Panzer General - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Panzer General - Strategy Guide (Page 04).
Though the force percentages can vary significantly, each
approach strikes a particular combined arms balance between the
types of units the player uses together to achieve victory on
the battlefield. Some choices limit others--for example, an
army with a powerful air force will have little need for air
defense and can afford to deploy a lot of expensive artillery
and engineers, which, however, are no more than vulnerable
targets if the enemy rules the skies. Auxiliary units available
to you will often help deal with key gaps in your force mix for
particular scenarios--e.g., air defense in the Low Countries,
naval, air and paratroop units in Norway and Crete, and
pillboxes for D-Day (hope your career takes a more successful
track!).
-----------------------------------------------------------------------------
* 4.2 * AUXILIARIES VS. CORE UNITS
==========================
There is a tension in the campaign game between getting
experience for your units and letting the auxiliaries take the
bulk of the punishment. Use only auxiliaries for scouting into
unexplored territory (because of the risk of ambush), and for
those occasional sacrificial attacks needed to soften up a tough
enemy target. Topping them off with elite replacements is
rarely worth it. Remember that HQ will provide you with elite
replacements for your core units once the battle is over, so in
the late stages it is a good idea to build up full-strength
units to over-strength while leaving crippled ones for HQ to top
off.
You are not penalized for losing auxiliary units (though the
enemy does gain prestige for killing them). One implication of
the enemy's ability to gain prestige from destroying your units
is that it is better to disband a unit in a hopeless position
than leave it alive for the enemy to destroy for the prestige on
their turn. Another implication is that it is ok to use up as
many auxiliary units as necessary to win your battles. Let your
core units be "glory hounds," finishing off units already
weakened by the auxiliaries and gaining the prestige. You'll
need all the prestige and experience gain your units can get.
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* 4.3 * UPGRADING AND ELITE REPLACEMENTS
================================
Players' styles differ significantly on when to spend prestige
to upgrade a unit's equipment and when to give it elite rather
than regular replacements. These are important decisions, and
there is a trade-off between the two and between these and
raising new units because you rarely have enough prestige to do
everything you want.
UPGRADING: The upgrade issue is rather easier--you can't
afford to allow your technology to become obsolete, but you
can't afford to upgrade every time new technology becomes
available. Some units never upgrade--pioniere and engineer
units never get any better than their initial values. Infantry
is typically upgraded in type once in 1943, although some
players change the type of infantry as necessary or wait until
Wehrmacht infantry gain experience before upgrading them to
paratroops, pionieres or engineers. Infantry, particularly the
slower-moving heavy weapons, pioniere, and engineer units, also
get half-tracks or at least trucks as soon as possible.
Aircraft are typically upgraded one to three times the course of
the war, sometimes more, while tanks can easily be upgraded
three to five times (many players will be surprised by how
feeble the German tanks that won the early blitzkriegs really
were--they won through superior skill, as must you as a Panzer
General).
Naturally, experienced units receive the best equipment--they
can use it most effectively and it increases their
survivability. As you play, you will probably develop a
preferred upgrade path that fits your force balance and tactics.
Sometimes you will have parallel upgrade paths: before the
development of the all-purpose Panther and Tiger, German tanks
tend to fall into the anti-armor (Pz III) and anti-infantry (Pz
IV) categories, each with a separate natural upgrade path. You
may also wish to experiment with different alternative
approaches to force structure.
ELITE REPLACEMENTS: This is where player preferences seem to
vary widely. One playtester who emphasized armor and minimized
air power won by largely ignoring attrition from enemy air
power, but his units often had to fight at strengths of as
little as 5. If harassed by constant air attack, building
units overstrength is not worth the time. In contrast, most
players felt strongly about the value of overstrength units and
their ability to overwhelm their opponents in combat or take
heavy losses and remain effective. Units can be made
overstrength only if highly experienced, so these players made
using prestige for elite replacements a priority (sometimes even
making selected auxiliary units overstrength). These players
differed, however, on their priorities. Some players placed a
high priority on enhancing their artillery because it can stay
overstrength for a long time and preserve its destructiveness
through the war, while others neglected their artillery, using
its therefore less effective firepower mainly to weaken
entrenchment levels or shoot at vulnerable soft targets. Some
cultivated their strategic bomber force, while others neglected
it. Some used paratroops as expendable units while others used
veteran paratroops to secure objectives deep within enemy lines.
Some put priority on enhancing front-line tank and fighter
units, while others would rely on constant combat to bring these
units back up to snuff and put first priority on building up
second-line units less able to gain constantly in experience
through combat (e.g., artillery tend to be particularly slow to
improve).
-----------------------------------------------------------------------------
* 4.4 * AIRCRAFT TACTICS
================
Killing aircraft
----------------
To ensure that you totally destroy an opposition air unit,
attack with a fighter on one side of the target unit. If
it is not completely destroyed, attack with the second fighter unit
on the directly opposed hex. This will cause the Zones of Control
of your fighter units to overlap, preventing the target unit from
escaping during the Allied turn. Destroy it before returning your
fighters to base to refuel.
--- S.Jenkins
[In response to my comment, above ---Jenkins] Attack with your air at every
chance. It builds experience in your air corps and reduces entrenchment.
--- DSHORT@nova.wright.edu
Always killing aircraft
-----------------------
Always destroy enemy air units in the opening turns, regardless of
convenience. If they become experienced, in those transitional turns when
you are operating beyond your air range prior to taking a new airfield, you
will regret it greatly. An experienced enemy fighter unit can inflict
literally decimating losses before it is destroyed.
--- S.Jenkins
[In response to my comments, above ---]
This seems to be the "Net Consensus", but I disagree about the total wiping
of enemy fighters. If I have a 12 St FW that can kill 7-8 enemy fighters,
I will not use 2 FW to kill 1 enemy fighter. I'll use 2 12 ST FWs to wipe
out 14-16 enemy fighters from 2 stacks. The computer uses the same rules
I do to replace units. If he uses elite, it will cost him a lot of prestige.
If he uses regular, his experience will drop and his fighters will be less
effective later. If possible I'll attack a fighter stack near something I
want to protect (like artillery) to provide intercept support next turn, or
near one of his units I want to tac bomb, so my fighter can provide escort.
I used this strategy during D-Day (set at hard level), and i had a decent
sized AF to start with, but I kept his fighters at bay and really bit into
production of other units (I suppose, anyhow). Also in D-Day, protect those
airfields so he has to go back to Eng to supply and refuel. I used my "aces"
to decimate a stack and then rooks to finish off the 2-3 left. This helps
build experince for rooks and keeps losses low. Also concentrate on his tac
bombers first, the fighters are less deadly against ground troops. Sometimes
I will waste a little offensive firepower to finish off tac bombers. You
never know when they will come back full strenght and make you pay.
--- Bill Sauerwald
[In response to my comments, first above --- Jenkins]
Yesyesyesyes. On the first turn, my bombers bomb and my fighters provide
escort (and strafe if convenient). On the second and third turns, my
fighters are killing enemy aircraft, and sometimes I miss out on some
good bombing opportunities since friends don't let friends bomb unescorted
(at least, not early in the game).
--- Reid Gagle [Email address unavailable due to my newsreader]
Take airfields
--------------
Leapfrogging your aircraft from airfield to airfield
allows continual bombardment of entrenched units.
--- Jenkins
Reducing entrenchment with aircraft
----------------------------------
If possible, in the turn you intend to take an objective (or artillery,
etc.), have a fighter unit left from the previous turn over the target:
strafe it to reduce strength points, then let the fighter RTB. Now, bring
in a level bomber to suppress as much of what is left as possible.
--- Jenkins
Fighter flyscreen
-----------------
I found that a valuable trick with your fighters (once you have enough,
say 6-8, so for Sealion '41 and later) is what I call the 'flyscreen'. Put
a line of fighters every3hexes and string them across the map (with 6 you can
cover 17 hexes) about 10 hexes in front of your ground troops (use care to
avoid enemy AAA). The enemy fighters will move forward but stop at your
line of fighters- and usually not attack. You can then move your ground
troops and fly your Stukas with complete freedom behind the fighter screen.
Once the enemy aircraft have come out and got stuck on your line, use the
next turn to wipe them out (trapping any that you don't destroy immediately).
--- Roderick Duncan
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* 4.5 * ARTILLERY TACTICS
=================
Protecting vulnerable artillery
-------------------------------
Artillery should _always_ be in halftracks. Nice trick....: your
artillery starts the turn in its halftrack. Unmount, shoot, remount,
move. Result: your artillery is _never_ a target except in its halftrack,
which is a hard target with decent defenses. It would be better (speaking
masochistically) if you could not unmount and remount on the same turn.
That way the artillery would be vulnerable half the time, and maybe
the sIG*booms! would be worth getting despite their lack of ammo.
Generally, you need more air. Your infantry all need transport. I don't
generally buy more infantry, though I upgrade what I've got and try to
avoid letting them die.
--- - Reid Gagle [Email address unavailable due to my newsreader]
[In response to Reid Gagle's comment, above --- Jenkins]
Ths is often a good tactice, but not always: artillery in transport cannot
generate defensive fire, and I'd guess about 1/3 of my artilery ammo is
used this way- backing up the front line troops as they beseige a city.
Since there is a cost to staying mounted, I don't see the feature pointed
out above (being able to stay mounted) a bug.
--- Drew Fudenberg [Email address unavailable due to my newsreader]
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* 4.6 * Seek and Destroy
================
Destroy weak enemy units
------------------------
I never let a very weak (1-3 strength) nemy unit escape if I can reasonably
prevent it, because they seem to come back, replenished and experienced,
to haunt you at your next objective.
--- Jenkins
Destroy artillery
-----------------
Attack and destroy enemy artillery (and fortifications) before attempting to
take the main objective. The loss from defensive artillery fire combined
with the dreadful rugged defense doesn't seem worth it.
--- Jenkins
Attacking objectives from the rear or the Zen of Scale
------------------------------------------------------
Take well-entrenched objectives from the rear, having taken the units
around to the side opposite the fortifications. (For example, in
the Warsaw scenario, I took the eastern airport first, and then
worked west towards Warsaw.)
--- Jenkins
[In response to my comment above --- Jenkins]
Yes. Paratroopers taking a city just past your last objective are a big
help here, unless you are a purist who says "that could never happen in
real life." Your new city then produces tanks or an artillery unit....
--- Reid Gagle [Email address unavailable due to my newsreader]
[In response to my comment above --- Jenkins]
On the unit scale, units have no rear.
On the tactical scale, unless you can get to the arty first,
you're waisting time.
On the strategic scale, I think you would be better served splitting
your forces into task groups. With your entire core you should
be able to threaten/take three objectives at a time.
[BTW, I -did- mean this on the tactical scale, specifically to get to
artillery and air defence first... but this remains my favorite comment
of all of the ones I received; very much the Zen of scale in Panzer General.
Kudos. --- Jenkins]
--- DSHORT@nova.wright.edu
Destroying superior allied armor
--------------------------------
Use the Stuka Tactical bombers to attack strong enemy tanks.
Your tanks are weaker. Hit them with Stukas, hit them a 2nd time with
any air that's available (a second Stuka attack is great), then hit
them with your best tanks (PZ IV are the strongest in the game - read
the specs. Strong arty also hurts them. Combined arms with several
units. PzJager anti-tanks can be used to kill off weakened tanks.
--- John Heidle
Those JU87B Tactical bombers are pretty much the only solution to those
French & British tanks. Weaken them with your tactical bombers, and then
finish them off (when their strength <5) with an armored attack (preferably
by a Pz III). [This suggestion was aimed at early scenarios; I found that
in the later scenarios, upgrading your Stukas to the JU87D is invaluable;
the suggestion is also cognizant that only in the early scenarios is the
PzIII series your best bet against tanks. --- Jenkins]
Pioniere & Engineer infantry - once you get an experienced infantry unit
think about upgrading to Pioniere or Engineer. Both of these units ignore
entrenchment of enemy units.
--- Tim Matsuoka
The allied armor is of higher quality. Here are a few tips
on destroying it:
- Level bombers will destroy supply. Without Fuel and ammo units
are easier to destroy.
- Tac bombers will reduce them also.
- Experienced german anti-tank armor can reduce them.
- Anti tank 88's will destroy them if the allies are dumb enough
to attack. If you are forced to attack you will do some damage.
- Allied units are drawn to dewtroy the anti air 88's like flies
are drawn to honey. The anti air 88 will rip them to shreds.
--- DSHORT@nova.wright.edu
Attacking entrenched units
--------------------------
Do not wait for reasonably low entrenchment levels. Use the
likely outcomes" only as a rough guide. Using the "pill boxes"
as an example, use a level bomber then 2 infantry to assault
They will often surrender. Experienced infantry usually can win
at the 5 entrenchment level if there has been softening up.
(Usually but not always)
--- John Heidle
Destroying fortifications
-------------------------
The fun thing about fortifications is that suppression works nearly as well
as outright distruction. If you have them to spare fly a level bomber over
and get your 2 suppressed. Then move up an infantry unit and attack. You
may get chewed up but as long as the infantry can get the remaining guns
suppressed the fort will surrender.
--- Kurt Staiger [email address unavailable due to my newsreader]
Killing air defence
-------------------
One other advantage to level bombers. They lower the fuel and ammo of the
defending unit. With a max ammo of 7 for Soviet 76mm AA gun the level
bomber reduces ammo so the AA gun only get to fire once or twice. The
level bomber has a higher defence rating so it takes less damage than
Ju-87s. The next turn the Stukas come in..... no losses.
--- JP Shue [email address unavailable due to my newsreader]
Taking all cities
-----------------
Bypass any city that you can; they non-objective cities seem to
yield prestige only in very small amounts, and aren't worth it.
--- Jenkins
[In response to my suggestion, above --- Jenkins] I will continue to do this
until see the computer mount a real effective counter. I've gone as far as
not garrisoning victory locations. Clearly I can't do that against a human
opponent.
--- DSHORT@nova.wright.edu
I take every city for the prestige points. It's also dangerous to
leave enemy units behind your lines. In the low countries scenario,
use arty and bombers to knock them out. You need 105 or 150 arty to
reach and kill air defense units. Eliminate their cities and their
units before they use them for counterattacks.
--- John Heidle
[Again, in response to my comments above --- Jenkins]
General sentiment here seems to agree, but I don't. My main spearhead
keeps rolling as fast as possible, but I almost always clean out almost
every city in my path with units in the rear. And unlike others, I
do not normally garrison my cities at all (exception: defensive campaigns),
since I have cleaned out the resistance. Only very occasionally do I get
rude surprises as a tank slips past me and retakes a city. They have never
used paratroopers offensively (exception: defensive campaigns).
--- Reid Gagle [Email address unavailable due to my newsreader]
Minimizing attack times
-----------------------
[In response to my comments on running out of time --- Jenkins]
Be sure to get the maximum milage. In the situation below, you are X and
they are Y:
x X Y
x X y Y
x x X y Y
x y
Be sure to use your rear units (x) to attack their forward units (y).
If they blow a hole in the line, then your forward units (X) can attack
their rear units (Y). This allows you to do in one turn what would
otherwise take two.
--- Reid Gagle [Email address unavailable due to my newsreader]
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* 4.7 * Replacements
============
If the unit has one star or more of experience, always use
elite replacements. In the France campaign, I upgraded
a couple of tanks to the expensive IIIG (if I remember correctly--
not speaking German or being a grognard, I find that the names of all the
equipment blends together in my mind; anyway, its the one that
costs the most prestige other than the IV), and bought a couple more.
I always gave these units elite replacements, to bring up their
experience, since they seemed to be (combinded with aggressive air
attacks, and a devil-may-care attitude towards the safety of lesser
armor and infantry) the only thing that can take out those rough
French and British tanks.
--- Jenkins
Overstrength your units when possible. In later scenarios, a 15 strength
Tiger I or a 15 strength Pioniere are deadly. And 15 strength FW190's are
a must as well.
--- Tim Matsuoka
[In response to my comments: It seems that I never have enough time to
conquer all of the objectives, given how well entrenched the defenders
are... I run out (of prestige), making replenishing units nearly impossible.
---Jenkins] Taking replacements cost you two things, Prestige and Time.
DO NOT TAKE REPLACEMENTS UNLESS YOU ABSOLUTELY MUST!!!
--- DSHORT@nova.wright.edu
[In response to my comments, first in the list above ---Jenkins]
Use the Pzech tanks. If I need to give replacements I give elite
replacements to all units except a few garrison and arty units.
Below strength units at the end of a battle will be given
elite replacements by HQ. Hoard your prestige.
--- DSHORT@nova.wright.edu
[In response to my comments, first in the list above ---Jenkins]
Actually, if the unit has ANY experience and I am not too short on
prestige, I give it elite replacements. How else will the green units
stop being green?
--- Reid Gagle [Email address unavailable due to my newsreader]
Recon units useless
-------------------
The general consensus of several net correspondents, and my own intuition
is that German recon units are useless. They don't move fast enough
and have limited spotting range. Using aircraft, especially the 5 spotting
BF110 is much more productive. Several people have noted that since you
spot everything on the path your aircraft flies, you should when making
a flight soley for the recon value, target a hex several past your main
area of interest to get maximum coverage.
--- Jenkins
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* 5 * Tables
========
* 5.1 * Panzer General Combat Specifics
===============================
This info is from the Strategy Guide. I have found many errors in the guide so
some of this info may be wrong as well.
*** 1. Determine Attacker's and Defender's Effective Initiative
Highest initiative strikes first; simultaneous strikes with equal initiative.
Effective Initiative =
Base Initiative or Initiative Cap (whichever is smaller) +
Experience Bonus + d3
--- Initiative Cap Values for Defender's Terrain
Terrain Type Initiative Cap Value
City 1
Forest, Bocage, Fortifications 3
Swamp 4
Rough, Port Facility 5
Mountains 8
All other types 99
--- Initiative Experience Bonus
Unit Experience Bonus
No stars +0
1 or 2 stars +1
3 or 4 stars +2
5 stars +3
--- Initiative Exceptions
1. If a Submarine or Capital Ship is involved, the attacker's initiative is
reset to 99 and the defender's to 0.
2. An AT unit which initiates an attack against a Tank or Recon unit has
it's initiative reset to 0 and the defender's initiative is reset to 99.
3. An attacker's initiative is reset to 0 if a rugged defense, out of the
sun, or surprise contact occurs.
4. If an Air unit attacks an Air Defense unit, it's initiative is reset to
equal that of the Air Defense unit.
*Note that a d3 roll is still made after these resets are applied.
"Expected Losses" assumes that the d3 roll is identical for both attacker
and defender.
*** 2. Determine Attacker's and Defender's Attack Grade
Attack Grade =
Base Attack Value (dependent on target type: soft, hard) +
Attack Grade Modifiers
--- Attack Grade Modifiers
each star +1
target on river +4
rugged defense +4
*** 3. Determine Attacker's and Defender's Defense Grade
Defense Grade =
Base Defense Value (dependent on unit type: air, ground) +
Defense Grade Modifiers
--- Defense Grade Modifiers
each star +1
target on river +4
rugged defense +4
entrenchment level vs pioneere/engineer 0
entrenchment level vs infantry +1/2 per level
entrenchment level vs non-infantry +1 per level
ground unit versus naval unit +8
ranged attack during rain/snow +3
unit initiating attack against artillery +3
infantry versus anti-tank gun +2
*** 4. Rugged Defense Chance
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Chance for Rugged Defense =
Entrenchment Level * Experience Ratio * Entrenchment Ratio * 5%
--- Entrenchment Rates
Infantry 3
Tanks, AA, Forts 1
everything else 2
*** 5. Determine Unit Losses
Calculate difference between Attack Grade and Defense Grade. If the
difference is up to 4 add this to a d20. Above 4, calculate the die roll
modifier like this: 4 + 2/5 * (difference - 4) rounded down. Use the
following numbers to determine results for each strength point striking:
Artillery, Level Bomber, Fort, Destroyer, Capital Ship
Hit: 19+ Suppress: 11-18 Miss: 1-10
All other units
Hit: 13+ Suppress: 11-12 Miss: 1-10
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* 5.2 * Movement Tables
===============
Tracked Movement
Terrain Dry Mud Ice
Road/City 1 1 1
Clear 1 2 1
Forest 2 3 2
Bocage 4 All All
Hill/Rough 2 3 2
Mountain All All All
Sand 1 1 1
Swamp 4 N/A 2
Ocean/Coast N/A N/A N/A
River All N/A 2
Fortification 1 2 1
Port 1 1 1
Half-tracked Movement
Terrain Dry Mud Ice
Road/City 1 1 1
Clear 1 3 2
Forest 2 3 2
Bocage All All All
Hill/Rough 2 4 3
Mountain All All All
Sand 1 1 1
Swamp 4 N/A 2
Ocean/Coast N/A N/A N/A
River All N/A 2
Fortification 1 2 1
Port 1 1 1
Wheeled Movement
Terrain Dry Mud Ice
Road/City 1 2 2
Clear 2 3 2
Forest 3 All All
Bocage All All All
Hill/Rough 4 All All
Mountain All All All
Sand 3 3 3
Swamp All N/A 3
Ocean/Coast N/A N/A N/A
River All N/A 3
Fortification 2 4 3
Port 1 2 2
Leg Movement
Terrain Dry Mud Ice
Road/City 1 1 1
Clear 1 1 1
Forest 2 2 2
Bocage 2 2 2
Hill/Rough 2 2 3
Mountain All All All
Sand 2 2 2
Swamp 2 All 1
Ocean/Coast N/A N/A N/A
River All All 2
Fortification 1 1 1
Port 1 1 1
Dismounted Gun Movement
Terrain Dry Mud Ice
Road/City 1 1 1
Clear 1 1 1
Forest 1 1 1
Bocage 1 1 1
Hill/Rough 1 1 1
Mountain All All All
Sand 1 1 1
Swamp N/A N/A N/A
Ocean/Coast N/A N/A N/A
River All All All
Fortification 1 1 1
Port 1 1 1
All-Terrain Movement
Terrain Dry Mud Ice
Road/City 1 1 1
Clear 1 2 2
Forest 3 4 4
Bocage 3 All 3
Hill/Rough 3 All 3
Mountain All All All
Sand 2 2 2
Swamp All N/A 3
Ocean/Coast N/A N/A N/A
River All N/A 2
Fortification 1 3 2
Port 1 1 1
-----------------------------------------------------------------------------
* 5.3 * Ship Info
===========
Panzer General Ship Data
Ships
Name Cls Side Va Mv Sp Fu Am In Rn SA HA AA NA GD AD SW
Carrier Car Ally 23 4 5 200 30 9 0 0 0 [4] 0 5 5 8
Battleship Cap Ally 25 4 1 200 40 12 5 13 9 [9] 18 12 12 12
Battleship-Bk Cap Axis 25 5 1 200 40 12 5 13 9 [9] 18 12 12 12
Battleship-Dl Cap Axis 23 5 1 200 40 12 5 12 8 [8] 16 9 9 9
Battle-Cruiser Cap Both 23 5 1 200 40 12 5 13 9 [7] 18 8 8 9
Heavy-Cruiser Cap Both 20 5 1 200 40 10 4 11 7 [7] 14 7 8 8
Light-Cruiser Cap Both 15 5 1 200 40 9 4 10 6 [6] 12 6 7 6
Destroyer Des Ally 10 6 2 200 30 6 0 9 5 [5] 16 3 4 7
Z-Destroyer Des Axis 10 6 2 200 30 6 0 9 5 [5] 16 3 4 7
T-Destroyer Des Axis 8 7 2 120 25 6 0 8 5 [3] 14 3 3 8
T-Boat Des Ally 5 7 2 60 2 5 0 0 0 [1] 16 2 6 10
S-Boat Des Axis 5 7 2 60 2 5 0 0 0 [1] 16 2 6 10
Submarine Sub Ally 8 3 3 200 40 6 0 0 0 0 10 2 0 0
U-Boat Sub Axis 8 3 3 200 40 6 0 0 0 0 10 2 0 0
Transport Trn Both 5 4 1 N/A N/A 2 N/A 0 0 [2] 0 2 2 2
-----------------------------------------------------------------------------
* 5.4 * Unit Info
=========
This table has some corrections to the one in the rule book though it may have
some errors of its own (though I haven't seen any). Sorry for the inconvenience
of using more than 80 columns but my printer can handle it and I needed all the
space. The "Scenario" column shows the scenario that these units first become
available "at the start of the scenario". It does not take into account the fact
that some units appear *during* the scenarios. In these cases the units will
appear 1 or 2 scenarios before the scenario listed. I am compiling a list of
units that appear during scenarios but I don't find this useful since I rarely
do any upgrading during a scenario. Note that the dates in the rule book don't
always correspond with the dates of the battles and that some scenarios have
auxiliary german units that can't be bought and that appear before the scenario
listed below. There is a scenario chronology at the end which is needed to figure
out when units appear. This was done by reading the dates shown in the main
scenario selection window.
Tr: G=towed gun; T=tracked; HT=half-tracked; W=wheeled; AT=all-terrain;
L=leg; A=air; N=Naval
Germany
more
Air-Defense ----->
Name Va Tr Mv Sp Fu Am In Rn SA HA AA NA GD AD CD TT Scenario
2-Flak38(4) 5 G 1 2 0 20 2 2 [7] [4] 7 1 2 6 0 S Warsaw
3.7-Flak36 7 G 1 2 0 24 2 2 [4] [7] 7 1 2 6 0 S Norway
8.8-Flak18 19 G 1 1 0 10 11 3 [13] [18] 10 2 2 6 0 S Warsaw
Ostwind-I 21 T 5 2 45 23 2 2 [4] [7] 9 1 9 16 1 H Ardennes
Sdkfz-6/2 12 HT 6 2 55 5 2 2 [1] [4] 6 1 3 14 0 S Low_Countries
Anti-tank
Name Va Tr Mv Sp Fu Am In Rn SA HA AA NA GD AD CD TT Scenario
3.7-Pak35/36 2 G 1 2 0 10 6 0 2 7 0 1 8 8 0 S Poland
5-Pak38 7 G 1 2 0 9 9 0 4 11 0 1 8 8 0 S North_Africa
7.5-Pak40 10 G 1 2 0 8 10 0 8 15 0 1 8 8 0 S El_Alamein
8.8-FK18-ATG 19 G 1 1 0 10 11 0 13 18 [10] 1 4 8 0 S Low_Countries
8.8-Pak43/41 14 G 1 2 0 8 12 0 10 25 0 1 8 8 0 S D-Day
Hetzer 12 T 5 1 43 8 10 0 11 15 [1] 1 14 8 1 H D-Day
JadgPanther 22 T 6 1 37 8 12 0 13 25 0 1 18 11 4 H D-Day
JadgTiger 26 T 3 1 28 8 11 0 17 31 [1] 1 22 14 4 H Ardennes
Jadgpanzer38 16 T 5 1 47 8 11 0 11 21 [1] 1 15 8 1 H Budapest
Jagdpz-IV/48 13 T 5 1 46 9 10 0 11 15 0 1 13 9 3 H Anzio
Jagspz-IV/70 17 T 5 1 46 7 11 0 11 21 0 1 15 9 3 H Anvil
Jp-Elefant 19 T 3 1 24 7 12 0 13 25 0 1 18 12 1 H Kursk
Marder-II 7 T 5 1 44 5 10 0 11 15 [1] 1 6 6 0 H El_Alamein
Marder-IIIH 7 T 5 1 49 5 10 0 11 15 0 1 7 6 0 H El_Alamein
Marder-IIIM 8 T 5 1 44 5 10 0 11 15 0 1 7 6 0 H Sealion_43
Nashorn 14 T 5 1 47 5 12 0 13 25 [1] 1 7 6 0 H Kharkov
PzJager-IB 2 T 5 1 39 9 8 0 5 9 0 1 6 6 0 H Norway
StuGIIIF 10 T 5 1 39 7 10 0 11 14 [1] 1 10 8 1 H El_Alamein
StuGIIIF/8 11 T 5 1 41 7 10 0 11 15 [1] 1 11 9 1 H Moscow_42
StuGIIIG 12 T 5 1 40 8 10 0 11 15 [1] 1 11 9 4 H Kharkov
Anti-aircraft
Name Va Tr Mv Sp Fu Am In Rn SA HA AA NA GD AD CD TT Scenario
37-FlakPz-IV 13 T 5 2 45 8 6 0 4 7 9 1 9 14 0 H D-Day
FlakPz-38(t) 8 T 5 2 46 7 6 0 2 3 7 1 6 12 0 H Anzio
SdKfz-10/4 7 HT 6 2 40 12 5 0 3 2 8 0 2 12 1 S Warsaw
SdKfz-7/1 14 HT 6 2 45 16 6 0 6 4 11 1 2 16 1 S El_Alamein
Wirblewind 16 T 5 2 45 19 6 0 6 4 11 1 7 14 1 H Market_Garden
Artillery
Name Va Tr Mv Sp Fu Am In Rn SA HA AA NA GD AD CD TT Scenario
10.5-leFH 15 G 1 1 0 8 2 3 15 8 0 1 2 6 0 S Norway
15-sFH 19 G 1 1 0 7 2 3 19 14 0 1 2 6 0 S Norway
17-K18 20 G 1 1 0 6 2 3 19 14 0 2 2 6 0 S El_Alamein
7.5-leFK 7 G 1 1 0 9 2 2 11 5 0 1 2 6 0 S Poland
Hummel 24 T 5 1 47 4 5 3 19 14 0 1 7 6 0 H Kursk
Nebelwerfer 25 HT 6 2 55 4 2 2 23 11 [1] 1 7 1 1 H North_Africa
StuGIIIb 9 T 5 1 41 6 5 1 11 8 0 1 10 8 0 H Norway
StuGIV 19 T 5 1 46 8 10 1 14 15 [1] 1 11 8 2 H Anzio
StuH42 20 T 5 1 40 7 5 2 15 8 [1] 1 11 9 4 H Moscow_42
Wespe 21 T 5 1 39 6 5 3 15 8 [1] 1 6 6 0 H Kursk
sIG-38(t) 26 T 4 1 38 5 4 3 19 14 [1] 1 13 6 0 H Sealion_43
sIG-IB 22 T 5 1 35 3 4 3 19 14 0 1 5 6 0 H Low_Countries
sIG-II 23 T 5 1 41 3 4 3 19 14 0 1 8 6 0 H El_Alamein
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