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- Panzerkrieg for Windows (PFW) is a two-player tactical-level simulation
- of land combat in the era of World War II. Each player directs a number of
- units of varying types and capabilities. The "winner" of the simulation is
- the player who best accomplishes the victory conditions spelled out in the
- scenario that is being run.
-
- PFW is intended to be a two-player game with the two players taking
- opposing sides in a contest of strategy and tactics. The game operates
- under "hidden movement" rules which means that each player will be able
- to see only those opposing pieces which are "visible" to their own playing
- pieces. Whether or not an opposing piece is visible depends upon distance,
- concealing terrain and whether or not there are any intervening blocks to
- line of sight (LOS).
-
- PFW runs under Microsoft Windows 3.0 or later and requires that Windows
- be operating either in standard or 386 enhanced mode. PFW will not run
- under Windows real mode. This means that the computer must have, as a
- minimum, a 80286 CPU and one megabyte of memory. For best performance, the
- computer should have an 80386SX CPU, or better, and two megabytes of memory.
- In addition, PFW runs in 16 color mode and requires a minimum of EGA quality
- graphics. It is preferable to run PFW using VGA graphics or better. PFW
- also requires that you have a mouse or compatible pointing device.
-
- PFW acts a referee between the opposing players. It resolves movement,
- sighting and combat results; also, it allows the players to communicate with
- each other via a simple messaging system. While PFW can be played on one
- machine, it is best played between two machines using a communications link.
- This communications link can be either a direct connection via a serial
- cable, a Local Area Network that supports the NETBIOS protocol or a modem
- using the commercial telephone system. The modem and NETBIOS options
- allow you to play against other players who are located across town or
- across the country.
-
- PFW is a thinking game - it requires much thought and planning, and
- provides no rewards for merely typing quickly. PFW games take time - an
- average of 3 hours per game; however, you can stop a game at any
- time, and continue it at a later date.
-
- PFW really consists of 2 parts: the game driver and a number of
- different scenarios. Each scenario actually is a complete game.
-
- What is a scenario?
-
- A PFW scenario is a description of a game to be played. You can think
- of it as a specific "mission" to be accomplished. PFW includes a number
- of scenarios, which really makes it a number of different games.
-
- Each scenario contains three elements: a map, a list of forces
- available to each side, and objectives to be accomplished by each player.
- PFW then has a number of different flavors depending on the scenario you
- choose.
-
- Basic Concepts
-
- Communications Between the Players
-
- PFW is a game played between two people. Your computer is not your
- opponent, but only a tool to handle the bookkeeping in the game. In a
- complex game like PFW, a human player is a more skilled, creative
- and interesting opponent than a computer can be.
-
- Your computer and your opponent's computer must be able to
- communicate with each other. The computers exchange information about:
-
- - The position of your units and your opponent's units.
-
- - Damage done to your opponent's units by your attacks, and
- damage done to your units by your opponent's attacks.
-
- - Messages exchanged between you and your opponent.
-
- There are several ways the two computers can communicate:
-
- - Through a directly connected wire.
-
- - Through phone lines with modems.
-
- - Through a Local Area Network.
-
- Two players can also use PFW by sharing one computer. To do this,
- each player starts his own copy of PFW and chooses the "Via DDE on
- this machine" communications options. The players then alternate
- their use of the machine, each working in his own copy of PFW.
-
- Units
-
- Each team in a scenario is assigned a group of units with which to
- accomplish its mission. For the most part, these units represent weapons
- and other equipment that generally were available during World War II.
- Typically, each team commands 10 to 20 units.
-
- Each of these units represents a platoon to company size entity.
- One tank unit does not represent one tank, but rather a group of tanks.
- One mortar unit is not one mortar, but a battery of mortars. This
- distinction isn't very important in playing PFW, but it does give you a
- better feel for the units you are commanding. When you set an ambush in
- the woods with one of your tank units, it's not just one tank waiting to
- blow the other guy away, it's an entire company of tanks!
-
- Scenarios
-
- Each scenario consists of 3 parts:
-
- - A terrain map on which the scenario will be played.
-
- - An order of battle (i.e. the roster of units
- participating in the battle).
-
- - A description of the scenario.
-
- The map is a graphic representation of the terrain on which the
- scenario will be played. Some maps are fairly simple, representing
- mostly open, level terrain. Others can be considerably more
- complex.
-
- The order of battle is a list of units that each team will command.
- This list also includes the location of each unit at the start of the
- scenario (if its position is fixed), or the area of the map where the player
- may deploy the unit.
-
- The description of the scenario details the background of the
- scenario setting, the goals of the two players, and victory conditions
- which define the "winner" of the scenario.
-
- Time
- PFW is played in turns. During each turn, players give orders to
- their units. Once they are finished giving these orders, PFW exchanges
- information between the players, determines the results of any combat,
- processes units that are moving, and does other checks. The results are
- then made available to both players.
-
- Each turn represents 20 seconds of game time. This doesn't mean
- you have only 20 seconds to give your orders - you have as much time as
- you need.
-
- Some scenarios have specific time limits on them. These time limits
- are also specified in terms of game time, not real time. If a scenario has
- a time limit you have as long as you need to give your orders, but
- these orders must accomplish the scenario objectives in a time-efficient
- manner for you to be victorious.
-
-
- Sighting
-
- One of the most important elements of a battle is information. Many
- times the side with the weaker force has triumphed because they were better
- informed than the enemy, and correctly used this advantage. As in any
- well-designed computer based wargame, PFW provides the "fog of war" by using
- a hidden movement system. In PFW, you only know about enemy units that you
- can currently see. Or more specifically, you only know about enemy units
- that can currently be seen by one or more of your units. There are four
- elements that affect the ability of your units to see the enemy units:
-
- - Not all of your units can report what they see to you. If a
- tank of yours spots an enemy unit, you can be sure you'll
- know about it pretty quickly. However, if your truck spots
- an enemy unit, you probably won't know about it. The truck
- doesn't have a radio, and so has no way of letting you know
- what it has seen. In PFW, only combat units can report what
- they see, and trucks and wagons are not considered to be
- combat units. (If the truck was carrying an infantry unit,
- however, the infantry could report what they see.)
-
- - Visibility is limited by distance. Sometimes it's foggy,
- sometimes it's clear. When enemy units are at the limit of
- visibility, it's not possible to make them out exactly. You
- see there's something there, but you can't make out what
- kind of unit it is until it gets closer. Visibility
- remains constant during a scenario.
-
- - Visibility is limited by terrain. You can't see over high
- hills, or through large towns or woods, for example.
-
- - Some terrain types hide enemy units. For example, enemy
- units can sit in towns or woods, and you won't know they're
- there unless you get right next to them.
-
-
- Combat
-
- To win a PFW scenario, you have to destroy enemy units. To this end,
- most of your units are equipped with weapons. Some are also equipped with
- armor protection which (hopefully) helps prevent them from being destroyed.
- The effectiveness of a weapon depends on the weapon's "type" (i.e. what kind
- of projectile it fires) and whether or not the target has armor protection.
- If the target is armored, then the shooting range also influences the
- effectiveness of the fire.
-
- There are two basic types of targets in PFW: Armored Units and
- Unarmored Units. Armored units include tanks, tank destroyers, self-propelled
- artillery, scout cars, and halftracks. Unarmored units include infantry
- and cavalry, towed guns, trucks and wagons, and various specialized types
- of units such as forward observers, guerrillas, and depots.
-
- There are also four types of weapons available: Armor Piercing, High
- Explosive, Mortars, and Infantry Weapons.
-
- Most attacks are simple direct fire attacks. There are other ways in
- which you can attack and damage enemy units. In fact, the most
- effective way of attacking is to combine different forms of attack so as to
- produce more damage than any simple attack could do alone.
-
- =============================================================================
-
-
- Welcome to the Shareware copy of Panzerkrieg for Windows. The preceeding
- text is an excerpt from the introduction of the PFW Manual. When you
- register your copy of PFW, you'll receive a printed copy of this manual
- which describes how PFW works, gives details on the 150+ different types
- of units you may encounter in PFW, and contains a tactical primer to help
- you effectively blow away your opponent.
-
- You'll also receive an additional twelve scenarios not available for the
- shareware version.
-
- And finally, you'll receive the latest copy of the game with all enhancements
- and bug fixes, as well as the most current version of the unit graphics
- file.
-
- Besides receiving all of these goodies, your registration will help
- encourage us to continue to enhance PFW. Many user suggestions have
- be incorporated into PFW today; there are many more yet to be done,
- including a program to allow you to create your own scenarios.
-
- If you use PFW, please register it. It's a good value, and the "right"
- thing to do. To register, please send $19.95 (US) to:
-
- Blue Chip Computing, Inc.
- PO Box 4634
- Newark, DE 19715
-
- Please include your name and address, along with the disk size your require.
- Available sizes are:
-
- 3.5" High Density (1.44 Mb)
- 5.25" High Density (1.2 Mb)
-
- Both 3.5" and 5.25" Low Density disks are available for an extra fee of
- $2.00 (US).
-
-
-