home *** CD-ROM | disk | FTP | other *** search
- Steel Panthers 3: Brigade Command Demo Copyright SSI 1997
- All rights reserved.
-
- Getting Started:
- To play the demo, open a DOS window or start from DOS. At the prompt type:
- 'Steel3d'. Note that in Win95 the DOS box that comes up after setting sound
- is inactive.
-
- We strongly recommend that you proceed through the tutorial step-by-step.
- This scenario is specially written to make you familiar with the rules,
- menu screens and "tricks of the trade" in a Steel III battle. Also please
- check the Readme.txt file for the latest information.
-
- This demo contains two scenarios you can play - the Tutorial and Beda Fomm.
- There is no music in this demo.
-
- IMPORTANT NOTE: do not hit keys during the AI turn as this is how you
- quit playing... Do hit any key to end (at the next break in the action) a
- scenario during the AI turn.
-
- Starting the tutorial
-
- Even if you are experienced with the Steel Panthers system you should play
- the tutorial scenario to become acquainted with the new tactical level and
- features involved in this game.
-
- The tutorial has step-by-step instructions to allow quick familiarity with
- the screens, unit types and options you can set. For individual unit
- information, the Encyclopaedia screens will provide detailed information
- by nationality for the individual units.
-
- The Selections screen leads to the various elements of this demo.
- Click on the button for your choice. Start is used after selecting
- the tutorial scenario. Clicking Battle begins a computer vs. computer
- demonstration game constructed with the Battle Generator. Preferences
- takes you to the Preferences screen where the rules, parameters and options
- for gameplay can be controlled. The exit button will take you out of Steel
- III.
-
- Tutorial:
-
- The battlefield from 1939 onwards has become an increasingly technical and
- complicated challenge. Reading and playing through the following tutorial
- will give you the tools to win in Steel III.
-
- The first step for this tutorial is to establish the parameters of the
- scenario; this is done in the Preferences screen. From the opening
- Selections Screen select Preferences. The Preferences control screen will
- come up. The upper left section of the screen contains preferences such
- as sound effects (on or off) music on and off. For the tutorial set music
- however you like, also freely set sound volume to your taste. Please set
- all other buttons to conform to the list below.
-
- PREFERENCE SETTINGS.
-
- Set: Music Your choice (but no music exists, so...)
- Sound FX Your choice
- Hex Grid Your Choice
- Animation on
- Hex info on
- Objective flags on
- Auto rally on
- Move radius on
- Fast Artillery on
- Unit number all units
- AI level xxx
- Sound volume Your choice
- Animation level 4 - (all the way to right)
- Message delay 10+
- Small Icon xxx
-
- Breakdowns on
- Ammo limit on
- Command on
- Morale on
- Move & shoot on
- Mines on
- Country training on
- Control on
- Hidden Fire off
-
- Searching 100
- Hitting 100
- Rout/Rally 100
- Troop quality xxx
- Tank toughness 100
- Infantry toughness 100
- Battle points xxx
- Air sorties xxx
- Troop types Foot infantry
-
- Exit the preferences screen. Left click Scenario and then left click on
- the top selection on the list at the left of the screen - Tutorial. Then
- left-click the Start button. The player control screen will come up. Make
- sure the German side is set to human player, and the American side to the
- computer player. Click on Start Turn.
- The Main play screenwill appear with a red hexagon around your Headquarters
- unit. This unit represents you - the battlefield commander. Orders and
- leadership stem from this unit, so protect it well!
-
- On the right side of the screen is a button with a picture of a clipboard
- on it. Click this and look over the unit info screen. Notice that units
- I0 - Panther D and J0 Panther G are listed as Ready under Status, but with
- yellow script. This means that these units are ready to fight, but not on
- the map at this time. These will enter later as reinforcements. Note,
- too that the Headquarters, unit G0, has a Status of Immobilized. This is
- to remind that this unit does not move. Some of the other units are listed
- as Dug-In. These units are more than Ready! They are displayed on the map
- with special markers to show their enhanced defensive positions. Left Click
- on the button marked with unit # D0. This will take you to the location of
- this unit, centered in the game map. Use the Magnifying Glass buttons or
- the (+) and (-) hotkeys to zoom in and out on the map. When zoomed in over
- D0, note the 'sandbags' that surround D0 and the nearby Marder tank
- destroyers. These are the dug-in markers. Left click on unit D0, the
- right click on it. This screen shows details about the unit. For now,
- look at the lower left hand area of text and find the line that reads
- "Set Range". Click on this line of text. A dialog pops up where you can
- enter the maximum range at which you wish to have the unit fire. Type 2,
- and then the enter key. This Anti-tank gun will now wait until a visible
- opponent comes within two hexes - 400 yards - before firing. It's an ambush.
- To do the same for units CO and C1 nearby, use this method: There are two
- units in formation C. Clicking on the tent, hot key 'H', brings up the
- Headquarters menu. Click on the line of text that says 'C>Maj. Schwartz'
- and note the information on the left. In the center group of buttons is
- one that allows range to be set for the whole formation. Click this and
- enter 2 and your blocking group of anti-tank weapons will all be set to
- ambush at range 2. Exit this screen.
-
- Steel3 has a number of display options for your units. You may have already
- noticed that selecting a unit causes the number on the unit to
- 'color cycle' - that sort of strobing effect. All units in the same
- formation do this together. Locate and select unit B0. Note that after a
- few seconds the numbers on the four tanks all cycle together, on the main
- map screen and on the small strategic map screen. This is to help locate
- the various elements of one formation, since formations may have from one
- to many icons on the screen.
-
- When you click on B0 note that this formation has a rather limited objective,
- hex 9,22. Let's send this powerful armored formation where they can do more
- good - the front of the fight. Make sure B0 is selected. Left click the
- bright green blob in the center of the strategic map. This will center the
- main map screen on the set of objectives near hex 47,19. Click on the single
- flag button to set a new objective for the B formation. The objective set
- screen will come up. Left click on hex 47,19 to place the formation
- objective there. Press ESC and leave the screen. Your whole B formation
- should have the orders: "Advance to 47,19". Click once again on B0, hit
- the A hot key or the All Formation move button, and send the Panzer IV's up
- the road together by clicking as far as the move radius is highlighted -
- somewhere near hex 12, 7. Note that the move radius is highlighted in a
- rough cone; brighter hexes show where a unit can move without using any
- orders. If orders are available a unit can move within its movement point
- limit to any hex. To do so click on the hex where you wish to move. Note
- that this constitutes a major change to how one moves from previous Steel
- Panthers games - you will use orders for <each mouse click> when moving
- 'out of the cone'! The units will move one at a time toward their
- common goal. Click the All Formation move button or press A again to turn
- off all-formation move - it is best not to leave it on, lest you move
- undesired elements of a formation accidentally.
-
- Now you can set up an artillery bombardment. You first pick the unit
- that is spotting for the fire. The A0 unit is often a good choice, as it
- contains officers skilled in spotting and designating artillery fire. If,
- however, the A0 cannot see the target hex, the fire is considered
- unspotted and the effect is halved. In this case, use the F0 unit -it is
- right there. Also note that the following instructions represent a ruthless
- and dangerous use of artillery fire - if your own troops are this close,
- you will take casualties from your own fire. Willingness to do so is a
- hallmark of two military types: fine infantry and ruthless officers. Draw
- your own conclusions. Click on the Bombardment button or Hotkey 'B'.
- Left-click on hex 43,19 and then click on the 'bombard' button - to the
- right of the 'eye' button - for unit K0. Now do the same for K1. For K0,
- click on the shift fire mission button (4 way arrow) and left-click on hex
- 45,19. A bonbardment marker will appear there. Click K0's shift fire
- mission button again and move the mission to hex 47,19. Repeat the process
- for K1's fire mission. When you end your turn the enemy units will begin to
- move, and some will get caught in this bombardment. On the right of the row
- of small buttons is a number. Hopefully this is 0.2. This shows the delay
- until the indirect fire selected comes in. 0.0 means immediately after
- your turn, 0.1 through 0.3 are delayed, but will fallduring the enemy turn,
- 0.4 and 0.5 fall after the next enemy turn, 1.0 or greater is the number of
- full turns before the fall of this indirect fire.Repeat the process for K1's
- fire mission. When you end your turn the enemy units will begin to move,
- and some will get caught in this bombardment.
-
- End your turn at this point by clicking on the end turn button.
-
- The U.S. force will begin to advance and your Volksgrenadier position near
- 45,19 will come under attack by armored cars (at first!). Your lads will
- defend themselves as best they can and if all goes well you will swap
- casualties, but not have more than one unit displaced. At the end of U.S.
- turn a message will pop-up announcing the arrival onboard of the two Panther
- units we looked at earlier in the unit menu. These (say thank you!) arrive
- in hex 15,0. They have orders to support your forward positions, so move
- them along the road by selecting one unit, then clicking on hex 24,7 while
- holding the shift key down. The shift key allows you to move into a hex
- already containing other units - friendly or enemy. (Assuming you do not get
- shot up on the way!) Advance your Pz IV's in Formation B, they should be
- close behind the Panthers. The Volksgrenadier position has probably taken a
- bit of a beating. One or more units will have taken suppression. Use the
- command capabilities of your units to reducethis suppression. Here's how:
- Click on the most important unit (in your judgement - probably a unit still
- in place) and click the Rally button or press R on the keyboard. If the
- rally is successful, a message will pop-up saying that your officer has
- reduced suppression. Each success cuts suppression in half. Keep clicking
- until the attempt fails (which will be indicated in a message) or your
- suppression drops below 2 - Rallying is not permitted below 2 suppression,
- although a single point of suppression can be removed by certain combat
- successes. Once everybody is rallied as far as possible, attack where you
- can. Your units may close assault if adjacent to enemy vehicles, or shoot
- if not. Select the unit you wish to have attack, then move the cursor over
- the enemy unit. The cursor will become a 'crosshair' indicating possible
- attack. After one attack and any enemy responses you may want to rally
- units again, if they can still do so. It may not seem to do anything to
- shoot armored cars with guns that cannot punch through their armor, but any
- hit has some suppressing effect. The main thing is that putting units under
- fire slows them and reduces their ability to spot enemy.
-
- End your turn. The Volksgrenadier position will pretty much fall apart at
- this point. Save what you can, it can annoy and delay the enemy. Should a
- unit get completely bypassed, rally it if you can and send it toward the
- enemy objectives near 70,12.
-
- The general theme of the enemy attack should now be clear: They are driving
- west down the road with flanking elements to north and south. Bring the
- Panthers up to the defensive position with the Marders and the Anti-tank gun.
- The important thing here is to get the Panthers, who have the most potent
- main gun in this scenario, out away from the first wave of the attack.
- Put the Pz IV's up - they will end up stemming the first armored charge.
- Keep B0 the Headquarters of the tank company back, and use it later to swing
- behind the enemy after they are committed.. This unit will lose the capacity
- to generate orders if it becomes heavily suppressed, so - out of harm's way.
- End your turn.
-
- Life will now be brutish and short for the remaining Volksgrenadier units.
- When the U.S. turn ends, rally where necessary and look to your flanks.
- In addition to their tanks the American forces have infantry and anti-tank
- guns that can cause you trouble. The best way to deal with them is to shoot
- the halftrack carrying them, with incipient loss of men and morale.
- Take good shots at seven hexes or less, particularly at enemy flanks.
- Wrecks help slow enemy movement and lower their morale. Especially watch
- for chances to lurk on the flanks of the road approaches - check hex 30,21.
- This is prime Panther real estate. If any Stuart or other light armor
- preceded the general advance, try jumping them at range 2 with a couple of
- Pz-IV's. Don't get closer, the light guns might hurt you up close! Do
- what you can cautiously. There are good overwatch chances fron hex 27,19.
- Note that it is better to alternate shots at the same target from multiple
- firing units if possible. Your chance to hit improves with each of the
- first three shots at a target (not close assaults). By possibly causing
- the enemy to change targets you lower your risk while not diminishing your
- accuracy. Then end your turn.
-
- By Allied turn #7 the Jumbos will arrive. These are heavily armored tanks
- with a good, but not great, main gun. These tough American tanks now
- become your chief concern. Do not close with them unnecessarily, and move
- so you shoot them in the rear and sides. Even then you will have a
- challenge. Try to bring them into contact with the dug-in troops and move
- around them. Some tanks will undoubtedly get entangled with other non-tank
- American units. Run them off now, hunt them later.
-
- Eventually other U.S. forces will attack you in the town. Close assault from
- the protection of the urban hexes. Rally your lads constantly and hang on.
- You should win the fight at the ambush point, and those units can help
- later. You are own your own from here on. Later you may enjoy trying the
- American side. Happy hunting!
-
- One major new feature of Steel Panthers III: Brigade Command is the command
- control element. What follows here is a brief synopsis of the rules for
- command control. If you wish, you can turn of the Orders portion of the
- rules by setting Control to Off in the Preferences menu.
-
- I. COMMAND CONTROL & ORDERS
-
- Certain actions performed by units in the game require the use of 'orders'.
- Each formation leader (A0, x0 - any '0' unit) has orders which a unit in its
- formation may use if the unit is in contact with its leader. A unit may also
- use the orders from a higher HQ if it has contact with the higher HQ either
- directly or through indirect contact through it's formation HQ.
-
- Example: Let's assume we have a battalion formation with b0 as the battalion
- HQ and units c0,c1,c2 and c3 as a company formation belonging to b0's
- battalion. Unit c1 could use the orders of unit c0 if it is in contact with
- c0. If it is in contact with b0, or if it has contact with c0 and c0 has
- contact with b0, it could use the orders of b0. If it is in contact with a0,
- or if it is in contact with c0 which is in contact with a0 either directly or
- indirectly through b0, then it may use the orders of a0.
-
- When a unit is active, it determines which HQ it thinks it should obtain its
- orders from at that moment, and that HQ's letter designation and the number
- of orders the HQ has available is displayed in parenthesis at the bottom of
- the screen. If a unit has multiple HQ's it can draw orders from, the selected
- HQ can change during the turn as orders are expended.
-
- At the beginning of each turn each leader has a chance to gain new orders.
- Some unused orders may also be carried over from the previous turn.
-
-
- 1. GAINING ORDERS
- At the start of each turn leaders may receive new orders. The number of new
- orders a leader may receive is equal to:
-
- (COMMAND RATING + RANDOM(10) -40 + NATIONALITY COMMAND RATING) / 10.
-
- Thus a German leader in 1941 (Nationality command rating 0) with a command
- rating of 74 would receive 3 orders 60% of the time and 4 orders 40% of the
- time.
- Every leader will receive a minimum of one new order per turn.
-
-
- Leaders may also retain unused orders from the previous turn and add them to
- the newly received orders. The maximum number of unused orders a leader may
- retain is determined by the leaders rank:
-
- Private 0
- Corporal 0
- Sergeant 1
- 2nd Lt. 1
- 1st Lt. 1
- Captain 2
- Major 2
- Lt.Col. 2
- Col. 3
- Gen. 3
-
- The total number of orders a leader may have available at the start of a
- turn is equal to his retained orders plus his newly received orders.
-
- 2. ADVERSE MORALE STATES
- After the number of available orders has been calculated this number may be
- reduced if the leaders unit is in an adverse morale state:
- Buttoned orders halved
- Pinned orders halved
- Retreating orders reduced to zero
- Routed orders reduced to zero
-
- 3. UNIT STANCE
- Each unit in the game may be assigned either an ADVANCE or DEFEND stance.
- Units assigned an ADVANCE stance that are not in an adverse morale state may
- be moved or fired by the owning player. Units assigned a DEFEND stance may
- fire but may not be moved, and will attempt to create entrenchments if they
- are either infantry, infantry weapons teams, or vehicles (i.e. gun units
- cannot create entrenchments) and they do not fire during the turn. If a
- unit with a DEFEND stance is forced to retreat, it will change its stance to
- ADVANCE. The number of turns it takes to entrench is based on the experience
- of the unit and its suppression level and can be sped up by adjacent engineer
- units. It usually takes several turns to reach an entrenched state.
-
-
- 4. FORMATION MOVEMENT OBJECTIVES
- Formations may be assigned movement objectives. Whenever a new objective is
- selected for a formation, units then in contact (physically or by radio) with
- the formation HQ will be given the new objective. Units not then in contact
- will not be given the new objective but will receive the new objective
- whenever they begin a turn in contact with their HQ. Objectives can only be
- given for the entire formation, but units within a formation may have
- different objectives depending on whether they have been in contact with
- their HQ as new objectives have been selected.
- Units with an ADVANCE stance may move toward their formation's movement
- objective without their leader expending any orders. Only hexes the unit can
- each without expending orders will be highlighted, although the unit may be
- able to move to other non-highlighted hexes by expending orders as long as
- the player is not in all-formation mode. A unit that attempts to move in a
- direction that is not towards it's formation objective will require a leader
- in the chain of command to spend one or more orders. If a unit does not have
- access to any orders, it can only move to highlighted hexes. Units with a
- DEFEND stance may be given movement objectives, but may not move until they
- have changed their stance to ADVANCE. Use the single flag button to set an
- objective for a formation by moving the cursor over the hex you want to be
- the objective for the current formation and pressing thesingle flag button
- (in the deploy phase you can use , to set all formations to one objective).
-
- 5. UNIT ACTIONS THAT REQUIRE A LEADER TO SPEND ORDERS
- Certain unit actions require a leader in the chain of command, that is in
- physical or radio contact with the unit, to expend one or more orders. If
- none of the leaders in the chain have the required orders then those actions
- may not be performed. Listed below are the orders costs for each type of
- action:
-
- (PHYSICAL CONTACT WITH HQ / RADIO CONTACT WITH HQ
-
- single unit movement - not toward objective - (1 / 2)
- request an indirect fire bombardment (per artillery unit) - (1 / 1)
- change formation movement objective - ( 3 / 3)
- change mission - single unit - (1 / 2)
- change mission - all units in formation - (3 / 3)
-
-