User
User
1
Table of Contents
Panzer Campaigns User Manual ........................................................................ 13
[1.0] Introduction ................................................................................................. 13
[2.0] How to Play the Game ................................................................................ 14
    Sides .............................................................................................................. 14
    Hexes ............................................................................................................. 14
    Time Scale ..................................................................................................... 14
    End of Game .................................................................................................. 14
    Early Termination ........................................................................................... 14
[3.0] Game Equipment ........................................................................................ 16
  [3.1] The Screen Interface ................................................................................ 16
    The Menu Bar ................................................................................................ 16
    The Toolbar .................................................................................................... 17
    The Map ......................................................................................................... 17
    Hex Info Area ................................................................................................. 17
    Status Bar ...................................................................................................... 17
  [3.2] Map Views ................................................................................................ 18
    2D Normal View ............................................................................................. 18
    2D Zoom-Out View......................................................................................... 18
    2D Magnified View ......................................................................................... 18
    Jump Map View.............................................................................................. 19
    3D Normal View with 3D Icons ....................................................................... 19
    3D Zoom-Out View with 3D Icons .................................................................. 19
    3D Normal View with 3D Counters ................................................................. 19
    3D Zoom-Out View with 3D Counters ............................................................ 20
    How to Change Views .................................................................................... 20
  [3.3] Units ......................................................................................................... 22
    Unit Information .............................................................................................. 22
    Stacking ......................................................................................................... 23
    Towed Gun Limitation .................................................................................... 23
    Selecting Units ............................................................................................... 23
    Moving and Other Actions .............................................................................. 23
    Zone-of-Control .............................................................................................. 24
  [3.4] Objectives ................................................................................................. 26
    General .......................................................................................................... 26
    Exit Objectives ............................................................................................... 26
    Limited Objectives .......................................................................................... 26
    Surrender Objectives ..................................................................................... 27
[4.0] Movement ................................................................................................... 28
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                                                                             Panzer Campaigns User Manual
  General .......................................................................................................... 28
  Color Coding .................................................................................................. 28
  Quality Modifiers ............................................................................................ 29
[4.1] Movement Modes ..................................................................................... 30
  Travel and Rail Modes ................................................................................... 30
  Disrupted Units............................................................................................... 31
  Night Movement Rule ..................................................................................... 31
[4.2] Movement and Unit Types ........................................................................ 32
  Rail Units ........................................................................................................ 32
  Amphibious Units ........................................................................................... 32
  Naval Units ..................................................................................................... 32
  Mountain Units ............................................................................................... 33
  Partisan Units ................................................................................................. 33
  Irregular Units................................................................................................. 34
  Commandos ................................................................................................... 34
  Patrolling ........................................................................................................ 35
  On Foot Infantry ............................................................................................. 35
  Special AT Gun Egress .................................................................................. 35
[4.3] Deception Units ........................................................................................ 36
  Deploying Deception Units ............................................................................. 36
  Deception Unit Effects .................................................................................... 37
  Detecting Deception Units .............................................................................. 37
  Recalling Deception Units .............................................................................. 37
[4.4] Movement Impediments ........................................................................... 38
  Rubble ............................................................................................................ 38
  Rail Damage .................................................................................................. 38
  Obstacles ....................................................................................................... 38
  Congestion ..................................................................................................... 39
  Minefields ....................................................................................................... 39
  Anti-Tank Ditches ........................................................................................... 40
  Vehicle Breakdown ........................................................................................ 40
  Zone-of-Control Movement Rules .................................................................. 41
[4.5] Water Crossings ....................................................................................... 42
  Light, Medium, and Heavy Bridges ................................................................ 42
  Hex Side Ferries ............................................................................................ 42
  Full-Hex Ferries.............................................................................................. 43
  Fords .............................................................................................................. 43
  Forced Bridge Movement ............................................................................... 43
[4.6] Fixed & Immobile Units ............................................................................. 44
  Fixed Units ..................................................................................................... 44
                                                          3
    Immobile Units ............................................................................................... 44
  [4.7] Withdrawals & Reinforcements................................................................. 46
    Withdrawals.................................................................................................... 46
    Reinforcements .............................................................................................. 46
    Reinforcement Stacking Limits ....................................................................... 47
    Reinforcement Protection Values ................................................................... 47
    Airborne Reinforcements ............................................................................... 48
    Infiltration Reinforcements ............................................................................. 49
    Strategy Options ............................................................................................ 49
  [4.8] Spotting & Concealment ........................................................................... 50
    General .......................................................................................................... 50
    Concealment .................................................................................................. 50
    Recon Spotting............................................................................................... 50
    Dust Spotting.................................................................................................. 50
  [4.9] Miscellaneous Movement Actions ............................................................ 51
    Digging-In ....................................................................................................... 51
    Combine and Breakdown ............................................................................... 51
    Min Path Algorithm ......................................................................................... 53
    A/I Movement Orders ..................................................................................... 53
    Deferred A/I Orders ........................................................................................ 54
    Immediate A/I Orders ..................................................................................... 55
    For More Information on Movement ............................................................... 55
[5.0] Firing ........................................................................................................... 56
    General .......................................................................................................... 56
    Indirect Fire Spotting ...................................................................................... 56
  [5.1] Basic Fire Resolution ................................................................................ 57
    General .......................................................................................................... 57
    Fire Mode and Fire Costs ............................................................................... 57
    Fire Effects ..................................................................................................... 57
    On-Map Results ............................................................................................. 58
    Auto Multi-Fire ................................................................................................ 58
    Hex Fire Limitation ......................................................................................... 59
  [5.2] Fire Values and Modifiers ......................................................................... 60
    Understanding Basic Fire Values ................................................................... 60
    Quality Fire Modifiers ..................................................................................... 60
    Additional Fire Value Modifiers....................................................................... 61
    Direct Fire Range Effect ................................................................................. 61
    Indirect Fire Modifier ...................................................................................... 62
    Infantry Fire Effectiveness .............................................................................. 62
    Armor Effectiveness ....................................................................................... 62
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                                                                                Panzer Campaigns User Manual
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                                                    Panzer Campaigns User Manual
 [1.0] Introduction
Panzer Campaigns is a series of games covering the major campaigns of
World War II. In addition to covering the historical events of these campaigns,
many hypothetical and what-if situations are addressed. The game can be
played alone versus the computer, or against a human opponent using Play-By-
E-Mail and Network Play (over a Local Area Network or the Internet). The
game is turn-based with each side moving and firing in their designated turn.
Each game consists of the entire campaign plus several smaller battles.
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[2.0] How to Play the Game
This section provides a quick overview to playing the game and the functions
of the program. Refer to the relevant sections in this manual for more details.
Sides
A Panzer Campaigns battle is played by two sides, one Allied and one Axis. A
battle may be played by one person against the computer, or by two persons
using a variety of modes such as Two-Player Hot Seat, Play-By-E-Mail
(PBEM), or Network Play.
Hexes
Each battle is played on a map made up of hexagons (hexes). Each hex
measures 1 kilometer across. Each hex and its hex sides can contain terrain
and features that affects movement and combat in that hex.
Time Scale
Each battle is conducted in turns each of which typically represents 2 hours of
real time, although this may vary by scenario. Each player has a number of
units under their control, some of which are on the map at the beginning of the
battle, while others arrive as Reinforcements.
End of Game
As each player finishes their turn, they advance the battle to the next turn by
using the Next Turn function of the Turn Menu. This continues until the time
limit specified in the scenario at which point the win, lose, or draw outcome of
the battle is determined. Winning and losing are determined by a calculation
based on the ownership of certain Objective hexes and the relative losses of
the two sides.
Early Termination
In some scenarios, the scenario designer has designated the scenario for
Early Termination. In these scenarios, if one side or the other gets a Major
Victory at the end of any turn in the scenario, then the scenario is automatically
stopped at that point and the victory condition determined.
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     Panzer Campaigns User Manual
15
[3.0] Game Equipment
The game screen contains several parts of the interface that allows you to play
the game. These are summarized below. More details can be found in the
relevant sections and a complete Interface Reference is contained in the
Appendix.
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                                                     Panzer Campaigns User Manual
The Toolbar
Also, along the top of the screen, directly under the menu bar is a series of
buttons. These buttons provide quick access to many of the game features. If
you place your cursor over a button and pause for a moment a "Tooltip" will be
revealed.
The Map
Most of the game screen is covered by a map. The map has five possible
views, three views in 2D and two views in 3D. The default view is 2D Normal,
but this can be changed using the View Menu, or the Zoom-In or Zoom-Out
buttons. The Map can be scrolled using the Windows scroll bars on the right
and bottom of the screen. Alternatively, selecting the Auto Scroll option from
the Settings menu puts the map in a mode were moving the mouse cursor to
any edge of the screen automatically scrolls the map in that direction.
Status Bar
Located at the bottom of the main window, the Status Bar displays information
about the current battle or information about other commands you are
accessing. The default view shows the current turn and date information
together with the hex coordinates.
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[3.2] Map Views
There are several ways you can view the map. Some of these are 2D views
and others are 3D. There is no single view that is better than all others and in
general, you will find that depending on your situation, you will use multiple
views to best play the game.
2D Normal View
                                   This is perhaps the most common view
                                   used in the game. It presents a top-down
                                   two-dimensional view of the map showing
                                   the various terrain features and units on the
                                   map. In this view, you use the Hex Info
                                   area quite a bit to determine specific data
                                   associated with the units and terrain.
2D Zoom-Out View
                                   This view shows more of the map on the
                                   screen but using less detail. While you can
                                   play the game in this view, most of the time
                                   you use it to give yourself some overview of
                                   the situation to help you make a decision, or
                                   to survey the situation before going on.
2D Magnified View
                                   This view shows a magnified version of the
                                   map and counters so that you can see more
                                   detail. In smaller scenarios, this also makes
                                   more use of your screen space. In larger
                                   scenarios, you may want to use this as a
                                   zoom-in feature while using the Normal
                                   View to get a better understanding of the
                                   larger situation.
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                                 While only the top counter is normally
                                 shown for each stack, if you left-click in the
                                 current Hot Spot hex, it will cause
                                 successive counters to be made transparent
                                 thus allowing you to see all of the counters
                                 in the stack in turn. If you left click too
                                 quickly however, this will generate a double-
                                 click, thus restoring the stack and selecting
                                 all of the units in that stack via the standard
                                 interface method.
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[3.3] Units
Unit Information
                            When you click on a hex, the units in the hex are
                            shown in the Hex Info Area beside the map. This
                            display shows information about the units such as
                            strength and fatigue. In addition, special
                            conditions associated with the unit such as
                            Disruption are shown in this display.
When Fog-of-War (FOW) is in effect, then you will not see complete
information on enemy units. Exact strength information is not shown.
Approximate strength will be shown using the following notation:
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                                                    Panzer Campaigns User Manual
Stacking
Within each hex, stacking is measured in terms of total number of men, or
equivalent. For stacking purposes, each vehicle or gun is the same as 10
men. The total stacking value in the current hex can be found in the center of
the Terrain Info box by right-clicking in the Hex Info Area. Two stacking limits
apply in the game. Both values can be found in the display of Parameter Data.
The Maximum Stacking Limit is the total number of men or equivalent that can
be in the hex at any one time, not counting units in Rail Mode (see Movement).
The Road Stacking Limit is the maximum number of men or equivalent in a
stack that can be present in the hex, or attempting to enter the hex, for the
road movement rate to be allowable. It is also the maximum number of men or
equivalent that can travel via Rail Mode through a hex. Other considerations:
only 4 ships can stack in the same hex and units maintaining an engineer
bridge are excluded from the Road Stacking Limit calculation.
Selecting Units
Most actions require that units first be selected. Clicking on a
hex on the map with the left mouse button causes that hex to
become the current Hot Spot. The units in the current Hot Spot
are displayed in the Hex Info area. These units may be selected
by clicking on their pictures in the Hex Info Area with the left
mouse button. Alternatively, all units in a hex may be selected
by double clicking on the hex with the left mouse button.
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hex of minimum movement cost and automatically move the selected units
towards the destination hex. Selected units may fire by right clicking on the
target hex while holding down the Control (Ctrl) key. Alternatively, the player
may use the Mode button on the Toolbar to toggle Fire mode and then fire
selected units by simply right clicking on the target hex.
Zone-of-Control
The six hexagons immediately surrounding an occupied hex make up that
unit’s Zone of Control (ZOC). Zones of Control affect the movement and
supply of the other side. The cost to move from a hex that is an enemy Zone
of Control to another hex that is also an enemy Zone of Control will be greater
than normal and could be prohibited if the Optional Rule, Locking Zones-of-
Control is in use.
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[3.4] Objectives
General
An objective hex contains a numerical square or flag, colored according to the
side owning it. Initial ownership of an objective hex is set at a scenario's start.
Exit Objectives
                                 An objective hex worth "0" (or "?" for the
                                 enemy with Fog of War active) at a
                                 scenario's start, is an Exit Objective. This
                                 objective earns Victory Points for its side
                                 whenever a friendly unit is removed from the
                                 map at its hex. Exit Objectives are found at
                                 a map or water's edge. To exit a unit, move
                                 it onto an Exit Objective and with it selected
                                 use the menu options Command and
                                 Remove from Map. The unit will
permanently exit the game and the value of the Exit Objective will increase.
Exit Objectives never change ownership, but the presence of the enemy will
deny its use.
Limited Objectives
                                                  Some objectives are specified
                                                  as Limited Objectives. Limited
                                                  Objectives are objectives that
                                                  expire after a set number of
                                                  turns. When an objective
                                                  expires, the side that held it at
                                                  the moment it expired will gain
                                                  the points and the objective will
                                                  be removed from the map.
                                                  When objectives are removed
                                                  from the map then they can no
                                                  longer change ownership; the
                                                  ownership and points awarded
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                                                      Panzer Campaigns User Manual
Surrender Objectives
                             In a scenario, a given nation may have one or
                             more Surrender Objectives in addition to any
                             number of ordinary Objectives. If all the Surrender
                             Objectives of a given nation are occupied by the
                             opposing side at the end of any player turn, then
                             that nation is considered to have surrendered.
                             When a nation surrenders, all its units, both ground
                             and air, including future reinforcements, are
                             removed from the scenario.
                             Please note that when fog of war is on, neither side
                             will know which objectives are Surrender
                             Objectives.
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[4.0] Movement
General
To move units, you first select the units
to move and then right click in an
adjacent hex. Alternatively, you can
click in the starting hex, move the
mouse to the destination hex, and
release the button (this is "drag-and-
drop"). The program will calculate a
path of minimum movement cost and
automatically move the selected units
toward the destination hex. Unless
Fog-of-War is in effect, you can undo
movement by using the Undo
Movement command of the Command
Menu. The cost of moving units
depends on the terrain being moved
into and the current Conditions. These
values are Parameter Data and can be
determined using the Parameter Data
Dialog. In 3D graphics mode, units
have a facing, but normally this has no
effect on game play. In some
scenarios, units may be assigned a
fixed facing for the purpose of restricting fire.
Color Coding
Movement values displayed in the Unit Boxes are color coded according to the
remaining movement points compared with the total movement allocation:
   • White – Full movement allocation remains. No movement points have
      been used.
   • Green – At least 2/3 movement allocation remains but not full allocation.
   • Yellow – At least 1/3 movement allocation remains, but less than 2/3.
   • Orange – Less than 1/3 movement allocation remains.
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                                                 Panzer Campaigns User Manual
Quality Modifiers
                                    29
[4.1] Movement Modes
For most units there is no cost to change into Travel Mode, but 1/3 of their
movement allowance is expended to change out of Travel Mode back into
Deployed mode (except under the Optional Rule - Manual Defensive Fire.)
Heavy towed artillery and Siege Guns expend their full Movement allowance to
change to and from Travel Mode. Other Towed artillery expend 1/3 of their
Movement allowance to change to and from Travel Mode.
Selecting Save Movement Costs from the Command Menu will pre-allocate
enough Movement Points so the unit will not use so many Movement Points in
movement that it will be unable to fire, or in the case of limbered towed
artillery, unable to deploy. Doing this before moving a unit allows you to move
the unit to the full extent of their available movement points knowing that you
will still have enough Movement Points at the end of the movement to fire or
unlimber.
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                                                     Panzer Campaigns User Manual
For all units, it costs the full Movement allowance to convert to and from Rail
Mode. Furthermore, units can only convert to Rail Mode if they are in a hex
containing a valid rail line and their side must have a rail capacity (defined in
Parameter Data). A unit in Travel or Rail Mode does not receive any defensive
benefit from the terrain it occupies. With the exception of trains, units toggling
from Rail Mode convert to Travel Mode.
A unit moving by road movement through terrain that it could not otherwise
enter cannot leave Travel Mode while in such terrain. Towed guns are an
exception, and they can leave Travel Mode in such terrain but have the same
firing and defensive effects placed on them after doing so as if they were in
Travel Mode to simulate their deployment in restricted terrain.
Disrupted Units
A Disrupted unit has its full movement allowance during
Day turns but only 2/3 of its movement allowance during
Night turns.
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[4.2] Movement and Unit Types
Rail Units
Some units are classified as being Rail
Units. Such units are required to be in
Rail Mode to move and thus can only
travel via rail lines. Armor type Rail Units
(Armored trains) are an exception and are
not required to be in rail mode to move.
Rail Units do not count against the total
rail capacity of their side when in Rail
Mode.
Amphibious Units
Some units are classified as being
Amphibious. Amphibious units in Travel
Mode can cross River and Canal hex
sides at the cost of their entire Movement
Allowance. If the Optional Amphibious
Rule is selected, Amphibious units can
enter and exit a full water at the cost of
their entire Movement Allowance. It can
only enter and exit the water hex via a
non-water hex.
Naval Units
Normally Naval units can move from
Water hex to Water hex up to the limits of
their movement allowance. However,
there are two restrictions on such
movement:
   • Naval units cannot move adjacent to ground hexes. This represents the
       fact that the water in such cases is not deep enough for the movement.
   • Naval units cannot cross hex side features in the water such as Dikes.
       These represent jetties in the water for harbors and other man-made
       features.
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                                                       Panzer Campaigns User Manual
Mountain Units
                            Mountain units represent specially trained and
                            equipped forces that specialize in mountain warfare.
                            Mountain units suffer less of a penalty when moving
                            and conducting combat across elevation and
                            elevation related hex sides and can move across
                            cliffs. Mountain units have a special triangular map
                            symbol modifier to help identify them.
Mountain units can move through Cliff sides at the cost of their full movement
allowance, and their standard movement point cost per 100 meters of elevation
is reduced by 50% of the normal cost. Mountain units also reduce combat
modifiers associated with elevation differences by 50%, and reduce combat
and movement associated with Embankment and Escarpment hex sides.
Like cavalry units, in order to better reflect their special equipment and training,
mountain units are worth more Victory Points than ordinary units.
Partisan Units
                              Partisan units represent unconventional military
                             forces with limited abilities. They are mainly used to
                             harass enemy forces behind the main line, causing
                             delay and confusion. Partisan units do not have a
                             Zone-of-Control and except for the hex they occupy
                             and possible Deception effects, do not interfere with
                             the movement of enemy forces. They cannot be
used to spot for indirect fire or air strikes. They are never considered
Detached or suffer Low Ammo nor can they become Isolated.
Partisan units cannot be used to damage rail lines since the damage
represented by hex rail damage in the game is extensive, requiring repairs
beyond the scope of any one scenario. The limited damage achieved by
Partisan units can easily be repaired and thus Partisan units in the game only
block rail movement when they actually occupy the rail hex. Partisan units
cause the same movement and bridge destruction disruption as Deception
Units without having to be deployed or being subject to detection.
Partisan units can move directly from one enemy Zone-of-Control to another,
at the cost of their full movement allowance.
                                        33
Irregular Units
 Irregular units represent unconventional military forces,
like partisans, but have slightly different capabilities.
Partisan units are more for harassment and disruption
duties, while irregular units are typically more capable
at combat. Irregular forces are mainly used in hit and
run tactics, attacking where enemy lines are thin and
retreating when those positions are reinforced, but are
more capable than partisans at directly opposing
conventional enemy forces.
Irregular units do not have a Zone-of-Control and, except for the hex they
occupy, they do not interfere with the movement of enemy forces. Irregular
units also can move across enemy Zones-of-Control at the cost of their full
movement allowance. Irregular units never suffer Low Ammo or Low Fuel, nor
can they become Isolated, but they can become detached. Unlike partisans,
irregular units can be used to spot for indirect fire or air strikes, and they never
utilize Deception effects.
In a direct comparison with partisan units, irregular units differ in the following
ways:
     • Irregular units usually have higher combat values than partisan units.
     • Irregular units can become Detached.
     • Irregular units can spot for indirect fire or air strikes.
     • Irregular units never utilize Deception effects (to disrupt enemy
         movement or hinder bridge demolition), unless designated as a
         Deception unit.
Commandos
                       Commandos have a range of capabilities. Certain hex
                       sides in the game such as Cliffs are normally impassible
                       to most units. This is shown in the Parameter Data
                       Movement Costs as a cost of –1 MP. However, for
                       Commando units it is possible to cross any hex side,
                       even those that are normally impassible, at a movement
                       cost equal to the full movement allowance of the unit.
This allows Commando units to move across and assault attack across hex
sides such as Cliffs. Commandos may also damage bridges and AT Ditches.
Commandos can never be Isolated but can be Low on Ammo.
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                                                       Panzer Campaigns User Manual
Patrolling
                         It is possible to put a unit with men (not vehicles or guns
                         and not HQ units) into a Patrolling state. To do this
                         requires the full movement allowance of the unit and the
                         unit cannot be Broken. While Patrolling, the unit will
                         negate the ability of any Partisan unit within Deception
                         range of having any Deception effects. In addition, a
                         Patrolling unit will be able to spot any enemy unit within
2 hexes, regardless of line-of-sight restrictions. While in a Patrolling state, a
unit has a 3/4 assault and fire value. It costs 1/2 of the movement allowance of
the unit to recall Patrols. This is done automatically when the unit moves. If
the Optional Rule - Extended Patrolling is selected, then the patrolling unit will
also negate the ability of any deployed Deception units within Deception range
of having any Deception effects.
On Foot Infantry
                       It is possible for motorized and mechanized infantry
                       units to be classified as "On Foot". This means that
                       these units have left behind their transportation and are
                       advancing on foot. While in this state, the units move as
                       though they were normal foot infantry. At the beginning
                       of the player turn when the units are stacked with their
                       HQ unit, this state is removed, and the units return to
                       normal status.
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[4.3] Deception Units
The Deception
Dialog displays
both Deception
Units that are
available and
those that have
been deployed.
Units with an ‘X’
before their name
have either moved
that turn or have
been deployed
that turn.
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                                                     Panzer Campaigns User Manual
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[4.4] Movement Impediments
Rubble
                        Rubble can be created in a Village, Town, City, or
                        Industrial hex by the effects of Indirect Fire or Air
                        Strikes against the hex. Rubble has no effect on
                        combat in the hex but does triple movement costs
                        through the hex and also negates the ability to use road
                        movement through the hex.
Engineer units may attempt to clear the Rubble. Once cleared, Rubble still
triples movement costs through the hex, but does allows road movement.
Rubble that is not cleared is reported as "RUBBLE" in the Terrain Info Box
while Rubble that is cleared is reported as "Rubble"
Rail Damage
Any Deployed unit that is not Broken, Digging-In, or building a bridge can
damage the rail lines in the hex that it is occupying unless there are other units
in the same hex that are in Rail Mode. To damage rail lines, select the unit to
perform the damage and invoke the Damage Rail command from the
Command Menu. It costs a unit 1/3 of its Movement allowance to damage rail
lines.
Obstacles
Obstacles cannot be created while the scenario is being
played. Unpenetrated Obstacle hexes cost the full
movement allowance of units to enter but cause no
casualties. Obstacles can be removed by mine-clearing
units in the same way that minefields are removed.
Obstacles do not block supply. Obstacles are considered
Penetrated after any unit enters them and from that point
on, their cost depends on the status of the entering unit:
    • It costs Deployed units an additional ¼ of their full
        movement allowance to enter Penetrated Obstacle hexes.
    • Units in Travel Mode have no additional cost to enter Penetrated
        Obstacle hexes but cannot do so using Road Movement.
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                                                     Panzer Campaigns User Manual
Congestion
Congestion markers cannot be removed or created by
the players while the scenario is being played.
Congestion markers may affect only one side in a
scenario, or they may affect both sides depending on the
value of Congestion Side in the Parameter Data. When
Congestion affects a given side, then it requires the full
movement allowance of a unit from that side to enter a
Congestion hex. Hexes with Congestion are also
reported with the description "CONGESTION" in the
Terrain Info Box.
A value that affects how long Congestion markers remain on the map is the
Congestion Expiration value in the Parameter Data. If this value is 0, then
Congestion markers are never removed from the map. Otherwise, for each
turn that a unit of the Congestion Side is in the same hex as the Congestion
marker, a number value relative to that marker is increased by one. When the
number value reaches the Congestion Expiration value, then the Congestion
marker is removed from the map. Congestion markers that affect both sides
are never removed.
Minefields
                                   Minefields can start a scenario on the map
                                   and can also be created by Engineers
                                   while the scenario is being played.
                                   Minefields come in three strength values of
                                   1, 2, and 3. These strength values are
                                   shown as a value on the map and are also
                                   displayed in the Terrain Info Box. The
                                   strength value determines the level of
                                   casualties caused when units enter the hex
                                   with minefields of strength 2 causing twice
as many casualties as those of strength 1, and minefields of strength 3 causing
three times as many casualties as those of strength 1. By default, a minefield
blocks Supply through that hex. After a unit enters a minefield, it is considered
Penetrated. A Penetrated minefield does not block Supply. Minefields can be
removed by units which have the Mine Clear or Demolition attribute.
                                       39
Anti-Tank Ditches
                                     Depending on the scenario, there may be
                                     Anti-Tank Ditches deployed on the map.
                                     These have the same effect on movement
                                     as Canals do and are thus impassible to
                                     any unit that cannot cross a Canal.
                                     However, Anti-Tank Ditches may be
                                     bridged and destroyed by Engineer units
                                     as described in the section on Engineers.
Vehicle Breakdown
Depending on the value of the Vehicle Breakdown Parameter Data, it is
possible that a unit consisting of vehicles will lose strength as it moves. The
probability of this happening depends not only on the Parameter Data value,
but also the quality of the unit and the movement cost associated with the
move. However, a unit with a single vehicle is never eliminated by this
process.
Given a movement cost of C for a given unit with V vehicles, a Parameter Data
Breakdown value of B, and a quality modifier of Q, the probability that the
movement will result in a strength loss of 1 vehicle is given by:
Probability = V * C * B / (40000 * Q)
Note that this probability is scaled so that when B = 1, then a 100-vehicle unit
of C Quality will on average suffer a 1 vehicle loss when moving 100 hexes via
primary road. The Quality Modifier is given by:
    • A Quality => Modifier = 1.2
    • B Quality => Modifier = 1.1
    • C Quality => Modifier = 1
    • D Quality => Modifier = 0.8
    • E Quality => Modifier = 0.6
    • F Quality => Modifier = 0.4
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Note that the Forced Bridge Movement rule overrides the ZOC movement
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[4.5] Water Crossings
      Light Bridges represent simple footbridges and can only be used by foot
      infantry or units that are On Foot. Light Bridges may also be used to
      represent Railroad Bridges to reflect their poor ability to handle vehicular
      traffic.
Heavy Bridges represent metal bridges and can be used by all units.
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Full-Hex Ferries
A Full-Hex Ferry is one that spans a Water hex. It can be used for movement
by units in Travel Mode but requires the entire movement allowance of the unit
to enter the hex containing the Ferry. The unit moves off the Ferry normally.
Units must be less than the road movement limit or combined to use the Full-
Hex Ferry. Full-Hex Ferries can only be destroyed by an engineer unit, and
they cannot be built during a scenario. Supply can be traced across a Full-Hex-
Ferry.
Fords
        Fords represent shallow places that allow movement by a unit in Travel
        Mode across otherwise impassible rivers. When a unit crosses at a
        Ford, they pay an additional movement cost determined by the Ford
        movement Parameter Value (Unless they are moving using a road that
        crosses at the Ford and thus are paying road movement costs). Since
        Fords allow movement, Supply can be traced across a Ford. Fords are
        permanent to the map and cannot be created or destroyed during a
        scenario. A unit assaulting across a Ford must be in Travel Mode.
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[4.6] Fixed & Immobile Units
Fixed Units
                                It is common in the game for certain units to begin
                               the scenario Fixed. Depending on the game title
                               and scenario, some units may become Fixed after
                               the scenario starts. The purpose behind having
                               Fixed units is to prevent unrealistic movement by
                               those units at the start of the scenario or to force a
                               player to halt movement as per historical
                               conditions that could occur. Units that are
assaulted or Spotted automatically become un-Fixed. In addition, depending
on the scenario, certain organizations may have Releases assigned to them
that will cause their units to become un-Fixed at a certain time in the scenario.
Depending on the Release, if any unit in such an organization becomes
Spotted, then the Release may be automatically triggered.
Immobile Units
                                Depending on the Order of Battle information,
                               certain units may be given a speed of 0. This
                               means they cannot move in the game. Typically,
                               these units are artillery guns without available
                               transportation and are found in static defenses.
                               However, even though they cannot move and do
                               not have a Movement Point allocation, these units
                               can still fire. In place of the Movement Point
allocation field, the Fire Ability of these guns is displayed.
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45
[4.7] Withdrawals & Reinforcements
Withdrawals
Withdrawals in the scenario will cause the specified units to be removed from
the map at the specified time. This represents historical withdrawal of the units
during the battle. Selecting Withdrawals under the Units Menu displays the
Withdrawal Dialog so that any Withdrawals associated with the current
scenario can be viewed.
Each Withdrawal shows a time, date, probability that the Withdrawal will occur
on that time and date, and the organization the Withdrawal applies to. When
an asterisk (*) precedes the Withdrawal, it indicates that the Withdrawal did not
occur for these units, on the time and date specified but they will continue to be
re-checked for Withdrawal on subsequent turns.
Selecting an entry in the list of Withdrawals will Highlight the affected units on
the map. Double clicking an entry or clicking OK will close the dialog and leave
the units Highlighted. Clicking Cancel will close the dialog and remove the
Highlighting.
Reinforcements
In a scenario, additional units can be scheduled to arrive on a particular game
turn. They can even arrive on the first game turn, as some scenarios start with
no units from one side on the map at the start. The arrival of reinforcements is
announced in the Command Dialog at the start of the turn. To bring these
units into play, select the Units Menu and then chose the Arrived option.
Alternatively, you can press the Arrived Units Button on the Toolbar.
Selecting an entry in the list of arrived units and clicking OK will place the units
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on the map and close the dialog. Alternatively, double clicking on an entry will
place the units on the map and keep the dialog open if there are more units to
place. The Place All function will automatically place all units on the map.
There may be enemy defensive fire triggered during this action.
The Arrived Dialog is automatically displayed whenever there are units that
have arrived that have not been placed and the phase has been advanced.
Clicking Cancel will close the dialog and advance the phase.
When the arrival probability is followed by the word Daily, it indicates that the
arrival of the reinforcement will only be checked once a day, at the same hour
as the given date of the reinforcement.
Reinforcements usually arrive on a map edge hex, but this is not always the
case. There are Paradrop, Glider, Amphibious and Infiltration reinforcements.
These types are listed on the Scheduled Dialog as Para, Glider, Amphib and
Infil, respectively.
Airborne Reinforcements
Airborne reinforcements are of two types, paradrop and glider.
They arrive similarly to normal reinforcements using the Arrived
Dialog. However, depending on the scenario, airborne
reinforcements may be subject to random scatter which is
determined at the time the reinforcement is brought on the map. In
addition, airborne reinforcements are subject to losses when they
are brought on depending on the terrain and the presence of
enemy units.
    • Airborne reinforcements that land in Water or Impassible
       hexes are eliminated.
    • Airborne reinforcements that land in Marsh or Swamp hexes
       suffer up to 60% losses.
    • Glider reinforcements that land in Rough, Village, Town, City, Industrial,
       Orchard, Forest, Jungle, or Bocage hexes suffer up to 60% losses.
    • Airborne reinforcements that land in enemy hexes suffer 80% losses
       and are moved to an adjacent non-enemy, if possible, where they may
       suffer additional losses due to terrain in that hex.
    • Airborne reinforcements that do not suffer losses mentioned above will
       suffer up to 20% losses.
Airborne units that do not land in enemy hexes, are also subject to these
additional losses:
    • Airborne losses are increased by 10% times the distance
       the reinforcement scatters. For example, an airborne
       reinforcement landing 2 hexes from its intended location will
       suffer an additional 20% loss.
    • Airborne units that land in hexes containing Mine Fields
       suffer an additional 2% loss for each Mine Field factor
       (resulting in additional losses of 2%, 4%, or 6%).
These losses count towards the Victory Point calculation in the current
scenario.
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Infiltration Reinforcements
Infiltration reinforcements differ from normal reinforcements in that they always
arrive in an empty hex, either in the hex they are determined to arrive in by
placement or scatter, or if possible, in a hex adjacent to that. If no valid empty
hex exists for an infiltration reinforcement, then it cannot arrive that turn.
Strategy Options
In some scenarios you will be presented with reinforcement options that you
can choose from. These are known as Strategy Options and will be
automatically displayed in the Strategy Dialog at the start of a turn when a
choice is required.
The dialog displays a list of Reinforcement Strategies defined for the current
scenario. In the list of displayed Strategies, you can double-click on an entry to
see the operations associated with that Strategy.
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[4.8] Spotting & Concealment
General
In Panzer Campaigns, spotting and being spotted is a key game function. Units
in the main cannot be fired on directly unless spotted and indirect fire if able,
will attack at a reduced value. Maintaining concealment while revealing the
enemy units can be the difference between victory and defeat.
Concealment
Based on the spotting distance and terrain in intervening hexes, it is possible
for a unit in that hex to be concealed from the enemy. When concealed, the
unit is not visible to the enemy.
To become concealed a unit must begin in a hex not in the line-of-sight of the
enemy. Once a unit is revealed, it cannot become concealed again unless it
moves out of the line-of-sight of the enemy.
When a unit can see (and is seen by) an enemy unit, then a yellow
line above the NATO icon will appear in its unit picture. Being in
the enemy's line-of-sight can trigger the release of a Fixed unit.
Recon Spotting
All units can spot enemy units if they are in clear hexes or have
moved or fired in visible range. If the optional Recon Spotting rule
is selected, units that are concealed or have not performed any
action can be spotted by specialist reconnaissance units. By
selecting recon spotting, a reconnaissance unit will use one third of
its movement points to attempt to reveal concealed enemy units at
a range of current visibility plus one hex. Any units revealed may
be either fully spotted or marked as an unknown unit. Subsequent
recon spotting attempts may reveal more information.
Dust Spotting
           There are Parameter Data values for each side associated with the
          Dust Spotting rule. These values must be nonzero before Dust
          Spotting can occur in a scenario. Dust Spotting allows units that have
moved outside of the normal visibility limits to be spotted as Unknown units
based on a certain probability. Dust Spotting can only occur during Day turns
(this includes Dusk and Dawn turns) and only during turns where the
Conditions are Normal.
Units revealed by Recon and Dust spotting can be fired upon by indirect fire.
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Digging-In
                           Units that are Deployed and that are not Disrupted
                           or Broken can perform Digging-In. The hex must
                           not already contain a Pillbox. Only engineer units
                           can construct a Bunker hex from a Trench hex.
                           Units which are Digging-In fire at half value. On
                           subsequent turns, based on a probability, there is
                           the chance that the hex will either:
   •   Lose the property of being Vacated, if it was Vacated.
   •   Become an Improved Position, if it had no fortifications already.
   •   Become a Trench hex, if it was already an Improved Position.
   •   Become a Bunker hex, if the Bunker Prob Parameter Data Value is non-
       zero.
A unit cannot initiate Digging-In in the same turn that it has Fired or Moved. It
is not possible perform Digging-In when Conditions are Frozen. It is not
possible to construct Pillboxes nor is it possible to remove the Vacated
property of these. Engineers have triple the probability of constructing
Improved and Trench hexes.
Supply Units (under the Explicit Supply Optional Rule) and Headquarter units
cannot perform Digging-In.
To combine two or more company size units into a single unit, select all the
units in the Hex Info Area and press the Combine/Breakdown button on the
toolbar or select the Combine/Breakdown option from the Command Menu.
Note: holding down the Alt key when selecting this option will cause all
possible units in the current hex to be Combined regardless of which units you
have selected.
When units combine, the combined unit will have the worst unit
conditions of any of the individual units, other than for the fatigue
value which is averaged based upon each component. The new
combined unit will have the least number of movement points of
the units that made it. Combining a Disrupted Unit with a non-
Disrupted unit will result in one Disrupted unit with the averaged
Fatigue of both units. Units that have combined or that start the
game as a combination of two or more units will show three plus
signs (+++) after the unit name as seen in the figure on the right.
Combined units may be broken down into their individual parts by selecting
them and then selecting the Combine/Breakdown function. This causes a
single individual unit from the Combined unit to be created. Additional
individual units may be broken out by reselecting the Combine/Breakdown
function.
Note: combining and breaking down units is a game function that facilitates
game play by reducing the number of smaller units in play at any one time. As
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such, the action of combining or breaking down units does not require
Movement Points and can be performed at any time by the controlling player.
A second way to use the Min Path Algorithm is with the Reachable Hex feature
(described in the View Menu and Toolbar descriptions). This feature also uses
the Min Path Algorithm to determine how far the selected unit can move, but
with two exceptions to the previous version:
    • The algorithm will investigate all paths, no matter how devious, up to the
       movement limits of the selected unit.
    • The algorithm will consider movement through mine field hexes since
       technically these may be reachable, although not desirable.
If you perform a Drag and Drop move while the Reachable Hex feature is
active, then the alternative algorithm described above will be used for that
movement. This can result in slightly different results than a normal Drag and
Drop move.
There are two ways of using A/I Orders for movement. One is in a deferred
mode where the A/I will move the units at the end of a player turn. The other is
in an immediate mode where the units will move immediately upon issuing the
order.
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Deferred A/I Orders
                                      To issue a deferred A/I Order for an
                                      organization, select any unit in the
                                      organization and then right click on the
                                      destination hex while holding down the Alt
                                      key. This will issue an A/I Order for the
                                      organization, highlight the organization,
                                      and display the A/I Order on the screen.
                                      A/I Orders are normally issued at the
                                      Divisional level at a minimum but may be
                                      issued at the Brigade level for example, if
there is no Division containing the Brigade. A/I Orders may also be issued for
Corps organizations or higher by selecting the HQ of the Corps for example
when issuing the order. When an A/I Order is issued at the Corps level or
higher, then individual orders for the sub-organizations under the higher
organization are issued automatically.
The current A/I Orders for the current side can be viewed and individual orders
deleted by using the A/I Order Dialog.
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Units that do not have enough movement points will end up stopping and
causing breaks in the columns. Also, if two or more divisions become mixed or
should there be some ambiguity about which unit within a single division
should move next, a gap will appear in the column. Gaps can be corrected by
using another Immediate A/I Order on the trailing portion. Immediate A/I
Orders can be issued one hex at a time when you wish to control the exact
path taken to a destination hex without letting the A/I select the path.
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[5.0] Firing
General
Because of the game scale, 1 km hexes
and 2 hour turns, most combat in the
Panzer Campaign Series is done from
very close range. In fact, most combat
units in the game have a fire range of 1
hex and so they can only engage units in
adjacent hexes. However, certain Artillery
units can perform Indirect Fire. In this
case, another unit in the firing unit’s
controlling organization is used to spot the
target unit. Units capable of Indirect Fire
are identified as such in the unit window,
seen by right clicking on the unit picture in
the Hex Info Area. In addition, Indirect
Fire units are listed in the Artillery Dialog,
seen when you press the Artillery Dialog
button.
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For most units, the cost of firing is 1/3 of the unit’s Movement Allowance. For
most units firing using Indirect Fire, the cost is 1/2 of the unit’s Movement
Allowance. Ships pay twice the normal firing cost, but their fire value is doubled
when firing. Indirect Fire can sometimes create Rubble in the target hex
depending on the fire value of the firing unit and Parameter Data.
Fire Effects
When a target unit is attacked, the effects are calculated and expressed in
terms of:
   • Lost Strength - in Vehicles, Guns, or Men.
   • Increase in Fatigue – depending on the fire effect.
   • Disruption - if the fire result affects the target unit, then the target unit
       performs a Morale Check based on the amount of the effect. If it fails
       the Morale Check, it will become Disrupted. If it is already Disrupted,
       fails the Morale Check, and is at Maximum Fatigue, then it becomes
       Broken.
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                       If a Disrupted unit fails a further morale check, it
                       becomes Broken. A Broken unit has suffered even
                       greater effects than Disruption. Such a unit cannot
                       attack. This represents that the subunits that make up
                       the Broken unit are under the direction of lower-level
                       section and platoon commanders. The unit is severely
                       pinned but has not lost the will to fight, only the ability for
                       organized offensive action.
A Broken unit can still defend. Larger Broken units can often take several
game turns to eliminate. Note however that in the case of the Optional
Surrender Rule Broken units will be eliminated when they cannot retreat.
Broken units that are not at Maximum Fatigue can recover "on their own", but if
they have no HQ, or if their HQ has failed the Command Test, then the
probability is halved. A Broken unit has no Zone-of-Control. Fire against a
Broken unit is halved because it is considered not to be exposing itself as it
would normally.
On-Map Results
By default, combat results are reported on the map as a
message over the target hex. The message describes
the number of men, vehicles, or guns lost by the fire or
assault combat. In some instances, the result has a
coded suffix and is color-coded to describe more detail as
described below.
   • When the result is shown in yellow and is followed
       by the "/D" suffix, it means the target unit has been
       Disrupted.
   • When the result is shown in red and is followed by the "/B" suffix, it
       means the target unit has been Broken.
   • When the result is followed by the "/X" suffix, it means the target unit
       has been Eliminated.
Auto Multi-Fire
Often when you are firing at a target, you know that you are going to expend
the full fire capability of the firing unit against that target. Having to repeat
target selection and firing each time manually can be tedious. The Auto Multi-
Fire feature is intended to facilitate this situation by allowing you to fire as
many times as possible against the target unit. To perform this fire mode,
simply hold down the Alt key while right clicking on the target hex. If you are
toggling Fire Mode by holding down the Ctrl key, then hold both the Ctrl and
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Alt key down while right clicking. The standard fire sequence will be repeated,
including any triggered Opportunity Fire until your firing unit is unable to fire on
the target.
For example, if the stacking limit was 1600. Then one stack of 1600 men
could fire twice from a single hex, but if they were to leave and another stack of
1600 men enters the hex in that same turn, they could only fire once before the
Hex Fire Limitation applied.
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[5.2] Fire Values and Modifiers
Understanding Basic Fire Values
Target class - Depending on whether the target unit
is a Hard Target or not, the Hard or Soft Attack value
of the firing unit is used. Right Click on the Unit
Picture in the Hex Info Area to see the Hard and Soft
Fire factors. The value after the / is the maximum
range. Some units may not be able to engage Hard
targets such as tanks or Pillboxes at a range of even
1 hex.
Note that the modifiers mentioned in this section fall into two categories. The
modifiers given as percentages are summed to provide a single total
percentage that is then applied to the Fire Value. Modifiers that are given as
fractions or multiples, are each applied individually. So, for example, if there
were four modifiers of -10%, 30%,1/2 and 3, the Fire Value would be increased
by 20% (-10 + 30) and then halved and then multiplied by 3.
In addition, there is a Quality Fire Mod Parameter Data value, that applies to
Quality Fire Modifiers for A and B units only. The Quality modifiers shown
above for A and B units are multiplied by this value. For example, a Quality
Fire Mod of 2 would increase the Quality Fire Modifier from +20% to +40%
Quality A units and from +10% to +20% for Quality B units. The default value is
1, which produces no change.
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For example, if the Range Effect value is 1.5, then the fire value of direct fire at
a range of 2 hexes is divided by 1.5. At 3 hexes, it is divided by 2, and so on.
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Indirect Fire Modifier
A modifier applies when a unit fires Indirect Fire under either of the following
circumstances:
    • The fire is opportunity fire (i.e. fire during the opposing turn).
    • The fire occurs during the Defensive Fire Phase under the Manual
        Defensive Fire Optional Rule.
This modifier depends on the side of the firing unit and its value is determined
by the Indirect Mod Parameter Data values. For example, if the Allied Indirect
Mod value is 50%, then whenever a Russian artillery unit fires Indirect Fire
during the Axis turn (or during the Defensive Fire Phase), the fire value of that
unit is only 50% of its normal value. Indirect Fire during the unit’s turn (or
during the Offensive Fire Phase) is not affected. If the Indirect Mod value for a
side is 100%, then there is no change to the fire value.
Armor Effectiveness
                            Due to the nature of Armored Warfare, when anti-
                            tank guns of different calibers direct fire against
                            armored targets of different strength, special
                            consideration has been given to the game’s combat
                            results. When direct fire occurs against an armored
                            target, these penetration considerations are applied
                            to the target in what is termed a non-linear effect.
                            This non-linear effect is described further below.
There are two cases for this Armored Effectiveness special rule, each with a
different calculation of the fire modifier. Case 1 is where the Firing Unit’s hard
attack value is smaller than the defense of the target. This is the Small Gun vs.
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Strong Target case. Case 2 is where the Firing Unit’s hard attack value is
larger than the defense of the target, or in simplified terms represents a Big
Gun vs. Weak Target.
The fire modifier for the two cases is shown below where the hard attack value
is H and an armored unit defense value is D.
For example, suppose a unit with a hard attack value of 4 fires on an armored
unit with a defense value of 8. Then an armor effectiveness modifier of 1/2 is
applied to the fire value. Also, if a unit with a hard attack value of 8 fires on an
armored unit with a defense value of 2, then an armor effectiveness modifier of
1/Square Root (4) = 1/2 is applied to the fire value. In the first example, the
modifier represents the effect of non-penetration by the firing unit. In the
second example, the modifier represents the fact that once penetration is
achieved, then fire values do not increase linearly. That is to say, if you are
firing a large caliber anti-tank gun at a weaker target and you get a hit then you
don’t get two kills. This would be like a big AT gun killing two halftracks with a
single shot.
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65
[5.3] Fortifications
General
Fortifications consist of Improved Positions, Trenches, Bunkers, and Pillboxes.
Each of these has an effect on fire against units given in terms of a percentage
modifier. These values are found in the Parameter Data and are also shown in
the Terrain Information Box of the Hex Info Area. Improved Positions and
Trenches benefit all types of units and do so only with the previously
mentioned modifier but do not provide any added Defense value.
Bunkers and Pillboxes provide an increase in the Defense value as well as the
fire percentage modifier. Furthermore, units in Bunkers and Pillboxes are
considered Hard Targets and thus are only affected by the Hard Attack value
of the firing units. To receive the benefits of a Bunker or Pillbox, a unit must not
consist of Vehicles (however Deployed motorized/mechanized infantry do
benefit) and the unit must be Deployed.
The following shows the on-map symbols used for each Fortification type and
summarizes the effects of each in the game:
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Trenches
            Trenches are the next step up from Improved Positions as
            Fortifications go. Like Improved Positions they benefit all units
            (men, gun, and vehicles) and offer the best protection that most
            units can create during play. At this stage in a fortification’s life
cycle, the units are now digging downward much deeper than before and
throwing up higher dirt embankments. Therefore, the fortification begins to
take on more defense benefits and rely less upon camouflaging.
Bunkers
           Bunkers are the next step up in Fortification development. Bunkers
           can be part of a scenario or may be created by digging-in during a
           scenario from Trenches by Engineers. What Bunkers offer over
           Trenches is generally timber protection from Direct Fire and
overhead protection from Indirect or Artillery Fire. As such, Bunkers only
protect non-vehicular units and are treated as Hard Targets in terms of their
defense.
Pillboxes
          Pillboxes are fortifications that cannot be created during game play.
          They also only benefit non-vehicular units and represent a much
          more permanent defense complex made of concrete and steel.
          Therefore, units protected by these fortifications are considered
Hard Targets.
Forts
             Forts are fortifications that cannot be created during game play.
             They also only benefit non-vehicular units. Forts are major
             emplacements like Eban Emael or the Maginot line. Forts are 1.5x
             the values used for Pillboxes. Like pillboxes, units protected by
these fortifications are considered Hard Targets. All rules which refer to
Pillboxes, should be read as applying equally to Forts.
Note: Fortifications that are not currently spotted by a friendly unit do not
appear on the map when Fog-of-War is in effect. This applies even if the
fortifications were originally occupied by your units. The purpose behind this
rule is to prevent you from
getting intelligence about
the enemy by being able
to see abandoned
fortifications restored by
the opposing side.
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[5.4] Miscellaneous Firing Actions
Counterbattery Spotting
When the Optional Rule for Counterbattery Fire is enabled, there is the chance
that when an unspotted artillery unit fires, it will become spotted. By default,
the probability of this occurring is:
 Counterbattery Spotting Probability = Normalized Strength / Range to Enemy
Where Range to Enemy is the range of the artillery unit to the nearest enemy
unit and Normalized Strength is given by the equation:
  Normalized Strength = Men-Equivalent Strength / Max Road Stacking Value
This probability applies up to ranges of 10 hexes. The Parameter Data Value
for Counterbattery is used per side to modify this default probability.
Unit Facing
                            In general, unit facing does not have an effect on
                            the game. However, certain units may be
                            specified as having a specific Facing. When this is
                            done, the firing of the unit is restricted to the
                            direction the unit is facing in plus the two adjacent
                            directions. For example, a unit having a facing of
                            Up Right can fire at targets that are in the direction
                            Up Right from the firing unit, plus targets in the Up
direction and Down Right direction. In addition, a unit with a specific Facing
will only have a Zone of Control consisting of the hex it is facing plus the two
adjacent hexes and will only have an Assault value when assaulted through a
facing hex side.
Siege Guns
Siege Guns represent very large caliber guns that are designed
to be used to reduce fortifications. They are like Heavy Artillery,
but with some differences:
    • Siege Guns are only allowed to fire once per turn. They
       cannot use Opportunity Fire or fire during the Defensive
       Fire Phase.
    • Siege Guns have their nominal fire value multiplied by 10
       when fired against Bunkers and by 50 against Pillboxes.
    • Siege Guns require their full movement allowance to change into or out
       of Travel Mode and must always be in Travel Mode to move.
    • When the optional Setting Up rule is in effect, Siege Guns have half the
       normal probability of setting up per turn.
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                                     69
[6.0] Assaulting
General
Assaults represent in-hex close combat with the aim for the attacker to
advance and to push the defender out. Assaults may be conducted between
units in one hex and defending enemy units in an adjacent hex. Units from
multiple hexes may combine their attack on a single defending hex. The
easiest way to initiate an Assault is to select the units to attack and drag-and-
drop them to the defending hex. The drag-and-drop operation involves holding
down the left mouse button in the hex containing the attacking units, moving
the mouse to the defending hex, and releasing it. After all the attacking units
have been added to the assault, the Assault can be resolved using the
Resolve Assault command from the Assault Menu, or by using the Toolbar
button. Please see the Optional Rules section for options that may impact
assaults.
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The following restrictions and assault strength modifiers apply to the defender
assault on the attacker.
   • Units that are Disrupted, have
       Low Ammo, or are Digging-In
       have their
       assault strength halved for each
       of these states that apply.
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   •   Units that are in Travel or Rail Mode have their assault strength
       quartered.
   •    Engineer units that are building or maintaining a bridge have their
       assault strength halved.
   •   Units that have a specific Facing have an assault strength of 0 when all
       the attacking units are attacking through the rear facing hex sides.
   •   Units that are laying or clearing mines have their assault strength halved.
   •   Units that are Broken have their assault strength quartered.
   •   For infantry, the Infantry Fire Effectiveness adjustment is applied to the
       assault strength.
Target Defense Values
For the assault calculations, the defense value of the target is potentially
modified to produce the Modified Defense Value.
Assault Cost
Under the Manual Defensive Fire option, there is no movement cost required
to Assault. Otherwise, a unit must have at least 2/3 of its movement allowance
remaining to initiate an assault. The assault costs a unit the maximum of the
following two values:
    • 2/3 of its movement allowance.
    • The movement cost to move into the defending hex.
On-Map Results
Under the default On Map Results setting, assault
results are displayed on the map over the defending
hex. These results are shown as two sets separated by
a slash (/). The first set of losses are those of the
attacker while the second set is those of the defender.
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Unit Modifiers
Each attacking and defending unit has a Unit Modifier calculated as the sum
of the Quality and Fatigue modifiers. The Quality modifier is:
    • +20% for Quality A
    • +10% for Quality B
    • -20% for Quality D
    • -40% for Quality E
    • -60% for Quality F.
The Fatigue modifier is
    • -10% for Medium Fatigue
    • -20% for High Fatigue
    •   -40% for Maximum Fatigue.
For the attackers, the lowest Unit Modifier of all the attackers is applied to the
total attacking assault value. For the defenders, the highest Unit Modifier of all
the defenders is applied to the total defending assault value.
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Example: suppose that the defenders consist of an A Quality unit at Medium
Fatigue and a C Quality unit at High Fatigue. The unit modifiers are 10%
(equal to 20% - 10%) for the A unit and -20% (equal to 0% - 20%) for the C
unit. The highest unit modifier is 10% and this is used for the defenders.
Suppose that the attackers consist of the same type of units, an A Quality unit
at Medium Fatigue and a C Quality unit at High Fatigue. Again, the unit
modifiers are 10% and –20%. The lowest unit modifier is –20% and this is
used for the attackers.
This means that for each attacking hex, if that hex has both infantry and
vehicles, the number of attacking infantry and the number of attacking vehicles
times 10 are compared and the lower of these two figures represents the
supporting infantry for that hex. So, if there are 10 men and 2 tanks in the hex
the number of supporting infantry would be 10. But if there were 100 men and
2 tanks the number of supporting infantry would be 20. If a hex has only
infantry attacking or only vehicles attacking, it has no supporting infantry.
The number of supporting infantry from each attacking hex are added to
together to give the total supporting infantry. If this total exceeds the total
defending infantry, then no Unsupported Armor Penalty applies. Otherwise, the
number of supporting infantry is subtracted from the number of defending
infantry to determine the deficit. This figure is divided by 10 (rounded up) to
give the number of vehicles that are not supported. These unsupported
vehicles have their assault values halved.
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hex will provide no benefit to other attacking hexes if there were any as the
next example shows.
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[6.3] Assault Resolution
General
To resolve the assault, the total assault value and the average defense value
of the attacking units, as well as the total assault value and the average
defense value of the defending units, are calculated with the modifiers
mentioned applied to the assault values. Total assault strengths are calculated
using the individual assault values of each unit times its strength, with vehicle
and gun units having their strength value multiplied by 10. Average defense
values are calculated by taking a weighted average of the defense values of
the individual units based on their relative strength. Then two Combat Results
are applied: one using the assault value of the attackers against the defense
value of the defenders, and the other using the assault value of the defenders
against the defense value of the attackers. The Low and High Combat Values
used for these Combat Results is determined by Parameter Data.
Example: if the attackers are assaulting at night into a Village hex with Terrain
Modifier of –20% and suffer losses of 10 men, then for the purpose of
determining Disruption of the attackers,
   • The value of 10 would be doubled to get 20.
   • Because of night, the value would be doubled again to get 40.
   • Because of the terrain, the value would be scaled by 100 / (100 – 20)
       resulting in a value of 50.
The value of 50 would be used to determine the Disruption of the attackers.
Defender Retreats
After the combat results have been calculated, if all the defenders have been
Disrupted or Broken, but there are still un-Disrupted, un-Broken attackers, the
defenders are forced to retreat. There are restrictions on the directions that are
valid for retreats:
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If a unit of less than A or B quality is from a Fragile Morale Nation and is forced
to retreat but is unable to do so, it is automatically eliminated.
Fanatical Nations
In certain games, one or more nations may be specified as
being Fanatical. Units of Fanatical nations have two
exceptions to the Assault rules. First, Fanatical units do not
surrender when assaulted and thus do not suffer the additional
losses which units that could not retreat normally suffer.
Second, Fanatical units do not retreat from Bunker and Pillbox
hexes and when they lose as a result of being assaulted,
remain in the hex with no additional losses. Fanatical nations
are not impacted by the Optional Surrender Optional Rule.
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[7.0] Combat Results
General
A common combat results calculation is used for both fire and assault results.
The combat results calculation is based on three parameters: a Combat
Value, a Low Combat Value and a High Combat Value.
For fire combat, the combat value is the modified attack strength of the firing
units divided by the modified defense value of the target unit. For assault
combat, there are two combat result calculations which use different combat
values. For the attacker, the modified assault strength of the attacking units is
divided by the modified weighted average defense value of the defending
units. And for the defender the modified assault strength of the defender’s
units is divided by the modified weighted average defense value of the
attacker’s units.
The Low Combat Value and High Combat Value are the extreme possible
casualties resulting from a combat value of 1000. The ratio of the actual
combat value divided by 1000 is used to scale these in order to provide the low
and high possible casualties. Finally, a random value is selected between the
low and high casualty values to arrive at the final combat result.
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For example, a unit with an assault strength of 640 that assaults a unit with a
defense value of 16, has a combat value of 40 (= 640/16). This gives a scaling
factor of 4% (= 40/1000). If there was a Low Combat Value of 50 and a High
Combat Value of 250, this would result in a low casualty value of 2 (= 50 * 4%)
and a high casualty value of 10 (= 250 * 4%). The actual casualty value would
then be randomly generated between 2 and 10 for this combat. Finally, based
on the fractional part of the casualty value, it is randomly rounded up or down.
For example, if the casualty value was calculated to be 3.7, then 30% of the
time this is rounded down to 3 and 70% of the time is rounded up to 4.
There are three different sets of Low and High Combat Values found in the
Parameter Data relating to the three types of combat results calculations.
Fire Low and High Values: These values are used in determining combat
losses from fire.
Attacker Low and High Values: These values are used in determining
combat losses to the attacker in an assault. Typically, these values will be four
times the corresponding Fire Low and High Values.
Defender Low and High Values: These values are used in determining
combat losses to the defender in an assault. Typically, these values will be
twice the corresponding Fire Low and High Values.
Vehicle and gun losses resulting from enemy fire is calculated on the basis of 1
vehicle or gun = 10 men. Combat losses less than 10 men result in a
probability of a 1 vehicle or gun loss proportional to the value. Thus, a combat
loss of 5 men applied to a tank unit would result in a probability of 5/10 = 50%
that a one tank loss would occur.
Fatigue results are calculated as random values between the casualty value
and a fatigue factor times the casualty value. The fatigue factor depends on
the size of the unit and is:
   • 6 for platoon and uncombined company units.
   • 4 for combined company units consisting of 2 subunits.
   • 2 for battalions and combined company units consisting of 3 or more
       subunits.
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Thus, a battalion unit that takes a loss of 15 men has a 50% chance of
requiring a morale check and a battalion unit that takes a loss of 60 men has
about an 80% chance of requiring a morale check.
When the optional rule Alternative Calculation of combat results is chosen for
fire or melee results (see the Optional Rules section), then the resulting
casualty value is based on the average of two default casualty calculations.
This produces values which are more likely to be in the midrange of the
casualty interval rather than uniformly distributed.
The Quality of a unit affects its nominal recovery rate based on the following
modifiers:
   • Quality A units recover at 200% the nominal rate.
   • Quality B units recover at 150% the nominal rate.
   • Quality D units recover at 75% the nominal rate.
   • Quality E units recover at 50% the nominal rate.
   • Quality F units recover at 25% the nominal rate.
Examples:
   • Suppose that an infantry battalion of C Quality had suffered losses of
       200 men out of a total strength of 600 and that the Unit Recovery for its
       side is 2%. When eligible, it will recover an average of 4 men per turn.
   • Suppose that an infantry battalion of C Quality had suffered losses of 10
       men out of a total strength of 600 and that the Unit Recovery for its side
       is 2%. When eligible, it will recover an average of 0.2 men per turn or in
       other words, 1 man every 5 turns.
   • Suppose that a tank battalion of C Quality had suffered a loss of 1 tank
       out a total strength of 35 and that the Unit Recovery for its side is 2%.
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       When eligible, it will recover an average of 0.02 tanks per turn. In other
       words, it will take about 50 turns to recover the loss.
Note that as a unit is restored to full strength and the remaining loss
decreases, then the loss recovery in absolute terms will drop as it is always
calculated as a percentage of remaining losses. As in the previous examples,
a loss of 200 men results in an initial recovery of 4 men per turn, but once the
strength is restored to just 10 losses, then the recovery drops to 1 man every 5
turns.
Replacements
In addition to the strength recovery described above, it is possible for certain
organizations in the order of battle to receive replacements. When this is
defined for an organization, then each unit eligible to recover strength as
specified above can also receive a variable number of replacements based on
a specified percentage of the unit’s full-strength value. Quality does not affect
the replacement rate; however, Isolated units and Disrupted units cannot
receive replacements. Detached units received one-fourth the usual
replacement rate available to them. When a unit has a Local Supply value of
x, then the replacement rate is scaled according to the following:
      • When x < 20, the replacement rate is 0.
      • When 20 <= x <= 50, the replacement rate is scaled by (x – 20) / 30.
For example, a unit with a Local Supply value of 50 has the full replacement
rate, but a unit with a Local Supply value of 30 only has 1/3 of the full
replacement rate.
Finishing Off
When a unit that consists of men is reduced below a strength of 10 as a result
of combat, then there is a calculation performed to determine if the unit
survives or is considered "finished off" as a result of having lost unit cohesion.
The calculation is based on a probability of 10% survival per man remaining.
Thus, a unit that has been reduced to 6 men because of combat has a 60%
chance of surviving the calculation.
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[8.0] Engineers
General
Engineers are used in the game for specialized functions. You can quickly
identify any Engineer units on the map by using the Highlight function of the
View Menu.
Engineer counters can also be identified by the schematic icon
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General
All Engineer units except for Engineering Vehicles (see below) are capable of:
    • Improving the ability to Dig-In
    • Bunker construction
    • Bridge Damage, Ferry Damage and Anti-Tank Ditch Destruction
    • Ferrying units across Rivers and Canals
    • Mine Laying
    • Clearing Rubble
While some Engineer units are also capable of:
    • Mine Clearing
    • Bridge Building
    • Ferrying units across full hex rivers
Some units other than Engineer units are also capable of clearing minefields.
To determine this, right click on the unit picture in the Hex Info Area and look
for the words Mine Clear. Engineer units capable of building bridges will have
the words Bridge Eng or Mine/Bridge in this display. In addition, Commando
units can damage bridges and perform anti-tank ditch destruction.
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[8.2] Engineering Actions – Terrain Modification
Dig-in Assistance
Any Engineer will increase the chance of a fortification
being built in a hex. The percentage chance to dig in is set
in the Parameter Data. Engineers triple the percentage
chance of successfully digging-in. This modifier applies to
all digging-in attempts, whether it is to remove the vacated
property of an existing Improved Position or Trench or
create or improve a fortification in hex.
Bunker Building
If the bunker building parameter is greater than 0% in the Parameter Data,
then there is a chance that an Engineer can convert a
Trench to a Bunker. What Bunkers offer over Trenches is
generally timber protection from Direct Fire and overhead
protection from Indirect or Artillery Fire. Scenarios where
Bunker Building is available, consider available physical
and engineering resources.
Clearing Rubble
All Engineer units are capable of clearing Rubble hexes. The Engineer unit
must first enter the Rubble hex and then, using the Clear Mines or Rubble
option of the Engineer menu, toggle the Clearing Rubble
operation. If there are also mines in the hex, then these
must be cleared before the Rubble can be cleared. The
probability that the rubble will be cleared in the hex is half
the Digging-In Parameter Data value per turn.
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Clearing Minefields
                             To use an Engineer or mine clearing unit to clear a
                             minefield, simply move the unit into the hex
                             containing the minefield. It costs Engineers and
                             mine clearing units 1/3 their movement allowance
                             to enter a minefield hex. Starting with the next
                             turn, the unit will automatically reduce the minefield
                             in strength until the minefield is removed. To be
                             eligible for mine clearing, a mine clearing unit must
                             not be Disrupted or Broken, cannot be in Travel or
                             Rail Mode, and cannot be Digging-In. Units that
                             are clearing mines cannot fire or assault attack. As
                             long as the Engineer or mine clearing unit stays in
                             the minefield, at the start of the next turn the unit is
                             considered to have cleared lanes at that point and
other units can safely enter the minefield in Travel Mode without suffering a
minefield attack. To stop or restart mine clearing operations, use the Clear
Mines or Rubble command from the Engineer Menu.
Laying Minefields
                              To use an Engineer unit to lay a minefield, select
                              the Engineer unit and use the Laying Mines
                              command of the Engineer Menu. Starting with the
                              next turn and continuing in each subsequent turn,
                              a test is performed to see if the mine laying
                              operation has succeeded. The hex must not
                              already contain minefields of any strength. When
                              the test succeeds, a minefield of strength 1 is
created in the hex. To be eligible for mine laying, a unit must not be Disrupted
or Broken, cannot be in Travel or Rail Mode, and cannot be Digging-In. It is
not possible to initiate Laying Mines in the same turn that a unit has moved or
fired. Units that are laying mines cannot fire or assault attack. It is not
possible perform Laying Mines when Conditions are Frozen. The probability
that the minefield will be created in the hex based on a single Engineer unit is
based on the Mine Prob Parameter Data value. However, when an Engineer
unit has less than 100 men, the probability is reduced proportionally.
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[8.4] Engineering Actions – Bridge Operations
Bridge Building
Bridges may be built across river, stream, gully, canal, and anti-tank hex sides.
Only Engineer units identified as a Bridge Eng or Mine/Bridge unit in the
display when you right click on the unit picture can build bridges. It costs non-
Bridge Layer Engineer units their full movement allowance to initiate building a
bridge. Thus, they may not move or fire in the same turn they initiate bridge
building. For Bridge layer units, it costs 1/3 of their movement allowance to
initiate bridge building. The Engineer unit must not be Disrupted or Broken,
cannot be in Travel or Rail Mode, and cannot be Digging-In.
The probability that an engineer bridge will be completed in any given turn is
modified by the quality of the engineer unit according to the following:
   • Quality A => Completion probability is 120% of normal.
   • Quality B => Completion probability is 110% of normal.
   • Quality C => Completion probability is normal.
   • Quality D => Completion probability is 75% of normal.
   • Quality E => Completion probability is 50% of normal.
   • Quality F => Completion probability is 25% of normal.
When an Engineer unit has less than 100 men, the probability of completing
the bridge is reduced proportionally. In addition, an engineer company will
have a probability of bridge completion 1/3 that of an engineer battalion.
Otherwise, having more than one Engineer unit constructing a bridge will
increase the chances of completion.
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Bridge Dismantling
                            As long as the Engineer unit is flagged with Has
                            Bridge, it is deemed to be maintaining that bridge
                            and it cannot move away without first dismantling it
                            or abandoning it (see below). To dismantle the
                            bridge, select the Engineer unit and invoke the
                            Bridge Operations command again. The length
                            of time required to dismantle the bridge is based
on the Allied and Axis Bridge Values found in the Parameter Data. Therefore,
the Bridge may possibly be dismantled at the start of the next turn, or it could
take longer. If an Engineer unit that has constructed a bridge is eliminated,
then the bridge is considered unusable and removed from the map.
Abandoning Bridges
                            In emergency situations, an Engineer unit can
                            abandon a bridge that it has constructed using the
                            Abandon Bridge option from the Engineer Menu.
                            When this option is used, the Engineer unit will be
                            able to immediately leave the location it is in, but it
                            will be flagged NO BRIDGE and will be unable to
                            build another bridge for the duration of the
                            scenario.
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The process of initiating the building or dismantling of a Pontoon Bridge is the
same as for a normal bridge over a river or stream. However, after the bridge
operation is initiated, the number of turns specified by the Pontoon Bridge
Parameter Data value for that side must elapse before the completion of the
operation is possible. Once the required number of turns has elapsed, the
completion is not automatic, but rather reverts to the normal algorithm for
bridge operation completion.
Turns during which the engineer is Disrupted or Broken do not count towards
the minimum number of turns required to complete the operation.
For example, if the Pontoon Bridge Parameter Data value for the given side is
10, then 10 turns must elapse after Pontoon Bridge construction is initiated
before it is possible for the bridge to be completed. After those 10 turns have
been completed, then there are a variable number of turns required to
complete the bridge, determined by the normal algorithm for bridge building.
A damaged bridge hex side will appear with a warning sign and circle around
the bridge graphic as shown in the illustration above.
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An Engineer unit capable of building bridges may build a bridge over an Anti-
Tank Ditch. Again, the rules and procedure for this are the same as
constructing a bridge over a river.
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Auto Wired Bridge Demolition
When the Wired Bridge values are defined in the Parameter Data, then the
Auto Wired Bridge Demolition feature is enabled. This feature causes Wired
bridges to automatically be tested for possible damage whenever a unit of the
given side moves either adjacent to them, for hex side bridges, or onto them,
for full-hex bridges.
The Wiring of bridges using this feature is determined by the initial conditions
of the scenario. Under this feature, full-hex bridges cannot be Wired after the
scenario begins. Likewise, manual bridge destruction using engineer units of
the opposing side to the affected side is not allowed during the scenario since
the destruction of bridges by that side is controlled entirely by the auto
destruction feature.
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One special case is that it is possible for an Engineer unit to ferry itself. In this
case, the Engineer unit must be in Travel Mode.
Ferry Destruction
Any Engineer unit adjacent to a Full Hex or Hex Side Ferry may attempt to
destroy it. The process and rules for this are the same as for hex side Bridge
Damage and Anti-Tank Ditch destruction. The defense value of a Full-Hex
Ferry used in this process is 1.
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93
[9.0] Air Power
General
Air units are of two types: combat and recon. Recon units are flagged with the
word RECON when they are listed in the Air Mission Dialog. All other air units
are combat units. See the Optional Rules section for options that may impact
air power.
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Air Strikes
       To perform an air strike against an enemy position, click on the enemy
       location to make it the current Hot Spot hex and then click on the Air
Mission button in the Toolbar (or invoke the Air Mission command in the
Command Menu). This will display the Air Mission Dialog so that the air unit
can be selected. Select any non-RECON air unit in the list. The target hex
must be Spotted and contain enemy units and the current visibility must
exceed 1 hex. (In Dawn or Dusk turns where the nominal visibility is 2, but the
effective visibility is 1, air missions are still possible.)
The number before the name of the airplane type indicates the
number of aircraft in that unit. The three numbers (separated by
slashes) following the name of the aircraft type are the hard-
attack value, soft-attack value, and defense value of the aircraft
type.
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Anti-aircraft units consist of regular AA units and Heavy AA units. High flying
air units such as Recon and Heavy Bomber air units are only affected by fire
from Heavy AA units.
If there is more than one target in the target hex, then the Target Dialog is
displayed so that the target unit can be selected. Depending on the type of
target unit, either the Hard or Soft attack value of the air unit is used for the
strike. The attack value of the air unit is doubled, and then standard Combat
Results are applied to the target unit. If the target hex is Village, Town, City, or
Industrial, then it is possible for the air strike to create Rubble in the target hex,
based on Parameter Data.
Carpet Bombing
Air strikes from Heavy Bomber air units affect all units in the target hex and no
target unit selection occurs in this case. Such bombing is considered to be
"Carpet Bombing" and has an increased effect on causing Disruption in the
target hex. Such air units are flagged with the word CARPET in the Air
Mission Dialog. Carpet Bombing does not require that the target hex be
spotted by a friendly unit. When a Carpet-Bombing air strike is called, the
program will randomly scatter the designated target hex up to 2 hexes away.
This may result in the air strike hitting friendly units. Also note that Heavy
Bombers are often designated as Single Use units and when this is the case,
they will only be available for a single mission.
Air Recon
To perform an Air Recon mission, select the target hex for the mission, invoke
the Air Mission command, and select a RECON air unit from the list of
available air units. Note: the target hex can be any hex on the map. Since Air
Recon missions are considered to take place at a higher altitude than an Air
Strike, Air Recon units are only vulnerable to AA fire from Heavy AA units.
The recon mission will then randomly provide spotting information on enemy
units within the current Visibility range of the target hex. There are two types
of spotting results: the enemy unit may be spotted in detail, or it may simply be
spotted as an Unknown unit. An Unknown unit is marked with question mark
graphics. An Unknown unit may be targeted for Indirect Fire and Air Strikes,
but the combat results will not be known.
The probability that an enemy unit within the visibility range of the Recon
Mission target hex will be spotted is based on several factors.
   • Range: The Range from Mission Target Hex to the location of the
      enemy unit being checked for spotting is based on formula 1 / (R + 1)
      where R = the range from the Mission target hex to the enemy unit.
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   •   Terrain: Any terrain modifier associated with the hex modifies the
       Spotting probability. That is, when the terrain modifier is M%, then the
       spotting probability is multiplied by (100% + M).
    • Strength: the probability depends on the strength S of the air unit as
       defined in the formula S / (S + 5) where S = number of Aircraft.
    • Unit Status: If the air unit is Disrupted, the probability is 1/2 and if the air
       unit is Broken, the probability is 0.
    • Given the combined probability, there is a half chance that the enemy
       hex will be spotted in detail and a half chance that the enemy hex will
       spotted as Unknown.
In addition, the following modifier is applied to the spotting probability based on
the Quality of the air unit.
    • Quality A units have a modifier of 150%.
    • Quality B units have a modifier of 125%.
    • Quality D units have a modifier of 80%.
    • Quality E units have a modifier of 60%.
    • Quality F units have a modifier of 40%.
Air Interception
Each side in a scenario has an Air Interception
probability determined by the Parameter Data for that
scenario. This Air Interception value determines the
probability that an air mission against that side will be
Intercepted. An Intercepted air mission results in no
affect against the targeted side but does require that
the air units involved go through the process of
becoming Available before being used for another air
mission. Both combat and air recon missions are subject to Interception. If the
Air Interception probability for a given side is 0 in a scenario, then no air
missions against that side will be Intercepted.
It is possible for air units to be classified as Jet Aircraft in the Order of Battle
file. The probability of Air Interception against air missions of Jet Aircraft air
units is half that of the normal air interception probability in the Panzer
Campaigns games.
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[9.2] Air Interdiction
As units move on the map in Travel or Rail Mode, there is a chance that their
movement will be Interdicted by enemy air units. This probability is based on
Parameter data per side. The probability is based on the total number of units
in Travel or Rail Mode in the hex being moved into. The probability is modified
by any terrain modifier of the hex being moved into. The probability is half
during Dawn and Dusk turns. If Interdiction occurs, then an Air Strike occurs
against a unit in the target hex using an air unit that is representative of the
type of air unit available to the enemy side. However, this air strike does not
count against the air units available by the enemy. Note in addition, that
movement by units in Deployed Mode into hexes occupied by units in Travel or
Rail Mode can also trigger an interdiction attack against the units in Travel or
Rail Mode.
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Example: with an Air Availability value of 20%, an air unit that has carried out a
mission will have a 20% chance of being available on the next turn. If it were
to fail the availability check, it remains unavailable and rechecks for availability
at the start of each turn until it returns to available status. With a 20% Air
Availability value you might expect an air unit to be available on average for 2
air missions per day (assuming 1 day = 10 turns), not counting other combat
effects like Disruption and Broken.
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[9.4] Air Ownership
The Air Mission Dialog displays the ownership of air units. In the example
above all aircraft for Kalinin Front are available to perform air missions on the
selected hex, but the last three air units are greyed out. The Pe-2 air units
from 1st Shock Army, 20th & 30th Army can only be against enemy units spotted
by their respective armies. Likewise, none of the Kalinin Front strike aircraft
(the IL-2 & SB-2 units) can support the other three armies. This limitation does
not apply to Recon units. When no such spotting units exist for the target hex,
the affected air unit is shown dimmed in the Air Mission Dialog.
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101
[10.0] Command
General
Headquarters units (HQ’s) have a large impact on the effectiveness of other
units in game. There are many different levels of HQ units represented, the
highest level of which is an Army Group. An Army Group is made up of
several Armies and an Army is made up of several Corps. A Corps is built
upon several Divisions and a Division in turn has several Regiments in it.
Each of these levels may potentially have an HQ represented as a unit on the
game map. This HQ unit performs a number of game functions such as
providing Supply, and assistance in recovery of Disruption and Broken units.
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[10.1] Headquarters
General
                    Headquarters units are not combat units in a true sense as
                    they cannot fire on nor assault other enemy units. They
                    can defend as well as provide AA fire. Each HQ unit has a
                    Command Range whose Nominal value (see below) is
                    indicated in the alternate Hex Info Area values as the HQ
                    value. The Command Range of a unit will vary depending
                    upon the Nation, the HQ Level (example: Army, Corps or
                    Division) as set in the Order of Battle Editor by the
                    Scenario Designer. For example, an Army will usually
                    have a larger Command Range than HQs under its control,
                    but the Command range itself can vary from 20 hexes to
                    40 hexes. A Corps HQ will have a range of usually 10 to
                    25 hexes and a Division HQ is normally in the order of 5 to
                    10 hexes.
Note: there is no other penalty or automatic loss command status for moving
an HQ unit. An HQ unit that moved in the previous turn is treated no differently
than one that has not moved, subjected to range modifications above such as
HQs in Travel Mode.
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Fragile Morale Nationality
In certain games in the series, certain nations are flagged as having Fragile
Morale Nationality. There are additional effects on retreat and disruption
recovery that apply to these units. However, these effects do not apply to A
and B quality units and these units continue to use standard effects.
Detached Units
                              When a unit is beyond the Nominal Command
                              Range of its HQ unit, or that HQ does not exist,
                              then the unit is considered Detached. Units that
                              are Detached have their unit name shown in
                              Yellow. In addition, the Detached option of the
                              Highlight menu can be used to identify those units
                              currently Detached. When only Detached units are
available to spot for indirect fire or air strikes, then the attacks are half value.
Detached units have 1 subtracted from their Morale value when attempting
disruption recovery. Detached units from a Fragile Morale Nation that are not
Quality A or B have 2 subtracted from their Morale value when attempting
disruption recovery. Detached units received one-fourth the usual replacement
rate available to them.
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Example: We will continue with our example from above where that Panzer
Corps passed its Command test. Suppose the process moves down to the HQ
of the 3rd Panzer Division where that Division HQ fails the Command Test
based on the Global Supply value (which was set at 80% in the above
example). Since the Corps HQ is In Command, then a second test is
performed. Suppose that the range from the HQ of the 3 rd Panzer Division to
the 24th Panzer Corps HQ is 10 and that the Command Range of the Panzer
Corps HQ is 15. Then there is a 15/(10+15) or 15/25 = 3/5 chance that the 3 rd
Panzer Division HQ unit will pass this test and thus be In Command.
Disruption Recovery
At the beginning of each player turn, there is a test to determine if Disrupted
and Broken units on that side recover. The closer a disrupted or broken unit is
to its HQ and the higher its morale, the better its chances of recovery are.
Broken units at Maximum Fatigue cannot recover.
For all other units, a preliminary range test is performed for the unit. If the unit
has an HQ with a Modified Command Range C that is In Command at a range
of R from the unit, then the range test is passed if a randomly generated
number between 0 and 1 is less than C / (C + R).
Example: Suppose you have a Disrupted unit at a distance of 12 hexes from its
Divisional HQ. This HQ is In Command (not Out of Command) and it has a
Command Range of 8. The range test for this unit would be based on the
probability 8/ (8+12) or 8/20=2/5.
You can see from the above formula, that if the Disrupted unit was at the limit
of the HQ Command range it would have a 50% chance of recovery as if the
Command Range were 8 ( C=8 ) and the Range in hexes was 8 ( R = 8 )
C / (C + R)
8 / (8 + 8) = 8/16 or 50 %
If the unit passes its range test, it moves to the next test based on Morale. If
the unit fails its range test, then 50% of the time it too moves to the morale test
and 50% of the time the test ends at this point in failure and no change of unit
status.
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Otherwise, the current Morale value of the unit is determined based on its
Quality and all applicable modifiers. This is converted into a value between 1
and 6 using the mapping A=6, B=5, …, F=1. The unit will pass the test and be
recovered from Disrupted or Broken, if a random die roll from 1 to 6 is less
than or equal to the Morale value. When Broken units recover, they become
Disrupted.
Example: Continuing from our example above, If the range test were to fail,
then based on another random determination, 50% of the time the test would
fail at this point. Otherwise, if it were to succeed, the test would then move on
to the Morale value of the unit. Let us say this unit has a morale of A. Since
A=6 in this test, this test would succeed, and the unit would be recovered from
Disruption. But if the Morale of the unit were a D, and D=3, then there would
only be a 50% chance of Disruption recovery.
HQ Recovery
Headquarters units that have been eliminated are eligible to be restored on a
subsequent turn. This is automatically determined at the beginning of the
player turn and reported in the Command Dialog. The probability that an HQ
will be restored is based on the Quality of the unit with higher Quality units
having a higher probability. An HQ unit that has been eliminated is eligible to
be restored on each player turn following its elimination. However, the HQ
does not perform its functions on the first turn it is restored. The HQ unit is
restored with a randomly determined strength and is Disrupted on the first turn
it is restored.
Corps Attachments
The distance a subordinate HQ is from its Corps or Army HQ has a large effect
in the Command Test as described above. During game play, Corps
Attachments can only occur during the turn at midnight (or if there is no
midnight turn, during the first turn thereafter). The purpose of changing a Corps
Attachment is to streamline the Command structure so that a subordinate HQ
can receive support from the closest Corps or Army HQ in its sector.
For a unit to be reassigned, it must exist in the Order of Battle within a Corps
or Army level organization. The reassignment must assign it to another Corps
or Army level organization in the Order of Battle.
From Panzer Campaigns version 4.00, Corps can move assignments between
armies if required.
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On the turn that changes can be made, the Corps Attachment Dialog is
available and lists any Corps Attachments that have been defined for a
particular side. Each attachment is listed in terms of the name of the
organization being attached, followed by an arrow (=>), and the name of the
parent organization.
Selecting an entry and selecting the Delete button causes the attachment to be
deleted. Selecting the Add button causes the Add Attachment Dialog to be
displayed so that new attachments can be defined.
The Add Attachment Dialog lists the organizations that may be attached and
the possible parent organizations they may be attached to. Selecting an
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organization from the first list and an organization from the second defines an
attachment. Selecting OK adds this attachment to the list of attachments for
the current scenario.
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[10.2] Morale
 General
 Morale is used to determine effects like Disruption and Broken. Quality is the
 basis for Morale. Each unit has a Quality rating from A (best) to F (worst).
Quality is fixed attribute of a unit, but Morale can fluctuate during a scenario
based on combat and supply effects. The Quality value is not displayed in the
game but will be equivalent to the unit’s unadjusted Morale. Quality is used to
adjust many game effects and so it is important not confuse it with Morale. These
adjustments include:
   •   Movement Allowance
   •   Night Movement Disruption probability
   •   Vehicle Breakdown probability
   •   Fire values
   •   Bridge Building probability
   •   Air Recon spotting probability
   •   HQ Command Range
   •   Unit Loss Recovery rate
   •   Fatigue Accumulation when the Quality Fatigue Modifier optional rule is
       used
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     Morale Calculation
     The nominal Morale of a unit will be the same as its Quality. The following
     modifiers apply to the Morale value:
        • Units with Medium Fatigue have 1 subtracted from their Morale.
        • Units with High Fatigue have 2 subtracted from their Morale.
        • Units with Maximum Fatigue have 4 subtracted from their Morale.
        • Units Low Ammo or Low Fuel have 1 subtracted from their Morale.
        • Units that are Disrupted or Broken have 1 subtracted from their Morale
            (Note: Morale F units do not have this modifier when they are
            attempting to recover from being Disrupted or Broken.)
        • Units that are Isolated have 1 subtracted from their Morale.
     A unit whose resulting Morale value is 0 or less is said to have No Morale.
     Morale Check
     When units suffer losses due to Combat Results, depending on the severity of
     the losses, they may have to undergo a Morale Check. A random die roll from
     1 to 6 is generated and compared with the unit’s current Morale value. If the
     die roll is less than or equal to the Morale value, then the unit passes the
     Morale Check. A unit which fails a Morale Check becomes Disrupted, and if
     already Disrupted and at Maximum Fatigue, becomes Broken.
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[10.3] Fatigue
General
The most important thing to know about Fatigue in the Panzer Campaigns
games is that it refers to Combat Fatigue, not simple physical fatigue.
Physical fatigue refers to the simple physical state of being winded, tired, or
sleepy. As such, physical fatigue can accumulate quickly through exertion, but
is relieved through rest and sleep, normally in a matter of hours. However,
men and machines cannot keep going 24 hours a day, 7 days a week. For
that reason, an Optional Rule has been created to encourage players to rest
their units during night turns. Refer to Optional Rules section for more
information on Night Fatigue.
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Fatigue Levels
Fatigue values range from 0 (none) to 300 (maximum). In addition, these
values are broken down into five special cases:
    • No Fatigue – Fatigue 0.
    • Low Fatigue - Fatigue from 1 to 99.
    • Medium Fatigue - Fatigue from 100 to 199.
    • High Fatigue – Fatigue from 200 to 299.
    • Maximum Fatigue – Fatigue 300.
In general, Fatigue affects do not start to occur until the unit has reached
Medium Fatigue. And in general, units at Maximum Fatigue have almost no
combat abilities left.
Fatigue Accumulation
Fatigue is gained from losses in combat. The factor used to determine Fatigue
accumulation depends on the size of the unit.
    • For Battalions, the Fatigue accumulation factor is 2.
    • For Companies and Platoons, the Fatigue accumulation factor is 6
       (When 2 Companies are Combined, the factor is 4 and when 3 or more
       Companies are Combined, the factor is 2).
Fatigue taken from fire and from defending in assault range randomly from 0
up to the factor times the loss value, in men equivalent. Fatigue taken from
attacking in assault is double normal values. For example, an infantry battalion
that takes a loss of 15 men from fire will gain Fatigue from 0 to 30. Likewise,
an infantry company that takes a loss of 15 men will gain fatigue from 0 to 90.
Fatigue is applied against the nominal loss before it is converted to vehicles or
guns. This means that a tank battalion that has a nominal loss of 20, resulting
in a tank loss of 2 vehicles, will gain Fatigue from 0 to 40. It also means that a
unit based on vehicles or guns can gain Fatigue without suffering a loss.
Note that whether a unit is combined or broken down into component units
does not affect the overall average level of fatigue. The size of a unit does not
affect the number of losses it will suffer from a given attack, but a component
unit will gain higher fatigue from that attack than a combined unit. However, if
the components units were then recombined the fatigue would be averaged
and produce the same level of fatigue as if the combined unit had suffered
those losses.
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Quality Fatigue Modifier
Under the Quality Fatigue Modifier Optional Rule, the fatigue a unit
accumulates is modified by a factor that depends on the unit’s quality as
follows:
    • A Quality – 1/2 normal accumulation.
    • B Quality – 2/3 normal accumulation.
    • C Quality – Normal accumulation.
    • D Quality – 5/4 normal accumulation.
    • E Quality – 3/2 normal accumulation.
    • F Quality – 2 normal accumulation.
Fatigue Recovery
For a unit to be eligible for Fatigue recovery, the unit must not move, change
travel or rail mode, fire, assault, be fired upon (with a result other than ‘No
Effect’) or be assaulted for a complete game turn. It must also not be Digging-
In, building a bridge, or be in a minefield. There is a nominal Fatigue Recovery
value determined by Parameter Data. During night turns, this value is doubled.
Further modifiers apply to this value if using the Higher Fatigue Recovery
Optional Rule (see the Optional Rules section). The Fatigue recovery a unit
receives is then calculated as a random value between 0 and twice the Fatigue
Recovery value. The number of units that recover Fatigue are reported in the
Command Dialog. Nominal Fatigue recovery also applies to air units.
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115
[11.0] Supply
General
Supply is a critical element in the effectiveness of any army, and so it is no
different in armies you control in the Panzer Campaign Series. There are two
main functions of Supply. The first is how it influences the ability of HQ units to
support their subordinate units. This point is explained and illustrated in the
Command Section under the Command Test heading.
The second function Supply serves is to simulate the problem units in combat
will encounter with becoming low on ammo or fuel. When a unit fires during a
turn, there is a chance that it will either gain Low Ammo status or, in the case
of artillery units, become Unavailable in the next turn for that side. Likewise,
when a unit moves or assaults, there is a chance that it will gain Low Fuel
status at the end of the day. These chances are based on the Supply Value
for each side as displayed in the Terrain Info box of the Hex Info Area. This
default Supply Value will apply to all units for that side unless the given
scenario has Supply Source markers in use.
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                 Supply Sources
                 A Supply Source is a specific location that is capable of
                 providing supply to units of the associated side. With the Hot
                 Spot on the Supply Source hex you can see in the Terrain
                 Info box the owning side and value of the Supply Source.
In scenarios where Supply Sources are used, these values take precedence
over that side’s Global Supply Value for non-naval units on the map. Where
more than one Supply Source marker is present, units automatically use the
highest Supply Source available to them. In the absence of Supply Sources,
any map edge ground hex is essentially a Supply Source with that side’s
Global Supply Value.
Using the Local Supply Values option of the View Menu, it is possible to toggle
the display of Local Supply Values in each friendly hex on
the map.
Supply Determination
When supply issues are being resolved for a unit in a given hex, the Local
Supply Value that applies to that hex is used. If there are no Supply Sources
in the scenario for that side, then the Global Supply Value is used for this
purpose. Otherwise, the Supply Source of highest value affecting that hex is
used. If the unit is Isolated, then the Local Supply Value in the hex is 0.
Otherwise, the unit must trace a line of communication (a line of hexes free of
enemy units and their Zone of Control crossing rivers only using bridges or
ferries) to any Supply Source hex or map edge ground hex when Supply
Sources do not exist. In the absence of Supply Sources, any map edge
ground hex is essentially a Supply Source with that side’s Global Supply
Value. If there are Supply Sources used for that side in the scenario, then the
unit must trace a line of communication to a Supply Source rather than ground
edge hexes. When determining this line of communication, the presence of
friendly units negates enemy Zones of Control.
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otherwise be Isolated on the other side. The supply resulting from this only
extends a distance of one hex from the engineer unit across the river hex side.
[11.2] Supply Impacts
Isolated Units
Units that begin the turn Isolated have their morale reduced by
one level. This morale effect is in addition to other morale
reductions for such things as Low Ammo. Units that Fire while
Isolated automatically become Low in Ammo at the start of the
next turn. Artillery Units that fire while isolated become
Unavailable. Units eligible for Low Fuel status that move while
Isolated will automatically become Low Fuel on the following
midnight turn. Furthermore, as long as the units remain Isolated,
they will not recover from the Low Ammo, Unavailable, or Low
Fuel effects.
If the unit fails the above test, an Ammo Supply Test is made each turn for
that side, including the turn on which it failed the Low Ammo test.
The net effect of the above formula is that if a unit undergoing an Ammo
Supply Test is at the limit of the Command Range, its probability of re-supply is
50%. For example, if an In Command HQ unit has a command range of 7 and
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the unit under command of that HQ is 7 hexes away when the supply check is
performed, then C=7 and R=7 and the formula would resolve that:
C / (C + R) = 7 / (7 + 7) = 7 / 14 = 50%.
For artillery units, the supply determination is different in that the range test
does not apply. Artillery units become Unavailable based on the Local Supply
Value of the hex they occupy. A random percentage value is generated and
compared with the Local Supply Value in the hex. If the random value is less
than the Local Supply Value the unit either does not become Unavailable, or if
Unavailable already, loses that effect.
For naval units, half the default Global Supply Value for that
side applies. Otherwise, the supply rules for naval units are
the same as for artillery units.
A Refuel Test is then performed for all non-Isolated units currently with Low
Fuel (including those which have just failed the Low Fuel Test).
Note that this means that no unit will have Low Fuel if it passes the Refuel
Test, regardless of the applicable Local Supply Value.
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   •   The defense value of the unit is cut in half. This represents the reduced
       mobility of the unit due to the low fuel condition, making it more
       vulnerable in combat situations.
Note: when a Low Fuel motorized or mechanized infantry is dismounted, it
retains its default defense value and its default foot movement allowance.
Units that become Low on Fuel are eligible to regain their normal fuel status in
two ways:
   • At midnight, by passing a Refuel Test, as already described above.
   • At the beginning of each turn other than the midnight turn, a Refuel Test
       is performed in the same manner as the midnight test, but with only a
       percentage chance of passing the test. The percentage used is the
       Refuel Percentage value determined by Parameter Data.
The first test represents the normally scheduled refueling that occurs each day,
while the second test represents a refueling which occurs later because of a
delay in the normal refueling.
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Supply Variations
A scenario may have Supply Variations that affect the supply level for one or
both sides. The Supply Variation Dialog is used to view the list of Supply
Variations in the current scenario. No values will show in this dialog if the
optional rule, Explicit Supply has been selected.
There are two types of Supply Variations. Variations displayed as “ONE TIME”
can affect a scenario at most once. Otherwise, a Supply Variation can affect a
scenario multiple times.
If the scenario has no Supply Sources for the affected side, then the variation
affects the Global Supply Value for that side. Otherwise, the variation affects
all Supply Sources for that side, but not the Global Supply Value. However,
Supply Sources can never be increased above the Global Supply Value for
that side.
If the Supply Variation is specified as "IS GLOBAL" then the variation affects
both the Global Supply Value and all Supply Sources for that side.
If the Supply Variation is specified as "RAIL CAPACITY" then the variation will
add to or subtract from that side's rail capacity (the level specified in the
Parameter Data in the current scenario).
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[11.3] Supply and Artillery
Artillery Set Up
                                 When using the Artillery Set Up Optional Rule,
                                 Allied and Axis Artillery availability depends upon
                                 the Artillery Set Up value in the Parameter Data.
                                 An artillery unit capable of Indirect fire may not be
                                 available after it has moved. This represents that
                                 the artillery unit will have to set up the guns, bring
                                 up ammunition and re-establish communication
links with the forward observers before it is ready for a fire mission. The length
of time the artillery unit will be required to set up will vary depending on the
Artillery Set Up value in the Parameter Data. At the beginning of each turn for
that side, for each artillery unit setting up, a random percentage value is
generated and compared with the Artillery Set Up value. If the random value is
less than or equal to the set-up value, then the artillery unit becomes available.
If the side has the Parameter set to 100%, then there is no set up effect for any
artillery unit. If the Parameter value is at least 90%, then Self-Propelled
artillery units are not affected by set up. Units can move, unlimber and be
available to fire on the next turn or even the current turn if enough movement
points remain. The set-up probability for Siege Guns is only half that of other
artillery units.
An Artillery Unit that is setting up can still engage enemy units using Direct
Fire. In this way, artillery may move and still provide direct fire support. For
example, if your artillery is setting up and enemy units break through your front
lines, your Artillery units can still engage them by direct fire.
Artillery Set Up does not affect Anti-tank guns and Anti-aircraft guns. Artillery
units that start the game in Travel or Rail Mode and artillery units that arrive as
reinforcements are deemed to have moved and will need to be set up before
becoming available. Towed Artillery that is labeled Set Up Required cannot
become Set Up while it is in Travel Mode.
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Stockpiled Artillery
                              Stockpiled is a type of Artillery unit status that
                              represents a battery in position with ample ammo
                              at hand and effective communications in place.
                              Therefore, such stockpiled units are deemed to be
                              more effective.
Stockpiling can take place in one of two ways. A scenario designer can place
some Artillery units in a stockpiled state at the beginning of a game. It may
also be possible for a side to have the ability to stockpile during a game. This
                                               latter option depends upon the
                                               value of the Side Stockpiling
                                               percentage as seen in the
                                               Parameter Data. If this value is
                                               zero (0), no stockpiling can occur
                                               during the game for that side.
An artillery unit that is Stockpiled will be able to fire for longer periods of time,
and perhaps with increased effectiveness, without suffering supply problems.
In particular,
    • A Stockpiled artillery unit fires at an effectiveness modified by the
         Stockpiled Fire Parameter Data modifier. For example, if this modifier
         is 100%, then the fire value of Stockpiled units is not modified, but if the
         modifier is 200%, then the fire value of Stockpiled units is doubled.
    • When a Stockpiled artillery unit suffers its first supply test failure, it
         remains available, but loses its Stockpiled status at that point. Note:
         while Stockpiled, the supply test applied to a unit uses a supply value
         that is 75% of normal. For example, if the normal supply value is 80%,
         then the supply test applied to a Stockpiled unit uses 75% of 80%,
         equal to 60%, as the supply value for the test.
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[11.4] Alternative Supply Systems
The Virtual Supply Truck Optional Rule is only performed for a side that has
Supply Sources in the scenario. The rule computes a path of minimum
movement cost for a motorized unit in Travel Mode between the Supply
Sources and the location of friendly forces on the map. This movement cost is
then used to compute the drop in supply value between the Supply Source and
the friendly force. In particular, given a movement cost of MC, the drop in
supply value is 0.02 * MC.
For example, along a primary road where the Motorized movement cost is 3
per hex, the drop in supply value along this road would be computed as 0.06
(= 0.02 * 3) per hex resulting in a drop in value of 1 for approximately every 16
hexes.
Explicit Supply
         Under this Optional Rule, resupply in the game is determined by
         actual Supply Units that are part of certain scenarios. A Supply Unit
         is a unit of a particular type associated with a particular side that is
         defined as part of the Order of Battle as other units are and may be
included in certain scenarios to support this optional rule. When a scenario
does not contain Supply Units, then this optional rule does not apply, and the
normal resupply rules apply. When a scenario has Supply Sources and it is
played using Explicit Supply, then the Supply Sources are retained, but only for
the purpose of determining Isolation and not to determine resupply.
In addition, the basic test to determine when Low Ammo and Low Fuel
potentially occurs is modified by using a default Local Supply Value of 80. This
means that under Explicit Supply, a unit has a 20% chance of requiring
resupply each time the test is performed. For artillery, becoming Available
after failing the Supply Test also depends on the Explicit Supply rules.
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When the Supply Unit resupplies a unit, either one that is Low Ammo or one
that is Low Fuel, then the strength of the Supply Unit is decreased according to
the strength of the unit needing supply according to this formula:
   • When a unit containing X men is resupplied, the strength of the Supply
        Unit is decreased by X/100, with fractions rounded up proportional to
        the remainder. That is, a unit of 120 men will require 2 supply strength
        points to resupply 20% of the time and 1 supply strength point to
        resupply 80% of the time.
   • When a unit containing X vehicles or guns is resupplied, then strength
        of the Supply Unit is decreased by X/10, with again fractions rounded up
        proportional to the remainder.
The state of a Supply Unit affects its ability to provide supply in the following
ways:
   • A Disrupted Supply Unit has half the supply range it would normally.
   • A Broken Supply Unit has a supply range of 0 and thus can only provide
      supply to units in its own hex.
   • A Supply Unit in Travel or Rail Mode cannot provide supply.
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                         Supply Units may be captured if the hex they are in is
                         assaulted by enemy forces and the result of that
                         assault leaves no other friendly forces remaining in
                         the hex. When a Supply Unit is captured, its strength
                         is automatically reduced by half. A captured Supply
                         Unit can be recaptured by the original side.
Note that when Explicit Supply is in effect, then Supply Sources are retained,
but only for the purpose of determining Isolation. Likewise, Explicit Supply
overrides the Virtual Supply Truck rule. Supply Units do not have a Zone-of-
Control.
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Supply Examples
The following examples illustrate how units can become Low Ammo or Low
Fuel and the effect of Command on providing resupply. The examples are
based on:
   • Global Supply of 70
   • Supply Source of 66
   • Corps HQ with a command range of 10
   • Divisional HQ with a command range of 4.
   • Three units subordinate to the HQ with Local Supply values of 65.
At the start of a turn, the Command Checks are performed to see which HQ’s
are In Command. Starting with the highest in the chain of command and
working down. In this example the Corps HQ has no superior HQ, so it checks
first. It has a 70% chance of passing as the Global Supply is 70.
The Divisional HQ now performs the same 70% check but if it fails it can still
pass by succeeding in a range test, providing the Corps HQ passed its check.
The chance of passing the range test will be 10 /(10+5) = 67%, as the Corps
HQ command range is 10 and the distance between the two HQ’s is 5. So, the
overall chance of the HQ being In Command is 70% + 30% x ( 70% x 67%) =
84%. The second test is only required 30% of the time and when required both
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the Corps HQ must have passed its command test (70%) AND the range test
must be passed (67%).
If any of the three tanks units fired in the previous turn they must now check for
Low Ammo. As they all have a Local Supply Value of 65, they each have a
65% chance of passing a Low Ammo Test.
If any of the tank units gained Low Ammo, each would now attempt to remove
this status by the Ammo Supply Test. This can only occur if their HQ is not Out
of Command (an 84% chance, as determined above), and they pass a range
test.
For the unit closest to the HQ, the range is 2, and the chance of passing the
test is 4 /(4 +2) = 67%, since the command range of the HQ is 4. Similarly for
the unit at range 4 the probability is 4 /(4+4) = 50% and for the unit at range 10
it is 4 /(4+10) = 29%. If they fail, the test is repeated on subsequent turns,
provided their HQ passes its command test.
So, the overall chance of passing is dependent on both the command test and
the range test. If the chance of passing the command test is 84% and the
chance of passing the range test is 67%, then the overall chance or resupply
would be 84% x 67% = 56%.
For the midnight turn, the Command Checks are performed as in example 1,
giving an 84% chance the divisional HQ is In Command.
If the three tank units moved at some point during the day, they must check for
Low Fuel. As they all have a Local Supply value of 65, they each have a 65%
chance of passing the Low Fuel Test.
If any of the tank units fail this test, they would now attempt to remove this
status by the Refueling Test. This requires that they be within the command
range of their HQ and that that HQ is In Command. In this example, the 2 units
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within the command range of 4 will lose Low Fuel provided the HQ is In
Command (84% chance). The third unit is outside the command range and so
fails the test regardless of whether the HQ passed its command test.
Any units which failed the midnight Refueling Test perform the same test at the
start of each subsequent turn provided their HQ is not Out of Command and
they are within command range. However, for non-midnight turns they only
have a percentage chance of passing the test. This percentage is specified in
the Parameter Data as the Refuel Percentage.
So, if the Refuel Percentage was 6% and the chance of the HQ passing its
command test was 84%, then the refueling chance for either of the two units
within command range would be 84% x 6% = 5%. For the third unit there is no
chance to refuel while outside the command range of its HQ.
If this rule was not used, the supply value would not reduce and the Local
Supply values in these examples would have been 66, since the units traced
supply to that Supply Source. If no Supply Source existed, then the Local
Supply values in these examples would have been equal to the Global Supply
value of 70.
Summary
Here are some player tips for helping you understand the supply system better
and to help you be more successful at playing the game.
   • Your HQ units and your Global Supply Value (and Supply Sources
       depending on the scenario) will determine your supply state. Be sure in
       each scenario that you are aware of your Global Supply Value and any
       Supply Sources on the map and their values. Understand which HQ
       units are strong or weak based on their command range and their
       quality rating. Understand your command hierarchy and which units are
       subordinate to which organizations.
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   •   Make sure you keep your units in the vicinity of their HQ (within the
       command radius of the HQ if possible). Likewise, pay attention to the
       distance between each HQ and its superior HQ as that will affect the
       ability of the superior HQ to provide support.
   •   Be careful about leaving your HQ units in Travel Mode. This cuts their
       command range by 1/4. Consider taking HQ units out of Travel Mode
       as soon as you have established a position.
   •   Be careful to avoid exposing your HQ units to enemy fire as a Disrupted
       HQ has its command range cut in half while a Broken HQ has no
       command range.
   •   When you are in combat, Low Ammo problems will become more likely.
       When you are performing a breakthrough or racing to the defense of a
       position, expect to have more Low Fuel problems.
   •   Consider regrouping at night and establishing a position with your units
       within the Modified Command range of their HQ. This will give you the
       best chance of avoiding refueling problems during the midnight turn.
   •   When Low Fuel problems develop, consider taking action that works
       towards solving the problems. This includes getting your HQ unit out of
       Travel Mode and returning your Low on Fuel units to within the
       command range of their HQ. You may also have to decide to withdraw
       an organization with severe supply problems so as to increase the
       support you get from the superior HQ.
   •   Pressing on after Low on Fuel problems have developed during a
       breakthrough is a risky decision and combined with potential Low Ammo
       problems that may arise after you make contact puts your forces at risk.
   •   With Fog-Of-War in effect, you will not be able to explicitly see which
       enemy units have ammo or fuel problems, but if you understand what
       situations are likely to lead to such problems, you can use this to
       conclude good opportunities to try and take advantage of enemy supply
       problems.
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•   The Supply Variations item of the Units Menu can be used to view
    Supply Variations.
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[12.0] Environment
General
The Environment consists of the current Visibility and the current ground
Conditions. Each scenario has the values of these plus the possible ranges
set.
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Visibility
The Visibility is the maximum number of hexes that enemy units can be
Spotted. Usually, Visibility ranges from 1 to 5 hexes during daylight turns.
During Dusk and Dawn turns, Visibility is half its normal value (fractions
rounded down). During Night turns, Visibility is one hex.
Ground Conditions
There are five possible ground Conditions: Normal, Soft, Mud, Snow, and
Frozen. Normal Conditions represent dry ground and moderate temperatures.
Soft Conditions represent wet ground with moderate temperatures. Mud
Conditions represent muddy ground with moderate temperatures. Snow
Conditions represent snow-covered ground with cold temperatures. And
Frozen Conditions represent snow-covered ground with cold temperatures
sufficient to freeze streams and rivers. At the start of each day, the Conditions
for that day are determined within the range specified for that scenario.
Associated with each Condition and each movement class, there are
movement cost modifiers that apply when a unit of the given class moves
under the given Conditions. These modifiers are specified in the Parameter
Data. These modifiers are used to adjust the nominal movement cost of the
unit with one exception. When a unit moves in Travel Mode along a Primary
Road using Road Movement, then the Condition modifier is not applied, and
normal movement costs are used.
Frozen Terrain
                          Under Snow and Frozen conditions, Field, Marsh,
                          and Swamp terrain are considered frozen. Field and
                          Marsh terrain is treated as Clear and Swamp terrain
                          is treated as Forest when frozen. When this occurs,
                          the terrain description is modified by showing the
                          normal terrain in square brackets ([]). This alerts the
                          player to the fact that the normal terrain condition
                          may be restored if the condition should change.
Additionally, under Frozen conditions, Rivers and Canals turn into Gullies, and
Streams and original Gullies vanish until the end of Frozen conditions.
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Storms
Storms can occur under any conditions. Depending on the conditions, they
represent rainstorms, snowstorms, or even sandstorms. When a Storm
occurs, it will last the entire day and possibly additional days. During a Storm,
the following effects occur:
    • Movement costs are doubled.
    • Visibility is reduced to one hex.
    • All attack and assault values are reduced by 1/2.
    • All air missions are prohibited.
    • Amphibious, airborne, and glider reinforcements are prohibited.
If a Storm is occurring, it will be indicated in the Status Bar following the
condition value. Storms can only occur when using the Programmed Weather
Optional Rule (see below) or when specified as occurring at the beginning of
the scenario.
Programmed Weather
This is an Optional Rule that uses a predetermined range of weather
conditions on a daily basis rather than varying the weather randomly within the
specified range. For Programmed Weather to be in effect, two things must be
true:
    • The user must select the Programmed Weather Optional Rule.
    • A file Weather.dat must exist in the game folder that specifies the daily
       weather conditions.
The Weather.dat file consists of a number of lines. On each line, there are:
   • 3 numbers that specify a date in the form day, month, and year. This
     date is the earliest date for which the weather specification applies.
   • 5 numbers that specify the percentage chance of the possible
     conditions Normal, Soft, Mud, Snow, and Frozen.
   • 2 numbers that specify the minimum and maximum visibility range.
   • Optionally, a value indicating the percentage chance of a Storm on each
     day.
Example of Weather.dat:
16   12   1944    0 100      0    0     0     2   3    0
18   12   1944    0 80       0   20     0     3   4   30
25   12   1944    0 20      20   60     0     3   5   80
30   12   1944   10 40      20   30     0     4   5   10
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This specifies that starting 16 Dec 1944, there is a 100 percent chance of Soft
conditions. On 18 Dec 1944, this changes to an 80 percent chance of Soft
conditions and a 20 percent chance of Snow. Likewise, on 16 Dec 1944, the
visibility can range from 2 to 3 hexes. On the 18th, this changes to a possible
range from 3 to 4 hexes. Finally, there is a 30% chance of a Storm starting the
18 Dec 1944, changing to 80% on 25 Dec 1944, and then to 10% on 30 Dec
1944.
Frozen Penalty
Depending on the game and the scenario, it is possible for one side or the
other to be given a Frozen Penalty from 0 to 100%, defined by Parameter
Data. When this penalty value is nonzero, then the following effects apply to
the specified side during Frozen turns only:
       • The defense value of units in non-Urban (all hexes apart from
          Village, Town, City, and Industrial) hexes is reduced by the Frozen
          Penalty.
       • The defense value of units in Urban (Village, Town, City, and
          Industrial) hexes is reduced by half the Frozen Penalty.
       • The attack value and assault value of units is reduced by half the
          Frozen Penalty.
       • The movement allowance of vehicle units is reduced by twice the
          Frozen Penalty.
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[13.0] Optional Rules
General
Optional Rules are provided to allow players to
choose between important alternative rules.
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that it is higher for large stacks and lower for small stacks. This firepower
then apportioned across all units in the stack, and each is attacked.
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Artillery Set Up
Default for all titles.
Refer to the rules detailed in the Supply and Artillery section. Basically, units
are no longer capable of indirect fire immediately after moving. Each turn after
artillery has deployed from movement, the unit has a % chance of setting up for
indirect fire.
Recon Spotting
Default for all titles.
The Recon Spotting rules are detailed in the Spotting & Concealment section. A
reconnaissance unit will use one third of its movement points to attempt to
reveal concealed enemy units at a range of current visibility plus one hex. Any
units revealed may be either fully spotted or marked as an unknown unit.
Subsequent recon spotting attempts may reveal more information.
Optional Surrender
Default for France ’40 (PzC12) and Scheldt ’44 (PzC24).
When this rule is selected, Broken units which have been assaulted and have
lost the assault, but have no valid retreat are eliminated. This rule is designed to
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cater for the situation of troops surrendering with less resistance than is already
represented by the standard rules. It is not applicable for Fanatical Nations. It is
not recommended unless it is the default.
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Counterbattery Fire
Default for all titles.
This rule is fully explained in the Firing section. When used, there is a
probability that units conducting Indirect Fire will be spotted by the enemy, even
when there is no clear Line-Of-Sight to the firing unit. It does not result directly
in any counterbattery fire but makes it a possible option for a player. Since units
not in Line-Of-Sight can only be spotted as unknown, any fire against them will
be quartered.
Night Fatigue
Default for all titles.
With this rule selected, units that are active during Night turns will accumulate
fatigue. This is historical and discourages players from fighting day and night
without rest.
Explicit Supply
Never a default.
As explained in the Supply section, this provides an alternate way of
representing supply in a scenario by using actual supply units. It greatly
simplifies the supply rules but at the cost of additional units that must be
managed. It is only available in those scenarios which state in the scenario
description that it is an option. It should be considered an issue of player
preference rather than play balance.
Programmed Weather
Default for all titles.
As explained in the Environment section, when this rule is selected the weather
will follow a set pattern of possible weather for each specific day determined by
the Weather.dat file, rather than a variable set of parameters. If no Weather.dat
file is included in the scenario, then selecting this rule has no effect. While the
actual weather for a given day cannot be predicted, it means that general
historical weather patterns are made more likely.
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When this rule is selected, enemy units spotted using air recon cannot be
targeted for air or artillery attacks unless the enemy unit is also seen by a
friendly ground unit that is eligible to spot for the attack (or by using a "By Map"
attack, see above rule). Air Interdiction is already handled separately by the
game, so this rule prevents unrealistic flexibility in the use of air and artillery.
Extended Patrolling
Default for Scheldt ’44 (PzC24).
If this rule is selected, patrolling units will cancel deception effects of both
partisans and deployed deception units. If not selected Patrolling only cancels
the deception effects of partisans. Only use this rule if set by default.
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[13.2] ALT Scenarios
The ALT scenarios are those designated with both an “_Alt” suffix to the
scenario name and a reference in the scenario description to an Alternative
Campaign changes document for that title.
His ideas and the approach he used now form the basis for the standard model
applied to Panzer Campaign design. The McNamara database has been used
as standard since Kharkov ’43 (PzC19) and so the ALT scenarios were not
required for titles beyond this point.
Importantly, the optional rule choices used were those that made sense given
the McNamara database values. For this reason, the rules used from Kharkov
’43 onwards tend to be closely aligned to the standard ALT rules.
The ALT scenarios in combination with the recently released titles using the
McNamara database provide a first step towards a consistent Panzer Campaign
world across all titles. Additional work is being done to move to a single set of
standard scenarios for the series. This will allow players to play any scenario
from any title with having to devote considerable time to studying the design.
In addition to the ALT scenarios there are also customised scenarios or “Mods”
included in some titles. This are not official but are included as part of the game
due to their high quality. The optional rules used are not usually the default so
take note of the actual rules to be used as given in the scenario description and
any accompanying documentation.
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[14.0] Parameter Data
General
Many of the values that control the way the game operates are referred to as
Parameter Data. These values can vary between titles or sometimes scenarios
within a title, due to the different situations represented.
The Parameter Data Dialog displays the Parameter Data associated with the
current scenario.
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Time Parameters
     Dawn (or Daylight): The time of first light.
     Dusk (or Night): The time of sunset.
     Day Turn: The number of hours in a turn during daylight.
     Night Turn: The number of hours in a turn during night.
     Has Dawn and Dusk Turns: Determines if there are turns of reduced
     visibility at the beginning and end of the day. These turns are otherwise
     considered day turns, but visibility during these turns is half what it would
     be otherwise.
Stacking Limits
     Road: The maximum number of men, or equivalent in men, that can
     move using Road Movement.
     Maximum: The maximum number of men, or equivalent in men, that can
     stack in a single hex.
     Towed Gun: The maximum number of men, or equivalent in men, of
     Towed Gun units that can be deployed (non-Travel Mode, non-Rail
     Mode) in a single hex.
Miscellaneous
     Foot Speed: The speed at which motorized and mechanized infantry
     moves when moving by foot.
     Infantry Defense: The default defense value of motorized and
     mechanized infantry when not in Travel Mode.
     Digging-In: The percentage chance that a unit which is Digging-In will be
     successful in any given turn. The probability is times 4 when the unit is
     constructing an Improved Hex, times 3 when the unit is an engineer, and
     normal when the unit is constructing a Trench Hex.
     Bunker Prob: When non-zero, the percentage chance that an engineer
     unit which is Digging-In will be able to create a Bunker Hex from a
     Trench Hex or remove the vacated status from a bunker.
     Mine Prob: The percentage chance that a mine-laying engineer unit will
     construct a mine field in the current hex.
     Fatigue Recovery: The average fatigue recovery for a unit per turn. The
     recovery value is times 2 during night turns.
     Night Move Disruption: The percentage chance that a unit moving at
     night not by Rail Mode and not by Travel Mode using Road Movement
     will become Disrupted. This rule does not apply to Naval units.
     Allied and Axis Air Availability: The percentage chance that an air unit
     that has conducted an air mission will become available on a given turn.
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Allied and Axis Air Interdiction: The base percentage chance that a
unit from the other side will be attacked with an air interdiction attack
while moving in Travel or Rail Mode.
Interdiction Effect: The percentage applied to the attack value of air
interdiction attacks. This is used to take into account the size of the air
and ground units in the game to balance interdiction losses relative to
general air strikes.
Allied and Axis Air Interception: The percentage chance that an
enemy air mission will be intercepted by the given side.
Allied and Axis Rail Capacity: The total number of units from that side,
regardless of the size of unit, that can be moving in Rail Movement in
any one turn.
Railroad Movement: The number of hexes a unit moving via Rail
Movement can move in one turn.
Infantry Strength Effectiveness: The effectiveness of infantry units is
based on a calculation using the given values. Linear interpolation is
used to calculate the effectiveness of infantry units from this value to
100% and from this value to 0%.
Allied and Axis Unit Recovery: The average percentage recovery a
unit will have based on its losses during any turn that it is eligible for loss
recovery.
Rubble Fire Value: This value is used to determine the probability that
Indirect Fire and bombing attacks against a Village, Town, City, or
Industrial hex will result in Rubble. A file value against the hex of this
value will have a 50% chance of creating Rubble in the hex.
Refuel Percentage: The percent chance that a per-turn Refuel Test will
have compared with a midnight Refuel Test, as described in the Supply
section.
Allied and Axis Dust Spotting: When this value is nonzero, then units
which have moved outside of normal visibility may be spotted as
unknown units based on a probability modified by this value.
Allied and Axis Breakdown: When this value is nonzero, then units
consisting of vehicles have a certain probability that they will lose
strength while moving. The details of this are described in the Movement
section.
Allied and Axis Air Drop Loss: This value is used to modify the nominal
losses from a parachute or glider reinforcement placement.
Congestion Side: This is the side that is affected by Congestion markers
on the map. If the side is Unknown, then both sides are affected.
Expiration: This is the number of turns any given Congestion marker will
affect movement once it is occupied by a unit of the Congestion Side. If
the value is 0, then the Congestion marker is never removed.
Allied and Axis Frozen Penalty: This is the penalty that is applied to the
given size during Frozen turns as described in the Environment section.
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Bridge Values
     Allied and Axis Bridge Values: the percentage chance that an
     Engineer unit building a bridge will complete the bridge in any given turn.
     Refer to the Engineer section for modifiers to this percentage.
     Allied and Axis Pontoon Values: the minimum number of turns that
     building a Pontoon Bridge across a Water hex will take. If 0, then
     building Pontoon Bridges is not possible for that side.
     Light, Medium, and Heavy Bridge Strength: the defense values used
     for the corresponding bridges when an Engineer unit attempts bridge
     destruction.
     Wired Bridge Values: If present, then the Auto Wired Bridge feature is
     enabled. The side given is the side that the feature applies to. The small
     and large bridge values are the probabilities that hex side and full hex
     wired bridges will automatically be destroyed when a unit of the given
     side moves adjacent to the bridge (for small) or onto the bridge (for
     large).
Air Limitation
      Visibility: under the Low Visibility Air Effects Optional Rule, these are
      the percentage chances used to modify whether an air unit will be
      available under the corresponding visibility ranges.
      Allied and Axis Air Strike Limit: if nonzero, then this value restricts the
      number of airplanes that can attack any one hex in a single player turn
      for that side. Once the total attacks in a turn have reached or exceeded
      the limit, no further strikes on that hex are allowed that turn. Intercepted
      airstrikes are excluded from the total.
Artillery Values
      Allied and Axis Counterbattery: the percentage modifier applied to the
      normal rules for counterbattery spotting when units from the other side
      fire Indirect Fire.
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     Allied and Axis Stockpiling: this is the percentage chance that an
     eligible artillery unit of the given side will become Stockpiled in any single
     turn.
     Allied and Axis Stockpiled Fire: this percentage modifier is applied to
     the fire value of a Stockpiled unit from that side when it fires. A value of
     100% indicates no change to the fire value.
     Allied and Axis Artillery Set Up: this is the percentage chance that an
     indirect fire capable artillery unit of the given side will become Set Up and
     available for a fire mission after it has moved. This value only applies
     under the Artillery Set Up Optional Rule.
     Allied and Axis Indirect Mod: this modifier is applied to the fire value of
     a unit conducting Indirect Fire during the opposing turn (or the Defensive
     Fire Phase).
Combat Values
   Fire Low and High Values: these values are used in determining
   combat losses from fire.
   Attacker Low and High Values: these values are used in determining
   combat losses to the attacker in an assault.
   Defender Low and High Values: these values are used in determining
   combat losses to the defender in an assault.
Deception Values
    Allied and Axis Range: these values are used when determining the
    maximum range of various Deception related rules and are used in the
    calculation of Deception Units deployment range. See the Deception Unit
    section for details.
    Allied and Axis Effect: these values are used to determine the
    effectiveness of Deception units in disrupting the movement of units of
    the other side.
    Allied and Axis Damage: these values are used to determine the
    effectiveness of Deception units in preventing Bridge Damage by the
    other side.
    Allied and Axis Detect: these values are used when determining the
    probability of a Deception unit of the given side being detected per turn.
Terrain Elevations
     These are the elevations in meters assigned to various terrain types.
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terrain is given as 0, such as for Water, then it indicates that the unit cannot
move into that terrain. The movement cost for a given hex side is the
additional cost that hex side adds to the normal movement cost. When the
movement cost for a particular hex side is given as –1, such as for Cliffs, then
it indicates that the unit cannot move through that hex side.
Movement Modifiers
  • ZOC Movement Multiplier: this is used to multiply the normal movement
     cost when a unit moves from one enemy ZOC to another enemy ZOC.
     The default value of 0 only allows such movement when the hex being
     moved into is already occupied by friendly unit and is at the cost of the
     entire movement allowance of the moving unit.
Combat Modifiers
   For fortifications, these are the percentage modifiers applied to fire
   against targets in the given fortification. In addition, for Pillboxes and
   Bunkers, the values given are the additional defense value applied to
   units defending in these fortifications.
   Elevation Modifier: the percentage modifier applied when the target unit
   of direct fire is at a higher elevation than the firing unit, given in terms of
   elevation increments, up to a maximum of 5 increments.
   Range Effect: this is a value used in the calculation of the modifier to
   direct fire at ranges of greater than 1 hex. See the Direct Fire Range
   Effect section for more details.
   Art Hard Target Mod: this is a modifier to the fire value of artillery and
   heavy artillery when firing at a hard target at a range of 1.
   Quality Fire Mod: this is a modifier to the fire value of Quality A and B
   units. The default value is 1, which produces no change. See the Quality
   Fire Modifiers section for more details.
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[15.0] Additional Features
The Player Dialog is displayed so that each player can specify their name and
to specify if they want to be on the same side as the Host player or the
opposing side.
One way for the Host player to determine their IP Address is to perform the
following steps:
 • Click on Start, then Run, and enter cmd.
 • In the window that opens, enter ipconfig.
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If you are the first Caller of the opposing side, you will
be prompted to specify an Encryption Key to be used to
encrypt the battle file on the Host computer. This
encryption will prevent your opponent from trying to
access the battle file in your absence. Be sure to
remember your Encryption Key and specify it exactly
the next time you open an existing battle or else a read
error will occur. If you trust your opponent, it is OK to
leave the Encryption Key blank.
Multi-Player
In general, both sides of a Network game can have more than one person
assigned to them. The Host player and the first player to connect playing the
opposing side, will be the Commander for their respective sides. By default,
the Commanders control all units for their side. Additional players on each
side can be assigned commands by the Commander. Each player can only
move and fire units under their command. The Multi-Player Dialog described
in the Appendix describes the actions used to assign commands to players
and to manage multi-player features.
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[15.2] Play by E-Mail
When the other player receives the E-mail, it is essential that they copy the
bte file into the appropriate game folder. By default, this game folder is based
on the name of the game such as "C:\John Tiller Software\Kharkov '43", but
this can be changed during installation. Once the bte is copied, the player
can start PBEM mode either from the File Selection Dialog, or through the
PBEM option of the Mode Menu.
When the player opens the PBEM file, they will be prompted to view the battle
replay. They can select Yes or No to either view the replay or advance directly
                                         to their turn.
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When a PBEM battle is saved with the PBEM Encryption Option enabled (see
the Settings Menu Section in the Appendix) or if the file
has already been encrypted by the opposing player, then
the player will be prompted for an Encryption Key. On
subsequent turns, the identical key must be entered by
the player in order to read the file. Note that a PBEM
battle can be encrypted even after play has begun, but
once encrypted, it cannot be converted back into an un-
encrypted form.
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[15.3] Phased Play
General
The use of Opportunity Fire in the default turn structure of Panzer Campaigns
is a very powerful one. It allows the user to sequence their actions in any
order that makes sense to them and supports single mailing PBEM games
where each side only has to perform a single mailing of the game per turn.
However, since Opportunity Fire is under the control of the computer, it results
in some anomalies that may be considered frustrating to some. For example,
defending units may randomly fail to fire on their attackers. It may be possible
for attacking units to advance and assault a defensive position forcing the
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defenders out of the hex without the defenders firing a single shot.
Consequently, the concept of Manual Defensive Fire has been introduced.
Rule Changes
Additional rules apply when Manual Defensive Fire is in effect. These include:
   • The standard movement allowance is 2/3 of the normal allowance. This
       takes into account the different rules for firing and assaulting in this
       mode.
   • Units can fire regardless of having moved, but units that don’t move will
       fire at twice the normal fire value in the Offensive Fire Phase. Fire in
       the Defensive Fire Phase is also double the normal fire value, although
       only a single fire is possible in either Fire Phase.
   • Units that move and fire in the same turn are not eligible to assault in
       the following Assault Phase. Otherwise, the ability to Assault is
       determined by the normal rules other than movement cost restrictions.
   • The cost for changing into Travel Mode for towed guns and the cost for
       changing out of Travel Mode for Heavy Artillery is 1/2 the movement
       allocation instead of the normal 1/3 value. Siege Guns always require
       their full movement value to change in or out of Travel Mode.
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Deploying Units
Units that change out of Travel or Rail Mode are considered
Deploying and still have the Travel and Rail Mode fire effects
applied to them in the following Defensive Fire Phase.
Deserted Hexes
One issue that arises in Manual Defensive Fire is when the fire from the
Offensive Fire Phase causes a target hex to become empty, either through the
elimination or retreat of enemy forces in it. Since an empty hex cannot be
Assaulted, this results in a problem that is addressed through the feature of
Deserted Hexes. When a target hex being fired upon in the Offensive Fire
Phase becomes empty, then it is marked with the red triangle symbol shown
on the left. This marks the hex as being eligible to be assaulted in the Assault
Phase even though there are no units in it. A unit assaulting a Deserted Hex
will automatically take the hex without suffering any losses.
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[15.5] Tactics
Here are some hints about game play that may help you enjoy your games
more and perhaps enable you to do better against your opponents as well.
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Remember not to combine units from different divisions in the same assault,
unless you feel it is necessary. And, if you have vehicles assault attacking into
non-Clear terrain against enemy infantry, make sure you have committed
sufficient supporting infantry to protect your attacking vehicles.
Attack Systematically
This has to do with the tempo of your attack. It’s easy to get excited about
taking an enemy position and lose track of the fact that you are taking
excessive casualties in the attack. Take your time. Plan your attack. Use
your artillery and air support. Coordinate your efforts and you will end up
losing much less that if you just attack piecemeal.
The following symbols are used in the game to indicate the unit type on
counters in the 2D normal view unless the Graphical Icons setting is on.
      Recon – this is the basic icon for Recon and differs from the Cavalry
symbol by the addition of the two dots underneath. When there are three dots
within or underneath the icon, it indicates an Armored Car unit.
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    Rail Mode – this icon indicates a unit in Rail Mode and supersedes the
normal icon for that unit while in Rail Mode.
     Supply Unit – this is the icon for Supply Units, which are only used under
the Explicit Supply Optional Rule.
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[16.0] Credits
General
• Developer: John Tiller
• Original Game Design: John Tiller, Gregory "Sturm" Smith, and Jim
  Dunnam.
• Artist: Joseph ‘The Genius’ Amoral
• Unit Graphics: Mark Adams
• Music: Thomas Hook
• Project Coordinator: Glenn Saunders
• Campaign Maps: Michael Avanzini
• Additional A/I Programming: Dr. John Rushing, University of Alabama-
  Huntsville
• Additional Sound Effects: Edward "Volcano Man" Williams
• Funding from the Air Force Office of Scientific Research, Dr. Robert
  Barker and Dr. John Luginsland, Project Managers, is gratefully
  acknowledged.
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Philippines '44
• Scenario Design: Bill Peters
• Project Coordinator: David Freer
• Order of Battle: Bill Peters
• Game Map: Bill Peters
• Unit Graphics: David Freer
• Research: Bill Peters, Akira Takizawa, Trent Telenko
• Playtest Coordinator: Tim Schoen
• Playtesters: Steve Archer, Rick Bancroft, Thomas Borling, Kevin Burton,
  Pieter de Jong, Ahmet Demirci, Jason Han, Jamie Harmon, Bob Hughes,
  Zac Hutchinson, Paul Krysztofiak, Dan Moyer, Mark Nelms, Bill Peters, Jim
  Pfluecke, Phil Powers, Trevor Preston, Mark Rue, Dennis Suttman, Rich
  Walker
Rumyantsev '43
• Scenario Design: Daniel Asensio, César Librán Moreno
• Project Coordinator: David Freer
• Order of Battle: Daniel Asensio
• Game Map: Dave "Blackie" Blackburn, David Freer, Bill Peters
• Unit Graphics: David Freer
• Game Tutorial & Quality Control: Rick Bancroft
• Playtest Coordinator: Tim Schoen
• Playtesters: Steve Archer, Rick Bancroft, Kevin Burton, Enrico Caviglia,
  Jeff Connor, Ahmet Demirci, Jamie Harmon, Mark Nelms, Trevor Preston,
  Dennis Suttman, Tobias Timm
Kiev '43
• Scenario Design: David Freer, Bill Peters
• Project Coordinator: David Freer
• Order of Battle: Mike Avanzini, David Freer
• Game Map: Mike Avanzini, Dave "Blackie" Blackburn, David Freer, Bill
   Peters
• Unit Graphics: David Freer
• Situation Maps: Bill Peters
• Playtesters: Rick Bancroft, Nick Bell, Dan Constant, Harry Haines, Kevin
   Hankins, Bob Hughes, Joao Lima, Jeff McEvilly, Mark Nelms, Dennis
   Suttman, David Yomtov
Scheldt '44
• Scenario Design: Mike Prucha
• Additional Scenario Design: David Michas
• Project Coordinator: David Freer
• Order of Battle: Mike Prucha
• Game Map: David Michas
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• Unit Graphics: Mike Prucha, David Freer
• Playtesters: Rick Bancroft, Jeff Conner, Kevin Hankins, David Michas,
  César ‘Indragnir’ Librán Moreno, Dave Prucha, Mike Prucha, Dennis
  Suttman
Japan '46
• Scenario Design: Bill Peters
• Project Coordinator: David Freer
• Order of Battle: David Freer
• Game Map: Glenn Saunders, Bill Peters
• Unit Graphics: David Freer
• Playtesters: Rick Bancroft, Ed Blackburn, Dan Constant, Florian Müller,
  Mark Nelms, Jim Pfluecke, Bill Peters, Dennis Suttman, David Yomtov
Japan '45
• Scenario Design: Bill Peters
• Project Coordinator: David Freer
• Order of Battle: Glenn Saunders, David Freer
• Game Map: Glenn Saunders, Bill Peters
• Unit Graphics: David Freer
• Playtesters: Rick Bancroft, Ed Blackburn, Dan Constant, Florian Müller,
  Mark Nelms, Jim Pfluecke, Bill Peters, Dennis Suttman, David Yomtov
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• Playtesters: Panzergruppe Saunders
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Kharkov ’42 Gold
• Scenario Design: Glenn Saunders and Dave ‘Blackie’ Blackburn
• Additional Research: W. G. (Wig) Graves, Gregory "Sturm" Smith, Michael
  Avanzini, Jim Dunnam,
• Additional Input: Lee Elmendorf, Christopher J. Mello, John Kincaid, Kurt
  Dietrich
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: David Glantz, for his use of a photograph from his book
  "Kharkov 42 – Anatomy of a Military Disaster"
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177
Panzergruppe Saunders – The Panzer Campaign Beta Team
Glenn Saunders, S41x, N44, K42, T41, B44, K44, K43, S43, R42, MG44, A42,
F40, Sa43, M41, S42, M44, B45, S40, Kh43
Dave "Blackie" Blackburn, S41x, N44, K42, T41, B44, K44, K43, S43, R42,
MG44, A42, F40, Sa43, M41, S42, M44, B45, S40, Kh43
Christopher Mello, S41x, N44, K42, T41, B44, K44, K43
Stephen Duncan, S41x, N44, K42, T41, B44, K44, K43, S43, R42, MG44,
Sa43
Lee Elmendorf, N44, K42, T41, B44, K44, K43, Sa43
Bob Hutchison, N44, K42, T41, B44, K44, K43, S43, R42, MG44, A42, F40,
Sa43, M41, S42, M44, B45, S40, Kh43, T43
Philip Jarrett, T41, B44, B44, K44, K43, R42
Ed Booth, K42, T41, K44
Mike Ozga, T41, B44, K44
John Mark Scarbrough, T41, B44, K44
Edward "Volcano Man" Williams, T41, B44, K44, A42, F40, M41, S42
Jim Brammer, B44, K44, S43
Sam Orlando, B44, K44
Jarrel Crider, K44
Matt Thompson-Moltzen, K44
Paul Sinatra, K44, K43, S43, R42, MG44, A42, F40, Sa43, M41, S42, S40
Thomas Wulfes, K43, R42
Adam Parker, S43, R42, MG44, A42
Richard Hamilton, S43
Rick Bancroft, R42, MG44, A42, F40, Sa43, M41, S42, M44, B45, S40, Kh43,
T43
Mark Breed, Sa43
Marc Bellizzi, Sa43, B45, S40
Ted Cardwell, Sa43
Mark Mazer: M41, S42, M44
David Ross: M41, S42, M44, B45, S40, T43
Marty Nevshemal: S42, M44, B45, S40, Kh43
Robert Barker: S42, M44, B45, S40, Kh43, T43
Gary "Tide1" Christian: S40, Kh43, T43
Brian "Dog Soldier" Bedford: Kh43, T43
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Appendix – Interface Reference
The File Menu is used to start new battles, save battles, and open
existing battle files.
Selecting New will display a File Open dialog so that a new battle can
be started from a Scenario file. Note that Scenario files have the
extension scn by default.
Selecting Open will display a File Open dialog so that an existing battle
can be opened. Note that Battle files have the extension btl by default.
Selecting Save will cause the current battle to be saved to a Battle file. If the
current battle does not already have a filename, you will be prompted with the
File Save dialog to specify one. Note that the use of the Auto Save option
from the Settings Menu greatly reduces the need to use this function.
Selecting Save As will display a File Save dialog so that a new filename can
be specified for the current battle. Use this function if you want to avoid
overwriting an existing Battle file.
Selecting Snapshot allows you to save a copy of the current battle screen to a
Windows BMP graphics file. You will be prompted for the name of the file.
Selecting Replay will display a File Open dialog so that a Replay file can be
read and replayed. Replay files are created using the Record Battle option of
the Mode Menu. By default, replay files have the extension btr.
Selecting Exit will close the main program. If the current battle is unsaved,
you will be prompted to save it.
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The Turn Menu is used to advance the current battle to the next turn. Note:
when playing a game using the Manual Defensive Fire Optional Rule, the Turn
Menu will become the Phase Menu and will advance the current battle to the
next phase.
If you have any reinforcements that have arrived, but have not been placed,
then advancing the turn will cause you to be prompted to place these
reinforcements. Also, if you have any A/I Orders that have not been carried
out for that turn, then advancing the turn will automatically cause them to be
carried out.
When playing Multi-Player Network play, only the Commander of each side
can advance the turn. When any other player of that side selects Next, it will
indicate that the player is ready to finish the turn by displaying the player name
in red in the Multi-Player Dialog.
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[A1.3] Command Menu
Selecting Change Rail Mode will change the Rail Mode of the currently
selected units.
Selecting Toggle Digging-In will toggle the Digging-In status of the selected
units. Digging-In is used primarily to construct Improved Positions and
Trenches.
Selecting Damage Rail will cause the first selected unit to damage any rail
lines in the current Hot Spot hex.
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Selecting Damage Ferry will allow a select unit to destroy a hex side ferry.
Selecting Recon Spotting requires that the Recon Spotting Optional Rule first
be enabled. Then with one or more recon units selected, this command will
attempt to spot enemy units within the Line-of-Sight of the selected units at the
cost of 1/3 of the movement allowance of the units. The probability of spotting
the enemy units will depend on the distance from the recon unit to the enemy
unit, the terrain that the enemy unit is in, the strength of the recon unit, and its
quality and fatigue. Note: Recon units are designated as such in the alternate
Unit Box display.
Selecting the Toggle Patrolling option will toggle the Patrolling state of the
selected units.
Selecting Air Mission is used when you want to conduct an Air Mission in the
current Hot Spot hex. You will be prompted for the air unit to use for this
mission. Air Missions can be combat missions that attempt to destroy enemy
units in the Hot Spot hex, or recon missions using recon aircraft.
Selecting Remove From Map will remove the selected units from the map.
This can only be done from a boundary hex on the map. This function is most
often used in conjunction with Exit Objectives.
Selecting Undo Last Movement will undo the last move made and return the
units that were moved to their starting location. This function is not available
when Fog of War is in effect.
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[A1.4] Engineer Menu
Selecting Clear Mines or Rubble will toggle the Clearing Mines or Clearing
Rubble status of the selected Engineer units. Note that all Engineer units can
clear Rubble, but that only units flagged as Mine Clearing can clear Mines.
Selecting Lay Mines will toggle the Laying Mines status of the selected
Engineer units.
Selecting Abandon Bridge will cause the selected Engineer units to abandon
a bridge built across an adjacent River hex side. The Engineer units will be
unable to build another bridge for the duration of the scenario.
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Selecting Cancel Assault will reset any assault which has been partially setup
but not yet resolved. Use this function when you change your mind about an
assault and want to try something else.
Selecting Add to Assault will add the currently selected units to the current
assault. Alternatively, you can add units to an assault using drag-and-drop by
dragging the mouse from the hex containing the selected units to the target
hex and releasing it.
Selecting Resolve Assault will resolve the current melee and display the
results.
Selecting Show Odds will display the odds of the current assault which shows
the advantage or disadvantage held by the attacking player, provided Fog of
War is not in effect.
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[A1.6] Units Menu
The Units Menu is used to view and place reinforcements and to view other
data associated with the current scenario.
Selecting Air Availability displays the Air Availability Dialog which displays
changes in air availability associated with the current scenario.
Selecting Supply Variations displays the Supply Variation Dialog so that the
Supply Variations defined for the current scenario can be viewed.
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The Info Menu is used to display summary information about the current
scenario such as the strength of units and the ownership of map objectives.
Select Removed Units to see a list of units which have been removed from
the map during the current turn.
Selecting Victory displays the Victory Dialog showing the current Victory
conditions.
Selecting Last Command Report will redisplay the Command Dialog so that
the last command report can be viewed.
Selecting Weather will display a report showing the current weather conditions
and visibility. If the Programmed Weather optional rule is in effect, then the
weather forecast for tomorrow will be displayed.
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[A1.8] View Menu
The View Menu is used to establish display settings such as the map display
resolution and the display of various scenario on-map data such as objectives.
Select Map Elevations to toggle the display of Map Elevations on the map.
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Select Map Coordinates to toggle the display of Map Coordinates on the map.
Select Map Combat Modifiers to toggle the display of Map Combat Modifiers
on the map.
Select Find Unit to display the Find Unit Dialog. Using this dialog, you can
find any leader or unit that is currently on the map.
Select Roaming Mode to dynamically display Unit and Hex Information in the
Hex Info Area based upon where the mouse cursor is on the map. Left Clicking
on the map will end Roaming Mode.
Select Jump Dialog to display the Jump Dialog which enables you to quickly
go to any location on the map.
Select Divisional Markings to toggle the display of color bars on each counter
indicating the Division or other higher-level organization the unit is associated
with.
Select Special Markers On Top to toggle the display of special markers such
as fortifications on top of the unit stack instead of underneath.
Select A/I Orders to toggle the display of A/I Orders on the screen. If a
particular organization is highlighted, then only the A/I Order for that
organization is shown.
Select Local Supply Values to toggle the display of Local Supply Values on
the map. These values are described in the section on Supply.
Select Area Boundaries to toggle the display of area boundaries on the map
as yellow lines.
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Select 2D Magnified View (Hot Key 3) to display the map in magnified 2D
graphics mode.
Select 2D Normal View (Hot Key 2) to display the map in normal size 2D
graphics mode.
Select 2D Zoom-Out View (Hot Key 1) to display the map in reduced size 2D
graphics mode.
Select 3D Normal View (Hot Key 5) to display the map in normal size 3D
graphics mode.
Select 3D Zoom-Out View (Hot Key 4) to display the map in reduced size 3D
graphics mode.
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 Select Target Hexes to shade all hexes that cannot be fired upon by the
 currently selected unit.
 Select Air Strike Limits to shade all hexes that have reached their Air Strike
 Hex Limit for this player turn.
 Select Protected Hexes to shade all hexes that are within the protected range
 of future enemy reinforcements. The protected hexes feature is used to
 prevent reinforcements from being blocked and you should avoid moving into
 these protected hexes as your units may be Broken or eliminated when the
 reinforcements arrive.
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The Highlight Submenu displays a list of unit types and status values that
may be selected to Highlight certain units on the map. Selecting any of these
modes turns off any other highlighting mode that has been set. Selecting a
mode that has already been set turns that mode off.
Select Detached Units to highlight units that started the turn beyond the
Command Range of their commanding headquarters unit.
Select High Fatigue Units to highlight units on the map that have a Fatigue
value of 200 or more.
Select Isolated Units to highlight units on the map that are Isolated.
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Select Non-Full Strength Units to highlight units on the map whose strength
value is less than their nominal full-strength value.
Select Organization to highlight all units of the same organization as the top
selected unit in the Hot Spot. For example, selecting an infantry unit in a
Regiment and then choosing this Highlight option will cause all units in the
same Regiment to be highlighted. Selecting a headquarters and then this
option will cause all units under the command of the selected headquarters to
be highlighted.
Select Higher Organization to highlight all units of the next level organization
up for the selected unit in the Hot Spot. Incrementally selecting this option will
cycle up and highlight the next higher organization.
When a unit capable of Indirect Fire is selected, then select Indirect Fire
Spotters to highlight all units on the map that can act as spotters for fire from
that unit.
Select Road Stacking Limits to highlight all stacks of units on the map that
exceed the Road Movement stacking limit.
Select High Density Stacks to highlight all stacks of units on the map that
exceed half the Maximum stacking limit.
Select Single Use Units to highlight Single Use units on the map.
Select Commanded Units to highlight units that are under your command in
Multi-Player Network play.
Select Travel Mode Units to highlight units that are deployed in travel mode.
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[A1.9] A/I Menu
The A/I Menu is used to control the Artificial Intelligence settings of the current
battle.
Select Set Advantage to display the Advantage Dialog so that the Advantage
value for the current battle can be viewed and possibly modified.
Select Resume A/I to resume the A/I after it has been stopped. This is also
used to resume A/I processing after a battle that was in the middle of an A/I
controlled turn has been reopened. Note that attempting to advance the turn
while in the middle of an A/I controlled turn will also cause the A/I to resume.
Select Activate A/I Firing if you want the computer to perform firing operations
automatically for you, but you do not want the computer to move your units.
Select Activate A/I Orders to have any A/I Orders you have defined to be
carried out. Note: if you have any A/I Orders, they are automatically carried
out when you advance the turn.
Select View/Delete A/I Orders to display the A/I Order Dialog so that deferred
A/I Orders can be added or edited.
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The Mode Menu is used to select special modes such as Network Play and
Play-By-E-Mail (PBEM).
Select Record Battle to begin recording the turns of the current battle. You
will be prompted with a File Save dialog to specify the filename of the
recording. By default, recorded battles are stored in files with the extension
btr. After you are through recording a battle or portion of a battle, you can
terminate the recording by reselecting the Record Battle option. Once you
have recorded a battle, you can replay it by using the Replay feature of the
File Menu. Note that when you replay a battle, the perspective of the replay is
that of the opposing side. That is, if you replay a battle that has been played
using Automatic A/I with Fog-Of-War, you will see the battle from the
perspective of the computer player. A battle replay can be paused by pressing
the Escape key and can be resumed by using the Restart Replay feature
described below.
Select New Encryption Key if you are the Caller in Network Play and you
want to specify a new encryption key to be used for the current battle.
Select Resync with Remote if you are using Network Play and you suspect
that the two computers have become out of sync with respect to the current
battle. The player that chooses this option will cause their copy of the battle to
be copied to the other computer. Note: since the current implementation of
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Network Play uses Microsoft’s Direct Play technology, this feature should
rarely be necessary.
Select Restart Replay to restart a battle replay that has been paused using
the Escape key.
Select Scroll to View Enemy Action to toggle the setting that causes the
window to scroll whenever an enemy unit moves, fires, or melees. This feature
is on by default, but automatically turned off whenever there is more than one
enemy player in Network Play.
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The Settings Menu is used to select certain settings that are saved when the
main program is exited and restored the next time the main program is run.
These options are stored in the Windows Registry.
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Select Scrolling to display the Scrolling Submenu. Using
this submenu, you can choose the scrolling options used in
game.
  •   Selecting the Auto Scroll option in the Scrolling Submenu puts the
      map in a mode were moving the mouse cursor to any edge of the screen
      will automatically scroll the map in that direction. When this option is
      turned off, normal Windows scroll bars are displayed when the map is
      larger than the screen area.
Selecting the Mouse Wheel Zoom option will cause the map to zoom using
the mouse wheel.
 Select Tool Bar to display the Tool Bar Submenu. Using this
submenu, you can configure the Tool Bar options used in game.
      • Select Category to filter the tool bar selected, between All buttons
        and a targeted selection. Static All will remove the filter and
        display all buttons.
Selecting the Hex Outlines option causes outlines to be drawn around the
hexes in both 2D and 3D graphics mode.
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Selecting the Alt Label Style option causes labels on the map to be displayed
with an alternative style that improves their appearance but with some reduced
legibility.
Selecting the Graphical Unit Icons option causes graphical icons to be used
in the display of 2D counters. With this option turned off, schematic icons are
used.
Selecting the 3D Counters option causes the program to display units on the
map using counter graphics rather than unit graphics when the program is in a
3D view mode.
Selecting the Introduction causes the main program to play the introduction
including introduction video, and game cover art.
Selecting the On Map Results option causes the program to display combat
results on the map rather than in a separate dialog box. This also results in
the A/I not using a dialog box for reporting. To pause the A/I under this option,
press the Escape key.
Selecting the PBEM Encryption option causes the main program to prompt for
and verify passwords associated with Play-By-E-Mail games.
Selecting the PBEM File No Save option in conjunction with the PBEM
Encryption option will prevent PBEM games from being saved by the user
during a turn. The intent of this is to prevent a player from replaying a turn and
thereby obtaining an advantage.
Select Action Speed to display the Action Speed Submenu. Using this
submenu, you can configure the Action Speed options used in game. Action
Speed allows the player to set the speed the game runs during the Player
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Turn, AI Turn and when watching a Replay. If the speed set is faster than the
default, then sounds are not played.
Selecting Initial View displays the Initial View Submenu. Using this
submenu, you can configure the Initial View options used in game. The Initial
View Submenu is used to establish the initial map view that is displayed when
the main program is run.
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Selecting Hex Info Area displays the Hex Info Area Submenu. Using this
submenu, you can configure the Initial View options used in game. The Hex
Info Area Submenu is used to determine the location of the Hex Info Area on
the screen.
   • Selecting Left, Right, Top, or Bottom causes the
       Hex Info Area to be displayed in the corresponding
       location on the screen.
The Help Menu is used to display various help and other information about the
main program including this help file and copyright information.
Select Parameter Data to display the Parameter Data Dialog which shows
game values specific to the current scenario.
Select About to display various information about the Main Program such as
version and copyright.
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[A2.0] The Dialogs
The File Selection Dialog allows you to select the mode of play and
associated game file.
   • Select New (by Name) to show the list of all scenarios sorted by
      filename.
   • Select New (by Length) to show the list of all scenarios sorted by
      number of turns.
   • Select Old (by Name) to show a list of previous battles sorted by
      filename.
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   •   Select Old (by Date) to show a list of previous battles sorted by date
       with the most recent files listed first.
Select one of the given play modes such as Normal for play against the
computer. Finally, select one of the displayed files either by double clicking on
the filename, or selecting the filename and clicking on OK. Note: when Direct
Play Caller is selected, no files are displayed since file selection is the
responsibility of the Direct Play Host in this case.
Select Delete after you have selected to list Old files to delete the selected file.
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Optional Rules Dialog
The Optional Rules Dialog is used to view and select the Optional Rules for a
new battle. Optional Rules can be set at the beginning of a battle, but not
changed once the battle has started. The Optional Rules selected in the
Optional Rules Dialog are saved and become the subsequent default for new
battles. Note: depending on which game in the Panzer Campaigns series is
being played, some of these Optional Rules will be selected by default when
the game is installed. After installation, the player is free to customize the
settings. Click on the Default button to restore the Optional Rules setting to
the default values for the game.
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Command Dialog
The Command Dialog appears at the beginning of a player turn and reports
information about the battle.
The Command Dialog will display a report for the current side indicating
changes that have occurred at the beginning of the turn or phase. When a
report entry contains a hex location, then clicking on that report entry will scroll
the map to that location.
Target Dialog
The Target Dialog is displayed whenever a hex that has more than one
possible target is fired upon.
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A/I Action Dialog
The A/I Action Dialog is displayed as the A/I is taking action during a Turn
under A/I Control and the setting On Map Results is not selected.
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Artillery Dialog
The Artillery Dialog provides a convenient way to select and fire artillery
batteries on the map. When the Manual Defensive Fire Optional Rule is in
effect, the Artillery Dialog is only available during Fire Phases (the Defensive
Fire Phase and Offensive Fire Phase).
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The Air Mission Dialog lists each air unit that is currently available for an air
mission. Units listed with a bomb icon are air units such as fighters and
bombers capable of making an air combat mission against an enemy unit.
Units listed with a binocular icon (and listed as RECON) are air recon units
that are used to spot unknown enemy units. When an air unit is shown dim, it
indicates that the air unit is subordinate to a ground organization, but no unit in
that ground organization can spot the target hex.
The number before the name of the airplane type indicates the number of
aircraft in that unit. The three numbers (separated by slashes) following the
name of the aircraft type are the hard-attack value, soft-attack value, and
defense value of the aircraft type.
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[A2.5] The Assault Menu
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Scheduled Dialog
The Scheduled Dialog can be used to view the reinforcements defined for the
current scenario.
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When the arrival probability is followed by the word Daily, it indicates that the
arrival of the reinforcement will only be checked once a day, at the same hour
as the given date of the reinforcement.
Arrived Dialog
The Arrived Dialog is used to display units that have arrived as
reinforcements and to place these units on the map.
Selecting an entry in the list of arrived units and clicking OK will place the units
on the map and close the dialog. Alternatively, double clicking on an entry will
place the units on the map and keep the dialog open if there are more units to
place. The Place All function will automatically place all units on the map.
There may be enemy defensive fire triggered during this action.
The Arrived Dialog is automatically displayed whenever there are units that
have arrived that have not been placed and the phase has been advanced.
Clicking Cancel will close the dialog and advance the phase.
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Releases Dialog
The Release Dialog is used to view Releases defined for Fixed units.
The Release Dialog displays a list of the Fixed unit releases in the current
scenario. Each release shows a time, date, probability that the release will
occur on that time and date, and the organization the release applies to. When
the probability is followed by the letter T, it indicates that the release can also
be triggered whenever a unit in the specified organization becomes Spotted.
When an asterisk (*) precedes the release, it indicates that the release did not
occur on the time and date specified. Selecting an entry in the list of Releases
will Highlight the affected units on the map. Double clicking an entry or clicking
OK will close the dialog and leave the units Highlighted. Clicking Cancel will
close the dialog and remove the Highlighting.
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Air Availability Dialog
The Air Availability Dialog is used to view the changes in air unit availability
that are associated with the current scenario.
The Air Availability Dialog lists each change in air unit availability associated
with the current scenario. Each entry is listed according to side, the date of the
change, and either the word AVAIL indicating that the change will cause the
affected air units to become available, or NOAVAIL indicating that the change
will cause the affected air units to become unavailable.
When more than one air unit is affected by the change, the dots (…) are used
to indicate this. Double-clicking on an entry causes a list of the air units
affected to be listed.
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The Corps Attachment Dialog list the Corps Attachments that have been
defined for a particular side. Each attachment is listed in terms of the name of
the organization being attached, followed by an arrow (->), and followed by the
name of the parent organization. Selecting an entry and selecting the Delete
button causes the attachment to be deleted. Selecting the Add button causes
the Add Attachment Dialog to be displayed so that new attachments can be
defined.
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The Add Attachment Dialog lists the organizations that may be attached and
the possible parent organizations they may be attached to. Selecting an
organization from the first list and an organization from the second defines an
attachment. Selecting OK adds this attachment to the list of attachments for
the current scenario.
The Supply Variation Dialog lists the Supply Variations in the current
scenario showing
   • The side the variation is associated with
   • The percent probability that the variation will occur each day
   • ONE TIME if the variation can occur at most once during the scenario
   • IS GLOBAL if the variation affects both the Global Supply Value and all
      Supply Sources for that side.
   • RAIL CAPACITY if the variation will add to or subtract from that side's
      rail capacity (the level specified in the Parameter Data in the current
      scenario).
   • The change the variation has on the supply level or rail capacity for the
      given side. Generally, the change applies to Supply Sources but if none
      exist, then the Global Supply Value is changed.
   • A Starting date unless the variation applies to the entire scenario.
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Withdrawals Dialog
The Withdrawal Dialog is used to view any Withdrawals associated with the
current scenario.
The Withdrawal Dialog displays a list of the Withdrawals associated with the
current scenario. Each Withdrawal shows a time, date, probability that the
Withdrawal will occur on that time and date, and the organization the
Withdrawal applies to. When an asterisk (*) precedes the Withdrawal, it
indicates that the Withdrawal did not occur on the time and date specified.
Selecting an entry in the list of Withdrawals will Highlight the affected units on
the map. Double clicking an entry or clicking OK will close the dialog and
leave the units Highlighted. Clicking Cancel will close the dialog and remove
the Highlighting.
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and click on the Deploy button. Alternatively, double-clicking on an entry will
select that entry and deploy it.
For more information on Deception Units, see the Deception Units section.
Strategies Dialog
The Strategy Dialog displays a list of Reinforcement Strategies defined for the
current scenario.
In the list of displayed Operations, you can double-click on an entry to see the
list of Reinforcements associated with that Strategy. If this dialog is displayed
                                                        because the Strategy
                                                        decision time value has
                                                        been reached, then the
                                                        Operation you select
                                                        will be implemented and
                                                        the reinforcements
                                                        associated with that
                                                        operation will become
                                                        part of the current
                                                        scenario.
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Strength Dialog
The Strength Dialog is used to display the total strength of all units.
The strengths of all units of each side are displayed by the various levels,
Army, Division, Brigade, etc. that make up each side. The strengths are listed
in terms of men, guns, vehicles, airplanes, and ships. The strength totals
include all on-map units, all units scheduled to arrive as reinforcements, and all
air support but exclude units that could arrive due to a Strategy Option.
In addition, for each side the total Victory Points of all units is shown.
When a particular side has Fog-of-War set, then no values associated with that
side are displayed.
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Objectives Dialog
The Objectives Dialog is used to display the current ownership and value of
Objective Hexes.
Each Supply Source on the map is listed with the owner, location, and value.
Selecting a Supply Source will scroll the map to the Supply Source location.
                                                  Double-clicking on a selection
                                                  will also close the dialog.
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Victory Dialog
The Victory Dialog is used to view the current victory conditions.
Weather Dialog
The Weather Report Dialog is used to view the weather conditions.
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[A2.8] The View Menu
Location Dialog
The Location Dialog is used to display a list of all the map locations and to
allow going directly to any of these locations.
Selection Dialog
The Selection Dialog is useful when the game is in Full Screen mode (see
the View Menu).
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Organization Dialog
The Organization Dialog is used to highlight an organization on the map.
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Jump Dialog
The Jump Dialog displays a reduced version of the entire map and allows the
user to jump directly to any part of the map.
The visible on-map units are displayed on the reduced map using blue squares
for Allied units and red squares for Axis units. Minefields that are currently
visible are shown on the map as small gray rectangles. The visible portion of
the map is shown using a red rectangle. The current Hot Spot hex is shown as
a red outline square.
• When the Objectives option of the View Menu is set, then Objectives are
    shown as yellow squares. Clicking on the reduced map area causes the
    dialog to be closed and the regular map to scroll to the selected location.
• When an organization is Highlighted on the map, then an oval is drawn on
    the Jump Dialog showing the approximate extent of that organization.
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[A2.9] The A/I Menu
The A/I Order Dialog displays a list of Deferred A/I Orders that have been
created by the player. AI Orders defined by the scenario designer for the
current scenario will not be shown. Selecting an entry in the list will highlight
the corresponding organization and indicate its target hex.
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Multi-Player Dialog
The Multi-Player Dialog is used to display the players that are currently
participating in a Network Play game and their assignments.
                                                              The dialog
                                                              shows a list of
                                                              players on each
                                                              side of the
                                                              current battle.
                                                              Next to each list
                                                              is a display of
                                                              that side’s
                                                              organizations
                                                              (when Fog-Of-
                                                              War is in effect,
                                                              you will not see
                                                              the other side’s
                                                              organizations).
                                                              At the bottom of
                                                              the dialog are
                                                              four buttons
                                                              used to
                                                              manipulate the
                                                              player lists and
the assignments (Note: only the Modem host will have all four buttons
enabled). The top player on each side is the Commander of that side. The
Commander is responsible for making org assignments for the other players
on their side and for advancing the phase. By default, the Commander is in
control of all units on that side.
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                                                                   The
                                                                   Commander
                                                                   can assign
                                                                   other players
                                                                   specific
                                                                   organizations
                                                                   by selecting the
                                                                   player from the
                                                                   list, selecting
                                                                   the organization
                                                                   from the
                                                                   organization
                                                                   display, and
                                                                   clicking the
                                                                   Assign button.
                                                                   The player’s
                                                                   color will
                                                                   appear next to
                                                                   the selected
                                                                   organization.
This indicates that the player has control of every unit in that organization and
in any sub-organization of that organization. The Commander can remove an
assignment by selecting the organization and clicking the Deassign button.
The Modem Host can promote a player from either side to be Commander by
selecting the player and clicking the Promote button. The Modem Host can
also switch the side of any player by selecting the player and clicking the
Switch button.
Only the Commander can advance the phase and place reinforcements.
When any other player from a side selects Next Turn, it causes their name to
be displayed in red in the player list indicating they are ready to advance the
phase.
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The Parameter Data Dialog consists of a text listing of the scenario values.
The values are read from the PDT file corresponding to the current scenario.
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[A3.0] Other Features
The Hex Info Area displays a list of the units in the Hot Spot hex and
information about the terrain in that hex. By default, the Hex Info Area is
displayed on the left-hand side of the screen. However, this may be changed
using the Settings Menu.
Terrain Information
                              The Terrain Box at the end of the unit boxes
                              displays information about the current Hot Spot
                              hex. The first line of the display describes the type
                              of terrain (in this case Clear) and the percentage
                              benefit a unit will receive when fired upon by virtue
                              of that terrain. The second line of the text area
                              shows the Elevation of the current hex in meters.
The third line of the text area shows the current Visibility in hexes. The fourth
line of the text area shows the Global Supply values of the Allied and Axis
sides respectively.
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When the current hex contains a bridge over a water hex, three possible
descriptions may be shown:
                          •    Bridge – the bridge is in good condition and
                          can be used for movement.
                          •    WIRED – the bridge is in good condition but
                          has been wired for demolition.
                          •    DAMAGED – the bridge has been damaged
                          and cannot be used for movement.
Unit Information
                            The Hex Info area is filled with Unit Box displays.
                            The number of these depends on your screen
                            resolution. The Unit Box shows a representative
                            picture of the unit, its name, its Strength (in men,
                            vehicles or guns.), its Movement value, its Morale,
                            and its current Fatigue level (in values from 0 to
                            300). If the name is followed by three plus signs
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(+++), then it indicates that the unit is a Combined Unit. Other conditions
associated with the unit are displayed as follows:
   • If the Strength value is displayed in Yellow, it indicates that the unit is at
       less than full strength.
   • If the Morale level is displayed in Yellow, it indicates that the unit’s
       morale is reduced for some reason such as fatigue or ammo level.
   • When the Movement value is displayed in Green, it indicates that the
       unit has expended Movement Points during that turn, but still has at
       least 2/3 of its original allowance left.
   • When the Movement value is displayed in Yellow, it indicates that the
       unit still has 1/3 of its original allowance left.
   • When the Movement value is displayed in Red, it indicates that the unit
       has less than 1/3 of its original allowance left.
   • When the Movement value is followed by the letter T, it indicates that
       the unit is in Travel Mode.
   • When the Movement Value is followed by the letter R, it indicates the
       unit is in Rail Mode.
   • When the Movement value is surrounded with square brackets ([]), it
       indicates that the unit has set aside 1/3 of its movement allowance by
       using the Save Movement Costs command (see the Movement Modes
       Section).
   • When the Fatigue level is shown in Green, it indicates that the unit has
       Low Fatigue.
   • When the Fatigue level is shown in Yellow, it indicates that the unit has
       Medium Fatigue.
   • When the Fatigue level is shown in Red, it indicates the unit has High
       Fatigue.
   • When the binoculars icon is shown in the unit picture, it indicates that
       the unit has been spotted by enemy units.
When the unit has the word Facing appearing over its unit picture, then the unit
has a defined direction that it can fire in. It can also fire in either of the two
adjacent directions. For example, if the unit has Facing Up Right, then the unit
can fire at targets in the Up Right direction and in addition, in the Up direction
and the Down Right direction from the firing unit.
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addition, in this mode, other values associated with the unit are displayed.
   • Following the word Hard are the attack value and range respectively
       that are used when the unit fires on a Hard Target.
   • Following the word Soft are the attack value and range respectively that
       are used when the unit fires on a Soft Target.
   • For Headquarters, the value following the word HQ indicates the
       Command Range of the unit. If this differs from the Nominal Command
       Range, then that is shown also (Modified/Nominal).
   • The value following the word Assault is the assault attack value of the
       unit.
   • The values following the word AA are the attack value and range
       respectively that are used when the unit fires Anti-Aircraft fire on enemy
       air strikes.
   • The value following the word Defense is the defense value of the unit.
       When the Defense value is shown in Yellow, it usually indicates that this
       is a motorized or mechanized infantry unit that is currently on foot. The
       Defense value will also be in yellow if is reduced by the Frozen Penalty.
   • The words Hard Target will appear when the unit is an armored target.
       This also applies to a soft target that is receiving the benefit of a bunker
       or pillbox.
   • The Speed of the unit in kilometers per hour is also listed. When the
       Speed is shown in Yellow, it indicates that this is a motorized or
       mechanized infantry unit that is currently on foot.
Other units with specialized functions will also have indications of this such as:
   • Indirect Fire, indicating the ability to fire indirectly.
   • Towed Guns, indicating that the unit must be in Travel Mode to move.
   • Mine Clear, indicating an ability to clear minefields and obstacles.
   • Bridge Eng, indicating an ability to build Engineer Bridges.
   • Mine/Bridge, indicating both Mine Clear and Bridge Eng abilities.
   • Amphibious, indicating an ability to cross rivers and canals.
   • Rail Unit, indicating that the unit is restricted to traveling by Rail Mode.
   • Recon, indicating an ability to be used with the Recon Spotting Optional
      Rule.
   • Single Use, indicating that the unit can only be used for the current turn
      and then will be removed from the game.
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     When there are more units in the Hot Spot hex than can be displayed in
     the available Unit Boxes, then scroll arrows that appear after the list of
     units can be used to scroll the Unit Boxes. When the left or top arrow is
     displayed in full color, there are units to the left or top of the displayed
     units and when the right or bottom arrow is displayed in full color, there
     are units to the right or bottom of the displayed units. In addition, the
     numbers which appear associated with each scroll arrow indicate the
 number of hidden units in the corresponding direction.
[A3.2] Toolbar
The main program has a Toolbar at the top of the main program window just
under the Menu Bar. The type of Toolbar displayed can be chosen under
Settings using the Toolbar Submenu. Note, that not all choices in the menu
selection have an equivalent Toolbar button.
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[A3.3] Status Bar
The Status Bar is located at the bottom the main window and displays status
information about the current battle.
The Status Bar typically displays the current turn and date information together
with the hex coordinates of the Hot Spot If the current turn is being played
using A/I, then A/I Control will appear with the turn and date information. Day,
Dusk, Dawn, and Night turns will be noted with the turn and date information
as well. If you are playing a two-player game, then Local Control will be
displayed in the Status Bar when the current turn is under your control, and
Remote Control will be displayed when the current turn is under the control of
your opponent.
The Status Bar also displays a time-of-day graphical indicator showing a 24-
hour period. Within this period:
   • Black areas indicate night turns.
   • Gray areas indicate dusk and dawn turns.
   • Light areas indicate day turns.
   • The red outline indicates the current turn.
If you make an error during play, the main program will beep (depending on
the setting in the Settings Menu) and the error message will be displayed in the
Status Bar. Otherwise, as you move the mouse cursor over Toolbar buttons
and menu items, short descriptions of those commands will appear in the
Status Bar.
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