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- *****************************************************************************
- ****** PANTHERS IN THE SHADOWS User Manual Additions and Corrections ******
- *****************************************************************************
-
-
- For the latest upgrade and add-on disk information for Panthers and other
- HPS games, check out these sites:
-
- CompuServe: GO GAMCPUB
- Delphi: Custom Forum 24 (Wargaming/Mil Strtgy)
- AOL: Computer Games Support
- World Wide Web: http://www.cris.com/~sturmer
-
-
-
- - Panthers in the Shadows, Revision 1.13 Feb 96 -
-
- Please note the following changes and additions that have been made to
- Panthers in the Shadows since the release version. An asterisk (*) preceeds
- changes in the latest update.
-
-
- * 8.4 Force Characteristcs ( [v1.13] Addition)
-
- SHOOT AND SCOOT indicates whether firing units will try to shift their
- positions slightly after firing a few rounds. Switching positions prevents
- enemy units from acquring the firing unit, but also means the firing unit
- can not acquire its own targets. Orders to "shoot and scoot" are broken down
- by unit type: Tanks, Tank-Destroyers, Recon, Off-map Arty, and On-map Arty.
- None, some, or all of these types may be given shoot and scoot orders.
-
- STOP UNDER FIRE is a measure of how moving units will react to enemy fire.
- It is meant to reflect differences in national doctrine and individual troop
- characteristics for individual units in specific situations, as opposed to
- the Aggressiveness Level, which is more general and applies to the force as a
- whole. The higher the STOP UNDER FIRE value, the more likely units are to
- temporarily pause their movement when they receive fire from enemy units.
- Higher values also increase the halt duration before the unit continues
- moving once the fire stops. Stopping and restarting under fire is completely
- computer controlled. Human players may change the orders of stopped units
- normally, including the speed and movement path, but the unit will not
- begin moving until the incoming fire ceases or the halt is otherwise cleared
- by the computer.
-
- The STOP UNER FIRE level is also used to determine when units will "run for
- cover" from enemy fire. When the STOP UNDER FIRE level is zero, units will
- NEVER run for cover.
-
-
- MORALE: Setting this level to 100 effectively eliminates morale effects for
- a force. Units of a force with a level of 100 will never break, go berserk,
- or surrender. However, the units will still maintain individual morale
- levels - which affect their accuracy, movement rates, ability to be sighted,
- and other combat characteristics normally.
-
- A force can also be designated as "Elite" if the Morale Level is 95 or
- greater. Units in Elite forces that also have high individual morale (80
- or above) suffer about half the morale losses as "non-Elite" units.
- However, once a unit in an Elite force has its morale level drop below 80,
- its morale losses and effects will be identical to non-Elite units.
-
-
- * 8.4.1 Shoot and Scoot Option Menu ( [v1.13] Addition)
-
- If either force has issued shoot and scoot orders, the Shoot and Scoot
- options menu will appear after selecting DONE from the Force Characteristics
- screen. This menu allows players to customize the effectiveness of shoot
- and scoot tactics. The Roughness is a measure of how flat or broken an
- average map hex is. The lower the number, the more flat each hex is, and the
- harder it becomes to find a way to swich positions after firing. Conversely,
- higher number make it easier for units to pull back and temporarily hide
- before popping up to fire again. Terrain values range from zero (perfectly
- flat) to seven. The default is three, which is about right for the rolling
- hills found in a large part of Western Europe.
-
- The Efficiency of each force at using shoot and scoot tactics can also be
- modified from this menu. There are three levels available: High, Medium,
- and Low. Units in a force with High efficiency have a much better chance of
- successfully switching firing positions than one in a force with Low.
-
- The Shoot and Scoot routines also applies to units that are not firing. In
- these cases, the units attempt to find a defilade or hidden position that
- greatly reduces the effectiveness of incoming fire.
-
-
- * 8.6.3 Component Unit Actions ( [v1.13] Addition)
-
- In the Advanced Game, the morale level of individual units can be changed
- as desired. This option is primarily inteneded to model composite-type
- forces, such as a force containing a mixture of both elite and common troops,
- or one that includes units from different nationalitlies.
-
- From the FORCE SELECTION SCREEN, pick the desired unit. The option to
- change its morale will appear near the bottom of the PICK UNIT ACTION menu.
- The new morale value is then set using a standard sliding scale. Morale
- values may be set anywhere between 15 and 100. To exit the sliding scale
- without changing the default morale value for the unit, hit the <Esc> key.
-
-
- * 8.10.5 Player Determined Start Lines ( [v1.13] Addition)
-
- Players may manually set the start line for both sides. From the START LINE
- OPTIONS menu, select the fifth choice, "MANUALLY SET START LINES".
-
- When this option is selected, the human player, or first player in a two
- player game, must pick the start lines before unit placement occurs. This
- is accomplished by moving the map cursor to any hex in the desired column
- on the map, and selecting it. As soon as this is done, the start line will
- be drawn on the map. Startlines must be at least one hex in from the left
- or right map edges, and Player #2's start line must always be to the right
- of Player #1's. If an invalid hex column is selected, the computer will
- automatically move it to the closest acceptable value.
-
-
- 9.3.9 Reinforcements ( [1.12] Addition)
-
- Reinforcements may enter the game already loaded on another unit. Loading
- of reinforcements is handled in the setup phase almost exactly as if they
- were being placed on the map normally, subject to two conditions:
-
- 1) The carrier and passenger units must both be scheduled to enter the
- map in the same hex and on the same turn.
- 2) The loaded status of reinforcements can be changed ONLY at the time each
- unit is scheduled. Once loaded, reinforcements may not be unloaded
- until the units actually appear on the map.
-
- During the reinforcement placement phase, whenever a potential loading
- situation occurs, the standard loading routine is used. If the Auto-Load
- option is ON, units will be loaded automatically, as applicable. Otherwise,
- the standard LOAD OPTIONS menu will appear.
-
-
- * 10.0.1 Moving units off the Map Edge ( [v1.13] Addition)
-
- At the start of an attacking player's Orders Phase, the computer checks to
- see if any friendly units are located on the far (enemy) map edge. If so,
- these units may be given orders to move off that map edge and perhaps gain
- the player bonus Victory Points. This option is always available to an
- attacking player - even if the actual objective is located on the map. A
- defending player may never move units off the map. In a meeting engagement,
- both players are considered to be attacking.
-
- When at least one unit is in a position to move off the map edge, a menu
- will pop up offering the owning player the option of giving his eligible
- units orders to move off the far map edge. These orders will apply to ALL
- friendly units currently on an enemy edge hex, the player can not pick and
- choose individual units. If the order is given to move the units off the map
- edge, they are removed from the map immediately. There is no movement point
- cost or delay involved. Once moved off the map edge, a unit can never
- return back into play.
-
- Units moved off the enemy map edge gain Victory Points for the owning
- player, which are added to that player's total immediately. Points are
- awarded depending on the player's actual objective:
-
- Objective is map edge: 3 times normal VP's
- Objective is on-map: 1.5 times standard VP's
-
-
- 10.4.7 The XO Staff Page ( [v1.12] Addition)
-
- During a campaign game, an additional option will appear in the XO OPTIONS
- box: REVIEW MISSION ORDERS. Selecting this option brings up the mission
- statement (OPORDER) that was displayed at the beginning of the game. Hit
- any key to return to the S-3 screen.
-
-
- 10.4.9 The FSO Staff Page (addition)
-
- The manual omits a IF-capable unit status code:
-
- "HOLD/DF TGT!" This indicates the artillery unit has a DF target. As
- such, the unit will not fire IF missions until the DF target is cleared
- or destroyed.
-
-
- 10.4.11 The ENGINEER Staff Page (clarification)
-
- When a number of turns is shown for an obstacle clearance, the value
- is an "estimate" of the completion time. The estimate is constantly
- being reassessed - so sometimes it may not decrease between turns (because
- work is progressing slower than expected). Less frequently, the time
- may decrease by two or more turns (work is going faster). The accuracy of
- the initial estimates depends mainly on the force's training level.
-
- Low morale and suppression decrease the work rate, increasing the number
- of turns needed to clear an obstacle.
-
-
- 10.6.8 Limited Intel ( [v1.02] Addition)
-
- An additional fog of war level has been added: REALISTIC. When this level
- is used, the exact weapon type for enemy vehicles is not automatically
- known, as with the other two levels. Instead, the best friendly LOS to
- the enemy unit is used to determine if the weapon type will be displayed
- as a general value (Medium Tank) or exact model (Pz IVE (75)).
-
- When the exact weapon type can not be determined for an enemy unit, you will
- not be able to access the detailed weapon info charts for that unit.
-
- Whether a weapon type is known or not is based upon the best LOS (lowest
- block points) from any unbroken friendly unit to the enemy unit. If the
- LOS has five or more blocking points, the weapon type automatically remains
- unknown. Otherwise, a maximum block point total to reveal the unit is
- calculated and compared to the LOS block points. If the LOS block points
- are less than or equal the total to reveal, the weapon type becomes known.
-
- Enemy units are revealed if the best LOS contains 2 or less block points.
- Modifications to the basic LOS block point level are made as follows:
-
- +1 Friendly Training Level greater than 50
- +2 Friendly Training Level greater than 75
- -1 For each 10 points of suppression on friendly unit (rounded up)
- +1 If friendly unit is infantry
- +1 If the friendly unit quantity is more than 10
- -1 If the friendly unit is moving at 11% to 25% speed
- -2 If the friendly unit is moving at 26% to 50% speed
- -3 If the friendly unit is moving at greater than 50% speed
-
- As an example, a friendly unit is attempting to determine the vehicle type
- of an enemy unit at 2500 meters. The LOS to the enemy unit contains 3
- block points. On the friendly side, the training level is 80, the friendly
- unit is comprised of 15 infantry, has 15 points of suppression, and is
- moving at 25% speed. The calculation of the points to reveal is:
-
- 2 (basic) + 2 (trng) - 2 (suppn) + 1 (inf) + 1 (qty) - 1 (speed) = 3 TOTAL
-
- Because the total is less than or equal to the LOS block points, the vehicle
- type will be revealed.
-
- Friendly aircraft are never used as spotters when attempting to determine
- enemy vehicle types. Likewise, types of enemy aircraft are always known
- exactly.
-
- Unit types may be exactly discovered and lost again any number of times as
- the battle situation changes.
-
-
- * 12.1.3 Hex By Hex Movement ( [v1.13 Addition)
-
- An "L" movement command indicates Loading/Unloading.
-
- When moving the cursor around the map to select the next hex in the unit's
- movement path, an approximate cost of each hex will be shown in the
- information box at the bottom of the screen. The cost is shown only for
- valid hex locations (adjacent to the last hex in the path), and indicates
- whether the hex uses Road or Cross-Country (CC) movement. Prohibited hexes
- are indicated by "PROHIBTD".
-
-
- * 12.1.4 Erasing A Path ( [v1.13] Clarification)
-
- Loading/Unloading delays (shown by an "L" on the display) may not be erased.
-
-
- * 12.1.8 Passenger Mid-Move Jumps From Carrier ( [v1.13] Addition)
-
- Passenger units may be given orders to dismount at any point in their
- carrier's movement path. Once dismounted, the ex-passenger units can also be
- given additional movement commands. In essence, this command is the same as
- telling the unit to "Dismount here, and move on foot to there." In addition
- to being more convenient, it eliminates potential unrealistic delays that can
- occur when manually dismounting the units.
-
- The easiest way to use mid-move jumps is to follow the folowing sequence:
-
- 1.) Load the passenger unit(s) onto the carrier.
- 2.) Give the carrier orders to move to the "dismounting" hex.
- 3.) Select the (first) passenger unit for orders.
- 4.) From the Orders Menu, pick MID-MOVE JUMP (in the Movement section).
- 5.) If you want the unit to stay in the dismounting hex, selct "Unload"
- from the lower right corner of the screen. Otherwise, begin selecting
- additional movement orders for the unit. The computer will realize
- that the unit needs to dismount to carry out the new orders, and will
- issue the "Unload" order automatically.
- 6.) Select DONE to return to the Orders Menu.
- 7.) At this point, you can go back and give the carrier unit additional
- orders (to pull back, for example), or just continue with the rest
- of your turn.
-
- Note that units should be loaded onto their carrier, BEFORE the carrier is
- given its movement orders. Also note that the carrier must have movement
- orders in order for the passenger to dismount using the Mid-Move Jump
- routine.
-
- After selecting MID-MOVE JUMP from the Orders menu, the movement paths of
- the carrier and passenger units will be shown on the map. The carrier unit's
- path is identified with dark gray X's, the passenger unit's by the standard
- red or white squares. Where the two paths overlap, the hex will have both
- a colored box and the dark gray "X".
-
- All movement orders using the Mid-Move Jump are given using the standard hex
- by hex selection routine. You may select "Erase Last". In fact, you can
- erase all of the commands back to the passenger unit's delay or current
- location (which in the latter case causes the unit to immediately dismount,
- however, as described in the next paragraph). For purposes of the Mid-Move
- Jump, passenger units share the same delay as their carrier.
-
- In the movement phase, whenever a passenger unit's current movement order is
- different than its carrier's, the unit will automatically dismount. It does
- NOT have to be the result of a direct "Unload" order. When units do
- physically dismount, an additional delay is applied per the normal unloading
- procedure - approximately 1 turn for troops, 2 turns for guns. During this
- delay neither the passenger or carrier unit may move from the dismounting
- hex.
-
-
- * 12.5.1 Cycling Targets ( [v1.13] Addition)
-
- The CYCLE 'BEST' option is based on general hit and kill probabilites and
- an assesment of the relative value of each target. It also takes into
- account how many friendly units are currently firing at the enemy unit.
- Players should note that the computer's determination of "best" targets may
- vary considerably from their own.
-
-
- 15.1 Hex Information Boxes ( [v1.12] Addition)
-
- The current turn and game length are now displayed at the bottom of the
- HEX INFORMATION BOX in hexes without dust, fire, or illumination. The
- current turn is first, to the left of the "/", followed by the game length.
-
-
- * 15.1 Hex Information Boxes ( [v1.13] Addition)
-
- When space permits, hexlines, hexsides, and bridge features will be
- identified in the right side of the Hex Information Box.
-
- On the map, hexes with fires burning in them will be identifed with a small
- red (sometimes outlined in yellow) box drawn in the center of the hex. The
- fire level is shown in the red square in hex information box.
- * 15.2.3 Unit Speed Codes ( [v1.13] Addition)
-
- "0S": The unit is stopped under enemy fire.
- "In Pillbx": The unit is in a pillbox.
- "In Casemt": The unit is in a casemate.
-
-
- * 15.2.4 Unit Morale Codes ( [v1.13] Addition)
-
- "Broken": The unit is broken (and retreating).
- "Berserk": The unit is Berserk (and charging the enemy).
- "Wavering": The unit is Wavering (stopped and in partial control).
- "To Cover": Unit is involuntarily moving to better cover.
-
-
- * 15.3.2 Weapon/Ammo Characteristics Box ( [v1.13] Addition)
-
- The Weapon/Ammo Charcterisitcs Box now also shows the maximum range for each
- weapon. The range is in meters. The weapon names are shown at the left:
- the main weapon in red; the secondary weapon in blue; the third weapon in
- green.
-
- For the main weapon, data is given for up to four ammuntion types, as
- available. The secondary weapons show only a single ammuntion type - which
- is all they can fire.
-
-
- * 19.3.3 Wavering Effects ( [v1.13] Addition)
-
- A third classification of morale effects is WAVERING. Wavering units are
- not truely broken, but are on the edge of becoming so. A unit can become
- wavering from any number of causes, including enemy fire, exhaustion, lack of
- faith in higher command, and a general feeling of hopelessness.
-
- Wavering is also often propagated by the ripple effect, which is when one
- unit sees another waver, and begins to waver itself. While the ripple effect
- is most prevalent in forces that start with low morale, it can also occur in
- sectors that have been taking heavy losses, even with initially well
- disciplined troops.
-
- In Panthers, units are given a "wavering check" whenever they suffer a
- morale loss which causes their overall morale level to be 40 or less. Units
- with a morale level below 40 do not automatically undergo this check - they
- must lose morale though combat, movement, or other procedure. The
- probability that a unit will waver is based inversly on the force's morale
- level. The higher theat level, the less likely an eligible unit will waver.
-
- Additionally, vehicle units are a lot less likely to waver than other types.
- This is becasue by stopping, vehicles lose one of their best defensive assets
- and in effect becoming sitting ducks. Vehicle units that WOULD waver will
- instead usually either try to run for cover, or break (and retreat a few
- hexes). Attacking units have a higher probability of trying to run for
- cover than defending units, which will more often break.
-
- When a unit fails a wavering check, nearby units also lose morale, based
- upon their distance to the newly wavering unit and if they have an LOS to its
- location. Units without an LOS to the wavering unit or more than about 300
- meters away suffer no additional loss. For units closer than 300-400 meters
- that can see the unit waver, they will lose up to 5 morale points - depending
- on how far away they are.
-
- Wavering units are only partially in the control of the owning player, and
- although they still "remember" their orders, they temporarily put them on
- hold while they regroup. As such, wavering units can not be given new
- movement orders, or have their existing movement path changed. However, they
- may be given all other orders normally, and may call for artillery and
- airstrikes. Additional effects are that wavering units will not move, and
- will use only the weapon LIGHT Rate Of Fire when engage targets.
-
- Units automatically recover from their wavering status at the beginning of
- the Orders Phase so long as they were not fired upon in any manner during
- the previous Activity Phase. Recovering units have their morale level set
- at 30.
-
-
- * 19.6.2 Morale Decreases ( [v1.13] Modification)
-
- Morale decrease amounts are modified according to the current morale level
- of the unit. Units with high morale, at or above 80, have their morale loss
- reduced somewhat. Units with low morale, below 50, will suffer a greater
- loss. The amount of the plus or minus deviation from the "standard" depends
- on the current morale level of the unit. The net effect of this modification
- is to afford a little extra protection to high morale units, and to speed the
- disintegration of units already shaken.
-
- There are two other situations which affect morale in a substantial fashion.
- The first is that immobilized units have their normal morale losses
- increased (making them more likely to bail out). The second is that heavily
- armored units have their morale losses decreased. The armor thickness
- required to be consideered "heavily" armored is a function of the year of
- the battle, and ranges from approximately 35mm in 1939 to 150mm in 1945. The
- greater the armor value, the more the morale loss is reduced - to a maximum
- value of about 75%.
-
-
- * 19.6.3 Additional Isolation Morale Effects ( [v1.13] Addition)
-
- In cases where a unit loses morale from the effects of enemy DF/IF, overrun,
- or close combat, the morale loss may be increased if the unit feels itself to
- be isolated on the battlefield. The isolation determination depends on the
- range to the closest friendly non-detachment ground unit, and if an unblocked
- LOS exists to that unit:
-
- Morale Loss Multiplier
- Range to Closest
- Friendly Unit LOS OK LOS Blocked
- ---------------- ---------- -----------
- 301-400 meters 1.25 1.50
- 401-500 meters 1.38 1.75
- 501-650 meters 1.50 2.00
- 651-800 meters 1.75 2.50
- Over 800 meters 2.00 3.00
-
- Aircraft, headquarters (Co, Bn and TF), and non-immobilized detachment units
- are never subject to additional isolation morale effects.
-
- Isolation morale effects have several important effects in the simulation
- that players should be aware of. First, in the defense, non-detachment
- units that are stuck out by themselves as "roadblocks" will tend to be have
- only a short period of effectiveness, before rapidly deteriorating. In
- the attack, recon units sent far in advance of the force will likewise rarely
- still accept orders after taking a few turns of enemy fire. A second effect
- is that as a "wing" or "prong" of a force takes losses, the lower density of
- units in that sector causes units to become isolated - which speeds the
- rate at which that portion of the front continues to fall apart.
-
-
- * 19.7 Involuntary Move to Gain Better Cover ( [v1.13] Addition)
-
- Units under fire will sometimes attempt to move to hexes which offer better
- cover and/or concealment than their current positions. This decision, and
- the subsequent change in movement orders to the new hex, are completely
- outside the control of the owning player.
-
- When units involuntarily move to cover, the following effects are
- immediately implemented:
-
- - The unit's existing movement orders are erased.
- - The unit gives itself orders to move to the "best" covered hex.
- - The unit's speed is set to 100%.
-
- Note that the unit's orders other than movement remain unchanged. So, the
- unit may continue to engage any existing DF target, and any passenger units
- will remain loaded.
-
- Units "running for cover" can have their speed lowered by an owning human
- player, and movement commands after the command delay can be changed. Thus,
- as the commander of the unit, the human player still retains some control
- over its movement functions. The reason I allow for this is so that just in
- case the computer makes a very bad decision, the effects can be mitigated.
- However, bad decisions are sometimes made in the heat of battle as well - so
- it is not unrealistic to force a human player to live with some effects of
- such a decision.
-
-
- 19.7.1 Factors Influencing the "Run For Cover" Probability
-
- The following factors are taken into account when determining the
- probability a unit will move to cover on its own:
-
- - The effectiveness of the incoming fire.
- - Whether the unit is in an IP.
- - The number of turns it will take to reach the new cover hex.
- - The potential protection value of the new hex.
- - The FORCE morale level.
- - The STOP UNDER FIRE (SUF) level. If the SUF is zero, units in that
- force will NEVER run for cover.
-
-
- 19.7.2 Selection of the "Best" Cover Hex
-
- Selection of the best cover hex is generally determined by the relative LOS
- blocking points afforded the target by moving into the hex. If the incoming
- fire is direct (sighted), the target unit will attempt to move to a location
- which best hides it from the current firing unit. This hex does not itself
- have to contain any cover, just so long as it is to some degree out of sight
- of the firing unit. For this purpose, smoke and dust are counted, and units
- may find refuge behind such clouds. Note that the LOS is taken from the
- current firing unit, and does not take into account other units which may
- be engaging the target. However, the routines generally have units hide
- from the most effective incoming fire.
-
- Against indirect fire, units tend to move to hexes with the best cover
- terrain. No LOS calculations are performed.
-
- Hex selection is further adjusted as follows:
-
- - The new hex must be within 600 meters of the current location.
- - The new hex must not be within 200 meters of ANY known enemy unit.
- - Adjustments are made for the range of the new hex to enemy units
- firing at the friendly unit, as well as other non-firing, spotted
- enemy units, as compared to the present location.
- - The number of turns it will take the unit to arrive at the new hex,
- at maximum (100%) speed. Vehicle units will never move to a hex
- more than 3 turns away, personnel units are limited to 5 turns.
-
-
- 19.7.3 Reverting to Player Control
-
- Once a unit arrives at its new "covered" location, it will automatically
- revert to the control of the owning player. That is, as long as it hasn't
- broken or gone berserk in the meantime. Once back in control of the owning
- player, the unit will accept all orders normally.
-
-
- 19.7.4 Diverting the Enemy Into Kill Zones
-
- In many cases, from a through terrain anaylsis it is possible to determine
- where units will likely "run for cover". This can be then be used as a major
- advantage to the defender, who can position units to take maximum advantage
- of the weaknesses in the expected movement.
-
- For example, an open area with some light woods to the south offers a good
- opportunity for this tactic. A few guns are positioned to the north of
- the clearing, while other units are positioned just inside the woods. As
- the enemy force enters the middle of the open area, the guns take it under
- fire. After a few rounds of effective fire, at least some of the enemy
- units to will start looking for cover. In this case, probably towards the
- woods to the south. However, what the enemy units won't realize (until
- it's too late) is that a friendly force is lying in wait for them there.
-
- Friendly units should always be positioned to take maximum advantage of any
- expected "running for cover" movement - especially towards taking flank
- shots, and otherwise disrupting the already shaky enemy morale.
-
-
- * 20.4.3 HQ/Same Company Bonus for IF ( [v1.13] Change)
-
- When a line company HQ (not D/S) calls for indirect fire from a subordinate
- unit in its' company, the fire support delay is the orders delay between the
- two units, plus one turn. In most cases, this will work out to two turns
- (minutes), as long as the units are within 400 meters of each other.
-
- See Section 20.2.5 for more information on the delay calculation between the
- CO HQ and a line unit.
-
-
- 20.5 REINFORCEMENTS - SPECIAL DELAY (omission)
-
- On the turn they enter the map, all reinforcements have a special delay
- value of zero.
-
-
- * 23.4.12 Shoot and Scoot ( [v1.13] Addition)
-
- Enemy units that fired and switched position in the previous Activity Phase
- have their probability of being sighting reduced by 25% for ranges over 500
- meters. Units that did not fire, but are considered hidden, reduce sighting
- probability by 75% at ranges over 500 meters.
-
-
- * 23.5.9 Shoot and Scoot ( [v1.13] Addition)
-
- Friendly units that fired and used shoot and scoot tactics in the previous
- Activity phase have their probability of sighting enemy units over 500 meters
- away reduced by 75%. Hidden units that did not fire suffer no sighting
- degradation.
-
-
- 23.4.2 Target Size (Clarification)
-
- The apparent target size of a personnel unit depends on if it is
- considered "up" or "on the ground". Only un- or lightly-suppressed and
- moving personnel units can be up. All other troop units are assumed to be
- lying on the ground. Troops on the ground have their size reduced by
- 50% to 75%.
-
- The size of personnel units in shallow water is always 50% of normal.
-
-
- * 24.13 Overruns ( [v1.13] Change)
-
- The probability that a moving unit will conduct an overrun into an adjacent
- hex is about 66%, modified somewhat for the speed of the unit. Units can not
- overrun into an adjacent hex which would force them to cross any hexside
- feature (stream, river, gulley, bocage, tank ditch, or breach), even if the
- hexside is crossed by a bridge or ford.
-
-
- * 24.15.1 Loading ( [v1.13] Clarification)
-
- The delay incurred from loading a unit is 1 turn for personnel type
- passengers, and 2 turns for towed weapons.
-
-
- * 24.15.2 Unloading ( [v1.13] Clarification)
-
- The delay incurred from unloading a personnel type unit is one turn for
- both the passenger and carrier unit. When towed weapons are unloaded, the
- delay is 3 turns for the passenger (1 turn to unhitch, 2 turns to set up),
- and 4 turns for the carrier ( 1 turn to unhitch, 3 turns to unload ammo
- and supplies).
-
-
- * 24.20 STOPPING UNDER FIRE ( [v1.13] Addition)
-
- Whenever a moving vehicle unit takes enemy fire, it may make a temporary
- halt in its current hex. This halt represents a variety of things:
- surprise, insecurity and apprehension of the crew, command indecision, as
- well as doctrine (in the late war years, the Allied ground forces
- increasingly let the artillery and air force hammer known enemy positions
- before making an assault). Only vehicle units are subject to these stop
- under fire routines. The reason personnel units are exempted is becasue
- they are subject to much heavier effects on their movement by suppression.
-
- The probability of a unit stopping under fire depends on the force STOP
- UNDER FIRE (SUF) level (which can be adjusted in the Advanced Game in the
- FORCE CHARACTERISTICS MENU), and the effectiveness of the incoming fire. The
- effectiveness is a somewhat subjective value, based on the quantity,
- accuracy, and damage potential of the incoming rounds. In general, the
- following determinations are applied:
-
- SUF Level Probability of stopping
- --------- ------------------------------------------------------------
- 100 Units stop under virtually all fire.
- 75-99 Always stop for effective fire, sometimes for ineffective.
- 50-74 Usually stop for effective fire, rarely for ineffective.
- 25-49 Sometimes stop for effective fire, never for ineffective.
- 1-24 Units rarely stop for effective fire, never for ineffective.
- 0 Units never stop under fire (the SUF routines are ignored).
-
- Within each catagory, the higher the SUF Level, the greater the probability
- of the unit stopping.
-
- Once a unit has stopped under enemy fire, it will remain halted for a period
- determined by the SUF Level. At low SUF Levels, the unit may begin moving
- the next turn, even if the incoming fire has not stopped. At high SUF levels,
- the unit may remain halted for up to several turns after the fire has
- lessened or ceased althogether.
-
- Vehicles stopped under enemy fire are eligible to use the "Shoot and Scoot"
- defensive routines, Improved Positions, terrain modifiers, and all other
- modifiers available to stationary units.
-
-
- 29.1.5 (Omission)
-
- The maximum range of Beehive/Canister rounds is normally 100 meters or
- less. However, in Panthers the weapon has been given a range of 240 meters.
- This was done so units armed with this ammunition could engage troop targets
- in adjacent hexes BEFORE the target has a chance to close assault the
- firing unit.
-
-
- 29.1.14 Target Size (Omission)
-
- The apparent target size affects the accuracy and probability of scoring
- a hit. Targets appearing larger than a hypothetical 150 square foot target
- would at 1000 meters (considered the "standard" target) will be easier to
- hit. For fire against targets appearing smaller than this, the accuracy
- will be reduced.
-
-
- 29.3.2.1 Impact Side (Clarification)
-
- In most situations, firing units observe more than one side of a target.
- The actual impact side is determined by computing the relative size of each
- side (as seen by the firing unit), and calculating a probability based on
- the overall size. A bonus of about 10% is given to the "best" side, to
- model the fact that gunners normally aim for the most vulnerable spots.
-
- Elevation differences can cause Direct Fire to impact on the top of a
- target. Against Armored targets, the top armor is determined to be 50%-75%
- of the rear armor. The top armor value of semi-armored targets is
- normally zero. Becasue of the large lateral distances almost always
- encountered relative to the height difference, top impacts are not common
- from DF. Additionally, the shallow angles often produce skipped rounds,
- which have much reduced penetration. However, against the relatively
- thin top armor values, even these shots can be very effective.
-
-
- * 29.9 Shoot and Scoot ( [v1.13] Addition)
-
- "Shoot and scoot" is a nickname used by the US Army for a tactic designed to
- reduce the vulnerbility of firing units to return enemy fire. In essence,
- a vehicle fires off a few rounds, and then quickly moves into a covered area
- out of view of the enemy. The weapon then shifts to a new position, usually
- close to the first position, but situated such that the enemy will have to
- resight and realign his weapons before firing. After a short time, the unit
- "pops up" from its new position, and begins the cycle anew. The key
- ingredients in making this tactic effective are the existence of deadspace or
- a defilade nearby the firing weapon, and a high level of crew training.
-
- 29.9.1 Shoot and Scoot Eligible Units
-
- Only vehicle units may use shoot and scoot tactics. Additionally, if the
- unit is engaging a target it must be of one of the following weapon types:
- Tank, Tank-Destroyer, Recon, or artillery (on- or off-map). While "shoot and
- scoot" expressly applies to firing units, in Panthers any vehicle unit that
- is not engaging an enemy unit may also use shoot and scoot tactics to better
- hide itself from enemy observation and fire.
-
- Units in the following situations may NOT use shoot and scoot:
-
- - Units in Improved Positons, or other fortifications.
- - Artillery units current firing IF missions.
- - Units currently moving.
- - Units in water hexes.
-
-
- 29.9.2 Determining When A Unit Shoots and Scoots
-
- The hidden status of units is determined just before the Ambush DF phase.
- Each turn, the status is determined for every unit in the game, so it is
- possible the status will change from turn to turn.
-
- There are three values used in Panthers to determine when a unit succeeds in
- hiding itself with shoot and scoot tactics: the hex terrain, the terrain
- roughness value, and the force efficiency level. The base probability is
- determined as follows:
-
- Base % % Increase per
- Terrain Base Prob. Roughness Level
- ---------- ---------- ---------------
- Clear 0 4
- Lt. Woods 10 6
- Woods 40 10
-
-
- Modifications for Other Terrain in hex:
-
- Terrain % Modification
- ---------- --------------
- Swamp -5
- Lt. Bldg. 0
- Hvy. Bldg. +5
- Village +10
- Rubble +50
- Craters -5
- Crops +20
-
-
- Additionally, approximately 10% is subtracted for units wih Low efficiency,
- and 10% added for units in a force with High efficiency.
-
- Units that are not engaging a target, but are using shoot and scoot tactics
- to hide themselves, have the probability multiplied by four if already
- hidden, and by two if not.
-
- NOTE: Vehicle units not moving or firing at an enemy unit will always
- attempt to hide themselves using the shoot and scoot routines. These
- attempts are automatic, and do not depend on the vehicle's class or the
- player's shoot and scoot orders.
-
-
- 29.2.3 Shoot and Scoot Effects
-
- Units that successfully use shoot and scoot tactics do not become acquired
- by enemy units more than 500 meters away. This means that those enemy units
- can never fire on them with more than their light Rate Of Fire, and can not
- improve their accuracy by merely engaging the unit for a number of turns in
- succession. Hidden units are also harder to spot, which translates into a
- 25% reduction in the sighting probability of all enemy units over 500 meters
- away trying to see them.
-
- On the other hand, the unit that used shoot and scoot is likewise prevented
- from aquiring any enemy target, no matter what the range. As with the enemy
- units, this limits the friendly unit to a light ROF, and a flat targeting
- accuracy. Firing units using scoot and shoot have their probability of
- sighting enemy units reduced by 75%. Units not firing, but merely hiding,
- suffer no additional degradation in their ability to spot the enemy.
-
- Off map artillery units may also switch positions at the conclusion of each
- firing mission. If this occurs, the next IF mission in the queue for that
- unit will be delayed 3 to 4 turns (minutes). Additionally, all Counter-
- Battery fire missions directed against the artillery unit will be degraded,
- and after three minutes, completely ineffective.
-
-
- 33.0 FLAME WEAPONS ( [v1.02] Modification)
-
- Flame and incendiary weapons are affected differently by terrain and
- fortifications. The AP Factor reductions (which are cumulative) are:
-
- Flame Incendiary
-
- Woods - 15% - 25%
- Buildings (Lev 2) - 5% - 15%
- Buildings (Lev 3) - 10% - 40%
- Rubble - 20% - 50%
- Level 2 IP None - 10%
- Level 3 IP - 5% - 20%
- Pillbox - 10% - 30%
- Casemate - 10% - 35%
-
-
- * 39.1.1 Initial Selection VP's ( [v1.13] Change)
-
- The initial Victory Points for several unit classes are calculated as:
-
- - Vehicles: {[(main gun pen @ 300m/10mm) + (max wpn range/300m)] x GUNMULT
- + (avg of front and side armor/10mm) + (max speed/10kph)
- + (number of LMG/MMG) + (2 x number of HMG)
- + (10 x number of flamethrowers)
- + (3 x towing capacity) + (pers loading capacity/6)}
- x TYPEMULT
- where:
- GUNMULT is between 1 and 2, depending on main gun rapid ROF.
- TYPEMULT is 0.6 for tanks, and other turreted vehicles, and
- 0.5 for all others.
-
- Amphibious vehicles add 15%.
-
- - AT Guns: (max range/300m)+(pen @ 300m/10mm)+(avg front armor/10mm)
-
- - Arty: (max range/1500m)+(HE shell weight/5000g) x QTYMULT
- + 2/3 of normal vehicle amount, if unit is Self-Propelled
- where:
- QTYMULT is 0.7 if the total rounds per gun is less than 13,
- or 1.3 if rounds per gun greater than 40.
-
- - Personnel: {(unit quantity/10) + (1/2 x number of LMG & MMG)
- + (number of HMG)
- + (2 x number of AT weapons with range above 100m)
- + (1/2 x number of AT weapons with range less than 100m)
- + (10 x number of flamethrowers)} x TYPEMULT
- where:
- TYPEMULT varies between 0.5 and 1.15 depending on the
- type of unit and their mobility. For example, combat
- engineers have a TYPEMULT=1.15; motorcycle troops
- TYPEMULT=1.0; cavalry TYPEMULT=0.75, etc.
-
- - Spotter Aircraft: 5 + (max speed/10kph) + (avg armor/2mm)
-
- - Attack Aircraft: 10 + a combination of factors including weapon
- anti-personnel and anti-tank factors, number of machineguns,
- maximum speed and armor.
-
- - Barrage: 250 points
-
- - Carpet Bombing: 1000 points
-
-
- Note: Penetration values are calculated using the weather conditions that
- were set before the force selection began.
-
-
- 42 CREDITS (addition)
-
- Playtesting:
- Jim Weller (ex-Sgt, USMC)
-
- I also want to express additional thanks to Nick Bell (ex-CPT, USA) and
- Richard Link (ex-USAF).
-
- During the final leg of testing, as well as throughout production of the
- upgrade, Nick's attention to detail and well thought out testing methods
- found a bunch of things that would have otherwise slipped by. He also made
- some invaluable suggestions on improvemnts and how to implement them.
-
- Richard was instrumental in helping me isolate and correct a problem with
- the campaign game sequence that has been dogging me since Tigers On the
- Prowl. With his asisstance and perseverence, both games now run the
- campaigns smoothly.
-
- Also, thanks to Jim Richberg for all of the time he spent with a spreadsheet
- working on the adjusted Victory Point calculations. Hopefully, they now
- (at least as of version 1.13) relate better to each weapon's capabilities.
-
- Other Tigers and Panthers gamers also deserve to be noticed for their
- sharp eyes and willingness to work with me to get things worked out:
-
- Sal Vasta Ed Morris Peter Mitchell
- Peter Von Kleinsmid Cliff Holmes Jim Murray
- Simon Fritzlan Pete Marvin Jim Cobb
- Bob Crane Jim Richberg
-
-
- D.2 United States Force Structures (addition)
-
- The Heavy Weapons Company (attached to an infantry battalion) was left off
- the list. This company consists of a mortar platoon (6 x 81mm mortars) and
- two HMG platoons (each with 4 x .50 cal HMG's).
-
- D.3 United Kingdom Force Structures (change)
-
- The Armored Squadron consists of a HQ element and 4 troops (platoons).
- Each armored troop consists of 3 tanks.
-
-
- APPENDIX E Hexside Multipliers (Clarification)
-
- Amphibious units crossing non-frozen rivers use a hexside multiplier of x10.
-
-
-
- ******** CREATING SCENARIOS/MISSION STATEMENTS (For Advanced Users) ********
-
- If you want to make saved games to trade or give away, Panthers
- allows for two options - saved games or scenarios. The major difference
- between the two file types is that players can generally change the setup and
- game characteristics of scenarios. For example, players can change the
- computer/human force controls when loading a scenario, but can't for a
- normal saved game.
-
- However, to create scenarios requires a better understanding of the
- Panthers file name conventions, and is a little more work than a normal
- save file. To begin with, scenarios are saved in the setup phase, often
- after only one force has been placed on the map. In fact, sometimes the
- game needs to be saved before _either_ force has been deployed. (Note that
- even though the scenario setup can be changed - units can never be "removed"
- from the map once placed, including in a scenario).
-
- To save an in-progress setup, hit <Shift>-S with the UNITS ARRAY or
- "READY FOR PLAYER...SET-UP" message displayed on the screen. The game setup
- (to that point) will be saved to the file "QZRTL.OPS". Exit to DOS. Find
- an unused scenario file name (in the form "xy.SCN", where x and y are any
- two letters), and copy the "QZRTL.OPS" file to that file name. For example,
- if the file "BA.SCN" does not exist, it could be used as the new name. The
- DOS command would be:
-
- "copy qzrtl.ops ba.scn"
-
- If you get an overwrite warning, it indicates that your file name is not
- "open", and you should try another.
-
- Scenarios also allow for the creation of a "mission statement" which will
- be displayed at the beginning of the scenario. Mission statements are used
- to describe the general scenario situation, and possibly provide guidance on
- objectives/victory conditions. Mission statements can contain up to 45 lines
- of text, with a maximum of 75 characters per line.
-
- Mission statements can be created using any ASCII/text editor. If you're
- using a word processing program, make sure the file is saved in ASCII or
- text format, without any control characters.
-
- The file name for mission statements is simply the two letter scenario file
- name, with an "M" extension. Using the above example, the mission statement
- for the scenario "BA.SCN" would be "BA.M".
-
- The display routine automatically highlights the first line of the text
- file in yellow (unless it is blank), and each line following a blank line in
- a secondary color. For this purpose, lines that contain one or more spaces
- are NOT blank. The display routine does not center, indent, or otherwise
- space the text. If you want a heading centered, for example, you'll have to
- put spaces in front of the text to do it.
-
- Several examples of mission statements are provided with the basic Panthers
- scenarios, and may be used as examples.
-
-
- ----------------------------------------------------------------------------
- ---------------------- SCENARIO DESCRIPTIONS ------------------------------
- ----------------------------------------------------------------------------
-
- INTRODUCTN (Introductory Game)
-
- This is a non-historical battle designed to familiarize new players to the
- Panthers system. The map is a shallow east-west valley with a single east-
- west road. A few villages and groups of trees offer a meager amount of cover
- to the defender, which should be utilized to the fullest. The wire and mines
- along the start line will delay the attackers for a few turns - and the human
- player (German) should try to engage as many enemy tanks as possible while
- they are most vulnerable. Once the attacking force breaks through, the
- reserve panzer company should to be moved into a flank position on either side
- of the breakthrough to destroy it. In general, armored cars and light tanks
- should be considered secondary targets, and main tanks engaged first.
-
-
-
- SNIPE (TF TURNER), Egypt October, 1942
-
- As part of the British attack at El Alamein, code named "Lightfoot",
- the 1st Armoured Division was given the mission of taking two forward
- positions, WOODCOCK and SNIPE. Objective WOODCOCK was assigned to the 2nd
- Armoured Brigade, while the 7th Motor Brigade got SNIPE. To take SNIPE, TF
- TURNER, was formed, built around the 2nd Battalion. This force was fast and
- mobile, composed of light infantry and a large number of AT guns.
- Unfortunately, during the 26 October night move, TF TURNER got lost in the
- featureless desert and eventually dug in about 1000 meters to the northeast of
- SNIPE. During the next 36 hours, TF TURNER was engaged by friendly forces
- twice, and stopped at least six German and Italian assaults. When the force
- finally pulled out, 32 Axis tanks and 5 SP guns were confirmed destroyed,
- with another 20 kills likely. The cost to TF Turner was 100 soldiers and
- 18 guns.
-
- This scenario is quasi-historical, in that the two main assaults (the
- Italians from the south, and Germans from the North) happen simultaneously in
- Panthers. In reality, they happened several hours apart. However, because
- the AT guns were dug in, and the position was under almost constant
- bombardment (often by friendly forces), it was almost impossible to reposition
- guns or concentrate fire. The concurrent attacks in Panthers recreate and
- enforce this limitation well - since all the guns will be busy engaging
- targets in their sector.
-
-
- JUVELIZE, France September, 1944 (Done by Gregory Smith)
-
- On the 22nd of September, 1944, just northeast of Arracourt the 111th Panzer
- Brigade made its last attempt to penetrate the U.S. forces near the little
- town of Juvelize, France. Elements of D troop and F company, 25th Cavalry
- Squadron, were screening when a large tank force hit them at 09:45 in
- the morning. Within minutes 7 light tanks were lost. However, a determined
- stand by a platoon of attached M18 Hellcats slowed down the attack long enough
- for the Americans to bring artillery and the 37th Tank Battalion into the
- fight. Aided by P-47's from the XIX Tactical Air Command, the 37th Tank
- (although reduced in strength due to recent fighting) swung around to the
- north flank of Juvelize. They seized Le Trois Croix (a vital hilltop) and
- surprised a group of German tanks, inflicting 16 losses for none of their own.
- The fighter bombers merely finished the rout, killing the German commander,
- Oberst Graf Bronsart von Schellendorf.
-
-
- SINGLING, France December 1944 (Done by Nick Bell)
-
- This scenario depicts the US 4th Armored Division's attack on the rear
- defenses of the Maginot Line as a part of the 3rd Army's push toward the
- Saar region on the German border. Handicapped by unrealistic orders and a
- lack of artillery support, TF Abrams attacked the strongpoint of Singling
- which was supposed to be bypassed. Although follow on forces captured the
- town of Bining, the Americans were forced to withdraw from Singling
- that night because of a lack of infantry. Because of heavy casualties, the
- US infantry units were as weak as the German units. The US half tracks one
- might expect to see are missing because they couldn't negotiate the muddy
- slopes and were left in the assembly area. The length of engagement was
- actually 8 hours - about twice as long as this Panthers scenario.
-
-
- ARRACOURT, France September, 1944 (Done by Gregory Smith)
-
- September 19th, 1944 dawned as a foggy day near Arracourt France. There,
- elements of CCA, 4th Armored Division (notably the 37th Tank Battalion
- commanded by LTC Creighton Abrams) were struck by the newly-formed 113th
- Panzer Brigade, commanded by Oberst Freiherr von Seckendorf. The 113th
- Panzer was composed of hospital returnees and other troops with lower than
- normal morale but it was "extraordinarily well-equipped" with armor for the
- time. It had a Panther V battalion and a Mark IV battalion each with 45
- tanks, and a regiment of motorized infantry. The fog, while serving to
- keep away the dreaded U.S. fighter-bombers, also negated the superior range of
- the German tanks, and elements of the 37th assisted by M18 Hellcat tank
- destroyers of C/704th TD inflicted terrible losses on the poorly trained and
- led Germans, despite their technical superiority.
-
-
-
- SCHMIDT, Germany November 1944 (Done by Nick Bell)
-
- This scenario depicts a successful combined-arms counterattack by the
- Germans against the US 28th Infantry Division in the Huertgen Forest.
- The 28th "Bloody Bucket" Division was damned by poor leadership at all
- levels, tough German defenses, and terrible terrain and weather. In the
- course of 2 weeks the division had gained a few kilometers while suffering
- over 6000 casualties in one of the bloodiest divisional engagements of the
- war.
-
- Let the computer control the Americans in a single player game. The
- actual engagement lasted about 3 hours (180 turns). Note that the terrain
- elevations represent 30 meters instead of 10 meters in height.
-
-
- OMAHA BEACH: 6 June, 1944. (Done by Gregory Smith)
-
- This scenario accurately depicts the units that landed in the 116th
- Regimental Combat Team sector at the start of D-Day, and as such
- represents about 1/2 of Omaha Beach. The attack was preceded by a carpet
- bombing attack by 446 B-24 bombers (329 dropped), which historically hit
- somewhat further inland than the main defensive belt, although no one is
- exactly sure.
-
- The 116th was supported by the 743rd Tank Battalion, which had 2 companies of
- DD (Duplex Drive) tanks and one company of normal Shermans. There were also 8
- tank dozers (not all of which survived to the shore) and the Special Engineer
- Task Force, who were to blow gaps in the numerous obstacles for the follow-on
- waves. Supporting the attack was the Texas, Arkansas, several CA's and DD's,
- nine LCM(R) rocket firing ships, and other craft. Just below the 116th was C
- company, 5th Ranger Battalion, assaulting Point de la Percee.
-
- Defending the beaches at Normandy were elements of the 352nd Infantry
- Division and the 716th Infantry Division, both second-line units but
- fully capable of defending from static positions, as events would show. At
- Omaha, there were no less than 12 casemates, 35 pillboxes, 18 antitank guns of
- various calibers, over 60 artillery pieces, many mortars and 300mm rocket
- emplacements.
-
- Losses for the 116th RCT exceeded 1,000 men on D-Day, but despite the
- horrific casualties they proceeded inland once they broke through the thin
- crust of the German Defenses.
-
- Most of the data for this scenario comes from the superb DoD book, "Omaha
- Beachhead" which contains detailed maps of defenses and detailed lists of
- assault waves.
-
-
- TEAM DESOBRY, Belgium, December 1944. (Done by Gregory Smith)
-
- Major Desobry was the armored force commander of a small outpost
- that was manning a roadblock northeast of Bastogne just before it
- was surrounded. Named Team Desobry, it was formed around 15 medium
- tanks from CCB, 10th Armored Division, and a platoon of M10 tank
- destroyers from the 705th TD Battalion. Noville, just 6km northeast of
- Bastogne, sat astride the major road leading into the vital road network.
-
- A morning German assault by tanks and infantry was pulled back when
- the fog lifted; Desobry requested reinforcements and got the 1/506th
- Parachute Infantry Battalion. This battalion was moving forward to
- attack NE of Noville when the Germans launched their own, second
- assault. He also received another platoon of TD's.
-
- Unknown to Desobry, the road from Noville to Bastogne was the major
- attacking point of the 2nd Panzer Division. A huge fight ensued as
- a battalion of German infantry hit the 1/506th, supported by at
- least 32 tanks. Heavy artillery also hit the Americans (most of the
- divisional artillery of the 2nd Panzer). Both sides suffered heavy
- losses, although the Germans appear to have had a battalion of the
- 3rd Panzer Regiment crippled during this fight, not to mention the
- loss of over 30 vehicles.
-
- On the 20th, the Germans attacked again, and Team Desobry finally
- evacuated its position and fought its way back into friendly lines
- inside the besieged Bastogne.
-
-
- AUTHIE, France June, 1944 (Done by Nick Bell)
-
- This scenario recreates the engagement between the 12 SS Panzer Division and
- the 3rd Canadian Division and the 2nd Canadian Armor Brigade on June 7th,
- 1944.
-
- The battle is interesting to play from either side. During the actual battle
- the Germans were repulsed at Buissons but held Buron and Galmanche. Sources
- vary, but between 6 and 12 PzKfw IV were a total loss and more than half the
- Canadian infantry and tank forces were destroyed. Note that some Canadian
- units have been consolidated due to program unit quantity limitations, i.e.
- tank squadrons have double the number of troops. No Allied aircraft
- participated in the battle, although German sources note that they overflew
- their positions heading south (perhaps to attack Panzer Lehr?). The German
- TF CO is Kurt "Panzer" Meyer and Max Wuensche commands the 3 Panthers of the
- Panzer Regiment HQ.
-