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******  TIGERS ON THE PROWL 2 User Manual Additions and Corrections  ********
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        -  Tigers On the Prowl 2,  Revision 2.01(+)   Jun 96  -

Tigers on the Prowl (TOP) version 2.0 is a profound upgrade which takes the
original game up to the current Panthers In the Shadows user interface and
capabilities.  Not only does this upgrade allow players more options in terms
of unit abilities, but it is significantly easier to use.

The first thing players should note is that TOP 2.0 uses the Panthers manual.
This includes the documentation security checks.  The original TOP manual is
no longer needed, and all applicable sections of that manual (such as weapons
and the bibliography) are included in this README file.

The following changes and additions have been made to the Panthers manual (now
used for TOP 2.0 as well).


8.4  Force Characteristcs

 SHOOT AND SCOOT indicates whether firing units will try to shift their
positions slightly after firing a few rounds.  Switching positions prevents
enemy units from acquring the firing unit, but also means the firing unit
can not acquire its own targets.  Orders to "shoot and scoot" are broken down
by unit type: Tanks, Tank-Destroyers, Recon, Off-map Arty, and On-map Arty.
None, some, or all of these types may be given shoot and scoot orders.

 STOP UNDER FIRE is a measure of how moving units will react to enemy fire.
It is meant to reflect differences in national doctrine and individual troop
characteristics for individual units in specific situations, as opposed to
the Aggressiveness Level, which is more general and applies to the force as a
whole.  The higher the STOP UNDER FIRE value, the more likely units are to
temporarily pause their movement when they receive fire from enemy units.
Higher values also increase the halt duration before the unit continues
moving once the fire stops.  Stopping and restarting under fire is completely
computer controlled.  Human players may change the orders of stopped units
normally, including the speed and movement path, but the unit will not
begin moving until the incoming fire ceases or the halt is otherwise cleared
by the computer.

 The STOP UNER FIRE level is also used to determine when units will "run for
cover" from enemy fire.  When the STOP UNDER FIRE level is zero, units will
NEVER run for cover.

 MORALE:  Setting this level to 100 effectively eliminates morale effects for
a force.  Units of a force with a level of 100 will never break, go berserk,
or surrender.  However, the units will still maintain individual morale
levels - which affect their accuracy, movement rates, ability to be sighted,
and other combat characteristics normally.

 A force can also be designated as "Elite" if the Morale Level is 95 or
greater.  Units in Elite forces that also have high individual morale (80
or above) suffer about half the morale losses as "non-Elite" units.
However, once a unit in an Elite force has its morale level drop below 80,
its morale losses and effects will be identical to non-Elite units.


8.4.1  Shoot and Scoot Option Menu

 If either force has issued shoot and scoot orders, the Shoot and Scoot
options menu will appear after selecting DONE from the Force Characteristics
screen.  This menu allows players to customize the effectiveness of shoot
and scoot tactics.  The Roughness is a measure of how flat or broken an
average map hex is.  The lower the number, the more flat each hex is, and the
harder it becomes to find a way to swich positions after firing.  Conversely,
higher number make it easier for units to pull back and temporarily hide
before popping up to fire again.  Terrain values range from zero (perfectly
flat) to seven.  The default is three, which is about right for the rolling
hills found in a large part of Western Europe.

 The Efficiency of each force at using shoot and scoot tactics can also be
modified from this menu.  There are three levels available:  High, Medium,
and Low.  Units in a force with High efficiency have a much better chance of
successfully switching firing positions than one in a force with Low.

 The Shoot and Scoot routines also applies to units that are not firing.  In
these cases, the units attempt to find a defilade or hidden position that
greatly reduces the effectiveness of incoming fire.


8.6.3  Component Unit Actions

 In the Advanced Game, the morale level of individual units can be changed
as desired.  This option is primarily inteneded to model composite-type
forces, such as a force containing a mixture of both elite and common troops,
or one that includes units from different nationalitlies.

 From the FORCE SELECTION SCREEN, pick the desired unit.  The option to
change its morale will appear near the bottom of the PICK UNIT ACTION menu.
The new morale value is then set using a standard sliding scale.  Morale
values may be set anywhere between 15 and 100.  To exit the sliding scale
without changing the default morale value for the unit, hit the <Esc> key.


8.10.5  Player Determined Start Lines

 Players may manually set the start line for both sides.  From the START LINE
OPTIONS menu, select the fifth choice, "MANUALLY SET START LINES".

 When this option is selected, the human player, or first player in a two
player game, must pick the start lines before unit placement occurs.  This
is accomplished by moving the map cursor to any hex in the desired column
on the map, and selecting it.  As soon as this is done, the start line will
be drawn on the map.  Startlines must be at least one hex in from the left
or right map edges, and Player #2's start line must always be to the right
of Player #1's.  If an invalid hex column is selected, the computer will
automatically move it to the closest acceptable value.


9.3.9  Reinforcements

 Reinforcements may enter the game already loaded on another unit.  Loading
of reinforcements is handled in the setup phase almost exactly as if they
were being placed on the map normally, subject to two conditions:

 1)  The carrier and passenger units must both be scheduled to enter the
     map in the same hex and on the same turn.
 2)  The loaded status of reinforcements can be changed ONLY at the time each
     unit is scheduled.  Once loaded, reinforcements may not be unloaded
     until the units actually appear on the map.

 During the reinforcement placement phase, whenever a potential loading
situation occurs, the standard loading routine is used.  If the Auto-Load
option is ON, units will be loaded automatically, as applicable.  Otherwise,
the standard LOAD OPTIONS menu will appear.


10.0.1  Moving units off the Map Edge

 At the start of an attacking player's Orders Phase, the computer checks to
see if any friendly units are located on the far (enemy) map edge.  If so,
these units may be given orders to move off that map edge and perhaps gain
the player bonus Victory Points.  This option is always available to an
attacking player - even if the actual objective is located on the map.  A
defending player may never move units off the map.  In a meeting engagement,
both players are considered to be attacking.

 When at least one unit is in a position to move off the map edge, a menu
will pop up offering the owning player the option of giving his eligible
units orders to move off the far map edge.  These orders will apply to ALL
friendly units currently on an enemy edge hex, the player can not pick and
choose individual units.  If the order is given to move the units off the map
edge, they are removed from the map immediately.  There is no movement point
cost or delay involved.  Once moved off the map edge, a unit can never
return back into play.

 Units moved off the enemy map edge gain Victory Points for the owning
player, which are added to that player's total immediately.  Points are
awarded depending on the player's actual objective:

     Objective is map edge:  3 times normal VP's
     Objective is on-map:    1.5 times standard VP's


10.4.7  The XO Staff Page

 During a campaign game, an additional option will appear in the XO OPTIONS
box:  REVIEW MISSION ORDERS.  Selecting this option brings up the mission
statement (OPORDER) that was displayed at the beginning of the game.  Hit
any key to return to the S-3 screen.


10.4.9  The FSO Staff Page

 The manual omits a IF-capable unit status code:

    "HOLD/DF TGT!"  This indicates the artillery unit has a DF target.  As
    such, the unit will not fire IF missions until the DF target is cleared
    or destroyed.


10.4.11  The ENGINEER Staff Page

 When a number of turns is shown for an obstacle clearance, the value
is an "estimate" of the completion time.  The estimate is constantly
being reassessed - so sometimes it may not decrease between turns (because
work is progressing slower than expected).  Less frequently, the time
may decrease by two or more turns (work is going faster).  The accuracy of
the initial estimates depends mainly on the force's training level.

 Low morale and suppression decrease the work rate, increasing the number
of turns needed to clear an obstacle.


10.6.8  Limited Intel

 An additional fog of war level has been added: REALISTIC.  When this level
is used, the exact weapon type for enemy vehicles is not automatically
known, as with the other two levels.  Instead, the best friendly LOS to
the enemy unit is used to determine if the weapon type will be displayed
as a general value (Medium Tank) or exact model (Pz IVE (75)).

 When the exact weapon type can not be determined for an enemy unit, you will
not be able to access the detailed weapon info charts for that unit.

 Whether a weapon type is known or not is based upon the best LOS (lowest
block points) from any unbroken friendly unit to the enemy unit.  If the
LOS has five or more blocking points, the weapon type automatically remains
unknown.  Otherwise, a maximum block point total to reveal the unit is
calculated and compared to the LOS block points.  If the LOS block points
are less than or equal the total to reveal, the weapon type becomes known.

 Enemy units are revealed if the best LOS contains 2 or less block points.
Modifications to the basic LOS block point level are made as follows:

   +1  Friendly Training Level greater than 50
   +2  Friendly Training Level greater than 75
   -1  For each 10 points of suppression on friendly unit (rounded up)
   +1  If friendly unit is infantry
   +1  If the friendly unit quantity is more than 10
   -1  If the friendly unit is moving at 11% to 25% speed
   -2  If the friendly unit is moving at 26% to 50% speed
   -3  If the friendly unit is moving at greater than 50% speed

 As an example, a friendly unit is attempting to determine the vehicle type
of an enemy unit at 2500 meters.  The LOS to the enemy unit contains 3
block points.  On the friendly side, the training level is 80, the friendly
unit is comprised of 15 infantry, has 15 points of suppression, and is
moving at 25% speed.  The calculation of the points to reveal is:

 2 (basic) + 2 (trng) - 2 (suppn) + 1 (inf) + 1 (qty) - 1 (speed) = 3 TOTAL

Because the total is less than or equal to the LOS block points, the vehicle
type will be revealed.

 Friendly aircraft are never used as spotters when attempting to determine
enemy vehicle types.  Likewise, types of enemy aircraft are always known
exactly.

 Unit types may be exactly discovered and lost again any number of times as
the battle situation changes.


12.1.3  Hex By Hex Movement

 An "L" movement command indicates Loading/Unloading.

 When moving the cursor around the map to select the next hex in the unit's
movement path, an approximate cost of each hex will be shown in the
information box at the bottom of the screen.  The cost is shown only for
valid hex locations (adjacent to the last hex in the path), and indicates
whether the hex uses Road or Cross-Country (CC) movement.  Prohibited hexes
are indicated by "PROHIBTD".


12.1.4  Erasing A Path

 Loading/Unloading delays (shown by an "L" on the display) may not be erased.


12.1.8  Passenger Mid-Move Jumps From Carrier

 Passenger units may be given orders to dismount at any point in their
carrier's movement path.  Once dismounted, the ex-passenger units can also be
given additional movement commands.  In essence, this command is the same as
telling the unit to "Dismount here, and move on foot to there."  In addition
to being more convenient, it eliminates potential unrealistic delays that can
occur when manually dismounting the units.

 The easiest way to use mid-move jumps is to follow the folowing sequence:

  1.)  Load the passenger unit(s) onto the carrier.
  2.)  Give the carrier orders to move to the "dismounting" hex.
  3.)  Select the (first) passenger unit for orders.
  4.)  From the Orders Menu, pick MID-MOVE JUMP (in the Movement section).
  5.)  If you want the unit to stay in the dismounting hex, selct "Unload"
       from the lower right corner of the screen.  Otherwise, begin selecting
       additional movement orders for the unit.  The computer will realize
       that the unit needs to dismount to carry out the new orders, and will
       issue the "Unload" order automatically.
  6.)  Select DONE to return to the Orders Menu.
  7.)  At this point, you can go back and give the carrier unit additional
       orders (to pull back, for example), or just continue with the rest
       of your turn.

 Note that units should be loaded onto their carrier, BEFORE the carrier is
given its movement orders.  Also note that the carrier must have movement
orders in order for the passenger to dismount using the Mid-Move Jump
routine.

 After selecting MID-MOVE JUMP from the Orders menu, the movement paths of
the carrier and passenger units will be shown on the map.  The carrier unit's
path is identified with dark gray X's, the passenger unit's by the standard
red or white squares.  Where the two paths overlap, the hex will have both
a colored box and the dark gray "X".

 All movement orders using the Mid-Move Jump are given using the standard hex
by hex selection routine.  You may select "Erase Last".  In fact, you can
erase all of the commands back to the passenger unit's delay or current
location (which in the latter case causes the unit to immediately dismount,
however, as described in the next paragraph).  For purposes of the Mid-Move
Jump, passenger units share the same delay as their carrier.

 In the movement phase, whenever a passenger unit's current movement order is
different than its carrier's, the unit will automatically dismount.  It does
NOT have to be the result of a direct "Unload" order.  When units do
physically dismount, an additional delay is applied per the normal unloading
procedure - approximately 1 turn for troops, 2 turns for guns.  During this
delay neither the passenger or carrier unit may move from the dismounting
hex.


12.5.1  Cycling Targets

 The CYCLE 'BEST' option is based on general hit and kill probabilites and
an assesment of the relative value of each target.  It also takes into
account how many friendly units are currently firing at the enemy unit.
Players should note that the computer's determination of "best" targets may
vary considerably from their own.


15.1  Hex Information Boxes

 The current turn and game length are now displayed at the bottom of the
HEX INFORMATION BOX in hexes without dust, fire, or illumination.  The
current turn is first, to the left of the "/", followed by the game length.

 When space permits, hexlines, hexsides, and bridge features will be
identified in the right side of the Hex Information Box.

 On the map, hexes with fires burning in them will be identifed with a small
red (sometimes outlined in yellow) box drawn in the center of the hex.  The
fire level is shown in the red square in hex information box.

15.2.3  Unit Speed Codes

  "0S":  The unit is stopped under enemy fire.
  "In Pillbx":  The unit is in a pillbox.
  "In Casemt":  The unit is in a casemate.


15.2.4  Unit Morale Codes

  "Broken":    The unit is broken (and retreating).
  "Berserk":   The unit is Berserk (and charging the enemy).
  "Wavering":  The unit is Wavering (stopped and in partial control).
  "To Cover":  Unit is involuntarily moving to better cover.


15.3.2  Weapon/Ammo Characteristics Box

 The Weapon/Ammo Charcterisitcs Box now also shows the maximum range for each
weapon.  The range is in meters.  The weapon names are shown at the left:
the main weapon in red;  the secondary weapon in blue;  the third weapon in
green.

 For the main weapon, data is given for up to four ammuntion types, as
available.  The secondary weapons show only a single ammuntion type - which
is all they can fire.


19.3.3  Wavering Effects

 A third classification of morale effects is WAVERING.  Wavering units are
not truely broken, but are on the edge of becoming so.  A unit can become
wavering from any number of causes, including enemy fire, exhaustion, lack of
faith in higher command, and a general feeling of hopelessness.

 Wavering is also often propagated by the ripple effect, which is when one
unit sees another waver, and begins to waver itself.  While the ripple effect
is most prevalent in forces that start with low morale, it can also occur in
sectors that have been taking heavy losses, even with initially well
disciplined troops.

 In Panthers, units are given a "wavering check" whenever they suffer a
morale loss which causes their overall morale level to be 40 or less.  Units
with a morale level below 40 do not automatically undergo this check - they
must lose morale though combat, movement, or other procedure.  The
probability that a unit will waver is based inversly on the force's morale
level.  The higher theat level, the less likely an eligible unit will waver.

 Additionally, vehicle units are a lot less likely to waver than other types.
This is becasue by stopping, vehicles lose one of their best defensive assets
and in effect becoming sitting ducks.  Vehicle units that WOULD waver will
instead usually either try to run for cover, or break (and retreat a few
hexes).  Attacking units have a higher probability of trying to run for
cover than defending units, which will more often break.

 When a unit fails a wavering check, nearby units also lose morale, based
upon their distance to the newly wavering unit and if they have an LOS to its
location.  Units without an LOS to the wavering unit or more than about 300
meters away suffer no additional loss.  For units closer than 300-400 meters
that can see the unit waver, they will lose up to 5 morale points - depending
on how far away they are.

 Wavering units are only partially in the control of the owning player, and
although they still "remember" their orders, they temporarily put them on
hold while they regroup.  As such, wavering units can not be given new
movement orders, or have their existing movement path changed.  However, they
may be given all other orders normally, and may call for artillery and
airstrikes.  Additional effects are that wavering units will not move, and
will use only the weapon LIGHT Rate Of Fire when engage targets.

 Units automatically recover from their wavering status at the beginning of
the Orders Phase so long as they were not fired upon in any manner during
the previous Activity Phase.  Recovering units have their morale level set
at 30.


19.6.2  Morale Decreases

 Morale decrease amounts are modified according to the current morale level
of the unit.  Units with high morale, at or above 80, have their morale loss
reduced somewhat.  Units with low morale, below 50, will suffer a greater
loss.  The amount of the plus or minus deviation from the "standard" depends
on the current morale level of the unit.  The net effect of this modification
is to afford a little extra protection to high morale units, and to speed the
disintegration of units already shaken.

 There are two other situations which affect morale in a substantial fashion.
The first is that immobilized units have their normal morale losses
increased (making them more likely to bail out).  The second is that heavily
armored units have their morale losses decreased.  The armor thickness
required to be consideered "heavily" armored is a function of the year of
the battle, and ranges from approximately 35mm in 1939 to 150mm in 1945.  The
greater the armor value, the more the morale loss is reduced - to a maximum
value of about 75%.


19.6.3  Additional Isolation Morale Effects

 In cases where a unit loses morale from the effects of enemy DF/IF, overrun,
or close combat, the morale loss may be increased if the unit feels itself to
be isolated on the battlefield.  The isolation determination depends on the
range to the closest friendly non-detachment ground unit, and if an unblocked
LOS exists to that unit:

                                Morale Loss Multiplier
   Range to Closest
   Friendly Unit                 LOS OK     LOS Blocked
   ----------------            ----------   -----------
   301-400 meters                 1.25         1.50
   401-500 meters                 1.38         1.75
   501-650 meters                 1.50         2.00
   651-800 meters                 1.75         2.50
   Over 800 meters                2.00         3.00

 Aircraft, headquarters (Co, Bn and TF), and non-immobilized detachment units
are never subject to additional isolation morale effects.

 Isolation morale effects have several important effects in the simulation
that players should be aware of.  First, in the defense, non-detachment
units that are stuck out by themselves as "roadblocks" will tend to be have
only a short period of effectiveness, before rapidly deteriorating.  In
the attack, recon units sent far in advance of the force will likewise rarely
still accept orders after taking a few turns of enemy fire.  A second effect
is that as a "wing" or "prong" of a force takes losses, the lower density of
units in that sector causes units to become isolated - which speeds the
rate at which that portion of the front continues to fall apart.


19.7  Involuntary Move to Gain Better Cover

 Units under fire will sometimes attempt to move to hexes which offer better
cover and/or concealment than their current positions.  This decision, and
the subsequent change in movement orders to the new hex, are completely
outside the control of the owning player.

 When units involuntarily move to cover, the following effects are
immediately implemented:

        - The unit's existing movement orders are erased.
        - The unit gives itself orders to move to the "best" covered hex.
        - The unit's speed is set to 100%.

 Note that the unit's orders other than movement remain unchanged.  So, the
unit may continue to engage any existing DF target, and any passenger units
will remain loaded.

 Units "running for cover" can have their speed lowered by an owning human
player, and movement commands after the command delay can be changed.  Thus,
as the commander of the unit, the human player still retains some control
over its movement functions.  The reason I allow for this is so that just in
case the computer makes a very bad decision, the effects can be mitigated.
However, bad decisions are sometimes made in the heat of battle as well - so
it is not unrealistic to force a human player to live with some effects of
such a decision.


19.7.1  Factors Influencing the "Run For Cover" Probability

 The following factors are taken into account when determining the
probability a unit will move to cover on its own:

        - The effectiveness of the incoming fire.
        - Whether the unit is in an IP.
        - The number of turns it will take to reach the new cover hex.
        - The potential protection value of the new hex.
        - The FORCE morale level.
        - The STOP UNDER FIRE (SUF) level.  If the SUF is zero, units in that
          force will NEVER run for cover.


19.7.2  Selection of the "Best" Cover Hex

 Selection of the best cover hex is generally determined by the relative LOS
blocking points afforded the target by moving into the hex.  If the incoming
fire is direct (sighted), the target unit will attempt to move to a location
which best hides it from the current firing unit.  This hex does not itself
have to contain any cover, just so long as it is to some degree out of sight
of the firing unit.  For this purpose, smoke and dust are counted, and units
may find refuge behind such clouds.  Note that the LOS is taken from the
current firing unit, and does not take into account other units which may
be engaging the target.  However, the routines generally have units hide
from the most effective incoming fire.

Against indirect fire, units tend to move to hexes with the best cover
terrain.  No LOS calculations are performed.

Hex selection is further adjusted as follows:

        - The new hex must be within 600 meters of the current location.
        - The new hex must not be within 200 meters of ANY known enemy unit.
        - Adjustments are made for the range of the new hex to enemy units
          firing at the friendly unit, as well as other non-firing, spotted
          enemy units, as compared to the present location.
        - The number of turns it will take the unit to arrive at the new hex,
          at maximum (100%) speed.  Vehicle units will never move to a hex
          more than 3 turns away, personnel units are limited to 5 turns.


19.7.3  Reverting to Player Control

 Once a unit arrives at its new "covered" location, it will automatically
revert to the control of the owning player.  That is, as long as it hasn't
broken or gone berserk in the meantime.  Once back in control of the owning
player, the unit will accept all orders normally.


19.7.4  Diverting the Enemy Into Kill Zones

 In many cases, from a through terrain anaylsis it is possible to determine
where units will likely "run for cover".  This can be then be used as a major
advantage to the defender, who can position units to take maximum advantage
of the weaknesses in the expected movement.

For example, an open area with some light woods to the south offers a good
opportunity for this tactic.  A few guns are positioned to the north of
the clearing, while other units are positioned just inside the woods.  As
the enemy force enters the middle of the open area, the guns take it under
fire.  After a few rounds of effective fire, at least some of the enemy
units to will start looking for cover.  In this case, probably towards the
woods to the south.  However, what the enemy units won't realize (until
it's too late) is that a friendly force is lying in wait for them there.

Friendly units should always be positioned to take maximum advantage of any
expected "running for cover" movement - especially towards taking flank
shots, and otherwise disrupting the already shaky enemy morale.


20.4.3  HQ/Same Company Bonus for IF

 When a line company HQ (not D/S) calls for indirect fire from a subordinate
unit in its' company, the fire support delay is the orders delay between the
two units, plus one turn.  In most cases, this will work out to two turns
(minutes), as long as the units are within 400 meters of each other.

 See Section 20.2.5 for more information on the delay calculation between the
CO HQ and a line unit.


20.5  REINFORCEMENTS - SPECIAL DELAY  (omission)

 On the turn they enter the map, all reinforcements have a special delay
value of zero.


23.4.12  Shoot and Scoot

 Enemy units that fired and switched position in the previous Activity Phase
have their probability of being sighting reduced by 25% for ranges over 500
meters.  Units that did not fire, but are considered hidden, reduce sighting
probability by 75% at ranges over 500 meters.


23.5.9  Shoot and Scoot

 Friendly units that fired and used shoot and scoot tactics in the previous
Activity phase have their probability of sighting enemy units over 500 meters
away reduced by 75%.  Hidden units that did not fire suffer no sighting
degradation.


23.4.2  Target Size

 The apparent target size of a personnel unit depends on if it is
considered "up" or "on the ground".  Only un- or lightly-suppressed and
moving personnel units can be up.  All other troop units are assumed to be
lying on the ground.  Troops on the ground have their size reduced by
50% to 75%.

 The size of personnel units in shallow water is always 50% of normal.


24.13  Overruns

 The probability that a moving unit will conduct an overrun into an adjacent
hex is about 66%, modified somewhat for the speed of the unit.  Units can not
overrun into an adjacent hex which would force them to cross any hexside
feature (stream, river, gulley, bocage, tank ditch, or breach), even if the
hexside is crossed by a bridge or ford.


24.15.1  Loading

 The delay incurred from loading a unit is 1 turn for personnel type
passengers, and 2 turns for towed weapons.


24.15.2  Unloading

 The delay incurred from unloading a personnel type unit is one turn for
both the passenger and carrier unit.  When towed weapons are unloaded, the
delay is 3 turns for the passenger (1 turn to unhitch, 2 turns to set up),
and 4 turns for the carrier ( 1 turn to unhitch, 3 turns to unload ammo
and supplies).


24.20  STOPPING UNDER FIRE

 Whenever a moving vehicle unit takes enemy fire, it may make a temporary
halt in its current hex.  This halt represents a variety of things:
surprise, insecurity and apprehension of the crew, command indecision, as
well as doctrine (in the late war years, the Allied ground forces
increasingly let the artillery and air force hammer known enemy positions
before making an assault).  Only vehicle units are subject to these stop
under fire routines.  The reason personnel units are exempted is becasue
they are subject to much heavier effects on their movement by suppression.

 The probability of a unit stopping under fire depends on the force STOP
UNDER FIRE (SUF) level (which can be adjusted in the Advanced Game in the
FORCE CHARACTERISTICS MENU), and the effectiveness of the incoming fire.  The
effectiveness is a somewhat subjective value, based on the quantity,
accuracy, and damage potential of the incoming rounds.  In general, the
following determinations are applied:

  SUF Level                    Probability of stopping
  ---------   ------------------------------------------------------------
    100       Units stop under virtually all fire.
   75-99      Always stop for effective fire, sometimes for ineffective.
   50-74      Usually stop for effective fire, rarely for ineffective.
   25-49      Sometimes stop for effective fire, never for ineffective.
    1-24      Units rarely stop for effective fire, never for ineffective.
     0        Units never stop under fire (the SUF routines are ignored).

 Within each catagory, the higher the SUF Level, the greater the probability
of the unit stopping.

 Once a unit has stopped under enemy fire, it will remain halted for a period
determined by the SUF Level.  At low SUF Levels, the unit may begin moving
the next turn, even if the incoming fire has not stopped.  At high SUF levels,
the unit may remain halted for up to several turns after the fire has
lessened or ceased althogether.

 Vehicles stopped under enemy fire are eligible to use the "Shoot and Scoot"
defensive routines, Improved Positions, terrain modifiers, and all other
modifiers available to stationary units.


* 24.8  Elevation Changes ( [1.16]  Clarification )

 The (-1) level bonus for units moving by roads applies only to elevation
changes of two or more levels, and can never reduce the effective change to
less than one.  Therefore, a unit changing elevations will always pay for at
least one level, even if it is on a road.


29.1.5

 The maximum range of Beehive/Canister rounds is normally 100 meters or
less.  However, in Panthers the weapon has been given a range of 240 meters.
This was done so units armed with this ammunition could engage troop targets
in adjacent hexes BEFORE the target has a chance to close assault the
firing unit.


29.1.14  Target Size

 The apparent target size affects the accuracy and probability of scoring
a hit.  Targets appearing larger than a hypothetical 150 square foot target
would at 1000 meters (considered the "standard" target) will be easier to
hit.  For fire against targets appearing smaller than this, the accuracy
will be reduced.


29.3.2.1  Impact Side

 In most situations, firing units observe more than one side of a target.
The actual impact side is determined by computing the relative size of each
side (as seen by the firing unit), and calculating a probability based on
the overall size.  A bonus of about 10% is given to the "best" side, to
model the fact that gunners normally aim for the most vulnerable spots.

 Elevation differences can cause Direct Fire to impact on the top of a
target.  Against Armored targets, the top armor is determined to be 50%-75%
of the rear armor.  The top armor value of semi-armored targets is
normally zero.  Becasue of the large lateral distances almost always
encountered relative to the height difference, top impacts are not common
from DF.  Additionally, the shallow angles often produce skipped rounds,
which have much reduced penetration.  However, against the relatively
thin top armor values, even these shots can be very effective.


29.9  Shoot and Scoot

 "Shoot and scoot" is a nickname used by the US Army for a tactic designed to
reduce the vulnerbility of firing units to return enemy fire.  In essence,
a vehicle fires off a few rounds, and then quickly moves into a covered area
out of view of the enemy.  The weapon then shifts to a new position, usually
close to the first position, but situated such that the enemy will have to
resight and realign his weapons before firing.  After a short time, the unit
"pops up" from its new position, and begins the cycle anew.  The key
ingredients in making this tactic effective are the existence of deadspace or
a defilade nearby the firing weapon, and a high level of crew training.

29.9.1  Shoot and Scoot Eligible Units

 Only vehicle units may use shoot and scoot tactics.  Additionally, if the
unit is engaging a target it must be of one of the following weapon types:
Tank, Tank-Destroyer, Recon, or artillery (on- or off-map).  While "shoot and
scoot" expressly applies to firing units, in Panthers any vehicle unit that
is not engaging an enemy unit may also use shoot and scoot tactics to better
hide itself from enemy observation and fire.

 Units in the following situations may NOT use shoot and scoot:

  - Units in Improved Positons, or other fortifications.
  - Artillery units current firing IF missions.
  - Units currently moving.
  - Units in water hexes.


29.9.2  Determining When A Unit Shoots and Scoots

 The hidden status of units is determined just before the Ambush DF phase.
Each turn, the status is determined for every unit in the game, so it is
possible the status will change from turn to turn.

 There are three values used in Panthers to determine when a unit succeeds in
hiding itself with shoot and scoot tactics:  the hex terrain, the terrain
roughness value, and the force efficiency level.  The base probability is
determined as follows:

    Base             %          % Increase per
   Terrain       Base Prob.     Roughness Level
  ----------     ----------     ---------------
  Clear              0                4
  Lt. Woods         10                6
  Woods             40               10


 Modifications for Other Terrain in hex:

  Terrain         % Modification
  ----------      --------------
  Swamp                 -5
  Lt. Bldg.              0
  Hvy. Bldg.            +5
  Village              +10
  Rubble               +50
  Craters               -5
  Crops                +20


Additionally, approximately 10% is subtracted for units wih Low efficiency,
and 10% added for units in a force with High efficiency.

Units that are not engaging a target, but are using shoot and scoot tactics
to hide themselves, have the probability multiplied by four if already
hidden, and by two if not.

NOTE:  Vehicle units not moving or firing at an enemy unit will always
attempt to hide themselves using the shoot and scoot routines.  These
attempts are automatic, and do not depend on the vehicle's class or the
player's shoot and scoot orders.


29.2.3  Shoot and Scoot Effects

 Units that successfully use shoot and scoot tactics do not become acquired
by enemy units more than 500 meters away.  This means that those enemy units
can never fire on them with more than their light Rate Of Fire, and can not
improve their accuracy by merely engaging the unit for a number of turns in
succession.  Hidden units are also harder to spot, which translates into a
25% reduction in the sighting probability of all enemy units over 500 meters
away trying to see them.

 On the other hand, the unit that used shoot and scoot is likewise prevented
from aquiring any enemy target, no matter what the range.  As with the enemy
units, this limits the friendly unit to a light ROF, and a flat targeting
accuracy.  Firing units using scoot and shoot have their probability of
sighting enemy units reduced by 75%.  Units not firing, but merely hiding,
suffer no additional degradation in their ability to spot the enemy.

 Off map artillery units may also switch positions at the conclusion of each
firing mission.  If this occurs, the next IF mission in the queue for that
unit will be delayed 3 to 4 turns (minutes).  Additionally, all Counter-
Battery fire missions directed against the artillery unit will be degraded,
and after three minutes, completely ineffective.


33.0  FLAME WEAPONS

 Flame and incendiary weapons are affected differently by terrain and
fortifications.  The AP Factor reductions (which are cumulative) are:

                         Flame      Incendiary

Woods                    - 15%        - 25%
Buildings (Lev 2)        -  5%        - 15%
Buildings (Lev 3)        - 10%        - 40%
Rubble                   - 20%        - 50%
Level 2 IP                None        - 10%
Level 3 IP               -  5%        - 20%
Pillbox                  - 10%        - 30%
Casemate                 - 10%        - 35%


39.1.1  Initial Selection VP's

 The initial Victory Points for several unit classes are calculated as:

  - Vehicles: {[(main gun pen @ 300m/10mm) + (max wpn range/300m)] x GUNMULT
               + (avg of front and side armor/10mm) + (max speed/10kph)
               + (number of LMG/MMG) + (2 x number of HMG)
               + (10 x number of flamethrowers)
               + (3 x towing capacity) + (pers loading capacity/6)}
              x TYPEMULT
        where:
              GUNMULT is between 1 and 2, depending on main gun rapid ROF.
              TYPEMULT is 0.6 for tanks, and other turreted vehicles, and
                 0.5 for all others.

       Amphibious vehicles add 15%.

  - AT Guns: (max range/300m)+(pen @ 300m/10mm)+(avg front armor/10mm)

  - Arty: (max range/1500m)+(HE shell weight/5000g) x QTYMULT
          + 2/3 of normal vehicle amount, if unit is Self-Propelled
        where:
             QTYMULT is 0.7 if the total rounds per gun is less than 13,
               or 1.3 if rounds per gun greater than 40.

  - Personnel:  {(unit quantity/10) + (1/2 x number of LMG & MMG)
                + (number of HMG)
                + (2 x number of AT weapons with range above 100m)
                + (1/2 x number of AT weapons with range less than 100m)
                + (10 x number of flamethrowers)} x TYPEMULT
        where:
             TYPEMULT varies between 0.5 and 1.15 depending on the
             type of unit and their mobility.  For example, combat
             engineers have a TYPEMULT=1.15;  motorcycle troops
             TYPEMULT=1.0; cavalry TYPEMULT=0.75, etc.

  - Spotter Aircraft: 5 + (max speed/10kph) + (avg armor/2mm)

  - Attack Aircraft:  10 + a combination of factors including weapon
        anti-personnel and anti-tank factors, number of machineguns,
        maximum speed and armor.

  - Barrage: 250 points

  - Carpet Bombing:  1000 points


Note: Penetration values are calculated using the weather conditions that
      were set before the force selection began.


41  SOURCES

Living in the San Francisco, California area, I am very fortunate to have so
many good sources of military information nearby.  Most of the foreign
language books, regimental histories, and detailed technical works were found
at the Hoover Institution at Stanford University.  The other books were bought
at dozens of bookstores scatted throughout the area.

In this endeavor, I am deeply indebted to my wife, Elisa, for her invaluable
help and hours of research at Stanford in dredging up all of this information.
Not only that, but her devotion to my cause in bringing me back books from her
far flung business trips and keeping a sharp eye out for other potential
sources of information.

A special thanks also to H. Guenter Benz and Kent Kimsey.  Hr. Benz is from
Velbert, Germany, and provided much information on the German Allies and other
aspects of the Eastern Front.  Mr Kimsey is with the U.S. Army Ballistics
Research Labs, and provided insights and direction into the physical
calculation aspects of the simulation.

Without a doubt, this simulation represents the most comprehensive
compilations of specific tactical weapon characteristics ever assembled in one
work.  I believe I am justified in making this statement after reviewing all
of the sources listed below and finding that they all contained
inconsistencies and gaps in the data.  Only by putting them all together in an
enormous computer database could the differences be identified and worked out.
It is this final compilation on which Tigers On the Prowl is based.

Where conflicts occurred between sources, I generally used the following
"order of precedence":

German and Axis Forces:
     1.  Die Deutchen Panzer
     2.  Encyclopedia of German Tanks
     3.  Aberdeen Series
     4.  German Tank and Anti-Tank
     5.  Handbook of German Military Forces

Soviet Forces:
     1.  Aberdeen Series
     2.  Russian Tanks, 1900-1970
     3.  The Soviet Army 1918 to the Present


Bibliography of primary sources (Version 1.0):

Airwar, Jablonski, Edward.  Doubleday, 1970.
Anti-Tank Warfare, Biryukov, G. and G. Melinkov.  Progress Publishers, Moscow,
1972.
Armia Krakow, Steblik, Wladyslaw.  Wydawnictwo Ministerstwa Obrony Narodowej,
1989. (IN POLISH)
Armored Forces,  Ogorkiewicz, R.M.  Arms and Armor Press, 1960.
A Photo History of Armored Cars in Two World Wars, Forty, George.  Blandford
Press, 1984.
Ballantine's Illustrated History of World War II:  The Guns 1939-45,  Hogg,
Ian V.  Ballantine Publishing, 1971.
Combat Aircraft of World War II,  Gunston, Bill.  (a Salamander Book)
Bookthrift Publications, 1978.
Close Air Support.  An Illustrated History, 1914 to the Present, Smith, Peter
C.  Orion Books, 1990.
Die Deutchen Panzer 1926-1945, Von Senger und Etterlin, F.M.  J.F. Lehmanns
Verlag, 1959.  (IN GERMAN)
Encyclopedia of German Tanks in World War Two,  Chamberlain, Peter and Hilary
Doyle.  Arms and Armor Press, 1993.
German Aircraft of the Second World War,  Smith, J.R. and Anthony L Kay.  The
Nautical & Aviation Publishing Company of America, 1972.
German Tank and Anti-Tank in World War II,  Hoffschmidt, E.J.  and W.H.
Tantum.  W.E., Inc., 1968.
German Tanks and Armored Vehicles, 1914-45, White, B.T.  Arco Publishing,
1968.
Handbook of Chemistry and Physics, Weast, Robert C. (ed.).  CRC Press,
periodical.
Handbook of German Military Forces, originally U.S. War Department.  Louisiana
State University Press, 1990.
Hungary In World War II, Czebe, Jeno and Tibor Petho.  New Hungary, 1946.
High Velocity Impact Dymnamics, Zukas, Jonas A. (ed.).  John Wiley & Sons,
1990.
Iron Arm, Joseph, John and Timothy Sweet.  Greenwood Press, 1980.
Knights of the Black Cross, Perrett, Bryan.  St. Martin's Press, 1986.
L'8 Armata Italiana Nella Seconda Battaglia Difensiva Del Don, Ministero Della
Guerra, Roma, 1946.  (IN ITALIAN)
La Campagna di Russia,  Carloni, Mario.  Longanesi & Co., 1956.  (IN ITALIAN)
24 Pulk Ulanow Zarys Historii 1920-1947, Komorniki, R.T.M. Stefan.  Wydany
Staraniem Kola Pulkowego, 1976.  (IN POLISH)
Polish Armor 1939-45, Barbarski, Krzysztof.  Osprey Publishing, 1982.
Polskabron Pancerna W 1939 Roku,  Szubanski, Rajmund.  Wydawnictwo
Ministerstwa Obrony Narodowe, 1982.  (IN POLISH)
Russian Tanks 1900-1970, Milsom, John.  Stackpole Books, 1971.
Salamander Book of Tanks, Bonds, Ray (ed.).  Arco Publishing, 1981.
Tanks and Armored Vehicles 1900-1945,  Icks, Robert J., LTC.  W.E., Inc.,
1971.
Tanks and Other AFV's 1939-41,  White, B.T.  Blansford Press, 1971.
Tanks and Other AFV's 1942-45,  White, B.T.  MacMillan, 1976.
Tank Data - Aberdeen Proving Ground Series,  Hoffschmidt, E.J. and W.H. Tantum
(ed.).  W.E., Inc., 1969.
The Armed Forces of World War II,  Mollo, Andrew.  Crown Publishers, 1981.
The Armor Series.  Aero Publishers, 1966-68.
The German Campaign in Poland,  Kennedy, Robert M., MG, USA.  Department of
the Army, 1956.
The Illustrated Encyclopedia of Military Vehicles,  Hogg, Ian V. and John
Weeks.  Prentice-Hall, 1980.
The Soviet Army 1918 to the Present, Seaton, Albert and Joan Seaton.  New
American Library (for NAL Books), 1986.
The Winter War,  Engle, Eloise and Lauri Paananen.  Charles Schribner's Sons,
1973.
Zarys Historii Polskiej Broni Pancernej 1918-1947,  Zebrowski, Marian.  White
Eagle Press, 1971.  (IN POLISH)


Additional Sources Used for Version 2.0:

Aggressors Volume 1: Tank Buster vs. Combat Vehicle.  Vanags-Baginskis, Alex.
Zokeisha Publications Ltd., 1990.
Rand McNally Encyclopedia of Military Aircraft: 1914 to the Present.
Angelucci, Enzo.  Gallery Books, 1980.
German Antitank Aircraft.  Griehl, Manfred and Dressel, Joachim.  Schiffer
Publishing Ltd., 1995.
Jane's Fighting Ships of World War II.  Jane's Publishing Company, 1946/1947.
Reprinted by Crescent Books, 1992.
Panzerfaust:  and Other Germany Infantry Anti-Tank Weapons.  Fleischer,
Wolfgang.  Schiffer Publishing Ltd., 1994.
Pictorial History of Tanks of the World 1915-1945.  Chamberlain, Peter and
Ellis, Chris.  Stackpole Books, 1972.
The Polish Campaign 1939.   Zaloga, Steven and Madej, Victor.   Hippocrene
Books, Inc. 1985.
Red Phoenix:  The Rise of Soviet Air Power, 1941-1945.  Hardesty, Von.
Smithsonian Institution Press, 1982.
Red Stars: Soviet Air Force in World War II.  Guest, Carl-Fredrick et al.
Ar-Kustannus Oy, 1993.
Small Arms of the World (12th Ed).  Ezell, Edward C.  Stackpole Books, 1983.
The Soviet Air Force in World War II:  The Official History.  Translated by
Fetzer, Leland.  Doubleday and Company, Inc., 1973.
Soviet Tanks and Combat Vehicles of World War II.  Zaloga, Stephen J. and
Grandsen, James.  Arms and Armour Press, 1984.
The Spielberger German Armor & Military Vehicles Series - Volumes I - IV.
Spielberger, Walter J.  Schiffer  Publishing Ltd., 1993.
Stuka: Dive Bombers - Pursuit Bombers - Combat Pilots.  Aders, Gerhard and
Held, Werner.  Schiffer Publishing Ltd., 1989.
World War II Tanks.  Forty, George.  Opsrey Books, 1995.



42  CREDITS

First off, I'd like to recognize and thank Greg "Sturmer" Smith for the
tremendous job he did with the version 2.0 databases.  Not only did he
research and add several hundred new weapons and guns, but he also went back
and painstakingly found and corrected typos and other errors in the original
databases.

 Playtesting:
     Jim Weller (ex-Sgt, USMC)

 I also want to express additional thanks to Nick Bell (ex-CPT, USA) and
Richard Link (ex-USAF).

 During Panther's  final leg of testing, as well as throughout production of
the upgrade, Nick's attention to detail and well thought out testing methods
found a bunch of things that would have otherwise slipped by.  He also made
some invaluable suggestions on improvemnts and how to implement them.

 Richard was instrumental in helping me isolate and correct a problem with
the campaign game sequence that has been dogging me since Tigers On the
Prowl version 1.0.  With his asisstance and perseverence, both games now run
the campaigns smoothly.

 Also, thanks to Jim Richberg for all of the time he spent with a spreadsheet
working on the adjusted Victory Point calculations.  Hopefully, they now
relate better to each weapon's capabilities.

 Other Tigers and Panthers gamers also deserve to be noticed for their
sharp eyes and willingness to work with me to get things worked out:

  Sal Vasta                Ed Morris             Peter Mitchell
  Peter Von Kleinsmid      Cliff Holmes          Jim Murray
  Simon Fritzlan           Pete Marvin           Jim Cobb
  Bob Crane                Jim Richberg          Richard D. Logue
  Andy Kurtz               Nina Kristiansen      Steve Bowen
  Vince Alonso             Ed Wagamon            John Fluker

And a final thanks to Peter Mitchell for the superb bonus scenarios.
Excellent work and well-researched!

APPENDIX B   Using Aide De Camp

The unit symbol numbering is incorrect.  It should read:

0  Tank                             20  Ski Heavy Weapon (MG)
1  APC                              21  Marine Infantry
2  Tank Destroyer                   22  Ground Strike Aircraft
3  Assault Gun/SP Artillery         23  Heavy Tank
4  Recon/Cavalry                    24  Horse Cart
5  Light Tank                       25  Rocket (Truck Mount)
6  Armored Car                      26  Anti-Aircraft (Truck Mount)
7  Mororcycle/Bicycle               27  Combat Engineer
8  Flame Tank                       28  Anti-Tank Infantry
9  Truck/Cargo                      29  Flail Tank
10  Anti-Tank Gun                   30  Spotter Aircraft
11  Towed Artillery                 31  AMTRACK (Amphibious Carrier)
12  Mortar                          32  Naval Landing Craft
13  Rocket (Ground Mount)           33  Barge
14  Anti-Aircraft (Ground Mount)    34  Destroyer
15  Infantry                        35  Cruiser
16  Heavy Weapons (MG)              36  Battleship
17  Paratroop/Airborne              37  Full-track Carrier (i.e. Bren)
18  Assault Engineer
19  Ski Rifle/Infantry



APPENDIX C  Weapons Notes

The following is a complete list of weapons found in Tigers 2.0, and it
includes almost 200 new entries as compare to Tigers 1.xx.  A few special
items, including small generic boats, rafts, and smoke generators are
common to most countries, and are not always listed under each nationality.
However, these units will appear and can be selected when setting up a new
force.



GERMANY:

- Light Tanks -

Czch LT-38         Czch S-1d           LT-35 (S)
Pz 35(t)(37)       Pz 38(t) A-D        Pz 38(t) E/F        Pz 38(t) G
Pz 38(t) S         Pz IA (MMG)         Pz IB (MMG)         Pz IB Cmd/1
Pz IB Cmd/2        Pz IC (HMG)         Pz IF (MMG)         Pz II A (20)
Pz II B (20)       Pz II C1(20)        Pz II C2(20)        Pz II D/E


- Medium Tanks -

Pz III A(37)       Pz III B/C/D        Pz III E(37)        Pz III F(50)
Pz III G(50)       Pz III H(50)        Pz III J(50)        Pz III J2
Pz III L/M         Pz III N(75)        Pz IV A (75)        Pz IV B/C
Pz IV D (75)       Pz IV E (75)        Pz IV F (75)        Pz IV F2
Pz IV G            Pz IV G/2           Pz IV H (75)        Pz IV J (75)
Pz VA Panthr(75)   Pz VD Panthr(75)    Pz VG Panthr(75)    Pz VF Panthr(75)
PzBefWg IV         PzBefWg V           PzBefWg III(L/60)   PzBefWg III(L/42)   PzBefWg IIIH
PzBefWg IIID/E     


Notes:
*The Pz VF is a schmalturm (narrow turret) Panther.  A few were built but it
never entered production.


- Heavy Tanks -

Pz VIE Tiger       PzVIB KTiger        E-100/Exprmtl       Maus(128)
Panther2(88)

Notes:
*The Panther II was a project to upgrade the Panther to King Tiger armament
and armor, while hopefully retaining some of the Panther's mobility.  Only a
few prototypes were made, and were mounted with the original Panther turret
pending creation of the new turret.  The game models what a completed Panther
II would have been like.

- APC's -

251/1 HT    SdKfz 250     HT PioneerPz III   Pioneer Pz II   251/7 Pioneer
251/6 Command Post HT     251/3 Cmd HT       251/5 Cmd Pi    250/3 Cmd HT

Notes:
*The PioneerPz is a turretless engineer vehicle based on a tank chassis.
Used as an engineer APC.
*The 251/7 was the engineer version of the 251 halftrack, with modifications
to allow it to carry engineer equipment.
*The 251/3 and 251/6 Command halftracks had special radios installed,
otherwise, similar to the 251/1.
*The 251/5 was a command halftrack for Pioneer (engineer) units.
*The 250/3 was a general command post halftrack, but also used by Luftwaffe
forward air controllers to call in air support.


- Tank Destroyers -

Elephant(88)       Ferdinand(88)       Hetzer JPz38        JPz IV F/1
JPz IV F/2         Jgpanthr(88)        Jgtiger(128)        Marder I /75
Marder II  K       Marder III H        Marder III M        Nashorn (88)
Pz IV/70 (A)       Pz IV/70 (V)        PzJag 38(t)         PzJag 38(t)2
Sf L61 (128)       PaK 35/36 PzJ       PaK 38(sf)          RpSch Ost/75

Notes:
*The Sf L/61 was an experimental tank destroyer, of which two were built
and sent to Russia for combat testing.  One was captured in 1943.  It is
purposefully given 1945 as the available year so it won't be chosen randomly
by the computer in 42 and 43, which are its real availability dates.
*The Pak 35/36 and Pak 38 were simply 37mm and 50mm antitank guns mounted in
the back of the same halftrack used on the 10/4 FlaK HT.
*Some Raupenschlepper Ost fully tracked cargo vehicles had 75mm PaK 40 AT
guns mounted on the back.

- Reconnaissance -

PzJg IB (47)       PzSelb II  K        250/9 HT/20         PA-4 (4 wheel)
PA-4 S (Scout)     Puma  234/2         Pz II F (20)        Pz II J (20)
Pz II L Lynx       SdKfz 13            SdKfz 221/1         SdKfz 221/2
SdKfz 222          SdKfz 231-6         SdKfz 232-8         SdKfz 233
SdKfz 234/1        SdKfz 234/3         SdKfz 234/4         SdKfz 223
SdKfz 263-6        SdKfz 232-6         SdKfz 231-8         SdKfz 263-8
SdKfz 253 Beob/HT  SdKfz 254 Beob Kw   PzBeobWg III        PzBeobWg IV
PzBeobWg V         250/3 FunkHT        250/1 Aufkl         250/4 BeobHT
250/5 BeobHT       AfPz 38(t)          AfPz38 (t)75        251/18 HT/Be

Notes:
*All of the six and eight wheel German armored cars are now represented.
Generally, the six wheel versions were used in the early war, while the
8-wheel versions were used throughout.  This is due to the poor cross
country mobility of the six wheeled versions.
*The PzBeobWg are a Panzer beobachtungswagen (armored observation post), with
the turret remaining but a fake main gun installed.  Due to their improved optics
included with the vehicle, they are classified as recon vehicles for the increased
spotting benefits, although they were not recon vehicles per se.  This applies
to the Beobachungswagen halftracks as well.
*The AufklarungsPz 38 were recon versions of the Czech Pz38.  Most had the 20mm
gun; however, two were built with a 75mm L/24 gun.

- Artillery -

105 Abn Rcls       105 Abn Rcls        105 Gun             105 Howitzer
105 Howitzer       105 Mtn Howt        150 Gun             150 Howitzer
150 Howitzer       150 IG              150 Lorraine (150)  170 Gun
210 Howitzer       75 Abn Rcls         75 LIG              75 LIG
75 Mtn Howtz       75mm Gun            Hummel (150)        Wespe (105)
Pz Sf IVb(105)     Heuschrecke

Notes:
*The Pz Sf IV b was an experimental SP artillery track.  Eight were built and
sent to Russia for testing.
*The Heuschrecke 10 was an experimental SP artillery piece, similar to the
Wespe except that the gun was enclosed in a fully rotating armored turret,
much like more modern SP artillery.  Only 3 prototypes were built.

- Cargo -

3 Ton Truck        4.5 Tn Truck        Wagon/Horse         1.5T Rpschlpr Ost
6.5 Tn Tatra       Kfz 1 Kubelwagon    Maultier 3T         MunitionsPz V
MunitionsPz III    Sd Kfz 8            Sd Kfz 9            SdKfz 2 Kettenkrad
SdKfz 7            BergePz V           BergePz VI          BergePz III
251/4 Mun HT       250/6 Mun HT        MunitionsPz IA/B    Trk/Ammunition
252 HT/Mun         SdKfz 260           SdKfz 261           MunSch/Pz38
MunPz /StuG        MunFzg/Humml        250/7 Mun/HT        BergePz 38
251/8 HT/Kra

Notes:
*The munitions panzers were converted tanks with the turrets removed, used for
battlefield resupply of ammunition.  The contain main gun and small arms
"cargo" that you may manually transfer to other units during a battle if you
so desire, using the S4 staff officer.  This applies to the munitions
halftracks as well.
*157 Munitions Fahrzeuge (based on the Hummel) were produced for ammunition
carrying in Hummel units.
*The 250/7 Muntiions HT were usually issued to the platoon leaders or section
leaders of 250/7 Mortar halftracks.  They carried 66 rounds of extra mortar
ammunition.
*The 251/8 Krankenpanzerwagen were armored ambulances that could carry 2
litter and 4 seated casualties.  They are included for historical flavor
only, although creative minds could possibly find a way to use them in a custom
scenario.
*The BergePanzers are recovery vehicles.  They have no functional purpose
other than to add historical flavor.  They do have machineguns however.
The BergePz 38 was used in Hetzer units.
*The SdKfz 260/261 are signal troop armored cars, not equipped for recon
purposes.  They appear similar to the SdKfz 221 and are included for historical
flavor.


- Anti-Aircraft -

10/4 HT/Flak       20mm AA Gun         20mm AA Gun         251/17 HT/Fk
251/21 HT/Fk(15m)  37mm AA Gun         37mm AA Gun         4x20 AA Gun
50mm AA Gun        88mm AA Gun         88mm AA Gun         FkPz 38
Mobelwagen         Ostwind             SdKfz 6/2 Fk        Wirbelwind
FkPz V(37)Coelian  FkPz IV(30)Kglbltz  SP 88mm FlaK/12t    20mm AA/Truck
251/21 HT/Fk(20mm)

Notes:
*The Flakpz V "Coelian" and the Flakpz IV "Kugelblitz" were both prototype-
only AA vehicles and are included for "what-if" purposes.
*The 251/21 Halftrack/FlaK now comes in both versions, the 3 x 15mm MG151
and the 3 x 20mm MG151.

- Personnel -

Infantry/1939      Infantry/1943       Infantry/1944       SS Rifle/1940
SS Rifle/1944      VG Rifle            Volksturm           Paratroop/1940
Paratroop/1944     Ski Rifle           Heavy MG            Ski Hvy MG
Cavalry/Horse      Asslt Engr/1939     Asslt Engr/1943     Asslt Engr/1944
Bicycle            Bicycle - VG        Motorcycle          VG - SMG
A-T Infantry/1939  A-T Infantry/1943   A-T Infantry/1944   A-T Infantry/1945
Combat Engrs       SS Inf/StG44        Inf/StG44           Paratroop/1943
Infantry(PzWurf)   Infantry/43(PzWurf) Paratroop(StG44)    SS AT Infantry
Sniper Team        AT Infantry(PzB.41)

Notes:
*Most infantry now include 3 or more versions:  39-42, 1943, and 44-45.  The
reason is that in 1943 the first Panzerfaust was introduced.  The game now
models three types of Panzerfaust:  The Panzerfaust 30m, the 30 "klein" and
the Panzerfaust 100.   The 1943 infantry defaults to having Panzerfaust 30m,
however, 1943 AT infantry have the Panzerfaust 30 as their main weapon, which
means you can manually adjust the ammunition to zero for ammo type 1 (30m) and
give them ammo type 2 instead (30k).  The second type of HEAT represents the
"klein" panzerfaust, which only had 140mm of penetration.  The 30k was the
first panzerfaust produced, and was only available in limited numbers before
the improved 30m arrived in quantity.  The later Panzerfaust used by 44-45
infantry units represents both the Panzerfaust 60 and 100 as they are
identical in game terms.
*1943 Assault engineers and AT infantry also have a new weapon, the
Hafthohllandung 3.  This was a bell shaped antitank magnetic mine utilizing
strong magnets to hold the shaped charge against the tank.  It was very
effective but required quite a bit of courage to use.  The Russians never
produced an ATMM,  but the Germans developed zimmerit coating for their tanks,
in anticipation that they would copy this weapon.  Because of zimmerit, many
people erroneously thought the Russians had ATMMs.  The ATMM fell out of use
in 1944 due to the availability of the much better Panzerfaust.
*All countries now have combat engineers capable of performing engineering
missions in the game.  Do not confuse these with assault engineers, which are
heavily armed shock troops.
*All AT units are now "teams" instead of individual personnel.  In the old
ToP, an AT platoon would have a strength of 24 AT personnel.  Now, the
strength would be displayed as 6, each one centered around a light AT weapon.
Now, the game will display 6 as the unit strength, which still represents 24
personnel.  Old scenarios should quarter the strength of AT units to reflect
this change.
*The PanzerWurfmine is available in 1943 as an antitank weapon.  Essentially,
it was a HEAT grenade with either a cloth strip or 4 cloth "wings" attached to
stablize it in flight.  Apparently it was not very successful, as it would not
always hit with the HEAT warhead pointing down onto the tank's top armor.
*The three 44-45 Infantry units with the StG44 ("SturmGewehr 44" assault
rifle) actually represent units armed with either the MP43, MP44, or StG44, as
all three weapons were very similar.
*The Sniper Team represents a single sniper and his spotter.  It is intended to
be used as a unit with a quantity of "1".
*The SS AT Infantry uses the Solothurn M.SS-41 ATR, built by the Swiss.  It was
essentially similar to the Panzerbusche 39 and was already obsolete when
introduced, although it could penetrate armored cars at close range.
*The AT Infantry armed with the PzB.41 should not be confused with having the
sPzB.41 (the schweres Panzerbusche is a much larger weapon).  The Panzerbusche
41 is another name for the Solothurn s18-1000, a 20mm antitank rifle with
decent penetration, although still inadequate by 1941.


- Mortars -

105 Mortar         120 Mortar          250/7 HT/Mtr        251/2 HT/Mtr
50 Mortar          81 Mortar           81 Mortar           Gerat 40(600)
Gerat 41(540)


- Rockets -

150 Rocket         210 Rocket          280 Rocket          300 Rocket
PzWfr42(150)       Wurf 40(Rckt)


- Assault Guns -

250/8 HT/75        251/9 HT/75         Brumbar(150)        SIG 33  Pz38
SIG 33(Pz I)       SIG 33(PzII)        SIG 33H Pz38        SIG 33K Pz38
SIG33B PzIII       StG III 40 F        StG III 40 G        StG III 40F8
StG III A/B        StG IIIC/D          StG IIIE (75)       StG IV (75)
StH 42F(105)       StH 42G(105)        PzSf IVa K18(105)   StTiger(380)

Notes:
*The PzSfIVa K18 was an experimental 105mm tank destroyer, sent to the Russian
front for combat testing.  They were fairly successful, but never entered
production.   Only two were built, and one was lost in combat.

- Anti-Tank -

250/10 HT/37       250/11 HT/28       251/10 HT/37         251/22 HT/75
37mm AT Gun        42/28 AT Gun       47mm AT Gun          50mm AT Gun
75 AT Gun          75/55 AT Gun       75mm AT Gun          76mm AT Gun
76mm AT Gun        88mm AT Gun        128 AT Gun           Rcktnwfr 43(88)

Notes:
*The 37mm AT Gun has a new ammo type: a finned HEAT "stiehlgranate" spigot
grenade.  These were introduced to try to extend the usefulness of the 37mm
gun.
*The Raketenwerfer 43 fired bazooka-style rockets from a small recoilless gun
with a shield.  It was of dubious value since the Raketenpanzerbusche 54 did
the same thing with a much smaller profile and weight.

- Aircraft -

Ar 234B/Bomb       Bf 109E/Bomb        Bf 109G/Bomb        Bf 110C/Bomb
Bf 110D/Bomb       Do 335B-2/Bomb      FW 189A1 Uhu        FW 189A2 Uhu
FW 190A/Bomb       FW 190F/Bomb        FW 190F/Rckt        Fw 190F/ClusterBomb
Fi 156 Strch       He 51C              Hs 123/20mm         Hs 123/Bomb
Hs 126/Attck       Hs 126/Recon        Hs 129B/37mm        Hs 129B/75mm
Hs 129B/30mm       Hs 129R1/Bomb       Hs 129R2/30mm       Hs 132B/Bomb
Ju 87B1/Bomb       Ju 87D1/Bomb        Ju 87D4/WB81        Ju 87G1/37mm
Ju 88A/Bomb        Ju 88P1/75mm        Ju 88P2/37mm        Ju 88P4/50mm
Ju 88S1/Bomb       Me 210A/Bomb        Me 262A/Bomb        Me 410B/Bomb
Ju 87D-5/Clu           

*The Fw190F/Clu and the Hs129B/30mm both have cluster bomb options.  The SD4
was an 8.8 pound HEAT bomblet and was normally carried 30 to a cannister.  The
SD2 was a 4.4 pound antipersonnel "splinter bomb" which was carried 24 to a
cannister.
*The on-map aircraft (Recon planes) now carry flares for use at night.  Merely
select the hex that the plane is currently in as the target to drop them.
*The Do335 and  Hs132 are included for "what-if" purposes, although a few
Do335s were built.


- Flame Tanks -

251/16 HT/Fl       FPz 38(t)(F)        FPz II (Fl)         FPz III (Fl)
StGIII (Fl) 

Notes:
*Only 10 SturmGeshutz III (Fl) were converted.  Evidence indicates they were
based on the StuG III 40F8 chassis. 

- Amphibious -

Asslt Raft         TauchPz IVB(75)     TauchPz IIIF(37)    TauchPz IIIG(50)
Pz IIB Schwimm     SdKfz 1/20          LWS (Amphib)        Sturmboote 39
Sturmboote 42

Notes:
*The Assault Raft is a generic rubber assault boat, used to carry infantry
across rivers.
*The Tauchpanzers are amphibious tanks, specially fitted to cross on the river
bottom.  The Schwimmpanzer, on the other hand, has flotation panels.
*The LWS (Land-Wasser-Schlepper) was similar to the US DUKW amphibian.
*The Sturmboote were German assault motorboats with landing capabilities.

- Special -

Smoke Generator    MnraumPz III        PzMnrmgerat IV      SdKfz 301 A/B
SdKfz 301 C        Pz IB/Ladungsleger  MnraumPz V

Notes:
*The Minenraumpanzer III was a prototype with an unspecified mineclearing
device.  The Panzerminenraumgerat IV was also a prototype but had mine rollers
attached to the front.  The Minenraumpanzer V was based on a Panther chassis;
tested in 1945 but never produced.  In game terms all work like flail tanks.
*The SdKfz 301 series were Schwere Ladungstrager (Heavy tracked demolition
charge carriers).  They were radio remote controlled (not to be confused with
the Goliath) vehicles that carried a 500kg demo charge on the front slope.
When it arrived at the minefield or obstacle, it would deposit the demolition
charge and then move back, at which time the charge was detonated.  They were
actually used at Kursk to clear minefields.  These are functional in the game.
However, in order to make them functional, the game uses the 301A/B to clear 
obstacles, while the 301C will clear minefields.

*The Pz IB/Ladungsleger was another demolition vehicle, however, it was not
remote controlled.  The crew drove up to the obstacle to be cleared and left
off at 50kg demo charge, then backed away.  They were made from converted Pz
Ibs and were assigned in the Pioneer battalions of Panzer Divisions.

- Off-map Naval -

BB: Bismarck       BC: Lutzow          BC: Scharnhorst     CA: Hipper
CL: Emden          CL: Leipzig         DD: Beitzen         DD: Z Class
BC: Schleswig-Holstein




SOVIET UNION:

- Medium Tanks -

T-28A (76)         T-28B (76)          T-28C (76)          T-29 (76)
T-32 (76)          T-34/76A            T-34/76B            T-34/76C-F
T-34/85-I/II       T-35-1 (76)         T-35-2 (76)
T-18 (37)


- Light Tanks -

A-20 (45)          A-30 (76)           BT-1S (45)          BT-2 (37)
BT-3 (45)          BT-4 (27)           BT-5 (45)           BT-5A (76)
BT-7-1 (45)        BT-7-2 (45)         BT-7A (76)          BT-7M (76)
T-26/37 (37)       T-26/45 (45)        T-26B-1V(45)        T-26B-2 (45)
T-26S (45)         T-26V (37)          T-26V-1 (20)        T-27A (MG)
T-46 (45)          T-50 (45)


- Heavy Tanks -

JS-1/85            JS-2 (122)          JS-3 (122)          KV-1 (76)
KV-1A (76)         KV-1B (76)          KV-1C (76)          KV-1s (76)
KV-2 (152)         KV-2A (152)         KV-2B (152)         KV-85
SMK (76)           T-43 (76)           T-44/100            T-44/85
T-100 (76)

Notes:
*The SMK and the T-100 were experimental heavy tanks sent to Finland for
combat testing.


- APC's -

JAG Halftrck


- Tank Destroyers -

AT-26 (76)         M-5 HT/57           SU-76               SU-85


- Reconaissance -

Aerosans N6A       Aerosans RF8        BA-6 (45)           BA-10 (45)
BA-20 (MG)         BA-27 (37)          BA-27M (37)         BA-32 (45)
BA-64 (MG)         GAZ 67              T-40S (20)          T-60 (20)
T-60A (20)         T-70 (45)           T-70A (45)          T-80 (45)
BA-3 (45)


- Artillery -

76mm M36 Gun       76mm M39 Gun        76mm M42 Gun        107mm Gun
122mm Gun          122mm How           152mm Gun           152mm Gun/Ho
152mm Howtzr       210mm Gun/Ho


- Cargo -

Aerosans N-6       GAZ 2.5T Trk        Komsomoylets Tractor
Trk/Ammunition


- Anti-Aircraft -

76mm AA Gun        85mm AA Gun         GAZ/37AA            GAZ/4xMMG AA
GAZ/76AA           GAZ/85AA            SU-37 (AA)          SU-37/2 (AA)


- Personnel -

Rifle/1940         Rifle/1944          NKVD Infantry/1941  NKVD Infantry/1944
Parachute/1940     Parachute/1944      Ski Rifle           Marine Rifle/1939
Marine Rifle/1944  Partisans           Hvy MG              Ski HMG
Cavalry            Assault Engr        Combat Engrs        SMG/1940
SMG/1944           A/T Inf PTRS        Maxim SPM (MG)      AT Inf/Dog
SG43 HMG           A/T Inf PTRD        Sniper Team

Notes:
*NKVD infantry were mostly lightly armed security troops.
*The Maxim machinegun was a water-cooled weapon that had a slightly higher
muzzle velocity than the other Soviet 7.62mm guns.
*The SG43 was the Goryunov design that was to replace the Maxim, and was
20 pounds lighter and aircooled.  Used in some numbers from 1943 on, it
did not really replace the Maxim outright until after the war.
*Soviet Partisans and A/T infantry now have Molotov cocktails as weapons.
Enjoy :)
*The Soviet RPG-43 HEAT antitank grenade is now available for late war
infantry.  It has a penetration of 70mm of armor.  It is fairly effective
against PzIVs on down.
*Mine Dogs.  "They had to be included."  Each AT unit represent a four
man team handling 2 dogs equipped with an AT mine on a harness.  They were 
trained to run underneath tanks, thereby setting off the mine.  Historical
sources seem to indicate they were not that successful, as they would run for 
the nearest AFV, usually regardless of nationality.  The dogs have a range of 
200 meters, and should be targeted like any other weapon.
*The PTRD was concurrently used with the PTRS Antitank rifle.  It was 
lighter than the PTRS, and more reliable, but only single shot instead
of semiautomatic.
*The 7.62mm DP and DPM squad light machineguns are identical in game terms,
but have been included separately for historical reasons.


- Mortars -

50mm Mortar        82mm Mortar         120mm Mortar        160mm Mortar


- Rockets -

Katy/132 Rkt       Katy/300 Rkt        Katy/82 Rckt        T-60/M13 Rkt
T-60/M8 Rckt


- Assault Guns -

JSU-122            JSU-152             SU-100              SU-122 (KV Base)
SU-122 (T34 Base)  SU-152


- Anti-Tank Guns -

37mm AT Gun        45mm AT Gun         45mm AT Gun         57mm AT Gun
76mm AT Gun        76mm AT Gun         76mm AT Gun         85mm AT Gun
100mm AT Gun


- Aircraft -

I-153/Bomb         I-153/Rckt          I-16SPB/Bomb        Il-10
Il-2/Bomb          Il-2M3/23mm         Il-2M3/37mm         Il-2M3/PATB
Il-4               La-7/Bomb           La-7/Rckt           Pe-2/Bomb
Pe-2R/Recon        PO-2/Bomb           R-5                 Sb-2/Bomb
Su-2/Attk          Tu-2                Yak-1/Rckt          Yak-9T/37+B

Notes:
*The PATB hollow-charge cluster bomb is now available for Shturmoviks.  This
was the Protivotankovaya Aviatsionnaya Bomba (antitank aviation bomb).  It was
a 2.5kg bomblet that could penetrate only 60mm of armor with its HEAT warhead.
However, usually the thin top armor of the enemy tanks were hit.  The Il-2M3s
could carry 192 of these bombs, virtually assuring blanket coverage of the
target area.  They were first used during the Kursk battles.
*Recon planes now carry flares for dropping in night battles.
*There are now also RS-132 rockets available besides the RS-82.
*The RS-82s have been given 8 rounds of ammunition (8 rails per plane).
Historical sources indicate that both 6 and 8 round rails were used (test
models even had 4 rails, two per wing).  If you wish to use other
configurations than the 8 rail version, you will need to manually adjust the
ammunition amounts.



- Flame Tanks -

OP-7 (45+Fl)       KV-8 (45+Fl)        OT-130 (Flm)        OT-133 (Flm)
OT-26 (Flam)       T-34/76B/ATO


- Amphibious -

T-26PKh            T-37 (MMG)          T-37A (HMG)         T-40 (20)
T-40A (20)         T-38 (MMG)          T-38/M2 (MG)


- Special -

Asslt Raft         Smoke Generator     PT-34 Mineroller    PT-34/85 Mineroller
T-34/STU Dozer tank

Notes:
*The mineroller tanks will be listed as "Flail tanks" for type, but they work
essentially the same.  Two versions existed, one based on the T-34, the other
on the T-34/85.
*The STU dozer tank was based on a T-34 chassis with a standard bulldozer
blade attached in front.

- On-Map Naval -

Rvr BB Khasan      Rvr BB Lenin       Rvr Gunboat1 - Aktivni
Rvr Gunboat2 -Krasnoye Z.


- Off-Map Naval -

BB: Sevastopol     CA: Kirov Class     CL: Krasni Kavkaz   DD: Derzki Class
DD: Opitni Class





 ITALY:

- Light Tanks -

CV 33/35           Fiat 3000


- Medium Tanks -

L6/40 (20)         M11/39 (37)         M13/40 (47)         M14/41 (47)
M15/42 (47)        P26/40 (75)


- APC's -

AS 37


- Tank Destroyers -

L6/47 (47)         Sem 47/32           Sem 90/53


- Reconaissance -

AB 40 (MMG)        AB 41 (20)          AB 43 (47)          Lince


- Artillery -

70mm Gun           75mm Gun m11        75mm Gun m37        75mm Inf Gun
75mm Gun           100mm Mtn Gun       104mm Gun           105mm Howtzr
149mm Gun          149mm Gun           149mm How           152mm Gun
210mm Mortar       210mm Howtzr        3RO/105             SPA 35/75
SPA 43/20          Sem 105/25          Sem 149


- Cargo -

2.5 Tn Truck       4.5 Tn Truck        Wagon/Horse


- Anti-Aircraft -

SPA 35/20


- Personnel -

Infantry           Paratroop           Heavy MG            Horse Cav
Bicycle            Motorcycle          Combat Engrs        Asslt Engrs
AT Infantry

Notes:
*Italian AT infantry used the excellent Polish ATR in Russia, since many were
captured in the 39 campaign by the Germans.

- Mortars -

45 Mortar          81 Mortar


- Assault Guns -

Sem 75/18          Sem 75/34           Sem 75/46           3RO/90


- Anti-Tank -

37mm AT Gun        47mm AT Gun


- Aircraft -

C-200CB/Bomb       Ca.133/Bomb         Ca.135/Bomb         Ca.311/Bomb
Ca.311/Recon       CANSA FC.20         CR-32bis/Bom        CR-42AS/Bomb
Ba.65/Bomb         Ba.88/Bomb          Hejja/Bomb          Re-2001/Bomb
Re-2002/Bomb

*The Hejja means "Hawk" and was an export version of the Re-2001 and was used
by Hungary.


- Flame Tanks -

CV 35 (Fl)


- Amphibious -

Asslt Raft


- Special -

Smoke Generator





POLAND:

- Tanks -

7TPdw (MG)         7TPjw (37)          FT 17 (37)          TK-3 (20)
TKS (MG)           TKS (20)            VAU-33dw (MG)       VAU-33jw (MG)
VAU-33jw (47)


- Tank Destroyers -

75mm AT Wz.14


- Reconaissance -

TK-3 (MG)          Wz 29 (37)          Wz 34 (37)          Wz 34 (MG)
Polski-Fiat 508


- Artillery -

65mm Mtn Gun       75mm Gun            75mm Gun            75mm How
100mm How          105mm How           120 Gun wz.09/31    150mm Gun
155 How wz.17


- Cargo -

1.5T Wz.36 Tk      5T Wz.34 Trk        Horse/Cart


- Anti-Aircraft -

20mm AA            4x40 AA Gun         40mm AA             75mm AA wz.36



- Personnel -

Infantry           Heavy MG            Cavalry             Motorcycle
Cavalry HMG        Combat Engrs        A-T Infantry

Notes:
*The Kb ppanc ATR was an excellent antitank rifle similar to the German
Panzerbusche 39.  It fired a 7.92mm tungsten cored bullet.


- Mortars -

46mm Mortar        81mm Mortar         220mm Mortar

Notes:
*The Poles had 27 Skoda 220mm superheavy mortars that were towed by C7P
tracked prime movers.  These fired a 128kg shell out to 10 kilometers.


- Anti-Tank -

37mm AT Gun


- Aircraft -

Battle             Hurricane IV        PZL P-23 Karas      PZL P-37b Los
P.11c/Bomb         P.7a                RWD-14 Czapla Scout


- Off-map Naval -

DD: Burza





FINLAND:

- Medium Tanks -

T-26 E (45)


- Reconaissance -

Aerosans


-Artillery -

114mm Gun          75mm Gun            75mm Gun            77mm Gun FK16
84mm Gun (18pdr)   100 Gun K 17        150mm How           155mm Gun C 17 S
203mm How (US)     210mm How (GE)


- Cargo -

2.5T Truck         5T Truck            Horse/Cart          Panji/Horse


- Anti-Aircraft -

20mm AA Gun        4x40 MkI AA         76mm AA Gun


- Personnel -

Infantry           Inf/Molotov         Ski Rifle           Ski SMG
Heavy MG           Ski HMG             Cavalry             Bicycle
SMG                A-T Infantry        Cavalry HMG         Combat Engrs
Sniper Team        Ski Sniper

Notes:
*Molotov cocktails have been added to the Finnish infantry as an option.  Be
sure to pick the correct type of infantry if you wish to use them.

- Mortars -

Ski Mortar


- Anti-Tank -

47mm AT Gun


- Aircraft -

Fokker C.X         S-328/Bomb          Glster Glad I


- Amphibious -

Assault Raft


- Special -

Smoke Generator


- Off-map Naval -

CL: Vainamoinen    Gunboat Karjala     Gunboat Uusimaa





AXIS MINORS:

- Tanks -

TKS (MMG)          Toldi (37)


- Artillery -

105mm M.12/16


- Personnel -

Infantry           Heavy MG            Cavalry             Cavalry HMG
Combat Engrs


- Aircraft -

P 63.11/Recn       Potez 63.11


- Special -

Barrage            Smoke Generator     Asslt Raft


- On Map Naval -

RiverBB: Bucovina


- Off-map Naval -

DD: Marasti





FRANCE (Captured By Germany):

- Tanks -

Pz B-2 (Char B)    S-35 (Pz 35S)       Pz 35R(f) (R-35)


- APC's -

SPW S307(f)        UE 630              UE 630 (MG)


- Tank Destroyers -

47 PaK/R35         75/GsW FCM          75/GsW H39          75/Lorraine
75/SPW S307        UE 630 (37)


- Reconaissance -

Panhard P178       Pz 38-H (H-38)      R-35 (Pz 35R)


- Artillery -

105/GsW B-2        105/GsW FCM         105/GsW H39         105/Lorraine


- Mortars -

81 Mort/AMR35


- Rockets -

SPW S303/Rkt       UE 630(Rckt)


- Flame Tanks -

Pz B-2 (Fl)





ALLIED LEND LEASE (To the Soviet Union):

- Tanks -

A-12 Matilda       Chrch3 (57)         M-3 Grant           Mk III Valen
M3A3 (37/75)       M4A2 (75)           M4A2 (76)W          Mk VIII Valen
   

Notes:
*The M4A2's were a lend-lease version of the M4 series tanks.  Almost all were
sent to the Soviet Union.


- Light Tanks -

Tetrarch(40)


- APC's -

M5 Hftrk(MMG)      M5 Hftrk(HMG)       Universl(MG)     M9 Hftrk(HMG)


- Tank Destroyers -

M10A1 (76)

Notes:
*Only a few M10's were sent to Russia.

- Reconaissance -

Jeep               M-3 Scout           M-5      M3A1 Scout Car


- Cargo -

2.5T Truck         5 Ton Truck


- Anti-Aircraft -

M15A1 (37AA)       M17 (.50AA)


- Aircraft -

A-20B/Bomb         A-20G/Bomb          Hurrcne 2           P-36/Bomb
P-39/37            P-40F/Bomb          P-47C/Bomb          P-63/Bomb
Spitfire IX        Spitfire V




APPENDIX E

* Frozen Ground Costs ( [1.16]  Clarification )

 The manual omits the movement costs for FROZEN terrain and roads.  They are
as follows:

  TRACKED - Same as Clear, except Trails cost 1.8 MP instead of 1.6 MP.
  FOOT - Same as Clear.
  WHEELED -     Road    1.8
                Trail   2.5
                Rail    1.9
                Ford     15
                Clear     2
                Wooded   12
                Lt Wood   4

 Note also that FROZEN ground conditions do not automatically cause rivers
and streams to freeze.  The freezing of water obstacles is determined solely
by the temperature value ( LESS THAN -10C freezes streams, LESS THAN -20C
freezes rivers).


* Ski Units and Ground Conditions ( [1.16] Clarification )

 The manual omits the special movement costs used by ski units in SNOW and
HEAVY SNOW conditions.  For all other ground conditions, ski units use the
standard foot movement costs.

 In snow and heavy snow conditions, ski units move faster than other foot
unit types - and may often move even faster than they can in clear conditions.
However, unlike normal units, ski units in the snow do not use the standard
Road/Rail/Trail modifiers.  Instead, in SNOW they ignore the road feature
completely, while in HEAVY SNOW the hex is treated as clear terrain.  The
rationale for this rule is twofold.  In SNOW conditions roads are assumed to
be plowed (and can not be skiied on), while the snow is not deep enough to
smooth out ridges and ties on the trails and railroad tracks (so they
can't be skiied on either).  In HEAVY SNOW the roads are assumed to be
un-plowed and the deep snow provies a smooth surface over trails and
railroads.

Ski units pay the following MP costs:

                SNOW    HVY SNOW               NOTES

Road             20       20         For ski units, Road/RR only applies when
Trail           N/A      N/A            crossing bridges, which are always
RR               20       20            assumed to be plowed or cleared.

Ford             10       10         Troops must remove skis to cross.

Clear           0.3      0.3
Wooded            3        3
Lt. Woods         2        1         Deep Snow covers small logs, holes, etc.



APPENDIX E  Hexside Multipliers

 Amphibious units crossing non-frozen rivers use a hexside multiplier of x10.




------------------------------------------------------------------------------
**********************  SCENARIO DESCRIPTIONS  ******************************
------------------------------------------------------------------------------

The TOP scenarios are for the most part historically correct.  In some
cases, slight modifications have been made to the force structures in the
interests of improving play.  All named TOP maps (including the scenario
maps) are entered directly from the German General Staff maps of the Eastern
Front published 1941-44.  The scenario forces and situations were  taken
from a variety of sources, including several regimental histories, official
military reports, and war memoirs.

I'd like to thank my wife, Elisa, for her time and efforts entering all of
the TOP maps in from the originals (using ADC).

In order to maintain some mystery surrounding the forces involved in each
scenario, exact strength and size values will not be used.  Instead, only a
very general description will be given for each side.

The scenarios begin with the units of both forces already deployed on the
map. Players are always given an opportunity to modify these set-ups at the
start of a game.  Units are NOT always loaded at the start of the game, even
if they are located in the same hex as a carrier unit.  When issuing
movement commands during the first orders phase, always check if the
passenger units are loaded before giving movement commands to the carrier.


LOWICZ, Poland.  1939.
  In this scenario, elements of the Polish Poznan Army, surrounded West of
the Bzura River, are attempting to break out in the direction of Warsaw.
The attack is being launched from a Polish bridgehead at Lowicz on the
east bank of the Bzura.  Defending against the attack are elements of the
German 30th Infantry Division.

  At the time, the Polish attack caught the German command almost completely
 by surprise.  In fact, the drive on Warsaw was temporarily halted to
release forces to contain the Polish breakthroughs.  In the scenario, the
German player will be hard pressed to stop the Polish advance.  The key
for both sides is in the effective use of fire support and mobile reserves.
  Orienting the TOP map, North is towards the upper right corner.  The
Polish force is attacking left to right (west to east).


ADAMOW, Poland.  1939.
  At Adamow, southeast of Warsaw, the tables were turned.  In this case the
German 13th Motorized Division found itself cut off and made an attempt to
break through to the west to link up with the 29th Division.  Standing in
the way were elements of the Polish "Brzoza" Division.

  This scenario is a hard-fought infantry battle.  It is very unlikely that
the German forces will be able to reach the left map edge within the game
limit of 90 turns.  In real life, the Germans did reach the west edge, but
just barely and only after a half-day battle.  By then, the Poles had
brought up reinforcements in the form of the "Kmicica" Brigade. The   German
attack ground to a halt, and eventually the Poles managed to regain   some
of the lost ground.

  Because this scenario contains very few mobile units, the game play is
fairly slow.  New players should probably skip it in favor of one of the
more "exciting" scenarios.

  On the map, north is at the top.  The German forces are attacking right to
left (east to west).


DOROGOBUSH, Russia, USSR.  1941.
  Dorogobush was the site of the last significant Soviet delaying action in
front of Smolensk.  With orders to hold at all costs, elements of the
Soviet Sixteenth Army vainly tried to halt the advance of the German 29th
Motorized Division.

  While this scenario is primarily an infantry battle, the motorized German
force possesses a high degree of mobility.  Because of this, the Soviet
player probably can not block the German advance completely.  Even so,   the
German player must be careful - the Soviet force does have the ability   to
inflict significant losses.

  On the map, north is at the top.  The Germans are attacking from left to
right (west to east).


W. BIRJUKOFF, Ukraine, USSR.  1942.
  In late December, 1942, the Soviets launched an offensive against the
sector held by the Italian Eighth Army.  This offensive was designed in
conjunction operation "URANUS", the encirclement of Stalingrad to the
south, with the objective of destroying the German Southern flank.
  For the most part, the Italian units were overwhelmed and quickly
disintegrated under the onslaught of the superior Soviet forces.   However,
at isolated locations some Italian units managed to make a stand -   if only
for a short time.  This scenario represents one of those stands,   made by
part of the Celere Division against the advance elements of the   Soviet
197th Guards Rifle Division in the broken terrain east of Meshkoff.
  This scenario is an almost exclusively infantry battle.  However, the
Soviet force includes some good fire support.  If used effectively, the
Italian player will have his hands full.  Normally, this game can hang in
the balance until the very end.

  On the map, North is towards the top.  The Soviets are attacking from
right to left (east to west).


GERESHENOWKA, Ukraine, USSR.  1944.
  A battle in the general "mud offensive" in the Spring of 1944, this
scenario recreates the last ditch effort of the Germans to keep the Soviets
from capturing the critical supply base at Uman.  Unfortunately for the
Germans, the defending force of stragglers and rear echelon troops (mostly
from the VII Corps) was no match against the advancing Soviet XVI Tank
Corps.  This battle took place on 9 March.  The Soviets captured Uman the
next day.

  This scenario is notable for the fact that it takes place during the mud
season.  In a large measure, the mud reduces the Soviet edge in mobility,
at least for off road movement.

  Historical note:  The German armor in this scenario is comprised of small
"ad-hoc" units.  These units were hastily improvised from vehicles in the
Uman maintenance shops and men returning from leave or on duty in Uman.
  North is at the top of the map.  The Soviets are attacking from right to
left (east to west).


BUKRIN, Ukraine, USSR.  1943.
  In the late summer of 1943, the German forces in the Ukraine pulled   back
behind the Dnieper River.  Even though the German forces prevented   the
Soviets from using any the five major bridges across the river, the
Soviets managed to push units onto the west bank none the less.  As the
Germans soon learned, if these small bridgeheads were not eliminated
immediately  the Soviets would continue to pour in troops and equipment.
Within the space of only a few days, or at most a week, the bridgehead
became impregnable.  Soon after that, the force would be strong enough to
break out, and thereby in most cases force the Germans off the entire
river line.  With the stakes high for both sides, the "battles for the
bridgeheads" were exceptionally fierce actions, but conducted with only
what forces could be scraped together quickly.

  The Bukrin bridgehead over the Dnieper (south of Kiev) was established on
the 23rd of September by the 8th Guards Rifle and 69th Mechanized Brigades.
This scenario represents the action on 28 September.  The 69th Mech
Brigade was attacking to expand the bridgehead to the south, and ran into
the 19th Panzer Division attacking to the north.

  North is towards the left side of the map.  The Soviets are attacking
from left to right (north to south), and the Germans from right to left
(south to north).  The river along the east edge (top) is the Dnieper.

  Playability Note:  This scenario is set up as a meeting engagement.  As
such, it may take 20 or more turns for the respective forces to come   into
contact.  Players looking for a quick game should either play another
scenario, or use the FAST TURN MODE option.


RYMANOW, Poland.  1944.
  This action is part of the initial Soviet offensive to capture the Dukla
Pass at the Czech-Polish border.  On 10 September the IV Guards Tank Corps
and the I Czech Corps attacked south on both sides of the German 208th
Infantry Division.  On the 12th, the pincers met south of Rymanow, trapping
part of the German force, and setting the stage for a further advance.
  This scenario takes place on the far right of the 208th Division's lines
along the Wistok River.  The Soviet attack is being delivered by parts of
the IV Guards Tank Corps.

  North is towards the right.  The Soviet forces are attacking from right to
left (north to south).


PROKHORVKA, Russia, USSR.  1943.
  The best has been saved for last.  With clearly more tanks engaged than
at any other time in the battle of Kursk, the meeting engagement around
Prokhorvka was the greatest tank battle in history.  On 12 July 1943, the
II SS Panzer Corps and the Fifth Guards Tank Army simultaneously attacked
(the Germans to the north, and the Soviets to the south).  The resulting
head-on collision initiated a wild melee, the likes of which has never been
seen before or since.  When the smoke and dust cleared, both sides had
suffered huge losses and were exhausted.  But, the German attack had been
stopped in its tracks.  The failure of this attack sealed the fate of
Citadele, and along with it, ultimately doomed the Third Reich.
  This scenario recreates the meeting engagement between the Liebstandarte
Adolph Hitler (1st SS Panzer Division) and the 18th and 29th Soviet Tank
Corps.  Like the battle, this scenario is enormous - with over 400 tanks
and vehicles on the map at the start!

  Because of the large number of tanks and units compressed into such a
relatively small area, a number of historical and mechanical modifications
have been made to this scenario.  First, infantry forces are basically not
included.  While infantry units were present on the battlefield, during
this very deadly and  mobile engagement their importance was much less
than the tanks and AFV's.

  Secondly, the normal TOP force structures have been changed to accommodate
 almost the entire LAH and 29th Tank Corps.  For the most part, this was
accomplished by making what would normally be a company (HQ + 3 platoons)
into a battalion (9 platoons + HQ).

  While perhaps not completely historical, this scenario provides a very
good   "feel" for the intensity and destruction of that day's unique action.
  On the map, North is to the upper right corner.  The Germans are attacking
left to right (southwest to northeast), and the Soviets right to left
(northeast to southwest).

  Playability note:  This scenario, Because of its size, takes quite a long
time to get going and complete.  Once the action starts, the game speed may
be increased by reducing the message detail levels and delay.  Even so, if
you're looking for a quick game THIS IS NOT IT!

-----------------------------------------------------------------------------
******** CREATING SCENARIOS/MISSION STATEMENTS  (For Advanced Users) ********
-----------------------------------------------------------------------------

 If you want to make saved games to trade or give away, Panthers
allows for two options - saved games or scenarios.  The major difference
between the two file types is that players can generally change the setup and
game characteristics of scenarios.  For example, players can change the
computer/human force controls when loading a scenario, but can't for a
normal saved game.

 However, to create scenarios requires a better understanding of the
Panthers file name conventions, and is a little more work than a normal
save file.  To begin with, scenarios are saved in the setup phase, often
after only one force has been placed on the map.  In fact, sometimes the
game needs to be saved before _either_ force has been deployed.  (Note that
even though the scenario setup can be changed - units can never be "removed"
from the map once placed, including in a scenario).

 To save an in-progress setup, hit <Shift>-S with the UNITS ARRAY or
"READY FOR PLAYER...SET-UP" message displayed on the screen.  The game setup
(to that point) will be saved to the file "QZRTL.OPS".  Exit to DOS.  Find
an unused scenario file name (in the form "xy.SCN", where x and y are any
two letters), and copy the "QZRTL.OPS" file to that file name.  For example,
if the file "BA.SCN" does not exist, it could be used as the new name.  The
DOS command would be:

   "copy qzrtl.ops ba.scn"

 If you get an overwrite warning, it indicates that your file name is not
"open", and you should try another.

 Scenarios also allow for the creation of a "mission statement" which will
be displayed at the beginning of the scenario.  Mission statements are used
to describe the general scenario situation, and possibly provide guidance on
objectives/victory conditions.  Mission statements can contain up to 45 lines
of text, with a maximum of 75 characters per line.

 Mission statements can be created using any ASCII/text editor.  If you're
using a word processing program, make sure the file is saved in ASCII or
text format, without any control characters.

 The file name for mission statements is simply the two letter scenario file
name, with an "M" extension.  Using the above example, the mission statement
for the scenario "BA.SCN" would be "BA.M".

 The display routine automatically highlights the first line of the text
file in yellow (unless it is blank), and each line following a blank line in
a secondary color.  For this purpose, lines that contain one or more spaces
are NOT blank.  The display routine does not center, indent, or otherwise
space the text.  If you want a heading centered, for example, you'll have to
put spaces in front of the text to do it.

 Several examples of mission statements are provided with the basic Panthers
scenarios, and may be used as examples.
