Home
Panzer Campaigns: Tunisia `43 Getting Started
Contents
1. _ ep If you look at the map you will see an oval shape with the values of 100 inside This is your objective Most scenarios have more than one objective but this one is kept simple so you can concentrate on one objective To win a major victory you need to capture and hold this objective before game end and inflict enemy casualties equal to 25 points more than you lose As you incur losses points are taken away from you The visible units on the map are yours some are British tan and others are US olive green In this case no enemy units are visible you will have to find them they will become visible through recon if they start a turn in line of sight you move adjacent to them or they fire will in your LOS The Terrain Information box shows visibility is 2km Broken ALA Elevation suum isibility ZKM Supply 1007227 Tip Each hex is 1 km across Visibility and ranges are all expressed in km s and counted in hexes The Time and Location Bar in the bottom right corner shows the time is about midday the white bar is day the black night If the scenario had dawn dusk turns with limited daylight there would be grey shading also 08 00 25 November 1942 Allied Turn Turn 1 of 7 Soft Conditions Day As you can see from the Status Bar it is actually 12 00 25 November 1942 the Allied Turn 1st of 5 turns Soft ground conditions Turn 1 Movement Basics Panzer
2. Fixed Units So far you have moved a single unit into contact with the German forces But there are still baa daub t LUTE Bi oc many units on the map that have not yet been considered As it happens many of these hlusanasi Be Fatigue units are not available to you this turn They are present but because of readiness orders or just some condition identified by the scenario designer they cannot be moved FIXED 14 Yehicles 1002 Morale C 15 Movement 66 Fatigue 0 Press the Fixed Units button on the Toolbar Most of your units are now highlighted Click on any hex with highlighted units and you will see these units are designated as Fixed They will be released for use on a later turn You can check to see a schedule of released units if you wish using the menu Units Units Info View Afl Mode gt Releases Scheduled Now that you know which units are Fixed you can focus your attention for the Arrived remainder of the turn on those units which are not Fixed a band of units clustered Releases along the minefield belt marking the Front Line apa Corps Attachments Additional Moves Supply Variations Withdrawals Outside of the fixed units however you have 4 units that can PSE Ei still move You can find these units with the Next Stack button strategies Using it will select each unmoved unit on the map Your forward tanks and recon units can move to surround the German unit sett
3. The first Command Report at the beginning of the game is fairly brief without much critical information However it does tell you Air units are available You will come back to Air units later Click OK to proceed Select a report to scroll to the given location Objective of the Game On the Menu Bar click Info and then Victory The Victory Dialog shows how many points the first side the Allied in this case must earn for each level of victory Victory Dialog As you Can see to obtain a major victory in this battle the Allied player must earn 125 Victory Points by the scenario s end If you get First Side Alied Objective Points Allied Losses MenLosses O Men Point Lass than 95 points will result ina defeat GunLosses Gg Gun Point Loss 110 points you earn a minor victory Over 95 points is a draw Less Vehicle Losses 0 Wehicle Point Loss Naval Losses o Naval Point Loss Air Losses g Ait Point Loss Click OK to close the Victory Dialog r s Losses MenLosses Q Men PointLoss Gun Losses fg Gun Poit Loss Vehicle Losses 0 Vehicle Point Lose Naval Losses Tal Naval Point Loss Alr Losses B oO Ar Point Logs m Victory Values Major Defeat 0 Minor Defeat Minor Victory 95 Major Wictor 110 Total Paints 0 Outcome Alied Maior Defeat
4. Tip If you had enough Movement Points remaining and you were close to the front it might be a good idea to switch out of Travel Mode by pressing the Change Travel Mode button again with the unit selected However in this case you do not have enough MPs remaining 11 Firing Indirect Fire amp Direct Fire At this point you should have one enemy unit visible the one that the recon unit bumped into earlier this turn It is time to fire at it using both indirect artillery and direct fire 175th Fld Art Bn 34th Inf at 7 16 In this scenario there is only one at this point you had another one but it was moved and so cannot fire as it doesn t have enough movement points and additionally needs to Setup first When any unit in a list is greyed out it is unavailable but here the unit name is bold and so it is setup available to fire Select unit and then right click on map to fire and has a target For artillery units to fire they must meet Find Help certain conditions First of all they have to be in range Secondly they must have another unit to spot or relay the target information to them With any bold artillery unit selected all valid targets for it will be highlighted with a red box around it as shown here 12 Select unit and then right click on map to fire ri He If you place your cursor on the map not the dialog you will see it is now a Crosshairs in a circle like a sight on a
5. Box or Hot Spot will appear in the hex A unit picture will now appear above the Terrain Info box Tp mn ogu fam g am mm ee ee Ta um CF LSS ere 5 Vehicles 1002 Morale C Movement 64 Fatigue O The unit picture shows a Vehicle recon car specifically and you can see the unit is made up of 5 vehicles and is full strength as indicated by the 100 You can also see the Morale is C which is average in game terms it won t have bonuses or penalties for checks that use Morale The unit has 84 MPs Fatigue is ZERO meaning the unit is fresh When a unit fights Fatigue levels build and it becomes less effective until it is rested o check further details on this unit right click on it On the left side of the Unit box ou will see the chain of command for the unit The unit s combat factors with speed in km h are shown on the right side Some units may display specialty functions such as ij Engineer or Recon To practice moving units you are now going to move this toward the enemy Double click to select this unit on the map or left mouse click on the Unit Box so that the Unit Box lights up It is now selected and ready for orders b a foninie gt MUDA afora E Movement 64 Fatigue y It is time to move it toward the objective To do so right click the adjacent hex the one directly northeast up and right of the selected unit The unit will jump to the new hex Tip If you issue an order movement o
6. Campaigns is a turn based game Side One the Allied forces in this scenario perform all actions Moving Firing Calling in artillery or air support etc in any order you like Each unit action expends Movement Points or MPs Units may also have actions applied to them that don t expend movement points such as digging in When you are done with all the units you want to move and fire you end your turn Then the second player in this case the A I plays his turn After both players have taken turns the time is advanced one game turn or two hours of real time and the cycle is repeated Settings Help Cee ee Markings The Divisional Markings button will color the unit symbol for each unit showing which division formation the units belong to Similar color means the units belong to the same formation and they will function best when they remain together If you hover the cursor over the button you will see a tool tip This button enables Divisional Markings In this case all the allied units belong to the same division the 78 Inf Div so all have the same color for their unit symbol Tip Try to keep similar colored units together as it assists the parent HQ in carrying out its command functions Later when you review the full game instructions you will learn more about this Command amp Control concept Select the unit indicated by the yellow arrow The icon indicates it is a recon type unit formed of vehicles A Red
7. you move adjacent to an enemy unit spotted or unspotted as in this case it may trigger defensive fire by any enemy units including artillery able to fire on your unit So far you have been moving infantry around Next you are going to move towed artillery and as you will see these units work differently Place your cursor in the hex with the Artillery unit shown above If you select this unit and try to move it you will find it will not obey your order If you look at the Status Bar you will see why Unit must be in Travel Mode to move Po O aai es To move towed guns such as these you have to take them out of their firing positions limber them up to their trucks load up the ammo pack up any communication gear and finally put all the vehicles in a mode for movement In the game this is called Travel Mode or T Mode for short Now select the artillery unit again just double click the hex EE With the artillery unit selected click the Change Travel Mode button on the Toolbar You will z Ls EE see a white line appear at the bottom of the unit icon and a T next to the movement points in the Unit Box Notice that the movement point number dropped to 40 MPs It takes time to get the unit ready to move and this time is paid in MPs expended Also an artillery unit has to SETUP again when you take it out of Travel Mode perja i Travel Mode represents units in a column formation prepared for quick move
8. 1942 Allied Turn Turn 1 of 5 Soft Conditions Day Blade Force a British US armored task force was ordered to drive through Hunt s Gap on Sidi Nsir seizing it before the Germans could consolidate their hold on the area as one of three prongs pushing on Tunis Familiarize yourself with the elements around the map shown in the image on above These are e Unit Box in the top left corner provides information about the unit s that may be highlighted on the map e Terrain Box right below the Unit Box provides information about the ground in the selected map hex e Toolbar and Menu Bar common elements of any Windows Interface provide shortcuts to control the game functions e Status Bar on bottom left shows the current time date turn progression ground condition and night daylight conditions This area also displays information about why an action you may be attempting is not allowed by the game or rules e Time and Location Bar on bottom right shows the time of day with respect to night day and remaining daylight The current hex coordinates of the selected hex are to the right of the time bar e Objective Hex in the center part of the map is a location worth points to the first side generally important locations in the scenario they are goals to work toward for achieving a win for both sides e Supply Hexes Axis to the north Allied to the southwest are hexes that provide supply to each side when using ce
9. Allied A I set as Manual for you and select the Automatic with FOW Fog of War for the Axis A I Clicking on the Rules button allows you to select the optional rules Click on the Rules button now We want to play with the default rules for Tunisia 43 so click Default if this is not your first time playing otherwise the rules should already be the default the game will start up with the last set of rules selected Then click on OK Click OK to start the game You are now the Allied commander while the A I is the Axis Optional Rules Dialog l Manual Defensive Fire Automatic Defensive Fire Alternative Indirect Fire Resolution Alternative Air Strike Resolution Alternative Direct Fire Resolution Alternative Assault Resolution Iv Artillery Set Up Recon Spotting V Virtual Supply Trucks Optional Surrender IY Low Visibility Air Effects V Quality Fatigue Modifier OK f Optional Fire Results M Optional Assault Results F Locking Zones Of Control l Higher Fatigue Recovery Indirect Fire And Air Strikes By The Map F Counterbattery Fire V Night Fatigue f No Low Fuel Effects f Explicit Supply V Programmed Weather Limited Air Recon Delayed Disruption Reporting Help The map will now appear on your screen along with Allied Command Report your first Command Report A Command Report will appear at the start of every turn and contains useful Air units are available information
10. Panzer Campaigns Tunisia 43 Getting Started Welcome to Panzer Campaigns Tunisia 43 The Western Allies have struck back at the Axis with their first major European landings aimed at the Axis rear in North Africa driving on the Vichy French cities and ports in Tunisia including Bizerte and Tunis The Germans and Italians counter with forces airlifted to airfields in the area stopping the initial allied advance and leading to an extended campaign for final control of North Africa that historically ended with the capture of hundreds of thousands of Axis soldiers The started scenario represents a small action by one of the Allied forces Blade Force pushing on Tunisia shortly after their landings s U SS a See amo oF Bap n E Getting Started Catching the Hun l o 2 D dl O File Turn Command Engineer Assault Units Info View All Mode Settings Help 118 Vehicles 100 Morale C Movement 84 Fatigue 0 en Axis S pply Source et re 14 Vehicles 1 002 Morale C A BN Movement 78 Fatigue 0 ape Le tear FA IE Elevation soam Unit Box Me fisinitien 2km a seal Suppip bi E pply Hex Er eg a i a g y y n sg ee F 7G soa ra i P3 4 sty b iN Ms pt te er by a Di a _ Status Bar Sir aed oe and RE 7 A 5 f i z sate ts i 7 A a z aun a f Tae g PS p P A A j ene S a S yi Fi aN aA hes 29 y AN e Po gt iu 12 00 25 November
11. bserve the action It will likely start with a barrage of artillery from artillery This will be followed by Direct Fire from enemy unit s in contact with your units You will see combat results with each shot some of them may unfortunately be yellow colored indicating a unit has been disrupted Sometimes your own units will fire back using Opportunity Fire all under computer control like your opponent s units did during your turn When complete the A I will end the turn and control will revert back to you for your second turn Turn 2 Units that have been released Blade Force Air units are available 1 artillery unit unavailable Select 4 report to scroll to the given location When the Command Report appears on your screen control has been restored to you for your second turn This time your report is longer and may be scrollable if there is enough information although that is unlikely in this scenario It reports e Reinforcements have arrived 17 e Units that have been released e Some units may report Low Ammo unavailable for artillery and will not be as effective at fighting this turn e Disrupted units are checked for disruption recovery and the Command Report tells you how many succeeded out of how many were checked e Mines may be cleared if engineers are removing any on the map e Air Units available e HQs out of command e Alist of units isolated e Other items Tip You ca
12. ch as movement costs terrain benefits and stacking limits to name just a few Lastly documentation for the game s editors may be found in the Help Menu when each editor is opened ENJOY 21
13. d if it hadn t moved it could fire its full 3 times still or fire once or twice and then move Tip If you do not want to select ALL units in the hex you can EITHER place the cursor in the hex and then click on the units you want in the Unit Window one unit at a time OR you can double click on the hex which selects all the Units and then single click on the units in the Unit Window that you do not want selected to De select them With the unit selected in the hex shown above hold the Control Ctrl button down You notice the cursor turns into a Crosshairs like when you were firing the artillery Right click on the enemy unit to fire a single shot at it with each of your units Again there will be a flash on the target hex the sound of gun fire and a possible result of losses in the enemy target hex Also the enemy unit may return fire and you may suffer some losses yourself You can try firing again but the unit will not fire as its movement points available now show Red If you click on the enemy unit you can see the target is made up of Vehicles The strength of the enemy unit is not displayed With Fog of war FOW on the X value tells you there are between 1 and 9 vehicles in this unit If there were 10 or more it would show XX or if 100 or more XXX The same applied to Man and Gun units Air Support soe eee Air unts are available Recall back to the start of game the first thing you saw was the Command R
14. eport 14 As you can see one of the lines in the report said you had Air units available for your use this turn To further soften up the target you may use an air mission Click your cursor on the hex with the enemy units Now click the Call Air Mission button on the Toolbar Call Sir Mission An Air Mission Dialog will appear showing any available air units In this example you see the 33 Fighter Group of 36 P 37 Lightning s available Click on the air unit in the dialog and then OK Air Mission Dialog n Available Air Support As with other combat f US 33nd Fighter Group 36 P 38 Lightning 42 6 12 22 XII Air Support Command NW African Tac AF results the air mission will be conducted against the selected hex The combat results will be displayed on the screen or an air unit interception message will appear If the air unit gets through all anti aircraft AA fire against your air unit will occur first with the result of each AA fire displayed Then you will be shown the result of your air attack Results shown in yellow letters are disruptions of the target unit Tip There may be one more remaining air unit that you could also use depending on what was available in your play However unlike artillery Air Missions used in one turn have to wait while the planes are refitted rearmed and repaired before they are available again So it is best to not use them all unless you really need to
15. g enemy retreat or are eliminated your units will automatically advance to capture the hex b r TAF AN eo e Moles ave hicles at fl P aw 7 ao NOTE In some assaults such as this one the enemy retreat may be blocked In this instance if you win the defender will remain in place but will incur additional losses In this situation your forces even though victorious will not be able to occupy the hex REMEMBER Do not worry if your outcome does not match the one illustrated as results will vary with play Finishing the Game You now know how to Move your units Fire Assault with your forces and call for Air Support With the Objective marker on the map and the Victory levels in mind continue moving and firing your units in any manner you see fit The end of the game will be announced at the conclusion of the Axis final turn at which time final Victory Points will be shown You can restart the scenario at any time by selecting the File gt Selection menu A list of scenarios will appear from which you may select After you feel comfortable with this smaller scenario you can move on to the larger Campaign scenario that is also part of this demo Maybe even enlist a friend to try Panzer Campaigns and you can play against each other either HOT SEAT on one computer or anywhere around the world using Play by Email PBEM Further Information However there is no substitute for reading the Game PDF Documen
16. gun and you are ready to fire Right click on the enemy unit A red line will be shown on the map from the artillery unit to the target hex You will see a small explosion or fire marker The sounds of the guns will be heard after which a result will appear in the target hex NOTE Your result may not be the 3 Men shown at the left fire is calculated and the computer generated value attained will vary Right click a second time because artillery units have enough MPs to take two shots per turn Other unit types using Direct Fire can fire up to three times if they do not expend any MPs to move prior to firing It is generally a good idea to fire your artillery early in the turn That way the enemy is softened up by your barrage before you try to capture the hex by assaulting However with experience you will learn when it is best to reserve some artillery for later especially when there aren t many enemy units are visible or you expect to breakthrough anyway and come across unspotted defenders in the enemy rear areas Next you are going to try Direct Fire With Direct Fire the units can actually see the enemy at which they are shooting 13 Select the recon unit you moved earlier Unless it took fire and was disrupted it should have its remaining movement points shown in yellow This means it can still fire 1 time if its movement was red it couldn t fire at this point if green but it had moved it could still fire twice an
17. ing it up for destruction in turn 2 Use reachable hexes ON when making these moves to show where units can move to Also move a single unit at alf time Move these units as shown forward toward the enemy unit that you have spotted Use the technique explained earlier when you clicked on the unit with the left mouse button and held down the mouse button then dragged the cursor to the new location You will be able to surround the German as shown inthe smaller inserted in the upper corner of the planned moves j Be aware this movement may draw opportunity fire from amp the German unit but it is unlikely to disrupt the plan we have formed Just continue your movement to the planned hexes after you have been fired upon When you are satisfied you have made every move you can consider Saving your file either using the button or the menu item under File gt Save 16 Tip At the end of a turn experienced players often save a copy of their file with a turn number Then they repeat with a File gt Save As to the default battle file name This way they retain a backup file and keep a record of the game as it progresses for later review Finally after you have made every move fired every unit and performed every action you wish to do press the Next Turn button The Other Side s Turn When you press the Next Turn button control of the game reverts to the other side the A I Sit back relax and o
18. ment and for towed artillery being limbered For Motorized Infantry it means the men are loaded onto trucks ready for transport rather than fighting or walking For tanks it means they are lined up in column ready for movement Tip Units that can move in both Travel Mode and non Travel Mode or Deployed will generally be able to move much farther in Travel Mode However at the end of their turn if they remain in Travel Mode they are more vulnerable to enemy fire Therefore it is best to ensure units in Travel mode remain out of harm s way J I r y a ae z a ae m With the artillery unit still selected click the Reachable Hexes button on the Toolbar and the map will light up to highlight where this unit might reach on this turn 10 With the Unit still selected click on the hex and hold and drag the mouse to the to the hex occupied by the Olive tank unit 2 hexes to the northeast The unit will move off following the fastest route to the destination Btty 152nd Fiski Regt sepon MOUIA gluria P kangue l When it reaches the destination hex the unit has 5 MPs remaining not enough to go anywhere else Nor is that enough to change out of Travel Mode and put the guns back in line to fire as that takes 1 3 of the unit movement for most artillery This unit cannot go any further Now press the Reachable Hexes button again to toggle this feature off You are now ready to evaluate what to do next
19. n click on any item in the Command Report with a hex location to jump instantly to that area of the map Click OK when you are done viewing the Command Report Tip During your turn you can recall the last Command Report by selecting the item under the Info menu Once the Command Report is closed you will notice a few things on the map are different There will probably be at least one more Axis Unit visible as your units in moving forward can see hexes that were not visible before Also the visibility range could have increased on decreased affecting what can be seen 18 Reinforcements Many veteran players like to place newly arriving units or reinforcements onto the map as their first action Arrived Units E eee Press the Arrived Units button to see a list of all new reinforcements There is a single unit coming on this second turn the British 78 Division HQ Double click on the line for the reinforcement to bring it onto the map Arrived Units Double click to place In some situations reinforcements will have a protection setting on them that Allied HO 78th Inf Div 78th Inf Div at 0 18 you won t see in the dialog This setting will impact any enemy units within that range so that the reinforcement may enter the map safely preventing enemy units from blocking their entry Other times the enemy is able to block the entry when that is appropriate Assaulting Now you are going to order an ad
20. r otherwise and the unit does not obey the order look at the Status Bar on the bottom left to see a message telling you why the order cannot be performed Movement allowance exceeded PE eee In this case if you look at the unit window again you will see the unit you moved now has 77 MPs remaining having expended 7 MPs to move 1 hex in clear terrain at the same elevation There are a number of ways to move units in Panzer Campaigns For the next movement you are going to move a unit several hexes at a time using a drag move You are going to move it 3 more hexes to the new location shown by the arrow To do so first make sure the unit is selected by double clicking on the hex or by putting your cursor in the hex and then single clicking on the unit in the unit window Next clicking on the unit with the left mouse button and holding the button down drag the mouse to the new location 3 hexes away as indicated by the arrow then release the button The unit will move to the new hex The computer will determine the path the unit takes so it is wise to drag small distances to control the path Sometimes when you order a unit to go from A to B it takes a path you might not expect With Fog of war FOW on meaning you cannot see the other side s units you are not permitted to undo your movement should it go somewhere you did not expect In this case as you move to the destination hex an enemy unit will appear adjacent to it Any time
21. rtain supply optional rules Scenario Selection File Selection Dialog _ 25 Status gt r Mode New by Name Normal Viewer scn D D a 00 Started scn Newdey tengih Praa tE 421125 01_Race_for_Tunis scn C Old by Name C Direct Play Caller 421125 _014_Race_forTunis scn 421201_01_Chouigui scn C Old by Date C P ByE Mail 421201_013_Chouigui sen 421206_01_Jebel el Guessa scn C Two Player Hot Seat 421206_01a_Jebel el Guessa scn Tums E 421206_01b_Jebel el Guessa scn Title Getting Started Catching the Hun Designer Saunders amp Blackie Description After a brief halt for tea in Hunts Gap Blade Force is once again pressing forward in pursuit of the Hun But the road is not completely opened and advancing units must use due caution OK Cancel ete Help Start Tunisia 43 if you have not already done so and you will be taken to the File Selection Dialog Click the scenario 00_Started scn file in the upper right corner of the Dialog Review the information in the scenario Description and press OK when you are ready to continue Allied l Manual C Automatic C Automatic with FOW Allied Asis Al C Manual C Automatic Automatic with FO Advantage 100 0 100 UE Rules Help When you press OK on the File Selection Dialog you are taken to the A I Selection Dialog where you choose the side you wish to control For the purposes of this tutorial leave the
22. tation which you can also access from the game Help menu The rules of the game are divided into two parts the User Manual and General Help The user pdf user PDF is the rulebook which explains all game concepts by topic You can open the User Manual from the Help menu or by pressing F2 This manual elaborates on the topics discussed in the Getting Started PDF and outlines additional rules you need to become familiar with The pzc pdf pzc PDF covers the various elements of the interface such as Menus Dialogs and Other Features including 20 Hex Area Info the Toolbar the Status Bar and Hot Keys You can open General Help from the Help menu or by pressing F1 Farameter Data Dialog Parameter Data Time Pararnieters Daw 8 00 Night 20 00 Daw tur 2 hours Might tur 6 hours Has Dawn and Dusk Turns No Stacking Limits Road 350 men Maximum 1600 men Miscellaneous Foot Speed 4 km hr Infantry Defense 16 Digging ln 20 per turn Bunker Prob 1 54 per turn Mine Prob 153 per turn Fatigue Recover 10 Night Move Disruption 30 Alied Air Availability 102 Avis Air Availability 254 Alied Air Interdiction 5 Anis Alr Interdiction 10 Interdiction Effect 254 Alied Air Interception 10 Asis Alr Interception 202 Alied Aail Capacity 2 Anis Rail Capacity 2 Railroad Movement 20 km hr Infantry Strength of 02 men 90 effectiveness OF Pressing F4 invokes the Parameter Data Dialog It provides a host of information su
23. vance into the hex occupied by the German unit isolated in your first turn as shown in the image to the right To enter an enemy occupied hex you must assault it using only undisrupted units As with movement there are two ways to Assault With the unit selected you can right click in the enemy occupied hex because that is essentially what you are doing attempting to move one Unknown assault odds Fog Of War hex into the German held hex and hopefully defeat the defender Alternatively with the stack selected you can hold the left mouse button down and drag the mouse to the German occupied hex With either method the result is the same an Assault Status box appears announcing the initiation of an assault An assault can trigger defensive fire which may result in losses or even disruption of a friendly unit Disrupted units are not allowed to participate in an assault which will stop the attack Tip If you feel the assault is ill advised for any reason you can cancel the order from the menu Assault gt Cancel Assault 19 You can add units from several different hexes in the same assault However in this simple example you only need to use the single tank unit To resolve your assault click the Resolve Assault button on the Toolbar Resolve Assault Results will appear showing losses on both sides Attacker losses are shown first followed by those of the defender If you won and any remainin
Download Pdf Manuals
Related Search
Related Contents
Instrucciones de uso CB48M6G00X Installation, Use & Care Manual 2015 2 Megapixels Bullet Network Camera CAM728MIR/CAM728MIR Sony PCG-505F Marketing Specifications Copyright © All rights reserved.
Failed to retrieve file