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Panzer Battles User Manual

Introduction

Panzer Battles 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 a number of battles making up a larger campaign.

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


• The Getting Started Help File covering the basics of play. This Help File
is tied to one of the scenarios in the game and will assist you in learning
the basics of the game.
• This User Manual covering the game basics, main features and
additional information.
• The Main Program Help File covering issues specific to the main game
engine. Note: each menu, menu item, and dialog of the main program is
discussed in detail in this Help File.
• The Scenario Editor Help File covering issues specific to the scenario
editor.
• The Order-of-Battle Help File covering issues specific to the Order of
Battle editor.
• The Database Editor Help File covering the Database Editor.

This manual last updated: February 24, 2014

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Panzer Battles User Manual

Differences with Panzer Campaigns

The Panzer Battles game engine is


similar to that of Panzer Campaigns
and has some concepts taken from
Squad Battles. This section describes
for players of the Panzer Campaigns
series the main differences between
the two game engines so they can
quickly become oriented to the style of
play in Panzer Battles.

The scale is the first difference as


described below:
• Panzer Campaigns – 1 km hexes, 2 hour turns.
• Panzer Battles – 250 m hexes, 30 minute turns.
• Squad Battles – 40 m hexes, 10 minute turns.

Thus Panzer Battles fits in scale between Panzer Campaigns and Squad
Battles and borrows features from both.

The main differences with Panzer Campaigns are described below.


• No phased play, only turn-based play.
• Indirect fire is always alt resolved. Direct fire and assaults are never alt
resolved.
• Persistent concealment (as in Squad Battles).
• Unlimited op fire (as in Squad Battles).
• No Penetrated hexes.
• No Operational AutoMove, only Move in Column.
• No Stockpiling during scenario.
• Standard ranged fire modifier is 1.5.
• Inherent Quality Fire Modifier is 2.5 (instead of 1).
• To spot for artillery and air strikes, a unit must not have moved that turn.
• Vehicles crossing Hedge Row become Vulnerable and have half defense
value.
• Vehicles assaulting across Hedge Row have half assault and defense
and become Vulnerable if successful.

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• Recon Spotting is standard rule and can result in spotting of concealed


units.
• Wrecks. Visibility is blocked when more than 7 per hex
• No strength recovery.
• Added sides to special markers such as fortifications and mine fields.
• No night fatigue.
• Vehicles only get ½ terrain defensive benefit and ½ improved and trench
benefit.
• Stack Fire Modifier applies to DF and IF from ½ max-stack (1.0) up to
max-stack (2.0).
• Added “Raised” rail and roads.
• Added Transport unit type which can carry other units, plus ability for
vehicles to carry “external” foot riders.
• Units with Assault = 0 are automatically overrun when attacked at only
the cost of movement into the defending hex.
• External riders are automatically eliminated when on a vehicle that
attacks or defends in an assault.
• External riders are 4 times more vulnerable to mine field attacks.
• External passengers have defense=16 and can be fired upon even when
carrier is hard.
• Obstacles in Shallow Water only take half the movement allowance to
move into them and Mines in Shallow Water are only half as effective.
• Passengers on Naval units that are eliminated in Shallow Water take ½
casualties and become Disrupted instead of being eliminated.
• New game file checksum feature that deters changes to game files in an
encrypted PBEM game.
• Total indirect fire on any one hex per turn limited to 1.5 max stacking
value.
• Op Fire Engagement limits can be set by the player.
• Intel markers are used to describe previously known enemy positions.
• Air Missions are requested on one turn and then launched on the next
turn (as in Squad Battles).
• Isolated non-artillery units do not become Low Ammo if they fire.
• The binoculars icon in a unit picture means that the unit has seen the
enemy, not that it has been spotted by the enemy.

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The Interface
The game screen contains several
parts of the interface that allows you
to play the game.

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, each of which is discussed in detail in the Main Program Help File.

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. For more information on the Toolbar, consult the Main Program Help
File.

The Map
Most of the game screen is covered by a map. The map has three views in
2D. The default view is 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 where moving the mouse cursor to any edge of the screen automatically
scrolls the map in that direction. See the Settings Menu under Main Program
Help File.

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

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Panzer Battles User Manual

contains information about the terrain in that hex. More information on the
units and terrain can be viewed by pressing and holding the right mouse button
in the Hex Info Area. For more information, see the Hex Info Area in the Main
Program Help File.

Status Bar
Located at the bottom 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. For more information, see the Status Bar
section in the Main Program Help File.

Map Views

There are a number of ways you can view the map.

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.

Zoom-Out View
This view shows more area on the screen
while giving you less detail. This view is
playable especially if you are looking at
ranged fire situations or using indirect fire.

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Panzer Battles User Manual

Extreme View
This view shows little detail associated with
units but a much larger area. 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.

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.

How to Change Views


• Normal View: This is the default view. To restore this view, use the
Normal View option of the View Menu. Alternatively, you can use the ‘3'
hot key.
• Zoom-Out View. To switch to this view, use the Zoom-Out View option of
the View Menu or use the ‘2’ hot key.
• Extreme View. To switch to this view, use the Extreme View option of the
View Menu or use the '1' hot key.

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Panzer Battles User Manual

Quick Overview

This section provides a quick overview


to playing the game and the functions
of the main program. For more
information, see the various sections
found in the help Contents.

Sides
A Panzer Battles 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. See the Mode Menu in the Main Program Help File
for more information on these modes.

Hexes
Each battle is played on a map made up of hexagons (hexes). Each hex
measures 250 meters across. Each hex contains terrain that affects
movement and combat in that hex. See the Hex Info Area in the Main
Program Help File for more information on terrain and its effects.

Time Scale
Each battle is conducted in turns each of which typically represents 30 minutes
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. See the Units Menu in the Main
Program Help File for more information.

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 (see the Main Program Help
File). 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. See the Victory selection of the

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Info Menu (in the Main Program Help File ) for more information on victory
conditions.

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Units

Typically, each unit is a company,


platoon or section 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.

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
in the Main Program Help File for more information
on these values.

When Fog-of-War (FOW) is in effect, then you will


not see complete information on enemy units. In
particular, exact strength information is not shown.
Approximate strength will be shown using the
following notation:
• X means a strength from 1 to 9.

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• XX means a strength from 10 to 99.


• XXX means a strength from 100 to 999.

Stacking
Within each hex, stacking is measured in terms of total number of men, or
equivalent. For stacking purposes, each vehicle or gun is considered to be 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 of these 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 that can travel via Road Movement through a hex. It is
also the maximum number of men or equivalent that can travel via Rail Mode
through a hex. As a special case, only 4 ships can stack in the same hex.

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 (see the
Main Program Help File). 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 hex
of minimum movement cost and automatically move the selected units towards

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Panzer Battles User Manual

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 toggle
the Main Program into Fire mode and then fire selected units by simply right
clicking on the target hex (see the Toolbar in the Main Program Help File).

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. When a unit enters an enemy Zone of Control it may
be fired upon. 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.

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.
• Units which have a Facing do not exert a Zone-of-Control in the hexes
they are not facing.
• Partisan units do not exert a Zone-of-Control.
• Concealed units do not exert a Zone-of-Control.

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.

If you have reinforcements that have not been placed on the map when you
advance the turn, then the Arrived Dialog is automatically displayed for you.

Reinforcements usually arrive on a map edge hex, but this is not always the
case. Ships at sea may "appear at Dawn" and Airborne units will just "drop in"
and appear. In all cases, you cannot alter where the unit will arrive, and in fact
airborne reinforcements will often scatter and arrive in different hexes each

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time you play a scenario. Once dropped, airborne units fight as normal ground
troops and have no further special benefit or movement capabilities.

Depending on the scenario, the arrival of reinforcements may be affected by a


"Protection Value" defined in the reinforcement data. The purpose of this
Protection Value is to prevent crowding of the arrival hex by enemy units.
Typically this is used to protect reinforcements arriving by road on the map
edge, but not amphibious or airborne reinforcements. When the Protection
Value is in effect, then any enemy units within that distance of the arrival hex
are Broken and any enemy units on the arrival hex are eliminated.

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The Basics

Movement

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 Main 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.

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 units in a column formation, and for towed artillery,
being limbered. Roads 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

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Panzer Battles User Manual

graphics mode and has the letter T following its Movement value in the Hex
Info Area.

Rail Mode represents units entrained for rail


movement. Units in Rail Mode cannot fire or
assault attack. A unit in Rail Mode 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.

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.

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.

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Carry/Uncarry
It is possible for units to be carried on other units. If a unit is of type
Transport, then it can carry other units which consist of men or guns. If
the unit is of type Naval, then it can carry units which consist of men, guns, or
vehicles. Otherwise, a unit consisting of vehicles can carry men as external
riders. External passengers can only be foot type units. “On Foot”
motorized/mechanized troops cannot be external passengers.

The capacity of a unit to carry other units depends on the type of carrier.
• A Transport unit can carry 10 men or 1 gun per transport vehicle.
• A Naval unit can carry 40 men, 4 guns, or 4 vehicles per naval vehicle.
• A non-Transport unit can carry 5 external riders (foot only) per vehicle.

To initiate carrying, select both the units to be


carried and the unit to do the carrying and then
invoke the Carry/Uncarry command. The unit
carrying the units will then be shown the notation
CARRYING. Right clicking on the unit picture will
reveal the unit being carried. To uncarry, select
the unit carrying and invoke the Carry/Uncarry
command.

Special rules apply to carrying:


• External riders are automatically eliminated when on a vehicle that
attacks or defends in an assault.
• External riders are 4 times more vulnerable to mine field attacks.
• External passengers have defense=16 and can be fired upon even when
carried by a hard vehicle.
• Passengers on Naval units that are eliminated in Shallow Water take ½
casualties and become Disrupted instead of being eliminated.

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. Rail
Units do not count against the total rail capacity of
their side when in Rail Mode.

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Amphibious Units
Some units are classified as being Amphibious. Amphibious units in Travel
Mode have the ability to cross Rivers and Canals at the cost of their entire
Movement Allowance.

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%.

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"

Obstacles
Obstacles can be placed on the map using the Scenario Editor,
but cannot be created while the scenario is being played.

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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 in
Shallow Water only take half the movement allowance to move into them.

Congestion
Congestion markers are placed on the map using the Scenario Editor. They
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 be placed on the map using the Scenario Editor
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 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. Minefields can be removed by units which have the
Mine Clear or Demolition attribute. Mines in Shallow Water are only half as
effective.

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

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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.

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.

Light, Medium, and Heavy Bridges


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

Light Bridges represent simple foot-bridges and can only be used by


infantry. Light Bridges are also 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


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.

Ferries
Ferries can be used to cross river and canal hexsides. They are similar to
bridges but with several important differences.
• A Ferry can only be used to move a single un-Combined unit across a
hexside 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.

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• The unit moving using a Ferry cannot be Disrupted or Broken and must
be in Travel Mode.
A Ferry can be destroyed by any Deployed unit, not Broken, Digging-In, or
building a bridge, adjacent to the Ferry using 1/3 of its movement allowance.
See the Command Menu of the Main Program for the command to do this.

By holding down the right-mouse button in the Terrain Info Box, you can see
the current status of a 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.

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, then Supply can
be traced across a Ford. Fords are permanent to the map and cannot be
created or destroyed during the course of a scenario. A unit assaulting across
a Ford must be in Travel Mode.

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.
Full-Hex Ferries cannot be damaged or destroyed, nor can they be built during
a scenario.

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

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player to halt movement as per historical conditions that could occur at night.
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.

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 non-bridge
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.

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.

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Fortifications are shown on the map as larger counters or Icons that are a
neutral color. In the Hex Info Area, the Fort type is written in text. When forts
such as trenches are written as "TRENCH", in upper case, they are in the
"normal" state. When such a fort has been vacated, they will be shown in lower
case, and be of less protection to the defender.

The probability that a platoon unit will be successful in its Digging-In operation
per turn is three times normal as is the case for combined platoon with three or
more units. Combined platoons or squads with two units have a two times
normal probability of completing the Digging-In operation. Single platoons
have the normal probability.

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

Withdrawals
Selecting Withdrawals under the Units Menu displays the Withdrawal Dialog
so that any Withdrawals associated with the current scenario can be viewed.
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.

Combine and Breakdown


The basic unit scale is Company. However, in certain instances, there may be
scenarios where Companies have been broken down into Platoon-sized units.
The Combine feature may be used to combine such smaller units into single
units. This feature can only be used to combine units that are both:
• Platoon units from the same Company, and
• Units which have the same Component. (that is, they must be made up of
a common unit type and thus all be Men, Guns or Vehicles).

To combine two or more Platoon 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.

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When units combine, the combined unit will have


the worst unit conditions of any of the individual
units. 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 average Fatigue of both units. Units that have
combined or that start the game as a combination of two or more units will
show the number of combined units in square brackets after the unit name of
the owning organization. For example in the figure on the left, it shows that
the Combined unit consists of 3 subunits using the notation [3].

When you right-click on the unit picture of a


Combined unit, then the number of subunits
making up the Combined unit is also shown in
square brackets after the name of the owning
organization. Units that can potentially combine
with other units in their organization, but have not
done so have the notation [1] following the unit
name.

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 considered to be a game function


that facilitates game play by reducing the number of smaller units in play at any
one time. As 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.

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.

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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 and any enemy units in the arrival hex to be
automatically eliminated, when the reinforcement arrives. 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. In general, you
should avoid moving within 5 hexes of a map-edge hex that the enemy will
arrive on to avoid being affected by this feature.

Airborne Reinforcements
Airborne reinforcements are of two types, paradrop and glider. They arrive
similarly to normal reinforcements using the Arrived Dialog of the Main
Program. 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, or Jungle 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 and thus suffer the 80% loss
mentioned above, are also subject to these additional losses:

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• 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.

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. 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.

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 a partisan reinforcement, then it cannot arrive that turn.

Commandos and Impassible Hexsides


Certain hexsides 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 hexside, even
those that are normally impassible, at a movement cost equal to the full

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movement allowance of the unit. This allows Commando units to move across
and assault attack across hexsides such as Cliffs.

Naval Movement
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 hexside features in the water such as Dikes.
These represent jetties in the water for harbors and other man-made
features.

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..

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.

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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.

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.

Color Coding
Movement values displayed in the Unit List 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.

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• Yellow – At least 1/3 movement allocation remains, but less than 2/3.
• Red – Less than 1/3 movement allocation remains.

Objectives
An objective hex contains a numerical square, 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 color 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.

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'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.

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.

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• 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.

Column Movement Orders


Column Movement Orders are issued to units from a single division for the
purpose of moving by transport mode toward a designated location. To issue a
column movement 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 a column movement order is issued,
units in continuous hexes will automatically move toward 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 a


column movement order.

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 column movement order on the trailing portion. Column
movement orders can be issued one hex at a time when you wish to control
the exact path taken to a destination hex without letting the A/I select the path.

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For More Information on Movement


The following contain more information on features of the Main Program 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.

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Firing

In Panzer Battles, ranged fire is an


important feature. Most units can fire
several hexes although with reduced
effectiveness. In addition, certain
Artillery units are able to 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.

Basic Fire Resolution


Fire against a target unit is resolved using the Combat Results calculation.
The combat value used is the modified attack value of the firing unit divided by
the modified defense value of the target unit. The following describes the
modifiers and restrictions that apply to this calculation.

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) cannot perform spotting for Indirect Fire.
• Units that have fired or moved 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

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item from the View menu. Alternatively, after selecting the Indirect Fire unit,
you can press the "W" hotkey.

Fire Mode And Fire Costs


To fire a unit, the game must be in Fire Mode by pressing the Mode button at
the left side of the toolbar. To return to Move Mode, press the button again.
Veteran players will find it more convenient 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. Refer to Main Program Help
File for more information on this topic.

For most units, the cost of firing is 1/3 of the unit’s Movement Allowance. For
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.

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If a Disrupted unit fails a further morale check, it


becomes Broken. A Broken unit has suffered
even greater effects than Disruption. Such a unit
cannot attack. This represents that the sub units
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 but will also yield more prisoners if assaulted.
Larger Broken units can often take several game turns to completely eliminate.
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. A Broken unit will
take fewer casualties from enemy fire 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.

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Understanding Basic Attack Strength


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. Some units
may not be able to engage Hard targets such as tanks or Pillboxes at a range
of even 1 hex.

The attack value is multiplied by the strength in vehicles or guns of the firing
unit, (if the unit’s strength consists of men its strength is divided by 10,
equalizing 1 Vehicle or Gun = 10 men).

Target Defense Modifiers


• Hexsides - if direct fire from the enemy unit passes through a hexside of
the target hex, then the target unit benefits from the hexside modifier of
that hexside (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 - non-vehicle units (and Deployed Motorized or
Mechanized Infantry) that are Deployed benefit from Bunkers and
Pillboxes in the target hex.

Quality Fire Modifiers


There is a Quality Fire Modifier Parameter Data value, which is by default
equal to one, that applies to fire modifiers for A and B units below.
• If the Quality of the firing unit is A, then +20% times the Quality Fire
Modifier value applies.
• If the Quality of the firing unit is B, then +10% times the Quality Fire
Modifier value 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.

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Additional Fire 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 on 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 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).
• 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.
• Target units in Travel or Rail Mode do not benefit from any terrain effect.
• When the target is hard and the firing unit is artillery or heavy artillery
firing at a range of 4 or less, then the fire value is multiplied by the
Artillery Hard Target Mod Parameter Data value.

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 during the opposing turn.
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, the fire value of that unit is only 50% of its normal value.
Indirect Fire during the unit’s turn 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 (see the Parameter Data
Dialog in the Main Program ) 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. In general, 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.
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.

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The fire modifier for the two cases are 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/SquareRoot(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%).

Fortifications
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. In order 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.

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• When it is occupied by the opposite side, or


• When the defenders lose an assault, but are unable to retreat.
Full-strength Fortifications have the fort type displayed in the Terrain Info Box
in ALL CAPS (example: TRENCH). Abandoned forts, or forts 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
abandoned, can be restored to the existing full strength status by a unit
successfully "Digging-In" again. Abandoned Bunkers and Pillboxes can never
be restored to full strength once abandoned or captured.

The following shows the on-map counters 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 particular location. Part of their protection is derived simply
from camouflaging the positions.

Trenches - Trenches are the next step up from IP’s as


Fortifications go. Like IP’s they benefit all units (men, gun, and
vehicles) and offer the best protection that units can create during
play. At this stage in a fortifications 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 non-
Bridge 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

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concrete and steel. Therefore units protected by these fortifications are


considered Hard Targets.

Note: Fortifications are by default spotted by the owning side but must be
visually spotted by the enemy before they are seen.

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
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 they guns are deployed in fixed locations and as a result
have increased accuracy as opposed to mobile guns which are firing on
the move.

Concealment
Based on the terrain in a hex, 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 even when the enemy has a line-of-sight to the hex. Any action by the
unit such as movement or firing will reveal the unit however.

The Parameter Data value for height associated with the terrain in the hex will
determine its ability to provide concealment.
• Terrain with a height of 1 meter will provide concealment to infantry
(dismounted if carried by vehicles) and guns. Typically this is the case
for terrain like grass or single buildings. Note that terrain with a height of

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1 does not block line-of-sight and so the height value is only to determine
the concealment properties of the terrain and has no other purpose.
• Terrain with a height of 2 meters or more will provide concealment to all
units. In addition, such terrain can possibly block line-of-sight.

To become concealed a unit must begin in a hex providing concealment or


move to such a hex while not in the line-of-sight of the enemy. Once a unit is
revealed, it cannot become concealed again unless it moves or becomes out of
the line-of-sight of the enemy.

When a unit can see an enemy unit, then a


binoculars icon will appear in its unit picture. Note
that a unit may see an enemy unit without itself
being seen if the unit is concealed. Being able to
see the enemy as opposed to just being in the
enemy's line-of-sight can trigger the release of a
Fixed unit.

Opportunity Fire
When a unit moves, it may trigger automatic opportunity fire by units of the
other side. Since this firing will reveal concealed units, it is important that it
be possible to control this firing. The Opportunity Fire Dialog may be used to
control that firing. If no units are selected when the dialog is invoked, then the
setting applies to all units from the current side. If specific units are selected
when the dialog is invoked, then the setting only applies to those units.

Opportunity fire restrictions apply based on the type of firing unit and the type
of target unit. The four possible settings are:
• N (None) – No opportunity fire will occur between that firing unit and that
target unit.
• S (Short) – Opportunity fire can only occur within 1/3 of the maximum
range of the firing unit relative to the target unit.
• M (Medium) – Opportunity fire can only occur within 2/3 of the maximum
range of the firing unit relative to the target unit.
• L (Long) - No restriction on opportunity fire.

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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 40 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
in the Scenario Editor as having a specific Facing
(see the Command Menu of the Scenario Editor).
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 an Assault value when
assaulted through a facing hexside..

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
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.

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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 number 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.

Siege Guns
Siege Guns represent very large caliber guns that are designed to be used to
reduce fortifications. They are similar to 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 when fired against Pillboxes have their nominal fire value
multiplied by 50.
• 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.

For More Information on Firing


The following contain more information on features of the Main Program 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 Fired/Fought item of the Highlight submenu of the View Menu can
be used to highlight units that have fired or assaulted in the current turn.
• The Continuous Action of the Settings Menu can be used to avoid
having to click on each report dialog associated with firing and
assaulting.

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


Combat Results section.

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Assaulting

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 attacking units have been added to the assault, the
Assault can be resolved using the Resolve Assault command from the
Assault Menu in the Main Program, or by using the Toolbar button.

Attacking Units in an Assault


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 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 hexsides are not allowed. Attacking units in
Travel Mode or that have Low Ammo attack at 1/4 assault value.

Assault Cost
Under the Manual Defensive Fire option, there is no movement cost required
to Assault. Otherwise, a unit must have at least 2/3 of its movement allowance
remaining to initiate an assault. The assault costs a unit the maximum of the
following two values:
• 2/3 of its movement allowance.
• The movement cost to move into the defending hex.

Defending Units in an Assault


The following modifiers apply to the assault value of defending units.

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• Units that are Disrupted, have Low Ammo, or are Digging-In defend at
1/2 assault value.
• Units that are in Travel or Rail Mode defend at 1/4 assault value.
• Engineer units that are building or maintaining a bridge defend at 1/2
assault value.
• Units that are laying or clearing mines defend at ½ assault value.
• Units that are Broken defend at 1/4 assault value.
• Units that have a specific Facing have an assault value of 0 when all of
the attacking units are attacking through the rear facing hexsides.

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.

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 hexside modifier of all hexsides 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 attackers 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 modifier calculated as the sum of the
Quality and Fatigue modifiers. The Quality modifier is:

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• +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.

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 No Fatigue. Again the unit modifiers
are 10% and –20%. The lowest unit modifier is –20% and this is used for the
attackers.

Combined Arms 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 Combined Arms 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. Otherwise, for each attacking hex, the number of infantry and
the number of vehicles times 10 is compared. If the number of infantry
exceeds this adjusted number of vehicles, then no Combined Arms Penalty
occurs. Otherwise, for every 10 defending infantry, or fraction of 10, in excess
of the attacking infantry, the Combined Arms Penalty is applied to the excess
number of vehicles by having them attack at half strength.

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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
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
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.

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Hedge Row Rules


Special firing and assault rules apply to the Hedge Row terrain hexside.
• Vehicles crossing Hedge Row become Vulnerable and have half defense
value.
• Vehicles assaulting across Hedge Row have half assault and defense
and become Vulnerable if successful.

Assault Resolution
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 values 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 (see the
Parameter Data Dialog in the Main Program).

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.
• 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.

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• 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:
• 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 50% loss, reported as
"captured" men.

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 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.

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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For More Information on Assault


The following contain more information on features of the Main Program that
are related to Assaulting:
• The Fired/Fought item of the Highlight submenu of the View Menu can
be used to highlight units that have fired or assaulted in the current turn.

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


Combat Results section.

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Engineers

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 in the Scenario Editor or Main
Program. Engineer counters can also be
identified by the schematic icon .

Engineer Functions
All Engineer units except for Bridgelayers
(see below) are capable of:
• Improving the ability to Dig-In
• Bridge 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
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 in the
Scenario Editor or Main Program and look for the words Mine Clear. Engineer
units capable of building bridges will have the words Bridge Eng in this
display.

In addition, Commando units are able to damage bridges and perform anti-tank
ditch destruction.

Bridgelayers
Bridgelayers are specific units with the following attributes:
• They are Engineer units.
• They are capable of building bridges (Bridge Eng).
• They are Tracked units.

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Bridgelayer units are not capable of the other functions that Engineer units
have and are restricted to the bridge building capability.

Demolition Units
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 unit.

Bridge Damage
Any Engineer unit adjacent to a bridge may attempt to damage it. 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 in the Main
Program. The Bridge Damage Dialog will be displayed so that the appropriate
hexside to damage can be selected. Note: you can damage any bridge over a
stream or river hexside, but damaging a bridge over a stream hexside will not
prevent subsequent movement across that hexside, only make it cost more.

A damaged bridge hexside will appear with an orange and yellow


explosion splash around the bridge graphic as shown in the
illustration.

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
bridge is determined by Parameter Data (see the Parameter Data Dialog in the
Main Program). 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.

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Clearing Minefields
To use an Engineer or mine clearing unit to clear a
minefield, simply move the unit into the hex
containing the minefield. It costs Engineers and
mine clearing units 1/3 their movement allowance
to enter a minefield hex. Starting with the next
turn, the unit will automatically reduce the minefield
in strength until the minefield is removed. To be
eligible for mine clearing, a mine clearing unit must
not be Disrupted or Broken, cannot be in Travel or Rail Mode, and cannot be
Digging-In. Units that are clearing mines cannot fire or assault attack. As long
as the Engineer or mine clearing unit stays in the minefield, at the start of the
next turn the unit is considered to have cleared lanes at that point and other
units can safely enter the minefield in Travel Mode without suffering a minefield
attack. To stop or restart mine clearing operations, use the Clear Mines or
Rubble command from the Engineer Menu in the Main Program .

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 in the Main
Program. 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.

Bridge Building
Bridges may be built across river, stream, gully, canal, and anti-tank hexsides.
Only Engineer units identified as a Bridge Eng unit in the display when you

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right click on the unit picture can build bridges. It costs non-Bridgelayer
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
Bridgelayer 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 in the Main
Program. The Bridge Build Dialog will be displayed
so that the appropriate hexside 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 (see the Parameter Data Dialog in the Main Program).
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 platoon will have
a probability of bridge completion 1/3 that of an engineer company. 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.

Pontoon Bridges
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.

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.

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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.

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.

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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.

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.

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, then it no longer has any effect on movement.

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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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.

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

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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 hexside bridges, or onto them,
for full-hex bridges.

The Wiring of bridges using this feature is determined by the initial conditions
of the scenario, as established by the Scenario Designer using the Scenario
Editor. 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.

For More Information on Engineers


The following contain more information on features of the Main Program that
are related to Engineers:
• The Engineer Menu of the Main Program 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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Air Power

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 in the Main
Program or in the Air Support Dialog
in the Scenario Editor. All other air
units are combat units.

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.)

There is a one turn delay associated with all air missions.


When the air mission is initiated, an airplane icon will appear
on the map showing that the mission has been called. At
the beginning of the next turn for that side, the air mission
will be resolved. If the target hex is empty in the case of an
air strike, then the air mission will automatically change to an
adjacent hex if there are enemy units in that hex that can be targeted. If not,
then the air strike does not occur.

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 unit is
automatically determined. 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. See the Parameter Data Dialog in the Main Program).

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 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 (see the Parameter Data
Dialog in the Main Program). 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.

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Example: with an Air Availability value of 20%, an air unit that has carried out a
mission will have a 20% chance of being available on the next turn. If it were
to fail the availability check, it remains unavailable and rechecks for availablity
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.

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
parameter data. See the Parameter Data Dialog to determine the exact values
that apply to a given scenario.

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 location of 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.
• 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).

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• 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 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 (see the Parameter Data Dialog in the Main Program).
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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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 Battles
games.

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.

Air Strike Hex Limitation


If the Air Strike Hex Limit Parameter Data value is nonzero, 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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Main Features

Command

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, 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.

Headquarters
Headquarters units are not combat units in a true
sense as they and 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
in the Scenario Editor and Main Program. The

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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
10 hexes to 25 hexes. A Corps HQ will have a range of usually 10 to 15 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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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.

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
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.

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Example: We will continue with our example from above where that Panzer
Corps passed its Command test. Suppose the process moves down to the HQ
of the 3rd Panzer Division where that Division HQ fails the Command Test
based on the Global Supply value (which was set at 80% in the above
example). Since the Corps HQ is In Command, then a second test is
performed. Suppose that the range from the HQ of the 3 rd Panzer Division to
the 24th Panzer Corps HQ is 10 and that the Command Range of the Panzer
Corps HQ is 15. Then there is a 15/(10+15) or 15/25 = 3/5 chance that the 3 rd
Panzer Division HQ unit will pass this test and thus be In Command.

Disruption Recovery
At the beginning of each player turn, there is a test to determine if Disrupted
and Broken units on that side recover. Broken units at Maximum Fatigue
cannot recover. The closer a disrupted or broken unit is to its HQ and the
higher its morale, the better its chances of recovery are.

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, than there word
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 of the Main Program. 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
It is possible in both the Scenario Editor and Main Program to make changes
in the Corps assignment of units. The Corps Attachment rules allow a player
the opportunity to change which Corps a Division or other unit is subordinate
to.

The distance a Division HQ is from its Corps HQ has a large effect in the
Command Test as described above. During game play, Corps Attachments

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can only occur during the turn at midnight (or if no midnight turn, during the first
turn thereafter). The purpose of changing a Corps Attachment is to streamline
the Command structure so that a Division HQ can receive support from the
closest Corps HQ in its sector.

For a unit to be reassigned, it must exist in the Order of Battle within a Corps-
level organization. The reassignment must assign it to another Corps-level
organization in the Order of Battle. Corps Attachments are also possible in the
Scenario Editor when creating a scenario.

Note: for the Russian forces starting in 1942, the Corps Attachment feature
applies to their Armies, not their Corps. That is, starting in 1942, it is possible
to reassign units and organizations attached to Russian Armies to other
Armies, but the Russian Corps are not changeable.

For More Information on Command


The following contain more information on features of the Main Program 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 of the Scenario Editor
or Main Program can be used to view and change Corps Attachments.

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Morale

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 has effects on the Morale of the
unit and on its performance in combat or, for HQ’s, on its command abilities.

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 on Ammo or 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, 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

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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 of the Main Program 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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Fatigue

The most important thing to know


about Fatigue in the Panzer Battles
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.

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.
Against, 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.

Fatigue Levels
Fatigue values range from 0 (none) to 150 (maximum). In addition, these
values are broken down into five special cases:
• No Fatigue – Fatigue 0.
• Low Fatigue - Fatigue from 1 to 49.
• Medium Fatigue - Fatigue from 50 to 99.
• High Fatigue – Fatigue from 100 to 149.
• Maximum Fatigue – Fatigue 150.
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.

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Fatigue Accumulation
Fatigue is gained from losses in combat. The factor used to determine Fatigue
accumulation depends on the size of the unit.
• For Companies, the Fatigue accumulation factor is 2.
• For Platoons and Squads, the Fatigue accumulation factor is 6 (When 2
Platoons are Combined, the factor is 4 and when 3 or more Platoons are
Combined, the factor is 2).
Losses 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
company that takes a loss of 15 men from fire will gain Fatigue from 0 to 30.
Likewise, an infantry platoon 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 company 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.

Fatigue Recovery
In order for a unit to be eligible for Fatigue recovery, the unit must not move,
fire, assault, be fired upon, 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 rest value determined by Parameter Data (see the Parameter Data
Dialog in the Main Program). During night turns, this value is doubled. Further
modifiers may apply to this value based on Optional Rules described in the
Main Program. The Fatigue recovery a unit receives is then calculated as a
random value between 0 and twice the rest value. The number of units that
recovery Fatigue are reported in the Command Dialog of the Main Program.
Nominal Fatigue recovery also applies to air units.

For More Information on Fatigue


The following contain more information on features of the Main Program 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 are have High or Maximum
Fatigue.

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• 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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Supply

Supply is a critical element in the


effectiveness of any army, and so it is
no different in armies you control in
the Panzer Battles 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 run Low on Ammo 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 become Low on
Fuel 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. Refer to
the Main Program. This default Supply Value will apply to all units for that side
unless the given scenario has Supply Source markers in use.

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.
Supply Sources are also displayed on the map. With

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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.

Supply Determination
When supply issues are being resolved for a unit in a given hex, the 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 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
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 hexside.

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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. 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


As stated above, when a unit fires during a turn, it
becomes a candidate for either running Low On
Ammo or, in the case of artillery units, becoming
Unavailable in the next turn for that side. If a
normal unit fires, then at the beginning of the next
turn for that side a check is made to determine if
the unit becomes Low On Ammo. Isolated artillery
units automatically become Unavailable. Otherwise, a test is performed and a
random value is generated and compared to the supply value. If the random
number is less than the supply value, the unit passes the test and does not
become Low On Ammo

If the unit fails the above test, a range test is made with respect to the unit and
its controlling HQ unit. The HQ unit must not be Out of Command or the test
will fail. Given that the HQ unit has a 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 not become Low On Ammo is C / (C + R).

The net effect of the above formula is that if a unit being checked for supply is
at the limit of the Command Range, its probability of re-supply is 50%. For
example, if an HQ unit has a command range of 7 and 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%.

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Once a unit becomes Low On Ammo, then a determination is made for each
turn for that side if the unit becomes re-supplied. For re-supply, only the range
test described previously is used. Thus to be re-supplied, the unit must have
an HQ unit that is not Out of Command.

For artillery units, the supply determination is different in that the range test
does not apply. Artillery units become Unavailable based on the supply value
of the hex they occupy. A random percentage value is generated and
compared with the supply value in the hex. If the random value is less than the
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
running Low On Fuel 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
Refueling Test is performed on every applicable
unit that has moved or assaulted since the last time
the test was performed. The test uses the supply rules that are used to
determine Low On Ammo for units that fire with one exception. That is,
Isolated units automatically become Low On Fuel, while units in supply first
perform the supply test using their supply value, and a second test using a
modified range test relative to their HQ unit. The distance traveled by the unit
does not effect the outcome of the test. Failing the Refueling Test and
becoming Low On Fuel represents a failure of the unit to obtain a refuel and
thus being in a position of having to conserve available fuel until another
refueling attempt can be made.

The range test to determine if a unit becomes Low On Fuel is passed provided:
• The HQ of the unit is not Out of Command, and
• The distance from the unit to the HQ is within the Command Radius of
the HQ.

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Once a unit becomes Low On 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.
• 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 On 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 the beginning of the next midnight turn another Refueling Test is
performed. If the unit passes this test, then the unit is restored to normal
fuel status.
• At the beginning of each turn other than the midnight turn, a Refueling
Test is performed, but with only a percentage chance of passing
compared with a normal Refueling 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. The supply test a unit uses to return to normal
fuel status is a modified version of the test performed for units Low On Ammo.
That is, the modified range test relative to the unit’s HQ is performed to
determine if the unit is restored and the HQ unit must not be Out Of Command.

Artillery Setup
When using the Artillery Setup Optional Rule,
Allied and Axis Artillery availability depends upon
the Artillery Setup 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 setup 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 setup will vary depending on the
Artillery Setup 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 Setup value. If the random value is
less than or equal to the setup value, then the artillery unit becomes available.

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If the side has the Parameter set to 100%, then there is no setup effect for any
artillery unit. If the Parameter value is at least 90%, then Self-Propelled
artillery units are not affected by setup. Units can move, unlimber and be
available to fire on the next turn or even the current turn if sufficient movement
points remain.

If the side has the Parameter value less than 100%, then, as soon as an
Artillery unit moves, it is labeled Setup 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 Setup 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 Setup 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 setup before
becoming available. Towed Artillery that is labeled Setup Required cannot
become Setup while it is in Travel Mode.

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 one occur when Artillery units are in a stockpiled state at the
beginning of a game.

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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.

Supply Examples
Example 1: Command Test.
Suppose we have a Corps HQ with a command range of 12, a Divisional HQ,
and that the base Supply Value is 70%.

2 hex range calculation: If the Div HQ is 2 hexes from the Corps HQ, then the
probability that the Div HQ will be in command is:
0.70 + 0.30 * (12/14 * 0.70) = 88%

12 hex range calculation: If the Div HQ is 12 hexes from the Corps HQ, then
the probability that the Div HQ will be in command is:
0.70 + 0.30 * (12/24 * 0.70) = 80%

Conclusion: In this case, an increase in the distance of the Div HQ from the
Corps HQ by 10 hexes resulted in a decrease of its command probability from
88% to 80%.

Example 2: Refueling Test - High Value


Suppose that we have a Div HQ with a command range of 6 and a unit from
this division that is Low On Fuel. Suppose that the base Supply Value is 80%
and that the Refuel Percentage is 30%.

4 hex range calculation: If the unit is 8 hexes from its HQ, then the per-turn
refuel probability is 0 since the unit is out of the command range of its HQ.

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0 hex range calculation: If the unit is 4 hexes from its HQ, then the per-turn
refuel probability is:
0.30 * 0.80 = 24%

Conclusion: You should move Low On Fuel units within the command range
of their HQ for them to become refueled.

Example 3: Refueling Test - Low Value


Suppose that the situation is as before, but now that the base Supply Value is
25%.

If the unit is 4 hexes from its HQ, then the per-turn refuel probability is:
0.30 * 0.25 = 7.5%

Conclusion: Lower Supply Values mean less chance of refueling, in this case
from 24% to 7.5% per turn.

Example 4: Refueling Test - Range Example


Suppose that we have the Corps HQ with command range of 12, the Div HQ
with a command range of 6, a unit from the division that is Low On Fuel, and a
base Supply Value of 60%.

4 hex and 12 hex range calculation: If the unit is 4 hexes from its Div HQ and
the Div HQ is 12 hexes from its Corps HQ, then the per-turn refuel probability
is:
0.30 * 0.80 = 24%

4 hex and 2 hex range calculation: If the unit is 4 hexes from its Div HQ and
the Div HQ is 2 hexes from its Corps HQ, then the per-turn refuel probability is:
0.30 * 0.88 = 26.4%

Conclusion: Reducing ranges from units to their HQ and from HQ's to their
higher HQ's improves the probability of refueling, in this case from 24% to
26.4%.

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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 base 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 base 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.
• 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 effect 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 in
proximity to their HQ and the HQ out of Travel Mode. 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 On
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

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conclude good opportunities to try and take advantage of enemy supply


problems.

For More Information on Supply


The following contain more information on features of the Main Program 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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Environment

The Environment consists of the current


Visibility and the current ground Conditions.
Each scenario has the values of these plus
the possible ranges set in the Header
Dialog of the Scenario Editor.

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 Main 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 in the Main Program 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 by the Main Program 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 and can be viewed using the Parameter Data Dialog. These modifiers
are used to adjust the nominal movement cost of the unit with one exception.

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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 as used.

Frozen Terrain
Under Snow conditions, Field, Marsh, and Swamp
terrain is 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.

Storms
Storms can occur under any conditions. Depending on the conditions, they
represent rain storms, snow storms, or even sand storms. 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 (see the Header Dialog in the Scenario Editor).

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.

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• 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

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 18 th, 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. NOTE: none of the numbers in this file can have leading zeros. Thus
numbers like 02 should be written simply as 2.

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 (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.

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• 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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Combat Results

A common combat results calculation is


used for both fire and assault results. The
combat results calculation is based on four
parameters: a combat value, a modifier, a
Low Combat Value (LCV) and a High
Combat Value (HCV). For fire combat,
the combat value is the adjusted fire value
of the firing units. For assault combat, the
combat value is the adjusted strength of
the opposing side. The given modifiers are applied to the given combat value
to arrive at the effective combat value. The Low Combat Value and High
Combat Value are the extreme possible casualties resulting from a base-line
combat value of 1000. The effective combat value is used to scale these
accordingly resulting in 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.

For example, given a combat value of 40, a modifier of 25%, a Low Combat
Value of 50 and a High Combat Value of 250, the effective combat value would
be 50 (= 40 + 25%). This would be 5% of the base-line combat value of 1000.
Thus the low casualty value would be 2.5 (= 50 * 5%) and the high casualty
value would be 12.5 (= 250 * 5%). The resulting casualty value would be
randomly generated between 2.5 and 12.5 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.

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 squad and uncombined platoon units.

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• 4 for combined platoon units consisting of 2 subunits.


• 2 for companies and combined platoon 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 squad and uncombined platoon units.
• 10 for combined platoon units consisting of 2 subunits.
• 15 for companies and combined platoon units consisting of 3 or more
subunits.
Thus a platoon unit that takes a loss of 15 men has a 50% chance of requiring
a morale check and a platoon 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 Main Program Help File ), 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.

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 by the main program 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 as a
result of combat has a 60% chance of surviving the calculation.

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Additional Features

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 Main Program Help File describes the actions used to assign commands
to players and to manage Multi-Player features.

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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 (see the Main Program Help File ).

When a game is started under the


PBEM option, the player starting the
battle will be prompted with the New
Scenario Dialog (see the Main
Program Help File ) to select the
side they wish to play, the Fog of
War option, any change to the
Advantage value, and Optional
Rules. When control of the game passes to the opposing player, the main
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 (see the Main
Program Help File ), or through the PBEM option of the Mode Menu (see the
Main Program Help File ).

When the player opens the PBEM


file, they will be prompted to view
the battle replay. If they notice
that the replay is not for the
opposing side, they have opened
their own PBEM file in error and
should immediately select Cancel.
Otherwise, they can select Yes or
No to either view the replay or advance directly to their turn. Pressing the
Escape (Esc) key during the replay will terminate the replay.

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When a PBEM battle is saved with the PBEM
Encryption Option enabled (see the Settings
Menu in the Main Program Help File ) 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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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 in the main
program. 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.

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

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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.

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.

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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.

Mind Your Distance


If you are used to playing Panzer
Campaigns, you will think in terms of
moving adjacent to the enemy to
attack. In Panzer Battles and its
ranged fire feature, this can be deadly.
The effectiveness of ranged fire
increases dramatically as range decreases and in general you need to keep
your distance from the enemy before moving in for an assault. Use ranged fire
to disrupt the enemy units before advancing.

Don’t 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.

Watch Out For the Combined Arms Penalty


Normally, any Combined Arms Penalty is reported to you when you add units
to an assault attack. However, if Fog-of-War is in effect, then you will not be
told when this penalty is in effect. So be careful. 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.

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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'll 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 an 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 as a result of combat and if they continue to be fired upon they may
become Broken. When this occurs, there are a number of things you can do
that will assist in the successful recovery of these units. Keep HQ's 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, so as to lower their Fatigue.

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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/Siege Guns – this is the basic icon for Heavy Artillery and
Siege Guns. Variations of this are the same as for normal Artillery.
Infantry Artillery – this is the icon for Artillery units that lack an Indirect Fire
capability and thus are used in a support role.
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
underneath the icon, it indicates an Armored Car unit.
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.

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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.
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 supercedes the
normal icon for that unit while in Rail Mode.
Supply Unit – this is the icon for Supply Units, which are only used under
the Explicit Supply Optional Rule.

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Credits

Developer: John Tiller

Artist: Joe Amoral

Additional Programming: Dr. John


Rushing, University of Alabama-
Huntsville

Contact and Support Information:


http://www.JohnTillerSoftware.com

Battles of Kursk – Southern Flank

Project Coordinator: David Freer


Scenario Design: David Freer, Mike Avanzini
Order of Battle: Mike Avanzini, David Freer
Planning Maps: Mike Avanzini
Game Maps: David Freer
Unit Graphics: Joe Amoral, David Freer
Game Documentation: David Freer, Mike Avanzini
Play Testing: Eric Baker, Brian ‘Dogsoldier’ Bedford, Gary ‘Tide’
Christian, David Duncan, Stephen Duncan, David Freer, César
‘Indragnir’ Librán Moreno, Mark Middleton, Phil Niven, Dave Ross

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