Home
Getting Started - Scenario Design Center
Contents
1. i KREFEL Ro BS OPOR Ja e pig a ae ee ge poe ay Atthe start of this turn the oy situation should be similar to ae _ this There are Hungarian units visible now that were not spotted during turn 1 Your artillery may be unavailable this turn as shown in the command report above Target your artillery on the red outlined hex trying to disrupt or at least weaken the defender lf this hex is not occupied then select one nearby that is As before select the Guards artillery unit place your mouse over the target hex and press Control then right click It is normally a ip oy r eee eer r a i d aia a 5 11 good idea to use up any available artillery in order to weaken the enemy in preparation for the next stage of your attack You may be able to soften the enemy up further with airpower The Command Report at the beginning of your turn advised that you have Airpower available Click on the enemy s hex now click the Call Air Mission Button on the Toolbar Call Sir Mission Air Mission Dialog x A dialog will appear Available Ar Support showing any air units t 59th Gds Assault Aviation Rgt 28 IL 2M3 Shturmovik 10 9 14 2nd Gds Assualt Aviation D available You will see the 59 Gds Assault Aviation Rot an air unit made up of 28 Shturmovik attack planes ready for a mission Click the air unit line in
2. 0 Vehicle Point Loss 0 Naval Point Loss 0 Air Point Loss 0 Gun Point Loss MenPointLoss 0 D Vehicle Point Loss 0 Naval Point Loss 0 Air Point Loss 0 Gun Point Loss 125 225 Minor Defeat Major Victory Total Points 0 Outcome Russian Maior Defeat Help lf you look at the map you ll see some oval shapes with numbers inside them These are your objectives To win a major victory you will need to hold objectives and inflict enemy casualties equal to 225 points less your losses As you incur losses points are taken away from your total Click Info and then Objectives on the itliitaqssiur its Menu Bar to see a list of the Objectives Owner location value objectives in the scenario As you pee ungaran 6 3 value 100 can see there are 4 objectives worth Hungarian 7 9 value 25 i Hungarian 13 8 value 25 a total of 200 points to side one all Lain iB 1 ae Dee currently controlled by the Axis side Click OK to close the Objectives Dialog TURN 1 In this scenario the Russians move first Click on the unit indicated by the red box It is a Soviet engineer unit known as a sapper battalion 44 Sapper Bn Div 14th Gds Sapper Bn 4h Gds Rifle Division 31st Guards Rifle Corps 46th Ammy Speed Mine Clear ard Ukrainian Front Foot STAWEA Konrad Defense 15 To check any units statistics chain of command and special unit abilities r
3. adjacent to the tank unit to its southwest then right click on the target of the assault to add this unit also As shown in the diagram all the units participating in the assault will be outlined in red In this case the tank unit and infantry are from different formations and there is a penalty which should be avoided in some cases but we will try it here for the added power of the tanks and infantry together Tip when vehicles assault into non Clear hexes they may suffer a penalty for lacking infantry support so for best results use a combined arms approach when assaulting Click on the Resolve Assault Button as before to determine the results of this assault lf this assault fails there is a Russian Guard Infantry unit red background for the unit marker in the hex to the southwest of the objective that may carry out its own assault Now vt To bring on the reinforcements that were announced Assault paei Info View AJT Mode in the command dialog at the start of the turn return Scheduled z to Units Arrived in this case This opens a dialog Arrived showing all reinforcing groups that arrived this turn Releases Double click on each one to place the group on the Air Availability map Corps Attachments Supply Variations Withdrawals Deception Units Strategies FINISH THE GAME You now know how to move your units fire and assault with your forces With the victory conditions in mind keep maneuvering y
4. be critical to capturing the objectives within the 7 turn limit Close this dialog by clicking okay when you are done When you ve finished moving and firing all your units click the Next Turn Button on the Toolbar and click OK if prompted The enemy will move WeNext Turn and fire its forces Your units may fire automatically in reply using Opportunity Fire Some enemy movement may be spotted Your next turn will be announced once the Russian Command Report appears 10 TURN 2 Russian Command Report Reinforcements have arrived Unts that have been released 11th Gds Rifle Agt ard Gds Rifle Agt Ar unts are available 17 out of 1 HO out of command 1 unit low on ammo 8 units gained fatigue Select a report to scroll to the given location The Command Report contains information such as the availability of air units HQs out of command artillery unavailable and a host of other details Your command report will vary from this one depending on the specifics of your game There should be two rifle regiments released this turn and reinforcements that arrive Click OK to remove the dialog Tip You can recall the Last Command Report during your turn by selecting the item under the Info menu Tip Clicking the Divisional Markings Button on the Toolbar will k add color to your forces based on the organizations to which they belong BONS E See R W E
5. interface in helpful detail You can see this while playing by pressing F1 or by viewing the Main Program Help File A notes 1 lf you wish to delve inside the game designer s head press F3 while running the game and Designer s Notes will be yours or by viewing the Campaign Notes Parameter Data Dialog lt Pressing F4 invokes a feature called the Parameter Data Table lt 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 16
6. road running north from near its current location However there is a trade off Units in travel mode are more vulnerable to enemy fire There are times when you will need to take risks and move in enemy territory this way but there are other times when you will need to use caution This is something you will get the feel for with play experience Move the tank unit 4 hexes due north by left click and dragging it putting it in the objective adjacent to the Hungarian unit to the southwest In this case the unit will run into an unseen Hungarian unit blocking its path and will stop moving as shown here This may draw defensive fire from the Hungarian unit the system handles enemy defensive fire during your turn and likewise may fire your own units during the opposing side s turn too You may want to turn the Reachable Hexes off and only use this when you want to see how far a unit can travel Tip Some units such as Artillery and Anti tank Guns cannot move unless they are in T mode if you try and move such a unit the status bar will give you the reason in this case it will likely say Unit must be in Travel Mode to move Unless the tank unit drew fire and disrupted it will have enough movement points left to return to deployed mode from travel mode All units use one third of their movement to change into or out of travel mode and the yellow color for the movement in the unit box indicates the unit has at least one thi
7. Getting Started with Panzer Campaigns Budapest 45 Welcome to 00 Geiting Started The Basics lE Tela Pan er File Tum Command Enginser Asssut Units Info Wew Gil Mode Settings Help Z Pt Campaigns Budapest 45 In on this the zan Men 00 seventeenth title ok ae in of the Panzer ae ie Coe E a ms Campaigns series f of operational combat in World War Il we are once again visiting the East Front during the latter days of the war In the closing months of 1944 EDD 25 November 1944 Russan Tum Turn Lof 7 Sage Conditions Kijk Stalin pushed his army forward even ordering attacks before his Generals were ready with their preparations In this scenario we are depicting a situation which is not strictly historical but one which played itself out many times as the Soviets came up against places where they could force the Danube River and cut off the stubborn Axis army holding the city of Budapest While veterans of the system may skip this introductory scenario they would be well advised to pay attention to rules concerning full water river hexes and building pontoon bridges over these rivers as well as forcing river crossing with Has Boats engineers For this purpose we ve prepared a Second Started scenario and will repeat these rules at the end so players can give them a try before investing serious time in campaign play But for now let s move on with File Selection Dialog i Status Mode this in
8. Soft 12 12 select the H hot key with the unit selected to Jord Gds At Rot highlight all hexes in its range In this case you will see pASam S a se your artillery unit s range is 12 hexes To fire artillery nals do exactly as you did with direct fire place your mouse oe Indirect Fire over the same enemy unit and with the Control Button STAWKA Konrad Morse pressed right click the enemy s hex Tip Units normally have enough MPs to fire two or three times per turn This artillery unit can fire twice at the Hungarians in the hex adjacent to the Russian infantry unit As you look around your remaining units you will find most of them to be Fixed In this state of readiness rh aed these units cannot move yet normally they will be With Gds Rifle Rgt released for player use later in the scenario However 200 Men 1002 Morale C Fixed units that come into contact with the enemy are Movement 24 Fatigue 0 automatically released Let s now order an advance into the hex occupied by the Hungarian unit fired at previously as shown To enter an enemy occupied hex you must assault it using only undisrupted units Select the infantry unit that is adjacent to the unit and right click the enemy s hex A dialog will appear announcing the initiating of an assault The initiation of an assault can trigger defensive fire ea aee o a2 aa 0 ig ib iz eee ve E gt a B Assault Status Unknown a
9. d The Basics Designer Saunders Blackie amp Wilkers the second scenario Description in the list Paks 100km 5 of Budapest Noy 25th 1944 The Soviet onslaught was pushing steadily northwards towards Budapest Bridges over the Danube were much sought after and the one at Paks was no 01 Started exception The Hungarian 23rd Infante Division was making a fighting withdrawal towards the bridge and preparing to blow it Hot on its heels was the 4th Guards Rifle Division with a little help from the th Mechanized Corps Size small Designer Note This is the Started_00 scenario and ts the precursor ta Started O01 which should be played after playing this one esis and then OK Patel re This takes you to the Al Selection Dialog where you choose the side you wish to play For the purposes of this tutorial select Russian Al Manual for yourself and Automatic With FOW Fog of War for the Axis Click OK to get the game underway you are now the Russian commander Select the engineer shown on the map It is a bridging engineer capable of putting up a bridge across a full hex river If you right click on the unit box image for the engineer 44 Pontoon Bn Hard 2 you will see that it shows Bridge Eng as the second to 23rd Ukr Frit Bridge En PAM Pesaut 3 ard Ukrainian Front Eng A nT last line in the right column Command Engineer Assault Units Info wiew AI l E Bridge Operations I 3 i Clear Mines or R
10. he Rules button can be used to choose optional rules or reset the optional rule selections to the default state but for now leave the rules set to the default set Afl Selection Dialog Russian A l Anis A l f Manual f Manual f Automatic f Automatic f Automatic with FO C Automatic with POW Russian Advantage Ais Your first Command Report will appear with information relevant to the first turn Note its contents and click OK to close it While there isn t much information this time you will notice when the second turn starts you will have Air units available and this fact will be announced in the command report Russian Command Report Blight Turn Corps Attachments are possible Select a report to scroll to the given location OBJECTIVE OF THE GAME i i Victory Dialog Click Info Menu item and then select the Victory item s Objective Points from this menu This shows how many points the first side must earn for each level of victory As you can see to obtain a major victory in this battle you must earn 225 Victory Points by the scenario s end Click OK to close the Victory Dialog Russian Losses MenLosses QJ GunLosses p Vehicle Losses 0 0 0 Naval Losses Air Losses Axis Losses MenLosses QJ GunLosses QJ Vehicle Losses 0 0 0 Naval Losses Air Losses Victory Values 75 175 Major Defeat Minor Victory Men Point Loss 0
11. he sapper unit Let s move it several hexes at once toward the front lines To do so with the left mouse button down drag it to the destination 3 hexes north as indicated by the arrow then release the button The system will determine the path it follows so it s wise to drag smallish distances to keep e o E R Ma Pee ETS coe e r Y Ve r Tt A A A a Si a2 oe me eet OR Bae control as with fog of war FOW selected movement cannot be undone Clicking the Reachable Hexes Button on the Toolbar will highlight where a unit may still potentially move in a turn Reachable Hexes Notice there is still movement remaining but there are a number of hexes that the unit cannot enter due to enemy units zones of control or terrain Let s see what it looks like with the tank unit in travel mode which normally allows it to move further on certain types of roads ar ar Ly cat a He i ae With the tank m unit selected and the reachable hexes ON click the Change Travel 5 Mode button on the Toolbar You ll see a white line appear at the bottom of the unit and a T next to its movement points in its Unit Box It is now in Travel Mode T mode which gives some units a larger movement o allowance particularly when using m ee roads In this case the tank unit can oe oe move one hex further along the primary
12. ight click the Hex Info Area while the desired hex with the unit s is selected Right click in the Hex Info Area now to review the sapper unit stats You will see the chain of command for the unit on the left on the right appear its various combat factors speed and abilities which include mine clearing which can also be used to remove obstacles There is an obstacle marker 3 hexes northeast above right of the sapper unit let s move the sapper unit toward the obstacle to remove it Double click to select this unit on the map or click its Unit Box so that the Unit Box lights up It is now selected and ready for orders r a p oe r nF 14th Gds Sapper Bn SU Men 100 Movement 24 Morale C Fatigue 0 Let s move it one hex ata time To do so right click an adjacent hex the one directly north or above the selected unit lf able to move the unit will obey Should a unit ever not follow the order look to the Status Bar to see a message telling you why the movement can t be performed Right click on the next hex to the northeast above right from the current hex Try right clicking on the next hex north above the unit with the obstacle marker in it This final movement will not be allowed the Status Bar will state Movement allowance exceeded The move into the obstacle hex will have to be continued in the next turn Now select another unit the tank unit on the map edge due south from t
13. our 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 final Victory Points will be shown Be sure to create a plan and follow it either the one outlined at the end of turn 1 or one that you develop yourself Tip If you capture an objective hex you will earn its Victory Points but objectives can be recaptured an endless number of times in a game Only the side owning it ata scenarios end receives its points To take an objective hex simply enter it You do not need to remain there 13 To restart the scenario click File and Selection in the Menu Bar A list of scenarios will appear and you may select any by double clicking on its entry SECOND INTRODUCTARY SCENARIO This second scenario introduces a number of factors specific to river crossings in particular full hex rivers File Selection Dialog x Insert the Budapest Status Mode 49 CD if you haven t already and New by Name Normal f th J r C New by Length f Direct Play Host E a e e 441029_01_Frelude scr ntrod u cto ry C Dld by Name C Direct Play Caller H441 031_01_Kecskemet sen i i 441031_01a_ Kecskemet scr cinematic you will C Old by Date f Play By E M ail 441031_01b Fecskemet scn i 5 44110401 _Cegled sen be taken to the File Two Player Hot Seat 441103_01a_Cegled scn oo FZ 441127_O1_Encirclement scn Selection Dialog This time click on Title 00 Getting Starte
14. rd left but less than two thirds Click on the travel mode button to deploy the tank unit Now it is time to fire upon the Axis forces Select the infantry unit shown by the red box in the image This unit has not moved and will be able to fire three times or once and then assault unless the other side s return fire disrupts it which causes it to lose half its movement points To do so select your unit exactly as you did for movement Now with the Control Button pressed place the mouse over the i ghia adjacent enemy unit to the northeast or i above right A crosshairs will appear Right click to Fire The results of your fire will be shown on screen either there will be no effect or you ll cause a loss or possibly disrupt the enemy the results will be yellow or cause it to be broken the results will be red Most direct fire occurs against adjacent hexes Tip Enemy unit information with fog of war active will be hidden from you and Summarized as X less than 10 men XX 10 to 99 men and XXX 100 to 999 men With both direct and indirect fire if more than one enemy unit exists in a hex you are given the option to select a target should your weapons be appropriate Now let s fire some artillery Artillery can fire at any unit within its range as long as an eligible spotter can see it Select the artillery unit shown To check any unit s range right click its Unit Box or 7e 1z2mm LAR hs il
15. ssault odds Fog OF War To resolve your assault click the Resolve Assault Button on the Toolbar Resolve Assault Results will appear showing both sides as EB po 2 t losses If you ve won and any remaining Bi A cs enemy retreat you will capture its hex If you win and the enemy does not or 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 as play will differ Cy There are two other infantry units plus a divisional HQ that have not yet moved Move them to match the positions shown here Go ahead and fire any infantry units adjacent to the Axis units that have enough movement left to soften them up for the next turn The HQs are best placed close to the critical action due to their effects on the combat units but don t place them in the front lines unless there is a critical need as they are very valuable and vulnerable to enemy fire vB a roha _ eee ee eee a Seen This is not without risks as the defenders may return fire This can weaken or even disrupt the Russian units but with the advantage of strength the odds are against the defender here While you cannot predict what the enemy will do in their phase of the turn your forces have the initiative and must continue to advance if you are going to win To achieve a victory the R
16. the dialog Bae and then OK An air mission will be conducted against the selected hex and its combat results will be displayed on screen or an air unit interception message will appear If the air unit gets through all Anti Aircraft fire against your air unit will occur first with the result of each AA fire displayed then you will be shown the result of the bombing Results shown in yellow letters are disruptions of the target unit Move the sapper unit from Turn 1 adjacent to the obstacle into the obstacle now It will automatically try to clear the obstacles with a message on the Unit Info Box as shown in ree T gee el a Pa away In this specific example the Hungarians A Eg moved away from the tank unit Select the Assault Status tank unit and move it north up 1 hex by right Ea Saat ee aon clicking on the hex which will put it adjacent to ome the Hungarian unit hit by artillery and airoower this turn defending the objective hex Then didi right click on the Hungarian unit in the Obstacles ith Gds Sapper Bn 0 Men 100 Morale C the picture Depending on the situation the Russian tank unit from Turn 1 can move and then assault or assault right a nm 12 objective hex to initiate an assault In addition you could add other units to the assault as this type of an attack designed to capture the hex is not restricted to a single unit Select the Russian infantry unit
17. troductory play and quick ae erp atone Start f New by Length C Direct Play Host t Old by Name f Direct FPlay Caller t0 Old by Date f Play By E Mail 441103 _01_Cegled scn Two Player Hot Seat 441103 O1a_Cegled SCENARIO SELECTION Tums sane Es 4412701 Encirclement sen Title 00 Getting Started The Basics Designer Saunders Blackie amp Wilkers Description Paks 100km 5 of Budapest Novy 25th 1944 The Soviet onslaught was pushing steadily northwards nse rt th e B u dapest 45 C D j if towards Budapest Bridges over the Danube were much sought after and the one at Paks was no exception The Hungarian 23rd Infantry Division was making a fighting withdrawal towards the bridge and yo u have n t al re ady and after preparing to blow it Hot on its heels was the 4th Guards Rifle Division with a little help from the th Mechanized Corps Size small Designer Mote This is the Started O00 scenario and is the precursor to th e i ntrod u cto ry Ci nem ati C yo u Started O01 which should be played after playing this one Cancel Help will be taken to the File Selection Dialog Click the scenario 00_Started and then OK This takes you to the Al Selection Dialog where you choose the side you wish to play For the purposes of this tutorial select Russian Al Manual for yourself and Automatic With FOW Fog of War for the Axis Click OK to get the game underway you are now the Russian commander T
18. ubble Lay Mines Damage aia or AT Ditch You can see in the unit box that the engineer unit in this hex is noted as Has Boats This allows the engineer to ferry units across the full hex river Left click to activate the two infantry units in the unit eT ard Ukrainian Front Eng 2rd Ukrainian Front STAWEA Konrad Click on Engineer Bridge Operations as shown to initiate the building of a bridge across the river For this bridge engineer there is only one possible hexside to build across otherwise you select the desired side to build across Now click on the hex highlighted in the image just southeast of the bridge engineer Haz oats ids Sapper Bn box with the engineer and move them into the river hex to 80 Men 100 Morale C the northwest These units can be moved across the river to IPPP mm7 Fatigue 0 seize a bridgehead pending the completion of the bridge being built From here play out the turn moving infantry across with engineers with boats and using the bridges when complete to move tanks and vehicles across the river 15 FURTHER INFORMATION aA sial 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 while playing by pressing F2 or by viewing the Users Manual TE The Main Program Manual discusses the various elements of the
19. ussian forces must drive north on the two groups of objective hexes This requires pushing back the Axis defenders through fire and assault following the arrows on the map Fire is used i e T 4 ay PAE a x to weaken and disrupt the Geer p m Pr defenders while assaults are used Te Ra 2 to push them out of a hex p The Russian forces are limited However they do have reinforcements that will be arriving soon To view the reinforcement list click on Units in the top menu then Scheduled a Assault Info view A Mode Settil Scheduled Arrived Releases Air Availability Corps Attachments Supply Variations withdrawals Deception Units Strategies This brings up the Scheduled Scheduled Dialog Scheduled Reintorcements Select to scroll double click to wiew dialog which shows that 04 00 25 November 1944 77 at 12 15 Russian 1 47 Gds Tk Bde 7th Mech Corps the Russians will get 3 04 00 25 November 1944 77 at 13 15 Russian HG 7th Mech Corps 7th Mech Corps groups of reinforcements 06 00 25 November 1944 77 at 12 15 Russian 40 Gde Mortar Bn rth Mech Corps The dialog shows the time they are scheduled then the chance of arrival which shows as due to FOW the hex location and the units A double click on any line will move to the hex location and open a window showing all units that make up that group of reinforcements These units will
Download Pdf Manuals
Related Search
Related Contents
HUAWEI E169 かんたんセットアップ Manual de Instrucciones - Ministerio de Ciencia e Innovación Copyright © All rights reserved.
Failed to retrieve file