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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 1.19 Oct 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 updates (since version 1.13).
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.
* "Mixed-Morale Forces ( [1.18] Modification/Clarification)
The force morale level now reflects the highest "normal" morale value to
be found among units in the force. However, certain units may have their
individual morale set HIGHER than this value to represent more elite
formations attached to the force. Normally, players should not set
individual unit morale values LOWER than the force level, since after a few
turns the values may tend to settle in around the force level anyway. This
is especially true for defending forces, as these units often experience
initial morale increases from sitting still and not being fired upon.
For more information please see section 19.6.1 (Morale Increases).
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.
* 10.6.6 FACING ( [v1.16] Addition)
Units may now face in 8 directions (i.e. the six hexsides plus due east and
due west). Pillboxes and casemates are still restricted to six sides. This
extra facing is only available during gameplay and not during setup.
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".
All hex by hex movement entry must be via the mouse. The NUM PAD keys (1-9)
are no longer functional (as stated in the manual).
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]/[v1.18] 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.
"N/A": The unit can not move on its own (it must be carried/towed).
"ReL": The unit is reloading (normally applies only to rockets).
"0MF": The unit is stopped in a minefield.
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.
* 19.6.1 Morale Increases/Maximum Morale ( [v1.18] Modification)
The maximum morale of a unit is generally limited to the force morale level
value. For example, if the force morale level is set to 75 no unit in the
force will ever have its' morale set higher than 75.
The primary exception to this rule concerns units which are manually given a
high morale value at the start of the game. These units are considered
"superior", and their morale may rise to a maximum of 94. However, a unit
ceases to be "superior" once its' morale level falls below the force level.
From that point on, the now "no-longer superior" unit's morale will not be
able to rise above the force level.
Using the above example, let's say the A1 unit is given a morale level of 85
at the start of the game - making it "superior" (since this is higher than
the force level of 75). For the first few turns, A1 is stationary and gains
morale slowly up to 94. Once this value is reached, the unit morale will not
increase further no matter how long it stays stationary. However, at that
point A1 takes heavy fire and casualties. The combat action drops the A1
morale level to 70. At this point A1 has permanently lost its' "superior"
status, since A1's morale level has fallen below the force level of 75.
As a practical consideration, in almost all cases the force morale level
should be the LOWEST morale level in the force, even if a majority of units
will have higher morale. Otherwise, it is possible the force's low morale
units can climb up to a morale equal to, or even above, the higher quality
units.
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.
* 19.6.4 Previous Version Saved Games ( [v1.18 Addition)
When a game saved in a version prior to 1.18 (Panthers) or 2.02 (Tigers) is
loaded, the computer will automatically try to adjust unit morale levels
to reflect the new system. Generally, the computer keys in on two
situations:
1). Units with morale values 10 or less points above the force level are
assumed to be "non-elite" units. Their morale level is immediately
reduced to the force level. So, for example, if the force level is
75, units with morale values of 85 or less will have their morale
reduced to 75. Units with higher or lower morale values are not
affected.
2). "Run for cover" now takes precedence over "stop under fire". Units
with "both" sets of orders will begin moving for cover on the next
turn.
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%, and can not be changed.
- The unit's PAUSE TO FIRE default is set to NO.
- The unit's targeting orders become "computer controlled".
All of the unit's orders other than these 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 not be given additional movement orders until
they revert back to the player's control.
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.
- The amount of cover and concealment along the movement route to the
new hex.
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.
- The best route to the potential hex is examinined for cover and
concealment. Any hexes with less cover than the current location
decrease the overall value of the potential new hex. The effects
of this are much more pronounced for foot units as opposed to
vehicles.
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.
* 24.11.1 Stacking Limits ( [v1.18] Change)
The Absolute stacking limits are changed to:
Aircraft 3 (No change)
Vehicles 16 (From 14)
Troops 90 (From 65)
Guns 12 (No change)
Naval Craft 5 (No change)
For movement on briges and fords, the normal stacking limit is also the
absolute limit.
* 24.11.3 Special Overstack Conditions ( [v1.18] Change)
Units broken or running for cover will often ignore the absolute stacking
limit in their haste. However, penalties are assesed to both the moving unit
and other units in the hex. The moving unit is slowed down somewhat - up to
about 50% of it's normal speed. Units in the hex, due to the confusion, have
their morale lowered and may also suffer a temproary drop in speed (if they
are moving).
Broken units can never cause an overstack on a bridge or ford.
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.
RECON type vehicles will never automatically stop under fire.
* 28.1 Engineer Unit Capabilities ( [v1.18] Correction)
The table of unit clearing cababilites is incorrect. Dozer tanks can not
clear dragon's teeth. They can be cleared only with explosives (combat
engineers).
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.
* 30.11 Special Terrain Effects ( [v1.18] Clarification)
Sand and water terrain reduce the effectiveness of all non-direct hits. In
general, the APF of shells landing in sand or water are reduced by 50%. This
reduction does not apply to VT rounds, however, which are actually given a
bonus in these cases. The VT APF is increased up to 50% due to the complete
lack of cover and protection against aerial bursts.
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.
* 39.2.3 Map Edge Objectives and Victory ( [v1.18] Addition)
In situations where the attacker is to take the map edge as the objective,
certain adjustments are made from the normal on-map objective determinations.
These modifications are as follows:
1. The "map edge" is comprised the first three hex rows on the
appropriate map side. This width is increased if the game "ends"
early (before the scheduled completion turn).
2. The map edge is never "consolidated", due to it's size. It is either
reached (taken) by the attacker or not.
3. Attacking units that have been moved "off-map" do NOT automatically
count as having taken the map edge. The rationale here is that by
not having on-map units holding an open "corridor" to the off-map
units, the off-map units are isolated and thus much less capable of
sustained operations.
4. In cases where the attacker has moved a non-artillery, non-mortar,
non-rocket combat unit off the map edge, players will be given the
option of granting the objective to the attacker if a unit is not
physically on the map edge at the end of the game. This allows for
cases where the attacker has obviously breached the enemy line, or
otherwise dominated the battlefield.
* 39.3 VICTORY LEVELS ( [v1.18] Clarification/Change)
The victory level is determined by comparing the number of points gained by
each force. The comparison is expressed as a percentage ratio of the
higher value to the lower. For example, a VP ratio of 100 indicates each
force has the same number of points. A VP ratio of 200 means one side has
exactly twice as many points as the other. The higher the VP ratio, the
more pronounced the victory.
* 39.3.1 Victory Level Determination
The VP ratio determines the victory level as follows:
Ratio Victory Level
--------- --------------------------
100-125 Draw
126-175 Marginal Victory
176-220 Moderate Victory
221 + Decisive Victory
* 39.3.2 Adjustments From Mission Accomplishment
In certain cases, the raw VP totals may be modified depending on whether or
not the attacker takes the objective. VP totals are never modified in
meeting engagement situations.
-If the objective is NOT TAKEN, AND defending units are ON THE OBJECTIVE:
The attacker can never achieve better than a MARGINAL DEFEAT.
-If the objective is NOT TAKEN, but NO defenders are on the objective:
The attacker can never acheive better than a DRAW.
-If the objective IS TAKEN, but NOT CONSOLIDATED:
The attacker can never achieve better than a MARGINAL VICTORY.
-If the objective IS CONSOLIDATED:
The attacker is awarded at least a MARGINAL VICTORY.
When VP totals are adjusted under these rules, a message to that effect
will be shown on the end of game screen.
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.