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Getting Started - Scenario Design Center
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1. Help File Finally be sure to check out the What s New in France 40 section of this manual Page 13 WHAT S NEW IN FRANCE 40 In this section we thought it would be useful to highlight some changes some new features and some old features that are often overlooked Al Orders A I Orders have been a part of the series since the first title but it was largely ignored by players and we feel a large part of the reason for this is because the A I not only moved the units you asked it to move but it also moved other units that you didn t move and may not have wanted to move With this game however we have changed the program so the use of Al Orders does not invoke additional Al actions and this will be important in the campaign scenarios that involve moving large numbers of units by division around the map To initiate A I Orders select any unit and then right click on the destination hex while holding down the Alt Key Unlike Divisional Movement Orders discussed below the unit must be selected and highlighted in order to invoke A I Orders Upon issuance of an A I Order an arrow s will appear to indicate the general movement of the units of the Division or Higher to the selected destination hex Units under an A I Order will enter travel mode and automatically move to the extent of their movement allowance toward the selected destination hex Movement will automatically continue until all units are in or near if hex stacking
2. can travel Page 12 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 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 aA siil 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 a 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 al notes 1 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 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
3. limits are reached the selected destination hex A I Orders are executed once the player selects Next Turn Button on the Toolbar After A I Order movements are completed it is necessary for the player to complete their Turn by again selecting the Next Turn Button on the Toolbar Page 14 xi Arl Orders Korpstruppen Il P2k I P2k gt 28 20 Delete Help There are two methods to review the current A I Orders in effect On screen review and A I Order Dialog On screen review provides a visual depiction of the general direction of movement and units under an A I Order To invoke the On screen review select View on the Menu Bar and from the drop down menu select Al Orders To review from the A I Order Dialog select A I on the Menu Bar and from the drop down menu select View Delete A I Orders the A I Order Dialog window will appear From the A I Order Dialog window you can review units selected for A I Orders and destination hexes by map coordinates To Cancel an A I Order highlight the unit formation in the A I Order Dialog window and select Delete It is important to note if an A I Order was originally initiated at the Corps level it is necessary to delete each of the subordinate units of the Corps in the A I Order Dialog window to cancel their movement as well Divisional Movement Orders Divisional Movement Order is a one click type of immediate group movement These Orders are executed immediately during the play
4. Erad Bl a 450 Men ie More B Movement 26 Hatgue ii Double click the recon unit on the map or click its Unit Box so that the Unit Box lights up It is now selected and ready for orders Page 4 Let s move it one hex at a time To do so right click an adjacent hex If able to move it will obey The Status Bar will tell you why if not Now select another unit the Motorized Infantry unit on the main road following the motorcycle recon unit as shown Let s move it several hexes at once To do so with the left mouse button down drag it to the indicated hex The system will determine the path it follows so it s wise to drag smallish distances to keep control because with fog of war active movement cannot be taken back Also note in this instance the unit moved across the stream even though the bridge is shown as being destroyed In this case the units merely forded the stream and paid a movement penalty However you won t be able to ford the darker blue river hexsides without further engineer support but you can check that out later in the User manual Divisional Markings Tip Clicking the Divisional Markings Button on the Toolbar will add color to your forces based on the organizations they belong too Page 5 Let s now send a third unit the Heavy or Machine Gun Infantry unit next to the grey Obstacle Wire marker toward the 50 point objective immediately in front of the German advance Select it and right cli
5. Getting Started Per al Ts ae a0 oeooson BoP BOS ee i 3 Ss ot TOOLB AR as PENU BAR aa al UNIT BO x i E JHNH El Sof ae LB TER RAIN fox 9 Pl an INR AREA eet TAT 5 BA s te yi x nr Ji s r T Tr S in i eink Reel OT Welcome to Panzer Campaigns France 40 With the storm clouds of war rising after the spectacular victory in Poland Germany has set their sites on the West with a daring plan to press masses of highly mobile panzer formations through the Ardennes in an effort to end the war by defeating France and England This guide is designed to get you playing immediately For veterans of the system check out the What s New in France 40 section of this manual SCENARIO SELECTION File Selection Dialog Shai kiode i Hew Nome OM ky Mame C DirectPlay Hast Old by Catel C DirectPlay Caller Plage ByE tal Tato Power Hot Sent WSIO 10 Maasticht son Ture 2 10612 0 _Genittoux_Gapscn x The Getting Statet The Bloody Hor Ceiras E arer amp B back ie Descnpton Chatrehez Begum 10th Wap 1940 The wading had haly cone to an end and once agan Ihe panzer were mosini Aa Gey cushed thoouga tre Audennes in the suh hous ead elements of Rommels Tth Pangai Orton swap away bancades and obetruchons hadip prepared by the telieating Belgians Howewer later in the maming a shot distance from these days goal lead elements ran bo ll appestion es lhe Eagen Sd
6. Men Losses 0 Hen Point Loss lO Gun Losses 0 lun Point Loss an Vehicle Losses lO Vehicle Point Loss lO Naval Losses 0 Naval Pomt Loss g Air Losses 0 Air Point Loss 0 Victor Values Major Defeat 200 Minor Defeat 3010 Minor Wictor 400 Major Wictor KOD Total Paints 0 Outcome Asis Major Defeat Help Click Info and then Victory on the Menu Bar As you can see to obtain a major victory in this battle you must earn 500 Victory Points by the scenario s end Click ok to close it If you look at the map you Il 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 500 points As you incur losses points are taken away from you Page 3 If you look on the east corner and near the southeast corner of the map you will also see some objectives with a and a 0 in them These are Exit Objectives The Axis Exit Objective is colored blue You can earn Victory Points by moving your unit onto the Exit Objective and removing them using the Command menu Tip To scroll the map use the scroll bars or click Settings and Auto Scroll in the Menu Bar TURN 1 In this scenario the Germans move first Click on the unit indicated It is a motorcycle recon unit and its information is now displayed in its Unit Box in the Hex Info Area Let s send this unit west to scout the road leading to the left of the map 1
7. Qhsssews dfaindennes Fegment delyersd 5 rare Bloody Nove on this Ir day al aclion vase rot going bo bes the lasi scare Ihe Desart Fos would gel baloe tre sil a was oral Sine small Hobe For play as doo Human vs the A using the Started HUF quick stat guide Cancel see Hep Insert the France 40 CD if you haven t already and after the introductory cinematic you Il be taken to the File Selection Dialog Click the scenario 00 Started and then ok Page 1 4 T Selection Dialog xj Allied 4 1 Age Arl C Manual Manual C Automatic C Automatic C Automatic with Fow Allied Advantage Ayels m 100 0 100 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 select Axis Al Manual for yourself and Automatic With Fog of War for the Allied Click ok to get the game underway and you are now the German commander Axis Command Report eee Ar units are available Select a report to scroll to the given location Your first Command Report will appear with information relevant to the first turn Note its contents and click ok to close it OBJECTIVE OF THE GAME Page 2 First Side Awjs Objective Points T Allied Losses Men Losses 0 Men Point Loss 0 lun Losses aa lun Pot Loss lO Vehicle Losses 0 Vehicle Point Loss 0 Naval Losses 0 Naval Foint Loss 0 Alr Losses lO Air Point Loss an Asis Losses
8. allowance If two or more divisions become mixed or should there be some ambiguity about which unit within a single Division should move next then a gap will appear in the Page 16 column Gaps can be corrected using another Divisional Movement Order on the trailing portion or units of the same Division can be moved using standard movements until they are in the same or contiguous hexes not containing units of other Divisions at which time the Divisional Movement Order can be re initiated Wired Bridges AD t Fa i Demonte nagra A Wired bridge contains a probability of automatic damage once a unit moves adjacent to it Wiring solely impacts either the Allies or Axis during a scenario as determined by the Parameter Data file In this game Wired Bridges are triggered by the Axis If the Parameter Data file is configured for Wired Bridges the ability to intentionally demolish bridges using friendly engineer units is disabled Scheduled Dialog Scheduled Dialog Scheduled Rentorcements Select to scroll doub 16 00 19 September 1944 at 32 32 Allied 16 00 19 September 1944 10T 31 27 Allied 4 16 00 19 September 1944 0 at 30 27 Allied 16 00 19 September 1944 0 at 32 27 Allied E 16 00 19 September 1944 0 at 31 28 Allied 16 00 19 September 1944 0 at 30 28 Allied 4 16 00 19 September 1944 OC at 33 30 Allied 100 19 September 1544 Ue at 33 32 Allied 16 00 15 September 1944 0 at 33 33 All
9. ck adjacent hexes until it reaches the position as shown Doing so will reveal an enemy unit Did it fire at you The system handles enemy defensive fire during your turn and will likewise fire your units during its turn Your unit is strong and will survive the fire if any against it and possesses sufficient movement points so you may return fire To do so select your unit exactly as you did for movement Now with the Control Button pressed place the mouse over the adjacent enemy unit A crosshairs will appear Right click to fire The results of your fire will be shown on screen either there will be no effect you Il 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 Page 6 Now that you ve spotted an enemy unit let s fire some artillery Artillery can fire at any unit in its range so long as an eligible spotter can see it Select the artillery unit as shown 10 5cm FH mot Hard VAR 78 le Fesaut 4 Art F gt wo N WH T Panzer Diw Defense 12 I PZF Speed Indirect Fire UIE Towed Guns Army Gruppe A Soft Halttrk To check any unit s range right click its Unit Box In this case you will see your artillery unit s range is 10 hexes You can also see the hard and soft attack values in this display but you can read ore about these details in the User Manual To fire artillery do exactly as
10. er s turn and not during the A I Movement Phase Divisional Movement Orders are issued to units from the same Division located in the same or contiguous hexes for the purpose of moving by transport mode toward a designated location Page 15 To initiate a Divisional Movement Order select any hex containing a unit of the Division but do not select any actual units in the hex and then right click on the destination hex while holding down the Alt key For illustration purposes use the units in the lower right corner of the 00 Started scn Place your cursor on the lead unit as seen in the upper map image and while holding the Alt key right click on the hex with the red dot The units will immediately go into Travel Mode and advance toward the selected hex as seen in the image at the left These Movement Orders can be issued one hex at a time when you wish to control the exact path taken or to a destination hex several hexes away letting the A I select the path Note Unlike other methods for movement no unit is to be selected for a Divisional Movement Order and in fact if any unit in the hex is selected an A I Movement Order will be issued See Al Movement Orders in the reference manual When a Divisional Movement Order is issued units in contiguous hexes that contain units of the same Division will automatically move towards the destination hex changing into travel mode and following one another in a column to the extent of their movement
11. es there are two very different models of combat rules the normal combat rule and the Alternative Resolution In this title we are recommending you use the Alternative Resolution rules for combat and highly recommend that these not be changed as the game victory was tested with them on Page 18
12. ied 16 00 19 September 1944 OC at 31 33 Allied TRON 19 Gertenhes 1944 01 a PR TA Allis R A unit listed with a 0 arrival probability in the Scheduled Dialog shares the first non zero arrival probability as a unit above it This new convention serves to allow for entire divisions to arrive together but using a variable arrival percentage Broken Terrain Broken 702 Elevation Um Visibility 5km Supply St Although Broken terrain has existed in other Panzer Campaigns titles be aware of new Page 17 art used to represent dike terrain found extensively in Coastal regions of the battlefield Otherwise the impact of Broken terrain remains unchanged and its effects are listed in the Parameter Data Table Optional Rules Optional Rules Dialog x Manual Defensive Fire Optional Fire Results Automatic Defensive Fire Optional Assault Results M Alternative Indirect Fire Resolution Locking Zones OF Control W Altemative Air Strike Resolution Higher Fatigue Recovery W Alternative Direct Fire Resolution l Indirect Fire And Air Strikes By The Map if Altemative Assault Resolution E Courterbattery Fire lv Artillery Set Up If Night Fatigue E Recon Spotting No Low Fuel Effects Virtual Supply Trucks Explicit Supply F Optional Surrender W Programmed Weather M Low Visibility Air Effects M Limited Air Recon Default Help In many cases Optional Rules are just that Optional However with this seri
13. next stage of your attack Let s now order an advance into the objective itself To enter an enemy occupied hex you must assault it Move your panzer unit adjacent to the objective if not already there If you have sufficient movement points remaining they Il be colored white or green select this panzer unit and right click the enemy s hex A dialog will appear announcing the initiating of an assault In fact you can add other units to the assault as this type of an attack designed to capture the hex is not restricted to a single unit nor even a single attacking hex Add the Machine Gun unit next to the Panzer to support the attack 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 Resolve Assault To resolve your assault click the Resolve Assault Button on the Toolbar Page 10 A J ae 3 Men 1 Vehicles Man sa el J is on E Results will appear showing both sides losses If you ve won 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 instead but not enter its hex Remember do not worry if your outcome does not match the one illustrated as play will differ m Tip If you capture an objective hex you will earn its Victory Points but objectives can be recaptured an endless number
14. of times in a game Only the side owning it at a scenario s end receives its points To take an objective hex simply enter it You do not need to remain there Let s now continue to move available units Click on the Engineer units shown here in this image in preparation to move it forward Notice this unit is not FIXED any longer as it was released to you at the start of this turn Reachable Hexes Click the Reachable Hexes Button on the Toolbar will highlight the extent a unit may still potentially move in a turn Page 11 Not very far really This is because the unit is in its Deployed Mode as opposed to the other units with the white bar at the bottom of the icon These units with the white bar are in travel mode to take advantage of fast movement such as along the roads but at the expense of being more vulnerable to enemy fire Change Travel Mode With the Engineer unit still selected click the Change Travel Mode Button on the Toolbar You Il 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 which gives units a larger movement allowance particularly when using roads You may also notice that the unit can now use the bridge to cross over the rivier extending the movement to the west in the direction of the objectives and the enemy You may want to turn the Reachable hexes off again and only use it when you want to see how far a unit
15. ou However there are a few you can move For example move your Panzer unit forward to assist you next turn in capturing the Objective hex as shown here Page 8 See if you can maneuver your forces and end Turn 1 as indicated If unable to do so it s only because no scenario plays the same way twice the enemy weather and fate etc will all play a part Note Ignore the units in the lower right corner of the map These units are outside the play area behind impassible hexes and are for use in demonstrating additional features in a later part of this help file When you ve finished your actions click the Next Turn Button on the Toolbar and click ok if prompted The enemy will move and fire its forces Your units may fire automatically in reply Some enemy movement may be spotted Your next turn will be announced once the Axis Command Report appears TURN 2 Page 9 It is still daytime and most German forces remain Fixed Let s see if you can capture the objective you fired at during Turn 1 VAR wa 1 Gone LUIA Morale B Movement S2 Ratigue U First we Il order some more artillery fire against the enemy s hex As before select an eligible artillery unit place your mouse over the target hex and press Control plus right click If you hadn t previously you may very well now have disrupted the enemy or broken it It is always a good idea to use up any available artillery in order to weaken the enemy in preparation for the
16. you did with direct fire place your mouse over the enemy unit and with the Control Button pressed right click the enemy s hex 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 Call Sir Mission We may be able to soften the enemy up further with airoower too The Command Report at the beginning of your turn advised that you have airpower available Click the enemy s hex again and now click the Call Air Mission Button on the Toolbar Page 7 Air Mission Dialog Available Air Support Tt 3 StG 2 12 Jub b 20 24 14 5tG 2 Vill Fliegerkorps Lufttlotte 3 Luftwaffe OKY A dialog will appear showing any air units available You will see the 3 StG 2 an air unit made up of Stuka Dive Bombers ready for orders Click the air unit line in the dialog and then ok An air mission will be conducted against the selected hex and if successful its combat results will be displayed on screen first possibly Anti Aircraft fire against your unit and then the result of the bombing As you look around your remaining units you will find most of them to be Fixed This is a state of readiness suggesting that at some stage in the scenario the system may release them to y
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