I. INTRODUCTION A. Overview: PANZER STRIKE! is a tactical level simulation of small unit actions during World War II. You and your opponent command various units that represent the forces of the major powers of WWIL Each unit Is an Individual vehicle or a squad of men. At the beginning of each battle you are given a mission to accomplish. You then have a certain number of game turns In which to accomplish your mission. Each game turn consists of two phases: an Orders Phase and a Combat Phase. You give orders to your units during the Orders Phase, and the units attempt to carry out those orders during the Combat Phase. You can choose to play Just one battle or an entire campaign. A battle (also called a scenario) lasts for either 30 or 60 one-minute turns, depending on the type of battle; a campaign consists of several scenarios played one after another. Besides playing one of the historical scenarios included with the game, you may also design your own battles. When playing PANZER STRIKE! you will be able to choose one of three fronts (also called theatres) for your scenarios. On each front, one player will command the units of Germany and Its allies; the other player will command the units of Germany's opponents on that front. All troops controlled by the German player are called the Axis forces. Their opponents are called the Allied forces. The time period covered by the game also varies with each front, and has an effect on type of weapons available. The fronts available, the time period covered. and the countries comprising the Allied and the Axis forces are shown In the following chart: Front Time Period Allies Axis Eastern 1939-1945 Soviet Union Germany, Italy, Europe & Poland Finland, Hungary, & Rumania North 1940- British Germany & Italy Africa early 1943 Commonwealth Western 1940-1941, France, Germany Europe late 1943- Belgium, 1945 Holland, & the British Commonwealth (See the Building a Scenario section for years of availability of certain nationalities.) Note that the computer can play either or both sides. In addition, you can choose to turn over part of your own forces to the computer while you control only a portion of your troops. In this way you can command only certain types of weapons If you wish, while still having a balanced force. The game Is played over a map that depicts the terrain fought over in the actual battle. The map can be as large as 60 squares by 60 squares, but you can vary the north-south width of the map so that it is smaller. There are three different terrain sets: European summer. European winter, and North Africa. (See the Brieftng Manual for details.) When playing a non-historical scenario, you can have the computer generate the map. or you can build it yourself using the terrain appropriate to the front being played. During play, you can choose to view the map at two different levels. At the tactical level you will see a 20 square by 10 square portion of the map. At the strategic level you will see a 40 square by 20 square portion. You may freely go back and forth between the two levels when the game is in progress. The units and the map are scaled to represent their actual counterparts. Each unit is an individual vehicle or a squad of men. On-map artillery units are one gun; off-map artillery represents a four gun battery. Each square on the map is 50 yards from side to side. Each combat pulse represents 20 seconds, so that each game turn represents a minute of real time. The screen shows a top-down view of the units. Generally on the Apple II, the symbols for the Axis units are hollow, while those of the Allies are filled. On the Commodore 64/128, the Axis are white (black in winter), while the Allies are colored. A complete game of PANZER STRIKEl should contain the following: - 2 Game disks - 1 Rule book - 1 Briefing Manual - 1 Game box In addition, if the start-up instructions for the computer version you purchased are not included in these rules, there should be a separate card included providing those instructions. B. Getting Started: This section provides the start-up Instructions for the various computer versions. It also explains the opening menu and how to save the game. If you are playing PANZER STRIKE! for the first time you should read this section, choose the tutorial scenario on the Western Europe disk, and skip to the Tutorial section later in these rules. Play this scenario several times until you have a good idea of how the game plays. You then have two choices. You can either read over the Playing a Game section and play one of the historical scenarios, or you might wish to experiment with a battle of your own design. In that case, you should read the Building a Scenario section before reading the Playing a Game section. The Formulas section deals mostly with detailed combat procedures and you only need to refer to it if you want to know more on some point. Once you feel that you have a good command of the game, you should proceed to read the Campaign Game section and play a campaign game on one of the fronts. Talking to the computer: PANZER STRIKEl Is menu driven. This means that you will decide what actions to take by making selections from various menus. Generally, to select an action from a menu or to answer a yes/no question, just press the desired key. In some instances where numbers are being inserted you may also have to hit the Return/ Enter key. Note: if a screen docs not list an exit key. press the X key to quit that screen. Saving the game: You are given an option to view the Save Game Menu at three different points: during the map build routine by pressing the V key, automatically after deploying troops for a new scenario; and after each Combat Phase by pressing the Y key in answer to th( question "Save Game?". You must have an extra disk initialized for youi system to store the saved game. Appl< and Commodore users will be able to initialize a disk using the Save Game Menu. You should use the "Map Save" option and not the "Save Game" option if you are saving a map during the map build routines. Copy Protection: There is no physical copy protectlon on any version of the game. There are however, copy protection question? which will come up In the course of the game. These questions should be easily answered if you have all of you documentation. Since there is no physical protection on the disks, you should make copies of your disks be fore play. set the originals aside, and play off the copies. Note that Apple II owners will need a commercial bit copy program since SSI uses Its own DOS. Starting the game on the Apple II: Choose which front you wish to play. Put that disk In your drive with the proper side up and turn on your computer. The game will start automatically. Important: If your keyboard contains a Caps Lock key make sure It Is depressed. Starting the game on the Commodore: Choose which front you wish to play. Put that disk In your drive with the proper side up and turn on your computer. (If you own a Commodore 128 you should hold down the Commodore key when you turn the computer on). Type LOAD "*",8 and hit the Return key. When READY appears, type RUN and hit the Return key. The opening Menu; After the title page, you will see the Opening Menu. This menu will allow you to determine certain of the conditions under which the game will be played. If you own an Apple, the numbers 1 through 6 are associated with the following choices: (1) Whether to play a new game or a saved game; (2) Whether to use 1 or 2 disk drives; (3) Which slde(s) the computer will play; (4) What Handicap Level to play at; (5) How long the message delay length should be; and (6) Whether to build your own scenario or to play one of the historical scenarios. On the Commodore, the numbers range only from 1 to 5: (1) Whether to play a new game or a saved game; (2) Which slde(s) the computer will play; 3 (3) What Handicap Level to play at; (4) How long the message delay length should be; and (5) Whether to build your own scenario or to play one of the historical scenarios. The default values for each Item are Inversed. To make a change. Just press the number key associated with the desired condition. Game Determination: If you choose to play a new game, you will also be asked to choose whether to build your own scenario or to play an historical scenario. See the Building a Scenario section of these rules if you wish to design your own battle. On the other hand. If you wish to restart a game from the point that you previously saved It, choose the "Saved Game" option. Please note that If you restart a saved game you will also have to choose which side will be computer controlled. fThls Information Is not saved with the game. It allows you, however, to switch sides in the middle of the battle or to convert a two-player game Into a one- player game or vice versa.) When you recall a saved game. you will be able to modify it as If It were a new game before continuing to play. Computer Control: PANZER STRIKE! may be played by either zero, one, or two players, and this is determined by the options selected on the Opening Menu. For example, if you wished to watch a demonstration game where a computer controlled Axis force faces a computer controlled Allied force, you should select the option BOTH COMPUTER. This determination must be made every time you boot the game, even if playing a saved game. Handicap Level: At the beginning of the game you may choose a handicap level of from 1 to 5. These levels only make a difference when you are building your own battle. When playing the Tutorial or an historical scenario you do not need to change the level in any way. The effects of the handicap levels are to reduce the number of strength points available to a given side by the amount shown below: Level 1: Axis reduced by 40% Level 2: Axis reduced by 20% Level 3: No effect on points Level 4: Allied reduced by 20% Level 5: Allied reduced by 40% Note: these levels have no effect In the campaign game. Delay Length: The delay length affects messages displayed during the Combat Phase. The greater the delay length the longer these messages will be displayed. A delay of 1 will speed up the game, but will cause the messages to be virtually unreadable. A delay of 9 will slow the game down, but will allow you more time to study the various reports provided. (You may vary the delay length during the combat phase if you wish the messages to be displayed for a greater or lesser amount of time. Pressing the 1 key during the combat phase decreases the delay length by one Increment; pressing the 9 key increases it by one.) Choosing a Scenario: You may choose to play one of the historical scenarios or to design a scenario of your own to play. Ifyou choose to design your own, you should read the Building a Scenario section of these rules when you are done with this section. If you are playing for the first time you are encouraged to play the Tutorial scenario on the Western Europe disk before building a scenario of your own. Limited Command Rules: Before actually beginning to play any scenario, you will be asked whether to use the Limited Command rules. These rules are explained more fully in the Playing a Game section, but In general Ifyou use these rules, a headquarters unit will not be able to issue any orders once the number of orders it has reaches zero. If you don't use them, a headquarters unit will be able to issue all orders except a rally order when It is out of orders. The consequence of answering "Yes" to the question Is that you will not have as much control over your forces. Until you feel comfortable with the game you should answer "No". Campaign Game: If you chose to build a scenario, and you chose to have the computer play one side or the other, you will be asked whether you want to play a campaign game. Ifyou wish to play a single scenario, answer "No". Once you have become familiar with the game and have read the campaign game rules, you should play a campaign game; answer "Yes" at this prompt. II. PLAYING A GAME A. Preliminaries: Introductton: After reading this section of the rules booklet you should be able to play any of the historical scenarios of PANZER STRIKE!. This section describes how to give orders to your units to carry out your assigned mission. It also discusses in general terms how the various unit characteristics Interrelate. It does not, however, contain all the specific formulas used In the program. If you wish to know one of those formulas, please refer to the corresponding paragraph In the Formulas section. 4 This introduction should give you a brief overview of this section and introduces some of the terms used in the game. All terms and menus mentioned in It will be described more fully later. The central concept of PANZER STRIKE! is the proper use of orders. Orders are given by eligible headquarters (HQ) units to eligible subordinate units during the Orders Phase. Eligibility for both types of units depends on the state of the unit and whether it is In command control. Command control and whether a unit is subordinate to an HQ depends on the chain of command. There are four major categories of orders: movement, lire, organizational, and cancellation. These are covered in subsections B2 through B5, respectively, of this section. Orders are given by selecting the desired order from a menu. There are two main menus in the Orders Phase. The one you see when you first enter the Orders Phase is called the Map Menu. This menu is mainly used to move the cursor around the map, to view parts of the battlelleld or to access a unit. Once a unit is accessed, you will see the Unit Menu. This menu is used to checkvarious aspects of the unit and to give orders or perform actions In an attempt to carry out an order. Both sides give orders to their units during the Orders Phase, the Axis first and then the Allies. When both you and your opponent have exited the Map Menu you will begin the Combat Phase. During this phase your units will attempt to carry out the orders which you have given them. Each Combat Phase lasts 3 pulses. The Combat Phases will follow one after another unless you wish to interrupt for an Orders Phase by pressing the 0 key. After 30 Combat Phases (60 for an Assault scenario) the game will end. You will then be given a listing of 5 how many units of each type have| been destroyed on each side. | Achieving Your Mission: Orders should be given in an attempt to achieve your mission. You and your opponent score points for destroying enemy units and for certain geographical objectives. At the end of the game the number of points each side has accumulated is compared. The side with the greater number of points is the winner, and the size of the difference Is the size of the victory. Each historical scenario lists two factors which affect how victory points are counted: the type of battle and the assigned mission. (If you design your own battle, you can choose both of these. See the Building a Scenario section of these rules.) There are 5 different types of battles: 1. Axis Assault 2. Axis Pursuit 3. Meeting Engagement 4. Allied Pursuit 5. Allied Assault In each type there Is one attacking side (the side whose name is mentioned) and one defending side. The exception to this is a meeting engagement, in which there are two attacking sides. (Whether a side is an attacker or defender has an effect on what mission that side may have). The type of battle also determines the 1 relative sizes of the two sides and the | length of the game. In a pursuit see-1 nario, the attacking side has about a 2 to 1 superiority over the defender, while the forces are about evenly matched in a meeting engagement. In an assault scenario, the attacking side has about a 2.5 to 1 superiority. but both sides may be dug-In at the start of the scenario (see the Unit States subsection below for a description of what being dug-In means.) Assault battles last for 60 turns; all others last for 30 turns. At the end of this period the computer will automatically put you Into the Orders Phase If you are playing a non-campaign scenario. You can continue to play past these limits, but the computer will never again end the game. Type of Mission and Victory Conditions: The type of mission assigned to a side determines how the victory points will be calculated. For all types of missions, you gain points for destroying enemy units and for exiting your own units off the enemy side of the battlefield. Units exit by moving onto any square adjacent to the east or west edge of the field. Certain missions also may require one side or the other to clear or hold a certain objective area. This area can be seen from the Map Menu by pressing the W key. It consists of an objective square and all other squares within a range of 5 that have a Line of Sight (see subsection so titled below) to the objective square. The actual number of points you get for each unit depends on the missions for both sides and whether the unit is being exited or has been destroyed. The points you get for destroying an enemy unit are a multiple of the cost of the unit; exit points are a fixed number which Is given for each friendly unit exited regardless of its cost. Normally, each side will get points equal to the cost of an enemy unit if the unit is destroyed, and 1 point if a friendly unit is exited. The cost of a unit is discussed in Unit Characteristics, below. The mission chosen may affect the points awarded, however. There are 3 missions for an attacking force: Engage, Bypass, and Clear Objective. In an Engage mission, each aide gets points equal to 2 times the cost of each enemy unit killed. In a Bypass mission, the attacking player gets 5 points for exiting attacking units off the defenders map edge. but the defender gets 2 times the cost of each attacking unit killed. In a Clear Objective mission, besides getting points normally, the player with the Clear Objective mission gets 100 points If the objective area Is free of all opposing units. Note that this might occur even In the middle of a scenario, causing the score to change to reflect this fact. There are also 3 missions for a defending force: Engage, Delay, and Hold Objective. The defender's Engage mission is the same as the attacker's. In a Delay mission, the attacker gets 2 points for exiting attacking units off the defenders map edge, while the defender gets 2 times the cost of each attacking unit killed. In a Hold Objective mission, the defender gets 100 points as long as 1 defender Is in the objective area. These values are cumulative. Thus If the attacker's mission was a Bypass, and the defender's was a Delay, the attacker would get 10 points for exiting attacking units and the defender would get 4 times the cost for each attacking unit killed. Normally an Abandoned unit counts as a Destroyed unit. However, whichever side" has the most points Is considered to have retained possession of the battlefield and Is able to recover some of the Abandoned units. Thus this side will lose only half the normal number of points for Abandoned units. 6 At the end of the game, victory is determined by which side has the most points. If one side has more points than the other, but not twice as many, it Is considered a draw. If one side has more than twice as many points, but less than 4 times as many, that side is considered to have won a marginal victory. If one side has more than 4 times as many points, it is considered to have won a decisive victory. You can check the current score and see your mission during the Orders Phase by pressing the 9 key from the Map Menu. At the end of a non-campaign scenario you will automatically be placed Into the Orders phase so that you can check the score and the status of both sides' forces. Chain a/Command: Generally, a unit can receive an order only from Its Immediate superior headquarters. That headquarters in turn may report to an even higher headquarters. There may be several levels of such headquarters. This Is called the "chain of command" and Is dependent on the organization of your forces. The organizational terms used in this subsection do not appear on the screen when playing the historical scenarios (they do when you design your own battles) and the organization of the forces is preset. The concepts discussed here are Important, however, for all scenarios and the terms are used In other sections. Each Infantry unit In the game represents a squad of men. Several of these squads are formed Into a platoon. All units are identified by a letter and a number. Each platoon has a unique letter, and within each platoon each unit has a unique number. The number for all headquarters units, at whatever level, is 0. Having the same letter as another unit means that the units are in the same formation. Several platoons constitute a company. There may also be troops at- 7 tached directly to the company headquarters. These units use the same letter as the company HQ. As an example, company headquarters BO may have squads B 1 and B2 reporting directly to It, as well as platoons C, D, and E. In each of those platoons, there would be an HQ and several squads, say 4 for this example. Thus the whole company would consist of units CO to C4. DO to D4, EO to E4, and BO to B2. This would be four separate formations. Vehicles and guns are organized in a similar fashion, but each individual vehicle or gun is separately identified, and several vehicles or guns constitute a platoon. In addition, part of a platoon (2 vehicles or guns) is termed a section. It is treated for game purposes as if It were a platoon. The terminology used in these rules Is based on the general useage of those terms In most western armies. What a formation Is called In the game may not actually reflect how it is treated In these rules. Thus Soviet tank formations which are called "battalions" and "regiments" function In the game as companies, and should be treated as such when reading these rules. Likewise, Soviet tank "companies" should be treated in these rules as platoons. Commonwealth "squadrons" as companies, and Commonwealth "troops" as platoons. The overall supreme headquarters for your troops is unit AO, and Is called the battalion headquarters. All HQs that do not report to another HQ report to it. All units below an HQ in the chain of command are said to be subordinate to the HQ. All HQs above a unit in the chain of command are said to be superior to the unit. This applies to Intermediate HQ's as well. Thus in the above example, HQ CO is superior to units Cl to C4, but Is subordinate to HQ BO as weU as AO. You can check a unit's chain of command by pressing the H key from the Unit Menu. Doing so will access the next superior HQ, and will list that HQ's morale. Its command rating, and the current number of orders It has to spend. In the above example, pressing H from the Unit Menu for C4 will access CO; doing it from CO will access BO; doing it from BO will access AO. The chain of command of a unit is important when giving orders. A headquarters can only give an order to a unit in its formation. Conversely, a unit can receive an order only from Its formation HQ. There are two exceptions to this. Any HQ unit can call in bombardment fire, and a unit can be recipient of a rally attempt from any superior HQ. Finally, the number of orders an HQ receives In a turn may be Increased by receiving an order from a superior headquarters. All of these Items are explained more fully below. Moving Around The Map: When you first enter the Orders Phase you will see the Map Menu on the screen below the map. This menu will list most of the commands which you can use from this menu. The bottom line of the menu shows the x and y coordinates of the cursor and, if the cursor is over a unit, the type of unit It Is. You can move the cursor 1 square in a given direction by pressing the appropriate number key. Each number 1 through 8 corresponds to a compass direction: 8 1 2 7 3 6 5 4 Thus to move the cursor one square to the east (right), press the 3 key. The cursor can also be moved in this manner from the Unit Menu and from some other submenus (such as the Bombardment Menu). Access frig Units: In order to do something with a unit during the Orders Phase you must see the Unit Menu for that unit at the bottom of the screen; bringing up a Unit Menu Is called accessing that unit. The top line of a Unit Menu lists the unit's formation letter and its ID number, the type of unit it is, the number of suppression points it currently has, its state, and the direction it faces. There are several ways to access a unit. One way is to press the key which corresponds with the unit's formation letter. You will then be prompted for the individual ID number for the unit you want to access. Thus If you wanted unit H4, you would hit the H key followed by the 4 key. Note that there is a maximum of 20 formations possible, so that letters A through S on the Map Menu are reserved for accessing formations. You can also access a unit by moving the cursor over the unit. When you do so the type of unit that It Is will appear on the bottom line of the Map Menu. You can access the unit by pressing the U key. If there is more than one unit in the square, make sure that the type of unit you wish to access appears on the bottom line of the Map Menu. If it does not. press the Y key until it does, and then press the U key to get the unit. Once you have accessed a unit, you access another unit in one of three ways. First of all, if you press the X key from the Unit menu you will return to the Map Menu, and you can use the ways listed above to access another unit. Secondly, if you press the M key from the Unit Menu you will get the 8 next unit In alphanumeric order. Thus if formation B has only 2 units, pressing the N key from the Unit Menu for BIwlU access unit CO. Finally, if you press the H key from a Unit Menu, you will access the unit's immediate superior headquarters. This is handy when you need to find a unit's HQ for rally purposes. Unit Characteristics: There are many values associated with a unit that have an effect on some aspect of the game. The actual values that a unit has depend on many factors, Including the type of unit it is, the type of weapon(s) the unit has, the time period of the battle, and the values chosen for some of the variables when the scenario was designed. (These are set for the historical battles.) Some of the unit's characteristics will change as the unit takes losses, comes in or out of command control, rallies, or follows orders. " Do not be concerned if you do not understand everything in this subsection on first reading. After reading it you should, though, know what the abbreviations stand for. The Impact of the various characteristics on the game are discussed in the various subsections below. To see a unit's current values you need to access a unit during the Orders Phase. On the top line of the Unit Menu you will see the unit's formation letter and ID number followed by the type of unit it is. The next two items are its suppression value (following the S:) and its current state. Finally, the number from the movement compass corresponding to the direction the unit faces is also given. The suppression value is the current number of suppression points a unit has, and is a rating of how affected the unit has been by enemy fire. The unit's state is dependent on the unit's suppression level and on the orders it is attempting to carry out. A unit's 9 state has an effect on how the unitH moves and takes losses and whether if can receive orders. The other characteristics for a unit can be seen by referring to its Weap-ons Page. This is done by pressing the W key from the Unit Menu. A typical weapons page looks like this: PZ-IVH AM SZ PN AC RG IA 75L48 81 4 14 16 50 5 TMG 95 1 0 6 10 8 TMG 70 1 0 6 10 8 FT FH ST SH TP ARMOR 7 9 4 4 3 SIZE 4 MAX SPEED 13 MEN 5 1ST SHOT 10 RADIO YES RANGE 50 SKILL 5 ORDERS 3 MORALE 4 COMMAND 6 COST 12 CMD-CTRL YES This shows that the unit type is a German Panzer IVH tank. It has 3 weapons: a 75L48 gun and 2 tank machine guns. Each weapon has a listing for its ammo, size of shell, shell penetration value, accuracy, maximum range, and Infantry attack value. All of these values have an effect when the unit fires at the enemy. On all vehicles the first two weapons listed are considered to be in the turret or upper hull, and the last two in the lower hull. All vehicle units have a listing for the amount of armor in various locations on the vehicle. Infantry and gun units do not show any values for armor. The vehicle's front turret, front hull. side turret, side hull, and top armors are all given. If a unit has no top armor It is considered an open-topped vehicle. If it has no front hull armor it is considered a soft target vehicle. Halftracks are open-topped; trucks are soft targets. The armor on the back of a vehicle is the same as Its side armor. The size listing under the armor values Is the silhouette size. and Is a rating of how big the unit Is. A tank with a size of 5 or more is considered a heavy tank. The size affects sighting and fire directed at the unit. The max speed Is the maximum speed of the unit in miles per hour and determines how far the unit moves in a pulse. The number of men In the unit has an effect on the unit's fire. The first shot rating is used In fire combat to determine how soon after being ordered to fire that a unit does so and how many shots a unit can fire in a pulse. Whether a unit has a radio has a bearing on how It traces its command control. A unit's skill Is a rating of its experience and affects its fire and how soon It discovers enemy units. Its morale is a rating of how much punishment It can take In terms of suppression points before its state changes. The unit cost is used in determining the victory conditions. In the right-hand column are four values. The first Is the range and shows the current range at which the unit will open fire. This Is equal to or less than the maximum range of its biggest weapon, and you can adjust it during play. The last value states whether the unit Is in command control. The two middle values in the right column may or may not apply to the unit. If the unit Is a headquarters unit, these numbers are the current number of orders It has to use and Its Command Rating. If the unit is not an HQ, the numbers listed are the number of orders and the Command Rating of Its formation HQ. The Command rating is used to determine how many orders an HQ gets each turn. Unit States: The state of a unit is shown on the top line of the unit menu and affects Its ability to move, to fire, and to give or receive orders. Note: the state shown on the screen is the unit's state as of Its last pulse prior to the Orders Phase. If Its suppression value was increased after that point, the suppression value and the current state may not correspond as they should. There are 13 different states possible in the game. Those states and their effects are: Dug-In: How state is entered: A unit can become Dug-In only If it is in an assault type battle, and then only during deployment. If you press the • key from the Map Menu during the deployment phase, all of your units will become Dug-In. Effects of state: A unit that is Dug-In receives certain benefits in combat. The unit cannot move and remain Dug-In. Even when Its suppression level is high enough. It does not become Pinned or Buttoned. How state Is exited: A unit will remain In this state until ordered or forced to assume another state. Positioned: How state is entered: You can order a unit to enter this state during the Orders Phase. A moving unit will automatically enter this state when It has reached Its last movement objective. Effects of state: This is the normal 10 non-moving state for a unit. It has no effect on any value, but a unit in such a state may be able to take advantage of certain fire benefits it could not otherwise use. A unit must be positioned In order to receive certain benefits In combat, such as being hull-down. How state Is exited: A unit will remain In this state until ordered or forced Into another one. Cautious Advance: How state Is entered: A unit enters " this state when ordered to do so during the Orders Phase. It also enters this state If It was given a Full Advance order but its suppression level Is at least 2 and it Is visible to an enemy unit. Warning: when one unit in a formation drops from Full Advance to Cautious Advance, all units in the formation will do so. Effects of state: Infantry type units (including machine gun units) and mobile gun units (mortars) move at 3 miles per hour in this state. These units become Pinned If forced to take a loss. Vehicle units move at 6 miles per hour. If either a firing unit or Its target is moving the fire is less effective. If it Is not Buttoned it can see in a 360 degree circle. How state Is exited: A unit will remain in this state until it has reached its last movement objective, the Cautious Advance order has been cancelled, or it has been forced into another state. Full Advance: How state is entered: A unit enters this state when ordered to do so dur- 11 ing the Orders Phase. Effects of state: All units move at their maximum speed. If either a firing unit or its target is moving the fire is even less effective than in a Cautious Advance state. A unit in this state can only see in a 90 degree arc in the direction that it is facing. How state Is exited: A unit will remain in this state until it has reached its last movement objective, the Full Advance order has been cancelled, or it has been forced into another state. Loaded: , How state is entered: A unit enters this state by being ordered to embark Effects of state: A non-vehicle unl being carried by a vehicle Is consid ered Loaded. Headquarters units can give orders while Loaded. Other units can receive orders while Loaded, bu< cannot execute any movement 01 combat orders. If the Loaded unit's carrier Is eliminated the Loaded unit is also. How state is exited: A unit leaves this state by being ordered or forced t( debark. A unit is forced to debarh when its carrier accumulates sup presslon points equal to or greatel than the morale of the carrier. Whel debarked in this manner, the forrnei passenger will gain a number of sup presslon points equal to that of its car rier. Pinned: How state is entered: A non-vehick unit is forced to enter this state when its suppression level is greater than or equal to its morale and the unit is not Dug-In. A unit in a Cautious Advance state will become Pinned if it takes any losses. Effects of state: Only a non-vehicle unit becomes Pinned. When Pinned. It cannot have an order cancelled. A Pinned unit will not fire as effectively, and fire against such a unit will not be as effective unless the firing unit is adjacent to the target unit. How state Is exited: A unit will remain Pinned until its suppression level is less than its morale or until it is forced into another state. Buttoned: How state is entered: A vehicle unit Is forced to enter this state when its suppression level is greater than or equal to its morale and the unit is not Dug-in. Effects of state: Only a vehicle unit becomes Buttoned. When Buttoned, a unit will move as if it had been given a Cautious Advance order, even If the order was for a Full Advance. A Buttoned vehicle can only search for enemy units In a 90 degree arc in its direction effacing during pulse three. A Buttoned unit will not fire as effectively. How state is exited: A unit will remain Buttoned until its suppression level Is less than its morale or until it Is forced into another state. Retreating: How state is entered: A unit Is forced into this state when its suppression level reaches twice its morale. A unit can also be ordered to enter a Retreating state. Effects of state: A Retreating unit will use Its full movement allowance to move to cover or to its edge of the battlefield. An HQ unit that is Retreating cannot Issue any orders, and no Retreating unit can receive an order. A Retreating unit can benefit from a rally order of a superior HQ. Fire against a Retreating unit will not be as effective unless the firing unit is adjacent to the target unit. How state is exited: A unit will remain in this state until Its suppression level is less than twice its morale or until it is forced into another state. Routed; How state is entered: A unit is forced into this state when its suppression level reaches three times Its morale. Effects of state: A Routed unit will use Its full movement allowance to move to cover or to its edge of the battlefield. An HQ unit that is Routed- cannot issue any orders, and no Routed unit can receive an order. A Routed unit can benefit from a rally order of a superior HQ. Fire against a Routed unit will not be as effective unless the firing unit is adjacent to the target unit. How state is exited: A unit will remain in this state until its suppression level Is less than three times its morale or until it is forced Into another state. Off-Map: How state is entered: Certain artillery units are deployed at the beginning of the game in this state. A unit which Routs, Retreats, or voluntarily moves off of its own map edge enters an Off-Map state, and no victory points are awarded for it. Effects of state: A unit In this state can never move onto the map. An Off-Map artillery unit can receive an order from an on-map unit to bombard. Other than that such a unit cannot be fired at, moved, or otherwise give or receive orders. How state is exited: A unit can never leave this state. Abandoned: How state is entered: A vehicle or a non-mortar gun unit is forced to enter this state if it must Retreat or Rout and it has a max speed of 0. Effects of state: The unit is out of play. If the unit was an HQ unit, all surviving members of Its formation become computer controlled. How state Is exited: A unit can never leave this state. Destroyed; How state is entered: A unit Is forced to enter this state if it destroyed in combat. Effects of state: The unit is out of play. If the unit was an HQ unit, all surviving members of Its formation become computer controlled. How state Is exited: A unit can never leave this state. 12 Exiled: How state is entered: A unit is forced to enter this state if it is on the map edge behind the enemy side. (Be careful: this could happen during play when not desired.) Efiects of state: The unit is out of play. If the unit was an HQ unit, all surviving members of its formation become computer controlled. You may gain victory points for the Exited unit, depending on your mission. How state is exited: A unit can never leave this state. For one of your units in a state which does not preclude it getting orders, you can change the state of the unit during the Orders Phase. This is done by pressing the 8 key. and then choosing the desired state from the submenu which appears. Thus if a unit Is in a Full Advance state, hitting S and then C will slow It to Cautious Advance, while hitting S and then P will cause it to halt by putting It Into a Positioned state. Making a voluntary change of state does not expend any orders, but the formation headquarters must have at least one order left or the change cannot be made. Note that If you choose to retreat your unit, its suppression level will automatically rise to just above twice its morale. Command Control: If a unit is out of command control (OCC) it may not receive an order. Command control for all units Is judged after the Combat Phase but before the Orders Phase begins. Whether a unit Is in command control depends on whether it has a radio (see the unit's Weapons page). If it does not, the unit must be within 5 squares of Its Immediate superior headquarters to be in command control. If it does have a radio, look at the command rating of the superior headquarters. The higher that number is, the more likely the subordinate unit will be in command control. 13 If a non-HQ unit Is out of command | control, it cannot receive an order | during the Orders Phase. If a subordi- | nate headquarters is OCC, It cannot | spot for Indirect fire for non-formation ' units and It will not receive any additional orders to spend from its superior headquarters. Command control for units reporting to an OCC subordinate HQ Is judged normally, so a unit may be in command control while its HQ Is not. An HQ that is OCC may still issue orders. Headquarters AO Is always In command control. Please see the Briefing Manual for the percentage chance that a unit will have a radio. B.ORDERS: 1. In General: Receiving Orders: After the last pulse of the Combat phase but before beginning the Orders Phase, the computer performs two tasks. It first checks all units to see which are in command control and which are not. It then looks at all headquarters units in command control. Each such HQ receives more orders which It can spend during the Orders Phase to give orders to its subordinate units. Note that a headquarters unit will never receive more orders If the number of orders it currently has Is equal to the number listed for its command rating. Once the number of orders it has is less than its command rating, it is once more eligible to receive more. Headquarters receive orders in two ways. For every 10 points of its command rating, the HQ receives one order. If its command rating is not evenly divisible by 10. there is a chance It will receive an additional order in a turn. For Instance, an HQ with a command rating of 35 would have a 50% chance of getting 3 orders and a 50% chance of getting 4 orders in a turn. An HQ with a command rating of 8 would have an 80% chance of getting 1 order and a 20% chance of getting no additional orders. A headquarters unit in command control can also receive orders from superior HQs. A subordinate HQ will receive one order per turn per superior HQ If the subordinate HQ has less than I/10th the number of orders that the superior HQ has. Thus IfAO has 32 orders, and BO 3 or less orders, BO will receive one order from AO. Giving Orders: Orders are given during the Orders Phase by headquarters units to themselves or to units in their formation. To enter the Orders Phase from the Combat Phase, press the 0 key. To give an order to a unit, access the unit you wish to order and press the key which corresponds to the order you wish to give. For some orders, you will need to access the HQ unit and press a key. Generally, a headquarters unit can only give orders to a unit In its own formation, with two exceptions: bombardment fire can be called in by the firing unit or by any HQ, and when an HQ orders a rally, any subordinate unit within the rally radius of that HQ can benefit from the rally. (See the rules below for bombardment fire and rally.) Normally, a headquarters expends 1 order when a unit In its formation Is ordered to do something. There are some exceptions to this. One is for a rally order, it costs 1 order for a headquarters to press the key to rally, plus an additional order for every unit that actually does rally. Thus if no units were to rally, an HQ would spend 1 order; if 2 were to rally it would spend 3 orders. Another exception Is for All-Units Mode. This is a special mode which is entered by pressing the A key. If the current unit is not the formation HQ, the formation HQ will be accessed. The headquarters' state will temporarily change to read ALL until an order key Is pressed. When in All-Units Mode, certain orders can be given to all units in command control in the whole formation at the cost of 1 order. The following orders can be made In All-Units Mode: cancel orders, change facing, move, and set firing range. You must also place a formation In All-Units mode before turning it over to computer control. Finally, more than 1 order may be spent In the case of Indirect bombardment fire. When such fire is ordered, the HQ of the unit making the indirect bombardment fire will expend an order 50% of the time. Ordering such fire will always cost the HQ of the spotting unit 1 order unless that HQ is the HQ of the firing unit; In that case the 50% rule applies. The state of both the headquarters unit and the subordinate unit is Important In determining whether a unit can give or receive an order. Please refer to the Unit States subsection above for this information. Limited Versus Unlimited Command Rules: Normally, once a headquarters unit is out of orders. It can no longer give any orders until It receives more. This is not true, however. If you choose to play with the Unlimited Command Rules. At the very beginning of the game you will be asked to choose whether to use the Limited Command Rules. If you say Yes, orders will be given and received as discussed in this section. If you say No. a headquarters unit will be able to give all 14 orders EXCEPTA RALLY ORDER even though it has no orders left. Computer Control: At the beginning of the game you can choose which side(s) will be controlled by the computer. Even If you choose to play a side yourself, any or all of your units may also be controlled by the computer. Once under computer control you no longer direct the actions of those units; the computer does. Your units may come under computer control either voluntarily or involun- ' tartly. Units In a formation are automatically and Involuntarily placed under computer control when the headquarters unit for that formation Is no longer In play. Only those units in the headquarter's Immediate formation become computer controlled; any subordinate units are not. Once such a formation becomes computer controlled It remains so until the end . A loaded HQ can Issue orders. A unit that Is loaded can receive orders from Its HQ, but It cannot execute any combat or movement orders. (Other orders, such as changing its fire range, can be done.) You can check which units are embarked on a carrier by accessing that carrier and pressing the P key. You can debark a unit either by accessing the passenger or by accessing the carrier and pressing the D key. This only makes a difference if there is ' more than one passenger on the vehicle. If done using the passenger's Unit Menu, only that passenger is 17 debarked. If done using the carrier's • Unit Menu, all of that carrier's passengers are debarked. An unloaded unit will become Positioned and will have Its delay Increased by 2. The carrier's delay will be Increased by 1. (In essence, these units require that many pulses to get reorganized and cannot do anything during that period.) When embarking, the HQ of the vehicle must expend an order; when debarking, the HQ of the unit ordered to debark expends the order. Units can be debarked in all-units mode. If a carrier unit receives suppression points greater than or equal to its morale, it will automatically debark all passengers. The passengers will gain a number of suppression points equal to that of the carrier. Weather Effects on Movement: During snow and rain add 2.5 to the movement cost of each square, except for swamps in snow, where the cost is reduced to half of normal. These effects are noted on the Terrain Effects Chart. 3. Combat and Combat Orders Introduction to Combat: An enemy unit is destroyed or damaged by ordering a friendly unit to have combat against It. Combat orders are given during the Orders Phase, and resolved during the Combat Phase. There are two types of combat: fire and assault. There are two types of fire combat: bombardment and point. There are two types of bombardment fire: direct and Indirect. (All terms and conditions discussed in this Introduction are explained below.) Combat / \ Fire Assault / \ Bombardment Point / \ Indirect Direct Besides the normal preconditions for giving and receiving orders, there are some preconditions for combat. Assaults are only possible against units In the same square as or adjacent to the assaulting unit. For fire combat, the firing unit must have ammo and the target must be within range of the firing unit. In addition, for point fire and direct bombardment fire the firing unit must be able to see the target unit or square. Indirect bombardment fire is more accurate If the firing unit or a friendly HQ can see the target square. If these preconditions are met a unit can be ordered to have combat against a target. If a unit is ordered to have fire combat, several steps are undertaken to determine whether the target Is hit, and if so what damage Is Inflicted. Units can also fire smoke instead of projectiles. Visibility is blocked through a square containing smoke. Combat Terms: The following terms are used In discussing combat: Combat: a general term, designating both fire and assault. Assault: combat performed by an infantry-type unit against an enemy unit in or adjacent to Its square. Fire: combat performed at a range by firing weapons. This term Includes both bombardment and point fire. Point fire: fire combat performed against an individual enemy unit in a square. Certain types of point fire may affect other units in the square besides the target unit. Bombardment fire: fire combat performed against all units in a designated square. This term encompasses direct bombardment fire and Indirect bombardment fire. Direct bombardment fire: bombardment fire combat performed against a square at which the firing unit Itself chose to fire. Indirect bombardment fire: bombardment fire combat performed against a square not chosen by the firing unit, but by another unit. (Note that while mortar units and Off-Map artillery units can plot their fire In a manner similar to a direct fire bombardment, their fire is always considered Indirect.) Firing unit: the unit actually performing the fire order. Spotting unit: In indirect bombardment fire, the unit choosing the square to be fired at. Target: for bombardment fire, the square being fired at. For point fire. the unit being fired at. Hard target: a vehicle unit with front armor. Soft target: a vehicle unit with no front armor (trucks and prime movers) and non-vehicular units. Open-topped target: a hard target with no top armor (halftracks and some self- propelled guns). AP shell: armor piercing shell, fired by point fire units at hard targets. HE shell: high explosive shell, fired by point fire units at soft targets and by all units firing bombardment fire. Primary target: a soft target that is the target of point fire. Certain other terms are values found on a unit's Weapons Page. A sample Weapons Page is set out above, under Unit Characteristics. Preconditions for Fire Combat Ammunition: A weapon must have ammo in order to fire. The amount of ammo a weapon currently has Is listed on the Weapons Page for the unit. A weapon starts with between 50% and 100% of the maxl- 18 mum amount listed for that weapon on the Weapons Chart, and one round is used each time the weapon fires. If a weapon fires twice In a pulse, it will use 2 rounds of ammo. A unit can never get more ammo during a scenario, but is restocked at the beginning of each scenario during the campaign game. Sighting Enemy Units: Except for indirect bombardment fire, a firing unit must be able to see its target. In addition, indirect bombardment fire Is more accurate if either or both the spotting unit and the firing unit can see the target. Sighting is done during the Combat Phase by friendly units searching the map. A friendly unit can see an enemy unit if there Is a clear, unobstructed line between the two units. This line Is called the Line of Sight (LOS) and Is dependent upon the facing of the sighting unit, the visibility level, and the terrain between the two units. Searching for enemy units Is done during all 3 pulses of the Combat Phase. During pulses 1 and 2, only non-moving, non-firing units may search. They only see in a 90 degree arc in the direction they are facing. During pulse 3, all units may search In a 360 degree circle except for Buttoned vehicles, units In a FullAdvance state, or self-propelled guns with no turrets. These units search as in pulses 1 and 2. Visibility: For the historical scenarios, the visibility level Is set. (This can be modified when you design your own battles. See Building a Scenario.) If a unit has a clear Line of Sight and is facing in the right direction, the visibility level multiplied by 10 is the maximum number of squares a unit can see. A unit cannot see past this range, and so generally cannot fire past It. The . exception to this Is that a unit can conduct Indirect bombardment fire if It has a weapon whose range Is greater 19 than the visibility level as long as some other unit spots for it. There are some modifiers to the visibility range, and these are listed on the Visibility Range Modifiers Table. In brief, the range is less if the spotter is buttoned, if it falls its skill check, if it is pulse 1 or 2, if the target is stationary, or if the target is hull-down, dug-in, or in cover. The range is greater if the spotter is at a higher level than the target. Skill checks and being hull-down or in cover are explained below. In addition, the range may be longer or shorter depending on the silhouette size of the target. The silhouette size of a unit Is found on the unit's Weapons Page to the right of "Size". The size modifier is such that the visibility range is less for units of size 3 or less, and greater for units of size 5 or more. This modifier is such that it is of less effect when the target is within 5 squares of the firing unit. See the Formulas section for how the calculation is actually made. When you plot a unit to fire, it will become visible. It thus may be hit before it actually fires if the other side goes first in a pulse. Line of Sight: The line between a sighting unit and a target is known as the Line of Sight (LOS). In order for the sighting unit to see the target, this line must be clear. It is not clear when terrain obstructs the line. Whether the LOS Is blocked depends on the height of the sighting unit, the height of its target, and the terrain in between them. The levels of all terrain features appear on the Terrain Effects Chart (TEC) which shows that there are 5 levels (0 through 4). A unit is considered to be at the level of the terrain that it is sitting on. The terrain underlying all units can be viewed from either the Map Menu or the Unit Menu by pressing the 0 (Zero) key. To determine whether a Line of Sight exists between one square and another, move the cursor to the square you wish to sight from and press the V key from the Map Menu. All squares visible will be inversed. Likewise, to see what squares are In the LOS of any given unit, access the unit and press the V key. All squares that the unit can see will be Inversed. You will notice that while a LOS cannot be traced through some squares (such as a smoke square), it can be traced through one or more squares of other terrain types. Thus a unit can see through one woods square and into a second. Facing; Except for indirect bombardment fire, a unit can only be ordered during the Orders Phase to fire at a target It can see in that phase. Generally, a unit can see units in its LOS in a 360 degree circle. A unit in a Full Advance state, a Buttoned unit, or a self-propelled gun with no turret, however, can only see In a 90 degree arc in the direction that It faces. An anti-tank gun can see in a 360 degree circle but must face the direction that It wishes to fire. Facing is determined by the same compass directions that determine cursor movement. That is, a unit can face one of the following 8 ways: 8 1 2 7 3 6 5 4 You can order a unit's facing to be changed by accessing the unit and pressing the F key. You will then be prompted to enter the new direction to be faced. Orders can be conserved by having an entire formation change facing together. To do this, access the formation headquarters, press the A key to go into AU-Unlts mode, and then press the F key. When ordered to move, a unit will automatically change Its facing to point in its direction of travel. There is no cost (besides the cost for the movement order) for the facing change. Range: Even if a unit has a valid LOS and is facing the target, the target must still be within range of the firing unit's weapon for the target to be fired at. Both the maximum range of the weapon and the current assigned fire range of the unit appear on the unit's Weapons Page. (See Unit Characteristics, above.) At the beginning of a scenario, the current fire range Is set to the maximum range of the unit's weapon with the longest range. You can change this range at the cost of one order by accessing the unit and pressing the R key. You will then be asked to enter a number between 0 and 9 to set a percentage distance for the range. You can press the M key from this submenu to return the fire range to the maximum. You can also conserve orders by accessing the formation HQ. pressing A to enter All-Units mode, and then changing the fire range for the whole formation. Decreasing a unit's fire range is useful in conserving ammo or In laying an ambush. During the Combat Phase, a unit may pick its own target. Whether it does so is dependent on the proximity of the target, its value in victory points, and its appropriateness as a target for the type of weapon the unit has. Thus a tank will usually fire at another tank unless there is an Infantry unit close enough to pose a danger. 20 There Is no cost in orders when a unit picks its own target. You can prevent a unit from selecting a target at an extreme range by decreasing the unit's fire range. Skill and First Shot Rolls: Each unit has on Its Weapons Page two ratings which are used In various combat and other calculations. These ratings are its skill rating, which is a measurement of the unit's experience and proficiency, and Its 1st shot rating, which Is a measure of how good it is In firing rapidly. At various points In the game checks are made against these numbers to see If certain actions can be performed. A skill check is successful if the skill rating of the unit Is greater than or equal to a randomly generated number between 1 and 10. Thus a unit with a skill rating of 4 will have a 40% chance of making its skill check, with a unit above that rating having a better chance and a unit below it having a worse chance. The first shot check Is successful if the first shot rating Is greater than or equal to 50 divided by a random number between 1 and 10. Thus a unit with a first shot rating of 10 will have a 50% chance of making its check. Again, higher ratings are better and lower ones worse. Note that for each crewmember lost in a vehicle unit, that unit's first shot rating is halved. Skill checks are used for searching for enemy units, determining a unit's rate of fire. spotting for indirect bombardment fire, and determining a unit's fire accuracy. First shot checks are used in determining a unit's rate of fire. Some Infantry anti-tank weapons (AT rifles, panzerschrecks, etc.) must be adjacent to the target unit in order to fire If the unit has less than 3 rounds of ammo left. 21 Rate of Fire: A unit's rate of fire Is the number of times it can fire In a combat pulse. The rate of fire for a unit depends on its shell size, how many pulses have passed since being ordered to fire, its skill and first shot ratings, and the type of fire it is conducting. Normally a unit will fire once in a pulse. 1 If a unit is conducting point fire, during the first pulse after being ordered to fire it will fire once if It successfully passes both its skill and first shot checks. If It falls either check, it will not fire at all that pulse. If It is the second or later pulse after being ordered to fire, it will fire at twice the normal rate if both checks are successful and it is not moving; otherwise, just once. An exception to this is that a unit equipped with small-arms (that Is, its shell size equals 1) can never fire more than once in a pulse. If a unit is firing bombardment fire, the pulse fired and the shell size do not make any difference. Such a unit will fire at twice the normal rate if its first shot rating (not a check) is greater than or equal to 10. If not, it will only fire at the normal rate. If a unit loses a crewmember, its rate of fire may still be increased but the execution time for that fire may be double. For example, a self-propelled gun with a first shot rating of 10 and a starting crew of 4 will fire for 10 pulses if It has lost 1, 2, or 3 crewmembers. Note that a tank machine gun firing at an enemy unit that Is not in the tank's square or adjacent to It must always pass a skill check in order to fire at all. A machine gun that is moving (Cautious or Full Advance) will not fire. Tank machine guns that are moving will not fire at a range greater than 2. How Combat is Executed The mechanics of combat execution are the most complex part of PANZER STRIKE!. For this reason, the detailed step-by-step procedures that the computer goes through are set forth in the Formulas section which follows. A general knowledge of how the mechanics work Is sufficient for play; if you would like more precision, please refer to the formulas. The main difference between bombardment fire and point fire is in determining whether and when an Individual enemy unit has been hit. Once a unit has been hit, the procedure for determining the damage Inflicted is about the same for both types of fire. An assault is Independent of fire, but does use some of the same procedures. Bombardment fire lasts 5 pulses against a square. When you look at a unit's target you will be shown either the delay left until fire commences or the number of times already fired. You can cancel bombardment fire before it has hit or before the end of 5 pulses. Indirect Bombardment Fire: The distinctive features of indirect bombardment fire are how accurate the fire is in hitting its target square, and how long the delay is from when the fire Is ordered. Indirect bombardment fire may be subject to two delays: an administrative delay and, for off-map artillery only, a spotting delay. The administrative delay is dependent on how the fire Is called into the target square. Indirect fire must be plotted by the firing unit Itself or by any friendly headquarters in command control. (The fire Is plotted by moving the cursor to the target square and pressing the B key. See below.) If an HQ unit plots the fire then that unit Is known as the spotting unit. Fire can be called in on squares which no friendly unit can see, but only if ordered by an HQ unit. The administrative delay, that is the number of pulses before the fire begins, depends on the plotting unit: Unit Plotting Delay in Pulses Firing unit 1 Firing unit's formation HQ 3 Battalion HQ (AO) 6 Other HQ 9 Note that these delays will be shown on the screen when you. choose which unit to assign to the bombardment after pressing B. There are some exceptions to the delays listed above, and In these cases the administrative delay Is only 1. When the firing unit is firing again at a target it Just finished firing at, the delay Is 1. Both sides in a assault scenario can also plot Indirect fire in the first Orders Phase with only a delay of 1. Direct fire bombardments only have a delay of 1 (see below). Besides an administrative delay, there is also a spotting delay when the fire will be done by off-map artillery units. Add the spotter's skill rating to the firing unit's skill rating. The result is the percent chance that the unit will begin Its fire on any given pulse. This spotting delay does not apply if the unit Is firing smoke, if it is firing at an unspotted square, if It is firing at a target it just finished firing at, or on the first turn of an assault scenario. Once a unit begins its fire. it will fire based on its rate of fire discussed above. Accuracy, the probability that the assigned target square is actually hit, 22 Is also Important for Indirect fire. Such fire may scatter a certain number of squares. When this happens, the computer goes to the assigned target square. It then determines the maximum distance the fire might scatter. For each square of scatter, the computer randomly determines one of the 8 directions and moves one square in that direction. Whichever square the computer ends up at becomes the actual target square. The maximum scattering distance depends on whether the firing unit is on-map or off-map and how the target is spotted. If no unit can see the target square (that Is, the fire Is being blindly plotted), the maximum scatter is 9 squares. If Ifs the first pulse that the firing unit has fired at the target, the max scatter is 9 squares. If it is not blind fire and the firing unit falls to pass an accuracy check the scatter is 4; if it passes such a check the scatter • is 2. The scatter of rocket unit fire is always 9. This accuracy check which is made is similar to a regular skill check, but you add the firing unit's skill rating and the spotter's skill rating and compare the result to a number between 1 and 20. Thus if the combined skill is 10, the units will have a 50% chance of passing this check. There are some modifiers which will reduce the amount of scatter. If any of the following conditions are met. the scatter is halved: if the firing unit has a Une of Sight to the original target square; If the range to the target is less than 30 squares; or if the firing unit is Off-Map firing HE fire and the target square can be seen by the spotting unit. All modifiers are cumulative. Even If the scatter Is less than 1 square, the best accuracy possible Is for the fire to hit the assigned target 25% of the time, with it scattering 1 square the other 75% of the time. The fire is considered to hit the assigned 23 target as long as the final square that the fire ends up in is the same as the square assigned. It does not matter how many squares the computer may have looked at to get there. Once a target square is determined, whatever units are in the square (friendly or enemy) are subject to damage. See the damage procedures set forth below. Bombardment fire always uses HE shells and there is i never a primary target. I Direct Bombardment Ftre: I A unit, such as a tank unit, which ^ normally conducts point fire can also conduct direct bombardment fire. The unit itself calls in the fire and so must have a LOS to the target square. There is no spotting unit. Other than that, the fire is conducted as Indirect bombardment fire with the exception that the maximum delay is 1, and there Is no first round accuracy penalty. Its rate of fire is computed as discussed above. Point Fire: Whether a target unit is hit by point fire depends on the accuracy and max range of the firing weapon, the range to the target, and the type of target being shot at. The accuracy of a weapon Is listed on the owning unit's Weapons Page. The computer uses this figure, the weapons max range and the range to the target to determine an accuracy figure. This figure will range between 98% if the target is in the same square as the firing unit; to the accuracy listed on the Weapons Page at half the weapon's max range; to 2% at the max range. (The actual formulas used are set forth In the Formulas section.) If the target unit is a hard target, the resulting accuracy figure is modified by the hard target modifiers (see the Accuracy Modifications Table). Generally, the accuracy will be better if the firing unit fired the last pulse at the same target. The accuracy will be worse if the firing unit fails a skill check, or is Pinned, Buttoned, or has any suppression points. It is also worse if the target is not adjacent and Retreating, or in cover. The accuracy is worse if either the target or the firing unit is moving, with Full Advance being worse than Cautious Advance. The silhouette size of the target is also a factor; it is figured the same as it was for visibility, above. If the target unit is a soft target, the accuracy is modified by the soft target modifiers for the firing unit only. That is, if the firing unit falls a skill check. or if it is moving. Buttoned, or Pinned, the accuracy will be worse. No matter what the target, the modified accuracy can never be more than 99. The lowest the accuracy can be against soft targets is 12, and against other targets is 0. The modified accuracy is the percentage chance that the target is hit. If it is hit, ft is then subject to damage. Point fire uses AP shells against hard targets and HE shells against soft targets. Damage Calculations: The damage done against a unit depends on whether it is a hard target or a soft target, and the type of shell being used. If an AP shell was fired, only the target unit is hit. If an HE shell was fired, each unit in the target square may be hit. When the target is hard, the computer first checks to see if the shell penetrates. If so, ft will cause damage. The chance of penetrating is greater the greater the shell size of the weapon and the greater the penetration value listed on the Weapons Page. AP shells penetrate better than HE shells, and the closer the target the more likely the penetration. The likelihood of penetration is also less the thicker the target's armor is in the location hit. When the target is hit. the computer determines the location of the hit. Most likely the lower hull or turret/upper hull will be hit. If the firing unit is at a higher elevation than the target, there is a chance of hitting the top, but a reduced chance of hitting the tracks. To be able to hit the top, the firing unit must be two or more levels higher than the target unit. When the target is hull-down, the chance of hitting it at all is reduced. A unit is hull-down if it is positioned in cover, if it is at a higher elevation than the firing unit, or if it is Dug-in. The armor that a unit has in the various locations is listed on the unit's Weapons Page. A unit cannot be hull-down to indirect fire. A unit on a slope square is hull-down only to adjacent units on level 3 squares; this is the only way a unit on a slope can be hull-down. If AP shells fall to penetrate, they bounce; there is a chance that HE shells that do not penetrate the target unit attack other units in the target square or in an adjacent square. If an HE shell does fail to penetrate, ft will never have a primary target. Track hits always penetrate if the shell size of the firing unit Is greater than 1. When a shell penetrates a hard target, one of several things might happen: the target may be automatically destroyed; ft may lose a track; ft may lose its engine; or the crew compartment may be penetrated. If a track or the engine is lost, the unit can no longer move and will be abandoned If forced to retreat or rout. If the crew compartment is penetrated, two things may 24 happen: one or all of the crew may be killed, and the weapons In the area penetrated may be knocked out. Thus, If the turret/ upper hull were penetrated, the top two weapons listed for. a unit may be knocked out. All fire against soft targets Is HE fire. Such fire may hit more than Just the primary target in a square. fThls is not the case if the primary target is a hard target and it is hit.) The chance of an HE shell hitting a specific unit is greatest if the unit is the primary soft target, less if it is another soft target, and less still if it is an open-topped hard target. The chance is the least if it is a regular hard target. (If a hard target is hit, the procedure explained above is used and not the following.) Generally, the higher the weapon's Infantry attack value the more likely it is to hit the target. Non-adjacent fire has a reduced chance, and the soft target modifiers may reduce the chance further (see the Formulas section). The chance is increased if the target is advancing or is an artillery unit, and decreased if It is Positioned in some kind of cover. Retreating, Routed. Pinned, or Dug- In. Small arms fire against a unit that is Dug-in or in hard cover is additionally decreased. If, given the modified chance, a soft target is hit, it will lose a number of men based on that chance and on the firing unit's Infantry attack value. Soft vehicles (trucks, etc.) and artillery units may also be destroyed outright. 25 Infantry Assaults: Infantry can also be ordered to assault an enemy unit in its square or adjacent to it. (Move the cursor to the square to be assaulted and hit the U key.) The infantry unit will conduct the assault against all enemy units in the assigned square in the first pulse of the next Combat Phase. The Infantry unit will not actually move; it will assume a Cautious Advance state. After the assault, it will revert to being Positioned (even if It were Dug-in before). An infantry unit may also cany special assault weapons (flamethrowers, Molotov cocktails, etc.) which it can use in an assault. If such a weapon has a range of 1 it can be used against a hard target In an Infantry assault. Such an attack Is In addition to the normal attack by the Infantry unit. If the target of an infantry assault is soft, use the HE procedure given above to determine the damage Inflicted. The Infantry unit's infantry assault value Is 4 times what it normally would be. When the assault target Is hard, the infantry unit must first pass a morale check. It passes this check If its morale times a random number is greater than or equal to the number of suppression points the unit currently has. Thus, a unit with a morale of 4 and 1 suppression point will pass the check 75% of the time. If the unit fails the check, it routs. : If the unit passes the check, it may assault. The unit's kill rating is determined; this is either the number of men in the unit or the accuracy of its special assault weapon if it has one. This number is Increased if the target is a soft or open-topped vehicle, or If the target is stationary. It is reduced if the target is moving in a Full Advance state or if the assaulting unit fails a skill roll. The resulting kill rating is multiplied by a random number. If the end result is more than 6, the target Is destroyed. If It Is more than 3 but not more than 6, the target loses a track and so cannot move. Thus if a unit's kill rating were 10, it would have a 40% chance of destroying the unit and an additional 30% chance of knocking off a track. Smoke: In place of projectiles, units can also fire smoke. Smoke In a square blocks the Line of Sight through the square (see Line of Sight above for how this works). Smoke is ordered in just like bombardment fire with several exceptions. An infantry unit can place smoke onty in or adjacent to its square. The smoke appears immediately in the Orders Phase. It costs an order to lay smoke. For other units, only headquarters units can call In smoke; a unit capable of firing smoke cannot decide on its own to do so. (Except a tank HQ with a shell size of 2 or more which can plot its own smoke.) No skill check is made and the delays are slightly different. If neither the firing unit nor the spotter can see the target, it is treated like unspotted fire. If It is spotted, it Is treated like on-map fire whether the firing unit Is off-map or not. The scatter is the same as for on-map fire. The chance that a mortar shell will actually place smoke In a square is the shell size divided by 8. At the start of each pulse, there is a small chance that smoke in a square will be removed. If a vehicle Is destroyed and is burn-ing, there is a 50% chance each turn that the square the vehicle is in will have smoke added to It. There is a 5% chance each turn that the fire will go out. Buildings and vegetation on fire burn for the whole scenario and block LOS Just like smoke. Ordering Units to Fire Viewing and Firing at Enemy Units: Taking into account facing, visibility. and LOS, the sum total of the area that a unit can see is called its field of vision. The field of vision for a unit on the map can be seen by accessing the unit and pressing the V key. All squares the unit can see given Its current facing will be inversed. The range shown is based on the visibility range and does not take Into account the fact that a shorter fire range may have been assigned to the unit. You can also move the cursor around the map in the Map Menu and hit the V key from any square on the map. All squares in a 360 degree circle from the square will be inversed. Doing this over an enemy unit lets you know which of your units that unit can see and which of your units can see it. You may check the current target for a unit by accessing the unit and pressing the T key. If the unit has an enemy unit as a target, the cursor will go to the target. If the target Is a bombardment square, you will see a message telling you of this fact. It will also tell you either the delay left until fire commences or the number of rounds already fired. If the target Is a point fire target, you will see the type and state of the target unit below the screen as well as the range and the number of times fired. (If you wish for the cursor to return to the sighting unit, hit the L key.) To fire at a unit using point fire, access the unit you wish to fire. Press the I key to Inspect all enemy units that it can see. The cursor will go to the first enemy unit in range. Below the screen you will see the type and state of the unit and the distance to it. You can also choose one of three keys. Hitting Q returns you to the Unit Menu. Hitting N moves the cursor to the next enemy unit in range. Hitting T orders the friendly unit to fire at the unit under the cursor. Hitting T costs one order. 26 To fire at a unit using direct bombardment fire. access the unit you wish to fire. Move the cursor to any square within the unit's Held of vision and press the B key. The weapon type and the delay will be listed below the map. Press 9 to return to the unit without assigning a target; press the A key to assign that square as a target for that unit. Doing so costs one order. If it is a headquarters unit capable of laying smoke, you can also choose to do that by hitting the 8 key. This also costs one order. •" To fire at a unit using Indirect bombardment fire, access the unit that will act as a spotter. Move the cursor to any location on the map and press the B key. Those units available to bombard and the administrative delay will be listed below the map. A unit is available if it is not currently assigned a bombardment target and is in command control. Press A to assign = 2. Thus if a unit's HQ has a command rating of 10, there will be a 20% chance that the unit will be out of command control. If the CR were 8, the chance would be 25% RALLY RADIUS AND RALLY CHECK: A unit will be eligible to rally if it is within the following number of squares of the superior HQ attempting the rally: Radius = (CR/5) + 1 + Rnd(l) A unlt will rally if within rally radius, if its suppression points >= its morale and if its morale >= Rnd(lO). SILHOUETTE MODIFIERS: If the range to the target unit is >" 6 squares, Modifier = size of target / 4. If the range to the target unit is < 6 squares, Modifier = (size of target + 6 -range) / (4 + 6 - range). SKILL CHECK: Check successful if skill rating >" Rnd(lO). FIRST SHOT CHECK: Check successful if first shot rating >* 50 / Rnd(lO). SUMMARY OF INDIRECT BOMBARDMENT FIRE ACCURACY AND DELAYS: Type of fire Max scatter First round, no spotter, or rocket: 9 Spotted but spotter fails accuracy check: 4 Spotted and spotter makes accuracy check: 2 There is no first round accuracy penalty for self spotters or for direct fire bombardment. Modifiers: Firing unit has LOS to target: scatter * 0.5 Range from firing unit to target < 30: scatter * 0.5 Unit firing HE from off-map: scatter * 0.5 Administrative Delays: Self spotter: 1 pulse delay Spotter is firing unifs formation HQ :3 pulse delay Spotter is battalion HQ: 6 pulse delay Spotter is another HQ: 9 pulse delay POINT FIRE ACCURACY AND MODIFIERS: Abbreviations used: A = Accuracy rating of gun as given on Weapons Page. MR = Maximum range of gun as given on Weapons Page. R = Range to target. RA = Ranged accuracy of gun. IfR<=A, then RA= 50 + 48 * (A- R) / A. IfR>A, then RA = 50 - 48 * (R - A) / (MR - A). 44 The following modifiers are given in terms of positive and negative shifts unless otherwise noted. When modifying the ranged accuracy of a gun, each positive shift = RA * 1.42, and each negative shift = RA * 0.71. Thus two negative shifts = RA * 0.71 * 0.71, which about halves RA. Modifiers for hard targets: Firing unit fired last pulse at same target: +1 Firing unit in Cautious Advance state: -3 Firing unit in Full Advance state: -5 Firing unit fails a skill check: -2 Firing unit Pinned or Buttoned: -2 Firing unit has at least one suppresion point: -2 Target unit moving in any state: -1 Target unit in cover terrain: -1 Target unit non-adjacent and Retreating: -6 Target unit silhouette size: RA * silhouette modifier Modifiers for soft targets: Firing unit moving in any state: -2 Firing unit Pinned or Buttoned: -2 Firing unit fails a skill check: -2 Target unit advancing: +2 Target unit is artillery: +2 Target unit is Positioned in soft cover: -2 Target unit is Positioned in hard cover: -4 Target unit is Dug-in: -3 Target unit is Dug-in in hard cover: -4 Target fired on by small arms and is in hard cover/Dug-in: -2 Target unit Retreating and not in firer's square: -4 Target unit Routing and not in firer's square: -6 Target unit is Pinned: -2 If RA>99then RA=99. (Note that the modifiers for soft targets are applied differently than those for hard targets. Please see below or the main rules for details.) ARMOR PENETRATION: P =Pentratlon rating of gun. R = Range to target. MR = Maximum range of weapon. SS = Size of shell fired. PD = Penetration depth. If HE shell was fired, PD = 2 * SS * Rnd(l). If AP shell was fired, PD = SS + Rnd(l) * (P/2 + (P/ 2) * (MR - R) / MR) 45 Vehicle Hit Locations: Point Fire: To determine the location that a vehicle Is hit, a random number between 1 and 100 is generated. If the firing unit is at least 2 levels higher than the target, add 10 to the number. If the target is hull down, all numbers less than 51 have no effect. The following list determines where the hit occurs: Range of Number Location 1 - 15 Track 16-70 Hull 71-100 Turret/Upper Hull 101-110 Top Indirect Bombardment Fire: There are 6 possible hit locations: track, front hull, side hull, front turret/upper hull, side turret/upper hull, and top. Each area is as likely as the next to be hit; i.e., a random Integer between 1 and 6 is generated to determine the location. Penetration: If the depth of penetration >= the thickness of the armor at the location hit, then the shell penetrates. EFFECTS OF PENETRATION: The target vehicle is automatically destroyed if the shell size of the firing weapon * Rnd(l) > target size * 2 * Rnd(l). If the unit survives this, it is determined which aspect (front hull, side hull, front turret/upper hull, side turret/upper hull, top or track) of the vehicle has been penetrated. If it is the track that is penetrated, the unit's maximum speed goes to 0. If it is the front hull, the hull crew compartment is hit. If It is the side hull, there Is a 50% chance that the max speed will go to 0, and a 50% chance that the hull crew compartment is hit. If It Is the front or side turret/upper hull, the turret/upper hull crew compartment is hit. If it is the top, there is a 50% chance that the max speed will go to 0, and a 50% chance that the turret/upper hull crew compartment is hit. When a crew compartment is hit, there is a 75% chance that each gun In that section Is destroyed. There is also a 90% chance that a crewmember Is killed; if that 90% is made, check for the next crewmember. Continue to do so until a crewmember is not killed, or the whole crew is killed, which destroys the vehicle. On any penetration, a hard target is destroyed if the shell size of the firing unit * Rnd(l) > target size * 2 * Rnd(l). DAMAGE BY HE FIRE: Chance of hitting unit: In determining damage by HE fire, first determine the chance that the unit or units in the square are hit. This chance depends on the type of target the unit Is: If the primary target: chance = 100%. If a non-primary soft target: chance = 10 * LA of the gun. If a non-primary, open topped hard target: chance = 2 * shell size. If a non-primary, non-open topped hard target: chance = 1 * shell size. If a hard target is hit, go through the armor penetration routines above. For a soft target, modify the chance by the soft target modifiers given above. This modified number is used below as the ranged accuracy (RA) In determining losses. Damage to Soft Targets: First determine the number of men killed. Use the following formula. RA stands for the modified ranged accuracy of a gun using point fire (described above) or the chance of hitting the square if not point fire. IA stands for the weapon's Infantry attack value. (Note that the Infantry attack value of a squad is the IA of the weapon multiplied by the number of men In the squad.) Percentage killed = IA * Rnd (1) * RA / 200 + Rnd (1). For each 100% killed, one man is lost. If there is a remainder, that is the chance that another man is lost. Thus if the result were 120%, one man would be killed and there would be a 20% chance of another being killed. Once the number of men killed is determined, and if the unit is a gun unit, the unit maybe completely destroyed. This occurs If the Rnd (1) * 40 < the shell size of the firing unit * the number of men killed. INFANTRY ASSAULTS AGAINST HARD TARGETS: KR = Kill Rating. KR is the number of men in a squad or the accuracy of a special assault weapon. Modifiers: Target unit is soft or open topped +2 Target is stationary +2 Target in a Full Advance state -2 Assaulting unit fails skill check -2 If KR * Rnd (1) > 6 then target destroyed. If KR * Rnd (1) > 3 then max speed of target goes to 0. 46 CHARTS AND TABLES FORCE MODIFIERS Quality Handicap Level Modifiers____ Modifiers: Green: 1.2 Level 1: Axis reduced by 40% Average: 1.0 Level 2: Axis reduced by 20% Veteran: 0.8 Level 3: No effect Elite: 0.6 Level 4: Allied reduced by 20% Level 5: Allied reduced by 40% These numbers are used as multipliers in figuring the number of strength points available for a scenario. The Handicap Level Modifiers do not apply in a campaign scenario. . TRANSPORT COSTS TABLE Unit Cost Infantry 1 * Medium MG 2 Heavy MG 4 Light Mortar 3 Heavy Mortar 5 AT Gun 10 Light AA (50mm & Less) 10 Heavy AA (51mm & More) 15 Light How (95mm & Less) 10 Heavy How (96mm & More) 15 Light I G (95mm & Less) 10 Heavy IG (96mm & More) 15 *All costs are per unit except for Infantry, which is per man. Transport Capacities: Primemovers, Heavy Halftracks.and Heavy Trucks:15points. All others: 10 points. Artillery can only be carried by Primemovers, Halftracks, and Trucks. VICTORY LEVELS Marginal: If one side has at least twice the number of points as the other. Decisive: If one side has at least four times the number of points as the other. 47 ______MISSION CHART Mission Unit Mull. Exit Pis. Obi. Clear Clear Obj 1/1 1/1 100/0 Bypass 1/2 5/1 0/0 Engage 2/2 1/1 0/0 Delay 1/2 2/1 0/0 Hold 1/1 1/1 0/100 Unit multiple Is the factor which you should multiply the unit cost by to determine the victory points awarded. Exit points are the number of points (nota multiple) awarded per unit for exiting the unit off the map. Unit multiples are listed as the multiple for defending units killed/multiple for attacking units killed. Exit points are listed as points tor attacking units exited/ points for defending units exited. Obj. Clear is the number of points (not a multiple) that the attacking side/defending side gets for having the objective area free of enemy units (Clear Objective) or of defending units (Hold Objective). All unit multipliers are cumulative; In addition, If the attacker has a bypass mission and the defender a delay, the attacker will get 10 points for exiting a unit. VISIBILITY RANGE MODIFIERS These number are the number of times that the visibility range in squares Is multiplied by 0.71 (for negative shifts) or 1.42 (for positive shifts). Spotter: Shifts: Buttoned vehicle -2 Fails skill check -2 Higher than target -1 Pulses 1 and 2 -2 Target: Stationary -2 Hull down, dug-in, or in cover -6 Silhouette Multiply range by size/4 COMMANDS SUMMARY Please consult the rules if more detail is desired. MAP MENU: (1-8) Move cursor. (9) Display current score. (0) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (A-S) Select unit. Press the formation letter followed by the unit number. That unit will become the current unit and you will be placed in the Unit Menu. (U) Get unit at cursor position. The unit at the cursor location will become the current unit and you will be placed in the Unit Menu. (V) View. All squares that can be seen from the cursor location will be inversed. (W) View mission objective. All squares in the mission objective area will be inversed. (X) Exit Orders Phase. (Y) Inspect stack. The type of the next unit down in the stack will appear at the bottom of the Map Menu. It can then be accessed with the U key. (Z) Toggle maps. The map changes to whichever (strategic or tactical) is not in use. (/) The score is displayed and the game will end. (*) Places all units on a side under computer control. In Deployment, this key Digs-in all units. UNIT MENU: (1-8) Move cursor. (0) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (A) Go into All-Units mode. If the formation HQ is not the current unit, it will become the current unit.. You will be able to issue certain orders to the whole formation. (B)** Bombard. The cursor location is the target square; the current unit is the spotter. Those units available to bombard and the administrative delay before firing starts will be listed. (C)*@ Cancel orders. All movement and bombardment orders assigned to the current unit are cancelled. (D)*@ Debark passenger(s). If the current unit is a vehicle then it will unload all of its passengers; if the current unit is a passenger, then only it will unload. (E)* Embark passenger. When given to a vehicle, you will be asked for the formation and number of a unit to be loaded onto the vehicle. (F)*@ Change unit's facing. Use the directions of the movement compass. (G)** Rally. When an HQ unit is ordered to rally, it will attempt to halve the suppression value of all subordinate units within its rally radius. It costs one order to press the rally key, and one order for each unit rallied. (H) Find units HQ. The next superior headquarters unit becomes the current unit. (I)*** Inspect enemy units. All enemy units that can be seen by the current unit will be shown sequentially. The current unit can choose one of them as a target by pressing the T key when the desired enemy unit is accessed. It costs one order to designate a target. (J)@ Toggle computer control. Places a formation under computer control or removes it from that control if already under computer control. (K)* Infantry smoke. An infantry unit can be ordered to lay smoke in an adjacent square. (L) Locate. Moves the cursor over the current unit. (M)*@ Move unit. The unit will be ordered to move to the cursor location. An advance state will have to be chosen for it. (N) Next unit. The next unit in alphanumeric order will become the current unit. (O) Display units movement objective(s). Moves the cursor to the location of the movement objectives assigned to the unit. Its state will also be shown. 48 (P) List units passengers. All units loaded aboard the current unit are listed. (R)*@ Range. The maximum firing range at which the current unit will automatically select targets can be changed. (S)*@ State. The state of the current unit can be changed. (T) Show units target. (U)* Infantry assault. The current infantry unit will assault the enemy at the cursor location. (V) View. All squares that the current unit can see will be inversed. (W) Weapons Page. The current units Weapons Page will be displayed. (X) Exit Unit Menu. Return to the Map Menu. (Y) Center screen on unit. (Z) Toggle maps. The map changes to whichever (strategic or tactical) is not in use. Notes: @ = Can be done In All-Units mode. * = Costs an order. ** =May cost more than one order. *** = Costs an order It an enemy unit is targeted during an Inspection. KEYS ACTIVE DURING COMBAT PHASE (1) Decrease message delay 1 increment. (9) Increase message delay 1 increment. (0) Orders. Go to an Orders Phase at the end of the current Combat Phase. (P) Toggle pause. When first hit, will stop the action; when hit again, will restart it. (S) Toggle sound. Turns sound on and off. (T) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (Z) Toggle maps. The map changes to whichever (strategic or tactical) is not in use. TYPE OF BATTLE CHART Format = Axis:Allied Battle Purchase Mission Start Start Type Dur. Points Choices Line Dug-in Axis Assault 60 100:40 Att:Def 14:30 Yes:Yes Axis Pursuit 30 80:40 Att:Def 14:45 No:No Meeting Engmt 30 60:60 Att:Att 14:45 No:No Allied Pursuit 30 40:80 Def:Att 14:45 No:No Allied Assault 60 40:100 Def:Att 30:45 Yes:Yes Dur. Is the duration of scenario In game turns (minutes). Purchase Points Is the base number ot points available per side. To get the final numberyou must multiply the base number by the handicap level modifier, the size of the battle, and force quality modifier. Mission Choices shows which list the side can choose from for Its mission. Att" Attacker; Def = Defender. Slart line Is the highest (Axis) or lowest (Allied) x coordinate that a square should have for a unit to be deployed in it. For scenarios, these are only suggested numbers; you can deploy anywhere on the map. For campaign battles, however, these lines are mandatory, and you will not be able to set up past these lines. Note that for Western Europe tne start lines should be read as Allied:Axis since the Axis forces come from the east. Start dug-ln Indicates whether the units of that side can start the scenario in a dug-ln state. 49 SUPPRESSION POINTS TABLE Suppression Pts. Gained Condition of Checking Unit or Lost per Turn Immediately after pulse 3 of the Combat Phase: Unit in soft cover* and sighted by enemy -1 Unit in soft cover' and not sighted by enemy -3 Unit in hard cover'/Dug-in and sighted -2 Unit in hard cover*/Dug-in and not sighted -4 Unit out of command control +1 Unit within 6 squares of friendly routed unit(s)** +1 per unit Unit within 6 of friendly aband./dest. unit(s) +1 per unit Unit is immobilized vehicle +1 No friendly unit(s) within 6 squares of unit +1 Unit is in a square that is on fire +1 Unit has required number of suppression pts. and is within 6 of friendly unit(s) with good state*" -1 per unit Automatic loss -1 During fire portion of Combat Phase: Unit has 0 suppression and is target of fire +1 Unit within 3 of friendly unit(s) when destroyed +4 per unit Unit within 6 of friendly unit(s) when destroyed +2 per unit Soft target unit's square hit by sighted enemy +1 per unit Soft target's square hit by non-sighted enemy +3 per unit Hard target unit hit by shell of sighted enemy +1 per unit Hard target hit by shell of non-sighted enemy +3 per unit Unit destroys enemy unit(s) -1 per unit A number of men in the unit are killed +3 per man During each pulse of the Combat Phase: Unit cannot see any enemy units -1 During the Orders Phase: Unit successfully rallies Halve supp. pts. *Hard cover is stone buildings; soft cover is any other cover square. **Routed Infantry units do notnave an effect on tank units. ***A unit Is In a good state if the current numberot its suppression points Is less than Its morale. For a unit to benefit from friendly units in a good state, a random number Is determined (5+10 * Rnd (1));lf the checking unit has more than that number of suppression points, It will benefit. An Infantry type unit goes through an additional step. Subtract the number of men In the unit from 14. If the unit's suppression level is greater than or equal to the result, the unit will benefit SUPPRESSION EFFECTS TABLE Supp. pts.> = 2 & visible to enemy: Unit may only move in Cautious Advance state Supp. pts.> = morale: Non-vehicle is Pinned; vehicle unit Is Buttoned. Not applicable if unit is Dug-in. Supp, pts.> = 2 times morale: Unit Retreats. Supp. pts.> = 3 times morale: Unit Routs. Note that a unit's morale may drop if its formation HQ is killed. A truck unit is considered to have a morale of two regardless of what appears on Its weapons page. 50 CREDITS Game Design and Programming Gary Grigsby Game Development Joel Billings and Dick Vohlcra Rules Dick Vohlers Historical Research and Scenarios Gunter Meycr Playtesters Peter Shafer, Victor Penman, Paul Murray, Graeme Bayless, George MacDonald.Mike Musser, Bill Barr, Bill Alpert, Gunter Meyer, Rick Colby. Rick Spinelli, Steve Virostek, JeffJohnson, Arlon Harris, Russ Smith Computer Graphics Tom Wahl Special Computer Graphics Tools Keith Brors Customized Disk Operating System (Apple Version) Roland Gustafsson Art and Graphic Design Louis Hsu Saekow, David Boudreau, Robert Hu. Meg Pelta Desktop Publishing David Boudreau, Robert Hu Printing A&a Printers and Lithographers