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Getting Started - Scenario Design Center

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1. FURTHER INFORMATION KUser This Guide is designed to make you feel comfortable with what s going on in Panzer Campaigns but it is no substitute for the User Manual which is the series rulebook You can see this whilst playing by pressing F2 or click User Manual here MJ pzc The Main Program Manual discusses the various elements of the interface in helpful detail You can see this whilst playing by pressing F1 or click Main Program Help File here notes If you wish to delve inside the game designer s head Press F3 whilst running the game and Designer s Notes will be yours or click Notes Help File here Parameter Data Dialog Parameter Data Time Parameters Dawe 4 00 Dusk 18 00 Day turn 2 hours Night turn A hours Has Dawn and Dusk Turns es Pressing F4 invokes a feature called the Parameter Data Table It provides a host of information including movement costs terrain benefits and stacking limits amongst other things Lastly documentation for the game s editors may be found in the following help files e Scenario Editor Help File e Order of Battle Editor Help File For updates downloads and the latest information visit HPS at www hpssims com or email support hpssims com Page 26 We hope you enjoy your game Page 27
2. Embank Emib 7 Units may only cross bridges in Travel Mode What s more rivers and canals may only be crossed at bridges So your paratroopers will firstly need to change to Travel Mode in Page 14 order to cross this water hex side Tip Bridges must also be capable of carrying a unit too Heawy Bridges for example may carry armored units 130 Men 100s Morale B Fatigue i village 2 Elevation W Visibility Change your paratroopers into Travel Mode as you did previously Move the unit across the bridge one hex and into the objective Be ready for a surprise A number of things will occur 1 You will uncover a hidden enemy unit entrenched immediately to your top right 2 It may defensively fire at you and combat results will appear over your forces possibly affecting them 3 You may undergo long range attack from enemy artillery 4 Lastly you will capture the objective indicated by its color changing to US Airborne orange for the Allies Note Only the side owning an objective at a scenario s end may claim its Victory Points but once owned you need not maintain a presence there DIRECT FIRE COMBAT 170 Ben OO Morale B 1 Fatigue O Page 15 Your paratroopers are now vulnerable and somewhat inefficient whilst in Travel Mode but for the purposes of this tutorial let s fire them at the enemy Note To conduct any type of fire a unit must possess movement points colored white green or yellow P
3. Toolbar Important note When in Travel Mode offensive and defensive strengths are greatly reduced el EE 4 Morana pd grey ra KRETEN Le as Le Fi ka L je a al 12 Vehicles 100 Morale E Fatique 0 You will see a number of things happen A white line will appear at the bottom of the unit s icon a T will appear next to its movement points in its Unit Box and its highlighted movement span will grow This unit is now in Travel Mode Tip To change back from Travel Mode repeat this process Do not do this now as this redeployment costs movement points 12 Vehicles 1002 Morale B Movement 447 Fatigue 0 A Elevation MW Visibility Skmi 80 274 Using any movement method desired move your M10 s to the hex indicated With your M10 s in place click the Reachable Hexes button on the Toolbar to toggle this feature off Page 13 THE FIRST OBJECTIVE G2 S04 140 Men 100 Morale B Movement 26 Fatigue i Boos TE 130 Men 1004 Morale B Movement 26 Fatigue Clear Elevation VW Visibility Local Supply TRENCH Let s try to take the first objective Click the stack of paratroopers as shown Select the top most unit in the Hex Info Area Unit must be in Travel Mode to use bridge or ford Try to move this unit across the canal to the top right now It won t move will it Instead you ll hear a beep and a message will flag at the lower left of the map in the Status Bar explaining why 760
4. GETTING STARTED sa ko vi amp TOOLBAR gee A k sej si pasa UNIT BOX TERRAIN BOX HEX INFO AREA STATUS BAR Kai a rare Vesti Aled Tur Tur bi of ii Hova redih a Welcome to Panzer Campaigns Salerno 43 In a first for the Panzer Campaigns series this title takes you through three separate yet historically related actions each playable individually with many variations and each comprising many sub actions of their own called scenarios In 1941 as part of a growing involvement in the Mediterranean Hitler turned his might at the Balkans and Greece immersing the German military in a risky diversion from his plans for Russia The island of Crete saw the largest German airdrop of the war Defeated on the mainland here Churchill fought back Crete is the setting for your first campaign In 1943 with the fortunes of war slowly shifting in the Allies favor an impatient Churchill sought to restore his Mediterranean prestige Employing Stalin s pressure for a second front he beguiled his American allies into an Italian gambit Churchill s desires would never again hold sway It started at Sicily in May Then with Commonwealth forces taking the Italian toe and proceeding north and east the Americans thrust at Naples in September Brilliantly led the Germans anticipated this move stymieing the advance in the cauldron known as Monte Cassino These bloody actions at Salerno form your second Campaign Months of fierce fightin
5. If the latter anti aircraft fire in the target hex may firstly sound and any effect on your aircraft will be reported Should your mission survive its results will then be displayed over the target hex Page 21 exactly as for other forms of combat Note The number of offensive air missions that may be flown against a hex in a single turn is limited Fly Recon air missions the same way Rather than causing loss to a hex these seek to uncover information surrounding it Choose a location and try this now With Fog of War you may discover a significant enemy presence to nothing at all This outcome may be deceiving CLOSE ASSAULT si E504 HH 130 Men 100 Morale B Movement 261 Fatigue i Elevation DS isibility supply TRENCH mt na te en ge E y iris KE as ola m K mi F f i iy J ja i aera i F eki i San ra fe ej x Let s try to create a buffer zone at your bridgehead by clearing the enemy away To capture an enemy occupied hex you must take it by Assault Select the paratrooper unit as shown send it into Travel Mode as you ve done previously and send it across the bridge into your objective hex Morale H Fatigue i poni G2 S04 z 1 2 Men 93 Movement 151 Elevation NM Yasibility supply Ubyechv e Page 22 Assuming that your paratroopers survive this move they
6. anding several attempts were made to expand the beachhead but they were nat part of an all out offensive more probes at the German lne Lucas Would have liked to have taken Cisterna but was not prepared to take any risks so on January bth the 504th Parachute Infantry were ordered to create a diversion on the right flank to distract the Hermann Goernng Division while US 3rd Infantry Division renewed tts attempt to take Cisterna 5ize small Cancel Help Insert your Salerno 43 CD if you haven t already and after the introductory cinematic you ll Page 2 be taken to the File Selection Dialog Click the Scenario 00 Started scn You ll see a description of the battle it s title and the number of turns it comprises Panzer Campaigns scenarios are played in turns as opposed to continuous or real time In a single turn one side moves and performs its actions whilst the other automatically defends The sides then swap The turn number progresses in this manner until the scenario ends at which time the victor is announced Click ok when ready SELECT A SIDE AJI Selection Dialog Allied l Asis Al w anual O Manual O Automatic O Automatic O Automatic with FO le Automatic with POW Allied Advantage Anis 100 U 100 Rules Help This takes you to the Al Selection Dialog where you choose the side you wish to play For the purposes of this tutorial you will play against the computer Select Allied A
7. ara Inf Hard 70 G 2504 Z gt ott ef Fesault 15 2504 AA 2 0 404th Parachute Regt Detense 16 i Comes Troops 5 peed 4 a Foot YI C Jp U S Sth Ary Firstly check their combat range Select your paratroopers and right click the Hex Info Area Look closely and you ll note a soft target range of one hex and a hard target range of zero In other words as your paratroopers lack heavy weaponry they may only attack hard targets by assaulting them However against soft targets they may fire from an adjacent hex Press the Control key and place your mouse cursor over the enemy unit A crosshairs will appear Right click to fire Page 16 If the enemy is an eligible target combat will ensue The results of your fire will be shown on screen Either there will be no effect you ll cause a loss Disrupt the enemy the results will be yellow or cause it to be Broken the results will be red It is highly likely that the enemy will fire defensively in response Tip Remember do not worry if your outcome does not match the one illustrated as no scenario will play the same way twice INDIRECT FIRE ARTILLERY 36 th Fld At Bn Gldri 12 Guns 100 Morale E Movement 66 Fatigue i 1 Field Elevation V Yrsibility Supply x IMPROVED Let s now fire some artillery Artillery may fire at any unit in range as long as an eligible spotter can see it Click th
8. e hex as shown and select the glider artillery unit there TaLi PH Gldr S04h Parachute Regt Yi Co JE Trog ps Indirect Fire vl Corps Towed Guns U S Sth Amw hoetonzed Now check your artillery unit s range You will see that it is 9 hexes The enemy unit just fired on sits well within this range Page 17 S67th Fld At Bn cGldrj 12 Guns 100 Morale B Movement 66 Fatigue i V Field Elevation ar MW Yisinlity Bkm A J Supply 8077 44 MU IMRROVEDO 204 a te RE ane o To attack with artillery proceed exactly as you did with direct fire place your mouse over the enemy unit and with the Control key pressed right click the enemy s hex The results of your fire will be shown NAVAL FIRE WSS Kendrick 2 Turrets 100 Morale B Movement 33 Fatigue Water Elevation Visibility In addition to your artillery assets the Navy in the form of the USS Kendrick sails off shore Naval assets fire exactly as land based artillery Check the Kendrick s range and you ll see it is an impressive 14 hexes Page 18 OK Cancel Help This time select the stack of enemy units in hex 13 3 as shown Place your mouse over it and Control right click to fire A Target Dialog will appear As more than one target exists in this hex you ll be asked to choose which you wish to attack Eligible targets will appear in bold WSS Kendrick FAN furnrets 100 Morale B Movement 23 Fatig
9. er unit but this time to a distant hex Click the Regimental HO on the map as shown Now click its Unit Box to select it Page 9 HO S04th Parachute Regt SU Men 00 Morale B Fatigue i Clear Elevation W Visibility supply With the left mouse button down drag this unit along the road to the final hex as shown Your HQ will move as many hexes as able in the general direction ordered Tip Drag a series of shorter hops than one larger journey in order to maintain a tighter control over the route the Al will take It is quite possible that you may hear the shrill whistle of bombs falling as you conduct this move with a pop up message appearing over your HQ showing some type of loss or damage This is the enemy s Air Interdiction and is governed by the Al for the defender as the other side moves during a turn Page 10 HO LISA Corps 50 Men 1002 Morale C Movement 24 Fatigue Beach V Elevation MW Yisibility Look at the US VI Corps HO as shown It is flagged as Fixed A Fixed unit may not move until released usually according to a time schedule or by enemy action Click Releases in the Units Menu to check this timetable Releases will occur at the start of a turn and are announced in your Command Report REINFORCEMENTS Arrived Units Let s bring in the reinforcements announced at the beginning of your turn Click the Arrived Units button on the Toolbar Arrived Dialog es Amived Units Double click to
10. g would pass almost at a stalemate With Cassino proving a nut too tough to crack the Americans elected a second invasion a bold flanking swing west to the Italian heart at Rome the psychological prize It wouldn t come until January 1944 The agony at Anzio sets the stage for your third campaign Page 1 With so much unprecedented game play to choose from this manual will get you playing immediately WHAT S AHEAD In this manual you will play an actual scenario forming part of the actions around Anzio in 1944 You will learn how to move your units conduct combat conduct indirect fire using artillery and naval power conduct air missions both ground attack and recon conduct assaults and understand the basics of keeping your units in good shape No scenario will ever play the same way twice So some things you see here may not exactly match what you find when you face the enemy SELECT A SCENARIO File Selection Dialog Status Mode I le Natt Melia HOO Started scn A Data Dian eres C Old by Date C Direct Play Caller H4T0J20 O Maleme scn f H41OB U OJ Hethymnon sen f Play By E Mail 410520 04 Heraklion sen 40520 05 Crete Alt Ds scn f Two Player Hot Seat H43U909 J1 Salerno Historical scr mo Turns E 430909 O Salerno Strategy Ops scn Title Getting Started A Diversion at Littoria Designer Saunders amp Blackie Description Eastern edge Anzio Beachhead Jan 26th 1944 During the first week of the l
11. l Manual for yourself and Automatic With Fog of War for the Axis Each scenario is governed by a set of default optional rules In later games you may wish to change these and may do so by clicking the Rules button For now click ok to get the game underway You are now the Allied Commander TURN 1 r Alhed Command Report eee Air unts are available eee S sinforcements have arrived Select a report to scroll to the given location Page 3 The game map and your first Command Report will appear with information relevant to the first turn The current report informs that you have air assets at your disposal and reinforcements may be brought into play In later turns helpful information relating to unit condition supply and many other variables may appear here Click ok to close it Units Info View AI Mode Setti H Strength Objectives Supply Sources Removed Units Victory Last Command Report h Weather You may review this report at anytime during a turn by clicking Last Command Report in the Info Menu THE MAP Mode Settings Help w Beep on Error w Blink Hat Spot Smooth Scroll W Auto Scroll W Sound Effects hi vy Background Sound In this scenario the entire game map should fit comfortably on screen Game maps and sizes will vary depending on the scenario being played Note To scroll larger maps click Auto Scroll in the Settings Menu and move you
12. match the color of their owners In this case both objectives are Axis owned and are colored Luftwaffe blue Page 6 Victory Dialog Fest Side Allied ooo Alied Losses Men Losses 8 5 Gun Losses Qf Vehicle Losses 0 Navallosses 0 Air Losses rT Cg Axis Losses MenLosses 0 Gun Losses O Vehicle Losses D D 0 Naval Laspes Air Logas Objective Points 75 Men Point Lose 0 Gun Point Lase Qj Vehicle Point Loss 0 Naval Poit Loss Qj ir Point Loss Qj Men Point Loss 0 Gun Point Loss D Vehicle Pont Loss O Naval Point Loss O Bir Point Loss Minow Defeat 25 50 75 Total Points 25 Outcome Alied Minor Defeat ooo hen Click Info and then Victory in the Info Menu The Victory Dialog will appear The four values at the bottom determine success or failure in your scenario To obtain a Major Victory in this battle you must earn 75 Victory Points by the scenario s end Click ok to close it Minor Victory Major Victory Your goal in this scenario therefore is to earn 75 Victory Points through any combination of holding geographical objectives and or inflicting enemy loses by the scenario s end In this scenario your assigned objectives total just 50 Victory Points You will therefore need to take this fight to the enemy too Note As you incur losses Victory Points will be taken away from you MOVEMENT Page 7 C8248 Eng 50 Men 1002 Morale A Moveme
13. nt 26 Fatigue w ine 130 Men 1004 Morale B Movement 26 Fatigue V Field iz Elevation Um V Visibslity Skim 4 Local Supply 80i a M in this scenario your side moves first Click on the hex indicated The Unit Boxes of any units in the hex will be displayed in the Hex Info Area Let s move the Engineer unit Cral E Eng SU Men MILES Morale A Movement 26 Fatigue Pierig 130 Men 1004 Morale B Movement 26 Fatigue 0 V Field TFA V Elevation Um MW Yisibility Skim Ri Local Supply Gja Click its Unit Box so that it lights up It is now selected and ready for orders Tip Right click the Hex Info Area at any time to see alternate information regarding a hex s occupants and terrain Page 8 primi Eng SU Men 100 Morale A Clear Elevation V Visibility Let s move this unit one hex to the lower right near the bridge Right click that location If able the unit will move The Status Bar will tell you why if not Units may be moved in any order alternating back and forth as desired Note With Fog of War movement may not be undone Ho 04th Parachute Regt 0 Men TEA Morale B Movement 276 Fatigue 0 Field Ipai Elevation Om Pay MW Visibility Skim 5 NWM Local Supply 0 eee SJ MPROYED 2021 WY x Let s now move anoth
14. place Allied C601 TU 3rd Mame Inf Drv at 0 z Cancel Help The Arrived Dialog will appear It lists any reinforcements eligible for arrival this turn and their hexes of entry In this case hex 0 2 on the west map edge Tip Hex coordinates are found in the Status Bar Page 11 Cao TI 12 Yehicles 100 Morale E Movement 4 Fatigue 0 Forest Elevation V Visibility Click the line showing Company C 601st Tank Destroyer Battalion C 601 TD Click ok If able to do so your reinforcements will enter the map at their designated hex This unit a company of 12 M10 s is now selected and available for orders Note All reinforcements enter play in this manner whether land based paratroop or naval Let s see how far your M10 s may potentially move Click the Reachable Hexes button on the Toolbar oo aa CI TU 12 Yehicles 100 Morale B Movement 79 Fatigue 0 Forest Elevation Erig Visibility Skm p a Supply BOs 7 All potential hexes that your M10 s may reach at this point in time are highlighted As movement points are used and or blocking situations encountered this range will update on screen accordingly TRAVEL MODE Page 12 Change Travel Mode Let s move your M10 s but this time in Travel Mode Travel Mode is a special state that usually gives a unit a larger movement allowance particularly when using roads With your M10 s selected click the Change Travel Mode button on the
15. r mouse to the edges of the screen Otherwise scroll bars will be available to you The program will remember these settings once made Page 4 ei Peck eel fs Mia S ee ki a k bre Press the Alt key and map labels will appear Click Alt Label Style in the Settings Menu to toggle an alternate label appearance Pressing Shift Alt will leave these labels on screen until the Shift key is pressed again In this scenario most of your forces start on map and are colored orange and green Some of the enemy s units are visible and are colored blue With Fog of War all some or none of a scenario s enemy presence will be revealed depending on what your forces may see at a given time nos Divisional Markings Tip Click the Divisional Markings button on the Toolbar to add further color coding to units Page 5 Unknown out Men Morale Movement Fatique W Forest 20Z V Elevation Om rm I Visibility 5km 4 Supply B0 7 Ta i Let s examine the enemy Click the Axis unit as shown Limited information regarding it will be listed in the Hex Info Area With Fog of War knowledge of the enemy will change as contact is made However enemy strength will always be summarized as X 1 to 9 men vehicles XX 10 99 and XXX 100 to 999 Some things will never be known OBJECTIVES If you look at the map you ll see some oval shapes with numbers inside them These are your geographical objectives Objectives
16. ready contains a unit from its side Page 24 BLOCKED BY BLOCKED a BY BLOCKED zor sv BY The canals of the battlefield you currently face hem your forces in early on So you will need to clear the enemy s Zones of Control adjacent to your first objective in order to gain the room to maneuver towards your second Assault will be your likely answer Aim to push the enemy in a direction away from your planned advance to free your approach Be careful as your Zones of Control may unintentionally prevent the enemy s retreat too Movement Zb For the purposes of this scenario also try to keep the lines between your units and their headquarters free from enemy Zones of Control Otherwise supply states such as Isolated and Low Ammo together with a lessened Disruption recovery will severely curtail your offense See the User Manual for more information regarding Supply Morale and Headquarters FINISH THE GAME You now know how to move fire and Assault with your forces With the victory conditions in mind keep maneuvering your forces in the manner you see fit The end of the game will be announced at the conclusion of the enemy s final turn at which time the final victory tally will be shown To restart the scenario click Selection in the File Menu A list of scenarios covering the Crete Salerno and Anzio theatres will appear and you may select any including the Started Scenario by clicking its entry and then ok Page 25
17. should be eligible to continue Note To conduct an Assault a unit must not be Disrupted and must possess movement points colored white or green Assault Status Eg Unknown assault odds Fog OF war With your paratroopers still selected right click the enemy s hex Your unit will remain in place but an Assault Status dialog will appear listing the Assault s estimated odds Tip With Fog of War these will never accurately be known Click ok to proceed Defensive fire may ensue and an icon will cover the enemy hex If your unit still remains Undisrupted your Assault may continue Resolve Assault An Assault may be resolved at any point in your turn You may add other units from the same or multiple hexes up to a limit set by the rules Let s leave things as they are for now Click the Resolve Assault button on the Toolbar Page 23 2 18 Men 3 M en Results will appear showing both sides losses in the format your losses enemy losses If you win and any remaining enemy retreat you will capture its hex If you win and the enemy is unable to retreat you will capture some of its forces but not enter its hex Remember do not worry if your outcome does not match the one illustrated A FINAL TIP ASSAULTING AND ZONES OF CONTROL The six hexes surrounding a unit are its Zones of Control Under the default rules for this title friendly units may only move from one such enemy hex to another if the destination al
18. ue O Elevation J Visibility Bkm Aee Click any eligible target desired and then ok The Kendrick will fire Note At the start of a turn artillery or naval assets may show as Unavailable This is a supply state preventing them from firing that turn See the Supply section in the User Manual for more details AIR SUPPORT Page 19 Call Sir Mission Let s look at the air support you have at your disposal Click the Call Air Mission button on the Toolbar Air Mission Malog Available Air Support ZE USAF Tactical Recon 12 Mustang Recon 4 17 17 RECON US Tactical Recon Grp Allied Cancel Help The Air Mission Dialog will appear listing any air missions available this turn Here you have both a Ground Support and a Recon mission ready to fly To fly an air mission you must first select a target hex So click cancel to close Page 20 Available Ar Support USAF Foht Grp 30 P 38 Lightning 6 18 15 US Ground Support Grp Allied Tactical Air F OF Cancel Help LJU Click the enemy unit adjacent to your objective Open the Air Mission Dialog again Note that both missions are in bold meaning that they are eligible to fly against this hex Click your P38 Lightning Ground Support Click ok Air Mission Report Your mission will sortie and a variety of outcomes may occur 1 Either enemy air forces will Intercept your mission and drive it off or 2 Your forces will attack

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