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Getting Started - John Tiller Software

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1. Click the scenario 00_Getting_Started and then OK Title 00 Getting Started Designer David Freer Description Klyuchi West of Prookhorovka July 11th 1943 Scenario Size Battalion German Human vs Soviet AI 5 Sturmbanntuhrer Earl lll Battalion Regiment Totenkopf held the leftmost positions in the Peel bridgehead With the river only 500 metres behind them there was only ane way forward Major Petr Grigorevich Moskovekiy s opposing 153rd Guards Rifle Regiment was weakened after week of heavy fighting but continued to launch attacks against the tired 55 panzer grenadiers North West of Klpuchi an old army barracks had served as the focal point for these Soviet assaults Totenkopf s commanders had decided to break out of the Psel bridgehead either today or tomorrow dependant on the Panzergruppe crossing the river With this in mind it was decided to clear the Russian Guardsmen out af the barracks as soon as possible and anchor the left flank of the Division here You have been given a Few hours to Cancel Help Russian A l Axis Al Manual Manual This takes you to the AI Selection Dialog where you choose the side you wish to play For the purposes of this tutorial t Automatic t Automatic select Axis Al Manual for yourself and Automatic with Fog Automatic with FOW Automatic with FOW of War FOW for the Russians TEN Silenus Deis Do not click OK now but rather the button called
2. EC The adjacent panzer grenadiers fire once and manage to incapacitate a further five men but the Maxim remains undisrupted In desperation the second assault group from 9 Panzer Grenadier Kp moves one hex north rather than the planned two hexes north east It s hoped that its firepower from 500 meters might just tip the balance Firing from its new position it s rewarded with a disruption result When the turn began it was planned only to try and further weaken the defenders around the barracks The disruption of the units at the objective opened the opportunity for the adjacent panzer grenadiers to assault them out The Germans waste no time An Assault is initiated by selecting the attacking units and right clicking on an adjacent enemy unit With fog of war FOW on the odds for an assault are not revealed to either player Fortunately the SS panzer grenadiers were successful but at a steep price Losses for both sides were heavy in the graphic to the left the attacker German lost seven men to the defenders sixteen Also significantly the retreating Soviets end in a position that isolates the Germans for the next turn 9 Panzer Grenadier Kp were meant to be adjacent this turn but had been called to provide the additional direct fire xx Movement xx S Morale Fatigue 2 Movement Fatigue Unknown assault odds Fog Of War Morale B Fatig
3. Used Movement Points It s easy to keep track of which units have already fired and moved Click on Used Movement points on the tool bar shows the player all the units that have expended at least one movement point In our example it is easy to see which two German units have not moved or fired yet If players do not like the yellow highlight a white highlight is available Click Settings Alternative Highlighting to enable this function Page 22 There are three different conter sets included in Panzer Battles Kursk The Southern Flank The default set uses the unit side art graphics to show the different types of units and weapons systems A small NATO symbol is included and if Divisional Markings is turned on this symbol will be colour coded to the appropriate formation The alternative unit counters have top down views for each unit Like the default graphics a small NATO symbol is included that will be coloured when Divisional Markings is used To select the alternative counters click on Settings Use Alt Unit Graphics More traditional NATO symbols are available A description of the primary function or weapon system is included on the counter When Divisional Markings is enabled the NATO symbol is appropriately coloured To select the NATO counters click on Settings Use NATO Symbols These three graphics sets can be changed in game and work at both zoom level two and th
4. If the air unit is greyed out then a valid target hex hasn t been selected Just hit Cancel select the target hex and open the Air Mission Dialog again Once you have the target you want click on the air unit so that it is highlighted like below Tt f5tG 2 12 Ju 87D Staffel 16718710 1 75tG 2 5tG 2 Immelmann YIII Fl egerkorp Luftflotte 4 Heeresqr Click Ok and a plane symbol should appear over the target hex It s important to realize that once placed air units cannot be moved or canceled As mentioned air missions are not resolved till the start of the player s next turn This delay may mean that the target hex is empty or may have different units in it If the hex is empty there is a chance the airstrike will hit units in one of the six adjacent hexes The player has no control over the air unit once a strike request has been placed Air units may not always be available every turn Many factors such as the time of day visibility previous losses or disruption all effect whether an air mission is present and available Your Command Report will indicate whether any air units are available this turn Page 10 With our heavy artillery fired and our airstrikes called in we can now use some of our direct fire units to try and disrupt the defenders Click once on the hex just south of the barracks as indicated by the red arrow to the right You should see all the friendly units in the hex appear in the uni
5. we can see the following e 0 55 Pz Art Regt Tk 15cm sFH 18 mot 8 5 19 at 2 34 Altermate Fire 12 55 Pz Art Regt Tk 10 5cm 18 mot 4 3713 at 2 34 Normal 4 12 55 Pz r Totenkopf 8cm Gre 34 gruppe mot 8 2714 at 3 8 make Select unit and then right click on map to fire Targets Ok Spotters We have three artillery units supporting our attack The first two are off board while the third is the eight tubes of 8cm Mortars that are currently stacked with our Battalion HQ Please note that the first artillery unit is selected in the Artillery dialog Looking at the map shows a number of highlighted units These appear as the highlight Targets button is selected These are targets that the artillery unit can currently shoot at If the Spotters button is clicked all friendly units that are currently acting as spotters for that artillery unit will be highlighted Please try clicking either field now Moving the cursor over a spotted unit will show a crosshair and allow the artillery to fire at that unit Move over the unit stack indicated by the red arrow on the right and right click to fire Page 8 You should see a combat result in hex In our example to the left we have destroyed two defending guns Don t worry if your outcome is different 12 455 P2 Art Regt 10 5cm 18 4 3713 at 2 34 Fire the second artillery piece at th
6. Alt at the same time and the location names should appear and stay on the map If you want to turn them off just tap shift again If you want to look at the names temporarily just hold Shift and then release when done a El For this getting started scenario we want to play at the highest zoom level Either press the number 3 or click umusnmsm Divisional Markings on the t on the Menu Bar will give a zoomed in view of both the map and units Click on the white and yellow square on the Menu Bar and formation identification colors will appear Page 5 OBJECTIVE OF THE GAME First Side Axis Objective Points Russian Losses Men Losses 0 MenPointLoss Gun Losses GunPontLos Vehicle Losses VehiclePointLoss Naval Losses 0 NavalPointLoss Air Losses 0 Air Point Loss 0 Axis Losses Men Losses MenPontLos Gun Losses GunPointLoss Vehicle Losses VehiclePointLoss Naval Losses 0 NavalPontLos Air Losses O AirPointLoss a Victory Values Major Defeat 0 Minor Defeat 25 Minor Victory 50 Major Victoy 75 Total Points Outcome Axis Maior Defeat e Click Info and then Objectives on the Menu Bar to see a list of the objectives in the scenario As you can see there is only 1 objective worth 50 points for the Germans currently controlled by the Soviet side Click OK to close the Objectiv
7. 4 4 The Terrain Information box provides a lot of information on the currently selected hex In the example to the left the hex is predominantly scattered buildings at an elevation of 180 meters with Russian owned improved positions It is also an objective worth fifty points and in supply Local visibility is up to four hexes Right Clicking on the Terrain Information box will show both hex side information and the current stacking in hex White numbers means road movement is possible yellow numbers no road movement while red digits are over the road limit and accruing penalties for over stacking Page 21 Units can move in Travel mode In the case of the panzer mm ks renadier platoon shown here this represents the infantr CM XC moving in trucks rather than walking Note the DTI Mp differences movement points have increased 48 Men 100 Morale A B 48 Men 1007 I substantially and a T has been appended to Movement 28 Fatigue 0 Movement 108T Fatigue 0 indicate Travel mode In addition the unit counter has a white stripe across the bottom When a unit is selected other members of its organization can be highlighted An organization can be anywhere in the hierarchy For example selecting a Regimental HQ and Highlight Org will show all members of that Regiment In our graphic to the left one unit in 11 Panzer Grenadier Kp has been selected and all members of the kompanie highlighted
8. SEI 00 Getting Started File Turn Command Engineer Assault Units Info View Mode Settings Help Menu Bar ill 1 Too Bar 3 Guns 100 Morale A Movement 86 Fatigue 0 12 SS PzGr Totenkopf 4 14 Guns 100 Morale A Movement 86 Fatigue 0 1 10 8S PzGr Totenkopf 4 36 Men 1004 Morale A Movement 28 Fatigue 0 96 Men 100 Morale A Movement 28 Fatigue 0 m LI gt ee X Brush 102 Elevation ISTE e I Visibility I Supply 72 30 Axis 4 59 3024 b Unit Box Terrain Information Status Bar 07 00 11 July 1943 Axis Turn Turn 1 of 5 Soft Conditions Day Welcome to Panzer Battles Kursk Southern Flank On July 4 1943 Germany launched its summer offensive with an initial aim of destroying the Soviet salient around Kursk After a week of fighting German forces have breached two of the three Russian defensive lines and were in a position to break through the third and final fortified line Success in the next twenty four hours would see the Axis forces in open terrain and able to advance at a much quicker pace SS Panzer Grenadier Division Totenkopf had crossed the Psel River in the last 24 hours The Psel was the last natural barrier before Page 2 Kursk and was being fanatically defended Soviet counterattacks continued to try and push the Germans back but it was time to stop them once and for all This scenario represents the left most flank of
9. Rules Ensure that the tick box next to Low Visibility Air Effects is i Artillery Set Up Optional Fire Results not selected We have one air unit to support our attack and with this selected it would not fly due to the current early iw Programmed Weather Indirect Fire And Air Strikes By The morning mist current visibility is 4 hexes Optional Surrender Optional Assault Results Low Visibility Air Effects Higher Fatigue Recovery Iw Limited Air Recon Iw Counterbattery Fire No Low Fuel Effects Click OK to move back to the Default Heb Al dialog Page 4 Russian Al Axis Arl Manual Click get the game underway are now the German Automatic C Automatic commander Automatic with FO Automatic with FO Russian Advantage Axis AT units are available The map should now appear along with your Smoke available 6 gx 2 first Command Report with information relevant to the first turn You should see that you have both air units available and six salvos of smoke Air units could be available every turn Smoke availability is the number of shots for the whole scenario Once used it s gone Note the Command Reports contents and click OK to close it Select a repart to scroll to the given location It s important to tailor the game to give you the information you need during play Firstly let s turn map labels on Hit Shift
10. we have dropped a smoke screen and moved our two assault groups forward without taking too many casualties Now that we re finished moving and firing all our units click the Next Turn Button on the Toolbar and click OK if prompted The Soviets will now move and fire their forces Your units Ih Next Turn may fire automatically in reply using Opportunity Fire Some enemy movement may be spotted Your next turn will be announced once the Axis Command Report appears Page 16 TURN 2 The Soviet Al moves and fires its units Our friendly forces fire back in defense Your play through will diverge from the examples given for turn 2 Try and emulate these moves where applicable following the same order of actions Just before the Axis turn starts the airstrike we requested last turn arrives and attacks the targeted hex There is a chance that an airstrike will be intercepted and fail to arrive but we were fortunate that that wasn t the case this time The results of the strike showed that we destroyed four guns The X shown reports that a unit was completely eliminated in this case the anti tank guns The Soviet infantry guns in the hex are still operational though Visibility is improving Immediately after the airstrike the Axis Air units are available Smoke available 4 xxx Command Report appears It contains three messages The first is that visibility has improved by one to five hexes The second
11. 28 Fatigue 0 Click Reachable Hexes in the tool bar to see how far the selected units can move The light area indicated is reachable the darker area is not Leaving the gun behind we want to move our two units along the valley and to the brush hex as indicated by the red arrow to the left Our units are deployed and are walking to their destination We might be able to move faster by mounting our trucks changing to Travel Mode but that increases the chance of us taking heavy casualties We won t risk that this close to the enemy To move our selected units just right click in an adjacent hex Repeat if you have movement points left Our assault force force from 9 Panzer Grenadier Kp manages to move the two hexes without loss Fortunately the enemy doesn t fire on them while in transit Maybe the smoke and suppressive fire has helped It s time now to move our second assault group from 10 Panzer Grenadier 10 Panzer Grenadier Kp is going to use the same detachment type eee as 9 Panzer Grenadier Kp The Morale A units are in the hex indicated by Movement Fatigue 0 the red arrow on the left You can see the two guns that we fired earlier are also here A few of our een en Machine Gunners have been lost mnes 4 Guns 1002 Morale A to earlier Soviet defensive fire but za we ll still use them to advance 33 Men 912 Movement 28 Morale A Movement 28 Fatigue 0 Reachable
12. Hexes Clicking reachable hexes again shows where our selected infantry can move to We want to move up adjacent to the Barracks while using the smoke to mask our movement The slope in front of us will also provide cover as we Start our approach march Our units move north and then north east As we enter the smoke hex the defending Russians manage to cause a few more casualties but the damage is slight We are out of movement points and can t move any further or fire It s time to hunker down and see if we survive the Soviet turn and the expected blizzard of fire Page 15 We ve moved and fired all the units that we want to this turn Before we end the turn let s review what we have learned and done The phasing of actions in Panzer Battles is critical We did the following actions in order artillery bombardment airstrike requests direct amp suppressive fire smoke bombardment amp finally movement It is good discipline for players to try and complete each of these stages before progressing to the next Spotting amp masking of movement are important concepts and actions done out of order may expose units to additional casualties or worse still an inability to fire or fight In this first turn we have learned how to both move and fire our units We have fired all our artillery and mortar batteries available under the Artillery Dialog as well as called in an airstrike that will hopefully arrive in our next turn Finally
13. OK if prompted The Soviets will now move and fire their 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 Axis Command Report appears Page 20 TURNS 3 to 5 Play through the remaining turns keeping in mind what you have done through the first two You may have to fight off a counterattack by the Soviets as they try and recapture their lost Barracks Here are a few additional tips to help you learn the game quicker 2 12 SS PzGr Totenkopf 4 Guns 1002 Morale A Movement 86 Fatigue 0 wees e cer Mm 1 10 SS PzGr Totenkopf 36 Men 100 Morale A Movement 28 Fatigue 0 zGr Totenkopf 96 1002 Morale A Movement 28 Fatigue 0 Scattered 20 Elevation 180 Visibility 4 Supply 90790 To check any units statistics chain of command and special unit abilities right click the Hex Info Area while the desired hex with the unit s is selected You will see the chain of command for a unit on the left on the right appear its various combat factors speed and special abilities if any The Hard Soft amp AA values are Attack Range respectively The Assault value is used both when attacking and defending in Assault combat The Defense value is used when fired upon while Speed is modified by the type of unit and whether it is deployed or in Travel mode
14. can be very costly Movement 28 ES cn S 27 iti e Wi A 1 10 SS PzGr Totenkopf Morale A Page 17 Movement 28 Page 18 We start turn two like the last calling in artillery Hidden units have been revealed at the barracks Panzer Battles uses Persistent Concealment Persistent Concealment will only reveal units when they spend movement points if they are in a hex with cover Opening the Artillery Dialog fire is requested on the barracks and immediately rewarded with a disruption result on the defending Guards Infantry This result was unexpected but welcomed The second artillery unit is ineffective only killing two men when fired at the barracks We will again hold our mortars back to either fire smoke later in the turn or to hit targets of opportunity that may appear With a unit disrupted at the barracks there is an opportunity to storm the objective if the other defender Maxim machinegun team can be suppressed Using Direct Fire the hexes with guns in them shoot at the Soviet guns on the hill The units and their targets are shown by blue line in the graphic to the left The fire group from 11 Panzer Grenadier Kp shifts fire to the barracks in an attempt to disrupt the Maxim Casualties ten are created but the Maxim remains resolute B A Va ZW A ks MAN 19 S 0 7
15. 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 help files accessed from the Help Menu when you open each editor Page 24
16. Totenkopf s bridgehead and an attempt on July D 1943 to take the Klyuchi army barracks the most significant location in the sector This scenario uses SS Sturmbannf hrer Karl Ullrich s IIl Battalion Regiment Totenkopf They are opposed by the weakened 2 amp 3 Guards Rifle battalions from Major Petr Grigorievich Moskovskiy s 153rd Guards Rifle Regiment As this is a new game series it is suggested that players both play through this getting started scenario and also check out the Designer Notes amp FAQ for a list of features implemented in Panzer Battles You can open the Notes from the main game by pressing F3 or by using the Menu Help Campaign Notes Players who own either Squad Battles or Panzer Campaigns will see where Panzer Battles lineage has come from Just be aware this is a different game system and that some habits learned playing these other titles may not be successful in Panzer Battles Page 3 SCENARIO SELECTION File Selection Dialog Status Made f New by Name f Normal 00 Getting Started scn f Mew by Length Direct Play Host Mer C Old C DitectPlay Calle 40700 01 SS Pak Ju S sen Start Panzer Battles Kursk if you haven t already and _ Bcn i C Old by Date Play By E Mal 0705_03 IIl 2 July you will be taken to the File Selection Dialog OF05_O04 Krutoy Log scn Tywo Plaver Hot Seat OF05_O4da Krutoy Lag scn 0705 05 Salomino i Tums JP
17. confirms that air units are again available for ground support The third message confirms that we have four salvos of smoke left to fire This is after we fired two salvos last turn As it is the start of a new turn it is appropriate to look at how we are performing against the victory conditions First Side Axis Objective Points Russian Losses Point Loss 30 Vehicle Losses 0 Navallosses o n Men Losses Selecting Info and then Victory from the Menu Bar shows that losses have been heavy on both sides but the loss of guns has tipped the victory points slightly in the Axis favor o 2 Gun Point Loss 8 Vehicle Point Loss Maval Point Loss o Air Point Loss D Losses Air Losses The bulk of the men lost by the Axis have come from the units we advanced adjacent to the Barracks It looks like we need to soften the defenders up further before attempting to take the objective Asis Losses Men Losses 5 0 Point Loss A 0 Gun Losses Paint Loss Vehicle Losses T Maval Losses 0 0 Air Losses Victor Values Major Defeat 0 50 Total Points E Outcome Asie Minor Defeat Minor Wictor Vehicle Point Loss T Naval Point Loss 0 Air Point Loss 0 25 75 Minor Defeat Major Victor nkopf Our units have taken over 2096 losses in the last turn Advancing on undisrupted enemy forces
18. e other hex with a gun in it north of the barracks Artillery in Panzer Battles uses the Alternate Indirect Fire Resolution rule as standard In simple terms you can only fire once but that fire is doubled in strength and will impact all defending units in hex proportional to their strengths Mortars and direct fire artillery infantry guns do not use this rule and can fire a number of times in a turn Don t fire the mortars the final unit on the artillery dialog yet We need them to fire smoke a little later in the turn Hit OK to close the Artillery dialog now We don t want to fire smoke yet as we have some direct fire units capable of shooting at the Russians If we drop smoke prematurely it will protect our units from Soviet fire but it will also stop us from firing ourselves Panzer Battles is all about timing Page 9 Let s call in our air units Air units are different to artillery in that they need to be plotted You select the target hex this turn and they will only resolve their attack at the start of the players next turn This delay reflects the time needed to co ordinate a World War 2 airstrike First let s click on the original target hex that contained the Soviet guns Click the Airplane button see example to the left Call Air Mi lon Available Air Support 1 5tG_2 12 Ju 87D Staffel 15 18 10 1 75tG 2 StG 2 Immelmann VIII FliegerKorp Luftflotte 4 Heeresgre Cancel Help
19. es Dialog Objectives Owner location value FRussian Guarnds 3 7 value 50 Page 6 Click Info and then Victory on the Menu Bar 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 75 Victory Points by the scenario s end Click OK to close the Victory Dialog If you look at the map you ll see a there is an oval shape with the value 50 at the Barracks We have circled this below for clarity To win a minor victory you will need to take and hold this objective and inflict casualties on the Soviet forces As you incur losses points are taken away from you In this scenario the Germans move first Before we move anything or fire a shot let s look at the forces we command and a possible plan The III Battalion Regiment Totenkopf has four kompanies Kp Three kompanies 9 10 amp 11 are panzer grenadier with the following units Three panzer grenadier PzG platoons and two machine gun sections n PzGr Totenko 48 Men 1007 Morale A Movement 28 Fatigue 0 opf 2 9 SS PzGr Totenkopf 3 9 SS PzGr Totenkopf 48 Men 1002 Morale A 48 Men 1002 Morale A Movement 28 Fatigue 0 Fatigue 0 18 Men 1002 Movement 28 Movement 28 12 SS PzGr Totenkopf 2 12 SS PzGr Totenkopf 12 SS PzGr Totenkopf 3 Guns 1002 Morale 2 Guns 1004 Morale A 2 Guns 1004 Morale A Movement 86 Fatigue 0 Fatigue 0 Mo
20. et When a unit is disrupted by fire the On Map Combat Results are shown in yellow Your fire results may be different but hopefully you will have started to wear down the defenders There is also a reasonable chance that the defenders won t let you shoot at them without shooting back This defensive fire is normal and may be either direct or indirect fire Lets use an infantry stack to provide further covering fire Double Left Click the stack indicated by the red arrow Using the same Ctrl Right Click method take three shots at the Soviet unit indicated by the yellow circle As there are two units the Target Dialog will appear shoot at either target In our example we managed to get a few hits like the ones shown to the right The defenders fired back at our firing stack and we took a few casualties as well We are finished firing for the moment and are preparing to move our assault teams forward To protect them as they advance over open ground we are going to drop a smoke screen that will hopefully reduce the chance of our troops being seen Click on the Artillery Dialog again As we want to fire smoke click next to Smoke as indicated by the red arrow A712 755 PzGr Totenkopf 8cm Gry 34 gruppe mot 8 2714 at 3 8 Alternate Fire Normal Smoke Chemical Mine Highlight Select unit and then right click an map to fire Targets Spotters Our mortar battery is automatically selected as it s the on
21. ly remaining indirect fire formation The mortar unit can fire twice This will use up two of our six salvos of smoke Shoot once at the hex directly south of the Barracks and then the hex south of that The cursor should be an O and to fire you just Right Click over the target hex Our smoke screen will stay in place for both our current turn and our opponents next turn Smoke is twenty meters high i e one height level and in hilly terrain can be seen over if carelessly placed Take the time to work out where it is most effective as it will help you close with the enemy Importantly smoke only blocks sight through the hex Any unit in a smoke hex can be seen and fired upon Page 13 Click on the hex indicated by the C e red arrow Select both the imd a machinegun and panzer grenadier unit These two units 2 Guns 100 Morale A are the assault elements of 9 Movement 108 Fatigue 0 Panzer Grenadier Kp Both have combined two units usually platoons to become larger formations The benefit of this is M Men 1002 Morale A that they will fire and assault Movement 28 better the downside is that there are negative modifiers if there are over 125 men in the hex These modifiers will see the target unit take higher casualties tz E FEM e 5 cm S ay 4 4 CC Pr Totenkopf VS p ELM 96 Men 10072 Morale A Movement
22. ree Page 23 FINISHING THE GAME You now know how to move your units 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 final Victory Points will be shown 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 FURTHER INFORMATION This Guide is designed to make you feel comfortable with what s going on in Panzer Battles but it is no substitute for reading the Game Help files You can access Help from the Game Help Menu The Game rules are really in two parts Part 1 in the User Manual which is the series rulebook You can see this while playing by pressing F2 The Main Program Manual discusses the various elements of the interface in helpful detail such as each Menu or Dialog There is even a list of HOT KEYS Show in the Other Features section of this manual You can view this program guide while playing by pressing F1 Pressing F3 opens the Campaign Notes which include both the historical background for the battle and the Designers notes This is a good place to start when you want to understand why the designers included certain features and the historical situations they were trying to emulate Pressing F4 invokes a feature called the Parameter Data Table
23. t box as per below Click only on the top two gun units and they should now be lighter in color and 3 Guns 10027 veers highlighted with a yellow border once selected see units to the left Movement 86 Fatigue 0 These are the only units we are going to fire out of the stack We plan to move the others two units towards the objective later in the turn EN 12 SS PzGr Ti n g f Ator Ar otenkopi 4 Guns 10072 Morale A Movement 86 Fatigue 0 Men 1002 Morale A Movement 28 Fatigue 0 36 Men 10072 Morale A Movement 28 Fatigue 0 Visible Hexes Press the Visible Hexes button This will highlight all the hexes that can be seen from the current location Our guns can see the enemy guns on the hill behind the barracks We want to continue to shoot up the Soviet guns on the hill With our two gun units selected press amp hold the Ctrl key so the cursor changes to a crosshair Move it over the gun units we have been shelling and calling an airstrike on EA X Guns Unknown Right Click you should see a Target Dialog appear as there are two units in the hex Select the top gun and click Ok Our guns can fire up to three times separately or by holding Ctrl Alt simultaneously and then Right Click will fire at the same target multiple times without needing to use the Target Dialog again As you can see we managed to destroy a gun as well as disrupt our targ
24. ue 82 19 Men 522 Movement TE Fa p zo S _ fi ek Ss 2c r Ju 4 1 C med 2 10 SS PzGr Totenkopf 72 Men 752 Morale A Movement4 Page 19 There are two final actions for the turn With the capture of the barracks by the panzer grenadiers suppressive fire of adjacent Soviets is more important than smoke screens The battalion mortar fires twice and creates a few more Russian losses With the assault teams from 10 Panzer Grenadier Kp probably isolated at the barracks 11 Panzer Grenadier Kp consolidates all three platoons into a single kompanie This will increase firepower but also the formations vulnerability due to stacking limits The kompanie will be available to move forward from next turn Move the panzer grenadier platoon indicated to the left to the other members of the kompanie Once in the same hex highlight the two panzer grenadier units Morale A Fatigue 0 To combine and uncombined use the Combine selection from the Menu Bar You should now see a single unit with the combined total of men of the previously separate formations One final note the fatigue value has dropped from thirteen to eight for the combined unit as it averages the value based upon the starting fatigue and size of unit Morale A Now that we re finished moving and firing all our units click the Next Turn Button on the Toolbar and click
25. vement 86 Fatigue 0 j Movement 86 gt m kopf 4 11 SS P2Gr Totenkopf 2 Guns 1002 Morale A Movement 28 Fatigue 0 4 9 SS PzGr Totenkopf 4 10 45 Gr Totenko 2 Guns 1002 Morale 2 Guns 1002 Morale A Movement 28 Fatigue j Movement 28 Fatigue 0 2 Guns 1004 Movement 108 2 Guns 1004 Movement 28 E 4 9 SS PzGr Totenkopf Morale A Fatigue 0 j Movement 28 pa 4 12 SS PzGr Totenkopf Morale A Fatigue 0 4 12 SS PzGr Totenkopf Morale A Fatigue 0 18 Men 1002 Morale A Fatigue 0 The HW kompanie is spread across the other three kompanies to provide fire support The four mortar sections will be combined into an eight tube battery and used at battalion level to either fire high explosive rounds or more importantly lay smoke Our plan is a simple one We aim to try and destroy the Russian Guards longer range weapons Anti tank amp infantry guns and use smoke to mask the advance of panzer grenadiers from 9 amp 10 kompanies Smoke will be important as there is between 500 750 meters of clear terrain to traverse The first thing to remember with Panzer Battles is to use your air and artillery early This is important because a unit cannot spot once it moves Looking at the map there are a number of spotted units both at the Barracks and the hills behind it Let s look now at what air amp artillery assets are available to us By clicking on the Artillery Dialog

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