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- Steel Panthers v1.19xx TEST/BETA Update 05/2/96
-
- Version 1.1,1.13x ,1.18x and 1.19xx are official SSI beta patches.
-
- Versions 1.14x-1.17x were NovaStar maintenance (campaign
- improvement/addition) test upgrades, and were only available through NovaStar
- games.
-
- These versions were not official SSI releases, and thus are not supported by
- SSI Technical Support. Novastar games handles all inquiries regarding these
- versions of Steel Panthers.
-
- This is a test update for use between now, and the release of v1.2.
- Serious bugs in this version will be considered for correction in v1.2
-
- If you do not wish to be a part of the test process for this revision,
- please do not use this update. Please reinstall Steel Panthers from the
- game CD and use v1.0-1.1 until the release of v1.2.
-
- We do not recommend using savegames from previous versions after
- installing BETA version 1.19xx. SSI Technical Support will not diagnose
- problems which occur in savegames which were started in a previous version.
-
-
- Please send examples, saves, and information regarding any problems
- you have with this update to SSI Technical Support at Steel19x@aol.com
-
-
- SSI Technical Support can also be reached in the ways described in the
- Blue Data card included with the game.
-
- Steel Panthers Readme notes for version 1.19xx BETA update. Released 5/2/96
-
- 1) FIXED: When attempting to change a unit during a campaign (after a battle)
- the list of units from which to choose is completely corrupted.
- (This is the game as the change unit list in the editor).
-
- 2) FIXED: Normandy Campaign, units (Tank Destroyers, Self-Propelled Arty were
- tested) disappear if they have not landed by the end of turn one. Easy to
- duplicate.
-
- 3) FIXED: Long Campaign vs. Russians. When you are allowed to change the
- weapons which have been damaged on a unit, the change list is corrupted
-
- 4) FIXED: You cannot start against the Japanese in a long campaign. The
- US Marines are never supposed to be in North Africa. To demonstrate, start a
- long campaign with US Marines in December 1941.
-
- 5) FIXED: Planes will no longer fail to drop bombs when they should.
-
- Steel Panthers Tank Chart.
-
- Ratings Key:
- A= Excellent tank with very good armor and weapons. Keep this tank.
- B= Good tank with above average armor and weapons. Ok for now.
- C= Average tank with average to below average armor and weapons.
- May want to consider upgrading the tank.
- D= Poor tank with poor armor and under gunned.
- Should replace tank with newer model otherwise crew will have short
- and violent lives.
- - = Tank not available at this time.
- Max Pen = Max unmodified AP round penetration for this weapon.
- Rang = Max range in hexes for this weapon.
-
- Roles:
-
- Inf Support= This means that the tank is design to kill soft targets only.
- Not very useful against tanks.
-
- Anti-tank= This means that the tank is designed to kill tanks or hard
- targets. It has limited use against infantry or soft targets.
-
- SPA= This tank is a self propelled artillery tank. Mobile artilley,
- useful against soft targets only.
-
- AA= This tank is designed to shoot at aircraft.
-
- Recon= This tank or vehicle is design to scout and look around the
- battlefield. Not intended to shoot it out with the enemy.
-
- German Tanks
- Year Ratings
- Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
-
- Pz-Ib C D MG's 0 10 Inf Support 3
- Pz-IIc B C D 20L55 6 20 Anti-tank 5
- Pz-IIL - C C D 20L55 6 20 Recon 6
- Pz-IIIE A B C D 37L46 7 30 Anti-tank 9
- Pz-IIIG - A B D 50L42 8 30 Anti-tank 10
- Pz-IIIH - A B C D 50L42 8 30 Anti-tank 11
- Pz-IIIJ - - A B D 50L60 9 30 Anti-tank 12
- Pz-IIIM - - - B C 50L60 9 30 Anti-tank 13
- Pz-IIIN - - - B C 75L24 6 30 Inf Support 10
- Pz-38t B B C D 37L46 7 30 Anti-tank 7
- Pz-35(t) B C D 37L40 5 30 Anti-tank 7
- Pz-IVc B B C C 75L24 6 30 Inf Support 8
- Pz-IVe - B B C 75L24 6 30 Inf Support 9
- Pz-IVf2 - - - B C 75L43 13 50 Anti-tank 14
- Pz-IVg - - - - B B C 75L48 14 50 Anti-tank 13
- Pz-IVh - - - - - B B 75L48 14 50 Anti-tank 15
- Panther - - - - A A B 75L70 19 60 Anti-tank 25
- Tiger - - - A A A B 88L56 17 60 Anti-tank 30
- King Tiger - - - - - A A 88L71 22 60 Anti-tank 50
- Brumbar - - - - A A A 150L10 0 50 Inf Support 15
- Stug-IIIb B B C D 75L24 6 30 Inf Support 8
- Stug-H42 - - - A B B B 105L30 0 40 Inf Support 13
- Stug-IIIg - - - - B B C 75L48 14 50 Anti-tank 11
- Stug-IV - - - - B B C 75L48 14 50 Anti-tank 12
- Jpz-I - C D 47L43 8 30 Anti-tank 7
- PzJagd-38 - - - C C 76L51 13 50 Anti-tank 11
- Marder - - - B C D 76L51 13 50 Anti-tank 10
- Marder II - - - B B D 75L48 14 50 Anti-tank 11
- Maeder III - - - - C D 75L48 14 50 Anti-tank 9
- Nashorn - - - - B B B 88L71 22 60 Anti-tank 16
- Hetzer - - - - A B B 75L48 14 50 Anti-tank 10
- JPZ-IV/70 - - - - - A B 75L70 19 60 Anti-tank 15
- Jagdpanther - - - - A A 88L71 22 60 Anti-tank 35
- Elefant - - - - B B 88L71 22 60 Anti-tank 40
- Jagdtiger - - - - - - A 128L58 22 80 Anti-tank 60
- Sig33 - - - C C C 150L10 3 50 Inf Support 9
- Wespe - - B B C C C 105mm 0 40 SPA 12
- Hummel - - - B B B B 150mm 2 50 SPA 15
- Lorraine - B B C C C C 150mm 3 130 SPA 15
- Wirblewind - - - - - A A 20mm 3 30 AA 11
- Ostwind - - - - - B B 37mm 6 40 AA 12
- Gw-38t - B B C 150L10 3 50 Inf Support 10
- Sdk-221 C C D MG's 0 10 Recon 3
- Sdk-222 B C D 20L55 6 20 Recon 5
- Sdk-231 B B C C - - - 20L55 6 20 Recon 5
- Sdk-234 - - B B C C 20L55 6 20 Recon 6
- Puma - - - - B C D 50L60 9 30 Recon 9
- Sdk-234/3 - - B C C C 75L24 6 30 Recon 10
- Sdk-234/4 - - - - - C C 75L48 14 50 Recon 12
-
- Russian Tanks
- Year Ratings
- Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
-
- BT-5 C C D 45L46 7 25 Anti-tank 5
- BT-7 B C C D 45L46 7 25 Anti-tank 6
- BT-7A B B C D 76L26 5 30 Anti-tank 7
- T-26S B C D D 45L46 7 25 Anti-tank 5
- T-60 - - C D D 20L55 6 20 Recon 6
- T-70 - - - C C D D 45L46 7 25 Recon 8
- T-28C B B C D 76L26 5 30 Anti-tank 12
- T-35 B B B C 76L16 6 30 Anti-tank 25
- KV-1 A A B C 76L35 8 30 Anti-tank 15
- KV-1C - A A B 76L41 9 40 Anti-tank 18
- KV-85 - - - - B B 85L53 13 50 Anti-tank 20
- KV-IIA A A B 152L20 0 50 Inf Support 20
- JS-II - - - - - A B 122L43 20 60 Anti-tank 25
- JS-III - - - - - - A 122L43 20 60 Anti-tank 30
- T-34/76A - A A B C 76L35 8 30 Anti-tank 12
- T-34/76B - - A B C 76L41 9 40 Anti-tank 12
- T-34/76C - - A B C D 76L41 9 40 Anti-tank 11
- T-34/85 - - - - B B C 85L53 13 50 Anti-tank 14
- SU-45 C C D 45L46 7 25 Anti-tank 6
- SU-76 - B C D 76L41 9 40 Anti-tank 8
- SU-85 - - - - B B 85L53 13 50 Anti-tank 12
- SU-100 - - - - - A B 100L60 21 60 Anti-tank 20
- JSU-122 - - - - - A B 122L43 20 60 Anti-tank 20
- SU-122 - - - - A A B 122L22 6 40 Inf Support 13
- SU-152 - - - - A A B 152L32 3 50 Inf Support 15
- JSU-152 - - - - - A A 152L32 3 50 Inf Support 16
- BA-10 C C D 45L46 7 25 Recon 8
- BA-64 - C C C D D D 20L55 6 20 Recon 6
-
- American Tanks
- Year Ratings
- Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
-
- M2A4 - C C D 37L53 9 30 Recon 8
- M3 Stuart - - B C D 37L53 9 30 Recon 9
- M5 Stuart - - - B B C D 37L53 9 30 Recon 9
- M24 - - - - - B C 75L38 10 40 Recon 10
- M3A1 Lee - - - B C 37L53 9 30 Anti-tank 11
- M4A1 Sher - - - B C D 75L38 10 40 Anti-tank 11
- M4A3 Sher - - - B C D D 75L38 10 40 Anti-tank 11
- M4A3E8 - - - - - B C 76L54 12 50 Anti-tank 12
- Jumbo - - - - - B B 75L38 10 40 Anti-tank 18
- T26 Persh - - - - - - A 90L50 16 60 Anti-tank 24
- M10 Wolv - - - B C C D 76L54 12 50 Anti-tank 12
- M18 Hell - - - - B C D 76L54 12 50 Anti-tank 11
- M36 Jack - - - - - B B 90L50 16 60 Anti-tank 14
- Sherman FLame - - B B C C Flame 0 2 Inf Support 20
- Sherman 105 - - B B C C 105L30 0 50 Inf Support 13
- M7 Preist - - - B B C C 105mm 0 130 SPA 9
- M12 GMC - - - - B B B 155mm 3 130 SPA 15
- M8 Grayhnd - - - B B C D 37L53 9 30 Recon 7
- M20 - - C C D D .50 MG 3 20 Recon 5
-
- Steel Panthers Weapons List
-
- Note: This is not a full comphrehensive list of all weapons in Steel
- Panthers. This list covers most of the weapons used in the game.
-
- Key:
-
- HE= High Explosive value, used to determine HE attacks against
- soft targets like infantry.
-
- AP Pen.= Max unmodified penetration for the AP round.
- HVAP Pen.= Max unmodified penetration for the HVAP round.
- HEAT= Max unmodified High Explosive Anti-tank penetration.
- Range= Max range for the weapon, in hexes.
- Accuracy= Number of hexes the weapon will have an unmodified 50% chance to
- hit its target. Example= Accuracy is 8, this means the weapon will have
- from 1 to 8 hexes, a unmodified base hit chance of 50%. Note this number
- can go up or down due to various modifiers in the game.
-
- SMG= Sub machine gun
- LMG= Light machine gun
- MMG= Medium machine gun
- HMG= Heavy machine gun
- FH= Field howitzer
- AA= Anti-aircraft
- AT= Anti-tank
- BAR= Browning Automatic Rifle
- Rkt= Rocket
- Mtr= Mortar
-
- Infantry Weapons:
-
- Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
-
- Rifle 1 0 0 0 10 4
- Semi Rifle 2 0 0 0 10 5
- BAR 4 0 0 0 10 8
- Carbine 3 0 0 0 6 3
- Pistol 2 0 0 0 2 1
- SMG 4 0 0 0 2 4
- MG-34 LMG 8 0 0 0 10 8
- MG-34 MMG 14 0 0 0 18 12
- MG-42 MMG 16 0 0 0 18 12
- Breda LMG 4 0 0 0 10 6
- Breda HMG 9 0 0 0 16 10
- FM LMG 6 0 0 0 10 8
- Lahti LMG 6 0 0 0 10 8
- Bren LMG 6 0 0 0 10 9
- DP LMG 6 0 0 0 10 8
- HotchkissMG 10 0 0 0 16 10
- .30 CAL MMG 12 0 0 0 16 10
- .30 CAL HMG 16 0 0 0 18 12
- .50 CAL HMG 14 3 0 0 20 15
- Maxim HMG 14 0 0 0 18 12
- Maxim AAMG 14 0 0 0 14 8
- Dshk HMG 14 3 0 0 20 15
- Vickers HMG 14 0 0 0 18 12
- Tashio LMG 5 0 0 0 10 6
- Type 96 LMG 6 0 0 0 10 7
- Type 92 HMG 10 0 0 0 16 10
- Flamethrwr 10 0 0 14 1 0
- Satchel Ch 12 2 0 15 1 0
- Molotov 0 0 0 9 1 0
- Anti-tank 0 0 0 20 1 0
- Hnd Grend 4 0 0 0 1 0
- AT Rifle 0 3 0 13 10 4
- PzFaust 0 0 0 20 2 1
- PIAT 0 0 0 11 2 1
- Bazooka 4 0 0 14 6 2
- PzSchreck 0 0 0 15 4 2
- Rifle Grnd 0 0 0 7 3 2
-
-
- Artillery & Mortars:
- Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
-
- 60mm Mtr 5 0 0 0 40 5
- 75mm FH 6 1 0 0 130 5
- 76mm FH 6 1 0 0 130 5
- 2IN Mtr 4 0 0 0 10 4
- 3IN How 6 0 0 0 30 4
- 3IN Mtr 6 0 0 0 50 5
- 4.2IN Mtr 9 0 0 0 70 5
- 4.5IN FH 10 2 0 0 130 5
- 8IN How 18 10 0 0 130 5
- 49mm Mtr 4 0 0 0 10 5
- 50mm Mtr 4 0 0 0 10 4
- 81mm Mtr 7 0 0 0 55 5
- 82mm Mtr 7 0 0 0 50 5
- 100mm FH 9 0 0 0 130 5
- 105mm FH 9 0 0 12 130 5
- 120mm Mtr 10 0 0 0 130 5
- 122mm FH 10 7 0 0 130 5
- 149mm FH 11 2 0 0 130 5
- 150mm FH 12 3 0 0 130 5
- 152mm FH 12 2 0 0 130 5
- 155mm Gun 13 4 0 0 130 5
- 155mm FH 12 3 0 0 130 5
- 132mm Rkt 13 0 0 0 130 5
- 150mm Rkt 15 0 0 0 130 5
- 4.6IN Rkt 10 1 0 0 130 5
- 290mm Spig 25 0 0 0 2 0
-
- Main guns & anti-tank guns:
- Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
-
- 20mm Quad 18 3 0 0 30 10
- 20L55 2 6 0 0 20 5
- 25L72 0 5 0 0 25 6
- 28L61 0 9 0 0 15 5
- 37mm Flak 10 6 0 0 40 9
- 37L21 2 5 0 0 20 3
- 37L33 2 5 0 0 25 5
- 37L40 2 5 0 0 30 6
- 37L46 2 7 0 0 30 7
- 37L53 4 9 0 0 30 9
- 40mm Flak 11 7 0 0 50 10
- 45L46 3 7 0 0 25 6
- 45L66 3 8 0 0 30 9
- 2Lb 0 8 0 0 30 8
- 47L32 3 5 0 0 30 5
- 47L34 3 6 0 0 30 7
- 47L40 3 7 0 0 30 8
- 47L43 3 8 0 0 30 9
- 50L42 3 8 0 0 30 8
- 50L60 3 9 13 0 30 10
- 57L52 0 11 0 0 40 11
- 57L73 4 12 0 0 40 12
- 6Lb 0 11 0 0 40 11
- 75L12 6 0 0 0 30 3
- 17Lb 6 17 22 0 50 14
- 75L24 6 6 0 9 30 4
- 75L31 6 9 0 0 40 8
- 75L34 6 10 0 0 40 8
- 75L38 6 10 0 0 40 9
- 75L43 6 13 19 0 50 11
- 75L48 6 14 0 0 50 14
- 75L52 6 10 0 0 40 10
- 75L70 6 19 0 0 60 19
- 76L26 6 5 0 0 30 4
- 76L35 6 8 0 0 30 8
- 76L41 6 9 12 0 40 10
- 76L51 6 13 19 0 50 11
- 76L54 6 12 18 0 50 12
- 77L49 6 14 17 0 50 13
- 75L36 6 8 0 0 30 8
- 85L53 7 13 17 0 50 12
- 88MM FLAK 7 15 0 0 80 20
- 88L56 7 17 0 0 60 15
- 88L71 7 22 0 0 60 20
- 25LB 8 6 0 0 130 5
- 90L50 8 16 25 0 60 15
- 90L53 8 15 0 0 60 12
- 152L20 12 4 0 0 30 4
- 95L22 8 3 0 11 40 5
- 105L30 9 3 0 12 40 5
- 100L60 9 21 0 0 60 13
- 122L43 10 20 0 0 60 8
- 122L22 10 6 0 0 40 4
- 128L58 10 22 0 0 80 15
- 150L10 12 2 0 0 80 15
- 152L32 12 3 0 0 50 5
-
-
- Last minute STEEL PANTHERS INFORMATION - Version 1.0
-
-
- MANUAL ERRATA
-
- It is highly recommended that to get the most out of the game that
- you read the following information in this readme file. Several options
- and changes were made to the rule book after it was printed. Any
- information noted here in supersedes the information printed in the
- rule book.
-
-
- SUGGESTIONS FOR FIRST TIME PLAYERS:
-
- While it is relatively easy in Steel Panthers to start moving units
- and blowing things up right away, we STRONGLY URGE you to work through
- the Tutorial in the manual step by step in order to understand the
- full game.
-
- The tutorial walks you through the process of buying units, deploying
- them, and playing a first scenario in a campaign. Once you work through
- the tutorial we advise that you play several stand-alone scenarios to
- get usedto the game before you jump in to playing a campaign.
- Here are some suggestions for easy scenarios:
-
- * Charge to Glory: Play the Germans.
- * Stinging the Bear: Play the Finns.
- * Gela counter-attack: Play the Americans.
- * When Tigers Pounce: This one is a scenario with few units.
-
- Hint: If at any time the game seems too difficult, change the
- difficultysetting in the Options Menu to Easy. Also, please note that
- the game is usually much more challenging when you are the attacking force.
- Since there is a limited number of turns for every scenario, games are
- easier to win when you are the defending player, especially when there are
- more than about three main victory objective areas the computer must take.
-
- SHIFT KEY uses:
-
- You may purposely stack up to two units in the same hex by holding
- down the Shift Key and left-clicking on the hex containing another unit
- while you are playing the game. Also, while deploying troops in the
- Deployment Menu only, if you do not wish for the computer to automatically
- advance to the next unit after placing a unit, hold down the
- Shift Key while placing a unit. Afterwards, to go to the next unit select
- Next or Previous.
-
- SPACEBAR:
-
- When viewing video footage, simply hit the spacebar or ESC key on the
- keyboard to stop the video. Also, you need to use the spacebar to
- stop a game if the computer is playing itself.
-
-
- CAMPAIGN Notes:
-
- 1) Please note that a good first campaign to play is Poland 1939,
- as it is relatively easy.
-
- 2) Playing as the Japanese in a long campaign is a real challenge, as
- the Japanese have a difficult time defeating tanks. Hint: Use Japanese
- engineer infantry to attack Allied tanks with satchel charges.
-
- 3) Playing as the Russians in a long campaign before 1942 is also
- quite challenging as the morale of the Russian units is generally
- low and they have a difficult time with the generally superior German
- unit types prior to 1942. Hint: Buy T-34's as soon as they become
- available.
-
- 4) When playing a long random campaign, there are certain instances
- where you will complete a battle and be presented with an option to
- fight a special battle, either a pursuit (which you can decline to
- accept) or a counter-attack. (which you may NOT decline). In these
- battles you will gain more experience points than from a normal
- battle; however, you will NOT have the option to repair/rebuild your
- core units before this fight! You will sometimes be given the option
- to purchase some support troops before these special battles.
-
- We do NOT recommend you try options 2 or 3 above until you are
- experienced with the game and ready for a real challenge.
-
- 5) During campaign games, you may have an option to do a beach
- assault. You do NOT have to purchase landing craft for your units.
- They are automatically assigned for the battle.
-
-
- MENU ADDITIONS/CHANGES:
-
- 1) Playing by E-Mail:
-
- After you have ended your turn in a human vs human game and saved
- it to one of the two E-Mail save slots, you then send that E-Mail
- save file from the E-Mail sub-directory to your opponent
- electronically. Your opponent must copy the E-Mail save file to
- his/her E-Mail sub-directory and then load it like any other save
- game. There are no passwords associated with this option. You must
- play using the honor system.
-
- 2) Tutorial (page 5):
-
- Please note that when playing campaigns that a menu not discussed
- in the manual will come up before you purchase your core units.
- This menu is where you decide the quality level of the units you
- wish to purchase (green, average, or veteran) and where you decide
- if you want foot, mechanized, or motorized infantry. If you choose
- "veteran" instead of the default average, then your troops will come
- with more experience but you will have 20% less battle points to spend
- than average. Selecting "green" gives you inexperienced troops but
- 20% more battle points to spend than average. Troops aren't actually
- more or less expensive, as discussed in the manual,you just receive a
- different number of battle points depending on the quality of troops
- you buy. See page 23 in the manual for more information.
-
- Also note that there are actually four experience levels for your
- units and each is represented by a graphic icon badge in the upper
- right section of the unit information display as follows:
-
- Green = The icon has a large "G" in it. Green units have little combat
- experience and their experience levels are generally under 50 points.
-
- Average = The icon has two Corporal stripes. Average units have some
- combat experience and their experience levels are between 50 and 79.
-
- Veteran = The icon has two Corporal stripes over a bar. Veteran
- units have good combat experience and their experience levels are
- between 80 and 100.
-
- Elite = The icon is a star. Elite units may not be purchased, but
- get to be Elite only through combat. Any unit with over 100
- experience points is considered Elite.
-
- Troops are more likely to increase in experience if they are Green
- than if they are Veteran. See page 32 in the manual for more
- information on experience.
-
- 3) Placing Units (page 9): Please note that you may NOT stack units
- with a shift key during deployment as described in the manual.
-
- 4) Deploy Entire Formation (page 9): Please note that you must first
- activate a unit in the formation, place that unit where you want it,
- and then select the Deploy Entire Formation button or the "A" key and
- the rest of the units in that formation will group themselves around
- the unit you just placed.
-
- 5) Loading Units (page 10): Please note that when loading units onto
- landing craft or river barges, that you MUST click on the landing
- craft/barge first and then select the Load Unit button or the "L"
- key in order to load something onto them. Also, only single units
- may be loaded onto barges. For example, a truck carrying infantry
- must first unload the infantry in order to load onto the barge.
- Barges are normally purchased by purchasing trucks called Barge
- Carriers from the MISC section in the purchase menu. The barges then
- must be unloaded from these Barge Carriers when you are adjacent to a
- river hex.
-
- 6) Shooting Units in the Rear (page 13): Please note that if you move
- a tank within two hexes of an enemy tank that the enemy will have time
- to turn itself to face you (it sees you coming). To get a rear shot on
- a tank it is advised that you shoot at it from about 3 hexes away.
- If the target vehicle is out of ammo, then you can move adjacent to it
- and shoot at it from behind, without it turning to face.
-
- 7) Direct Fire (page 14): You cannot use direct fire against hexes
- that you cannot see. The manual leads you to believe that you can.
-
- 8) Surrender (page 19): You must be adjacent to an enemy unit when you
- fire on it in order to have a chance to make it surrender. The manual
- says within two hexes.
-
- 9) Score (page 21): Please note that a decisive victory is when you
- score 10 times as many points as your opponent, a marginal victory is
- when you score twice as many points as your opponent. Anything
- between 2 to 1 and 1 to 2 is considered a draw.
-
- 10) The Purchase Menu has a few new options:
-
- a) "Delete", this button deletes the last formation you purchased.
-
- b) "Mission", this button informs you of your basic mission in the
- next battle.
-
- c) Please note that you should never purchase more than 20 individual
- planes or off-map support artillery units. As only 20 will be
- displayed in the bombardment menu at a time. So, if you buy more than
- 20, then the others will not be available until some of the first 20
- run out of ammo. It really wouldn't make much sense to purchase that
- much artillery and it is rare that you will have enough battle points
- available to do so.
-
- 11) Artillery Bombardment Menu:
-
- a) There is an additional "Eye" button for showing the data of the
- unit.
- Note: this is in place of the right-click option discussed in the
- manual.
-
- 12) The HQ Menu is no longer in the Orders menu. It is available from
- the Options menu and the graphic looks like a large tent, not a
- clipboard as displayed in the manual (see page 28). Also, there are
- several abbreviations used in this menu which are displayed near the
- unit list on the right side of the screen. They are:
-
- H = Current formation leader/HQ attached to that unit,
- KO = Unit destroyed or knocked out,
- IM = Immobilized,
- AB = Unit has been abandoned,
- Numbers (1,2,3etc.) indicate the number of men killed if infantry or
- how badly the unit is damaged, in points, if a non-infantry type unit.
-
- 13) Show Units: There is a new option in the Orders menu called "Show
- Units", it has a clipboard icon on the button. This option displays a
- sub-menu showing all your active units in the game. This is a great
- way to determine quickly who hasn't moved or who can still shoot.
-
- a) "ID" shows the unit ID on a button; when you click on this button,
- you will be moved to the location of that unit.
- b) "Name" displays the current name of the unit.
- c) "Status" displays current status of unit, such as dug in,
- positioned, or if the unit is a passenger.
- d) "Move" shows how many move points unit has left.
- e) "Shots" displays the current number of shots the unit has
- available.
- f) "Sup" displays current suppression for the unit.
- g) "HE" displays total rounds of HE ammo for the unit.
- h) "AP" displays total rounds of AP ammo for the unit.
- i) "Dam" indicates the number of men killed if infantry or how badly
- the unit is damaged, in points, if a non-infantry type unit.
- j) "Exp" displays the current experience rating for the unit.
- k) "Mor" displays the current morale rating for the unit.
-
- 14) Options Menu: There are several new options available (see page 29
- for comparison):
-
- a) There is no Sound Effects/Music Menu option. Instead, there are
- separate buttons to turn the music on/off, to turn the sound effects
- on/off, and to adjust the sound effects volume. Please note that the
- music volume must be adjusted on your speakers themselves or through
- the sound card, as the music is CD quality redbook audio music and
- cannot be adjusted from within the game program. You may play tracks
- 2, 3, & 4 from the Steel Panthers CD on any audio CD player to listen
- to the music from the game.
-
- b) There is no CHQ Link On/Off option. Command Control is always
- active.
-
- c) "Change message level" allows you to set the amount of detail (Low,
- Medium, High) you wish to see displayed in game messages. If you set
- this level High, then you will see many messages detailing what is
- happening during combat. For faster play, set the level to Low.
-
- d) "Name current Formation Leader" in addition to naming the current
- unit and current unit leader, you may also change the current Formation
- Leader's name.
-
- e) Please note that adjusting the difficulty level from the options
- menu affects only your (and not your opponent's) difficulty level.
-
- 15) Unit information screen:
-
- a) The number of enemy units killed by an individual unit are
- displayed as graphical icons rather than a number. The big tank
- represents either 10 or 100 kills (a number will appear over them)
- and a small one represents a single kill. It is important to note
- that kills refers to the kills of the leader, not the unit. So, if a
- leader is killed and replaced by a new leader, the kills will go back
- to zero for that unit. Also, "Kills" are complete units wiped out. If
- that unit/leader is the last unit to kill the last man in a squad
- then the unit which killed the last man gets credit for the kill.
- Killing individual men does not register as a "Kill".
-
- b) Next to "AP" is the heading "Range" which is the maximum number of
- hexes that weapon may fire.
-
-
- BATTLE GENERATOR:
-
- There is a new option which lets you decide who deploys the troops
- after they are purchased:
-
- Auto: Lets the computer deploy both sides.
- Select: Lets each player deploy their own units.
- Manual: Lets the human player deploy his units and the computer's.
-
-
- BUILDING CUSTOM SCENARIOS:
-
- 1) Note that this option is for die-hard players who want to create
- very detailed scenarios. To quickly generate random battles we suggest
- you use the Battle Generator. The build a complete scenario option
- was originally intended to be used by our scenario designers only,
- but we decided to put it in the game at the last minute for your
- enjoyment. Proceed at your own risk. Note that changes only affect
- the scenario you are editing. If, for example, you change unit data,
- it only affects units in that scenario not the entire unit data base.
-
- 2) Change Objective Hexes option:
- You are automatically given 21 victory objective flags which default
- to 3 groups of 7 flags. You may NOT add more than this number. To
- have fewer objective hexes (minimum 1), simply click and move a flag
- into a hex already occupied by another flag. Flags have their own
- victory points, not hexes. So, if you move 3 flags worth 50 points
- each into the same hex, then when playing the game the player who
- occupies that hex will receive 150 points.
-
- 3) Edit Unit Data option:
-
- a) When asked to edit your leader's rank you must input a number
- which represents the rank. Here are the number equivalents:
-
- 1= Private 2= Corporal 3= Sergeant 4= 2nd Lieutenant (Lt.)
- 5= 1st Lt. 6= Captain 7= Major 8= Lt. Colonel 9= Colonel.
-
- b) Most unit data values you can change, such as unit armor and speed,
- max out at 255. Although leader statistics, and unit experience/morale
- max out at 140.
-
- 4) Map Editor:
-
- a) To place a Government building or multi-hex building you will need
- a lot of clear space. You should clear the map first and then place any
- big buildings first before setting up smaller ones.
- b) Right-clicking while setting up a building will only place a cluster
- of buildings in that hex, it will not allow you to view different
- buildings as stated in rule book.
-
- 5) Saving Scenarios:
-
- a) Caution! When saving scenarios you create, they will be added
- to the list of available scenarios already supplied with the game.
- Currently you may create and save 140 scenarios. There are 60
- scenarios that come with the game for a total of 200 scenarios you
- can have access to at any one time.You can save over another scenario
- already there if you need space for more than 140 scenarios. If you do
- save over a scenario supplied with the game and you want to play it
- again, you will need to reinstall the scenarios from the Steel Panthers
- CD to your hard drive.
-
- b) When you load a saved game you will be asked to choose player control.
- This allows you to let another human take over the computer, for example,
- to play against you.
-
-
- COMBAT:
-
- 1) Entrenchments: All units gain defensive benefits from sandbag and
- foxhole entrenchments.
-
- 2) Shots:
-
- a) When unloading any unit, the unloaded unit will lose 1 available
- shot for that turn. This does not affect your ammo for the game.
- You don't lose ammo, just the time to shoot.
-
- b) Remember that shots is the number of times that unit can fire
- during its turn. This varies according to the unit type (example:
- large tanks shooting big shells take longer to load), the number of
- men in the unit (example: if an anti-tank gun loses one or two of its
- crew members, then they will not be able to load the gun as quickly,
- hence they will receive less shots per turn and tanks with bigger
- crews get more shots), status of the unit (example: pinned units get
- less shots) and experience level of the crew & the leadership value of
- the unit leader. Elite units can actually receive more shots than Green
- units. You usually receive at least 1 or 2 shots per turn unless the
- unit is in bad shape.
-
- c) If your unit is shot at there is a chance the unit will lose shots.
- If your shots listed go to 0 (zero) or if at the start of your turn the
- unit has no shots, then check the unit information screen as individual
- weapons can get destroyed or knocked out of action. If the weapon is no
- longer in the list on the info screen, then it has been destroyed.
-
- d) If you successfully rally one of your units who has suppression,
- you may recieve an extra shot for that turn. So, its a good ideal to
- rally your suppressed units before you shoot. Remember units also
- shoot better with less suppression.
-
- 3) Mines: When clearing mines, you will see a message on screen which
- says "X" number of mines cleared followed by a number in parenthesis (#).
- The number in parentheses is the number of mines left in the hex.
-
- 4) Pulling Back: Sometimes when infantry come under fire they will
- attempt to pull back; if so, the message "Pulling Back" is displayed.
- Infantry
- can only pull back up to 3 hexes away. Also, if infantry have "smoke"
- they will normally fire it automatically in an attempt to cover their
- retreat.
-
- 5) Dragonteeth: Engineers have the ability to clear dragonteeth; you
- must move them into the hex containing the obstacle and wait for a
- turn or more in order to remove them. Dragonteeth in a hex prevent
- tanks from moving through the hex until engineer infantry have removed
- them.
-
- 6) Pinned units: There is a chance that a pinned unit may stay pinned
- for the duration of the scenario depending on the environment around
- the unit (tanks in flames, casualties, no leader in sight, etc.). Also,
- once an infantry unit is less than half strength it will be very
- difficult for it to rally below 10 points of suppression.
-
- 7) Facing: While facing direction is important for vehicles in the game
- as they have different armor for the various sides of the vehicle,
- facing is only important for infantry in that they see better in the
- direction they are facing.
-
- 8) Close assault: If infantry are riding on a vehicle when it is
- close assaulted by enemy infantry the infantry will absorb the assault.
- This is a good tactic to keep your tanks alive when fighting in close
- with enemy infantry.
-
- 9) Planes: BE CAREFUL when using your planes to attack enemy positions when
- there is lots of smoke in the air or too close to your own units, as planes
- can kill their own troops accidently in these instances.
-
- 10) Japanese infantry never surrender, & never rout. They are very
- difficult to dislodge from dug-in positions. Use HEAVY firepower
- (tanks, artillery, planes, flamethrowers, and anything else handy)
- to kill them.
-
- 11) US Marines never surrender.
-
- MOVEMENT:
-
- 1) When using "All Formation" move mode, be careful if transport vehicles
- such as barges belong to the same formation. This movement mode will
- move everything, including the barges after you have unloaded your unit.
- Also, since this movement mode is a little tricky to use, it is turned
- off at the beginning of each turn. You will need to select it each turn
- if you wish to use it. "All Formation" move is great for moving
- formations down a road, but is dangerous to use in combat as the
- "undo" button doesn't work when in this mode.
-
- 2) Slow Movement: Units will gain a defensive bonus if they only move 1
- hex during the game turn. However, this is most often not practical as
- there are time limits for each scenario.
-
- 3) Unable to load units? Routed or retreating units will not be able to load
- onto vehicles, you must rally them first.
-
- 4) Can't move units? Either you have already moved the unit that turn,
- it is a routing unit (computer is moving it), or it is a vehicle which
- has been immobilized (look at the unit status display, and/or look at
- the Speed rating in the unit information display which will show a 0
- (zero) if the unit is so damaged that it can no longer move).
- Also, if your units are retreating or routing, you will NOT be able to
- move them until you rally them and their status changes to
- "positioned". They will attempt to retreat from the enemy under
- computer control.
-
- 5) My truck/transport vehicle disappeared? If you choose the Motorized
- or Mechanized transportation option (see page 23) and you cross a river
- by having your infantry use their inflatable rafts, then the transport
- associated with that infantry unit will no longer be available for that
- battle. You will have the transport available at the beginning of the
- next turn.
-
- 6) "M" key: If you hit the "m" key while playing, it will toggle on a
- undocumented smooth move mode. We do not recommend you play in this mode.
-
- SPOTTING:
-
- 1) Sometimes it is difficult to see your units on the map during combat
- because of all the smoke and destroyed units. If you are having trouble
- seeing units on the map display, use the CLR button to clear away the
- smoke, and/or turn the unit ID tags option on in order to see the units
- more clearly.
-
- 2) Units can spot or "see" enemy units into light smoke hexes.
-
- 3) On "Easy and "Average" play level settings, your units spot adjacent
- units automatically if those units have fired at your unit. Don't
- forget, that if a vehicle drives right next to one of your infantry
- units in a building or woods and you don't fire at them, there is a
- chance that unit may go undetected by the enemy. It depends on the
- "Visibility" of the scenario, whether the enemy vehicle is carrying
- infantry, and the experience level of the enemy vehicle. Infantry are
- normally able to see adjacent units. On "Hard" play difficulty setting,
- there is a chance your unit may not spot enemy units adjacent to them,
- even if that unit fired at them. This makes for more realistic game play
- as this allows infantry to sneak up on vehicles in rough terrain, but it
- is more difficult to play at this level.
-
- 4) Direct Fire Smoke options and Direct Fire Attack (HE) options can
- only be used against hexes that are in your unit's line of sight.
-
-
- ENCYCLOPEDIA:
-
- The on-screen encyclopedia for tanks and planes will only display the
- units available during that time period. For example, if you are
- playing a game which is set in 1940 and you wish to view French
- vehicles, then you will see what they had available at that time.
- If you are playing a game in 1945 and you wish to view French
- vehicles you will only see American/British vehicles listed as that
- is what the Free French had access to at that time.
-
-
- COMPUTER VS COMPUTER:
-
- If you choose computer vs computer, choose Quit Orders and the scenario
- will begin with the computer playing the computer. Hit the spacebar to
- stop the game at the beginning of the next turn.
-