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1995-10-13
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*****************************************************************************
****** PANTHERS IN THE SHADOWS User Manual Additions and Corrections ******
*****************************************************************************
Revision 1.12 Oct 95
Please note the following changes and additions that have been made to
Panthers in the Shadows since the release version:
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.
10.4.7 The XO Staff Page ( [1.12] Addition)
During a campaign game, an additional option will appear in the XO OPTIONS
box: REVIEW MISSION ORDERS. Selecting this option brings up the mission
statement (OPORDER) that was displayed at the beginning of the game. Hit
any key to return to the S-3 screen.
10.4.9 The FSO Staff Page (addition)
The manual omits a IF-capable unit status code:
"HOLD/DF TGT!" This indicates the artillery unit has a DF target. As
such, the unit will not fire IF missions until the DF target is cleared
or destroyed.
10.4.11 The ENGINEER Staff Page (clarification)
When a number of turns is shown for an obstacle clearance, the value
is an "estimate" of the completion time. The estimate is constantly
being reassessed - so sometimes it may not decrease between turns (because
work is progressing slower than expected). Less frequently, the time
may decrease by two or more turns (work is going faster). The accuracy of
the initial estimates depends mainly on the force's training level.
Low morale and suppression decrease the work rate, increasing the number
of turns needed to clear an obstacle.
10.6.8 Limited Intel ( [v1.02] Addition)
An additional fog of war level has been added: REALISTIC. When this level
is used, the exact weapon type for enemy vehicles is not automatically
known, as with the other two levels. Instead, the best friendly LOS to
the enemy unit is used to determine if the weapon type will be displayed
as a general value (Medium Tank) or exact model (Pz IVE (75)).
When the exact weapon type can not be determined for an enemy unit, you will
not be able to access the detailed weapon info charts for that unit.
Whether a weapon type is known or not is based upon the best LOS (lowest
block points) from any unbroken friendly unit to the enemy unit. If the
LOS has five or more blocking points, the weapon type automatically remains
unknown. Otherwise, a maximum block point total to reveal the unit is
calculated and compared to the LOS block points. If the LOS block points
are less than or equal the total to reveal, the weapon type becomes known.
Enemy units are revealed if the best LOS contains 2 or less block points.
Modifications to the basic LOS block point level are made as follows:
+1 Friendly Training Level greater than 50
+2 Friendly Training Level greater than 75
-1 For each 10 points of suppression on friendly unit (rounded up)
+1 If friendly unit is infantry
+1 If the friendly unit quantity is more than 10
-1 If the friendly unit is moving at 11% to 25% speed
-2 If the friendly unit is moving at 26% to 50% speed
-3 If the friendly unit is moving at greater than 50% speed
As an example, a friendly unit is attempting to determine the vehicle type
of an enemy unit at 2500 meters. The LOS to the enemy unit contains 3
block points. On the friendly side, the training level is 80, the friendly
unit is comprised of 15 infantry, has 15 points of suppression, and is
moving at 25% speed. The calculation of the points to reveal is:
2 (basic) + 2 (trng) - 2 (suppn) + 1 (inf) + 1 (qty) - 1 (speed) = 3 TOTAL
Because the total is less than or equal to the LOS block points, the vehicle
type will be revealed.
Friendly aircraft are never used as spotters when attempting to determine
enemy vehicle types. Likewise, types of enemy aircraft are always known
exactly.
Unit types may be exactly discovered and lost again any number of times as
the battle situation changes.
15.1 Hex Information Boxes ( [1.12] 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.
20.5 REINFORCEMENTS - SPECIAL DELAY (omission)
On the turn they enter the map, all reinforcements have a special delay
value of zero.
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.
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.
33 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%
42 CREDITS (addition)
Playtesting:
Jim Weller (ex-Sgt, USMC)
I also want to express additional thanks to Nick Bell (ex-CPT, USA). During
the final leg of testing, his attention to detail and well thought out
testing methods found a bunch of things that would have otherwise slipped by.
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.
******** 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.