige cost of the unit is given below the Victory: 2 Turns Remaining Available Equipment boxes. click on the Air Mode button in the Options Equipment Statistics Boxes bar to view the damaged enemy below. unlike path. Tactical Bomber Exit Requisition displaying the following information: Screen ♦ Axis Turn 2 Move the cursor down to the Select Tactical Bomber button at the bottom of the Saturday. A bomber icon Returning your units to full strength. now be in hex (19.4). The Spanish Requisition Unit Republican forces should counterattack on their turn. Cancel Last TURN 2 Requisition When the computer player has finished its turn. In the center of the screen. Available Equipment After your attack is finished. Move you select that unit.3) most likely has sustained losses. an icon of the JU87B bomber Weather: Cloudy unit appears in one of the Available Equipment boxes. 11 TUTORIAL: Playing The Tutorial TUTORIAL: Playing The Tutorial 12 . units have moved or attacked. Click on the check mark button to continue play. You have just added a new bomber to your attack force. The Allies retaliate.4) over the enemy artillery your artillery up as you did last turn – Almadrones is within their striking range. unit 12. prestige points. the game returns to the Main Game screen adjacent. finishing off any other defenders in your by ground units. If you have made a Inside the View Unit panel on the lower right is the Replacements button. Since for replacements for that unit instead. peppering one of your infantry with artillery fire. Attacking from above. If you attempt to get replacements for a unit adjacent to the depressed and darkened hexes have appeared around the airfield at hex (21. reflecting the difficulty Left-click on any of these darkened hexes to place the JU87B unit in that hex. Use the cursor to scroll the screen to the you prestige points. you do not have to advance other ground units. Now the Allied Turn 1 panel appears. of getting men and supplies so close to the front lines. enemy. click on the Exit button at the bottom right on the screen. easily affordable. and use them next to destroy enemy opposition around the city. the turn panel appears again. your unit returns to full strength.2) after retreating. Select unit 4/6 and right-click on it. Digging in for the assault. available movement hexes include hexes already occupied your infantry and tanks on to the city. The targeting reticule appears when you move your cursor over hex Don’t forget to shell Almadrones again with your bomber unit. if no enemy is When you click on the Exit button. clicking on this button adds strength points back to your unit. Left-click to attack. Move your bomber to hex (19. and your available prestige is given at the top of the Tactical Victory: 3 Turns Remaining Equipment Statistics area. click on the End Turn button. appears in the Units Available for Deployment boxes on the right side of the The infantry unit 4/6 at hex (19. fewer strength points are added to your unit. Once you secure your positions around the city.1). so long as it is not adjacent to an the bomber unit is the only unit available for deployment. Click on the Requisition button next to the Total Cost of Unit indicator at the bottom of the Available Equipment area. December 24. Air units can occupy the same hex as a ground unit. Air Defense Left-click on the End Turn button. When panel. Receiving replacements does cost with the Deployment panel extended. When all of your (19.Dismount button in the View Unit Continue your assault around Almadrones with your new bomber unit. Left- mistake. Left-click on the JU87B to Brilliant Victory: 1 Turn Remaining bring up the bomber’s statistics. Left. and may Requisitions screen. Dismount your artillery units with the Mount . then possibly attacking with their own infantry. call right on the map by holding the cursor along the right edge of the screen.

see the “Scenario ing with air and artillery units to soften up your remaining targets. menus. starting on page 36. THE BASIC SCREENS. You can replay the scenario. from which you can select and When the enemy has finished its second turn. describing what that button does. see the “Campaign Start screen. with a more aggressive approach. in the city itself. If you have followed the tutorial instructions. but they are unlikely to do much damage. time for the kill. start a single player scenario. this time Selection Screen” section. For more information about starting and playing multiplayer games. At the bottom may attempt to get replacements. the Allies’ remaining units may be in retreat. smart text appears above it. create or join a multiplayer game. see the “Playing a Multiplayer Game” section. For more information. Play a Scenario TURN 3 Brings up the Scenario Selection screen. you should have received a normal Start a Multiplayer Scenario victory. Click on the check mark button to return to the PANZER GENERAL II start a single player campaign. It’s over a button. taking the city of Almadrones in just two turns. MENUS. the scenario is over. MENUS. Play a Campaign As soon as one of your tank or infantry units occupies the city. from which you can a brilliant victory. and the victory panel appears. As you run the mouse cursor units may try to counterattack. and finish off weakened enemy units with your ground forces. AND BUTTONS This section provides step-by-step suggestions to familiarize you quickly and easily with the basic screens. or may entrench for a final defense. For more information. You are given a chance to review the Brings up the Campaign Selection screen. Some right of the screen are nine game option buttons. AND BUTTONS: The Start Screen 14 . use the same strategy of attack. and buttons in PANZER GENERAL II. to achieve Brings up the Multiplayer Game Selection screen. When you first begin PANZER GENERAL II. or via the Internet. Selection Screen” section. 13 TUTORIAL: Playing The Tutorial THE BASIC SCREENS. beginning on page 16. from which you can select and battlefield. either over a Local Area Network (LAN). the Start screen appears. Game Exit Options Game The Start Screen During the enemy’s second turn. beginning on page 18.

from which you can begin Description constructing your own scenario. with the computer controlling one side. For more information on playing by e-mail. AND BUTTONS: The Scenario Screen 16 . the lower window contains an alphabetical listing of the currently avail- any key. MENUS. Start the Scenario Builder Scenario Brings up the Scenario Parameters screen. In multiplayer games. 15 THE BASIC SCREENS. Best Careers @@@@@@@@e? @@@@@@@@e? @@h? @@h? @@h? @@h? @@h? @@h? @@ @@ @@ @@ @@ @@ @@ @@ @@@@@@@@e? @@@@@@@@e?@@@@@@@@ @@@@@@@@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Player Brings up the Best Careers screen. Clicking on a name brings up the Dossier screen. When you see the name of the scenario you wish to play. bringing you PANZER GENERAL II. turns it lasts. the selection depends on the number of players. the slider down. click Exit the Game on it. click on the down arrow button and keep it depressed. in which the performance of the best @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Controls @@ @@ @@ @@ @@ @@ Scenario @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ generals is ranked. MENUS. Show the Introduction The Scenario Selection screen is divided into several parts. and at the lower right are the Exit and Start Show the Credits A Scenario buttons. and a description of the scenario appears in the upper window. Runs the credits for the research and development team responsible for To select a scenario. and hold down your mouse button as you drag exit the credits and return to the Start screen. depicting historical and the- play by e-mail game. the upper window is the scenario description the cinematic at any time. or clicking a mouse button. from which you can choose either to start a new There are over thirty scenarios in PANZER GENERAL II. At the right in the center are the Player Control buttons and the Prestige Adjustment windows. and the number of Windows® 95 desktop. by pressing area. Click on the screen or press any key to or click on the scroll bar slider. along Clicking on this button exits the game and returns you to your with the number of players the scenario was designed for. are dis- played in the scenario listing. Note: All scenarios are not always available. On the left side This brings up the opening cinematic for PANZER GENERAL II. You can exit of the screen are two windows. AND BUTTONS: The Start Screen THE BASIC SCREENS. only two player scenarios. Play By E-mail The Scenario Selection Screen Brings up a dialog box. mail game. See the “Scenario Builder” section starting on page 78 for more information on creating scenarios. See the section “Game Functions Panel” on page 26 for Nationality Flags Prestige Adjustment Windows more information on resuming a previously saved campaign or scenario. When you start a single player game. See @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Listing @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@g @@g ?@@ ?@@ @@g ?@@ the “Dossier Screen” section beginning on page 34 for more information. or load a turn from a previously saved play by e- oretical battles from throughout World War II. see the “Play By E-Mail” section starting on page 39. and return to the Start screen. @@g @@g ?@@ ?@@ @@g @@@@@@@@ ?@@@@@@@@ ?@@ ?@@@@@@@@ @@@@@@@@ ?@@@@@@@@ ?@@@@@@@@ Return to Start Screen Load a Saved Game Play a Brings up the Game Functions dialog box. from which you can load a Scenario saved game. able scenarios. and only scenarios designed for that number of players are shown.

MENUS. Arrow buttons on the top and bottom of each Prestige List Adjustment window allow you to adjust the percentage up and down. a weak force can sud- denly acquire more powerful reinforcements. and Onward to an army is indicated by a depressed gold-tone button. For a greater or lesser chal- the end of the allotted period. and to resupply. the enemy receives half again over what they are normally allotted. a powerful army can find itself short on men and equipment late in a drawn out battle. Each campaign is made up of several scenarios based on historic and clicking on the flag causes it to switch to a new nationality for that player. Prestige Adjustment tions as money. which include the historical out- the right side of the screen. see the “Campaign Design Notes” section starting on player’s turn. When the Campaign Selection screen appears. the Description more resources are at your disposal. the check mark button at the bottom right of the screen. AI’s prestige percentage. you can adjust the AI’s prestige allotment. appear next to the Prestige Adjustment Windows when a sce- nario is selected. If you change your mind about playing a scenario. Berlin. If you lower your opponent’s prestige setting to 50%. This Campaign is a powerful tool for adjusting the odds in a scenario. Another way of altering the challenge of a given scenario is by changing the prestige allotment. If you raise it to Start Menu Start 150%. AND BUTTONS: The Campaign Selection Screen 18 . and the Start screen. making the campaigns more button. conversely. and is bracketed top When you have selected your scenario. Click on these arrows to adjust the percentage. In a multiplayer game. Simply click on the arrows that appear to increase or decrease page 57. it func. while increasing the AI’s prestige per- the game. Also. Next to the nationality flags are the Prestige Adjustment windows. In a single player game. Defending the Reich. to play by clicking on the head and computer icons. Essentially. When you are satisfied with the campaign you have selected. click on the Exit centage gives the computer greater resources. and adjusted the and bottom by arrows. conjectural battles from World War II. the enemy army receives half Return to of the discretionary funds they would ordinarily receive. you can switch which side you wish There are five campaigns in PANZER GENERAL II: Blitzkrieg. The Prestige Adjustment window is located on the right hand side of the screen. 17 THE BASIC SCREENS. MENUS. in PANZER GENERAL II. prestige points allow you to buy additional units and Window equipment. giving a percentage for each side. lenge. the time by five minutes. upgrade. The current controller of Crusade in the West as either the United States or Great Britain. chosen your side. prestige percentages if desired. Prestige is a measure of how you Campaign are viewed as a commander by your superiors. to begin the first battle in the cam- paign. Turns can last between five and thirty minutes. During a scenario. the Time Per Turn button appears. and reinforce your existing units. indicating the primary Axis and Allied forces involved The Campaign Selection Screen in the conflict. AND BUTTONS: The Scenario Screen THE BASIC SCREENS. or for capturing Campaign Victory hexes. nationality flags. on For detailed design notes on the campaigns. right above the check mark button. Click on it to set a time limit on each comes of these battles. click on the Exit button to return to the PANZER GENERAL II Start screen. to return to the PANZER GENERAL II difficult. click on the Play A Campaign button. then click on the Play A Scenario button. the five campaigns are listed on the left hand side. play automatically continues to the next player at Some campaigns are more difficult than others. prestige is often awarded during certain turns. the more prestige you have. the Reducing the computer’s percentage reduces the prestige points available to check mark button at the bottom right of the Scenario Selection screen to start the AI. Click on a campaign title and a brief description is given. If a time limit is set however. When playing a multiplayer game. making the game easier for you. If you decide not to play a campaign.

When ♦ Supply points denoted by a nationality flag with a green hex border. and mourn losses. some working together. the top bar displays hex coordinates. The Information Bars ♦ Victory Objective hexes denoted by a nationality flag with a gold hex border. You can exit any cinematic by pressing any key. from divisions and regiments down to battalions and individual companies. The map scale is approximately two kilometers per hex. various cinematics may be played to introduce scenar- ios. or the ♦ Victory Objectives that also act as Supply points denoted by a nationality type of structure that occupies that hex. Cinematics Throughout the game. There can be only one unit per hex. and the unit’s entrenchment level is given status. ♦ Nationality flags indicating city. and either a description of the terrain in that hex. AND BUTTONS: The Main Game Screen 20 . players can control different Options Axis and Allied countries. on the far right. and leader status. AND BUTTONS: Cinematics THE BASIC SCREENS. you pass your mouse cursor over a hex. MENUS. depending on strength. Naval units must keep at least one hex between each other at all times. Information Bar The Battlefield The Battlefield is the area where all movement and combat take place. At the top and bottom of the Main Game screen are Information bars. 19 THE BASIC SCREENS. There are several parts to this screen: the Information bars are at the top and bot- tom of the screen. To view different parts of the Battlefield. movement ment type is stated in the center. numerical designation appears at the bottom left side of the screen. MENUS. the Battlefield is in the center. and the unit size varies. In two- player games. or clicking a mouse button. representing the huge size and turning radius of these flotillas. In multiplayer scenarios. one player controls all of the Axis forces. that unit’s flag with a border half gold and half green. port. The Main Game Screen The Main Game screen is where the action of PANZER GENERAL II takes place. the equip. except that an air unit can occupy the same hex as a ground or naval unit. the name of a city. The following features appear on the map: ♦ Information Bar Twelve different types of terrain. and the Options menu buttons are on the right side of the screen. and airfield ownership. Battlefield Menu The campaign games are designed for a single player. move your mouse cursor to the edge of the screen in the direction you wish to scroll the map. If the hex contains a unit. and the other controls all of the Allied forces. celebrate victories. others against each other. ♦ Unit icons with strength tags indicating current strength.

and the Battlefield map replaces it. or quit the game you are Headquarters Screen” section. The Selects the next unit that has not moved. and visible units all appearing in miniature. the surface unit is automatically selected. describing its function. this brings up the Chat panel. the air unit is selected when the hex is clicked on. starting on page 31. or strongholds. To place a unit on the again. Deployment button in the lower right corner to remove the Deployment panel. canceling the move permits you to Rewinds to the beginning of the previous turn. an opponent. to return the Main Battlefield click on it. from which you can view all Game Functions the units currently under your command. The Options menu still be manually selected to receive orders. nor does it allow you to undo moves if the unit has sighted previously hidden enemy units. MENUS. and to access other game options. Options that are unavailable appear darkened. You can review an opponent’s e-mail move this way. currently playing. and so on. Strategic Map Next Unit The Strategic Map shows the entire Battlefield on a small scale. For more information on deployment. You may also deploy your core units at the vide a larger view of the Battlefield. now located in the lower right corner of the screen. See the “Playing a with prestige points. start a new game. Click on the Full Screen button start of each campaign battle and some scenarios. Note that you cannot save during a multiplayer game. fortifications. sumption). or to an e-mail turn from take any action with the unit: attack. smart text appears to the left of the button. For detailed information. supply points (if land units) or friendly airfields (if air units). allowing you to toggle the Air Mode on and off to view air units. clicking on the Strategic Map button again. You cannot req- Additional Options uisition ships. the icon becomes shaded. See the “Additional Options section of this manual on page 29 for more information. see the “Game Functions Panel” section. from which you can save your game. If you pass the the same hex. beginning on page 26. AND BUTTONS: The Main Game Screen 22 . from which you can requisition units In multiplayer games. movement. Deploy Forces Full Screen Brings up a side panel from which you can deploy units that you have Removes the Information bars and Options menu from the screen to pro- requisitioned during play. When both a surface and an air unit occupy game options. Note: Units that have not fired can supply points. requisition additional units. Menu” section on page 25 for further information. You can also exit the Strategic Map at any time by can return to its point of departure without any adverse effects (like fuel con. Ends your turn and proceeds to your opponent’s turn. When a unit has moved (but before it has attacked). To view a por- Cancel Move tion of the map up close. Click on the Exit Game screen to its original state. Brings up the Game Functions panel. now centered on the unit’s move. For more information. See the “Requisition Screen” Provides access to other game controls. Cancel Move does not permit you to take back attacks. If all units have already Strategic Map replaces the Battlefield map. with your victory objectives. then click on a shaded Battlefield hex. Requisition Chat Brings up the Requisition screen. Replay Turn If the unit did not attack before moving. see the “Field load a previously saved game. and evaluate your own performance. see the “Deployment Panel” section on End Turn page 23. moved. MENUS. 21 THE BASIC SCREENS. is on. resupply. Requisitioned units are deployed in or adjacent to Multiplayer Game” section on page 36 for more information. The This button is available when you have selected a destination hex for Strategic Map disappears. it the point you selected. click on the section of the map you wish to see. Option Buttons Air Mode The right-hand side of the Main Game screen is a vertical row of buttons offer Toggles Air Mode on and off. remains to the right of the Strategic Map. AND BUTTONS: The Main Game Screen THE BASIC SCREENS. Field Headquarters Brings up the Field Headquarters screen. When Air Mode mouse cursor over a button.

able to be placed on airfield hexes. or click on Pop-Up Panels the up or down arrow of the scroll bar and hold down the mouse button. to see these deployment hexes. while air units can only deploy on airfields or aircraft Deployment Panel carriers that you control. There is a vertical panel where your units appear. the same rules apply. AND BUTTONS: Pop-Up Panels THE BASIC SCREENS. Available Units Requisition Screen Air Mode Strategic Map Show Hex Sides Exit Deployment The Deployment panel is very simple. and drag the slider down. You primarily use this panel to deploy units that you requisition during play. Ground units can only deploy on or adjacent to supply points you control. Click entirety of the contested terrain and evaluate its tactical possibilities. which you also have the option of placing some of your units in their starting See the “Requisitions Screen” section on page 29 for more information. of a battle. a unit on the Battlefield. positions. Click on the Exit Deployment button in the lower right corner to remove the Deployment panel. Click on a also see the Deployment panel at the start of a campaign game. In certain battles there are deliberately fewer deployment hexes than needed to reflect certain historic situations. If you have more than eight units available for deploy- ment. such as the Game Functions panel. MENUS. To place These menus or panels are primarily accessed from the Main Game screen. centered on the w Note: If you do not deploy all your forces during your first turn. in order to see the The Strategic Map button replaces the Battlefield map with the Strategic map. allowed to deploy your core units. click and hold on the scrollbar slider. on an area of the Strategic map to return to the Battlefield map. and several buttons in the lower right corner of the panel. which may prove units can only be deployed on or adjacent to supply points. however. AND BUTTONS: Pop-Up Panels 24 . it is best to start by viewing the Strategic map. special deployment “jump off” hexes Clicking on the Deploy Forces button brings up the Deployment panel. you are only allowed to deploy units from their normal deployment zones. MENUS. when you are shaded Battlefield hex to deploy the unit. Ground The Show Hexsides button lays a grid on the Battlefield map. 23 THE BASIC SCREENS. you are given the chance to deploy your troops at the beginning Note: One air unit and one land unit can occupy the same hex. and air units are only useful in making distance judgments during deployment. or transfer to the Strategic map different screens. click on it and available deployment hexes should although some. can be reached from several darken. and at the beginning of certain scenarios in Click on the Requisitions button to purchase additional units for deployment. Use Air Mode to show only air units. If. otherwise. thereafter area you selected. In campaign play. You may are available on your first turn only. You may need to scroll the Battlefield. controlled by a scrollbar to their right.

25 THE BASIC SCREENS. ownership flags. located on the Options menu bar. and victory objec- tives. Save Game. use the slider bar underneath the Music button to adjust its volume. and Quit Game. on which are listed the file Fast Forward advances to the next turn. Click on a slot that says New Saved Game and type in a file name. AND BUTTONS: Pop-Up Panels THE BASIC SCREENS. click on the check mark button at the bottom and return to the Additional Options menu. Load Game. The appropriate extension is added to your filename. and units from the Battlefield map to Note: You cannot save a multiplayer game. which slides over the Additional Options menu. click on the Exit button on the lower VCR right to return to your original game screen. Your games are Show Hexsides saved into the PANZER2 directory. Brings up the VCR menu. and click on the check mark again to confirm your choice. and enter a description of the saved game. to the previous screen. MENUS. Not all of these options are available from Brings up a window listing the hot keys for PANZER GENERAL II. while games which PANZER GENERAL II recognizes as saved games are located in the raised indicates that they are off. Click on the Done button to save the reveal the terrain. on which you Function Panel can view the turn number. of the Load Game panel. giving access to other game controls. If you decide not to load a game. If the music is on. This overlays a hex grid on the Battlefield map. for example. Play plays the current turn. from which gold-tone button indicate the music is on. date. Click on Show Terrain again to exit this mode. a names for your previously saved games. use the PANZER2 directory. then no depressed gold-tone button indicates sound effects are on. for later reference. Then click in the text box at the bottom of the Save Show Terrain Game panel. AND BUTTONS: Pop-Up Panels 26 . Click on an option and then click on the check Hot Keys mark button to select that option. If you change your mind about Audio Settings using any of these options. If no names are listed. Stop. If you decide not to save a game. MENUS. a depressed Selecting New Game returns you to the PANZER GENERAL II Start screen. Click on the check mark button to remove the Turn panel. Rewind returns to the previous turn. a panel slides out to the left of the Options menu. Play. slider bar underneath the Sound Effects button to adjust their volume. click on the Exit button on the lower right to return Brings up another menu. New Game Clicking this button toggles the music on and off. Perform Exit Game Status Report Selected Functions Brings up the Turn panel at the bottom of the Battlefield. from which you can adjust your audio settings. Removes hexes. the check mark button to remove the Hot Keys panel. Load Game Selecting Load Game brings up a second panel. you cannot save a game from the Start screen. while a raised but. Options that are unavailable are grayed out. Four buttons. ton indicates it is off. weather conditions. Click on a saved game file to bring up a description of that saved game. If the sound effects are on. If this Click on the check mark button at the bottom of the menu to save the changes is the game you wish to load. Click on Show Hexsides again to exit this mode. The Game Functions panel has four main options: New Game. Fast Forward and Rewind. on which are listed the file Clicking this button toggles the sound effects on and off. Click on every screen. Additional Options Menu Game Functions Panel When you press the Additional Options button. Selecting Save Game brings up a second panel. Save Game control the function. click on the Exit button on the lower right to return to the previous screen. names for your previously saved games. game. you can choose to start a new game. from which you can review previous turns of any saved battle. Stop stops the replay of a turn.

and move your If you decide to continue your current game. vulnerable to attacks. a unit may not move or attack after disembarking. If a unit is except as part of receiving replacements. see explanations of the statistics. units can move more quickly but are more check mark to quit your game and return to the PANZER GENERAL II Start screen. regardless of conditions. start. Replacements Supply Click on the Exit button to remove the View Unit panel. Click here to rename your unit. Click on the When using organic transport. a box states the unit’s experience level and equipment Supplies the selected unit with up to half its maximum capacity. this is type. resupply. This Equipment Statistics action ends the unit’s turn. MENUS. ing on page 83. you are asked to confirm your decision. click on the Cancel button to unit. the unit cannot receive any replacements. starting on page 52. the transport’s statistics are shown. Below that is the unit’s nationality flag. Units receiving centered in the first of four rows of icons. AND BUTTONS: Pop-Up Panels 28 . taken back unless selected immediately after the unit’s movement. and its attack statistics. If more than two enemy units are adjacent. The move you just made cannot be return to your originating screen. 27 THE BASIC SCREENS. its strength rating. For the Unit Has Leader differences between Air and Sea Embarkation. and the Exit button on the far right. in other words. The icons give the unit’s current fuel replacements automatically resupply. a unit may not move or fight before embarking or disembarking. labeling that statistic. AND BUTTONS: Pop-Up Panels THE BASIC SCREENS. simply click inside and type to rename the unit. and smart text appears. starting on page 52. the “Supply Rules” section. A text box appears. which Rename control various unit functions. Supply At the top of the panel. Weather and terrain can also affect mounted. and displays an icon of the unit. For more details. For detailed ammo point and one fuel point. Bad weather and desert terrain also reduce replacements. Quit Game Mount . View Unit Panel The View Unit panel appears when you right-click on a unit during play. Adjacent enemy units prevent resupply and ammunition supplies.Disembark Embarking and disembarking units onto or from air or naval units can only be done at the beginning of a unit’s turn. Pass the mouse cursor over a sta. Disembarking ends Unit Has Experience Unit Plaque the unit’s turn. Embark .Dismount If you choose Quit Game. air Embark-Disembark units can receive replacements only when in a friendly airfield or carrier hex. refer to the “Embarking and Disembarking Air and Naval Units” sections on page 47. Replacements Replaces lost strength points and automatically resupplies the unit as described in the “Supply Rules” section. A unit receives fewer replacements if an enemy unit is Mount-Dismount Remove View Unit Panel adjacent. you may elect to cancel that move. Embarking Unit Has Organic Transport and disembarking are not equivalent to mounting and dismounting. but a unit is always guaranteed to receive a minimum resupply of one tistic icon. see the “Unit Statistics Descriptions” section. the only action that the unit can take during its turn. After you mount or dismount. Ground units can get replacements anywhere. At the bottom of the View Unit panel are five buttons. A mounted unit uses its transport’s statistics if it is engaged in battle while mounted. ship repairs take far longer than the Rename Unit duration of a battle. MENUS. Naval units cannot take replacements.

If you wish to choose another type of transport. see the “Unit Statistics Descriptions” section. click on the Cancel button to cancel your last requi- sition. AND BUTTONS: Secondary Screens THE BASIC SCREENS. If you Screen have made a requisition during a game. Beneath that is the vertical row of Unit Class Selection buttons. These icons represent the var- ious types of equipment in that class that are currently available. AND BUTTONS: Secondary Screens 30 . Your Available prestige is given above the Equipment Statistics area. click Selection Available for on it to add the unit to your forces. MENUS. The unit’s icon appears in one of the Units Buttons Deployment Available for Deployment boxes on the right side of the Requisitions screen. click on another Total Unit Cost Available Transport box to select that transport type for the unit. Passing the mouse cursor over the sta- tistic icons causes smart text to appear. Exiting from them in most cases returns you to the screen or panel from which you accessed them. and the cost of the transport is added to the Total Cost of Unit indicator at the bottom of the Unit Units Available Equipment area. but for a detailed explanation of these statistics. Clicking on a Unit Class Selection button makes icons appear in the Available Equipment boxes to the right of the Class Selection buttons. If you change your mind. the Deployment panel appears. labeling the icon. An arrow button at the top left of the screen allows you to toggle between different countries’ forces. icons also appear in the Available Equipment Boxes Equipment Statistics Available Transport boxes below the Available Equipment boxes. the Truck transport is already Button depressed. When pur- Requisition chasing units that cannot move on their own. If the selected unit is able to use transport to move. See the Available Transport Boxes Transport Statistics Cancel Last Requisition/Reassign Unit “Deployment Panel” section on page 23 for information on deploying your recently requisitioned units. Next to that indicator is the Requisition button. that unit’s statistics appear in the Equipment Statistics area of the screen. Requisition Screen The Requisition screen is broken into several parts. You can also click on a unit in the Units Available for Deployment area. Repeatedly clicking on Cancel continues to cancel your requisitions in reverse order. Click on the Exit but- Exit Requisition ton at the bottom right on the screen to return to your original screen. starting on page 83. 29 THE BASIC SCREENS. and Dossier screens are all accessed from several points in the game. Click on one of the Available Equipment boxes. Secondary Screens The Requisition. and click on Cancel to cancel just that requisition. Field Headquarters. MENUS.

starting An evaluation of the statistics of enemy units can be useful in planning which on page 34. units to requisition. Inspect Unit Then compare initiative values to see who is more likely to initiate combat first. Start by comparing your attack values and defense values against each other to see who has more destructive potential in a fair fight. Using overstrength costs prestige points. Headquarters menu buttons. On the left side of the screen is a Unit Statistics area. and each time it adds one to the strength of the unit. Clicking on a unit brings up that unit’s the unit’s experience level. experience levels. or when a rugged Brings up the Dossier screen. from which you can review your perfor- defense occurs. and two statistics. @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Statistics @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Field HQ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Options @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Maximum fuel capacity and especially maximum ammo capacity need to be @@ @@ Menu @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ carefully examined. a unit with an experience level of one or greater at the upper right corner of the Field Headquarters screen. a unit with ten base strength. For example. may have a maximum strength of twelve. either in the current scenario. AND BUTTONS: Secondary Screens THE BASIC SCREENS. and each unit may only receive overstrength once after every battle. where attack values tend to be Only usable during a battle. @@ @@ @@ @@ @@ @@ Nation @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Indicator @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Remember that an expensive purchase or upgrade has to be balanced against @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ the need for enough prestige to afford replacements for your core units during @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ Unit @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ a tough battle. 31 THE BASIC SCREENS. see the “Inspect Unit Screen” section. Keep in mind that a @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@g ?@@ @@ @@ @@ @@g @@g ?@@ ?@@ @@ @@ unit can easily use up several rounds of ammo in a turn if repeatedly attacked. rather than its Dossier ground defense value when the battle is in a forest or city. and activates several of the menu buttons. It Go To Unit is less important in early-war tank combat. from which you can evaluate a unit’s bearing in mind that experienced units receive a bonus to their initiative. starting on page 35. use the scroll bar to between battles. Requisition Considerations @@@@@@@@e? @@@@@@@@e? @@h? @@h? @@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e? @@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@ @@@@@@@@ @@ @@ Available @@h? @@h? @@ @@ @@h? @@h? @@ @@ The prestige cost of units only roughly correlates with their effectiveness. For more information. performance in the scenario. Field Headquarters Screen Requisition The Field Headquarters screen allows you to examine all of your forces in Brings up the Requisition screen. Experience tends to be very important in aerial combat. MENUS. centers the Battlefield on the selected unit. where initiative val- ues don’t differ much and attack values are high relative to defense values. Brings up the Inspect Unit screen. and on the right side of the screen are the Field section. beginning on page 29. @@g @@g ?@@ ?@@ @@g @@@@@@@@ ?@@ @@ @@ @@@@@@@@ ?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@ ?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@ ?@@@@@@@@ ?@@@@@@@@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@g @@g ?@@ ?@@ @@g @@g ?@@ ?@@ @@g @@g ?@@ ?@@ @@@@@@@@ @@@@@@@@ ?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@ ?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@ ?@@@@@@@@ ?@@@@@@@@ or if providing defensive fire for nearby friendly units that are being attacked. this exits the Field Headquarters screen and lower compared with defense values. For more information. or over the course of a campaign. For more information. than if it is requisitioned to provide stationary @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ defense for a victory objective far behind the front lines. see the “Dossier Screen” section. see the “Requisition Screen” rows of Unit boxes. up to move up and down through the roster. MENUS. mance as a general. AND BUTTONS: Secondary Screens 32 . where you can purchase new units to detail. You may only do this units of a particular army than can fit in the Unit boxes. Supply is more of a constraint if the unit is intended to @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ carry an attack to the enemy. or over the course of the campaign. If you have more may be made overstrength using this button. Exit Field HQ Close defense is another statistic that you can regret having overlooked if the unit runs into infantry in the difficult terrain common to most battlefields. in the center are add to your forces. You can rotate through the forces of the countries w Overstrength Unit under your control by clicking on the arrow button below the nationality flag During campaign play. so Unit Boxes @@@@@@@@e? @@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e @@ @@ @@@@@@@@e? @@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@e?@@@@@@@@?e@@@@@@@@ @@@@@@@@ @@ @@ @@h? @@ @@ @@ @@ @@h? @@ @@ @@ @@ @@h? @@h? @@ @@ @@ @@ @@h? @@ @@ @@ @@ @@h? @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ @@ examine combat values closely before purchasing or upgrading equipment. A unit defends using its close defense versus infantry.

by unit class. w Upgrade Activates the Upgrade Unit screen and enables you to change the type of unit within its class and add or change organic transport if available. However. you click on Overstrength and the unit is raised to one strength point each time you click. AND BUTTONS: Secondary Screens 34 . 33 THE BASIC SCREENS. Tactical Victories. Upgrading costs prestige points. during campaign play: Brilliant can only be used between battles. Exits the Field Headquarters screen. For example. this command removes the unit from your forces. or achieves a new experience level. and take replacements. either over the In campaign play. it may be made even stronger. course of a scenario. after the battle. see the “Game der because of your leadership. If the unit has not reached its maximum. Victories. During the next battle they are reduced to nine strength. or new equipment for existing units. If an overstrength unit is damaged during a battle. In the center are the number of Brings up the Game Functions panel from which you can load. AND BUTTONS: Secondary Screens THE BASIC SCREENS. if any. MENUS. w Dossier Screen Reassign Unit The Dossier screen records your performance as a commander. MENUS. and returns you to the previous screen. and restored to its previous level. Below the snapshot of your general is a name. After the battle. to a maximum of thirteen. You can only upgrade units from the Field Headquarters screen between bat- tles. At the top of the screen are listed the awards. a unit with three bars of experience has been raised to twelve strength. For more information. or begins a new battle. the unit can be made overstrength again. organized Functions Panel” section starting on page 26. from the Field Headquarters screen. and on the right are the num- ber of casualties your own forces have Exit suffered under your command. you have been given because of exceptional performance during campaign play. or a campaign. but provides a com- bination of numbers and quality that can smash some enemy units with a single attack. This command battles. which returns you to the previous screen. On the far lower right of the screen is the Exit button. or start a new game. save. enemy units destroyed or forced to surren- quit. Click on the name to change it. This frees prestige points On the left are tallied the outcomes of your for use on a different unit. and Game Losses. reassigning it to another general’s command. and a snapshot. replacements only restore the unit to normal strength. raising the unit to ten strength. if you are between battles in campaign play. Improving units to overstrength status is a slow process. Victories.

Below the unit’s appropriate option: LAN Connection or Internet Connection. The unit’s statis- tics are given below that. to bring up the Multiplayer Options screen. Enter your name and confirm it by along with two buttons. the scenarios available on the Scenario Selection screen are dependent ton on the lower left to go on to the Next Unit. From the Multiplayer labeling the icon. see the Strategic Simulations website. Club SSI is a planned internet service that will allow you to meet other PANZER At the top of the screen is the name and GENERAL II players. by clicking on the Start A Multiplayer Scenario button. return to the Field Headquarters screen.com. Enter a name of your choice and confirm it by clicking given. if the unit uses a transport. Multiplayer Options Screen Click on the Start A Multiplayer Scenario button. AND BUTTONS: Secondary Screens PLAYING A MULTIPLAYER GAME: Multiplayer Options Screen 36 . On this screen are three options from which you can select your method of play. Click on the unit’s name or the Rename Unit button to change it. if the unit receives a special leader. Note: PANZER GENERAL II multi- player scenarios were designed with specific numbers of players in mind. and then click on the check mark button. Inspect Unit Screen Internet The Inspect Unit screen is reached from the Field Headquarters screen. and smart text To create a game. the unit’s battle record is game you are creating. Click on the number of players. see the enclosed datacard. as well as list- Club SSI ing the unit’s performance in the current scenario or campaign. the leader’s name and picture appear. You are then asked to enter a name for the w On the lower right side of the screen. go from the Start screen to the Multiplayer Options screen appears in an Information bar at the top. or click on the Exit button to on the number of players in the game. You are then asked to enter your name. PLAYING A MULTIPLAYER GAME PANZER GENERAL II allows you to play multiplayer games through a LAN (Local Area Network) or over the Internet. see ers. in a box.ssionline. tallying the number of enemy units this unit has destroyed or forced to on the check mark button. For more infor- unit equipment type. It gives The Internet Connection option lets you create or join a game through the internet. above an icon of the mation. between two and four. MENUS. surrender in each of the unit classes. run the mouse Creating a Multiplayer Game cursor over a statistic’s icon. want to create a game or join a game. unit. You are asked if you statistics are the unit’s transport statistics. click on the arrow but- Therefore. located on the PANZER GENERAL II Start screen. game. more detailed statistics on the unit than the View Unit panel. See the “Unit Statistics Options screen. LAN The LAN Connection options allows you to create or join a game through a Local Area Network. then click on the check mark button. When you are finished reviewing the unit’s statistics. clicking on the check mark button. For more detailed explanations of some Multiplayer functions. Click on the Create Game option. For more information. Click on the buttons to list the leader’s special abili. www. and join in multiplayer games with them. Next you are asked for the number of play- ties in the Information bar at the top of the screen. above the battle record. Also at the right. 35 THE BASIC SCREENS. choose the type of game you are creating by clicking on the Descriptions” section on page 83 for details on the statistics. that are in your the “Leaders” section on page 45.

The Scenario Selection screen appears. who con- The next screen displays the available games. trols both players’ forces. all Click on the Join Game option. The game creator is able to change a player’s coun. click on the Chat button. If a time limit is set. 37 PLAYING A MULTIPLAYER GAME: Creating a Multiplayer Game PLAYING A MULTIPLAYER GAME: Multiplayer Game Options 38 . which appears next to the To join a game already created by another person. Increase or decrease the game. if you are joining an Internet game. The upper right window is a chat box. Turns can last between five and thirty min- utes. and prestige modifiers. click on a message. and press Enter to send that message. then select the recipients by clicking on their number. Chat The lower right window shows the selected scenario’s countries’ flags. enter your message in the text box at the bottom of the game you are joining by clicking on the appropriate option: LAN Connection or screen as normal. you have the option of chatting with other players in players’ country assignments. If you want to search for available games. The Chat panel appears. You should now be in the Multiplayer Options screen. the game ends. you You cannot save a multiplayer game. if you do not select specific recipients before entering your message. to remove the Chat panel. PANZER GENERAL II automatically scans your net. If you are joining a LAN game. Below the Messages Sent and Received box is a smaller text bar. goes to all players in the game. click on the Chat below the default setting. Joining a Multiplayer Game If you wish to chat with only certain players. try by clicking on the flag next to that player’s name. If the player that drops out is the only player on that and the Main Game screen should appear. unselected players have raised. then click on the check mark button. side. Click on the Exit button. Enter your name and confirm it by clicking on screen. Click inside this text bar and type to enter After you finish selecting a scenario and adjusting any player settings. Click on the arrows to scroll through this list. are asked to enter the IP address of the session host. listing the available scenarios in the Multiplayer Game Options lower left window. Your message automatically the check mark button to begin play. leave the text field blank and press Enter. silver tone numbers. the In a multiplayer game. player’s text is written in a different color. Saving Games work for available games. Click on the one you wish to join. play automatically continues to the next player at the The upper text box shows chat entered by you and received from others. To send a mes- a player’s prestige by clicking on the up or down arrows that are above and sage to one or all of the other players during game play. button on the Main Game screen. when it is that player’s turn. To send a message to another player. to set a time Exit Chat limit for each player’s turn. You are asked if you want to create a game or join a game. again. play reverts to the next player on the same side. click on the text box and Selected enter your message. on the left side of the then asked to enter your name. Unselected players are unable to see your message. If a player drops out or is disconnected during a multiplayer game. Clicking on a scenario displays its information in the upper left window. on the right side of the screen. Selected players numbers are depressed and gold the Multiplayer Options screen by clicking on the Start A Multiplayer Scenario but- tone. Once Internet Connection. Choose the type of players to chat with. After you select ton. You are players receive your message. Each end of the allotted period. Type in the IP address Player Disconnection and press Enter. The Chat panel pops up when you receive a message. the check mark button. Simply click on the arrows that appear to increase or decrease the time by five minutes. go from the Start screen to flag of their primary nation. Player Click on the Time Per Turn button. However.

Click on the Start a New Game option and then click on the check mark button. Click on a New Save Game slot. listing the available scenarios in the lower left window. “E-Mail Turn Successfully Saved. click on the check mark button to begin play. you have the option of deploying your core units within mark button to load the selected game. After you start the game. Increase or decrease a player’s pres- tige by clicking on the up or down arrows that are above and below the default setting of 100. Starting a Play By E-Mail Game To start a new game. either a single player scenario or campaign game. to load a turn. You are able to change a player’s country by clicking on the flag next to that player’s name. and you are returned to the Start screen. Click ing sound decisions. PLAY BY E-MAIL PANZER GENERAL II supports two player e-mail games. You are asked if you want to start a new game or load a turn.” Click on the check mark button. The Main Game screen appears. There is gen- erally no deployment phase for non-campaign games (like e-mail. specified deployment areas before the first turn of each scenario. Click on the check In campaign play. the players’ country assignments. Auxiliary units. and e-mailed to your opponent. Clicking on a scenario displays its information in the upper left window. you control a group of core units throughout the various battles you fight. multiplayer. E-mail games are saved into the PANZER directory. PANZER directory. As you progress through the campaign. if one was entered. and your unit combina- By E-Mail button located on the Start screen. After you finish selecting a scenario and adjusting any player settings. The lower right window shows the selected scenario’s countries’ flags. click in the lower window to type in a description of the saved game. Understanding appears. and type in a file name. are available for the duration of that battle only. be sure to save the attached file into the strength numbers in white. 39 PLAY BY E-MAIL: Starting a Play By E-Mail Game GAME CONCEPTS: Beginning a Battle 40 . click or single player scenarios). then click on the amount of prestige awarded to you increases. The Replay Last Turn button is now active. This save Beginning a Battle file can be attached to an e-mail message. The Scenario Selection screen appears. click on the Play By E-Mail button located on the Start screen. listing the available powerful army as your career continues. a multiplayer scenario. In the campaign game. allowing you to build a more check mark button. You begin a battle by selecting. the Files to Save screen These terms and concepts are used throughout PANZER GENERAL II. and prestige modifiers. which have their When you receive a turn via e-mail. Click on the arrows to scroll through this list. on the check mark button to save the game. GAME CONCEPTS When you click the End Turn button during game play. a description of the saved game appears in the lower window. A message appears saying. You are asked if you want to start tions reflect your own preferences. Click on the Load a Turn option. on it if you wish to replay the last turn. or a play by Loading a Turn e-mail scenario. if you wish them is not vital to play. Then. The Files to Load screen appears. from the PANZER GENERAL II Start screen. click on the Play Surviving core units gain experience through combat. the a new game or load a turn. but this information can be quite a useful aid to mak- to. e-mail games. and planning winning strategies. Click on the file you wish to load.

In campaign play. so you battle. it entrenches further. units. particular terrain they end in when they stop. with the exception of artillery. your forces for a battle may contain both core and auxiliary resupply. they may not be the same in actual battle! In any conflict there is a random factor. although based on the relative attack and defense values. and experience modifiers. However. terrain. not units which cannot attack after moving. On this reticule are given the received reinforcements when units that you did not requisition appear on the expected loss in strength points for both sides. Remember. Core units have black numbers on their strength tags. but gain the base entrenchment level of the to supply points. All ground battle details are listed in the Information bars. Core and Auxiliary Units Units that have not moved are assumed to dig in each turn even if they attack. units which are given to you for the duration of a particular conflict. and so on. Combat The attack reticule appears when you pass the mouse pointer over an enemy within the firing range of your selected unit. or anti-tank fore entrench more quickly. your projected casualties are Battlefield under your control. and go with you to each new scenario. Auxiliaries have white numbers on their strength listed below your flag. As battle ensues. Keep in mind that these are estimated losses. core units which you should pick a good position before having your troops dig in. units can entrench. and Entrenching takes time unless a unit begins a scenario entrenched. can create defensive structures that better prepare them to withstand attack. unit’s country. Entrenchment represents the fact that ground units. Moving units do not deploy on your first turn can thereafter only be deployed in or adjacent have a zero entrenchment level. but affect combat much as terrain does — they make a devastating “Rugged Defense” more likely. it loses all its entrenchment levels. terrain. unit losses are indicated on the unit strength plaques. Entrenchment levels are a feature of units. and your enemies losses are listed under the flag of that tags. Each turn the unit does not move. Entrenchment If you decide to attack. and do not continue to the next battle with the rest of your army. you may also receive auxiliaries. You know you have 41 GAME CONCEPTS: Combat GAME CONCEPTS: Core and Auxiliary Units 42 . A unit may move and attack. to aid you in your mission. air defense. but some can take better advantage of ground and there- or attack then move. Core units are the heart of your army. given enough time. click when the attack reticule is over the enemy unit. units which you deploy for every If a unit moves out of the hex.

The maximum experience level a unit can achieve is five. whether it is successful or not. and the experience of the units. View Unit panel. Unit A can still attack this is symbolized by a bar in the upper left corner of the unit’s icon box in the turn. and zero for everything else. thus facil. you can return to the first unit Experience so long as it has further actions that can be taken. in either order. Example: You move Tank Unit A to a hex adjacent to an enemy unit. and tanks in clear terrain itating further attacks during the same turn. and the more suc. resupply units. one for rough terrain units. Units can entrench up to a maximum of and you have moved or given orders to all of your units. ity. are indicated by a silver bul- valuable units during this type of assault. two for each turn you. more experienced enemy units and units with better equipment. leaders have special abilities which may allow the unit they bardment. most units can move once and attack once. once in a turn. If a unit either moves or attacks. since the unit with the higher initiative takes reduced damage. and your opponents are given a chance to move forests. making them w Units which have moved. each battle lasts up to a specified number of “turns. Entrenchment levels are reduced by attacks or bombardment of entrenched w During a turn. and mountains. The higher the unit’s initia- Veteran units sustain fewer casualties and inflict more casualties than a less tive. your allies. it replaces it. you can make a unit overstrength between battles from the Field Headquarters screen. reduces the risk of rugged defense. the attacker’s initiative is zero. to help simulate the uncertainty of battle. there are several exceptions to this rule: artillery and air defense units entrenchment level by one level. the more experience points it gains. ground units. It is also adjusted by a random factor. Units with two or Initiative is an estimate of a unit’s ability to react quickly in combat. Initiative three experience levels should be considered veteran troops and those with is determined by the equipment used in battle. which allows them to move several times in a turn. and you select another unit. bocage (intertwined hedgerows). When your turn is done and hills. simply click on it again and you are able to fire on the enemy. and so on.” In level. the better. let to the left of the strength tag of their Battlefield icon. or forcing into retreat. reduces the unit’s However. Experience also determines overstrength size. Units gain experience by fighting and gain the most by If a tactical surprise or rugged defense occurs. During campaign play. Each attack. attack enemy units. Also. with the exception of bridge engineers. the terrain upon which the bat- four or five levels elite troops. tle takes place. destroying. button in the Options menu on the Main Game screen. experienced unit. Making veteran and elite units overstrength is valuable because they are better able to withstand and inflict casualties in combat. Repeated attacks in a single turn can even can only shoot before they move. allowing them to move and attack more than entrenched unit is with a combination of aerial and artillery preparatory bom. are commanding to move or attack more than once in a turn. and help w Initiative determine relative casualties. and modifies initiative. recon units have the phased movement abil- reduce the entrenchment level below the base level for the terrain. An experience level select Tank Unit B and both move and attack with it. A proven way to attack a strongly may overrun weaker opponents. Engineer units. 43 GAME CONCEPTS: Entrenchment GAME CONCEPTS: Experience 44 . All terrain types have a base entrenchment level from zero to three. When two units fight. click on the End Turn five levels above the base entrenchment level for the terrain. followed by ground attacks by one or more units. This number is not added to the unit’s entrenchment In PANZER GENERAL II. which Game Turns ground units in that hex with lower entrenchment levels automatically obtain at the end of their turn. their relative experience levels affect combat. ignore entrenchment. Base entrenchment levels are: three for cities. but may still attack. Each time a unit takes part in combat it gains experience. you then cessful it is in combat.

If the selected unit can move. indicating Stream 2/2 2/2 4/4 1/1 I/I 1/1 River A/2 A/2 A/3 A/2 I/I A/2 that a leader has arisen. air units have no fuel limits in PANZER GENERAL II. Note: Because of their operational range. beyond the ordinary capabilities of the aver. A tactical surprise is treated as an attack with the defender receiving an automatic rugged defense. all ground units pay double fuel costs. Leaders are unique. when a unit reaches a new level of expe. Inspect the unit from the Field Ocean I/I I/I I/I I/I 1/1 I/I Headquarters screen to determine that leader’s special abilities. The exception to this is that an air unit can occupy the same hex as a ground unit or naval unit. Some especially wide rivers are impassable. Mountain A/A A/A A/A A/A I/I A/A age officer. and Forest 2/2 2/2 4/A 2/2 I/I 2/2 Rough. This exceptional quality is now recognized in PANZER GENERAL II as a Clear 1/1 1/1 2/2 1/1 I/I 1/1 Bocage 4/4 A/A A/A 2/2 I/I 3/3 leader. Entering a river hex ends a ground unit’s movement.e. A unit with red numbers on its strength tag has already moved. for detailed information on the effect of terrain on movement. Impassible I/I I/I I/I I/I I/I I/I one is class related. weather conditions. a star or cross may appear next to that unit’s strength tag. Sand 1/1 1/1 3/3 2/2 I/I 1/1 However. See the Movement Cost by Terrain Type table below. You cannot undo attacks. nor can you undo moves from which you sight previously hidden enemy units. Port 1/1 1/1 1/2 1/1 I/I 1/1 Road. except that when the ground is covered with snow. eliminating this penalty for the hexes engineers occupy. w Leaders Movement Cost by Terrain Type TERRAIN TRACK HALF-TRACK WHEELED LEG NAVAL ALL-TERRAIN Every unit has a commander. except at bridges. two fuel points per movement point. a truly exceptional figure rises from the ranks. Units cannot move to hexes occupied by another unit. except when the river surface is frozen. Bridge 1/1 1/1 1/1 1/1 I/I 1/1 45 GAME CONCEPTS: Leaders GAME CONCEPTS: Movement 46 . Movement Cost Each unit has a movement point allowance per turn that is spent as it moves. On rare occasions. You can cancel a unit’s move by immediately selecting the Cancel Move button from the Options menu. i. Hill 2/2 2/2 3/3 2/2 I/I 2/2 leads in an extraordinary fashion. It may exit river hexes normally the following turn. Airfield. w Movement Click on any unit to make it ready for orders. City. a shaded area appears denoting the hexes to which that unit can move. the other is random. Movement ends prematurely if a unit moves adjacent to or is tactically surprised by (moves into) a previously-hidden unit. River. Every movement point a unit uses costs one fuel. and each possesses two abilities. Swamp 4/2 4/2 A/3 2/1 I/I 3/3 rience. and the unit movement type. Dismounted bridging engineers may serve as bridges. in battle. on rare occasions. The movement point cost of each hex depends on the terrain in the hex. snow does not reduce the distance that a unit can move. and a silver bullet next to the strength tag means that a unit has not yet fired. military forces cannot remain intact without one.

47 GAME CONCEPTS: Movement GAME CONCEPTS: Movement 48 . units. When a unit disembarks. An A denotes that entering a hex of that terrain type uses all of the unit’s movement points for that turn. Remember that mately embark. and so on. a unit that has moved via transport must remain in the vehicle at the end of the move. move. the transports currently available mounted when it disembarks. they do not need to disembark in a port. Note: Towed units cannot move on their own. a mounted unit cannot attack. tions cannot. and uses the air transport’s statistics when defending against attack. A unit can only mount and dismount prior to moving. Any valid unit Since there are a limited number of transport points. When a unit Embarking and Disembarking Air and Naval Units embarks onto an air transport. If a unit disembarks on an unoc- cupied. When a unit embarks. there might not be an air or naval transport available. the airport hex at the beginning of the turn.Disembark button is not available in the View Unit panel. can only disembark onto an airfield hex. These numbers Most ground units can use sea transports. (mounted or dismounted). icon. it cannot be replaced. use the transport’s movement costs. The cost of movement for air units is always one per hex. The second number gives the movement cost for moving through that terrain in snowy weather. with the exception of airborne Note: Mounted artillery and air defense do not provide support fire for friendly units. Units on sea transports can disembark on unoccu- it uses one available transport. regardless of terrain or weather conditions. resupply. that airfield is captured. A unit can- not mount. The unit may exit normally the following turn. Units. a num. You cannot purchase them. in which only infantry. These trans. and when moving. An I denotes that that type of terrain is impassible to that movement mode. and fortifica- represent the allocation of air and naval transports to your army. enemy controlled airport hex. it frees one transport. can perform the same actions as a dismounted unit: get replacements. overcast. and recon units can capture cities. but the unit is dis- the cursor over a friendly port or airfield. ber of transport points are given to each side.e. that disembarks into an unoccupied enemy port captures it. However. pied coastal hexes. Organic transport is transport which is permanently assigned to a unit and cannot be shared (i. When you move ports. Units can only embark on a plane from a friendly airfield hex. the unit icon is replaced by the air transport At the beginning of each scenario that uses air and/or naval transport. and then dismount unless it is infantry under attack. If the unit is on disband. the unit can embark and move in the air transport during the same turn. you must Upgrade the unit from the Field Headquarters screen between battles. upgrade. they must use transport. if you want to purchase transport for an existing unit. light anti-tank. advantage does not apply if the infantry is tactically surprised. Mounting and Dismounting Units A unit which has been assigned organic transport can use that transport to move greater distances during a turn. Units with organic transport may use naval transport. Table Explanations Each movement mode is prepared for different types of terrain. even if a unit can legiti. regardless of its state when it embarked appear in the Information bar at the top of the screen. A mounted unit and light artillery. trucks or half- tracks). case the Embark .. Units can embark on naval transports only at friendly controlled ports are used to move units around the map and over the sea. In campaign play. or improve the unit’s transport. tank. The first num- ber refers to movement through that terrain during fair. anti-tank. Units with organic transport cannot embark on air transport. or rainy weather. this Only certain classes of units can embark in a plane: infantry. and if an air or naval transport is destroyed. naval and air units.

to create traps. Rugged defense really helps infantry. unlike air defense. cities and battles reduces your prestige. For one. otherwise. used carefully. 49 GAME CONCEPTS: Prestige Points GAME CONCEPTS: Replacements 50 . Some of your units rugged defense based on the relative experience. Air units’ spotting range is halved by overcast and inclement weather. the terrain makes an effective The concept of rugged defense represents tactical surprise. also. units with ranged fire are affected by terrain. arcing trajectory. The importance of preserving units has many tactical implications. or the ability to attack impossible. cities. In the same manner. wise general pulls weakened units back from the front lines and calls for resents the combat attrition that occurs when waves of attackers wear away at a replacements. Losing units is bad for your prestige. its ground defense is It is never prudent to allow your units to fight to the point of elimination. to completely destroy weakened enemy units to keep them from new units. Units with even one strength point left are unit’s defenses. since terrain does not can devastate an attacker. so they holding victory objectives and cities. and the are able to attack at ranges greater than one hex. and taking and should plan for units which risk heavy losses to shoot before moving. in most cases. It is a good idea to check the firing range of possible targets from the View Unit panel before firing. except those that are within one hex of a friendly city. however. port. You can exchange prestige points for of course. However. or your unit must move adjacent to the enemy. The reduced by two for every attack after the first. Your unit must either move to a hex where terrain is not an open fire from cover at close range. which is auto- matically treated as a rugged defense. there is no risk of a rugged defense. for several reasons. (the exception being the first three battles of the Blitzkrieg campaign). ously constructed defenses. forcing it out of its good tactical position. to a maximum of eight. representing powerful guns defender’s entrenchment level. This represents defending units having the time that can launch shells a tremendous distance. and artillery. mountains. or airfield or within the spotting range of friendly units. your unit may be in for a nasty shock when an enemy you thought vulnerable suddenly returns fire! Spotting Units All hexes are hidden at the beginning of each turn. Other units’ spotting ranges are halved when it is raining or snowing. making ranged fire a powerful tool when further attacks. This also preserves whatever battle experience that unit may have gained. by a ground unit. However. If the entrenchment level is zero. This rep. w Multiple Attacks Replacements When a ground unit is the recipient of multiple attacks. Prestige points represent the influence you have earned with the high com. although those at close range (from the adjacent hex). as well. less expensive to restore to full strength using replacements than requisition- erful units. replacements. well entrenched infantry. which launches attacks in great risks to assault. or extremely well defended positions. Effective use of multiple attacks can defeat even the most pow. The corollary of this principle is. being brought back up to strength. repeated attacks disrupt an entrenched unit. forest or bocage lie directly between your unit and the enemy. losing can retreat to safety if grievously weakened. or if the attacker is a a high. or wearing down its labori- Note that only units with ranges equal to or greater than your unit’s may coun. losing a battle results Rugged Defense in your general being dismissed from active service. you mand by winning battles as quickly and decisively as possible. If hills. A rugged defense can occur in two ways: if a unit’s movement takes it into the hex of a hidden enemy. and giving the attacker intelligence useful for terattack when fired upon at range. conditions which favor the defender and obstacle. and new equipment for existing units. particularly block the line of fire when units are adjacent to one another. the unit type. but remember that your own units are equally vulnerable to attrition! ing a new unit entirely. Note: Regardless of the prestige you have earned. This represents the importance of veteran cadres in a Prestige Points damaged unit. a tactical surprise occurs (for air and naval units this w Ranged Fire misfortune is called “out of the sun” and “surprise contact”). there is a risk of a units also can attack at a distance greater than one hex. your unit cannot fire on the target. if an entrenched unit is attacked Ranged fire differs greatly from artillery and air defense fire. that the enemy must take which targets enemies high in the sky. pioniere or engineer.

though it can still defend itself). terrain. it surveys naval units which are in port can resupply. If there are more than two adjacent enemies. It is also halved if the unit has run out of fuel (if it runs out of ammo. Casualties Weather Effects on Supply taken in battle are represented by a loss of strength points. Enemy units within your unit’s spotting proximity of enemy units. the following automatically resupply: air units which are at an airfield. Each non-suppressed strength point the unit gets less supply. but the forest prevents your unit from being able to effec. between battles. and a unit reduced If it is raining or snowing and a unit is not in a friendly city. all non-air units use two fuel points for each movement point. to zero strength points is destroyed. Exceptions: when the ground is covered with snow. and naval transport is available. The resupply rate is limited by the all hexes within its spotting range. it remains sighted for the entire panel. up to a maximum strength of fifteen strength points at five experience levels. A unit can start with five or ten strength points. an awareness of an enemy does not mean that it can bring its weapons to bear. Units receiving replace- enemy unit does not necessarily allow direct fire on it. below the unit’s icon on the Battlefield. using the Supply button from the View Unit Once a hex is spotted during a player’s turn. it uses one point of ammo. The number of strength points used for attack is also halved by rain or snow for ground troops and by overcast weather for air units (air units may not attack in rain or snow). units with experience can have their maximum strength increased by one per experience level. it can’t attack. if there are enemy units adjacent to them. Overstrength units are very potent in battle. Your country’s network of supply lines is only prepared to provide w Strength equipment you requisition to prepared supply depots. Again. Supply Rules There are two types of supply: ammunition and fuel. Every movement point a unit uses costs it one point of fuel. Units normally receive half range are automatically revealed. and bad weather. a target may be seen moving through ground on the other side of a stand of trees. and ground units which do not act. A unit’s current strength is given on the strength tag. During campaign play. just because a unit has ments automatically receive resupply. city. Supply points are the places where you can deploy requisitioned units. only air units which are at an airfield and turn. port. however. 51 GAME CONCEPTS: Strength GAME CONCEPTS: Supply Rules 52 . Each time a unit shoots. w Supply Points For example. Ground units do not automatically resupply. that capturing an enemy victory hex. air units use no fuel. Units also get less supply in the desert. or airfield. represent- ing their large operational range. Units can add overstrength points at a rate of one per battle by selecting Overstrength from the Field Headquarters screen. naval units which are in port. Note tively attack the enemy. Any time a friendly unit moves and does not cancel its move. values. You can also resupply your units. This ends a unit’s turn. Automatic Resupply Each turn. It is important to note that spotting an of their ammo and fuel maximums during resupply. or supply point does not convert it into a supply point that you can use. unless it is a port. the unit makes an individual attack on the enemy using the unit’s attack and defense may not resupply.

Defending units whose suppression adjacent fighters. attacked by other ground units. this means the artillery or air defense uses its full strength against the attackers. w Support Fire Under certain circumstances. tating effect on your attacking troops. Also. the attack. some types of terrain provide greater base entrenchment. number is greater than or equal to their current strength. but the power of the artillery or Suppression represents the effect being attacked can have on a unit’s air defense is halved. wounded. Note: Defensive Artillery fire suppresses for the attacking unit’s entire combat. strength. some or all of a unit’s strength points fighters may make only one interception per turn. Always be sure to check the range of enemy artillery and air defense before launching assaults in their vicinity. since some types of ground are more difficult enemy unit. Units which are directly adjacent to the sup- porting unit receive close support fire. to devas- or are destroyed. can be powerful tools when used by a careful commander. The attacker cannot respond to this defensive fire because it occurs before combat. the attack is bro- ken off immediately. Each time a unit shoots it uses one ammo point. Fighters adjacent to may become disoriented. Most suppression lasts only for the duration of a single combat. but tactical bombers can suppress units for the player’s entire turn. retreat. artillery and air defense units near a defending unit may shoot at an attacker prior to combat. but ineffective in combat. to scout out enemy artillery and Terrain air defense clusters. but are attacked by enemy units who are within range of the Suppression supporting unit. Careful analysis of terrain is vital to a well conceived and executed battle strat- when unseen artillery two or three hexes away disrupt your assault on an egy. making those areas more defensible. as well as interceptions by ing further attacks on the suppressed unit. Artillery units contribute support fire to nearby ground units. enemy forces can also take advantage of support fire. 53 GAME CONCEPTS: Support Fire GAME CONCEPTS: Suppression 54 . all of which render them defending bombers or ground units may intercept attacking air units. can also prevent you from making a costly mistake. During an attack. Suppressed strength points are not available during may be intercepted only once per turn. Troops in combat The air unit equivalent of artillery support is interception. facilitat- Defensive fire from artillery and air defense. There are two types of support fire given by artillery and air defense. However. and more difficult to clear of enemy defenders. Friendly units which are not adjacent. Terrain affects movement. to negotiate than others. See the “Entrenchment” section for details on the effect of terrain on entrenchment. or pinned down. surrender. other than the loss of strength from casualties. The proper use of recon units. while air defense units give support fire to nearby ground units against air attacks. also receive support fire. If all the attacking unit’s strength points are destroyed or suppressed by defensive fire. Defending units can easily use up several points of ammo in a single turn when defending themselves or nearby units. and each attacking air unit may become suppressed. and plan attacks on supported units carefully to minimize damage to your own forces. See the “Movement Cost by Terrain Type” table on page 46 for more information.

surprised by the enemy unit. they can attack with no risk on the Main Game screen. can be classes can capture cities. a pontoon bridge appears. your unit is sive fire. When a bridg- or snow storms aircraft and air defense cannot attack. Only units of the tank. in which case the attacker shoots at the defender’s ground Strategic Map. The exception to this Battles are won by taking or holding some or all of the Victory Objective hexes. rain. Conversely. you must mount them if you wish to move Zone of Control them to another location. recon. Capturing towns. The storms or snowstorms. terrain has no effect on artillery and air defense attacks and defen. these units are vulnerable unit’s movement is stopped and it must either attack or end its turn. Note: During rain bridging engineers can also bridge rivers where there is no ford. You can check on the current weather conditions of the game by clicking on the Status Report button from the Additional Options panel Since artillery units make arcing. eliminating this penalty for the hexes engineers occupy. tank and self. Surface units’ zones tracks defend poorly. which have difficulty in cities and forests. use their ranged attacks to units. usually placing the non-infantry unit at a severe disadvantage. entrenched to survive an armored attack. ports. Friendly units may then move over the bridge icon. Note: Some rivers are too wide to Bad weather generally helps the defender and the side with air inferiority cross with bridging engineers. and infantry propelled anti-tank units. Air defense also is able to attack their lofty targets without fear of retaliation. unless it to attacks by tanks and infantry. anti-tank. which conditions. and airfields. It never rains or snows in North Africa. Remember that units mounted in trucks or half. so you should always focus on capturing the objectives you have have difficulty bringing their full power to bear. it through a hex occupied by a previously hidden enemy unit. or snow. When you move a unit into the zone of control of an enemy unit. Weather may change ends a ground unit’s movement. and your unit’s turn ends after combat is resolved. It may exit between fair. except when the river is frozen. since many air defense and artillery are towed weaponry. ports. ranged attacks. In difficult terrain. A unit exerts a zone of control over the six hexes around it. and cannot launch an attack or provide support fire. 55 GAME CONCEPTS: Terrain GAME CONCEPTS: Victory Conditions 56 . Do of control affect only surface units and air units’ zones of control affect only air not move these units too close to enemy units. Entering a river hex area and month of the year in which a battle occurs. but does not affect the victory from difficult terrain. because of the inability of air units to attack during bad weather. Dismounted bridging engineers may and have the possibility of generating only overcast weather or becoming rain- serve as bridges. supply points. such as cities and mountains. particularly against larger vehicles. ing engineer unit moves into a river hex. However. even dismounted. been ordered to take. where defending infantry and artillery need to be occupy them and prevent their use by the enemy. being that infantry may attack another unit that succeeds in putting up a which are represented by hexes with gold-bordered flags on the Battlefield and rugged defense. your their advantage. although other troop types can dominant in clear terrain. If your unit was ordered to move to a point which takes weaponry. and airfields that are not defense value. Storm fronts can last for a number of days the river hex normally the following turn. defending and attacking Victory Conditions infantry shoot against the close defense number of the enemy unit. overcast. such as tanks. Weather Rivers Weather is randomly determined based on actual weather conditions for the Rivers are a terrain type that deserves special mention. of losses by bombarding distant enemy units. especially since. Infantry and artillery can be highly effective when defending Victory Objectives gains you prestige points. Interludes of bad weather are good times to resupply and rebuild units while waiting for Using Artillery and Air Defense the weather to clear. Because of the nature of their targets and is a recon unit.

Polish regular infantry is at least as good as its German counterpart. This last was supposedly a regular army division. Also present were a brigade of Germans and Austrians. The Polish reservists are no worse than the German Landwehr division. of the corps-sized Soria Division. including the elite 11th Shock Division and a number of International Brigades including the “Garibaldi Battalion” of anti-fascist Italians. then in production in Libya. The Nationalist army. is not nearly as well-supplied with modern artillery. and the Italian “volunteer” corps. Madrid Offensive The Civil War in Spain provided a testing ground for the German Wehrmacht. The Luftwaffe’s Condor Legion air wing campaign. Republic despite repeated attacks. Mlawa lies almost directly north of Warsaw. the Poles and beyond. cally very important to present eastern Poland to the Soviet Union as a gift. Franco sent in the tough Moroccan brigades 57 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Blitzkrieg 58 . as Players should not be misled by the quick conquest of Poland in the historical well as the Soviet and Italian armies. and then massacred them.000 CTV soldiers to desert with promises of fair treatment. The troops were in their 30s. provided three divisions of Blackshirts and the Littorio division. deeply embarrassing the German army. and the Soviet-manned 1st Tank Brigade with over 100 T-26 and BT-5 tanks. The Polish cavalry is superior to In the battle of Guadalajara. and it did not participate further aspiring general and is the centerpiece campaign of PANZER GENERAL II. Though No single general fought all of these battles. Instead. Polish cavalry in turn invaded East Prussia. rather than have the Soviets conquer it for themselves. PANZER GENERAL II does give the player much the same kind of choices as those Ciechanow facing his or her historical counterpart. a hastily thrown-together outfit which later became the 10th Panzer Division. the Blitzkrieg campaign offers a large variety of challenges to the inflicted serious damage on the panzer unit. they received rifles and uniforms. to Spain. but they could have: the cam. especially for the CTV. Unfortunately for the Poles. The Poles put up a pretty stiff defense against the Wehrmacht here. The Kempf panzer divi- Blitzkrieg sion. though the army had as little to do with it as possible. toward Ciechanow. which successfully induced over 1. CAMPAIGN DESIGN NOTES Guadalajara proved a disaster for the Nationalist cause. Individual Polish units fought very hard for their country. While it’s probably not possible to provide “truth” about any historical event. and where is the best-known German formation to have assisted Francisco Franco’s they faced fairly even odds. northwest of Madrid. was supposed to move quickly past the frontier fortifications and From the civil war in Spain. but the German Army also sent a small motorized unit. or for work as extras in the movie Scipio in Africa. though it including a number of tanks. the German objectives actually lay paigns are designed to leave enough transit time between scenarios for a to the east and south. Madrid would hold out for two more years as the war continued in Spain. to the “lightning” victories of early World War II head for Brest-Litovsk on the new German-Soviet border. and they learned that they had volunteered to fight Communism. German leaders considered it politi- player’s core units to have time to move to the new battlefield. The Republic committed some of its own top units. in the Polish campaign. both sides committed some the German cavalry brigade. the Poles often frustrated the German advance. the CTV. unemployed workers who had signed up either as colonists for Libya or Ethiopia. it has nothing to of their best units as the Nationalists tried to cut off Madrid. still held by the match even a second-rate panzer unit like the Kempf division. the extremely tough Spanish El Campesino Assault Brigade. They were deeply surprised when their ship docked in Cadiz.

The Soviet juggernaut looked unstoppable as it rolled into central Finland late in 1939. but had little artillery and nothing to stop even the light some good units to oppose the Germans. Suomussalmi PANZER GENERAL II is designed to give players the opportunity to fight in all types of climates and conditions. the German Navy proved unable to break out of the ages a balanced core combat group. drive northward up the long mountain valleys from Oslo toward Trondheim. The bat- tle is still used as a training exercise at military academies around the world. rather than the gas cans used by the Germans. with tant communication routes of south-central Norway. strength panzer divisions. The French lacked the com- bined arms practices of the German panzer divisions. this scenario encour- During the First World War. Infantry is very important here. surrounding and destroying one Soviet division after it captured the town of Suomussalmi. The next time.and Sedan to year-round shipments of Swedish iron ore . The invaders even brought along a brass band to serenade the oppressed workers of the Suomussalmi district. North Sea and Germany slowly starved to death under Allied blockade. as did about 8. only one Norwegian division fought in this battle. better classed as an armed rabble. 59 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Blitzkrieg 60 . It consisted of two elite. and the other Atlantic ports. German planners made sure they’d have open access to the Atlantic . now known as a winter sports mecca. the French had mountainous terrain. these forces (the XIX Panzer Corps) were Officially. and emerging at Sedan to drive across France Lillehammer. they had to depend on vulnerable troops fought very well. Soldiers and airmen from Germany’s Axis partners Italy and Hungary fought on the Finnish side as volunteers. which happened rather quickly. The Finnish government begged for- eign nations for aid. the presence of German troops under a “volunteer” facade was not at all out of the question. division with better tanks than the German panzers. and when their tanks ran While their British allies did not make nearly as good a showing. At have had significant help from reservists arriving at the front. with some British help. It finally took a landing by paratroopers in their rear tanker trucks to refuel them. and hoped to see some troops arrive in time to fight the Soviets. Although Germany and the Soviet Union had signed a non-aggression pact and acted as unofficial allies during this period. and an elite independent regiment. Historically. the father of blitzkrieg theory. the Finns struck back furiously. and Norwegian Sedan he proved that he was no mere paper theorist. area to dislodge the Norwegians from their positions. German troops sought to the Meuse River and some pre-war fortifications to help the French defenders. Sedan represented a formidable barrier to these plans. sits astride the most impor- to the English Channel. the Norwegian out of fuel. another fairly good panzer division. but it seems to led by the famous General Heinz Guderian. No German troops fought in the actual battle. The German plan for the 1940 campaign in the west centered around a strike through the dense Ardennes forest. However. The Norwegians. full- to stop them. including reinforcement by an armored tanks deployed by the Germans. especially Britain and France.by seizing Norway. soldiers escaping from another division surrounded to the west of this battle- field.000 Swedish troops. if you are playing in campaign mode. and then giving the same treatment to a second Soviet division that tried to rescue the first one. dug in to try The German force here was one of the best. and this one presents quite a challenge. The Norwegian infantry fought hard and made good use of the incredibly Along with some reservists. Lillehammer Like Suomussalmi.

they probably should have waged. the forces involved are quite different. The British defenders of The Allies attempted to hold back the panzers from the beach zone. and in this scenario the German player must cut these lines against fanatical British resistance. When Axis forces led by Erwin Rommel drove the British back out of manders feared a disastrous result should they push their worn-out. Once ashore. While this scenario takes place on Race To Dunkirk the same map. while the 1943 are just as determined as those of 1940. well-equipped ber of these had seen little or no action. the British capital and industrial center. and which the rest of the world is thankful they did not. given quicker German success in France followed by a landing in Great Britain. Only a highly successful German player sees this scenario in the course of the campaign. Windsor This battle never happened. the road and rail net leading to the important ports and industrial centers to the west and north of London would have to be cut. While much has been made of the fortress at Tobruk in the 1930’s. Allied forces Though the Germans had the strategic advantage at this battle. but in fact it was a terrible defeat which could have been even worse. included many of the best French and British units. but could have. before continuing the campaign. they would have to establish a beachhead and drive inland. The Germans would have to isolate the great city before they could even contemplate the block-by-block conquest. It is the task of the German player to make it so. nearly full-strength Allied ing their offensive. the Allied armies. and forces from Tobruk could easily cut their supply lines run- Dunkirk area. from their point of view. and a num- ning back to Egypt. An aggressive German drive here is the battle which. The Italians therefore built a modern. the prize would be London. to the west of London. their troops in Egypt invading the Italian colony of Libya would have to secure this area and equipment were exhausted from the quick drive across northern France. ship. Libya into Egypt. Assuming the German forces could get across the English Channel in the face of the Royal Navy and the Royal Air Force. To do so. units in the Dunkirk pocket. following the defeat of the Soviet Union.” in reality. Pursuit To Tobruk Tobruk is a small port in Libya. Germans sought to drive forward far enough to bring the evacuation zone under their control. but the British captured it fairly easily in German decision to “let the British get away. Many of these run near Windsor. many German com- 1940. Otherwise. they faced the same need to capture Tobruk before continu- overextended troops into a battle with the fresh. there would be no port at which Meanwhile. but much better armed. 61 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Blitzkrieg 62 . The British could be expected to pour every possible reinforcement into the battle for London. which had retreated from Belgium into the to land supplies. British propaganda did a masterful job of turning the Dunkirk evacuation into a victory. and plane. both of which could be expected to resist literally to the last man. There is also an opportunity for the German player to land in England in 1943. not far from the border with Egypt.

Therefore. Hungary enough to mount a full-scale invasion of Egypt. The German player’s task is to push through Thermopylae to stop this evacuation. British Prime Minister Winston Churchill ordered a number of divisions out of Libya to help prop up the Greek army. rare (as regards PANZER GENERAL II) naval conflict as part of the action. and soon the same divisions. especially at night. then all roads lead to Athens. With their best divisions facing the Italians. and few anti-tank guns. This eased the supply situation somewhat. This is one of the game’s smallest maps. These units fared little better than had the Greeks. the Stato Tobruk Maggiore. German and Italian paratroopers would secure the most important points. its faith in airborne landings. the German plan put defenders of the fortress a year later had much worse luck. the German com. and the Soviet Union. In 1941. The Axis forces eventually tried to bypass Tobruk instead. the Greeks were in no position to mount a serious defense against the German invasion which followed in the spring of 1941. the Italian general staff. but the German player can find himself ordered to tackle the island. long enough for the Greeks to rally and eventually defeat the Persians. Once again. the Greek defense quickly crumbled. but not Romania joined the Axis alliance to seek vengeance on its neighbors. the garrison could not be cracked called Operation Herkules. the German panzer divi- finish off the island’s garrison. building a new road Kishinev south of the fortress. Sitting astride the sea lanes between Italy and Libya. Though the Italian infantry proved to be tough fighters. the invasion of the Soviet Union. Romanian leaders jumped at the chance to regain the lost province of Basarabia. known as C3. were lining up to board British warships for the return trip to North Africa. Italy’s German allies soon demanded a leading role for the invasion they now Despite repeated attacks and a lengthy siege. When German diplomats carefully broached a possible inva- sion of the Soviet Union. across the Mediterranean Sea. Thermopylae If the General Staff doesn’t think all that highly of your accomplishments. and reinforcements would then come over the beaches to While they were well-suited to warfare in the desert. Where the Italians had planned to overwhelm the Allied and Tobruk remained in Allied hands. In the actual campaign. and provides a change of pace with a ture Tobruk by siege proved very difficult. with German connivance. provinces in 1940. Leonidas and his Spartans held the pass at Thermopylae. Romania was the only Axis ally privy to German plans for Operation Barbarossa. The Australian defenders of Tobruk faced up to the Axis siege with great success. minus their equipment. The Axis never found themselves in a position to sions and the Italian armored formations were not designed for frontal assaults assault Malta. the Allies had little trouble inserting the forces they Malta desired into the Tobruk fortress before continuing their retreat into Egypt. Each of these. snatched entire mander is trying to change the historic result of this battle. the British-held island This scenario requires the Axis player to drive quickly enough to keep this of Malta proved a major nuisance to Italian efforts to push supply convoys from happening. though the South African and Indian defenses by landing infantry divisions all around the island. drew up a plan for the island’s conquest. 63 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Blitzkrieg 64 . supplying an infantry force large enough to invest and cap. against fortifications. against the massive Persian armies of Xerxes. While the Greek army fought off the Italian invasion in late 1940 fairly suc- cessfully. the Australian and New Zealand defenders of the pass were just trying to hold back the panzers long enough for the Royal Navy to evacuate the ill-fated British expedition to Greece.

It was on the Volokolamsk Highway that com- missar V. The 180th Rifle Division was formed from two Estonian divisions and the 183rd from two Latvian divisions. Tanks especially were in short supply. Klochkov of the 316th Rifle Division told his men. and Romanian leaders sought at least one panzer division to aid in the drive to Kishinev. Russians out of the war. and thus the Soviet divisions in this sec. troops fought fanatically to defend the capital. Once again Soviet two weeks after the start of Barbarossa. volunteer factory workers in the 18th People’s Militia Division fought the Germans with their bare hands. since the fanatical defense at Volokolamsk and Klin elements of this German attack in the so-called “Demyansk Pocket. Short of rifles. Moscow is behind us. it was already too late. A pow. and entered the Russian campaign many weeks later than the rest. a full-strength panzer division with brand new tanks should have been unstoppable. are dispatched to aid in this attack. Even an early attack on the Soviet capital had erful Soviet counterattack in this area would later trap many of the lead no guarantee of success. the Soviets prevented a complete breakthrough. “Russia is huge. German panzers had great difficulty in the swamps and heavy forests of There was also no guarantee that the capture of Moscow would have driven the north-central Russia. Soviet resistance grew stronger the longer the cam. These units had lost their tanks when a British submarine sank the transport car- rying them after the conquest of Greece. and their to the battle. Novgorod The Germans probably had only the slimmest of chances to actually capture Staraya Russa. The Germans hurled their excellent 2nd and 5th Panzer Divisions into the battle. 65 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Blitzkrieg 66 . but in the campaign game With the Volokolamsk Highway firmly blocked by its fanatic defenders. lacked modern equipment. the Soviet troops fended off some of the German army’s best divisions. was an important communications center Moscow in late 1941. Latvia and Estonia. the Soviet line held and Moscow was saved. Though the Germans key weeks during the autumn. Both still used a bizarre array of weaponry. Also. south of Novgorod. The paign continued. the player. the real reason was the courage and sacrifice of the Soviet soldier. It would not have crushed the will of their The Soviet opponents here include several formations added to the Red Army people to resist the Germans. Soon the Germans commanders are far less confused than those who faced the first German assault. but there is nowhere to retreat. This help was not forthcoming. Despite massive casu- While the Romanian army was fairly large and contained some excellent units. Moscow. loss of Moscow would have crippled the Soviet railroad system and cost the Soviets many important factories. With fresh reserves committed tor have been able to bring themselves almost to full strength. By the time they returned to the drive on made some progress. German generals claimed their late October pause before Moscow was due to mud and supply shortages. found themselves fighting desperately to escape the Soviet trap. the Soviets began a series of counter attacks. in 1940 when the Soviet Union annexed the Baltic States of Lithuania. the Klin capital of Basarabia. which the two small nations had purchased from all over the globe. but one rarely seen in Western history books. The scenario begins almost Germans tried another route to the northeast of Moscow. it alties.K. Political decisions diverted the panzers south for several and the Soviets fiercely resisted German attacks here. Napoleon certainly learned that lesson in 1812. The 78th Siberian Rifle Division stopped them cold.” Outnumbered and outgunned.” would surely have been repeated in the streets of Moscow itself. By this point. Volokolamsk Perhaps the proudest name in Russian/Soviet military history. the you.

The Soviet offensive shredded the Romanian line. the Germans had been stopped by determined resistance.” nario. the party will be greatly pleased that you have properly followed its doctrine. The lines to the southeast and northwest of Stalingrad were held by allied armies from Hungary. ing. After the German tank units had been worn down by forti- enemies they will face. which Oak Ridge finally collapsed in February. Oak Ridge remained closed to the public until 1949. Though these forces included some very good troops. and its near Prokhorovka. Standing in their way are some of the toughest and prepared for it. Deep in the mountains of east Tennessee. Of the two Axis armored divi- The American infantry divisions are determined to repel the invaders. the Romanian Royal Armored Division fought very well despite these divisions had impressive war records. Each of sions present. all were short of tanks and especially short of anti-tank guns. 1943. The Soviet high command saw this as an opportunity to trap the German Sixth Army in Stalingrad. existence was only admitted in 1945. you get to keep the blame all to yourself. takes its Axis positions from more reliable Romanian sources. a sad end to the proud history of the tanks . Bob Dole’s 10th Mountain Division is supported by the fied anti-tank guns protected by infantry. as are the valiant Polish themselves on the panzers and a wild battle between hundreds of tanks followed. in a vital sector held by Romanian troops. Soviet troops closed the Stalingrad pocket and trapped the Sixth Army.” The sce- the “buffalo soldiers. Onward To Berlin You now have the opportunity to lead Soviet troops to the final victory. Should you emerge victorious. the Soviet tank brigades hurled Tennessee Volunteers. therefore. Project Manhattan . this game had to include a scenario from the legendary tank battle Second World War. German officers and some historians later claimed that the well in maneuvers. By the time German troops and equipment had been gathered for the carefully The Germans have their best weapons of the game at their disposal and some planned attack at Kursk.built an entire city in great secrecy. This scenario takes place to the northwest of Stalingrad. The Soviet drive to Berlin had begun. German division and very few anti-tank guns. but upon reaching the North African theater it was broken 22nd Panzer Division performed so badly because mice had eaten the wiring in up to provide manual labor to unload ships.the American program to build an atomic bomb . Here Prokhorovka scientists built key components of the bombs that brought an end to the Inevitably. Should you lose. the Soviets knew exactly where the attack would come excellent units to use them. Italy and Romania. 67 CAMPAIGN DESIGN NOTES: Blitzkrieg CAMPAIGN DESIGN NOTES: Onward To Berlin 68 . and the Soviets are on the offensive. The Texas Rangers are present. The Soviet campaign picks up once the tide has started to turn in the east.the military equivalent of “the dog ate my homework. Saturn on the Chir In Stalingrad. The 2nd Cavalry Division did very its worn-out tanks. The Romanian infantry was probably about equal to the Savannah Germans on the defensive. and any invader of North America would eventually have to try to take it. exiles and the elite 3rd “Spearhead” Armored Division. but these divisions had much less artillery than a Savannah has been an important commercial and military port since its found.

the Soviet player must realize that his paratroopers are there to slow down German reinforcements by blocking the roads leading to the front. but the focus. the Soviet armies outside Leningrad had finally broken could not tolerate the Finnish threat so close to Leningrad. In the game. with men scattering far and wide on both sides of the Dnepr. is getting the Soviet tank corps over the Dnepr River. The Finns committed their only armored division to defend the city. in reality because they feared the tremendous casualties such an attack would bring. The Soviet Union was the first nation to train soldiers as paratroopers. In spite of this. and supplied them with mountains of ammunition. The Germans held onto their remaining Viipuri. south Under this barrage the Finnish infantry broke. The Soviets In the spring of 1944. positions outside Leningrad. The battle’s outcome depends on the tank corps. as in the real bat- tle. but its worn out captured Soviet vehicles and German-made assault guns were no Viipuri match for the modern Soviet T-34s and KVs. Soviet victory here soon forced Finland to make a separate peace. A German division committed to of Viipuri. in the “Black Day of the Finnish Army. Food. which must cross the river and capture the vital Kanev Bridge. When their offensive ground to a halt before the Dnepr River south of Kiev. officially feared the fanatic resistance they would encounter within the city. and in through the German lines and opened supply routes. weapons. The Soviets deployed vast num- June. and the Germans The Finns had refused to launch a direct assault upon Leningrad. 69 CAMPAIGN DESIGN NOTES: Onward To Berlin CAMPAIGN DESIGN NOTES: Onward To Berlin 70 . Leningrad For 900 days the “Hero City of the Soviet Union” suffered under German air and artillery bombardment. but it did cause the Germans some trouble in the rear areas. The jump did not go well. Leningrad held out. Kanev This scenario features Soviet airborne troops. The Soviets continued to train paratroopers. the Soviet high com- mand committed the paratroopers to force a river crossing. because they had signed treaties promising never to do so.” This is the battle covered here. and were trapped there when the Soviets launched their counter-offensive. where most were destroyed though they all fought fiercely. and set up new brigades. known to the Russians as Vyborg. culminating bers of artillery pieces. These tough soldiers soon put away their parachutes and headed for the front lines. 1944 brought a massive Soviet assault on Axis ally Finland. the front fared even worse. though the early units did not wear parachutes: the planes flew as low and slowly as possible and the soldiers were instructed to look for soft places like swamps and snow banks to jump into! Scattered Soviet paratroop landings took place during the Winter War with Finland in 1939-40. and a large number of para- troopers were trained and ready when the Germans invaded in 1941. however. and losing sight of this goal will result in defeat. and rein- the summer of 1944 mounted a powerful assault aimed at capturing the city of forcements poured into the city.

The mot. Crusade in Europe The tide has turned. The struggle for the beachhead was intense. would be friends. Advance On St. the offensive ground to a halt. Salerno . Lo ley German force ranged from crack panzer instructors to hastily-drafted police. they did so with overwhelming force. east of the city. their goal—the unconditional surrender of the Axis powers. experienced German panzer division wait- capital. foes. 1943. Rather than push the Soviets away from the Instead they found a full-strength. and rangers. 71 CAMPAIGN DESIGN NOTES: Onward To Berlin CAMPAIGN DESIGN NOTES: Crusade in Europe 72 . but with their supply line stretched beyond the breaking point. final drive on Berlin. The Seelow Heights marked the last place before the city offering good defensive terrain. with a landing on The final breakthrough before the battle for Berlin itself occurred just to the the Italian mainland. the Allies return to Europe. the manpower pool was also nearly exhausted. or neutrals. The Allied forces landing at Salerno. The capture breakout. tough commandos. the joint When the Soviets finally brought up enough troops and supplies to launch the American-British landing force held their own. Backed by wave after wave of heavy bombers. just south of Naples. starting with the Salerno landings in 1943. Soviet strength had almost given out. and only struck the Germans near St. the deep desire for revenge and to crush the German political leadership drove the Soviet armies forward. but with the help of the Operation Konrad scenario). the 82nd Airborne Division. and eventually captured Naples. After a long struggle. the Americans secured their beaches and the large port of Cherbourg in preparation for a full-scale On the Soviet side. the US First Army of Berlin was no sure thing. While the British drive bogged down in front of Caen. You now lead American or British forces into battle. along the line of the Oder River.Return To Europe Seelow Heights Allied troops returned to Europe to stay in September. the Germans then launched their offensive to regain Budapest (seen in ing for them. Lo at the western end of the Normandy front lines. The Soviets reached this line did not know whether the Italian troops they expected to meet on the beaches in late 1944.

and one studied closely between the wars. 73 CAMPAIGN DESIGN NOTES: Crusade in Europe CAMPAIGN DESIGN NOTES: Crusade in Europe 74 . the local commandant was able to raise several regiments of these men. Though outnumbered. and most of the front-line German troops simply disappeared. a fortress city that had been an American target during the First World War. American troops Dessau found tanks flipped completely over and a handful of dazed survivors. every man in them had been decorated for bravery. Metz Metz is only slightly to the north of the Arracourt battlefield. When orders came to attack toward Dessau and cap- Caen ture the experimental airfield there. The PANZER GENERAL II scenario begins the action some days before the actual tank battle. The city’s fortifications dated back to the late 19th century. the American leaders were determined not to make the same mistake.and underage draftees. with leadership from future chief of staff Creighton Abrams. Metz also contained training schools for officers and NCOs. The air attack caused incredible devastation. just east of Nancy. taken from the Germans. bloody fighting passed before Montgomery made good on his promise. While the German army which faced the Allies had essentially disintegrated during the retreat across France. Arracourt The American capture of the important industrial and communications center of Nancy brought a quick German response. methodical British tactics allowed the Axis to move their troops prac- tically at will. the Germans were able to pour in reinforcements because the slow. However. French leaders had convinced the US commanders to switch to another objective. but the Germans had modernized many of them. New technology in rockets and jets troops would capture the old city of Caen on the first day of the Normandy fell intact into American hands. and they fought furiously to hold Metz. landings. The US As the war in Europe drew to a close. However. which American generals believed to have been a serious error. From Metz’s classrooms. When Metz again figured in American plans. swept into the area before German engineers could touch British commander Bernard Montgomery promised the Allied command that his their secret files and experimental models. where the best and brightest soldiers from the ranks went for further military education. and handily defeated the German reserves concern. Weeks of hard. Though these units had been quickly organized. making the American player take Nancy first. The defenders included the usual motley assort- ment of over. new armored formations had been raised and some old ones re-equipped with new panzers. These new and refitted panzer units struck the Americans at Arracourt. The bomb craters overlapped. the Third Armored Division. stopped the German attack and launched a devas- tating counterattack. the shape of post-war Europe became a units moved through the bomb zone. especially the disposition and possession of advanced technology rushing to fill the gap. the GIs. the division leading the assault.

the high command took many hours to release the panzers. battlefield and the number of units present. At Salerno the Germans. The Germans immediately launched another attack slightly to the south of the Ardennes. incidentally the only German panzer division in France considered Romanian infantry divisions guarding the area. these attacks were designed to put up much resistance. the famous German Field PANZER GENERAL II campaigns. However. the player must do better than this. This area saw one of the largest tank battles of World War II. Marshal Erwin Rommel insisted that powerful panzer divisions be placed behind the beaches to counterattack Allied landings. 75 CAMPAIGN DESIGN NOTES: Defending the Reich CAMPAIGN DESIGN NOTES: Defending the Reich 76 . the German high command had known that the Allies would eventually try to land somewhere in France. attempt to do just this. This is the toughest of the Knowing the fragile nature of his beach defenses. Usually. who didn’t know this. The map covers Belgorod in the south. but most of its men were German doctrine called for attacking an enemy penetration at the base. was difficult if not impossible to repel. almost crushed the beachhead and might have done so with just slightly better luck. both in the size of the (known in the West as the “Battle of the Bulge”) had failed. These men were either unable or unwilling operational offensives during this period. The 21st Panzer forces ringing Stalingrad and re-supply the troops there. Drive To The Sea For well over two years. The war proved that a properly planned amphibious assault. reinforced by the famous Hermann Goering Panzer Division. These were backed by German infantry divisions. in an area where Soviet tank forces had shredded the The 21st. The best Axis units present unfit for front line service. and only The Winter Storm operation was designed to force its way through the Soviet one panzer division launched an attack on the Allied beaches. to repel Allied attacks. It did not take long for German leaders to realize that the Ardennes offensive This scenario is one of the largest in PANZER GENERAL II. The so-called “Atlantic Wall” of fortified beaches existed mostly in German propaganda. This scenario is based on the enemy equipment. Instead they faced a potent counterattack force led by the tough and experienced 16th Panzer Division. and extends north to Prokhorovka. beaches. Invasion Salerno When the Allies started landing troops at Salerno. actually managed to penetrate very close to the were actually Romanian cavalry and armored divisions. they expected to find little or no opposition. and many deserted at the first opportunity. where new recruits and its tank battalions contained a bizarre array of captured they had broken through the defensive lines. Zitadelle Operation Citadel (Zitadelle). young boys and even whole battalions of drafted foreign- the Soviet conquest of Berlin two years later. supported by mas- sive naval gunfire. and inflict a severe enough defeat that the Allies begin evacuating the beaches. When the Normandy land- Winter Storm ings came. Division had a proud combat record from North Africa. including French tanks left over from the First World War. or to restore defensive lines. The Germans did put up concrete pillboxes and steel obstacles at obvious landing points all around Defending the Reich Europe. usually made up of While Germany was on the strategic defensive from the summer of 1943 until overaged conscripts. German troops conducted many ers including former Soviet soldiers. was compromised before it began by the wait for Nordwind new tank types and Soviet knowledge of the details of the German offensive.

Set Computer Posture Go To Scenario Builder Screen Though some American troops had been pulled out of the line to help in the Number Side Primary Secondary Load Load Exit Ardennes. While this does not give the player’s core units much the Exit button to remove the panel without choosing a map or scenario. had top priority on the name of the scenario you are going to build. 77 CAMPAIGN DESIGN NOTES: Defending the Reich SCENARIO BUILDER: The Scenario Parameters Screen 78 . and click on The break between this scenario and the preceding Nordwind scenario is the the check mark button to return to the Scenario Parameters screen. but did not break. In January 1945. and they were fully alert and awfully of Selection Nation Nation Map Scenario Scenario Players Buttons Buttons Buttons Builder angry. the German High Command Load Scenario buttons. Inside Budapest. Click on a name to select the map or scenario. . From the Start screen. and AI posture. weather conditions. or envisioning “what if” situations. American counterattacks drove the Germans back behind their original starting lines. and saves the file in your PANZER2 directory. SCENARIO BUILDER For those who enjoy recreating famous battles. the German garrison held out. Several attempts to break through during the winter and spring of 1945 failed. PANZER GENERAL II automatically adds the appropriate extension to the filename. The Scenario Parameters screen is where you define the general settings of your Operation Konrad scenario. This brings up the Scenario Parameters screen. click on the Start The Scenario Builder button. in which you need to enter the file Konrad. at the lower right corner of the screen. most of the assault divisions participated in either the Nordwind attack or in the Ardennes. and the Germans could not break through. PANZER GENERAL II lets you create your own scenarios. click on either the Load Map or Soviet troops less than 100 miles from Berlin. and before the operation was complete. German panzer The Scenario Parameters Screen units were boarding trains for Hungary and Operation Konrad. transfer time. plenty remained in this sector. Hungary. listing the available maps or scenarios for you to edit into your own scenario. with the Ardennes and Nordwind offensives clear failures. and Budapest eventually fell to the Soviets. both sin- gle and multiplayer. known also as the Battle of Szekesfehervar. . which wrapped up about the same time. such as number of players. Operation On the top left of the screen is a text box. bring up a panel. German rail system. When you save your scenario. to launched a series of new offensives in . The American units bent. Click on shortest in the game. and To begin building your scenario.

and an The Atmospheric Conditions box. Scenario Options Menu Rain. Click on the shield button if you want the computer-player to take a thirty turns. If a flag is already there. the Battlefield. giving the Starting Date of your scenario. in which you sor over the Scenario Options buttons. click on one of the four buttons next to a primary nation. if you are mod. each player can also have up to four other representing the month. ture of the AI for a computer-controlled player. indicating Fair. Click inside the box. their forces. Players on the same side can have the same victory hexes. and when the cursor appears. Designate Victory The next section defines each player’s primary nation. if a green border. ner contains four buttons. The depressed gold The Scenario Builder Screen tone button is the current Ground Condition. arrow buttons to scroll through the active players. If you pass your mouse cur- The upper right quarter of the screen is dominated by a text box. while The last column contains two buttons for each player. describing its function. click on a button in this col- for the currently selected player. in numbers In addition to one primary nation. Note: Each side must have at least the upper right corner of the flag box to remove the flag box. Click on the gold tone button is the current Atmospheric Condition. passive stance. one victory hex under enemy control at the start of the scenario. click on the Exit button to return to the Start screen. and Snow. Information bars bracket the screen. Click on the Exit button in designated both supply and victory hexes. but you nations as part of their forces. can enter a summary of your scenario. simply click on the the same hex as a supply point for both players. the other. top and bottom. and can go as high as three turns continue to the Scenario Builder screen. day. Also. To assign a primary nation. If you want players to have other nations in can adjust this date by clicking on the arrows above and below the numbers. The next column determines which side players are on. Choose them. Note: Supply points. The default setting is 12/7/41. and control AI posture. smart text appears next to the button. and can go as high as stance. in the lower left cor. 79 SCENARIO BUILDER: The Scenario Parameters Screen SCENARIO BUILDER: The Scenario Parameters Screen 80 . and then The Starting Date of your scenario can affect which equipment is available for select other nations by clicking on their flags. type a description. and the ownership flag is framed with umn and a box containing fourteen flags appears. or change the summary. Click on Set the Number of Turns in your scenario by clicking on the arrows above and the sword button if you want the computer-player to take an aggressive below that counter. It is dominated by the default. Also. Overcast. your armies. you can still change ply assign the same hex as a victory hex for both players. in which you set the number for the currently selected player. sides by clicking on either number 1 or 2 for each of the players in the scenario. Options menu along the right side controls most of the Scenario Builder functions. The number is initially set at ten. since some units were not yet developed early in the war. and year. every hex you click on is designated as a victory hex one primary nation. Below that is a counter. the depressed The number in the upper right corner indicates the active player. click on the other button to change The Scenario Builder screen resembles the Main Game screen. a scenario. are automatically designated deployment zones. The Ground Condition box contains two buttons. and the six hexes around Settings box. Players on the same side can share supply points. click on the check mark button to counter. sim- as that player’s primary nation. and the ownership flag is framed with of players. Click on a flag to select it a gold border. simply assign applicable. This number is initially set at one. one indicating Dry ground conditions. determine sides and country assignments. A player can have only When activated. Designate Supply When activated. You can design a scenario for up to four players. aggressive or passive. the first column in the Player both supply and victory hexes. every hex you click on is designated as a supply point In the lower right quarter is a Player Settings box. hexes can be designated number of players you want in your scenario. These determine the pos- others had become obsolete later in the war. hexes can be it by clicking on it and selecting a different flag. ifying an existing scenario. Set the number of Turns Per Day by clicking on the arrows above and below that When you are satisfied with your settings. Frozen ground. If you decide not to continue making per day. Choose one of these conditions for your scenario.

Click on the arrow button below the flag to move to in their starting positions in the scenario. You can also Builder screen. to fix the amount. click on the arrows above and type. When you finish setting the units’ experience and strength. Note: There is no limit wish to allow the player to deploy their own forces at the start of the scenario. Brings up the Game Functions panel. Click on the but- Build Army ton again to bring back the Battlefield map. For more information on the Requisitions screen. Click on the arrows experience level and strength for the selected player’s army. Also recall that supply points and the hexes around Strategic Map them act as deployment zones. Set Prestige Unit Settings Brings you to the Set Player Prestige screen. from which you can save your sce- nario or start a new game. To toggle through that player’s countries click on the nationality flag. for the currently selected player. see deployment hexes before any units can be placed on the Battlefield. If you the “Requisitions Screen” section. In this screen. set all units to the same experience or strength settings simultaneously. there is a forces limit of seventy-two units per side. units in that player’s army. or click on an area of the Brings up the Requisitions screen. click on the check mark button to return to the Scenario arrows next to each unit’s indicators to adjust them individually. Again. At the bottom of the screen is the Reinforcements Experience Level setting. however. next to a turn indicator to adjust the prestige for that turn. you can set Brings up the Unit Settings screen. If you wish to allo- The units you previously requisitioned are listed on this screen by equipment cate the same amount of prestige each turn. When you finish set- set the unit’s experience and strength at the start of the scenario. makeup of a player’s army. A nationality flag is placed in that hex. click on the check Game Functions mark button to return to the Scenario Builder screen. Designate Deployment When activated. simply don’t deploy some or all of the requisitioned troops. You can select forces for each of the player’s Deploy Army countries. The country for which you are currently selecting forces is displayed Brings up the Deployment panel. define a player’s next country. starting on page 29. This screen lets you determine units’ the amount of prestige that is allocated per turn. Replaces the Battlefield map with the Strategic map. ing the scenario. Next to each unit is an experience indicator and strength indicator. clicking on a hex establishes that the current player owns that hex. You must however. Players on the same side can share deployment zones. allowing you to set requisitioned units in the upper left corner. Adjustments made to these settings affect all starts with. centered on the selected area. Brings up the Scenario Parameters screen. from which you can determine the Strategic map to bring up the Battlefield. Designate Ownership When activated. Click on the ting the prestige. to test your creation out! 81 SCENARIO BUILDER: The Scenario Builder Screen SCENARIO BUILDER: The Scenario Builder Screen 82 . This Set Scenario number applies to all reinforcements that country requisitions or receives dur. every hex you click on is designated as a deployment hex. remember that at least one victory hex for each side must be controlled by the enemy at the start of a battle. and darkens. using Note: The amount of prestige set for Turn 1 is the amount of prestige the player the Make Global Settings counter. on the amount of prestige you can spend constructing a player’s army. simply assign the same hex as a deployment zone hex for each player. These below the Set Global Prestige indicator.

Air Attack A value gauging the unit’s attack capabilities against air targets. destroyer. Class The general class to which the unit belongs. Infantry do not retain this advantage in clear terrain. The estimated prestige point cost of requisitioning a new unit.’ If a unit’s strength is reduced to zero. The unit’s current strength points. anti-tank. dangerous in difficult terrain. Since close defense Equipment Type values are usually less than ground defense values. UNIT STATISTICS DESCRIPTIONS These statistics appear throughout PANZER GENERAL II. it cannot attack the enemy until it is resupplied. The unit classes are aircraft car- rier. the attacking unit uses its close defense the fact that ground units. Experience greatly increases unit’s effectiveness. this makes infantry more The specific type of unit of a particular class. tactical bomber. that a unit has earned. When any non-infantry ground unit attacks infantry The unit’s current total entrenchment level. and transport. this can be either the unit’s current ammo supply. infantry. 83 UNIT STATISTICS DESCRIPTIONS UNIT STATISTICS DESCRIPTIONS 84 . such as tactical bombers and fighters. given enough time. Entrenchment represents which puts up a rugged defense. A value gauging a non-infantry ground unit’s ability to attack infantry in city or forest hexes. air defense. tank. A unit’s maximum normal strength is either five or ten. fighter Current Strength fortification. although this can be modified using ‘over Close Defense strength. A value of zero indicates that the unit cannot attack air targets. recon. the unit is destroyed. Air Defense A value gauging the unit’s ability to withstand attacks by air units. If the unit’s ammunition runs out. or defend itself in city or forest hexes Entrenchment against infantry. When combating or defending against infantry in city or forest hexes. between zero and five. non-infantry ground units suffer the handicap of using their close defense val- ues. Experience Level Cost The number of experience bars. capital ship. artillery. can create defensive value. or their maximum ammunition. structures that better prepare them to withstand attack. Air units use this defense value against all attacks Ammo Depending on the screen.

ting beyond it. A value of zero indicates that the cannot attack soft targets. naval units. A supply. Experience and the terrain of the defend. a mountain hex does not block spot- initiative has an advantage. Units with leg or towed movement have no fuel rating. H. at which a unit becomes aware of the general A value estimating the unit’s ability to react quickly in battle. such as infantry and artillery. resupply before it can move further. air. Note that there are no terrain restrictions to determine combat results. statistics for the unit’s values while mounted are displayed below the unit’s normal statistics. the unit with the greater on spotting range. In combat. A. Target Type Movement The target classification of the unit. soft. in hexes. This value is not used to defend against artillery fire. for example. When this runs out. A value of zero indicates that the unit such as tanks and fortifications. The expenditure of movement points per hex depends on the terrain type of the hex. A unit with transport may not embark on air transport. In general. When a Movement Method unit has mounted or embarked in a transport. and air when in transport. or the maximum amount of fuel a unit can carry. this can be either the unit’s current fuel The distance. A value gauging the unit’s attack capabilities against hard targets. or N. w Ranged Defense Modifier Ground Defense A value gauging the unit’s ability to withstand ranged attacks by A value gauging the unit’s ability to withstand attacks by land and ground units. used location of enemy units. units are vulnerable wheeled (W). which range of zero indicates that the unit must be adjacent to the enemy equates to movement points. Fuel Range Depending on the screen. See the “Movement” section on page 46 for Transport more information. Soft Attack Hard Attack A value gauging the unit’s attack capabilities against soft targets. ing unit modify initiative values. and can acquire non-organic transport for greater mobility. spotting range may be reduced by inclement weather. that unit uses the The different methods of movement units may use are: leg (L). either S. hard. Spotting Range w Initiative The distance. half-tracked (HT). such as destroyers and battleships. naval (N). naval. towed (TO). the unit must in order to attack. from which a unit can fire on the enemy. attack and defensive ratings of the transport. in hexes. Naval Attack A value gauging the unit’s attack capabilities against naval targets. A value of zero indicates that the unit cannot attack naval targets. The number of movement points (fuel) this unit can expend each which determines which attack values an opponent uses against the unit. (A). however. If a unit has organic transport. all-terrain (AT). unit cannot attack hard targets. 85 UNIT STATISTICS DESCRIPTIONS UNIT STATISTICS DESCRIPTIONS 86 . turn. tracked (T).

if you are ever in doubt as to deeper into enemy territory. In general. and your AD units are much less expensive to replace. Anti-tank units were meant to counter enemy tank activity/operations. Ground Classes Air Defense Class (AD) Air defense class units represent both towed and self-propelled air defense units. to get an idea of what you are facing. They are armed with guns ranging and keep a reserve to exploit a breakthrough. they are good at damaging enemy Fighter (FTR) and Tactical Bomber (TB) class units but are very vulnerable to any type of attack. there is no perfect mix of units. if it is adjacent to or within range of the AD unit in question. Attempting to do so is very costly. Use Anti-tank class units represent towed anti-tank units and both turreted and Artillery and Tactical Bombers to soften up the position before it is assaulted. These units are important if you need to deny the enemy the advantages of air superiority. The main difference between TK and AT units in PANZER GENERAL II is one of game mechanics. They are also very valuable when neither side has air superiority. In PANZER GENERAL II. it is difficult to go wrong by adhering to the combined tected from enemy TB units — all of which will aid you in victory. nor operate in the area of. Self-propelled AD units are ideal for supporting an attack. Since fighters are very expensive. It is very expensive to maintain an ‘Air Force’ in PANZER GENERAL II. and you do not have enough FTR class units to cover all the units you command and still conduct offensive air operations. and to do so with greater speed while being pro- how to build your army.50 caliber) to 90mm. they are armed with weapons that vary in size from 12. than Tank (TK) class units of the same period. This allows units involved in the breakthrough to keep attacking tactics and strategy that you choose.7mm (. mod- estly priced AD units serve as a valuable resource. most of the major combatants had come to real- until your next turn to dismount from their transport and fire/defend against ize the importance of the ‘combined arms’ principle. They can move. while towed units must wait By the end of World War II. and be ready for action immediately after moving. or hold on to a hard won posi- in size from 25mm to 152mm. In PANZER since they can move with your attacking ground units and be constantly ready GENERAL II. Self- UNIT CLASS DESCRIPTIONS propelled AD units are far more flexible than towed AD units. However. To represent their use 87 UNIT CLASS DESCRIPTIONS UNIT CLASS DESCRIPTIONS: Ground Classes 88 . a well placed net of AD units for very long. arms principle. What works best depends upon the for action. The enemy’s FTR and TB units cannot ‘trade punches’ with. but do not have the air units required to beat him in the skies in air to air com- bat. They can attack enemy aircraft at ranges of zero to three hexes. and where the enemy is deployed. non-turreted self-propelled anti-tank units. Towed units are unarmored (they are treated as tion in the face of an enemy counterattack. job and would be needed at one time or another during a battle.” Probe a position with a Reconnaissance unit Anti-tank Class (AT). They fire at any enemy TB unit that attempts to attack one of your units. This makes them very useful in screening units vulnerable to air attack. The following Unit Class ‘soft targets’) while some self-propelled units have better armor protection descriptions should help you become a competent Panzer General. especially one that is not used cor- rectly. Every type of unit had a enemy air attack. Successful combined arms use in PANZER GENERAL II involves using “the right tool for the task.

AT class units suffer a penalty to initiative and attack value equipped and organized to provide support for the other combat arms. The first is called Close Support Fire. They are all moved they suffer no penalty. They are usually armored. firing from relative safety at a range of two hexes. PANZER GENERAL II are carried by AT units. They are valuable when deployed to the targeted unit. better defensive capability. Self-propelled ATY units units are not as flexible as TK units on the attack. at which point your TK units can rush into the They can also move with units that have broken through enemy lines and imme- enemy’s rear areas. Why purchase AT units over TK units? The towed able to attack units from at least two hexes away. They are if they move. The second special ability is called Support Fire. AT units are also generally less expensive that attacking units can be hit by suppression and kill results before they attack than TK units armed with a similar gun. always need some type of artillery support to launch a successful attack. and lower cost. enemy’s main line of defense. They also are very effective when used to support an attack of the ATY unit in question. As with Close Support Fire. this attack takes place while it is trying to break through enemy lines. Artillery Class (ATY) Artillery class units represent towed and self-propelled howitzer guns which are in such a fashion. some of the most powerful units in PANZER GENERAL II. and attack in the same turn. If they attack before they have armed with guns ranging in size from 75mm to 200mm or more. they more than make up for are expensive. overrunning vulnerable AD and Artillery units. This ability allows ATY units to fire at any enemy ground unit attacking any more powerful guns are available as armament for AT class units several months friendly ground unit that is adjacent to the ATY unit in question. Self-propelled ATY units are damage defending units. Though AT diately provide fire against a counterattacking enemy. the larger caliber. This lets your TK units remain unengaged until you have broken through the which gives them a large advantage in an artillery duel with towed ATY units. freeing up your TK units to an ATY unit to fire at any enemy ground unit conducting an attack within range counterattack. As a general rule. By that time. some of the most powerful guns in them very powerful in PANZER GENERAL II. You almost this with their heavier guns. and ATY units are very effective in a defensive role as well. Several heavy AT units can before the enemy ground unit conducts its attack. ATY units also have two special abilities that make relatively late in the war. and some ATY units can AT units are better at defending against TK units than other TK units until attack units five hexes away. This allows defend against an enemy’s attacking TK units. but well worth their high cost if used correctly. This means before they are available to TK units. 89 UNIT CLASS DESCRIPTIONS: Ground Classes UNIT CLASS DESCRIPTIONS: Ground Classes 90 .

If properly taken advantage of. They are armed with guns ranging from RCN units to expose enemy positions before launching an attack. armed with infantry weapons (rifles. and “strongpoints. but none of them can replace infantry units in their primary job . This ability allows TK units to ‘roll over’ weak defending units trading ground for losses. etc. without conducting an attack. A com- bination of artillery and aerial bombardment followed by an assault by engineer or pioniere units is the proven method of capturing enemy forts and strongpoints that cannot be bypassed. and proper use of have small infantry units in half-tracks or trucks in their formations as well.) and even bridging equipment. RCN units usually retreat from combat with a superior enemy. INF units are very inexpensive to maintain compared to other types of units. etc. However. etc. They all have a very good spotting range.capturing and holding ground. Avoid having your INF units fight unsup- ported against TK and ATY units on open ground. and may break up their movement medium. They are equipped with armored cars. and rough terrain areas from the enemy. they can defend against nearly any type of unit if supported by good ATY and AT units and protected from air attack by AD units if need be. called Overrun. continue to 91 UNIT CLASS DESCRIPTIONS: Ground Classes UNIT CLASS DESCRIPTIONS: Ground Classes 92 . a small number of supporting AT guns.” which are networks of immovable.). infiltrate enemy lines. strongly-built heavy artillery and infantry positions. especially by 1942. light AT weapons. forested. and you also usually need INF units to capture urban. You need INF units to hold urban. Even on open ground. and experienced INF units win battles for you where other types of units cannot. INF units must be used with some thought or they are quickly destroyed or worn down to the point that they cannot accomplish anything. and usually Tank class units are the armored fist of your combat forces. w Recon Class (RCN) Recon class units represent light mechanized units whose primary task is to w Tank Class (TK) scout the battlefield. 15mm (designed during the 1930s) to 122mm (carried by Soviet tanks in 1944 RCN units were expected to avoid heavy fighting. They represent light. There are many types of units in PANZER GENERAL II that can perform certain tasks better than infantry units. and heavy armored tank units with groups of mechanized or motor- into segments. TK units is of paramount importance in PANZER GENERAL II. they should shoot aggressively at any enemy that approaches. TK units have a special ability PANZER GENERAL II.” which are lighter networks of pillboxes and light field for- tifications. forested. Fortifications Class (FRT) The fortifications class is divided into two types: “fortifications. Infantry Class (INF) Infantry class units represent infantry units. and harass enemy lines of supply and the enemy’s rear areas. To represent this in both attack and defense. They can overrun a weak defender. and in some cases special assault weapons (demolition charges. and rough terrain areas against enemy infantry. Their job was to exploit and 1945). Since fortifications have ample reserves of ammo and strong attack values. 50mm to 120mm mortars.). heavy weapons (machine guns. submachine guns. this phased movement allows ized infantry attached to support them. and are some of the most powerful units in PANZER GENERAL II on breakthroughs and scout ahead of attacking forces.

commandos. They act as escorts for friendly TB units. Note that air transports are highly vulnerable to both enemy fighters and air defense units and require fighter escorts. TK units are devastating on attack or scenario. Fighter Class (FTR) Fighter class units represent air superiority combat aircraft whose primary task move into contact with another enemy unit. attacking any enemy defense. Trucks are satisfactory. and 93 UNIT CLASS DESCRIPTIONS: Ground Classes UNIT CLASS DESCRIPTIONS: Ground Classes 94 . This allows infantry. forested. Be especially wary of enemy tactical bombers when transporting units. They also possess much bet- ter mobility over open terrain. A good way of looking at FTR units manner. particularly for paradrops behind enemy lines. but it is hard TPT to requisition. keep to the road. as long as they they are victorious. Paratroopers. and rangers can “jump” in any non-city hex. they can be expensive. in all other situations a unit that is attacked by the enemy while mounted is usually dec- imated. Half-tracks have a number of advantages over wagons and trucks. However. Since towed weapons cannot move without enemy TB unit gets a chance to attack your ground unit. so use some thought as to where and FTR unit who attacks a friendly TB unit adjacent to the friendly FTR unit when you commit them to battle. air defense. wagons are only used when nothing else is available or your prestige is severely limited. the choice is not whether to requisition TPT units. TK units should avoid fighting INF or AT units mission. in question. but FTR units only attack as escorts once per turn. Wagons are much less expensive than trucks. They also Transport Class (TPT) attack enemy TB units attacking a friendly ground unit that is adjacent to Transport units represent heavy wagons with draught horses. and have better defense values. See the “Embarking and Disembarking Air and Naval Units” section on page 47 for information about transporting units by air. and the FTR unit can transport. Air transport is non- organic transport which allows infantry. towed anti-tank. this attack takes place before the tracked and half-tracked vehicles. They are good at destroying enemy FTR and TB units. (although they can damage ATY units and other ground units with low should also avoid attacking AT units that have a high entrenchment level in air defense values) but necessary to win the battle for air superiority in a given any type of terrain. or rough areas (that’s what your INF units are for) and units. the friendly FTR unit in question. and not very effective at attacking enemy ground in urban. With a few exceptions. and then conduct a standard is to destroy enemy aircraft or prevent enemy aircraft from carrying out their attack. heavy duty trucks. Although INF units dismount from their transport (unless subject to tactical surprise) when attacked by ground units. their cross country mobility is poor. and trucks are to win one without FTR units and the air superiority they give you when much less expensive than half-tracks. They are expensive.they cannot win a battle for you. They are hard targets. and light anti-tank units to embark at friendly airfields and disembark at any unoccupied airfield (enemy airfields may be seized in this way).a critical issue. If used properly. This escort attack comes before the enemy FTR unit can attack the friendly TB unit. Air Classes Air Transport (ATP) Most scenarios include a pool of air transport points. As powerful as they are. and artillery units to keep up with your tank and recon units in the attack . and Infantry are rarely quick enough to reach objectives in a timely only conduct such an attack once per turn. but what type of and air superiority is this . light artillery. Again.

Capital ships shot at by other capital can have a dramatic effect on the outcome of a battle. and specialized ground attack aircraft whose primary Naval Classes task is to destroy enemy ground units from the air. and are a favored target for but after a naval victory can support the ground forces with off-shore bom- enemy FTR and AD units. and occasionally air to ground rockets.303 caliber to . This allows them to attack their high cost makes them very attractive targets in terms of prestige. They are best used to defeat the enemy fleet.50 caliber) and cannon (anywhere from 15mm The aircraft carrier class acts as a mobile airfield for fighters and tactical bombers. which would normally be safe from any other type of unit. heavy cruisers. As the war progresses. TB units that spe. Used correctly and covered by friendly FTR units. protecting your TB units from enemy FTR units. to 75mm). they bardment. as well as protecting your ground units from attack by enemy TB units. so they are not able to take replacements. However. unsuppressed strength points. especially against soft targets. They are usually armed with Aircraft Carrier (CV) machine guns (. In the early years of the war they are often the only units that can Capital Ship (CS) affect the heavier TK units. These units have very high hard light cruisers. Tactical Bomber Class (TB) Tactical bomber class units represent light bombers. they are expensive. units far behind the front line. and cialize in killing enemy tanks become available. and artillery that can be anywhere on the battlefield. bombs. ships are entitled to shoot back with a ranged attack with any surviving. All capital ships repair extremely slowly. as well. medium bombers. The capital ship class includes battleships. Capital ships have the ability to make ranged attacks and may attack values. battle-cruisers. so use them wisely. dive bombers. TB units are even more expensive than FTR units. They function as Carriers have excellent spotting ranges but are vulnerable to naval attacks. 95 UNIT CLASS DESCRIPTIONS: Air Classes UNIT CLASS DESCRIPTIONS: Naval Classes 96 . Most TB class units are a great asset in both attack and defense. fighter bombers. move and shoot in either order.

Tank class units possess a special ability called Overrun. If this message friendly port facilities. They make effective scout ships. Bridging engineers’ only ability is to act as bridges when in river hexes. called phased movement. however. Engineers ignore any rugged defense that occurs from attacking enemies with high entrenchment values. This can be repeated until the unit has no movement left. it capital ships and tactical bombers. A tank unit that conducts a devastating attack Naval Transport (NTP) on a weakened foe has the possibility of ‘rolling over’ its opponent. the tank is allowed to continue with its movement. and turn lasts for the attacking player’s entire turn. patrol craft. Destroyer class units are less expensive than capital ships. provided it moved into one clear hex each time. so in theory. “Embarking and Disembarking Air and Naval Units” section on page 47 for more This represents a tank unit’s ability to smash straight through weakened units. See the occurs. Destroyers are vulnerable to heavy fire. and attack again. you may move a recon unit several hexes. Destroyer (DD) w Tactical Bomber Class: Continued Suppression The destroyer class consists of destroyers. one point of movement is deducted as a penalty for moving again. for attack by your own the rest of your turn. extent. When an engineer unit is adja- cent to an unoccupied bridge hex. effectively has three fewer strength points to attack with. for hunt. and a line of weak defenders. a tank may attack and destroy two or units because they are highly vulnerable to enemy naval units and. Note that naval transports should be protected by naval and air With luck. in every combat that the infantry unit is involved in. right-clicking on the bridge destroys the bridge. and the unit’s remaining movement points are used to determine if it can move again. 97 UNIT CLASS DESCRIPTIONS: Naval Classes UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES 98 . Use screens of destroyer class vessels to protect heavier ships from enemy ships until your capital ships w Tank Class: Overrun can bring their weapons to bear. with greater spotting ranges. cal bomber attacks an infantry unit and inflicts three points of suppression. you reselect the unit. an Overrun Attack message may appear in transport is non-organic transport which allows ground units to embark at the Information bar at the top of the Main Game screen. for ing down enemy transports and locating capital ships. For example. and disembark in any unoccupied coastal hex. Units that are classified as engineers include: Pionieres and Engineers. Later that turn. a powerful advantage usable under certain conditions. but so long as the unit has more than one point of movement remaining. to a lesser three lesser units in a single turn. you may be able to move it again. In other words. destroyer escorts. w Recon Class: Phased Movement Every unit in the Recon Class has the special ability of moving more than once in a turn. information. Naval tank’s attack eliminates the defender. This counts as an attack. and All points of suppression that a tactical bomber inflicts on another unit in a torpedo boats. and are easily destroyed by capital ships. a Recon unit with six movement points in clear terrain can be moved three times in one turn. if your tacti- faster. to enemy tactical bombers. UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES w Infantry Class: Engineer Abilities There are two kinds of engineers: engineers and bridging engineers. and can destroy bridges. If the Naval transport is extremely important in amphibious invasion scenarios.

. . Paul O’Brien. Tony Lima. . . . at Testers . Richard Wagenet. . . . . . . . which point the air transport must begin its turn in an airfield hex. . . . . Modeling . . . . . you have no air transport. . Steve Burke Michael Hawkins EQUIPMENT Scripting . . Ralph Thomas Dave Jensen UNIT CLASS Artists . . . . . Whitney Laucher. . Ben Fuller. . to load it into an air transport. . . . Charles Paris To be transported. Jason Ray with an AM in the Air Transport column of the “Unit Class and Equipment” Test Manager . . These units Models Supplied By . and light artillery. . Scott Evans Associate Producer . . Russ Brown Additional Programming . . . . . . Lead Artist . . . John Rainer. Allan Ernat. . . . . . . beginning on page 100. . . . Burt Takeuchi Model Photography . Dave Conneau. . . Mark Schmidt. Lead Scripter . . . . . Jean Davison. . Units that are airborne The Rumba Bums. . Michael Rugg AND David Ryan Paul. . . . . . Voice Talent . . Sandy Shepard. from the View Unit panel. . . . . . James Roeder. Airborne units. . . . . That unit is then placed in the same hex as where Chris Carr. Dan Cermak tables. Debbie Minardi. . . . . John Burton. Aaron Scheiber TABLES Audio Engineers . Stephen Lam. . . . . Bret Berry. Richard Burnett. . . Kevin Manthei Additional “Swing” Air mobile units may be transported via air transports from one airfield to Soundtrack . marked AB in the Unit Class and Equipment tables. Rex Delgado.. . . . . . . . . . . . . commandos. . Rick Martinez Game Design . . . Ken J. . . Air Mobile Steven Peterson. . . . George Chastain Jr. the unit has to start in an airfield hex. . . Lee Crawford. Byrd. . . . this represents the Annette Grove. . the unit can disembark (again using the View Unit panel button). . . capable include paratroopers. Eric Rigler tion bar. Dave Balderrama. Stephen Tang Manager of Visual Arts . Mike Bennighof. LOUIS SAEKOW DESIGN: Dave Boudreau & Leedara Zola port selected before it has moved in a turn. . . . are units Terry Matheny. Gregory Steil that do not need an airfield to disembark from their air transport. . . . . . . Embark . . Anathea Lopez Mark Whisler. . .Disembark button. J. . . Paul Murray Audio Programming . Charles Harribey. . . . Eric Roth. The unit Lead Product Tester . Miki Morris. . and Fallschirmjager units. . . . John “Crawdaddy” Ross. . . Laura Root. Frank Rios. Thomas Foss. . . . . . Additional Art . . . Luke LaJoie. . . . the air transport was. . Shiloh Anacleto. . . . Greg Scott. To determine how much air transport you have available. Voice Direction . Caron White button. run the Great Highland Bagpipe mouse cursor over any airfield hex. . . . Sean Gallagher. Manual Editors . . . . A number appears on the upper informa. Sean Decker Executive Producer . . & Scottish Small-Pipes . . Colin Coburn. . . . CREDITS Producer . Gary Martinez. . SSI Special Projects Group Lead Programmer . Nile Sabbagh. Chuck Kroegel. Steven Wethy another. . . . . . . Click on the Embark Data Manager . light anti-tank. . . . . . Maurice Jackson Air Mobile and Airborne Units Soundtrack . . Grisha Grigoriev. . . From there. . . . 99 UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES . . . . . . but to disembark. . . . and are marked Test Supervisor . . . . . . Shibata. . Glen Cureton. . . . . . Reed Evans If no number appears. simply select the air trans- Graphic Design and DTP . . . Ernie McCay. . Mordecai O’Brien.M. . . . until that unit wants to return to the ground. possibility of wind gusts blowing the unit off course. . GHQ load into air transports normally. . . Gennady Krakovsky. . . . . . . . rangers. . . . . . . . . Lance Page Media Engineers . . indicating how many air mobile units can be transported at this time. . . and click on the airborne unit’s Special Thanks . . . Bob Budde. . Chris Smith units consist of infantry. . The Unknown Modeler. . Ron Kee. . . . Michael Bench. . Louis Peña. . . . John Cloud moves with the air transport. . Brian Knipple Game Manual . . . or in one of its six adjacent hexes.