home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Cream of the Crop 20
/
Cream of the Crop 20 (Terry Blount) (1996).iso
/
games
/
ps_117.zip
/
README
< prev
next >
Wrap
Text File
|
1996-06-10
|
57KB
|
1,169 lines
*****************************************************************************
****** 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 1.17 Jun 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.
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 obje