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User

The Panzer Campaigns User Manual provides comprehensive instructions on how to play the game, detailing game equipment, movement, firing, assaulting, combat results, and various unit types. It includes sections on command, supply, environment, optional rules, and additional features, ensuring players understand all aspects of gameplay. The manual serves as a complete guide for players to effectively engage with the game mechanics and strategies.

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Andrew Vlack
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0% found this document useful (0 votes)
0 views240 pages

User

The Panzer Campaigns User Manual provides comprehensive instructions on how to play the game, detailing game equipment, movement, firing, assaulting, combat results, and various unit types. It includes sections on command, supply, environment, optional rules, and additional features, ensuring players understand all aspects of gameplay. The manual serves as a complete guide for players to effectively engage with the game mechanics and strategies.

Uploaded by

Andrew Vlack
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 240

Panzer Campaigns User Manual

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

Target Defense Values .................................................................................. 63


Special Disruption Rules ................................................................................ 63
[5.3] Fortifications ............................................................................................. 66
General .......................................................................................................... 66
Improved Positions (IP) .................................................................................. 66
Trenches ........................................................................................................ 67
Bunkers .......................................................................................................... 67
Pillboxes ......................................................................................................... 67
Forts ............................................................................................................... 67
[5.4] Miscellaneous Firing Actions .................................................................... 68
Counterbattery Spotting ................................................................................. 68
Unit Facing ..................................................................................................... 68
Siege Guns .................................................................................................... 68
For More Information on Firing ....................................................................... 69
[6.0] Assaulting ................................................................................................... 70
General .......................................................................................................... 70
[6.1] Basic Assault Calculation ......................................................................... 71
Attacking Units in an Assault .......................................................................... 71
Basic Restrictions and Modifiers .................................................................... 71
Target Defense Values .................................................................................. 72
Assault Cost ................................................................................................... 72
On-Map Results ............................................................................................. 72
[6.2] Assault Values and Modifiers ................................................................... 73
Range 0 Hard Attack Values .......................................................................... 73
Movement Effects on Assault ......................................................................... 73
Terrain Modifiers in an Assault ....................................................................... 73
Unit Modifiers ................................................................................................. 73
Unsupported Armor Penalty ........................................................................... 74
Demolition Units and Assaults........................................................................ 75
Combined Organization Penalty..................................................................... 75
Special Bocage Rule ...................................................................................... 75
[6.3] Assault Resolution .................................................................................... 76
General .......................................................................................................... 76
Attackers Disruption Effects ........................................................................... 76
Defender Retreats .......................................................................................... 76
Fanatical Nations ........................................................................................... 77
Special Retreat Rule ...................................................................................... 77
[7.0] Combat Results .......................................................................................... 78
General .......................................................................................................... 78
Unit Loss Recovery ........................................................................................ 80
5
Replacements ................................................................................................ 81
Finishing Off ................................................................................................... 81
[8.0] Engineers .................................................................................................... 82
General .......................................................................................................... 82
[8.1] Engineer Functions & Types..................................................................... 83
General .......................................................................................................... 83
Special Engineering Vehicles ......................................................................... 83
Demolition Units and Mine clearing ................................................................ 83
[8.2] Engineering Actions – Terrain Modification .............................................. 84
Dig-in Assistance ........................................................................................... 84
Bunker Building .............................................................................................. 84
Clearing Rubble ............................................................................................. 84
[8.3] Engineering Actions – Minefields.............................................................. 85
Clearing Minefields ......................................................................................... 85
Laying Minefields ........................................................................................... 85
[8.4] Engineering Actions – Bridge Operations ................................................. 86
Bridge Building ............................................................................................... 86
Bridge Dismantling ......................................................................................... 87
Abandoning Bridges ....................................................................................... 87
Pontoon Bridge Building ................................................................................. 87
Hex Side Bridge Damage ............................................................................... 88
Full-Hex Bridges Damage .............................................................................. 89
Anti-Tank Ditch Destruction and Bridging ...................................................... 89
Auto Wired Bridge Demolition ........................................................................ 90
[8.5] Engineering Actions – Ferrying................................................................. 91
River and Canal Ferrying ............................................................................... 91
Water Hex Ferrying ........................................................................................ 91
Ferry Destruction............................................................................................ 92
For More Information on Engineers ................................................................ 92
[9.0] Air Power .................................................................................................... 94
General .......................................................................................................... 94
[9.1] On-Map Air Missions ................................................................................ 95
Air Strikes ....................................................................................................... 95
Carpet Bombing ............................................................................................. 96
Air Recon ....................................................................................................... 96
Air Interception ............................................................................................... 97
Air Strike Hex Limitation ................................................................................. 97
[9.2] Air Interdiction........................................................................................... 98
[9.3] Air Modifiers.............................................................................................. 99
Air Unit Availability ......................................................................................... 99
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Panzer Campaigns User Manual

Low Visibility Air Effects ................................................................................. 99


[9.4] Air Ownership ......................................................................................... 100
[10.0] Command ............................................................................................... 101
General ........................................................................................................ 102
[10.1] Headquarters ........................................................................................ 103
General ........................................................................................................ 103
Nominal Command Range ........................................................................... 103
Modified Command Range .......................................................................... 103
Fragile Morale Nationality ............................................................................ 104
Detached Units............................................................................................. 104
The Command Test ..................................................................................... 104
Disruption Recovery ..................................................................................... 105
HQ Recovery................................................................................................ 106
Corps Attachments....................................................................................... 106
For More Information on Command ............................................................. 108
[10.2] Morale .................................................................................................. 110
General ........................................................................................................ 110
Morale Calculation ....................................................................................... 111
Morale Check ............................................................................................... 111
For More Information on Morale ................................................................... 111
[10.3] Fatigue ................................................................................................. 112
General ........................................................................................................ 112
Fatigue Levels .............................................................................................. 113
Fatigue Accumulation ................................................................................... 113
Quality Fatigue Modifier ............................................................................... 114
Fatigue Recovery ......................................................................................... 114
For More Information on Fatigue .................................................................. 114
[11.0] Supply ..................................................................................................... 116
General ........................................................................................................ 116
[11.1] Supply Provision ................................................................................... 117
Global Supply Values ................................................................................... 117
Supply Sources ............................................................................................ 117
Local Supply Values ..................................................................................... 117
Supply Determination ................................................................................... 118
Engineer Ferry Operations ........................................................................... 118
[11.2] Supply Impacts ..................................................................................... 119
Isolated Units ............................................................................................... 119
Ammo Supply Problems ............................................................................... 119
Fuel Supply Problems .................................................................................. 120
Supply Variations ......................................................................................... 122
7
[11.3] Supply and Artillery ............................................................................... 124
Artillery Set Up ............................................................................................. 124
Stockpiled Artillery........................................................................................ 125
[11.4] Alternative Supply Systems .................................................................. 126
Virtual Supply Trucks ................................................................................... 126
Explicit Supply .............................................................................................. 126
[11.5] Miscellaneous Supply Considerations .................................................. 129
Supply Examples ......................................................................................... 129
Summary ...................................................................................................... 131
For More Information on Supply ................................................................... 132
[12.0] Environment ............................................................................................ 134
General ........................................................................................................ 134
Visibility ........................................................................................................ 135
Ground Conditions ....................................................................................... 135
Frozen Terrain.............................................................................................. 135
Storms .......................................................................................................... 136
Programmed Weather .................................................................................. 136
Frozen Penalty ............................................................................................. 137
[13.0] Optional Rules ........................................................................................ 138
General ........................................................................................................ 138
[13.1] Using the Optional Rules ...................................................................... 139
Manual Defensive Fire ................................................................................. 139
Automatic Defensive Fire ............................................................................. 139
Alternative Fire Rules ................................................................................... 139
Alternative Assault Resolution...................................................................... 141
Artillery Set Up ............................................................................................. 141
Recon Spotting............................................................................................. 141
Virtual Supply Trucks ................................................................................... 141
Optional Surrender ....................................................................................... 141
Low Visibility Air Effects ............................................................................... 142
Quality Fatigue Modifier ............................................................................... 142
Optional Fire Results.................................................................................... 142
Optional Assault Results .............................................................................. 142
Locking Zones of Control ............................................................................. 142
Higher Fatigue Recovery ............................................................................. 142
Indirect Fire and Air Strikes by The Map ...................................................... 143
Counterbattery Fire ...................................................................................... 144
Night Fatigue ................................................................................................ 144
No Low Fuel Effects ..................................................................................... 144
Explicit Supply .............................................................................................. 144
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Panzer Campaigns User Manual

Programmed Weather .................................................................................. 144


Limited Air Recon ......................................................................................... 144
Delayed Disruption Reporting ...................................................................... 145
Optional Amphibious Rules .......................................................................... 145
Extended Patrolling ...................................................................................... 145
[13.2] ALT Scenarios ...................................................................................... 146
[13.3] User Customised Scenarios ................................................................. 146
[14.0] Parameter Data....................................................................................... 148
General ........................................................................................................ 148
[14.1] Parameter Data Dialog ......................................................................... 148
Time Parameters.......................................................................................... 149
Stacking Limits ............................................................................................. 149
Miscellaneous .............................................................................................. 149
Bridge Values ............................................................................................... 151
Air Limitation ................................................................................................ 151
Artillery Values ............................................................................................. 151
Combat Values............................................................................................. 152
Deception Values ......................................................................................... 152
Terrain Elevations ........................................................................................ 152
Movement Cost: by Unit Class ..................................................................... 152
Movement Modifier: by Unit Class................................................................ 153
Movement Modifiers ..................................................................................... 153
Terrain and Hex side Combat Modifiers ....................................................... 153
Combat Modifiers ......................................................................................... 153
[15.0] Additional Features ................................................................................. 154
[15.1] Network Play ........................................................................................ 154
Multi-Player .................................................................................................. 155
[15.2] Play by E-Mail....................................................................................... 156
[15.3] Phased Play ......................................................................................... 158
General ........................................................................................................ 158
Manual Defensive Fire ................................................................................. 159
Rule Changes .............................................................................................. 159
Deploying Units ............................................................................................ 160
Automatic Defensive Fire ............................................................................. 160
Deserted Hexes ........................................................................................... 160
[15.4] Hot Keys ............................................................................................... 161
[15.5] Tactics .................................................................................................. 166
[15.6] Unit Symbols ........................................................................................ 168
[16.0] Credits .................................................................................................... 170
General ........................................................................................................ 170
9
Philippines '44 .............................................................................................. 171
Rumyantsev '43 ........................................................................................... 171
Kiev '43 ........................................................................................................ 171
Scheldt '44 ................................................................................................... 171
Japan '46...................................................................................................... 172
Japan '45...................................................................................................... 172
Moscow '42 Gold .......................................................................................... 172
Tunisia '43 Gold ........................................................................................... 172
Kharkov ’43 Gold.......................................................................................... 173
Sealion '40 Gold ........................................................................................... 173
Budapest ‘45 Gold........................................................................................ 173
Minsk ‘44 Gold ............................................................................................. 173
Stalingrad ‘42 Gold....................................................................................... 173
Kursk ‘43 Gold.............................................................................................. 173
Moscow ‘41 Gold.......................................................................................... 174
Salerno ‘43 Gold .......................................................................................... 174
France ‘40 Gold............................................................................................ 174
El Alamein ‘42 Gold...................................................................................... 174
Market-Garden ‘44 Gold ............................................................................... 174
Rzhev ‘42 Gold............................................................................................. 175
Sicily ‘43 Gold .............................................................................................. 175
Korsun ‘44 Gold ........................................................................................... 175
Bulge ’44 Gold.............................................................................................. 175
Tobruk ’41 Gold............................................................................................ 175
Kharkov ’42 Gold.......................................................................................... 176
Normandy ’44 Gold ...................................................................................... 176
Smolensk ’41 Gold ....................................................................................... 176
Panzergruppe Saunders – The Panzer Campaign Beta Team .................... 178
Appendix – Interface Reference........................................................................ 180
[A1.0] The Menus.............................................................................................. 180
[A1.1] File Menu ............................................................................................. 180
[A1.2] Turn Menu ............................................................................................ 181
[A1.3] Command Menu ................................................................................... 182
[A1.4] Engineer Menu ..................................................................................... 184
[A1.5] Assault Menu ....................................................................................... 185
[A1.6] Units Menu ........................................................................................... 186
[A1.7] Info Menu ............................................................................................. 187
[A1.8] View Menu ........................................................................................... 188
[A1.9] A/I Menu ............................................................................................... 194
[A1.10] Mode Menu ........................................................................................ 195
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Panzer Campaigns User Manual

[A1.11] Settings Menu .................................................................................... 197


[A1.12] Help Menu .......................................................................................... 201
[A2.0] The Dialogs ............................................................................................ 202
[A2.1] Game Start Dialogs .............................................................................. 202
File Selection Dialog .................................................................................... 202
A/I Selection Dialog ...................................................................................... 203
New Scenario Dialog .................................................................................... 203
Optional Rules Dialog .................................................................................. 204
[A2.2] Game Play Dialogs .............................................................................. 205
Command Dialog ......................................................................................... 205
Target Dialog................................................................................................ 205
A/I Action Dialog........................................................................................... 206
[A2.3] The Command Menu ........................................................................... 207
Artillery Dialog .............................................................................................. 207
Air Mission Dialog ........................................................................................ 207
[A2.4] The Engineer Menu .............................................................................. 209
Bridge Operation Dialog ............................................................................... 209
Damage Bridge, Ferry, or AT Ditch Dialog ................................................... 209
[A2.5] The Assault Menu ................................................................................ 210
Show Odds Dialog ....................................................................................... 210
[A2.6] The Units Menu .................................................................................... 211
Scheduled Dialog ......................................................................................... 211
Arrived Dialog............................................................................................... 212
Releases Dialog ........................................................................................... 213
Air Availability Dialog .................................................................................... 214
Corps Attachments Dialog ........................................................................... 215
Add Attachment Dialog ................................................................................ 215
Supply Variations Dialog .............................................................................. 216
Withdrawals Dialog ...................................................................................... 217
Deception Units Dialog ................................................................................. 217
Strategies Dialog .......................................................................................... 218
View Strategy Dialog .................................................................................... 218
[A2.7] The Info Menu ...................................................................................... 219
Strength Dialog ............................................................................................ 219
Objectives Dialog ......................................................................................... 220
Supply Sources Dialog ................................................................................. 220
Victory Dialog ............................................................................................... 221
Weather Dialog ............................................................................................ 221
[A2.8] The View Menu .................................................................................... 222
Location Dialog ............................................................................................ 222
11
Selection Dialog ........................................................................................... 222
Organization Dialog...................................................................................... 223
Find Unit Dialog............................................................................................ 223
Jump Dialog ................................................................................................. 224
Hex Coordinate Dialog ................................................................................. 225
[A2.9] The A/I Menu........................................................................................ 226
A/I Order Dialog ........................................................................................... 226
[A2.10] The Mode Menu ................................................................................. 227
Multi-Player Dialog ....................................................................................... 227
[A2.11] The Help Menu ................................................................................... 229
Parameter Data Dialog ................................................................................. 229
[A3.0] Other Features ....................................................................................... 230
[A3.1] Hex Info Area ....................................................................................... 230
Terrain Information ....................................................................................... 230
Alternative Terrain Information ..................................................................... 231
Unit Information ............................................................................................ 231
Alternative Unit Information .......................................................................... 232
[A3.2] Toolbar ................................................................................................. 234
[A3.3] Status Bar ............................................................................................ 240

12
Panzer Campaigns User Manual

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.

The documentation for Panzer Campaigns is divided up into several parts:


• The User Manual (this document) covering all the information required to
understand and play the game.
• The Scenario Editor Help File covering issues specific to the scenario
editor.
• The Order of Battle Editor Help File covering issues specific to the
Order of Battle editor.

This manual last updated: March 4, 2023

13
[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

[3.1] The Screen Interface

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.

The Menu Bar


Along the top of the screen is a Menu Bar that contains the various game
commands you will need to access from time to time while playing. Under
each menu is a list of commands.

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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.

Hex Info Area


On the left side of the screen is the Hex Info Area (the
location of the Hex Info Area can be changed from
the Settings Menu). As you click in a hex on the map
containing units, the specific info about the units in
that hex is displayed in this area. 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. The Hex Info Area also contains
information about the terrain in that hex. More
information on the units and terrain can be viewed by
either hitting the Tab key or pressing and holding the
right mouse button in the Hex Info Area.

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.

17
[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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Panzer Campaigns User Manual

Jump Map View


This view is most useful for quickly changing
your view from one part of the map to
another. You get this view when you
invoke the Jump Dialog. With this view, you
can click on any part of the map and have
your view moved to that location.

3D Normal View with 3D Icons


There are a couple of three-dimensional
views available. These views provide more
of a panoramic view of the map and give
you a better feel for the various terrain
variations on the map, although the views
provide you with less positional information
because of the perspective. The default 3D
view shows units on the map using 3D icons
representative of the unit.

3D Zoom-Out View with 3D Icons


Correspondingly, there is a Zoom-Out view
associated with the 3D view that shows you
more of the map but with less detail. In a
similar way, you use the Zoom-Out View to
get an overview of the situation to support a
decision you are making at the time.

3D Normal View with 3D Counters


This is an alternative to the 3D view with
icons that display the units using a classical
boardgame display. In this view, you are
shown the unit type on the face of the
counter as well as the four values, Strength,
Morale, Movement, and Fatigue, that you
normally see in the Hex Info Area.

19
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.

3D Zoom-Out View with 3D Counters


This is Zoom-Out version of the normal view
with 3D counters that shows less detail, but
again allows you to get an overview of the
situation.

How to Change Views


• 2D Normal View: This is the default view. To restore this view, use the
2D Normal View option of the View Menu. Alternatively, you can use
the ‘2’ hot key.
• 2D Zoom-Out View. To switch to this view, use the 2D Zoom-Out View
option of the View Menu or use the ‘1’ hot key.
• 2D Magnified View. To switch to this view, use the 2D Magnified View
option of the View Menu or use the '3' hot key.
• 3D Normal View with 3D Icons. To switch to this view, use the 3D
Normal View option of the View Menu or use the ‘5’ hot key.
• 3D Zoom-Out View with 3D Icons. To switch to this view, use the 3D
Zoom-Out View option of the View Menu or use the ‘4’ hot key.
• 3D Normal View with 3D Counters. You change to 3D Normal View
using the 3D Normal View menu option or ‘5’ hot key. The counter view
is obtained by using the 3D Counters option under the Settings Menu.
• 3D Zoom-Out View with 3D Counters. You change to 3D Zoom-Out
view using the 3D Zoom-Out View menu option or ‘4’ hot-key. The
counter view is obtained by using the 3D Counters option under the
Settings Menu.

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21
[3.3] Units

Typically, each unit is a battalion,


company, or platoon of Infantry, Artillery,
or Tanks. Each Infantry unit has a
strength value in increments of single
men, each Artillery unit has a strength
value in number of guns, and each Tank
unit has a strength value in number of
vehicles. In addition, there are specialized
units such as Headquarters, Air Units, and
Ships. Infantry, Artillery, and Tank units
are capable of firing on enemy units (for
towed Artillery, only when unlimbered) and
each has a range value indicating the
number of hexes that unit may fire.

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.

Pressing the Tab key or right clicking in this area


will display other information about the unit such as
range. This area also is used to display the
organizational hierarchy of the unit including its
parent organization and so forth. See the Hex Info
Area Section in the Appendix for more information
on these values.

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:

• X means a strength from 1 to 9.


• XX means a strength from 10 to 99.
• XXX means a strength from 100 to 999.

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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.

Towed Gun Limitation


Dependent on the value of Parameter Data, there may be a limitation on the
number of Towed Guns that can be deployed (non-Travel Mode, non-Rail
Mode) in any one hex. This restriction is in addition to normal stacking
limitations described above where 1 gun = 10 men.

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.

Moving and Other Actions


During each turn, a player may move, fire, and assault using
units under their control. Each action that the unit performs costs that unit
some Movement Points. Units can be moved in any order you wish, and you
need not expend all movement points. To move, fire, or expend any
movement points, a unit must first be selected.

Once selected, units may be moved by right clicking on


the adjacent hex. Alternatively, once units are selected,
the player may move them by holding down the left
mouse button in the starting hex, moving it to the
destination hex, and releasing the mouse button (this is
the so-called "drag and drop" method). The computer will
determine a path from the starting hex to the destination

23
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.

There are a few units which do not exert a Zone-of-Control:


• HQ units do not exert a Zone-of-Control.
• Supply units do not exert a Zone-of-Control.
• Broken units do not exert a Zone-of-Control.
• Towed Anti-Tank units do not exert a Zone-of-Control.
• Towed Heavy AA units do not exert a Zone-of-Control.
• Units which have a Facing do not exert a Zone-of-Control in the hexes
they are not facing.
• Partisan and Irregular units do not exert a Zone-of-Control.
Commando, Irregular and Partisan units can move from one enemy ZOC to
another.

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25
[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.

An objective hex is worth Victory Points


equal to its number. To capture an objective
hex, move a unit onto it. Its flag will change,
and its Victory Points will accrue to the
capturing side. Once captured an objective
hex may be left vacant and is subject to
recapture an endless number of times
during a scenario but only the side owning it
at a scenario's end will receive its benefit.

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

are permanent. If an objective is a Limited Objective, then the Objectives


Dialog will display an "L" and a number. The "L" stands for "Limited" and the
number listed is the turn number that the objective will expire (the objective will
expire after that turn has been completed).

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.

27
[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

The following modifiers apply to the movement allowance of units based on


their Quality rating:
• The movement allowance of vehicle Quality A units is increased by
20%.
• The movement allowance of all Quality B units and non-vehicle Quality
A units is increased by 10%.
• The movement allowance of all Quality D units and non-vehicle Quality
E units is decreased by 10%.
• The movement allowance of vehicle Quality E units and non-vehicle
Quality F units is decreased by 20%.
• The movement allowance of vehicle Quality F units is decreased by
30%.
Please note, deployed motorized/mechanized infantry are also considered to
be vehicles for this modifier.

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[4.1] Movement Modes

Travel and Rail Modes


Travel and Rail Modes are special deployments used when units wish to take
advantage of roads and railroad lines. To place a unit in Travel or Rail Mode,
first select it and then from the Command menu, choose the appropriate
command, either Change Travel Mode or Change Rail Mode. As a shortcut,
there is a Change Travel Mode button on the Toolbar. A unit is said to be
Deployed when it is not in Travel or Rail Mode.

Travel Mode represents foot units in a column


formation, cavalry, bicycle, and motorcycle units
mounted on their transport, ski units on skis and
towed artillery, being limbered. Roads and rail have no effect
on units that are not in Travel Mode. While in Travel Mode,
units are less combat effective and are more vulnerable to
enemy units. Towed artillery units must be in Travel or Rail
Mode in order to move. A unit in Travel Mode has a white
bar at the bottom of its counter in 2D graphics mode and has the letter T
following its Movement value in the Hex Info Area. Ship and train units do not
have travel mode.

Rail Mode represents units entrained for rail


movement. Units in Rail Mode cannot fire or assault
attack. A unit in Rail Mode is designated using the
RR symbol on its counter and has the letter R following its
Movement value. Units cannot change Rail Mode in a hex
that is over stacked.

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 must be in Travel or Rail Mode in order to use a bridge. Furthermore,


some units must be in Travel or Rail Mode in order to enter certain types of
terrain. For example, vehicles are normally prohibited from entering Marsh
terrain and must do so traveling by Travel or Rail Mode. If a unit was moving
through such terrain by road, it must also leave the terrain using the road as
well.

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.

Night Movement Rule


All units moving at night not by Travel Mode on roads or rail lines, or Rail Mode
on rail lines can become Disrupted based on the probability given by the Night
Movement Disruption Parameter Data Value. This probability is applied each
hex the unit moves not by the stated restrictions. The disruption probability is
modified by the Quality of the unit according to the following modifiers:
• The probability for Quality A units is multiplied by 0.25.
• The probability for Quality B units is multiplied by 0.50.
• The probability for Quality D units is multiplied by 1.50.
• The probability for Quality E units is multiplied by 2.00.
• The probability for Quality F units is multiplied by 4.00.

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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.

Special AT Gun Egress


Towed AT Guns are a defensive weapon and must be
able to withdraw in the face of an enemy attack to be
useful. Given default rules, many times a towed AT Gun
unit which changes to Travel Mode to withdraw will be
fired upon by enemy Opportunity Fire and this can often
result in Disruption, preventing the unit from
withdrawing. As a result, there is a special rule that
says that a towed AT gun unit which changes to Travel
Mode without having expended any movement points prior to that change will
not trigger Opportunity Fire.

35
[4.3] Deception Units

Deception Units only exist in a few games depending on the


historical situation. They represent specialized units trained to
operate behind enemy lines and to cause disruption of the
movement and activities of the enemy.

Deception Units are identified as such in the Order of Battle.


They can be identified in the game by right clicking on the unit
picture and seeing the designation DECEPTION.

Deploying Deception Units


Deception Units can be deployed on any turn but only redeployed
on the first turn on or immediately after midnight. To deploy a Deception Unit,
you determine which Deception Unit you wish to deploy and what location you
wish to deploy the unit to. You should click on the location you wish the
Deception Unit to be deployed so it becomes the Hot Spot hex. There are two
requirements before you can deploy a Deception Unit:
• The Deception Unit must not have moved or otherwise used Movement
Points in the current turn.
• The distance from the Deception Unit to the location you wish the
Deception Unit to be deployed to must be within three times the
Deception Range for that side or twice the Deception Range for units
being redeployed. The Deception Range value can be found from the
Parameter Data Dialog.
Next, you select the Deception Unit option of the Units Menu. This will display
the Deception Unit Dialog.

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

Selecting a Deception Unit entry and clicking on the Deploy button or


double-clicking on the Deception Unit entry will close the dialog and
deploy the unit provided the deployment conditions are met. Once a
Deception Unit is deployed, the regular counter is removed from the map and
the location of the deployed Deception Unit is marked on the map using a
special marker.

Once a Deception Unit is deployed, it may be redeployed on the next


opportunity to another hex within the distance of twice the Deception Range.

Deception Unit Effects


Once deployed, Deception Units have two effects on enemy units within the
Deception Radius defined for their side. These effects are also caused by
Partisan units without requiring deployment or being subject to detection.
• Enemy units moving in Travel Mode are subject to possible Disruption
and loss of remaining Movement Points. The probability of this
happening is determined on a hex-by-hex basis using the Deception
Effect probability.
• Enemy engineer units attempting to blow bridges or otherwise cause
damage are subject to possible failure of this action. The probability of
this happening is determined by the Deception Damage probability. The
effect does not apply in scenarios using Wired bridges
Please note that Deception Effects can be negated by enemy units that are
Patrolling. Patrolling will, by default, negate the ability of any Partisan unit
within Deception range of having any Deception effects. If the Optional
Extended Patrolling Rule is selected, then deployed Deception units will also
have their Deception effects negated.

Detecting Deception Units


Under Fog-Of-War, the locations of deployed Deception Units are not visible to
the other player. However, at the beginning of each turn, deployed enemy
Deception Units are vulnerable to detection and removal from the map. The
probability of any one deployed Deception Unit being detected in each turn is
given by the Deception Detect probability for the side of that unit. For a
Deception Unit to be detected, it must be within the Deception Radius of its
side of one or more enemy units.

Recalling Deception Units


If a deployed Deception Unit is found to be in the same hex as a friendly
regular unit at the beginning of a player turn, then that Deception Unit is
automatically recalled and restored to its normal counter status. The player
may move the Deception Unit normally at that point and may redeploy the
Deception Unit to another location.

37
[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.

When a unit enters a minefield and suffers a minefield attack, it loses


movement points equal to S / 3 of its allowance, where S is the strength of the
minefield equal to 1, 2, or 3. Therefore, it costs a unit 1/3 of its movement
allowance to enter a strength 1 minefield and so forth.

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

When a unit is flagged as being Low Reliability in


the Order of Battle, then the probability of having a
breakdown is 3 times the normal probability.
These units can be identified by the white wrench
symbol on the right-hand side of the unit artwork.

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Panzer Campaigns User Manual

Zone-of-Control Movement Rules


When a unit attempts to move from one enemy ZOC to another enemy ZOC,
then special movement rules apply. These rules are based on three possible
cases involving the Locking ZOC Optional Rule and the ZOC Movement
Multiplier Parameter Data value.
• Case 1: Locking ZOC Optional Rule is ON. Movement is not allowed.
• Case 2: Locking ZOC Optional Rule is OFF and ZOC Movement
Multiplier is zero. This is generally the default. Movement is allowed
only when the hex being moved into is already occupied by friendly unit.
The movement cost is the entire movement allowance of the moving
unit.
• Case 3: Locking ZOC Optional Rule is OFF and ZOC Movement
Multiplier is non-zero. Movement is allowed. Normal movement cost is
multiplied by the ZOC Movement Multiplier to determine the movement
cost that applies.

Note that the Forced Bridge Movement rule overrides the ZOC movement

limitation when it applies

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[4.5] Water Crossings

Light, Medium, and Heavy Bridges


There are three types of hex side bridges: Light, Medium, and Heavy.

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.

Medium Bridges represent wooden bridges and can be used by


infantry, cavalry, and non-armored vehicles.

Heavy Bridges represent metal bridges and can be used by all units.

For more information on damaging or building Bridges, see Engineers.

Hex Side Ferries


Ferries can be used to both cross river and canal hex sides. They are
like bridges but with several important differences.
• A Ferry can only be used to move a single un-Combined unit across a
hex side per turn.
• It costs the entire movement allowance of the unit to perform the
movement and the unit must not have used any movement points prior
to the move.
• The unit moving using a Ferry cannot be Disrupted or Broken and must
be in Travel Mode.
Supply can be traced across an undamaged Ferry. A Hex Side
Ferry can be destroyed by an adjacent Deployed unit that is not
Broken, Digging-In, or building a bridge, using 1/3 of its
movement allowance. Select the Damage Ferry option from the
Command Menu.

By holding down the right-mouse button in the Terrain Info Box,


you can see the current status of a hex side Ferry. When the
Ferry is designated in all upper-case, it is capable of carrying a
single unit, but when it is written in normal case, it has carried a
unit already in the current turn and cannot carry any additional
units until the next turn.

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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.

A full hex Ferry will be shown in the Terrain Info


Box in place of the terrain type Water. It will not be
shown as a hex side type. A full Hex Ferry can be
destroyed by an adjacent Deployed engineer with
full movement points, that is not Broken, Digging-
In, or building a bridge, using all its movement
allowance. Select the Damage Bridge, Ferry or AT
Ditch option from the Engineer Menu.

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.

Forced Bridge Movement


In general, most units cannot move from an
enemy ZOC to another enemy ZOC unless
the destination hex is already occupied by
friendly units. As a special case, it is
possible for certain units to cross a bridge
under certain conditions at the cost of their
total movement allowance for that turn. The
units must be in Travel Mode (not Rail
Mode), must not be Disrupted or Broken,
and must not have moved that turn.

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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.

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
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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.

The Scheduled Dialog displays a list of reinforcements scheduled to arrive in


the current scenario. Each reinforcement entry has an arrival time, an arrival
probability, and an arrival hex. Note if Fog of War is in effect, then the
reinforcements of the opposing side are not shown. Further, the arrival
probabilities of friendly reinforcements are not revealed. If the arrival probability
is not 100%, then there is a chance the reinforcement will not arrive at the
exact arrival time. At the arrival time, and on each subsequent turn if
necessary, the arrival probability will be applied to the reinforcement until it is
determined that the reinforcement has arrived. Clicking on a reinforcement
scrolls the map to the arrival hex.

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.

Each reinforcement in general consists of several units. Double clicking on a


reinforcement entry displays a list of the individual units in that 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.

Reinforcement Stacking Limits


Except for amphibious reinforcements, when reinforcements are brought on
the map, they are not subject to stacking limitations. In the case of amphibious
reinforcements, stacking in the arrival hex is allowed to be twice what is
normally allowed.

Reinforcement Protection Values


In most scenarios, reinforcements arrive on map-edge hexes. Without a
special rule, it would be possible for the opposing player to block those
reinforcements by occupying the reinforcement hex. To avoid this tactic, a
reinforcement can be defined to have a Protection Value. This Protection
Value causes all enemy units within that distance from the arrival hex to
become automatically Broken when reinforcements arrive. Any enemy units in
47
the arrival hex are automatically eliminated if the reinforcement arrives. On
turns when not reinforcement arrives, an enemy unit which moves onto a
Protection hex may become Disrupted. Other reinforcements, such as Airborne
Reinforcements, generally do not have a protection value and thus do not
cause this effect. The specific Protection Value assigned to a given
reinforcement is determined in the scenario by the designer and can vary from
scenario to scenario as a result. Select the Shade > Protected Hexes option
from the View menu to see the defined area.

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.

The View Strategy Dialog displays a list of Operations associated with a


Reinforcement Strategy. 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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[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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[4.9] Miscellaneous Movement Actions

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.

Fortifications are shown on the map as icons that are a neutral


color. In the Hex Info Area, the fortification type is written in text.
When fortifications such as trenches are written as "TRENCH",
in upper case, they are in the "normal" state. When such a
fortification has been vacated, they will be shown in lower case,
and be of less protection to the defender.

The probability that a battalion unit will be successful in its


Digging-In operation per turn is three times normal as is the
case for combined companies with three or more units.
Combined companies with two units have a two times normal
probability of completing the Digging-In operation. Single
companies and platoons have the normal probability.

Supply Units (under the Explicit Supply Optional Rule) and Headquarter units
cannot perform Digging-In.

Combine and Breakdown


In the Panzer Campaign Game, the basic unit scale is Battalion. However, in
certain instances, there may be scenarios where Battalions have been broken
into Company-sized units. The Combine feature may be used to combine
51
such smaller units into single units. This feature can only be used to combine
units that are both:
• Company or smaller units from the same Battalion, and
• Units which have the same Component. (That is, they must be made up
of a common unit type).

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.

When you right-click on the unit picture of a Combined unit, then


the number of subunits making up the Combined unit is shown in
square brackets after the name. For example, in the figure on the left, it shows
that the Combined unit consists of 3 subunits using the notation [3]. Units that
can potentially combine with other units in their organization but have not done
so have the notation [1] following the unit name.

As a special case, when all subunits of an


organization have combined into a single unit, then
the name shown for the combined unit is the name
of the organization instead of the name of the first
combined unit.

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.

Min Path Algorithm


When you move units by the Drag and Drop method (by selecting them,
moving the mouse while holding down the left mouse button, and releasing in
the destination hex), the program uses a Min Path Algorithm to determine the
shortest path between the starting and destination hexes for the units you have
selected. There are a couple of issues related to this process:
• The algorithm will avoid big detours required to get to the destination
hex. In this case, you may be told that there is no direct path to the
destination hex. The reason for this is to avoid problems when the
algorithm determines a very round-about path to the destination hex and
then proceeds to move your units along that path, when you had no
intention of moving them in such an indirect direction.
• Unless the unit selected is a Mine Clearing unit, the algorithm will avoid
known mine fields, even if these are technically on the shortest path to
the destination.

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.

A/I Movement Orders


A/I Orders are used by the Artificial Intelligence feature of the game to move
units when a side is under the control of the computer. In addition, the human
player can use A/I Orders to assist them in the movement of organizations
across the map.

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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Immediate A/I Orders


Immediate A/I Orders are issued to units
from a single division for the purpose of
moving by transport mode toward a
designated location. To issue an
immediate A/I Order for a division, select
any hex containing a unit of the division
and then right click on the destination hex
while holding down the Alt key. In
immediate mode, you do not select any
units in the division, only a hex containing
units of the division. When an Immediate A/I Order is issued, units in
continuous hexes will automatically move towards the destination hex
changing into travel mode and following one another in a column.

Note, unlike other methods for movement, no unit is to be selected for an


Immediate A/I Order. In fact, if any unit is selected, a Deferred A/I Order will
be issued and will be executed when you end your turn.

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.

For More Information on Movement


The following contain more information on features that are related to
Movement:
• The Removed Units item of the Info Menu can be used to view a list of
units that have been removed from the map.
• The Fixed Units item of the Highlight submenu of the View Menu can
be used to highlight Fixed units on the map.
• The Moved Units item of the Highlight submenu of the View Menu can
be used to highlight units on the map that have used Movement Points
in the current turn.
• The Road Stacking Limits item of the Highlight submenu of the View
Menu can be used to highlight units on the map that are in stacks that
exceed the limits for using Road Movement.

55
[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.

Other combat units (non-Indirect Fire)


must be able to see the target in order to
engage it. Seeing the target is based on
the combined effect of Line-of-Sight and
Visibility range. Basically, units cannot
see through towns, woods or over hills, nor
see beyond the maximum visibility for the
environmental conditions

Indirect Fire Spotting


When a unit performs Indirect Fire, the target hex must be in the Line-of-Sight
of a valid spotting unit from that side.
• Broken units (see Morale) and Partisan units cannot perform spotting
for Indirect Fire.
• Detached units (see Command) can spot for Indirect Fire, but if only
Detached units can see the target hex, the fire is half value.
You can determine all of the units capable of spotting for an Indirect Fire unit
by selecting the unit, and then using the Highlight/Indirect Fire Spotters menu
item from the View menu. Alternatively, after selecting the Indirect Fire unit,
you can press the "B" hot key.

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[5.1] Basic Fire Resolution


General
Fire against a target unit is resolved using the Combat Results calculation.
The Combat Value used is the Modified Attack Strength of the firing unit
divided by the Modified Defense Value of the target unit. The following
describes modifiers and restrictions that apply to this calculation. See the
Optional Rules section for additional rules that can modify the calculation.

Fire Mode and Fire Costs


To fire a unit, the game must be put into Fire Mode by pressing the Mode
button at the left side of the toolbar. To return to Move Mode, press the button
again. Players may find it more convenient to put the game in Fire Mode
temporarily by holding down the Control (Ctrl) key. Using either method, you
right click on the target hex to fire. Pressing the Artillery Dialog button on the
toolbar is another method used for firing artillery.

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.

A unit that is Disrupted represents a unit has been


made less combat effective because it has been
exposed to very heavy fire. This represents the fact that
control of the formation has been reduced, thus reducing
fire effect of the unit as a whole. The men are still firing
but more at the target of their choice. If the unit is
composed of tanks, then many of the crew commanders
have "buttoned up". Disrupted units have 1/2 fire value.

57
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.

Recovery from Disrupted or Broken unit status is discussed under Command


in the section on Disruption Recovery.

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.

Hex Fire Limitation


To avoid a tactic where players move units into a single hex, fire twice, and
then move out, over and over with different units, there is a limitation on the
total amount of firing that can originate from a single hex. The Hex Fire
Limitation rule says that for a stacking limit of X, at most 3 * X firings,
measured in men equivalent strength, can originate from any one hex in a
single turn.

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.

The Fire Value is adjusted by applying all the


relevant modifications, described below. This
modified value is then multiplied by the strength in
men of the firing unit, (where each vehicle or gun =
10 men), to obtain the unit’s Modified Attack Strength.

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.

Quality Fire Modifiers


The Fire Value of units is modified by their Quality, using the values shown
below.
• If the Quality of the firing unit is A, then a +20% modifier applies.
• If the Quality of the firing unit is B, then a +10% modifier applies.
• If the Quality of the firing unit is C, then no firing modifier applies.
• If the Quality of the firing unit is D, then a –20% modifier applies.
• If the Quality of the firing unit is E, then a –40% modifier applies.
• If the Quality of the firing unit is F, then a –60% modifier applies.

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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Additional Fire Value Modifiers


• Unless the fire is Indirect, if the target unit is at a higher elevation than
the firing unit, then the elevation modifier Parameter Data value applies.
• If the firing unit has Medium Fatigue, then a –10% modifier applies.
• If the firing unit has High Fatigue, then a –20% modifier applies.
• If the firing unit has Maximum Fatigue, then a –40% modifier applies.
• Disrupted units have 1/2 fire value. Broken units cannot fire but they
can defend themselves.
• Units that are Digging-In or Low Ammo have 1/2 fire value.
• Normally, units in Travel Mode have 1/2 fire value. However, if the unit
is firing from a hex it cannot enter except using Road Movement, then
the fire is 1/4 value. Examples of this include tanks in Travel Mode in
Swamp hexes and artillery deployed along a road in a Swamp hex.
Units in Rail Mode (other than rail class units) cannot fire.
• Indirect fire against a hex not spotted by a friendly unit has 1/4 fire value
(this only applies under the Indirect Fire by the Map Optional Rule).
• When the target is hard and the firing unit is artillery or heavy artillery
firing at a range of 1, then the fire value is multiplied by the Artillery
Hard Target Mod Parameter Data value.
• Hex sides - if direct fire from the enemy unit passes through a hex side
of the target hex, then the target unit benefits from the hex side modifier
of that hex side (see the Parameter Data for these values).
• Base Terrain - a target unit that is Deployed benefits from the terrain
modifier of the terrain in the target hex.
• Improved Positions and Trenches – Deployed units benefit from the
presence of Improved Positions or Trenches in the target hex.
• Bunkers and Pillboxes - Deployed non-vehicle units (and Deployed
Motorized or Mechanized Infantry) benefit from the defense modifier of
Bunkers or Pillboxes in the target hex.
• Fire against a Broken unit is halved.

Direct Fire Range Effect


Direct fire is modified by the range from the firing unit to the target in the
following ways:
• At range 0 (AA fire), fire values are doubled.
• At range 1, fire values are nominal.
• At ranges greater than 1 is modified by the Range Effect Parameter
Data Value. If the range is N and the Range Effect is R, then the Fire
Value is divided by 1 + (N-1) * (R-1).

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.

Infantry Fire Effectiveness


Infantry units have an effective strength that is
used when firing that is different from their actual
strength. The justification is that when infantry
units take casualties, the remaining infantrymen
will use the heavy weapons in the unit
compensating for the loss in men. Parameter Data
determines the "breakpoint" used in this
calculation. For example, suppose that Infantry
Effectiveness was given as 70% men equals 90% effectiveness. Then for
Infantry units between 70% and 100% in strength, effectiveness is calculated
between 90% and 100% using linear interpolation. Likewise, for Infantry units
between 0% and 70% in strength, effectiveness is calculated between 0% and
90% using linear interpolation. Except when the strength is 100%, this will
result in higher fire effectiveness associated with the Infantry unit.

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.

• Case 1. If H < D, then the modifier is H / D.


• Case 2. If H > D, then the modifier is 1 / Square Root (H / 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.

When the Armored Effectiveness modifier is applied, the ratio H/D as a


percentage is reported in the Fire Report Dialog in brackets as (arms X%).

Target Defense Values


The Basic Defense value, as shown as in Unit Information box, is potentially
modified to produce the Modified Defense Value.

• Bunkers and Pillboxes – Deployed non-vehicle units (and Deployed


Motorized or Mechanized Infantry) obtain a bonus to their Defense
Value from Bunkers or Pillboxes in the target hex.
• Target units in Travel or Rail Mode, other than Towed-Guns, have 1/2
defense value. Towed-Guns in Travel or Rail Mode have 1/4 defense
value. Note: Target units in Travel or Rail Mode do not benefit from any
terrain effect.
• Vehicles units which have Low Fuel have their defense value halved.

Special Disruption Rules


As a result of being fired upon, the target unit may have to take a morale check
to determine its Disruption and Broken status as described in the section on
Combat Results. There are some modifiers to this effect:
• When an indirect fire unit fires on a Hard Target, either hard vehicles or
units deployed in a hard fortification, then the disruption effect is twice
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that of normal. For hard vehicles, this is the effect of causing them to
"button up" and thus have reduced effectiveness. For hard fortifications,
this is a result of the "pounding" that results on the fortifications and the
disruptive effect this has on the occupants.
• When an indirect fire unit fires at a Headquarters unit, then the
disruption effect is twice of normal. This is the effect of the indirect fire
breaking telephone lines, radio antennas, and other means of
communication.
• When towed anti-tank guns or towed heavy AA guns fire on a hard
vehicle, the disruption effect is twice that of normal. This effect is based
on the fact that the guns are deployed in fixed locations and as a result
have increased accuracy as opposed to mobile guns which are firing on
the move.

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[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 defensive benefits of a fortification are cut in half whenever:


• A Fortification is vacated, or
• When the defenders lose an assault but are unable to retreat.
Full-strength Fortifications have the fortification type displayed in the Terrain
Info Box in ALL CAPS (example: TRENCH). Vacated fortifications, or
fortifications occupied by the opposite side are listed in the Terrain Info Box in
upper and lower case (example Trench). Improved Positions and Trenches
that have been vacated, can be restored to the existing full-strength status by a
unit successfully "Digging-In" again. Bunkers can only be restored to full-
strength status by an engineer successfully “Digging-In”. Note, a Bunker uses
the Bunker probability to restore full-strength status while Improved Positions
and Trenches use the Digging-In probability. Vacated Pillboxes can never be
restored to full strength once vacated or captured.

The following shows the on-map symbols used for each Fortification type and
summarizes the effects of each in the game:

Improved Positions (IP)


These are the least protective of all the fortifications in the game but
the fastest to be created. They benefit all units (men, guns, and
vehicles) and represent hastily prepared breastworks and foxholes
using material readily at hand such as mounds of dirt, shell holes,
old vehicles and enhancing whatever the unit may find in that location. Part of
their protection is derived simply from camouflaging the positions.

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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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For More Information on Firing


The following contain more information on features that are related to Firing:
• The Firing Range item of the Range submenu of the View Menu can be
used to view all potential targets of the selected unit.
• The Activate A/I Firing item of the A/I Menu can be used to have the
A/I conduct all possible firing for the current side.

For a more detailed explanation of common combat results calculation refer to


the Combat Results section.

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[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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[6.1] Basic Assault Calculation

Attacking Units in an Assault


In a similar manner to fire against a target unit, assaults are resolved using the
calculation detailed in the Combat Results section. However, in an assault
there are two combat results calculations that are performed simultaneously.
One is for the attacker initiating the assault versus the defender. The other is
for the attack of the defender against the attacker. These are two
independent attacks and in both cases a Combat Value is determined by
taking the Modified Assault Strength of the unit attacking, divided by the
Modified Defense Value of the target unit. The Assault Resolution section
provides a full description of the process.
The assault value of a unit can be obtained by Right Clicking on the Unit
Picture in the Hex Info Area. This value is multiplied by the strength in men of
the firing unit, (where each vehicle or gun = 10 men) to give the Basic Assault
Strength. Several modifiers can be applied to this value.

Basic Restrictions and Modifiers


The following restrictions and assault strength modifiers apply to the attacker
assault on the defender.
• Only units which have a non-zero assault factor, that are not Disrupted,
Broken, Fixed, in Rail Mode, Digging-In, bridge building, or at Maximum
Fatigue can initiate an assault attack.
• Units that must be in Travel Mode to move, such as towed artillery,
cannot assault attack.
• The attacking unit must be capable of movement between the attacking
hex and the defending hex and so assault attacks across un-bridged
river hex sides are not allowed.
• Attacking units in Travel Mode or that have Low Ammo attack at 1/4
assault strength (or 1/16 assault strength if both apply).
• For infantry, the Infantry Fire Effectiveness adjustment is applied to the
assault strength.

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.

• Bunkers and Pillboxes – Deployed non-vehicle units (and Deployed


Motorized or Mechanized Infantry) obtain a bonus to their Defense
Value from Bunkers or Pillboxes in the target hex.
• Target units in Travel or Rail Mode, other than Towed-Guns, have 1/2
defense value. Towed-Guns in Travel or Rail Mode have 1/4 defense
value. Note: Target units in Travel or Rail Mode do not benefit from any
terrain effect.
• Vehicle units which have Low Fuel have their defense value halved.

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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[6.2] Assault Values and Modifiers

Range 0 Hard Attack Values


Certain units have a Hard Attack value with a range of 0. This represents
short-range anti-tank weapons that the unit may have. When these units are
involved in an assault as either defender or attacker against a vehicle that is a
Hard target and the optional Alternate Assault rule is in effect, then the Hard
Attack values of these units is used in that calculation. Otherwise, the Hard
Attack value of these units has no effect.

Movement Effects on Assault


To assault across a bridge or into normally prohibited terrain along a road, a
unit must be in Travel Mode. For example, a unit needs to be in Travel Mode
to assault across a bridge and a unit made up of tanks would need to be in
Travel Mode to assault across a bridge or along a road in a Marsh or Swamp
hex.

Terrain Modifiers in an Assault


• The maximum hex side modifier of all hex sides between attacking units
and the defending units, is used to modify the attackers assault value.
• If any of the attacking units consist of vehicles, then the terrain modifier
of the defending hex is applied to the attacker’s assault value. Note:
this modifier applies to motorized and mechanized infantry when they
are in Travel Mode, but not when they are Deployed.

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.

Unsupported Armor Penalty


When vehicles assault attack into non-Clear hexes, they may suffer from a lack
of infantry support. If there is at least as much attacking supporting infantry as
there is defending infantry, then no Unsupported Armor Penalty occurs. For
attacking infantry to be considered supporting, it must be stacked with
attacking vehicles and only that portion within 10 times the number of vehicles
is considered.

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.

Example 1: suppose that 14 vehicles supported by 100 infantry attack a hex


containing 120 defending infantry. Since there is 20 more defending infantry
than attacking, then 2 attacking vehicles suffer the Combined Arms Penalty
and thus attack at half strength.

Example 2: suppose that 10 vehicles supported by 800 infantry attack a hex


containing 200 defending infantry. The attack only requires that 100 infantry
be present to support the 10 attacking vehicles, and so no Combined Arms
Penalty is applied. This would be the case regardless of how many defending
infantry there were. However, the excess number of infantry in this attacking

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hex will provide no benefit to other attacking hexes if there were any as the
next example shows.

Example 3: suppose that 10 vehicles supported by 800 infantry attack from


one hex while 20 vehicles with no infantry support attack from another hex
against a defending hex containing 200 infantry. In the first hex, only 100
infantry out of the 800 is considered supporting. Therefore, there is 100 more
defending infantry than there is attacking supporting infantry. Thus10 vehicles
in the second attacking hex suffer the Combined Arms penalty and as a result
attack at half strength.

Demolition Units and Assaults


Demolition Units can be used in attacks on Bunkers and Pillboxes
and result in a benefit to the attackers. When Demolition Units
participate in an assault attack, the defense value bonus that the
defending units would receive from Bunkers and Pillboxes is cut in
half for that assault. All Demolition Units that participate in the
assault are reduced in strength automatically. The reduction in
strength is: 32 / assault-value where ‘assault-value’ is the assault
value of the Demolition Unit.

Combined Organization Penalty


When units from differing divisional-level organizations combine in an assault
attack, a modifier of –20% is applied to the attacking forces. While the penalty
applies when corps-level forces from different corps combine in an assault
attack, it does not apply when corps-level forces combine with forces from a
division within that corps.

Special Bocage Rule


Bocage is a terrain type common to
Normandy in France consisting of small
fields bordered by thick bushes and trees
built on low mounds of dirt and rock built
up over centuries of farming. Vehicles had
a particularly hard time crossing these
mounds and would be vulnerable to
enemy fire while doing so.
When units that consist of vehicles assault
into Bocage hexes, their defense value is
halved. This also applies to motorized and
mechanized infantry when they are in
Travel Mode, but not when they are
Deployed.

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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.

Attackers Disruption Effects


The disruptive effect of losses on the attackers is modified according to the
following effects:
• Assault losses are doubled to determine Disruption of the attacker.
• Assaults conducted at night have a further doubling effect on losses to
determine Disruption of the attacker. However, if the attacker advances
into a defender’s hex, the Night Movement Disruption percentage, if
any, is not applied to this movement.
• If the terrain modifier of the defending hex is M, then the assault losses
of the attacker are scaled by 100 / (100 + M) to determine Disruption of
the attacker.

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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• Units cannot retreat into the Zone-of-Control of an enemy unit unless


the hex is already occupied by a friendly unit.
• Units cannot retreat into hexes if the movement is not otherwise valid
(i.e. across a river) .
• Units cannot retreat into Mine Fields.
If units are forced to retreat by the results of the assault and have no valid hex
they can retreat into, then they suffer an additional loss of 50% of their
remaining strength. However, under the Optional Surrender Rule, Broken units
will be eliminated when they cannot retreat.

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.

Special Retreat Rule


Normally, units which must be in Travel Mode to move cannot retreat as a
result of combat and are automatically eliminated if they are forced to retreat.
There is one exception to this rule:
• Towed Anti-Tank guns (that are not immobile) suffer 50% losses to their
strength after the assault is resolved but are allowed to retreat and
automatically enter Travel Mode.

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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.

When Morale Checks are applicable, they are determined based on a


probability using the given loss as:
loss / (loss + base-value)
where the base-value depends on the size of the unit and is:
• 5 for platoon and uncombined company units.
• 10 for combined company units consisting of 2 subunits.
• 15 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.

Unit Loss Recovery


Units that have taken losses in combat have the possibility of recovering some
of their losses. This represents a combination of factors such as straggler
recovery, wounded recovery, and vehicle repair. Loss recovery also applies to
losses taken by air units. The determination of unit loss recovery is
automatically made at the beginning of each player turn for the units for that
side and reported in the Command Dialog. Loss recovery is based on
Parameter Data for each side. Before a unit can recover losses, it must not
move, fire, assault, be fired upon (with a result other than ‘No Effect’) or be
assaulted during the previous turn. In addition, the unit cannot be Digging-In,
be building a bridge, be Broken, or be in a minefield. The Parameter Data
value for that side will determine what percentage of its losses the unit is
eligible to recover on average. The actual percentage applied is randomly
determined for each unit and will range form 0 to twice the Parameter Data
value.

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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[8.1] Engineer Functions & Types

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.

Special Engineering Vehicles


Certain vehicles were designed to perform specific engineering tasks:
• Bridge Layers are tracked vehicles which can build bridges. They do not
perform other engineering tasks and have no attack or assault
capabilities.
• Mine Flails are capable of clearing mines.
• AVREs are particularly versatile engineering vehicles which can build
bridges, clear mines, and damage anti-tank ditches.
Bridge Layers, Mine Flails, and AVREs' special engineering capabilities are
restricted to those listed above. They never clear rubble or build bunkers and
they do not have Dig-In Assistance capability. Bridge Layers and AVREs have
limited or no combat value beyond their engineering capabilities. Mine Flails
like the Sherman Crab do retain their combat abilities.

Demolition Units and Mine clearing


Demolition Units are specialized units that are identified when you
right-click on their unit picture. Demolition Units can be used to clear
Minefields and Obstacles as a normal Engineer Unit but doing so will
reduce the strength of the Demolition Unit. When a Demolition Unit
is used to clear a Minefield or Obstacle hex, then its strength is reduced by 32 /
assault-value where ‘assault-value’ is the assault value of the Demolition Unit.

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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.

When an Engineer clears a RUBBLE hex, it is designated


a Rubble hex indicating that units in Travel Mode can use
Road Movement through the hex. This represents the
fact that the Engineer unit has clear lanes through the
Rubble.

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[8.3] Engineering Actions – Minefields

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.

To initiate the bridge construction, select the


Engineer unit and invoke the Bridge Operations
command from the Engineer Menu. The Bridge
Build Dialog will be displayed so that the
appropriate hex side to build the bridge on can be
selected. While the Engineer unit is in the process
of building the bridge, the words Bridge Ops will
appear over the unit picture. The time required to complete the bridge is
variable and depends on certain Parameter Data values. The Allied and Axis
Bridge Values in the Parameter Data determine the percentage chance that
bridge operations will be completed in any given turn.

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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Once the bridge is completed, the words Has


Bridge will appear over the unit picture of the
Engineer unit. If you will want the Engineer unit to
cross its own bridge, you must first toggle the
Engineer unit to Travel Mode. If the opposite side
of the bridge is held by an enemy unit (i.e. the
Bridge was made under combat conditions) your
units must be in Travel Mode in order to Assault across it.

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.

Pontoon Bridge Building


In certain scenarios, it is possible for Bridge
Engineers to build a Pontoon Bridge over a
Water hex. For this to be possible, the side
of the engineer must have a non-zero
Pontoon Bridge value in the Parameter Data.
If this is the case, then a Bridge Engineer can
build a Pontoon Bridge from one ground hex
over a Water hex to another ground hex. A
Pontoon Bridge cannot be built over an
existing Damaged Full-Hex Bridge, however.

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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.

Pontoon Bridge movement is not blocked by enemy Zones-of-Control;


therefore, the Forced Bridge Movement rule is not used when moving across
Pontoon Bridges.

Hex Side Bridge Damage


Any Engineer unit adjacent to a bridge may
attempt to damage it. Note as a special
case, when the Wired Bridge feature (see
below) is used in a scenario, manual
damage of bridges is not allowed. To be
eligible for bridge damage, the Engineer
unit must not be Disrupted or Broken,
cannot be in Travel or Rail Mode, cannot
be Digging-In, and cannot move or fire in
the same turn. To perform the damage,
select the Engineer unit and invoke the Damage Bridge command from the
Engineer Menu. The Bridge Damage Dialog will be displayed so that the
appropriate hex side to damage can be selected. Note: you can damage any
bridge over a stream or river hex side but damaging a bridge over a stream
hex side will not prevent subsequent movement across that hex side, only
make it cost more.

A damaged bridge hex side will appear with a warning sign and circle around
the bridge graphic as shown in the illustration above.

Damaging a bridge is determined like combat resolution. The assault value of


the Engineer unit is used to "attack" the bridge. The defense value of the

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bridge is determined by Parameter Data. The combat result is treated as


though the bridge were a vehicle or gun. That is, the combat result is
converted into an equivalent value by dividing by 10. The resulting combat
result must be non-zero for the bridge to be damaged.

Full-Hex Bridges Damage


A Full-Hex Bridge is one that spans a Water hex. It is possible for Engineer
units to attempt to damage a Full-Hex Bridge, but it involves a multi-step
process:
1. In Travel Mode, the Engineer unit must first move
onto the bridge.
2. In the next turn, the Engineer unit can use the
Bridge Operations command to begin wiring the
bridge for demolition.
3. When the Bridge Operations complete, the bridge
is shown as WIRED in the Terrain Info Box
indicating that it is wired for demolition.
4. At this point the Engineer unit can move off the
bridge and occupy an adjacent hex. The
Engineer unit should also change into Deployed
Mode at this point.
5. At any subsequent turn, the Engineer can attempt
to blow the bridge by using the Damage Bridge
or AT Ditch command. The program will
determine the success or failure of this attempt
using the standard bridge damage procedure and
using the Heavy Bridge defense Parameter Data
value.

Once a Full-Hex Bridge has been damaged, it cannot be repaired. Like


Pontoon Bridges, Full-Hex Bridge movement is not blocked by enemy Zones-
of-Control, therefore the Forced Bridge Movement rule is not used when
moving across Full-Hex Bridges.

Anti-Tank Ditch Destruction and Bridging


Any Engineer unit adjacent to an Anti-Tank Ditch may attempt to destroy it.
The process and rules for this are the same as for Bridge Damage. The
defense value of an Anti-Tank Ditch used in this process is 1. If an Anti-Tank
Ditch is destroyed, units cross there as if there were a Gully hex side.

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.

Hex-side bridges that are wired are displayed as "Wired"


under the alternate display of the Terrain Box (via right-click
and hold in the Terrain Box).

When the Auto Wired Bridge Demolition feature is in effect,


then a test is done using the given probabilities when the test is invoked by a
unit of the given side. If the test succeeds, then the bridge is damaged. If the
test fails, then the Wired status of the bridge is removed, and the test is never
performed again. That is, the test is one-time only and triggered by the
movement of units of the specified side.

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[8.5] Engineering Actions – Ferrying

River and Canal Ferrying


Engineer units can also ferry some units across Rivers and Canals. The
requirements are:
• The unit being ferried must be moving into the hex containing the
Engineer unit or out of that hex.
• The unit being ferried must be of Foot movement class, or be of Ski,
Bicycle, or Horse movement class and consist of men (right click in Unit
Picture to see this information listed) or be a unit which is On Foot (see
section on Movement).
• The unit being ferried must have full Movement Allowance, must be in
Travel Mode, and must not be Disrupted or Broken.
• The Engineer unit must not be Disrupted or Broken, must have full
Movement Allowance, and must not be in Travel or Rail Mode (Note:
The Engineer unit must not be conducting Bridge Operations, but can
be maintaining a bridge).
• The hex being moved into must be valid for movement for the unit being
ferried.
If valid, then the unit being ferried uses its full Movement Allowance to perform
the movement. (The movement does not cost the Engineer unit movement
points.)

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.

Water Hex Ferrying


Some Engineer units can also ferry units across
water hexes. Engineer units with this ability have
the Has Boats flag in the current scenario. The
Engineer unit must not be building or dismantling a
bridge and must not be laying or clearing mines. In
addition, the Engineer unit must not be Disrupted
or Broken, must have full Movement allowance,
and must not be in Travel or Rail Mode.

The requirements for a unit to be ferried across a water hex are:


• The unit being ferried must be of Foot movement class, or be of Ski,
Bicycle, or Horse movement class and consist of men (right click in Unit
Picture to see this information listed) or be a unit which is On Foot (see
section on Movement).
• The unit being ferried must have full Movement Allowance, must be in
Travel Mode, and must not be Disrupted or Broken.
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There are three limitations to this movement:
• The Water hex being moved into must be adjacent to a hex containing
an Engineer unit that can perform Water Hex Ferrying.
• The Water hex being moved into must not contain a bridge.
• At most one unit at a time can enter a single Water Hex using Ferrying.

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.

For More Information on Engineers


The following contain more information on features that are related to
Engineers:
• The Engineer Menu lists operations that apply to Engineers.
• The Engineers item of the Highlight submenu of the View Menu can be
used to highlight Engineer units on the map.

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[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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[9.1] On-Map Air Missions

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.

Before the air strike is performed, all enemy units capable of


firing Anti-Aircraft fire on the target hex are given the chance to
do so. The distance from the firing unit to the target hex must be
within the AA range for that unit, but there are no Line-of-Sight
limitations. Range effects are applied to the fire with fire at
range 0 being normal, fire at range 1 being 1/3, and in general,
fire at range R being 1 / (2 * R + 1). Units which are Disrupted,
have Low Ammo, or are in Travel Mode fire AA at half value.
Standard Combat Results are applied to the air unit.

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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.

Air Strike Hex Limitation


If the Air Strike Hex Limit Parameter Data value is non-zero, then the number
of air strikes that are allowed in any one hex per player turn is limited. Once
the total number of airplanes committed to an air strike in a given hex reaches
the Air Strike Hex Limit value, then no further air strikes are possible in that
hex in the same player turn. The Air Strike Hex Limitation restriction does not
apply to Carpet Bombing or Air Recon.

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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.

The probability that an Air Interdiction


attack will Disrupt the unit being attacked is
double that of a normal attack and in
addition, there is the chance that the unit
being attacked can lose some of its
movement points up to a maximum of half
its movement allowance.

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[9.3] Air Modifiers

Air Unit Availability


After being used in an air strike, air units must become available before they
can be used in another air strike. The time required for an air unit to become
available is variable and depends on Parameter Data. In addition, if the AA fire
associated with the air strike caused the air unit to become Disrupted or
Broken, then this represents partial damage to the air unit associated with the
strike and this must be recovered from before the air unit becomes available
again. Normal Fatigue accumulation and recovery effects apply to air units
and although these do not affect the availability of the air unit, they do affect
the effectiveness of the air strike.

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.

The availability of an air unit can also be affected by specific changes to


availability as part of the scenario. The Units Menu displays the changes in air
availability that have been defined.

Low Visibility Air Effects


This is an Optional Rule that causes conditions of low visibility to result in
reductions in air unit availability. The exact reductions are determined by the
Air Limitation values in the parameter data.

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[9.4] Air Ownership

Depending on the structure of the Order-of-Battle file for a particular scenario,


certain air units may be classified as being owned by a particular ground
organization. When this occurs, air combat missions by those units can only
be performed against hexes that are spotted by the owning organization. The
units doing the spotting cannot be Broken. If only Detached units are available
for spotting, the air strike is at half value.

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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[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.

The state of Disrupted indicates a breakdown in Command in a unit. In


addition, for Headquarters, the state of Out of Command represents an
inability to support subordinate units. Disruption can occur as a result of
combat. When a unit must take a Morale Check as indicated by the Combat
Results and fails that Morale Check, then the unit becomes Disrupted. If it fails
while being Disrupted and at Maximum Fatigue, then it becomes Broken.
Broken units cannot fire or assault attack and cannot spot enemy units in
detail, only as Unknown enemy units. Disrupted units suffer effects to their
combat ability and their ability to perform special functions

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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.

Nominal Command Range


The Command Range of an HQ unit as given in the Order of Battle is modified
by the Quality of the unit to give the Nominal Command Range of that unit:
• HQ’s of Quality A have 2 added to their Command Range.
• HQ’s of Quality B have 1 added to their Command Range.
• HQ’s of Quality D have 1 subtracted from their Command Range.
• HQ’s of Quality E have 2 subtracted from their Command Range.
• HQ’s of Quality F have 3 subtracted from their Command Range.
The Nominal Command Range is the value displayed in the alternate Hex Info
Area as the HQ value.

Modified Command Range


The Nominal Command Range is modified according to certain conditions:
• Disrupted HQ’s have a 1/2 Command Range.
• Broken HQ’s have a Command Range of 0.
• HQ’s in Travel Mode have a 3/4 Command Range.
This modified value is then used in the determination of command and
recovery as explained below.

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.

The Command Test


At the beginning of a player’s turn, a Command Test is performed for all HQ
units for that side. The Command Test begins with the highest-level HQ units
for that side and for that scenario. Given a Global Supply Value of X% for the
HQ side, the HQ will be in command if a randomly generated percentage is
less than this Supply value.

Example: suppose that the highest-level HQ for the German command is a


Panzer Corps and that the Supply Value is 80%. There is thus an 80% chance
that this HQ will be In Command in any given turn.

The highest-level HQ units are marked as Out of


Command if they fail this test. The Command Test
then proceeds down the chain to the next level of
HQ units. For these HQ units and all others in the
test, the HQ has two chances to pass the
Command Test. The first chance is based on the
Supply test previously mentioned. If the HQ fails
that test, then it is given a second chance provided that its superior HQ is not
Out of Command. If the range from the HQ being tested to the superior HQ is
R hexes, and if the superior HQ has a Modified Command Range of C, then
the HQ unit passes the second test provided that a randomly generated

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number between 0 and 1 is less than C / (R + C). The Command Test


proceeds from higher level HQ’s down to the next level until all HQ units have
been tested.

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.

If a Disrupted units HQ is Out-of-Command or eliminated and not in play, then


the unit may still recover, based on ½ the probably of the recovery based
solely on the Unit Morale check.

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.

For More Information on Command


The following contain more information on features that are related to
Command:
• The Show Organization item of the View Menu can be used to
highlight specific organizations on the map.
• The Divisional Markings item of the View Menu can be used to color
units according to their division or other controlling organization.
• The Command Range item of the Shade submenu of the View Menu
can be used to show the Modified Command Range of a selected HQ
unit on the map.
• The Headquarters item of the Highlight submenu of the View Menu can
be used to highlight HQ units on the map.
• The Detached Units item of the Highlight submenu of the View Menu
can be used to highlight units on the map that are outside of the
command radius of their commanding HQ.
• The Organization item of the Highlight submenu of the View Menu can
be used to highlight units in the same organization as the selected unit.
• The Corps Attachments item of the Units menu can be used to view
and change Corps Attachments.

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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).

A descriptive way of referring to units by their Quality rating is to say that:


• A units are the Elite units
• B units are the Superior units
• C units are the Average units
• D units are the Below Average units
• E units are the Inferior units
• F units are the Abysmal units.
When a calculation requires a numeric value, these letters are mapped to
numbers according to A=6, …, F=1.

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.

For More Information on Morale


The following contain more information on features that are related to
Command:
• The Disrupted or Broken item of the Highlight submenu of the View Menu can
be used to highlight units on the map that are Disrupted or 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.

Combat Fatigue refers to a much more persistent state that accumulates


through combat. Combat Fatigue reduces the fighting ability of the unit until it
reaches the point where its will to fight has been lost. As such, Combat
Fatigue is not relieved through short periods of rest, but rather takes much
longer periods to recover from. In addition, for units involving vehicles, Fatigue
also represents effects of wear and attrition with respect to the vehicles.
Again, this is an accumulative factor that has a detrimental effect on the
fighting ability of the unit. It includes things like tread wear, turret malfunctions,
broken sights, and things like this that require parts and repair to restore to
good working order.

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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.

For More Information on Fatigue


The following contain more information on features that are related to Fatigue:
• The High Fatigue Units item of the Highlight submenu of the View
Menu can be used to highlight units on the map that have High or
Maximum Fatigue.
• The Non-Full-Strength Units item of the Highlight submenu of the
View Menu can be used to highlight units on the map that are not at full
strength.

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[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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[11.1] Supply Provision

Global Supply Values


In each scenario, two Supply Values called the Global Supply
Values are defined. These values, displayed in the Terrain
Info Box as shown in the illustration, determine the default
Supply Values for the Allied and Axis sides respectively.
These values may vary, based on the calculation of Supply
Variation and they may be superseded on the map by Supply
Sources, both of which are described below.

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.

Supply Sources cannot be destroyed or used by the other side. Capturing an


enemy Supply Source denies its use to the owning player while it is occupied.

Local Supply Values


At the beginning of each player turn, the Supply Value that
applies to each hex containing friendly forces is calculated.
This Supply Value is referred to as the Local Supply Value in
that hex. It will be used to determine the state of Supply for
all units in that hex. The Local Supply Value in Isolated
hexes is 0 and thus not displayed.

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.

Note: Local Supply Values are not needed after the


beginning of the player turn and thus to save space are not
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saved in the battle file. If you open an existing battle file, the Local Supply
Values will not be displayed until the next player turn.

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.

Engineer Ferry Operations


When an engineer capable of ferrying units across a river exists, then supply
can be traced across a river one hex, if necessary, to supply units that would

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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.

Ammo Supply Problems


When a unit fires during a turn, it becomes a candidate for either
Low Ammo or, in the case of artillery units, becoming
Unavailable in the next turn for that side. If a non-artillery unit
fires, then at the beginning of the next turn for that side a Low
Ammo Test is made to determine if the unit gains Low Ammo
status. Isolated units automatically become Low Ammo (Except
under Explicit Supply). Otherwise, a test is performed, and a
random percentage is generated and compared to the Local
Supply Value. If the random number is less than the Local
Supply Value, the unit passes the test and does not become
Low Ammo

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.

Low Ammo is removed provided:


• The HQ of the unit is not Out of Command, and
• The HQ passes a range test. Given that the HQ unit has a Modified
Command Range of C and that the range from the unit being tested to
the HQ unit is R hexes, then the probability that the unit will lose Low
Ammo status is C / (C + R).

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.

Fuel Supply Problems


All non-Headquarters units other than Foot, Ski, Bicycle,
Horse, Naval, and Rail units are subject to Low Fuel status
if they move or assault (for this purpose, changing Travel Mode or moving by
Rail Mode is not considered movement). Once a day, at the beginning of the
midnight turn, a Low Fuel Test is performed on every applicable unit that has
moved or assaulted since the last time the test was performed. Isolated units
automatically become Low on Fuel. Other units required to take the test will fail
if a randomly generated percentage is above their Local Supply Value. The
distance traveled by the unit does not affect the outcome of the test. Failing
the Low Fuel Test gives the unit the Low Fuel status.

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).

Low Fuel status is removed provided:


• The HQ of the unit is not Out of Command, and
• The distance from the unit to the HQ is within the Modified Command
Radius of the HQ.

Note that this means that no unit will have Low Fuel if it passes the Refuel
Test, regardless of the applicable Local Supply Value.

Once a unit becomes Low Fuel, then two effects occur:


• The movement allowance of the unit is cut in half. This represents the
conservation efforts of the unit while under this condition.

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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.

Refueling (midnight or non-midnight) is indirectly affected by the Global Supply


Value as this affects the probability that a unit’s controlling HQ is in Command.

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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.

The determination of whether a Supply Variation affects the scenario is done


once per day, on the midnight turn or first turn after midnight, using the
probability associated with the variation. If a Starting date is shown, the
variation cannot occur prior to that date.

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).

Supply Variations with probability 0 and a negative variation are triggered


when the weather is Storms. Supply Variations with probability 0 and a positive
variation are triggered when the Storm finishes.

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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.

If the side has the Parameter value


less than 100%, then, as soon as
an Artillery unit moves, it is labeled
Set Up Required. When the unit
stops moving, there is a minimum one-turn delay. At the beginning of the next
turn after a unit does not move or fire, there is a chance that the Artillery unit
will be available, based on the Artillery Set Up availability value. If the unit is
not available on that turn, it will check again at the start of the next turn and
each turn thereafter until it is available.

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.

Provided that a side has a non-zero Stockpile probability in the Parameter


Data, then Stockpiling occurs automatically under certain circumstances. In
order for an artillery unit to be eligible for Stockpiling, it must not have moved
or fired, must not be Disrupted or Broken, and must not have Unavailable
status. Being in Travel or Rail Mode does not affect the ability to Stockpile.
The test for Stockpiling only takes place during Day turns using the probability
associated with that side. If the probability test succeeds, then the artillery unit
is flagged as being Stockpiled. Any Stockpiled artillery unit losses its
Stockpiled status if it moves, including by rail.

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[11.4] Alternative Supply Systems

Virtual Supply Trucks


The Virtual Supply Truck (VST) Optional Rule performs a calculation at the
beginning of each player turn resulting in a Local Supply Value at each hex
that depends on the movement cost associated with the shortest path between
that hex and a friendly Supply Source. Depending on the scenario, this
calculation may impact older PCs and so this rule is not standard in the game.

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.

For hexes such as Marsh and Swamp where Motorized movement is


prohibited, a default movement cost of 50 is used. While enemy units and their
unnegated Zones of Control do affect the Virtual Supply Truck minimum path,
the presence of friendly forces and their stacking does not affect the movement
cost calculation.

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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A Supply Unit has two important attributes:


• A strength value, given in vehicles.
• A range, given in terms of a number of hexes.

To resupply a unit of the corresponding side, the Supply Unit


must:
• Be able to trace a path no longer than its range from its
location to the location of the unit needing supply. This
path cannot go through enemy units or hexes under their
Zone of Control other than those containing friendly units.
• Not be in Travel or Rail Mode.

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.

When the strength of a Supply Unit drops to 0, it is automatically removed from


the map.

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.

When a Supply Unit is in Travel or Rail Mode, it is


marked as being Unavailable to reflect its inability
to 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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[11.5] Miscellaneous Supply Considerations

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.

The positions of the units are as shown.

Example 1 - Low Ammo and Resupply

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%.

Example 2 - Midnight Turn Low Fuel and Refueling

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.

Example 3 – Non-Midnight Refueling.

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.

Example 4 – Local Supply Values

In the above examples Local Supply values of 65


were used. This is less than that of the Supply
Source value of 66 as it is assumed that the
Virtual Supply Trucks optional rule is used. This
rule reduces the supply value in relation to the
distance from the source and the terrain
traversed.

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.

For More Information on Supply


The following contain more information on features that are related to Supply:
• The Supply Sources item of the Info Menu can be used to view a list of
Supply Sources in the current battle.
• The Supply Sources item of the View Menu can be used to toggle the
display of Supply Sources on the map.
• The Low on Ammo and Fuel item of the Highlight submenu of the
View Menu can be used to highlight units on the map that are Low on
Ammo or Fuel.
• The Isolated Units item of the Highlight submenu of the View Menu can
be used to highlight units on the map that are Isolated.

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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.

The possible range of Visibility in a scenario is determined by data associated


with the scenario. At the beginning of each turn, the program determines if
there is a change in Visibility. Once Visibility starts to change, it will tend to
continue changing for multiple turns within the range determined for that
scenario. The Command Dialog will report to each player when the Visibility
has changed for that turn.

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.

Each title has its own set of default optional


rules. When starting a new scenario, you can
access these via the Rules button on the AI
Dialog. The rules displayed in the Optional
Rules Dialog will be either the default rules or
those that you used in the last scenario you
played if you did not use the default. Pressing
the Default button will restore the rules to the
default options.

The optional rules recommended for a given


scenario are included at the bottom of the
scenario description. If the recommendation is
the default, that is indicated.

Some of these rules can impact play balance


and realism, so making informed choices is an
important aspect of the game.

As the game series has evolved, so has the


number of optional rules. Earlier titles had
fewer default optional rules due to fewer rules
existing when they were released. Some rules
were only introduced as optional, to allow
earlier titles to continue to be played as
originally designed.

To the extent possible, a consistent approach


to optional rules across titles, is desirable.
Consequently, many titles now have default
rules that differ from those used when the
game was first released. Over time the move
towards a more standardized approach will continue.

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[13.1] Using the Optional Rules

Manual Defensive Fire


Never a default.
When this rule is selected, the game engine advances by phases: Movement
Phase, Defensive Fire Phase, Offensive Fire Phase, and Assault Phase. See
the section on Phased Play for more information. Most players do not play using
this option, so it is never a default rule.

Automatic Defensive Fire


Never a default.
This rule only applies if using Manual Defensive Fire in a PBEM (Play-By-E-
Mail) game. When selected, the computer will conduct the Defensive Fire
Phase for the enemy side. This cuts in half the number of email transfers
required to play a game using PBEM. However, as it is rare for PBEM play to
use Manual Defensive Fire, this rule is never a default.

Alternative Fire Rules


Default for Normandy '44 (PzC2) and Tobruk '41 (PzC4)
The next three Alternate fire optional rules should be selected with great
caution. These rules scale firepower up if the stacking in a target hex exceeds
one-sixth of the maximum allowable stacking and scale it down for stacking
below this level. They were intended for situations with low average stack size.
For games with average stacking levels the rules will provide unrealistic loss
rates. This is illustrated by the case of a target at maximum stacking which will
have firepower against it multiplied by six. Consequently, using these rules is
not recommended unless selected as the default by the designer.

Alternative Indirect Fire Resolution


When this rule is selected, Indirect Fire of non-mortar, non-heavy weapon
units is conducted under different rules. First, each such Indirect Fire is
doubled in fire value, but the movement point cost of firing is also doubled.
Second, such Indirect fire is applied as a function of the total stacking size
of all units in the target hex. This is done by scaling the standard firepower
either up or down so that it is higher for large stacks and lower for small
stacks. This firepower is then apportioned across all units in the stack and
each unit is attacked.

Alternative Air Strike Resolution


When this rule is selected, Air Strikes are applied against all units in the
target hex, as a function of the total stacking size of all units in the target
hex. This is done by scaling the standard firepower either up or down so

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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.

Alternative Direct Fire Resolution


Direct Fire and Indirect Fire of mortar or heavy weapon units is conducted
under different rules. Although a target may be selected, under this rule, if
the target unit is a Soft target the fire is applied as a function of the total
stacking size of all Soft units in the target hex. This is done by scaling the
standard firepower either up or down so that it is higher for large stacks
and lower for small stacks. This firepower is then split, with the greatest
share going to the target unit and the remainder apportioned across all
other Soft units in the stack.
Direct fire against Hard targets is not dispersed and the stacking size of
the target itself does not affect the firepower directed against it. This
means that it is the same calculation, regardless of whether Alternative
Direct Fire Resolution is used or not.

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Alternative Assault Resolution


Default for Normandy ’44 (PzC2), Tobruk '41 (PzC4), France ’40 (PzC12) and
all titles from Kharkov ’43 (PzC19) onwards.
Using this rule requires that a unit use its Hard attack strength instead of assault
strength when assaulting vehicles that are Hard units. Assaults against other
Hard targets, namely Bunkers, Pillboxes and Forts, are not affected by the rule.
For most units, their Hard attack value will be lower than their Soft attack value,
so the effect of this rule is to make assaults more difficult against armored
targets.

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.

Virtual Supply Trucks


Default for all titles.
This rule is explained in the Alternative Supply Systems section. 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. Unlike the default supply
rules the further you move from your supply base the lower the supply you will
receive, especially if you are in difficult terrain. When introduced, this rule was
not used as the default as it added significant overhead in terms of computer
processing. With advances in processing power this would rarely be an issue
now.

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.

Low Visibility Air Effects


Default for all titles.
This causes conditions of low visibility to result in reductions in air unit
availability. The exact percentage reductions that apply to a given scenario are
given in the Parameter Data. It is only an optional rule as it did not exist when
the first titles were released.

Quality Fatigue Modifier


Default for all titles.
This enables differential accumulation rates depending on a unit’s Quality, as
detailed in the Fatigue section.

Optional Fire Results


Never a default.
When this rule is selected, each combat fire result is calculated as the average
of two normal fire results. This has the effect of reducing the variation in results.
Essentially this is for those more interested in a close game than in historical
accuracy.

Optional Assault Results


Never a default.
When this rule is selected, each assault result is calculated as the average of
two normal assault results. This has the effect of reducing the variation in
results. As for the Optional Fire Results above, this rule is seen to reduce the
historical variability in combat.

Locking Zones of Control


Never a default.
Selecting this rule prevents units moving through an enemy ZOC into an
adjacent friendly occupied hex.

Higher Fatigue Recovery


Never a default.
Under this rule, units with Low Fatigue will have a fatigue recovery rate which is
3 times normal. Units with Medium Fatigue will have a fatigue recovery rate
which is 2 times normal. Units with High Fatigue are not affected by this rule.
Only players that find historic rates of fatigue recovery too frustrating should use
this rule.

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Indirect Fire and Air Strikes by The Map


Never a default.
When this rule is selected, it is possible to target Indirect Fire and Air Strikes
against any hex regardless of whether it is spotted by a friendly unit. However,
Indirect Fire against a hex that is not spotted by a friendly unit, has its fire value
quartered. Used in conjunction with aerial reconnaissance, it can greatly
increase the ability to damage rear area targets. While simplifying the game, it
provides a level of flexibility in terms of the use of artillery and airstrikes that is
not a good simulation of the real problems faced. It can also potentially provide
players an opportunity to take advantage of knowledge that their historical
counterparts did not possess.

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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.

No Low Fuel Effects


Never a default.
When this rule is selected, no Low Fuel effects are used in the game and no
units become Low on Fuel. Only players that do not want to deal with the
historic problems represented by Low Fuel effects should use this rule.

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.

Limited Air Recon


Default for all titles.

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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.

Delayed Disruption Reporting


Default for Scheldt ’44 (PzC24).
This rule delays, until the following turn, the reporting of any Disruption results
against an enemy unit. The principal effect is to make assaults more hazardous
in cases when it is not known if an enemy is Disrupted. It also results in
firepower being allocated to targets in a less precise way as players will be
unsure if sufficient firepower has been allocated to achieve a Disruption result.
This rule is best used to reflect fighting that was of a relatively static nature. It
adds a level of difficulty to the game that not all players will enjoy. It also has
significant play balance issues and so needs to be used with extreme caution
when not the default.

Optional Amphibious Rules


Default for Scheldt ’44 (PzC24).
This rule allows Amphibious units to move through a single water hex at the
cost of their full Movement Allowance. They can only enter and exit the water
hex via a non-water hex. Only use this rule if set by default.

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.

These modified versions of the stock scenarios were created by Ed “Volcano


Man” Williams. His scenarios use a consistent approach to unit values (using
the McNamara database), Parameter Data and Optional Rules.

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.

[13.3] User Customised Scenarios

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.

[14.1] Parameter Data Dialog

The Parameter Data Dialog displays the Parameter Data associated with the
current scenario.

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The Parameter Data values are:

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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Invasion Side/Penalty: This value is only used in scenarios with


amphibious landings. It specifies a side that will suffer losses to units
that arrive via amphibious reinforcements as described by the next two
values.
Invasion Percent: The percentage chance that a unit arriving by
amphibious reinforcement will suffer losses.
Invasion Loss: The maximum loss of a unit arriving by amphibious
reinforcement that suffers losses.
Allied and Axis Replacements: This value is a multiplier applied to the
replacement rate for a given organization, as specified in the OOB. A
value of 0 will mean no replacements, 1 will mean the rate as in the OOB
and other values will adjust the rate accordingly.

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.

Movement Cost: by Unit Class


For each Unit Class, these values given the movement costs in points for each
terrain type. The movement costs are divided into two groups: those for hex
terrain and those for hex sides. When the movement cost for a particular hex

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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 Modifier: by Unit Class


For each Unit Class, these values give the percentage modifier applied to
movement by units of the given class under the given ground conditions.

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.

Movement Elevation Modifier: the additional movement cost applied


when moving from one hex to a hex of higher elevation. This modifier is
not affected by ground conditions.

Terrain and Hex side Combat Modifiers


The percentage modifiers applied to fire values when fire is targeted into the
given terrain, or through the given hex side.

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

[15.1] Network Play

This section describes the details associated with multi-


player Network Play. Microsoft’s Direct Play is used
for this purpose. The TCP/IP protocol is used to
connect the computers being used. If you are using a
firewall to connect to the Internet, you must configure it
before you can connect using Direct Play. Information
on how to do this can be found in this Microsoft
technical article: DirectX: Ports Required to Play on a
Network.

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.

The Caller will be prompted to enter the IP Address of


the Host computer. The Host player must determine
their IP Address and communicate this to the other
players.

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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Once a connection has been established, the


Comm Dialog will appear and allow both
players to communicate with each other.
You can type messages in the area at the
bottom of the Comm Dialog and press
Return to send them. All messages are
displayed in the top area of the Comm Dialog
prefaced by the name of the player sending
the message. In Multi-Player Network Play
games, you can limit the sending of the
message to players of your side, by selecting
the option at the bottom of the Comm Dialog.

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

This section describes the details associated with Play-By-E-Mail (PBEM).


PBEM is initiated either from the Campaign front-end or through the Play-By-E-
Mail option of the Mode Menu.

When a game is started under the PBEM


option, the player starting the battle will be
prompted with the New Scenario Dialog (see
the Appendix) to select the side they wish to
play, the Fog of War option, and Optional
Rules. When control of the game passes to the
opposing player, the program will save the
PBEM game in a file with extension bte and
notify the player that the file can now be E-mailed to their opponent. The
player should send the bte file either zipped up or as an attachment in an 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.

During the battle replay, dependent on


the Fog of War settings, movement
and combat results are shown.
Pressing the Escape (Esc) key will
terminate the replay.

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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
Panzer Campaigns User Manual

defenders out of the hex without the defenders firing a single shot.
Consequently, the concept of Manual Defensive Fire has been introduced.

Manual Defensive Fire


Manual Defensive Fire is an Optional Rule where each turn is played in
Phases. A Phase will be under the control of one side or the other. A
complete turn is made up of a total of 8 phases. For example, if the Allied
player is the first player in each turn, the phases will be:
• Allied Movement Phase
• Axis Defensive Fire Phase
• Allied Offensive Fire Phase
• Allied Assault Phase
• Axis Movement Phase
• Allied Defensive Fire Phase
• Axis Offensive Fire Phase
• Axis Assault Phase
At the beginning of each Phase (under Local Control) the Command Dialog is
displayed (see the Appendix). In each phase only certain actions are possible.
Movement is restricted to the Movement Phase and firing is restricted to the
Fire Phases, Defensive and Offensive. The Assault Phase allows hexes
containing enemy units to be assaulted and possibly captured. Other actions
are associated with either a movement or fire phase. For example, Air
Missions occur in the Offensive Fire Phase.

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.

Automatic Defensive Fire


Automatic Defensive Fire is an additional Optional Rule that addresses the
main issue introduced by Manual Defensive Fire: that PBEM games now
require 2 mailings per side to complete a single game turn. Under Automatic
Defensive Fire, the computer controls the Defensive Fire Phase. At first
glance, this may appear to be contradictory: why introduce player-controlled
phases and then revert control back to the computer. There are several
reasons while Automatic Defensive Fire is desirable:
• Defensive Fire still occurs after all enemy units have moved. Thus,
tactics such as Dancing and advancing stronger units before advancing
weaker units are negated as game tactics.
• The computer will fire each defensive unit to their full fire capability. As
opposed to Opportunity Fire, you will not have instances where
defenders sit on their guns while the enemy advances and attacks.
• Attackers still cannot eliminate a defensive position and then use units
with full Movement allowance to create a deep breakthrough. The
process of introducing phases still eliminates the extreme space and
time problems introduced by Opportunity Fire.

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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[15.4] Hot Keys

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The following Hot Keys are supported163


in the program. Note that these Hot
Keys are defined as command accelerators of the program main window and

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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.

Do not Attack in Travel-Mode


There are several penalties associated with units in Travel Mode, both having
to do with their ability to defend as well as attack. In general, you should only
use Travel-Mode to advance on the enemy position while using Road
Movement, but then change to Deployed mode as soon as you encounter the
enemy.

Disrupt Your Attackers


Disrupted units not only fire at a disadvantage, but they are also prohibited
from assault attacking. The biggest effect you can have on an attacker is to
disrupt his units. That will prevent him from assaulting your defensive
positions and allow you to withstand the attack much better. You should
consider the greatest value your artillery has against attacking armor is to
disrupt the armor, not necessarily eliminate it. In this way, you can compel the
attackers to break off the attack even though they still have strength.

Combined Arms Penalty and Unsupported Armor Penalty

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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.

Make Sure You Use Your Artillery


It may seem like an obvious fact but firing your artillery into enemy positions is
something you should consider as the first step in an attack. Often, when you
are advancing on an enemy position, it is easy to forget that you have artillery
available to support the attack and you try to just "blitz" the defending position.
Think of your artillery first, not last, in your turn.

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.

Watch Your Unit’s Battle Fatigue Levels


The fastest way to make a fighting unit ineffective is to push its Fatigue level to
the point that it will take a long time to recover. When a unit takes losses from
combat it also accumulates Fatigue Points. You will see this as the fatigue
level values change in color from green in the Low range, to yellow for Medium
and to orange for High Fatigue. Units that move or fire have no chance of
recovering from the effects of Fatigue.

Managing Your Units


Rotate your units to rest the heaviest engaged before they become too
Fatigued. As a unit’s fatigue level approaches the top of the Medium Fatigue
range, consider pulling it out of the fight for a rest. Units in the High Fatigue
range will not stand up in battle and could quickly Disrupt and then become
Broken causing a crisis in your lines.

Aiding your Unit’s Recovery from Disruption (and Broken) Status


As carefully as you may watch Fatigue or manage your units, some will still
Disrupt because of combat and if they continue to be fired upon, they may
become Broken. When this occurs, there are several things you can do that
will assist in the successful recovery of these units. Keep HQs within range of
their parent HQ's thereby increasing their chance to remain "in Command".
The closer a unit is to its HQ the better the chance of recovery. As recovery is
based on current unit Morale and factors such as amount of Fatigue, place
units that are out of action in locations where they will not be fired upon, to
lower their Fatigue.
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[15.6] Unit Symbols

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.

Headquarters – this is the basic Headquarters icon. The notation at the


top of the icon indicates the organization: I for company, II for battalion, III for
regiment, X for brigade, XX for division, XXX for corps, and XXXX for army and
army group.
Infantry – this is the basic infantry icon. There are variations of this
depending on the movement capabilities of the unit. For example, two dots
under the icon indicate Motorized Infantry and an oval inside the icon indicates
Mechanized Infantry.
Heavy Weapons – this is the icon for a Heavy Weapons unit which may
contain machine guns and mortars.
Armor – this is the icon used for tanks of all types.
Artillery – this is the basic icon used for artillery. Variations of this are
used depending on the movement type of the unit. For example, two dots
under the icon indicate Motorized Artillery, one dot and a short line under the
icon indicate artillery in Halftracks, and an oval inside the icon indicates
Armored Artillery.
Heavy Artillery – this is the basic icon for Heavy Artillery. Variations of
this are the same as for normal Artillery.
Siege Guns – this is the icon for Siege Guns. Variations of this are the
same as for normal Artillery.
Mortars – this is the basic icon for Mortars. Variations of this are the
same as for Artillery based on the movement capabilities of the unit.
Rockets – this is the basic icon for Rockets. Variations of this are the
same as for Artillery based on the movement capabilities of the unit.
Anti-Tank – this is the basic icon for Anti-Tank weapons. Variations of
this are the same as for Artillery based on the movement capabilities of the unit
and if it is armored.
Engineer – this is the basic icon for Engineers. When an oval occurs
inside the icon, it indicates Armored Engineers.
Cavalry – this is the icon for Cavalry.

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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Anti-Aircraft – this is the basic icon for Anti-Aircraft units. Variations of


this are the same as for Artillery to indicate the movement capabilities of the
unit.
Heavy Anti-Aircraft – this is the icon for Heavy Anti-Aircraft units. While
these units have reduced effectiveness against low-flying air units, they have
the ability to attack other air units such as air recon and carpet bombers.
Airborne – this is the icon for Airborne units and can include both
Parachute and Glider units.
Commando – this is the icon for Commando and Ranger units.
Ski Infantry – this is the icon for Infantry with skis.

Irregular Infantry – this is the icon for Irregular Infantry.


Partisans – this is the icon for Partisans.
Bicycle Infantry – this is the icon for Infantry with bicycles.
Motorcycle Infantry – this is the icon for infantry with motorcycles.
Naval – this is the icon for all ships.

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.

169
[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
171
• 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

Moscow '42 Gold


• Scenario Design: David Freer
• Additional Scenario Design: Eric Baker
• Project Coordinator: David Freer
• Order of Battle: David Freer
• Game Map: Dave "Blackie" Blackburn, Wargame Design Studio
• Gold Release: Wargame Design Studio
• Unit Graphics: Mark Adams, Joe Amoral
• Playtesters: Eric Baker, Rick Bancroft, Brian ‘Dogsoldier’ Bedford, Gary
‘Tide’ Christian, David Duncan, David Freer, César ‘Indragnir’ Librán
Moreno, Phil Niven, Dave Ross.

Tunisia '43 Gold


• Scenario Design: Glenn Saunders and Dave "Blackie" Blackburn
• Order of Battle: Michael Avanzini
• Game Map: Dave "Blackie" Blackburn
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

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Kharkov ’43 Gold


• Scenario Design: David Freer (Lead), Eric Baker, and Phil Niven
• Original Order of Battle: Rick Bancroft
• Game Map: Dave "Blackie" Blackburn
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

Sealion '40 Gold


• Scenario Design: Glenn Saunders and Dave Blackburn
• Initial Research and Development: Wig Graves
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

Budapest ‘45 Gold


• Scenario Design: Joe Wilkerson
• Scenario Development and Game Map: Glenn Saunders and Dave
Blackburn
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

Minsk ‘44 Gold


• Scenario Design and Game Concept: Glenn Saunders and Dave
Blackburn
• Order of Battle Research: Mike Avanzini
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

Stalingrad ‘42 Gold


• Scenario Design and Game Concept: Glenn Saunders and Dave
Blackburn
• Additional Research: Rick Bancroft and Mark Mazer
• Order of Battle: Mike Avanzini
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

Kursk ‘43 Gold


• Scenario Design: Glenn Saunders and Dave Blackburn
• Research: "Wig" Graves, Mike Avanzini, and Greg Smith
• Gold Release: Wargame Design Studio

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• Playtesters: Panzergruppe Saunders

Moscow ‘41 Gold


• Scenario Design: Glenn Saunders, Dave Blackburn, and Jörg Lissa
• Additional Research: Greg "Sturm" Smith
• Additional Graphics: Adam Parker
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: Garreth Hughes from "World War 2 Timeline"
(http://www.worldwar-2.net/) for the use of his dates and facts.

Salerno ‘43 Gold


• Scenario Design: Glenn Saunders, Jim Dunnam, and Dave Blackburn
• Additional Graphics, Getting Started: Adam Parker
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

France ‘40 Gold


• Scenario Design: David Guegan
• Scenario Development and Game Map: Glenn Saunders and Dave
Blackburn
• Getting Started: Glenn Saunders
• Gold Release: Wargame Design Studio, Mike Prucha and David Michas
• Playtesters: Panzergruppe Saunders

El Alamein ‘42 Gold


• Scenario Design: Glenn Saunders and Dave Blackburn
• Additional Graphics, Getting Started: Adam Parker
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: Jason Pethos, for permission to use his "Plan to Invade
Malta" map and Franco Agostini, for assistance with the Italian Order of
Battle.

Market-Garden ‘44 Gold


• Scenario Design: Greg Smith, Glenn Saunders, Dave Blackburn
• Additional Graphics: Adam Parker
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders

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Panzer Campaigns User Manual

Rzhev ‘42 Gold


• Scenario Design: Mike Avanzini
• Project Coordinator: Glenn Saunders
• Additional Research: Glenn Saunders and Dave Blackburn
• Additional Graphics: Adam Parker
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: David Glantz, for his article on Operation Mars in the
Campaign Notes.

Sicily ‘43 Gold


• Scenario Design: Glenn Saunders and Dave Blackburn
• Additional Research: Robert Mayer
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: Adam Parker for additional graphics used in unit picture
display, victory screens, and intro video.
Korsun ‘44 Gold
• Scenario Design: Glenn Saunders and Dave Blackburn
• Additional Research: Jim Dunnam
• Cover Painting: Warren Jones
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
Bulge ’44 Gold
• Research and Scenario Design: Greg Smith, Glenn Saunders, and Dave
Blackburn.
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders and John Kincaid.

Tobruk ’41 Gold


• Research and Scenario Design: W. G. (Wig) Graves
• Additional Research: Jim Broshot, Jim Dunnam, and David Hughes
• Technical Assistance: Glenn Saunders and Dave "Blackie" Blackburn
• Gold Release: Wargame Design Studio
• Playtesters: Panzergruppe Saunders
• Special Thanks: Arthur Sekula, for his use of a photograph at the
beginning of Troubleshooting from his website Tobruk (Lybia) Today.

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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"

Normandy ’44 Gold


• Research and Scenario Design: Jim Dunnam and W. G. "Wig" Graves
• Additional Research: David Hughes and Jim Broshot
• Gold Release: Wargame Design Studio
• Playtesters: Rich Walker, Bill Speer, Gary Quick, John Kincaid, and
Panzergruppe Saunders

Smolensk ’41 Gold


• Research and Scenario Design: Gregory "Sturm" Smith
• Additional Input: Jim Dunnam
• Gold Release: Wargame Design Studio
• Playtesters: John Kincaid, Nick Bell, Greg Tanner, and Panzergruppe
Saunders

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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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S41x = Smolensk ’41 Exp Pack N44 = Normandy ’44


K42 = Kharkov ‘42 T41 = Tobruk ’41
B44 = Bulge ‘44 K44 = Korsun ‘44
K43 = Kursk ‘43 S43 = Sicily ‘43
R42 = Rzhev ‘42 MG44 = Market Garden ‘44
A42 = El Alamein ‘42 F40 = France ‘40
Sa43 = Salerno ‘43 M41 = Moscow ‘41
S42 = Stalingrad ‘42 M44 = Minsk ‘44
B45 = Budapest ‘45 S40 = Sealion '40
Kh43 = Kharkov '43 T43 = Tunisia '43

179
Appendix – Interface Reference

[A1.0] The Menus

[A1.1] File Menu

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 Selection will display the File Selection Dialog.

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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[A1.2] Turn Menu

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.

Selecting Next will advance the current battle to the


next Turn. If the Auto Save option of the Settings Menu
is set, then the battle will be saved before advancing the
turn. If no filename has been specified for the current battle, this will also
cause a File Save dialog to be displayed so that this filename can be entered.
Note that since the Auto Save option saves the battle before advancing the
turn, it is possible to back-up to the previous turn by using Open from the File
Menu and opening the Battle file after declining to save the current battle.

When the Turn or Phase is advanced, the Command Dialog is displayed


indicating information about the battle to the current player.

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

The Command Menu is used to perform certain functions on units such as


changing Travel Mode or facing.

Selecting To Top of Stack will


move the currently selected units in
the current Hot Spot to the top of
the stack.

Selecting To Bottom of Stack will


move the currently selected units in
the current Hot Spot to the bottom
of the stack.

Selecting Turn Clockwise will turn


the currently selected units
clockwise.

Selecting Turn Counterclockwise


will turn the currently selected units
counterclockwise.

Selecting Change Travel Mode will


change the Travel Mode of the
currently selected units.

Selecting Change Rail Mode will change the Rail Mode of the currently
selected units.

Selecting Save Movement Costs 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.

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.

Select Combine/Breakdown to combine the selected units into a single


Combined Unit or to breakdown a Combined Unit into a subunit. 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.

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 Go On Foot will convert selected Mechanized or Motorized Infantry


units to the On Foot status where they will be treated as foot infantry.

Selecting the Toggle Patrolling option will toggle the Patrolling state of the
selected units.

Selecting Artillery Dialog causes the Artillery Dialog to be displayed.

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.

183
[A1.4] Engineer Menu

The Engineer Menu is used to perform engineering functions such as mine


clearing and building bridges. See the Engineers section for more information.

Selecting Bridge Operations will


toggle the Bridge Operations
status of selected Engineer units.
Bridge Operations are initiated
when the Engineer unit is adjacent
to a River hex side or a full Water
hex. You will be prompted for the
River hex side or full Water hex
the bridge is to be constructed on.

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 Damage Bridge, Ferry or AT Ditch will cause the selected


Engineer units to attempt to damage an adjacent bridge, Ferry, or AT ditch.
You will be prompted for the bridge, Ferry, or AT ditch to attempt to damage if
there are multiple bridges or AT ditches.

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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[A1.5] Assault Menu

The Assault Menu is used to perform functions relative to assault attacks


against enemy hexes.

Selecting Begin Assault will initiate an assault


against the current Hot Spot hex. You would
then add attacking units using the Add to
Assault feature below. Alternatively, you can
both define the target hex and add units to the
assault using drag-and-drop by dragging the
mouse from the hex containing the selected
units to the target hex and releasing it.

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.

185
[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 Scheduled displays, the Scheduled


Dialog which shows the reinforcements
scheduled for the current battle.

Selecting Arrived displays the Arrived Dialog


so that units that have arrived as
reinforcements can be placed on the map.

Selecting Releases displays the Release


Dialog so that Releases of Fixed units can be
viewed.

Selecting Withdrawals displays the Withdrawal Dialog so that the Withdrawals


associated with the current scenario can be viewed.

Selecting Air Availability displays the Air Availability Dialog which displays
changes in air availability associated with the current scenario.

Selecting Corps Attachments displays the Corps Attachment Dialog so that


the Corps Attachments defined for the current side can be viewed, added, and
deleted.

Selecting Supply Variations displays the Supply Variation Dialog so that the
Supply Variations defined for the current scenario can be viewed.

Selecting Deception Units displays the Deception Unit Dialog so that


Deception Units that exist in the current scenario can be deployed.

Selecting Strategies displays the Strategy Dialog so that any Reinforcement


Strategies defined for the current scenario can be viewed.

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[A1.7] Info Menu

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 Strength to display the Strength


Dialog. This will show the total strength
of all units in the current scenario, except
for those related to a Strategy Option.

Select Objectives to display the


Objectives Dialog to see a complete list
of all of the Objectives associated with
the current scenario.

Select Supply Sources to display the Supply Sources Dialog to see a


complete list of the Supply Sources associated with the current scenario.

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.

187
[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 Units Off to hide the units that


are currently on the map. This is used
when you need to see map details that
are hidden by the units.

Select Unit Bases Off to hide the unit


bases that are drawn in 3D graphics
mode.

Select Objectives to toggle the


display of Objectives on the main map
and on the Jump Dialog.

Select Supply Sources to toggle the


display of Supply Sources on the map.

Select Locations to display the


Location Dialog. This displays a list of
all the map locations.

Select Map Labels to toggle the


display of Map Labels on the map.

Select Full Screen Map to toggle the


display of the Hex Info Area. When
the Hex Info Area is hidden, more of
the map is displayed.

Select Map Slopes to toggle the


display of Map Slopes on the map.

Select Map Contours to toggle the


display of contours on the map that
show elevation changes. This can be
used to see elevation changes more clearly, especially in 3D graphics mode.

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 Show Organization to display the Organization Dialog in order to


display organizations 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.

Select Hex By Coordinate to open the Hex Coordinate Dialog to jump to a


specific hex location on the map.

Select Shade to display the Shade Submenu described below.

Select Highlight to display the Highlight Submenu described below.

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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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The Shade Submenu allows hexes on the map to be shaded according to


certain criteria. Selecting a mode that has already been selected turns that mode
off.

Select Visible Hexes to shade all hexes that are not


visible from the current Hot Spot hex.

Select Reachable Hexes to shade all hexes that are


beyond the movement range of the current selected unit.

Select Command Range to shade all hexes that are


beyond the Modified Command Range of the currently
selected Headquarters unit.

Select Target Hexes to shade all hexes that cannot be fired upon by the
currently selected unit.

As an alternative to Target Hexes, you could display Maximum Range to see


how far a unit could fire. The difference between Target Hexes and Maximum
range is determined by Line-of-Sight or the presence of a spotting unit for
Artillery Indirect Fire. This is best seen in games where the Optional Rule
"Indirect Fire and Air Strikes by Map" is not used. For HQ units, this option
shows the Nominal Command Range of the 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 Fixed Units to Highlight


units on the map which are
currently Fixed.

Select Spotted Units to highlight


units on the map which are current
Spotted by enemy units.

Select Low on Ammo or Fuel to


highlight units on the map that
currently have Low Ammo or Low
Fuel.

Select Units Using Movement


Points to highlight units on the
map that have Fired, Assaulted,
Moved, or taken some other action
using Movement Points, in the
current turn.

Select Disrupted or Broken


Units to highlight units on the map
that are currently Disrupted or
Broken.

Select Headquarters to highlight headquarter units on the map.

Select Engineer Units to highlight Engineer, Mine Clearing, and Bridge


Building units on the map.

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.

Select Patrolling to highlight units currently Patrolling.

Select Recon Units to highlight Recon Units on the map.

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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.

Each side, Allied and Axis, can be set to one of


three possible A/I settings.

Select Manual to turn off all A/I for a side. This


mode is used if you want to perform all of the
movement and combat for the side.

Select Automatic to turn on the A/I for a side. In


this mode, the computer will perform all movement
and combat for that side.

Select Automatic with Fog-Of-War to establish


Automatic A/I with Fog-Of-War for a side. Under
this selection, enemy units not in your line-of-sight
and other information about the enemy will not be
displayed.

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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[A1.10] Mode Menu

The Mode Menu is used to select special modes such as Network Play and
Play-By-E-Mail (PBEM).

Select Direct-Play Host to initiate Network Play as the


Host player.

Select Direct-Play Caller to initiate Network Play as


the Client player. See the section on Network Play for
more information on this feature.

Select Play by E-Mail to place the main program in a


mode for Play-By-E-Mail (PBEM). See the section on
Play-By-E-Mail for more information on this feature.

Select Two-Player Hot Seat to place the main program


in a mode where two people can play a game on the
same computer with each playing under Fog of War. In
this mode, the main program will prompt before
changing sides so that the appropriate person can take
their place at the computer while the other looks away.

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 Communication Dialog to redisplay the Comm Dialog if it has been


closed.

If you are the Modem Host, then


select Set Multi-Player Timer to
display the Timer Dialog. This allows
you to establish a timeout value
during Network Play to ensure that
everyone completes the phase in the
specified number of minutes. After
the specified number of minutes, the phase will automatically be advanced. To
disable this feature, set the timeout value to 0. While the timer is running, the
timeout status will be displayed in the Status Bar. When the indicator is green
there is still at least a minute left in the current phase. When the indicator
turns yellow there is less than 1-minute left. The indicator will turn red
when control passes to the other side. When the indicator turns orange
there is less than 1-minute left in the opposing side’s phase.

Select Multi-Player Dialog… to display the Multi-Player Dialog. This is used


to see who is participating in the current Network Play game and to see and
change their current assignments.

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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[A1.11] Settings Menu

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.

Selecting the Prompt for Scenario option


causes the main program to prompt you for a
new scenario using the File Selection Dialog
when the main program is run.

Selecting the Auto Save option causes the


main program to automatically save the current
battle when the phase is advanced, except
when the phase is under the control of
Automatic A/I. Note that the battle is saved just
prior to advancing the phase, so it is possible to
reopen the battle file and restore the battle to
the previous phase when the phase is
inadvertently advanced.

Selecting the Ask Before Advancing option


causes the main program to prompt you before
advancing the current turn or phase. Use this
option if you find yourself inadvertently
advancing the turn or phase by accident.

Selecting the Continuous Action option


causes the game to not stop during reports, but
to continue after displaying the report for a
moment. It has no affect when using On Map
Results.

Selecting the Beep on Error option causes the


main program to generate a beeping sound
whenever you perform an invalid operation.

Selecting the Blink Hot Spot option causes the


red outline in the Hot Spot hex to blink
whenever the map is in a 2D graphics.

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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 Smooth Scroll option in the Scrolling Submenu causes


the map to scroll smoothly from one part of the map to another whenever
the Hot Spot is relocated. With this option turned off, the map display will
immediately relocate resulting in faster operation.

• Selecting the Alternative Scrolling option in the Scrolling Submenu


causes the program to use an alternative method for scrolling the map
that may be slower but may correct a video display problem that some
users have.

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 None, Small, Medium, and Large determine the size of


icons used in the Toolbar.

Select Cursor to display the Cursor Submenu. Using this submenu,


you can configure the Cursor size used in game.

Selecting the Hex Outlines option causes outlines to be drawn around the
hexes in both 2D and 3D graphics mode.

Select Hex Highlights to display the Hex Highlights Submenu.


Using this submenu, you can configure whether Hex Highlights use
shading, or an outline used in game.

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Select Map Contours to display the Map Contours Submenu. Using


this submenu, you can configure the Map Contours options used in
game.

• Select Colors to determine which shade of Brown is preferred – light,


medium or dark.
• Select Widths to choose how thick the map contour line is – from 1 to 3.

Selecting the Alternative Highlighting option causes Highlighted units to be


displayed with a red and yellow outline instead of the normal red outline.

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.

• Default Speed, and Top Speed will set values


back to the most used options
• Slow Down and Speed Up will impact the current
set speed incrementally dependent on which
option is chosen. There are multiple steps,
allowing the player to choose a speed that suits.
• The speed settings shown will impact the current
game phase only. If, for example, Top Speed is
chosen during the Player Turn, the speed values
for the AI Turn and Replay are unaffected.
• Selecting AI Play or the Replay options allow the
speed to be set for those phases within the
Players turn (only).
• Selecting Top Speed All, with set all phases to
the fastest speed setting
• Selecting Default Speed All, with set all phases
to the default speed setting
• Show All Speeds will show the Action Speed
Dialog box with the current values for each game
phase. The values are in milliseconds with the
default approximately one second. This dialog
helps to see the current Action Speed values set.
This dialog will open when ever a speed change
is made.
• Selecting Pause will stop game execution in the
AI turn and Replay. To unpause click anywhere
on the map.

Select Sound to display the Sound Submenu. Using


this submenu, you can configure the Sound options used
in game.
• Selecting the Sound Effects option causes the main program to play
sound effects during combat.
• Selecting the Movement Sounds option causes the main program to
play movement sounds when units are moving.
• Selecting the Background Sound option causes the main program to
play background sounds during each player’s turn.

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 Last View causes the main program to


come up in whatever map display mode it was last in.
• Selecting 2D Magnified View, 2D Normal View, 2D
Zoom-Out View, 3D Normal View, or 3D Zoom-Out
View causes the main program to come up in that
view.

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.

Selecting Optional Rules causes the Optional Rules Dialog to be displayed so


that Optional Rules for the current battle can be displayed.

[A1.12] Help Menu

The Help Menu is used to display various help and other information about the
main program including this help file and copyright information.

Select General Help to open additional quick


reference material to assist while playing the
game. (pzc).

Select User Manual to display the User Manual


(this file).

Select Parameter Data to display the Parameter Data Dialog which shows
game values specific to the current scenario.

Select Getting Started to display the Getting Started scenario document.

Select About to display various information about the Main Program such as
version and copyright.

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[A2.0] The Dialogs

[A2.1] Game Start Dialogs

File Selection Dialog


The File Selection Dialog is displayed when the main program is run if the
Prompt for Scenario Option has been selected (see the Settings Menu).

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.

A/I Selection Dialog


The A/I Selection Dialog is used to select the A/I settings for each side in a
new battle and other values.
The A/I settings for the Allied and
Axis sides correspond to the A/I
settings described in the A/I Menu.
The slider under the A/I settings is
used to establish the Advantage for
the new battle. Select Rules to
display the Optional Rules Dialog
so that the Optional Rules for the
new battle can be established.
Click on OK to begin the battle.
Note, in some titles the Allied side
may be replaced with Russian or
the Axis side by Japanese.

New Scenario Dialog


The New Scenario Dialog is used to establish starting conditions for two-
player games such as Network Play and PBEM.

Select either Allied or Axis for


the Local Side. The other
player will be the other side in
the battle. If desired, select the
Fog of War option. The Rules
button will display the Optional
Rules Dialog. Click on OK to
begin the battle.

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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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[A2.2] Game Play Dialogs

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.

Each potential target in


the target hex is listed.
Unless Fog of War is in
effect, units which are low
of ammo are displayed
dimmed. Selecting a unit
in the list and clicking on
OK, or double clicking on
a unit in the list, will close
the dialog and resolve the
fire against that unit.
Clicking on Cancel will
cancel the fire.

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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.

The dialog allows you to


control the A/I while it is
running. Click Step to
have the A/I continue to
the next step in its action.
Click Run to have the A/I
run continuously without
stopping until the end of
the Turn is reached. Once
clicked, the Run button
becomes the Pause button
which is used to stop the
A/I action. Alternatively, to
stop the A/I and close the dialog, you can click on the Cancel button or press
the Escape (Esc) key. If you close the dialog, you should start the A/I again by
selecting Activate A/I from the A/I Menu or the A/I button in the Toolbar.

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[A2.3] The Command Menu

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).

The Artillery Dialog displays a


list of artillery batteries on the
map for the current side.
Batteries which are unable to
fire in the current phase are
not listed. The map location
of each battery is listed with
its name. Selecting Find will
cause the map to scroll to the
location of the currently
selected battery. An entry
which is dimmed indicates a
battery which is capable of
firing currently but has no
possible target to fire at. As each entry in the list is selected, the units on the
map which may be fired at by the battery are shown Highlighted. Clicking on a
hex with the right mouse button will cause the battery to fire at this hex. If
there is more than one target in the selected hex, this will cause the Target
Dialog to be displayed.

Air Mission Dialog


The Air Mission Dialog is used to select an air unit for an air mission against
the current Hot Spot hex.

207
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.

• Selecting a non-RECON unit and clicking on OK will conduct an air


combat mission against the current Hot Spot hex.
• Selecting a RECON unit and clicking on OK will conduct a
reconnaissance air mission against the current Hot Spot hex.
• A unit designated with the word CARPET indicates a Heavy Bomber air
unit that will use the Carpet-Bombing rules described in the Air Power
section.
• A unit designated with the words SINGLE USE indicates a Single Use
air unit that does not become available again after it is used for an air
mission.
• An air unit designated with the word NIGHT is a Night Flying unit that
can only be used for air missions during Night turns.
Alternatively, double-clicking on an air unit will select it for the air mission and
close the dialog.

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[A2.4] The Engineer Menu

Bridge Operation Dialog


The Bridge Build Dialog
requests a Bridge capable unit to
begin building a bridge over a
stream/canal or river hex side.

All eligible hex sides are shown


as selectable when Bridge
Operations is clicked.

Damage Bridge, Ferry, or AT Ditch Dialog


The Bridge Damage Dialog requests an engineer unit to attempt to destroy
any adjacent hex side bridge, hex side Ferry or adjacent full hex Ferry or AT
Ditch.

All eligible hex sides or adjacent


full hex ferries are shown as
selectable when Damage Bridge,
Ferry or AT Ditch is clicked.

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[A2.5] The Assault Menu

Show Odds Dialog


The Assault Odds Dialog will show the values for a requested and
unresolved assault.

The Assault Odds Dialog will show the values for a


requested and unresolved assault.

If no hex is currently being assaulted, the


Assault Odds Dialog will indicate that.

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[A2.6] The Units Menu

Scheduled Dialog
The Scheduled Dialog can be used to view the reinforcements defined for the
current scenario.

The Scheduled Dialog displays a list of reinforcements scheduled to arrive in


the current scenario. Each reinforcement entry has an arrival time, an arrival
probability, and an arrival hex. Note if Fog of War is in effect, then the
reinforcements of the opposing side are not shown. Further, the arrival
probabilities of friendly reinforcements are not revealed. If the arrival
probability is not 100%, then there is a chance the reinforcement will not arrive
at the exact arrival time. At the arrival time, and on each subsequent turn, if
necessary, the arrival probability will be applied to the reinforcement until it is
determined that the reinforcement has arrived. Clicking on a reinforcement
scrolls the map to the arrival hex.

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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.

Each reinforcement in general consists of several units. Double clicking on a


reinforcement entry displays a list of the individual units in that 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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Corps Attachments Dialog


The Corps Attachment Dialog allows the current Corps Attachments defined
for the current scenario to be viewed during the 00:00 turn (only).

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.

Add Attachment Dialog


The Add Attachment Dialog allows new Corps attachments to be defined
during the 00:00 turn (only).

215
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.

Supply Variations Dialog


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.

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.

Deception Units Dialog


The Deception Unit Dialog is used to deploy Deception Units that may exist
in the current scenario.

The Deception Unit Dialog


displays two lists of Deception Units.
The top list represents Deception
Units that are on the map as regular
counters and the bottom list
represents Deception Units that
have been deployed. Deception
Unit entries that start with an ‘X’
represent units that have moved or
been deployed in the current turn
and thus are not eligible to be
deployed. To deploy or redeploy a
Deception Unit, select a new hex on
the map prior to displaying the
Deception Unit Dialog. Then in the
dialog, select the Deception Unit

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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


Strategies, you can
double-click on an
entry to see the
Operations associated
with that Strategy.

View Strategy Dialog


The View Strategy Dialog displays a list of Operations associated with a
Reinforcement Strategy.

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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[A2.7] The Info Menu

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 Objective is listed


together with its current
owner, location, and value.
Exit Objectives are shown
with an X following their value.
Surrender Objectives are
shown with an S following
their value. When Fog of War
is in effect, the value of
enemy Exit Objectives is
displayed as X??.

Supply Sources Dialog


The Supply Sources Dialog is used to display a complete list of all the Supply
Sources associated with the current scenario and their owner.

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.

When a Supply Source in the


list is preceded by an asterisk
(*), it indicates that the Supply
Source is not occupied by the
owning side and is either in
the Zone-of-Control of an
enemy unit or is in an
unpenetrated minefield.

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Victory Dialog
The Victory Dialog is used to view the current victory conditions.

Each scenario has a First Side determined


by the current scenario. Victory conditions
are always calculated relative to that side
resulting in a victory level for that side. The
victory level for the other side is the
opposite result. For example, if the Allied
side is first and gets a Major Victory, then
the Axis side suffers a Major Defeat, and so
forth. The total number of Objective
Points for the first side is displayed. For
each side, the Losses of each side in terms
of Men, Gun, Vehicle, Naval, and Air is
listed together with the Point Loss
corresponding to each type of loss. The
point range associated with each victory
level is displayed in the Victory Values
field. The total points awarded to the First
Side is based on the Objective Points held
by that side, minus the Point Losses for that
side, plus the Point Losses for the enemy
side. This calculation results in the Total
Points value. This value is compared to
the Victory Values to determine the victory
level. If the Total Points is less than the
Major Defeat value, then the First Side
suffers a Major Defeat. If the Total Points is greater than the Major Defeat
value but less than the Minor Defeat value, then the First Side suffers a Minor
Defeat. If the Total Points is greater than the Minor Defeat value but less than
the Minor Victory level, then the battle has resulted in a Draw for both sides.
If the Total Points is greater than the Minor Victory value, but less than the
Major Victory level, then the First Side has won a Minor Victory. Finally, if the
Total Points is greater than the Major Victory value, then the First Side has
won a Major Victory.

Weather Dialog
The Weather Report Dialog is used to view the weather conditions.

Weather will change randomly based upon


the parameters set in the scenario header. If
playing with the programmed optional
weather rule, then these values can be set
daily.

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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.

Each map location is listed with its label


description and hex coordinates. Selecting
a location causes the map to scroll to the
location’s hex coordinate. Double clicking
on a location also causes the dialog to be
closed.

Selection Dialog
The Selection Dialog is useful when the game is in Full Screen mode (see
the View Menu).

The Selection Dialog allows the


units in the current Hot Spot to be
displayed and selected. The
Selection Dialog is displayed by
pressing the Space Bar. You can
make extended selections in the
list of units displayed using the
normal Windows list selection
features. For example, by holding down the Shift key and clicking with the left
mouse button, you can select a range of units. By holding down the Control
(Ctrl) key and clicking with the left mouse button, you can select arbitrary units.

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Organization Dialog
The Organization Dialog is used to highlight an organization on the map.

All organizations in the scenario


Order of Battle are displayed in
a Windows Tree Control.
Selecting an organization
causes the on-board units in
that organization to be
Highlighted. Clicking OK
closes, the dialog while keeping
the organization highlighted on
the map. Clicking Cancel
closes the dialog and cancels
the highlighting.

Find Unit Dialog


The Find Unit Dialog can be used to find any given unit or organization that is
on the map.

Enter the name to be searched for in the


Enter search field. Note: the search is
case-sensitive so you must enter your name
with the proper capitalization (Panzer not
panzer for example). If you are confident
that your search will produce a single result,
you click on OK after typing the search
name. Otherwise, click on the Search
button. This will display a list of results in the
Search results list. Select the result you
want and click on OK, or double click on the
result you want, to close the dialog and find
the result. In the case of an organization, the
organization will be Highlighted on the map.
In the case of an individual unit, it will be
Highlighted, and the map will be scrolled to
the unit’s location.

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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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Hex Coordinate Dialog


The Hex Coordinate Dialog is used to jump to a specific hex location on the
map.

The Hex Coordinate Dialog allows you


to enter the X and Y coordinate of the
hex you want to go to. When you click
on the OK button, the map will
automatically scroll to those hex
coordinates.

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[A2.9] The A/I Menu

A/I Order Dialog


The A/I Order Dialog is used to view and edit A/I Orders defined by the player
using Deferred A/I Orders.

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.

Selecting Delete will delete the selected A/I Orders.

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[A2.10] The Mode Menu

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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[A2.11] The Help Menu

Parameter Data Dialog


The Parameter Data Dialog displays the Parameter Data associated with the
current scenario.

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.

Refer to the Parameter Data section for an explanation of these values.

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[A3.0] Other Features

[A3.1] Hex Info Area

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.

Two other conditions may apply to the current hex:


• The hex may contain RUBBLE as a result of bombing or indirect fire. In
this case, no road movement is possible through the hex and other
movement costs are tripled.
• The hex may be defined as being IMPASSIBLE. In this case, it has
been defined to be out of bounds for movement in the current scenario.

When the current Hot Spot is an Objective hex, then


the Objective value of the hex is also shown. Note:
Exit Objective hexes will have the word Exit on this
line.

When the current Hot Spot hex contains Mines,


Obstacles or Fortifications, then this is also
displayed in the Terrain Box. By default, these will
be shown using uppercase names. When the
word appears in lowercase for Mines/Obstacles it
indicates that these have been Penetrated.

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When the fortification name, such as IMPROVED,


appears in lowercase as in Improved, it indicates
that the fortification has been Vacated.

When the terrain in the current Hot Spot hex is


changed by being frozen, then this is indicated by
square brackets ([]) around the name of the terrain.
Frozen Fields, Marsh, and Water are treated as
Clear hexes, while Frozen Swamp is treated as
Forest hexes.

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.

Alternative Terrain Information


Clicking on the Terrain Box with the right mouse
button causes the display to change to the
Alternative display. In this display, the text area
changes to show a description of the various hex
sides that are present in the hex. The names of
the hex sides are arranged in a rough hexagonal
pattern around the center of the text area showing
the position of the hex side with respect to the hex. The value in the center of
this display is the number of men, or equivalent strength, in the hex. If the
letter X follows this number, then the number of men, or equivalent, in the hex
exceeds the Road Movement stacking limitation.

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.

Alternative Unit Information


Clicking on a Unit Box with the right mouse button
will display the command hierarchy of the unit.
From top to bottom, the window lists the unit’s
component, the unit name, the unit’s organization,
the next higher organization and so forth. In

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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.

When an organization has been attached, then the name of the


new superior organization is prefaced with the notation "=>" as
shown in the picture. This example indicates that the 213 th
Sicherheit Division has been attached to the SS Panzer Korps.

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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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