Time of Fury Manual (Teaser)
Time of Fury Manual (Teaser)
Time of Fury Manual (Teaser)
PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY. Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: Do not sit too close to the monitor. Sit as far as comfortably possible. Use as small a monitor as possible. Do not play when tired or short on sleep. Take care that there is sufficient lighting in the room. Be sure to take a break of 10-15 minutes every hour.
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Panzer Corps Wehrmacht is a brand new turn-based strategy game that reinvents a classic genre. Produced and developed by a team of experts and brought to perfection by a community of hundreds of fans, the game has evolved over 2 years to become what can be defined as a modern classic! Set in World War II, Panzer Corps Wehrmacht puts the player in charge of Axis armies, taking their core force with them through the entire war. The use of combined-arms tactics requires each general to make use of the strengths and exploit the weaknesses of their opponents. Its multiplayer mode, an improved version of Slitherines award winning PBEM++ system, allows players to easily find opponents anywhere in the world enjoy playing them with none of the hassle. Panzer Corps Wehrmacht is designed to replicate the feeling of a classic wargame, but brings it up to 21st century standards and to a whole new generation of gamers.
1. CONTENTS
INTRODUCTION ................................................................................................................. 9 Minimum System Requirements ...................................................................................... 9 Installation....................................................................................................................... 9 Uninstalling the game ...................................................................................................... 9 Product updates ............................................................................................................ 10 Game forums ................................................................................................................ 10 Game Forums & Technical Support ................................................................................ 10 GLOSSARY OF TERMS .................................................................................................... 10 STARTING A NEW GAME................................................................................................ 11 Preferences ................................................................................................................... 13 Scenario Screen ............................................................................................................ 15 Sequence of Play ........................................................................................................... 16 Turn Lengths ................................................................................................................. 16 End of Game Conditions ................................................................................................ 16 MAIN SCREEN................................................................................................................. 18 Navigating the Map ....................................................................................................... 18 General Information Bar................................................................................................. 18 Current country ............................................................................................................. 19 Date and turn ................................................................................................................ 19 Mini-Map Panel ............................................................................................................. 19 Hex Information Panel ................................................................................................... 20 Unit Information Panel ................................................................................................... 20 Unit Action Buttons ........................................................................................................ 21 Game Buttons Panel ...................................................................................................... 21 Main Display Panel ........................................................................................................ 22 Hex Information ............................................................................................................. 28 City icons ...................................................................................................................... 28 LAND UNIT MOVEMENT AND COMBAT........................................................................... 29 Moving Land Units ......................................................................................................... 29 Land Units Swapping .................................................................................................... 29 Merging Land Units and Transferring Strength ............................................................... 29 Splitting Land Units ....................................................................................................... 30 Attacking with Land Units .............................................................................................. 30 HEX ACTION BUTTONS ................................................................................................... 34 Mulberry Harbors .......................................................................................................... 34 LAND UNIT ACTION BUTTONS (FRIENDLY UNITS) .......................................................... 34 Upgrade unit.................................................................................................................. 34 Upgrade Level ............................................................................................................... 35 Supply Level .................................................................................................................. 35 Assign Commander ....................................................................................................... 36 Reinforcements ............................................................................................................. 38 Disband Unit .................................................................................................................. 38 Undo Movement ............................................................................................................ 38
Strategic Movement ...................................................................................................... 38 Amphibious Transport .................................................................................................... 39 Sea Transport ................................................................................................................ 39 Paradrop ....................................................................................................................... 40 AIR UNIT MOVEMENT AND COMBAT ............................................................................. 40 Attack ........................................................................................................................... 40 Upgrade Level ............................................................................................................... 41 Supply Level .................................................................................................................. 41 Assign Commander ....................................................................................................... 42 Reinforcements ............................................................................................................. 42 Disband Unit .................................................................................................................. 43 Undo Movement ............................................................................................................ 43 Strategic Movement ...................................................................................................... 43 Rebasing ....................................................................................................................... 43 Air Recon ...................................................................................................................... 43 Nuclear Attack ............................................................................................................... 44 Calculating Air Superiority Over a Hex ............................................................................ 44 FLEETS............................................................................................................................ 45 Overview ....................................................................................................................... 45 Sea Zones and Ports...................................................................................................... 45 Fleet Display Panel ........................................................................................................ 47 Regular Fleets vs. Raider Groups ................................................................................... 48 Engage vs. Evade .......................................................................................................... 48 Fleet Orders Panel ......................................................................................................... 49 Naval Unit Types ............................................................................................................ 51 Managing Convoys ........................................................................................................ 53 Deploying New Naval Units ............................................................................................ 55 Sea Battles .................................................................................................................... 56 Unloading Land Units from Landing Craft ...................................................................... 58 Shore Bombardment ..................................................................................................... 59 Air Carrier Strikes on Units, Sea Zones and Ports ........................................................... 59 Assigning Commanders ................................................................................................ 60 PURCHASING AND DEPLOYING NEW UNITS ................................................................... 60 How Production Points Are Collected ............................................................................. 61 Unit upkeep ................................................................................................................... 62 RESEARCHING NEW TECHNOLOGIES ............................................................................. 63 DIPLOMACY .................................................................................................................... 64 Overview ....................................................................................................................... 64 Country Information ....................................................................................................... 65 Diplomatic Actions (Own Country) .................................................................................. 67 Diplomatic Actions (Other Countries) .............................................................................. 69 REPORTS ........................................................................................................................ 71 General Summary ......................................................................................................... 73 Resources ..................................................................................................................... 73 Units ............................................................................................................................. 73
Technology .................................................................................................................... 73 Production ..................................................................................................................... 73 Convoys ........................................................................................................................ 74 Cities ............................................................................................................................. 74 Commander .................................................................................................................. 75 Naval Groups Lost ......................................................................................................... 75 ENDING A TURN .............................................................................................................. 75 Surrendering Countries.................................................................................................. 75 Collecting Production Points .......................................................................................... 76 Unit Upkeep................................................................................................................... 77 Research Progress ........................................................................................................ 77 SPECIAL EVENTS ............................................................................................................ 77 Options.......................................................................................................................... 78 SUPPLY ........................................................................................................................... 78 Calculating Supply ......................................................................................................... 79 Lowered supply ............................................................................................................. 79 Out of supply ................................................................................................................. 80 Supplying by fleet .......................................................................................................... 80 Mulberry supply ............................................................................................................ 80 Airlift supply .................................................................................................................. 80 WEATHER........................................................................................................................ 81 MULTIPLAYER ................................................................................................................. 81 Hot Seat ........................................................................................................................ 81 PBEM ........................................................................................................................... 81 PARTISANS ..................................................................................................................... 81 SPECIAL FLAVOR UNITS ................................................................................................. 82 CREDITS ......................................................................................................................... 82
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transfer strength. In order to Merge, the target unit must have available strength to accept the unit; if not you can only transfer part of the strength.
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In the pop-up panel, you will see statistics for the attack, and the combat result including: What enemy unit is being attacked (e.g., 1. Infanterie-Division); How many and which units attacks and defends; The total of the Attackers and Defenders Strength; The Attackers and Defenders combat modifiers; List of modifiers The total odds for the combat; and What Column the combat is resolved on.
Also, crucial information about the combat is displayed by numbers floating just above the units, where combat took place.
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The effective Strength of the defending unit is multiplied by the Defender Modifier; all modifiers are cumulative. Please note that all above are default values and might be different for some countries.
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City Siege is a special rule implemented to make assaulting a city easier. When a unit defends in a city and all adjacent land hexes are occupied by an enemy, there is a possibility that the defending unit will lose a fort level. If the defending unit is at level zero then a successful siege calculation will force this unit to surrender. When calculating a siege the following aspects are taken into consideration: Base chance Effective Strength of attacker and defender Supply Commander Air superiority
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When you select a hex, Action Buttons for that Hex will be displayed in the Hex Information panel. There, you can find a button responsible for deploying a Mulberry Harbor, for example:
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change to a unit which production last 10 turns a unit will be frozen for 6 turns). A unit that has moved and/or attacked during the current turn cannot be upgraded. To upgrade a unit it must be located on owned territory. Note: Most units will have their photos upgraded as the size changes. Exception: Special Flavor Units Photographs can be used to distinguish between sizes and level of enemy units when the player is zoomed out on the map.
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Units with a Commander attached to them are considered to be HQ units. HQ units can be identified on the game map as having a star icon next to it. Other friendly units in range (within 3 hexes) that do not have a Commander assigned to them receive a bonus from this HQ unit. The bonus depends on the Commanders skill and the range to the HQ.
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If a unit has more than one HQ in range, a combination of the Commanders skill and the range will determine the best HQ to use. Units with no HQ in range displays no name in the Unit Information panel. The HQ Commander bonus is calculated at the beginning of the turn, so assigning a Commander during one turn will only begin to affect units on the next turn. Each country has its own pool of Commanders. To assign a Commander, click on a unit and click on the icon with an officer at the bottom of the screen. Select his name from the drop-down list in the top box. Click Assign. Click exit, or hit the <Esc> key. Note: Once you click the Assign button you can change your mind by clicking the recall button however, you will not be able to reassign the first commander until next turn. So it is best to plan ahead and not click Assign unless you are absolutely positive you want that commander. If you already have a Commander out in the field, you will see it using the unit information panel in the lefthand corner. This is the one with the photograph. Above the photograph you will see the commanders name. There are two numbers in brackets separated by a slash; the number to the left of the slash is the Commanders skill, while the number to the right of the slash is the Commanders Experience (see below for more on Commander Experience). Some graphic interfaces like Counters combination mod will display a commander symbol on the unit icon. See Unit skins under Section [4.1], Preferences. To recall a Commander from the unit, open up the commander window, click Recall to HQ button. The Commander will then be available in the pool the next turn. Commanders also have an Experience attribute. All Commanders start with 0 Experience. When a unit a Commander is attached to (either direct command or via HQ link) takes part in combat, a check is made. If the check succeeds, the Commander is awarded one Experience point. For a defending unit, this chance is 30%; for attacking units, it is 10% since attacks can be carried out from many directions. For example; if the attack is from 3 directions, three independent checks are made, each at 10%. A Commanders Experience is translated to higher unit effectiveness (1 Experience Point = 1% bonus to Effectiveness). The maximum Experience a Commander can accumulate is 20 points. Also Commanders Skill is affecting units Effectiveness. For each Skill point, effectiveness of a unit is increasing by 3.
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8.5. REINFORCEMENTS
This will open a popup window which allows you to replenish the Strength of a reduced unit. In order to reinforce, the following conditions must apply: The unit cannot move and/or attack in the current turn to receive replacements; Units out of Supply cannot receive replacements; and Units with a low Supply or abroad can receive replacements, but only to a certain level. Replacing a units Strength costs Production Points. However, replacing the Strength Points of an existing unit costs much less than buying a new unit with the same Strength.
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Transporting corps-sized units costs more SMPs than transporting divisions. Also, the unit type has an influence on the cost; transporting armored units is the most expensive, while transporting Infantry is the least expensive.
If all conditions are met, clicking this button will remove the unit from the map. It will then appear in the Naval Screen, in the appropriate Port as an Amphibious unit. It can then be moved to a Sea Zone and unloaded on a Coastal hex.
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8.11. PARADROP
This action is available for Airborne Divisions only. Select the Division, then click this button, and a range of highlighted hexes will be displayed (up to 20). Select the hex to drop the Division into and it will immediately do so. The following conditions must apply: The unit cannot move and/or attack for three turns to execute a Paradrop; and The unit must have a Supply level of at least 2/3 of the maximum level. When an Airborne Division paradrops, a casualty check is made, based on friendly and enemy air superiority over the target hex and a random factor of air activity (which is partly modified by air superiority). The results determine losses for the division. If your side has total air superiority, the division will suffer no losses; if the enemy has total enemy air superiority, the division may suffer very heavy losses when dropped. Remember that at the end of the turn, the unit should have a land connection to a valid Supply source. Dropping a unit far behind enemy lines can lower its Supply level and thus make it more vulnerable to attack.
9.1. ATTACK
This is the default action for all air units. When an air unit is selected, all possible targets for that unit are highlighted. It doesnt matter is it a fighter, tactical bomber or strategic bomber. The game recognizes what are the default target types within the range of current unit, and allows you to attack them.
9.1.1. FIGHTERS
Fighters are allowed to attack enemy air units within a range for the units level that are visible for the current player. Fighters cover nearby sea zones and ground forces within a range, and try to achieve air superiority over enemy air units, by intercepting them. Interception is done automatically by units with strength higher than 50% (this value is modifiable and might differ for some scenarios or campaigns).
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Gary Grigsbys War in the East: The German-Soviet War 1941-1945is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale. Gamers can engage in massive, dramatic campaigns, including intense battles involving thousands of units with realistic and historical terrain, weather, orders of battle, logistics and combat results. As with all the award-winning titles made by the 2by3 Games team, factors such as supply, fatigue, experience, morale and the skill of your divisional, corps and army leaders all play an important part in determining the results at the front line. Gary Grigsbys War in the East comes with 4 massive campaigns as well as many smaller scenarios all with different strategic and operational challenges. Gary Grigsbys War in the Eastrepresents a truly epic representation of the Second World War on the Eastern Front and is unparalleled in its scale, detail, and ambition!
S INGL E U SE SO F T WA RE L I C E N S E AG RE EMEN T
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