*************************************************************************** ****** TIGERS ON THE PROWL 2 User Manual Additions and Corrections ******** *************************************************************************** For the latest upgrade and add-on disk information for all HPS games, check out these on-line sites: CompuServe: GO GAMCPUB Delphi: Custom Forum 24 (Wargaming/Mil Strtgy) AOL: Computer Games Support World Wide Web: http://www.cris.com/~sturmer - Tigers On the Prowl 2, Revision 2.03 23 Sep 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. * "Mixed-Morale Forces ( [v2.01] Modification/Clarification) The force morale level reflects the "standard" or "most common" level to be found among units in the force. However, certain units may have their individual morale set HIGHER than this value to represent more elite formations attached to the force. Normally, players should not set individual unit morale values LOWER than the force level, since after a few turns the values may tend to settle in around the force level anyway. This is especially true for defending forces, as these units often experience initial morale increases from sitting still and not being fired upon. For more information please see section 19.6.1 (Morale Increases). 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 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 ( [v2.02] Addition) "0S": The unit is stopped under enemy fire. "In Pillbx": The unit is in a pillbox. "In Casemt": The unit is in a casemate. "N/A": The unit can not move on its own (it must be carried/towed). "ReL": The unit is reloading (normally applies only to rockets). "0MF": The unit is stopped in a minefield. 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. 19.6.1 Morale Increases/Maximum Morale ( [v2.02] Modification) The maximum morale of a unit is generally limited to the force morale level value. For example, if the force morale level is set to 75 no unit in the force will ever have its' morale set higher than 75. The primary exception to this rule concerns units which are manually given a high morale value at the start of the game. These units are considered "superior", and their morale may rise to a maximum of 94. However, a unit ceases to be "superior" once its' morale level falls below the force level. From that point on, the now "no-longer superior" unit's morale will not be able to rise above the force level. Using the above example, let's say the A1 unit is given a morale level of 85 at the start of the game - making it "superior" (since this is higher than the force level of 75). For the first few turns, A1 is stationary and gains morale slowly up to 94. Once this value is reached, the unit morale will not increase further no matter how long it stays stationary. However, at that point A1 takes heavy fire and casualties. The combat action drops the A1 morale level to 70. At this point A1 has permanently lost its' "superior" status, since A1's morale level has fallen below the force level of 75. As a practical consideration, in almost all cases the force morale level should be the LOWEST morale level in the force, even if a majority of units will have higher morale. Otherwise, it is possible the force's low morale units can climb up to a morale equal to, or even above, the higher quality units. 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. * 19.6.4 Previous Version Saved Games ( [v1.18 Addition) When a game saved in a version prior to 1.18 (Panthers) or 2.02 (Tigers) is loaded, the computer will automatically try to adjust unit morale levels to reflect the new system. Generally, the computer keys in on two situations: 1). Units with morale values 10 or less points above the force level are assumed to be "non-elite" units. Their morale level is immediately reduced to the force level. So, for example, if the force level is 75, units with morale values of 85 or less will have their morale reduced to 75. Units with higher or lower morale values are not affected. 2). "Run for cover" now takes precedence over "stop under fire". Units with "both" sets of orders will begin moving for cover on the next turn. 19.7 Involuntary Move to Gain Better Cover ( [v1.13] Addition) 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%, and can not be changed. - The unit's PAUSE TO FIRE default is set to NO. - The unit's targeting orders become "computer controlled". All of the unit's orders other than these 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 not be given additional movement orders until they revert back to the player's control. 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. - The amount of cover and concealment along the movement route to the new hex. 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. - The best route to the potential hex is examinined for cover and concealment. Any hexes with less cover than the current location decrease the overall value of the potential new hex. The effects of this are much more pronounced for foot units as opposed to vehicles. 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. * 24.11.1 Stacking Limits ( [v1.18] Change) The Absolute stacking limits are changed to: Aircraft 3 (No change) Vehicles 16 (From 14) Troops 90 (From 65) Guns 12 (No change) Naval Craft 5 (No change) For movement on briges and fords, the normal stacking limit is also the absolute limit. * 24.11.3 Special Overstack Conditions ( [v1.18] Change) Units broken or running for cover will often ignore the absolute stacking limit in their haste. However, penalties are assesed to both the moving unit and other units in the hex. The moving unit is slowed down somewhat - up to about 50% of it's normal speed. Units in the hex, due to the confusion, have their morale lowered and may also suffer a temproary drop in speed (if they are moving). Broken units can never cause an overstack on a bridge or ford. 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. RECON type vehicles never automatically stop under fire. 24.8 Elevation Changes 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. * 28.1 Unit Capabilities ( [v2.02] Correction) The table incorrectly notes that Dozers can clear dragon's teeth. They can not. Only explosives (combat engineers) can clear them. 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. * 30.11 Special Terrain Effects ( [v1.18] Clarification) Sand and water terrain reduce the effectiveness of all non-direct hits. In general, the APF of shells landing in sand or water are reduced by 50%. This reduction does not apply to VT rounds, however, which are actually given a bonus in these cases. The VT APF is increased up to 50% due to the complete lack of cover and protection against aerial bursts. 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. * 39.2.3 Map Edge Objectives and Victory ( [2.02] Addition) In situations where the attacker is to take the map edge as the objective, certain adjustments are made from the normal on-map objective determinations. These modifications are as follows: 1. The "map edge" is comprised the first three hex rows on the appropriate map side. This width is increased if the game "ends" early (before the scheduled completion turn). 2. The map edge is never "consolidated", due to it's size. It is either reached (taken) by the attacker or not. 3. Attacking units that have been moved "off-map" do NOT automatically count as having taken the map edge. The rationale here is that by not having on-map units holding an open "corridor" to the off-map units, the off-map units are isolated and thus much less capable of sustained operations. 4. In cases where the attacker has moved a non-artillery, non-mortar, non-rocket combat unit off the map edge, players will be given the option of granting the objective to the attacker if a unit is not physically on the map edge at the end of the game. This allows for cases where the attacker has obviously breached the enemy line, or otherwise dominated the battlefield. * 39.3 VICTORY LEVELS ( [v2.02] Clarification/Change) The victory level is determined by comparing the number of points gained by each force. The comparison is expressed as a percentage ratio of the higher value to the lower. For example, a VP ratio of 100 indicates each force has the same number of points. A VP ratio of 200 means one side has exactly twice as many points as the other. The higher the VP ratio, the more pronounced the victory. * 39.3.1 Victory Level Determination The VP ratio determines the victory level as follows: Ratio Victory Level --------- -------------------------- 100-125 Draw 126-175 Marginal Victory 176-220 Moderate Victory 221 + Decisive Victory * 39.3.2 Adjustments From Mission Accomplishment In certain cases, the raw VP totals may be modified depending on whether or not the attacker takes the objective. VP totals are never modified in meeting engagement situations. -If the objective is NOT TAKEN, AND defending units are ON THE OBJECTIVE: The attacker can never achieve better than a MARGINAL DEFEAT. -If the objective is NOT TAKEN, but NO defenders are on the objective: The attacker can never acheive better than a DRAW. -If the objective IS TAKEN, but NOT CONSOLIDATED: The attacker can never achieve better than a MARGINAL VICTORY. -If the objective IS CONSOLIDATED: The attacker is awarded at least a MARGINAL VICTORY. When VP totals are adjusted under these rules, a message to that effect will be shown on the end of game screen. 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 D: FORCE STRUCTURES GERMAN FORCE STRUCTURES COMPANY LEVEL: PANZER (HQ Sec + 3 Pz Plt) RECON (HQ + 3 Recon Plt) ARMD HVY WPN (HQ + 2 AG + 1 Mtr Plt) PZ GREN (HQ + 3 PG + Mtr + AA Plt) SS PZ GREN (HQ + 3 PG + HMG + AA Plt) MOTZ RIFLE (HQ + 3 Mtz + 1 WPN Plt) MOTZ HVY WPN (HQ + 1 AA + 1 Mtr Plt) ASSLT GUN (HQ + 3 AG Plt) RIFLE (HQ + 3 Inf + 1 HMG Plt) PARA RIFLE (HQ + 3 Rifle Plt) PARA HMG (HQ + 2 HMG + 2 Gun Plt) HVY WPN (HQ + 1 HMG + 2 Mor Plt) LIGHT AT (HQ + 3 AT Inf Plt) BICYCLE (HQ + 3 Bicycle Plt) VS RIFLE (HQ + 3 VS + 1 HMG Plt) VG INF (HQ + 2 SMG + 1 Inf Plt) VG LIGHT AT (HQ + 3 AT Plt) VG BICYL (HQ + 3 SMG Plt) SKI RIFLE (HQ + 3 Inf + 1 HMG Plt) CAVALRY (HQ + 3 Cav Plt) PLATOON/SECTION LEVEL: PANZER (4 Tanks) SS PANZER (5 Tanks) RECON (6 Vehicles) ASSLT GUN (2 Assault Guns) MORTAR (6 Mortars) PZ GREN (30 Rifle + 4 APC) MOTZ RIFLE (33 Rifle + 5 Trk) RIFLE (33 Troops) PARA RIFLE (39 Paratroops) VS RIFLE (33 Troops) VG RIFLE (33 Troops) VG BICYCLE (33 Troops) SUB MG (33 Troops) BICYCLE (35 Troops) MOTORCYCLE (28 Troops) SKI RIFLE (33 Troops) SKI HMG (6 HMG) ANTI AIRCRFT (4 Guns) AT INFANTRY (36 Rifle + 4 ATR) ANTI TANK GUN (4 Guns) HEAVY MG (6 HMG) SNIPER TEAM (2 Troops) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (4 Vehicles) TRANSPORT (6 Vehicles) ROCKET (2 Launchers) APC (5 Vehicles) CAVALRY (30 Troops) ASSLT ENGR (42 Troops) FLAME TANK (6 Vehicles) AIRCRAFT SPOT/STRIKE (3 Aircraft) FINNISH FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RECON (HQ + 3 Recon Plt) ARMD HVY WPN (HQ + 2 AG + 1 Mtr Plt) MOTZ RIFLE (HQ + 3 Mtz + 1 WPN Plt) MOTZ HVY WPN (HQ + 1 HMG + 1 Mtr Plt) ASSLT GUN (HQ + 3 AG Plt) RIFLE (HQ + 3 Inf + 1 HMG Plt) HVY WPN (HQ + 2 HMG + 1 Mor Plt) BICYCLE (HQ + 3 Bicycle Plt) SKI RIFLE (HQ + 3 Inf + 1 HMG Plt) CAVALRY (HQ + 3 Cav + HMG Plt) PLATOON/SECTION LEVEL: TANK (4 Tanks) RECON (6 Vehicles) ASSLT GUN (2 Assault Guns) MORTAR (6 Mortars) MOTZ RIFLE (33 Rifle + 5 Trk) RIFLE (33 Troops) SUB MG (33 Troops) SKI SMG (33 Troops) ANTI AIRCRFT (4 Guns) AT INFANTRY (36 Rifle + 4 ATR) BICYCLE (33 Troops) ANTI TANK GUN (4 Guns) HEAVY MG (6 HMG) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (4 Vehicles) TRANSPORT (6 Vehicles) CAVALRY (30 Troops) CAVALRY HMG (4 HMG) SNIPER TEAM (2 Troops) SKI SNIPER (2 Troops) SKI RIFLE (33 Troops) SKI HMG (6 HMG) SKI MORTAR (6 Mortars) FLAME TANK (2 Vehicles) AIRCRAFT SPOT/STRIKE (2 Aircraft) ITALIAN FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RECON (HQ + 3 Recon Plt) MOTZ RIFLE (HQ + 3 Mtz Plt) MOTZ HVY WPN (HQ + 2 HMG + 2 Mtr Plt) ASSLT GUN (HQ + 3 AG Plt) RIFLE (HQ + 3 Inf Plt) HVY WPN (HQ + 2 HMG + 2 Mor Plt) CAVALRY (HQ + 3 Cav Plt) BICYCLE (HQ + 3 Bicycle Plt) MOTORCYCLE (HQ + 3 Motorcycl Plt) PLATOON/SECTION LEVEL: TANK (4 Tanks) RECON (6 Vehicles) ASSLT GUN (2 Assault Guns) MORTAR (2 Mortars) MOTZ RIFLE (33 Rifle + 5 Trk) RIFLE (33 Troops) PARA RIFLE (38 Paratroops) BICYCLE (35 Troops) MOTORCYCLE (35 Troops) ANTI AIRCRFT (4 Guns) ANTI TANK GUN (4 Guns) HEAVY MG (4 HMG) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (4 Vehicles) TRANSPORT (6 Vehicles) APC (5 Vehicles) CAVALRY (36 Troops) ASSLT ENGR (46 Troops) FLAME TANK (4 Vehicles) AIRCRAFT SPOT/STRIKE (2 Aircraft) HUNGARIAN FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RECON (HQ + 3 Recon Plt) MOTZ RIFLE (HQ + 3 Mtz + 1 WPN Plt) MOTZ HVY WPN (HQ + 2 HMG + 1 Mtr Plt) RIFLE (HQ + 3 Inf + 1 HMG Plt) HVY WPN (HQ + 2 HMG + 1 Mor Plt) CAVALRY (HQ + 3 Cav + HMG Plt) PLATOON/SECTION LEVEL: TANK (4 Tanks) RECON (33 Bicycles) ASSLT GUN (2 Assault Guns) MORTAR (4 Mortars) MOTZ RIFLE (33 Rifle + 5 Trk) RIFLE (33 Troops) ANTI AIRCRFT (3 Guns) AT INFANTRY (36 Rifle + 4 ATR) ANTI TANK GUN (4 Guns) HEAVY MG (4 HMG) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (2 Vehicles) TRANSPORT (6 Vehicles) CAVALRY (30 Troops) CAVALRY HMG (4 HMG) AIRCRAFT SPOT/STRIKE (2 Aircraft) RUMANIAN FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RECON (HQ + 3 Recon Plt) MOTZ RIFLE (HQ + 3 Mtz + 1 WPN Plt) MOTZ HVY WPN (HQ + 2 HMG + 1 Mtr Plt) RIFLE (HQ + 3 Inf + 1 HMG Plt) HVY WPN (HQ + 2 HMG + 1 Mor Plt) CAVALRY (HQ + 3 Cav + HMG Plt) PLATOON/SECTION LEVEL: TANK (4 Tanks) RECON (20 Bicycles) ASSLT GUN (2 Assault Guns) MORTAR (4 Mortars) MOTZ RIFLE (33 Rifle + 5 Trk) RIFLE (33 Troops) ANTI AIRCRFT (3 Guns) AT INFANTRY (36 Rifle + 4 ATR) ANTI TANK GUN (4 Guns) HEAVY MG (4 HMG) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (2 Vehicles) TRANSPORT (6 Vehicles) CAVALRY (30 Troops) CAVALRY HMG (4 HMG) FLAME TANK (2 Vehicles) AIRCRAFT SPOT/STRIKE (2 Aircraft) POLISH FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RIFLE (HQ + 3 Inf + 1 Mor Plt) HVY WPN (HQ + 2 HMG + 1 Mor Plt) CAVALRY (HQ + 3 Cav + HMG Plt) PLATOON/SECTION LEVEL: TANK (4 Tanks) RECON (34 Bicycles) MORTAR (3 Mortars) RIFLE (29 Troops) MOTORCYCLE (45 Troops) ANTI AIRCRFT (3 Guns) ANTI TANK GUN (4 Guns) HEAVY MG (6 HMG) ARTY (TOWED) (4 Guns + Horse) TRANSPORT (6 Vehicles) CAVALRY (36 Troops) CAVALRY HMG (4 HMG) AIRCRAFT SPOT/STRIKE (2 Aircraft) SOVIET FORCE STRUCTURES COMPANY LEVEL: TANK (HQ Sec + 3 Tank Plt) RECON (HQ + 3 Recon Plt) MOTZ RIFLE (HQ + 3 Mtz + 1 HMG Plt) MOTZ HVY WPN (HQ + 2 HMG + 1 Mtr Plt) ASSLT GUN (HQ + 3 AG Plt) RIFLE (HQ + 3 Inf Plt) HVY WPN (HQ + 2 HMG + 1 Mor Plt) LIGHT AT (HQ + 3 AT Inf Plt) SKI RIFLE (HQ + 3 Inf) SKI HVY WPN (HQ + 2 HMG + 1 Mor Plt) CAVALRY (HQ + 3 Cav Plt) PLATOON/SECTION LEVEL: TANK (3 Tanks) RECON (4 Vehicles) ASSLT GUN (2 Assault Guns) MORTAR (2 Mortars) MOTZ RIFLE (30 Rifle + 5 Trk) RIFLE (30 Troops) SUB MG (33 Troops) MARINE RIFLE (36 Marine Troops) PARA RIFLE (35 Paratroops) ANTI AIRCRFT (3 Guns) AT INFANTRY (36 Rifle + 4 ATR) ANTI TANK GUN (2 Guns) HEAVY MG (5 HMG) ARTY (SP/TOWED) (4 Guns) TANK DESTRYR (4 Vehicles) TRANSPORT (6 Vehicles) ROCKET (4 Launchers) APC (5 Vehicles) CAVALRY (30 Troops) SKI RIFLE (33 Troops) SKI HMG (5 HMG) ASSLT ENGR (42 Troops) FLAME TANK (2 Vehicles) AIRCRAFT SPOT/STRIKE (3 Aircraft) SNIPER TEAM (2 Troops) PARTISAN/IRREGULAR (25 Troops) ROLLING BARRAGE (6-12 Turns) 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 -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.