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Steel Panthers v1.1 revision notes and readme file
SSI and Gary Grigsby continue to work towards a version with the e-mail
passwords and any other features promised in the original readme file
(below).
We hope that these corrections make the game more enjoyable in
the interim.
V1.1 Fixes
Steel Panthers v1.1 Fixes
1) A map edge game crash has been corrected. This would occur when a
user scrolled around the map and went over a corrupted map edge.
2) The encyclopedia option now available in purchase menu.
3) A campaign bug, support units will no longer become core units.
4) The game should now end when all VP hexes have been captured and all
enemies are routed.
5) Left over scenario data garbage should not appear. All campaigns
and the editor should now start clean. (Smoke and fire will still
appear. Hit the clear button)
6) Mechanized units with halftracks and motorized units with trucks
are now more expensive (as they should be)
7) An artillery piece which has been loaded onto a truck
(or other applicable transport) will lose all of it's shots
for that round.
8) When the user is in a river crossing or amphibious assault
scenario. Mechnized or Motorized units will not have their
vehicles for the entire scenario. The vehicles will return
during the next scenario.
9) After finishing a scenario in a campaign, the user will
have the option to save the game.
10) Mission button now informs the user if the next battle is
a river or amphibious assault in campaigns.
11) All enemy units should not leave entrenchments to pursue
one lost victory hex. The AI will now intelligently decide
whether to attack based on the number of hexes taken.
12) The game will no longer place too many mines in a hex.
A human may still overload a hex with mines and/or dragon's
teeth. Do not place more than 10 mines, or 2 dragon's teeth in a hex.
13) Units will no longer appear entrenched after loading a saved game
(or e-mail saved game).
14) Crew will no longer appear to be carrying an AT gun (57mm) when
they've abandoned their gun (or it's been destroyed). This occurred
after loading a saved game (or e-mail saved game)
15) Lone crewman graphics will not appear in abandoned/destroyed gun
emplacements when a saved game (or e-mail saved game) is loaded.
16) Motorcycle units can no longer destroy buildings by moving
through them like armor can. Motorcycles are treated like infantry
for this purpose.
17) AA guns will now shoot enemy aircraft if not engaged with
ground forces.
18) Motorcycle crews now abandon their vehicles when they
have become immobilized.
Be sure that you have a \SCEN directory behind the \STEEL directory
(type md scen and hit enter in the game directory) or
you cannot save maps....
The button which selects music on and off, is pictured as a
musical note, and not a horn as stated on page 29 of the manual.
on Page 21 of the manual it states that you will get a campaign
summary. Currently, this only works in the long campaign.
Should you find that any of these bugs are not fixed, or there
are other problems with the game, please refer to your data card
for the ways in which you can contact SSI Technical Support.
Weapons Penetration information for Steel Panthers
(more information on the way in the readme file in future revisions.)
This information may also be updated and placed on America Online,
Compuserve, GEnie, the SSI BBS, and SSI's Canadian BBS 'Instant Access'.
Steel Panthers Tank Chart.
Ratings Key:
A= Excellent tank with very good armor and weapons. Keep this tank.
B= Good tank with above average armor and weapons. Ok for now.
C= Average tank with average to below average armor and weapons.
May want to consider upgrading the tank.
D= Poor tank with poor armor and under gunned.
Should replace tank with newer model otherwise crew will have short
and violent lives.
- = Tank not available at this time.
Max Pen = Max unmodified AP round penetration for this weapon.
Rang = Max range in hexes for this weapon.
Roles:
Inf Support= This means that the tank is design to kill soft targets only.
Not very useful against tanks.
Anti-tank= This means that the tank is designed to kill tanks or hard
targets. It has limited use against infantry or soft targets.
SPA= This tank is a self propelled artillery tank. Mobile artilley,
useful against soft targets only.
AA= This tank is designed to shoot at aircraft.
Recon= This tank or vehicle is design to scout and look around the
battlefield. Not intended to shoot it out with the enemy.
German Tanks
Year Ratings
Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
Pz-Ib C D MG's 0 10 Inf Support 3
Pz-IIc B C D 20L55 6 20 Anti-tank 5
Pz-IIL - C C D 20L55 6 20 Recon 6
Pz-IIIE A B C D 37L46 7 30 Anti-tank 9
Pz-IIIG - A B D 50L42 8 30 Anti-tank 10
Pz-IIIH - A B C D 50L42 8 30 Anti-tank 11
Pz-IIIJ - - A B D 50L60 9 30 Anti-tank 12
Pz-IIIM - - - B C 50L60 9 30 Anti-tank 13
Pz-IIIN - - - B C 75L24 6 30 Inf Support 10
Pz-38t B B C D 37L46 7 30 Anti-tank 7
Pz-35(t) B C D 37L40 5 30 Anti-tank 7
Pz-IVc B B C C 75L24 6 30 Inf Support 8
Pz-IVe - B B C 75L24 6 30 Inf Support 9
Pz-IVf2 - - - B C 75L43 13 50 Anti-tank 14
Pz-IVg - - - - B B C 75L48 14 50 Anti-tank 13
Pz-IVh - - - - - B B 75L48 14 50 Anti-tank 15
Panther - - - - A A B 75L70 19 60 Anti-tank 25
Tiger - - - A A A B 88L56 17 60 Anti-tank 30
King Tiger - - - - - A A 88L71 22 60 Anti-tank 50
Brumbar - - - - A A A 150L10 0 50 Inf Support 15
Stug-IIIb B B C D 75L24 6 30 Inf Support 8
Stug-H42 - - - A B B B 105L30 0 40 Inf Support 13
Stug-IIIg - - - - B B C 75L48 14 50 Anti-tank 11
Stug-IV - - - - B B C 75L48 14 50 Anti-tank 12
Jpz-I - C D 47L43 8 30 Anti-tank 7
PzJagd-38 - - - C C 76L51 13 50 Anti-tank 11
Marder - - - B C D 76L51 13 50 Anti-tank 10
Marder II - - - B B D 75L48 14 50 Anti-tank 11
Maeder III - - - - C D 75L48 14 50 Anti-tank 9
Nashorn - - - - B B B 88L71 22 60 Anti-tank 16
Hetzer - - - - A B B 75L48 14 50 Anti-tank 10
JPZ-IV/70 - - - - - A B 75L70 19 60 Anti-tank 15
Jagdpanther - - - - A A 88L71 22 60 Anti-tank 35
Elefant - - - - B B 88L71 22 60 Anti-tank 40
Jagdtiger - - - - - - A 128L58 22 80 Anti-tank 60
Sig33 - - - C C C 150L10 3 50 Inf Support 9
Wespe - - B B C C C 105mm 0 40 SPA 12
Hummel - - - B B B B 150mm 2 50 SPA 15
Lorraine - B B C C C C 150mm 3 130 SPA 15
Wirblewind - - - - - A A 20mm 3 30 AA 11
Ostwind - - - - - B B 37mm 6 40 AA 12
Gw-38t - B B C 150L10 3 50 Inf Support 10
Sdk-221 C C D MG's 0 10 Recon 3
Sdk-222 B C D 20L55 6 20 Recon 5
Sdk-231 B B C C - - - 20L55 6 20 Recon 5
Sdk-234 - - B B C C 20L55 6 20 Recon 6
Puma - - - - B C D 50L60 9 30 Recon 9
Sdk-234/3 - - B C C C 75L24 6 30 Recon 10
Sdk-234/4 - - - - - C C 75L48 14 50 Recon 12
Russian Tanks
Year Ratings
Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
BT-5 C C D 45L46 7 25 Anti-tank 5
BT-7 B C C D 45L46 7 25 Anti-tank 6
BT-7A B B C D 76L26 5 30 Anti-tank 7
T-26S B C D D 45L46 7 25 Anti-tank 5
T-60 - - C D D 20L55 6 20 Recon 6
T-70 - - - C C D D 45L46 7 25 Recon 8
T-28C B B C D 76L26 5 30 Anti-tank 12
T-35 B B B C 76L16 6 30 Anti-tank 25
KV-1 A A B C 76L35 8 30 Anti-tank 15
KV-1C - A A B 76L41 9 40 Anti-tank 18
KV-85 - - - - B B 85L53 13 50 Anti-tank 20
KV-IIA A A B 152L20 0 50 Inf Support 20
JS-II - - - - - A B 122L43 20 60 Anti-tank 25
JS-III - - - - - - A 122L43 20 60 Anti-tank 30
T-34/76A - A A B C 76L35 8 30 Anti-tank 12
T-34/76B - - A B C 76L41 9 40 Anti-tank 12
T-34/76C - - A B C D 76L41 9 40 Anti-tank 11
T-34/85 - - - - B B C 85L53 13 50 Anti-tank 14
SU-45 C C D 45L46 7 25 Anti-tank 6
SU-76 - B C D 76L41 9 40 Anti-tank 8
SU-85 - - - - B B 85L53 13 50 Anti-tank 12
SU-100 - - - - - A B 100L60 21 60 Anti-tank 20
JSU-122 - - - - - A B 122L43 20 60 Anti-tank 20
SU-122 - - - - A A B 122L22 6 40 Inf Support 13
SU-152 - - - - A A B 152L32 3 50 Inf Support 15
JSU-152 - - - - - A A 152L32 3 50 Inf Support 16
BA-10 C C D 45L46 7 25 Recon 8
BA-64 - C C C D D D 20L55 6 20 Recon 6
American Tanks
Year Ratings
Name: 39 40 41 42 43 44 45 Gun Max Pen Rng Role Cost
M2A4 - C C D 37L53 9 30 Recon 8
M3 Stuart - - B C D 37L53 9 30 Recon 9
M5 Stuart - - - B B C D 37L53 9 30 Recon 9
M24 - - - - - B C 75L38 10 40 Recon 10
M3A1 Lee - - - B C 37L53 9 30 Anti-tank 11
M4A1 Sher - - - B C D 75L38 10 40 Anti-tank 11
M4A3 Sher - - - B C D D 75L38 10 40 Anti-tank 11
M4A3E8 - - - - - B C 76L54 12 50 Anti-tank 12
Jumbo - - - - - B B 75L38 10 40 Anti-tank 18
T26 Persh - - - - - - A 90L50 16 60 Anti-tank 24
M10 Wolv - - - B C C D 76L54 12 50 Anti-tank 12
M18 Hell - - - - B C D 76L54 12 50 Anti-tank 11
M36 Jack - - - - - B B 90L50 16 60 Anti-tank 14
Sherman FLame - - B B C C Flame 0 2 Inf Support 20
Sherman 105 - - B B C C 105L30 0 50 Inf Support 13
M7 Preist - - - B B C C 105mm 0 130 SPA 9
M12 GMC - - - - B B B 155mm 3 130 SPA 15
M8 Grayhnd - - - B B C D 37L53 9 30 Recon 7
M20 - - C C D D .50 MG 3 20 Recon 5
Steel Panthers Weapons List
Note: This is not a full comphrehensive list of all weapons in Steel
Panthers. This list covers most of the weapons used in the game.
Key:
HE= High Explosive value, used to determine HE attacks against
soft targets like infantry.
AP Pen.= Max unmodified penetration for the AP round.
HVAP Pen.= Max unmodified penetration for the HVAP round.
HEAT= Max unmodified High Explosive Anti-tank penetration.
Range= Max range for the weapon, in hexes.
Accuracy= Number of hexes the weapon will have an unmodified 50% chance to
hit its target. Example= Accuracy is 8, this means the weapon will have
from 1 to 8 hexes, a unmodified base hit chance of 50%. Note this number
can go up or down due to various modifiers in the game.
SMG= Sub machine gun
LMG= Light machine gun
MMG= Medium machine gun
HMG= Heavy machine gun
FH= Field howitzer
AA= Anti-aircraft
AT= Anti-tank
BAR= Browning Automatic Rifle
Rkt= Rocket
Mtr= Mortar
Infantry Weapons:
Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
Rifle 1 0 0 0 10 4
Semi Rifle 2 0 0 0 10 5
BAR 4 0 0 0 10 8
Carbine 3 0 0 0 6 3
Pistol 2 0 0 0 2 1
SMG 4 0 0 0 2 4
MG-34 LMG 8 0 0 0 10 8
MG-34 MMG 14 0 0 0 18 12
MG-42 MMG 16 0 0 0 18 12
Breda LMG 4 0 0 0 10 6
Breda HMG 9 0 0 0 16 10
FM LMG 6 0 0 0 10 8
Lahti LMG 6 0 0 0 10 8
Bren LMG 6 0 0 0 10 9
DP LMG 6 0 0 0 10 8
HotchkissMG 10 0 0 0 16 10
.30 CAL MMG 12 0 0 0 16 10
.30 CAL HMG 16 0 0 0 18 12
.50 CAL HMG 14 3 0 0 20 15
Maxim HMG 14 0 0 0 18 12
Maxim AAMG 14 0 0 0 14 8
Dshk HMG 14 3 0 0 20 15
Vickers HMG 14 0 0 0 18 12
Tashio LMG 5 0 0 0 10 6
Type 96 LMG 6 0 0 0 10 7
Type 92 HMG 10 0 0 0 16 10
Flamethrwr 10 0 0 14 1 0
Satchel Ch 12 2 0 15 1 0
Molotov 0 0 0 9 1 0
Anti-tank 0 0 0 20 1 0
Hnd Grend 4 0 0 0 1 0
AT Rifle 0 3 0 13 10 4
PzFaust 0 0 0 20 2 1
PIAT 0 0 0 11 2 1
Bazooka 4 0 0 14 6 2
PzSchreck 0 0 0 15 4 2
Rifle Grnd 0 0 0 7 3 2
Artillery & Mortars:
Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
60mm Mtr 5 0 0 0 40 5
75mm FH 6 1 0 0 130 5
76mm FH 6 1 0 0 130 5
2IN Mtr 4 0 0 0 10 4
3IN How 6 0 0 0 30 4
3IN Mtr 6 0 0 0 50 5
4.2IN Mtr 9 0 0 0 70 5
4.5IN FH 10 2 0 0 130 5
8IN How 18 10 0 0 130 5
49mm Mtr 4 0 0 0 10 5
50mm Mtr 4 0 0 0 10 4
81mm Mtr 7 0 0 0 55 5
82mm Mtr 7 0 0 0 50 5
100mm FH 9 0 0 0 130 5
105mm FH 9 0 0 12 130 5
120mm Mtr 10 0 0 0 130 5
122mm FH 10 7 0 0 130 5
149mm FH 11 2 0 0 130 5
150mm FH 12 3 0 0 130 5
152mm FH 12 2 0 0 130 5
155mm Gun 13 4 0 0 130 5
155mm FH 12 3 0 0 130 5
132mm Rkt 13 0 0 0 130 5
150mm Rkt 15 0 0 0 130 5
4.6IN Rkt 10 1 0 0 130 5
290mm Spig 25 0 0 0 2 0
Main guns & anti-tank guns:
Name HE AP Pen. HVAP Pen. HEAT Range Accuracy
20mm Quad 18 3 0 0 30 10
20L55 2 6 0 0 20 5
25L72 0 5 0 0 25 6
28L61 0 9 0 0 15 5
37mm Flak 10 6 0 0 40 9
37L21 2 5 0 0 20 3
37L33 2 5 0 0 25 5
37L40 2 5 0 0 30 6
37L46 2 7 0 0 30 7
37L53 4 9 0 0 30 9
40mm Flak 11 7 0 0 50 10
45L46 3 7 0 0 25 6
45L66 3 8 0 0 30 9
2Lb 0 8 0 0 30 8
47L32 3 5 0 0 30 5
47L34 3 6 0 0 30 7
47L40 3 7 0 0 30 8
47L43 3 8 0 0 30 9
50L42 3 8 0 0 30 8
50L60 3 9 13 0 30 10
57L52 0 11 0 0 40 11
57L73 4 12 0 0 40 12
6Lb 0 11 0 0 40 11
75L12 6 0 0 0 30 3
17Lb 6 17 22 0 50 14
75L24 6 6 0 9 30 4
75L31 6 9 0 0 40 8
75L34 6 10 0 0 40 8
75L38 6 10 0 0 40 9
75L43 6 13 19 0 50 11
75L48 6 14 0 0 50 14
75L52 6 10 0 0 40 10
75L70 6 19 0 0 60 19
76L26 6 5 0 0 30 4
76L35 6 8 0 0 30 8
76L41 6 9 12 0 40 10
76L51 6 13 19 0 50 11
76L54 6 12 18 0 50 12
77L49 6 14 17 0 50 13
75L36 6 8 0 0 30 8
85L53 7 13 17 0 50 12
88MM FLAK 7 15 0 0 80 20
88L56 7 17 0 0 60 15
88L71 7 22 0 0 60 20
25LB 8 6 0 0 130 5
90L50 8 16 25 0 60 15
90L53 8 15 0 0 60 12
152L20 12 4 0 0 30 4
95L22 8 3 0 11 40 5
105L30 9 3 0 12 40 5
100L60 9 21 0 0 60 13
122L43 10 20 0 0 60 8
122L22 10 6 0 0 40 4
128L58 10 22 0 0 80 15
150L10 12 2 0 0 80 15
152L32 12 3 0 0 50 5
Last minute STEEL PANTHERS INFORMATION - Version 1.0
MANUAL ERRATA
It is highly recommended that to get the most out of the game that
you read the following information in this readme file. Several options
and changes were made to the rule book after it was printed. Any
information noted here in supersedes the information printed in the
rule book.
SUGGESTIONS FOR FIRST TIME PLAYERS:
While it is relatively easy in Steel Panthers to start moving units
and blowing things up right away, we STRONGLY URGE you to work through
the Tutorial in the manual step by step in order to understand the
full game.
The tutorial walks you through the process of buying units, deploying
them, and playing a first scenario in a campaign. Once you work through
the tutorial we advise that you play several stand-alone scenarios to
get usedto the game before you jump in to playing a campaign.
Here are some suggestions for easy scenarios:
* Charge to Glory: Play the Germans.
* Stinging the Bear: Play the Finns.
* Gela counter-attack: Play the Americans.
* When Tigers Pounce: This one is a scenario with few units.
Hint: If at any time the game seems too difficult, change the
difficultysetting in the Options Menu to Easy. Also, please note that
the game is usually much more challenging when you are the attacking force.
Since there is a limited number of turns for every scenario, games are
easier to win when you are the defending player, especially when there are
more than about three main victory objective areas the computer must take.
SHIFT KEY uses:
You may purposely stack up to two units in the same hex by holding
down the Shift Key and left-clicking on the hex containing another unit
while you are playing the game. Also, while deploying troops in the
Deployment Menu only, if you do not wish for the computer to automatically
advance to the next unit after placing a unit, hold down the
Shift Key while placing a unit. Afterwards, to go to the next unit select
Next or Previous.
SPACEBAR:
When viewing video footage, simply hit the spacebar or ESC key on the
keyboard to stop the video. Also, you need to use the spacebar to
stop a game if the computer is playing itself.
CAMPAIGN Notes:
1) Please note that a good first campaign to play is Poland 1939,
as it is relatively easy.
2) Playing as the Japanese in a long campaign is a real challenge, as
the Japanese have a difficult time defeating tanks. Hint: Use Japanese
engineer infantry to attack Allied tanks with satchel charges.
3) Playing as the Russians in a long campaign before 1942 is also
quite challenging as the morale of the Russian units is generally
low and they have a difficult time with the generally superior German
unit types prior to 1942. Hint: Buy T-34's as soon as they become
available.
4) When playing a long random campaign, there are certain instances
where you will complete a battle and be presented with an option to
fight a special battle, either a pursuit (which you can decline to
accept) or a counter-attack. (which you may NOT decline). In these
battles you will gain more experience points than from a normal
battle; however, you will NOT have the option to repair/rebuild your
core units before this fight! You will sometimes be given the option
to purchase some support troops before these special battles.
We do NOT recommend you try options 2 or 3 above until you are
experienced with the game and ready for a real challenge.
5) During campaign games, you may have an option to do a beach
assault. You do NOT have to purchase landing craft for your units.
They are automatically assigned for the battle.
MENU ADDITIONS/CHANGES:
1) Playing by E-Mail:
After you have ended your turn in a human vs human game and saved
it to one of the two E-Mail save slots, you then send that E-Mail
save file from the E-Mail sub-directory to your opponent
electronically. Your opponent must copy the E-Mail save file to
his/her E-Mail sub-directory and then load it like any other save
game. There are no passwords associated with this option. You must
play using the honor system.
2) Tutorial (page 5):
Please note that when playing campaigns that a menu not discussed
in the manual will come up before you purchase your core units.
This menu is where you decide the quality level of the units you
wish to purchase (green, average, or veteran) and where you decide
if you want foot, mechanized, or motorized infantry. If you choose
"veteran" instead of the default average, then your troops will come
with more experience but you will have 20% less battle points to spend
than average. Selecting "green" gives you inexperienced troops but
20% more battle points to spend than average. Troops aren't actually
more or less expensive, as discussed in the manual,you just receive a
different number of battle points depending on the quality of troops
you buy. See page 23 in the manual for more information.
Also note that there are actually four experience levels for your
units and each is represented by a graphic icon badge in the upper
right section of the unit information display as follows:
Green = The icon has a large "G" in it. Green units have little combat
experience and their experience levels are generally under 50 points.
Average = The icon has two Corporal stripes. Average units have some
combat experience and their experience levels are between 50 and 79.
Veteran = The icon has two Corporal stripes over a bar. Veteran
units have good combat experience and their experience levels are
between 80 and 100.
Elite = The icon is a star. Elite units may not be purchased, but
get to be Elite only through combat. Any unit with over 100
experience points is considered Elite.
Troops are more likely to increase in experience if they are Green
than if they are Veteran. See page 32 in the manual for more
information on experience.
3) Placing Units (page 9): Please note that you may NOT stack units
with a shift key during deployment as described in the manual.
4) Deploy Entire Formation (page 9): Please note that you must first
activate a unit in the formation, place that unit where you want it,
and then select the Deploy Entire Formation button or the "A" key and
the rest of the units in that formation will group themselves around
the unit you just placed.
5) Loading Units (page 10): Please note that when loading units onto
landing craft or river barges, that you MUST click on the landing
craft/barge first and then select the Load Unit button or the "L"
key in order to load something onto them. Also, only single units
may be loaded onto barges. For example, a truck carrying infantry
must first unload the infantry in order to load onto the barge.
Barges are normally purchased by purchasing trucks called Barge
Carriers from the MISC section in the purchase menu. The barges then
must be unloaded from these Barge Carriers when you are adjacent to a
river hex.
6) Shooting Units in the Rear (page 13): Please note that if you move
a tank within two hexes of an enemy tank that the enemy will have time
to turn itself to face you (it sees you coming). To get a rear shot on
a tank it is advised that you shoot at it from about 3 hexes away.
If the target vehicle is out of ammo, then you can move adjacent to it
and shoot at it from behind, without it turning to face.
7) Direct Fire (page 14): You cannot use direct fire against hexes
that you cannot see. The manual leads you to believe that you can.
8) Surrender (page 19): You must be adjacent to an enemy unit when you
fire on it in order to have a chance to make it surrender. The manual
says within two hexes.
9) Score (page 21): Please note that a decisive victory is when you
score 10 times as many points as your opponent, a marginal victory is
when you score twice as many points as your opponent. Anything
between 2 to 1 and 1 to 2 is considered a draw.
10) The Purchase Menu has a few new options:
a) "Delete", this button deletes the last formation you purchased.
b) "Mission", this button informs you of your basic mission in the
next battle.
c) Please note that you should never purchase more than 20 individual
planes or off-map support artillery units. As only 20 will be
displayed in the bombardment menu at a time. So, if you buy more than
20, then the others will not be available until some of the first 20
run out of ammo. It really wouldn't make much sense to purchase that
much artillery and it is rare that you will have enough battle points
available to do so.
11) Artillery Bombardment Menu:
a) There is an additional "Eye" button for showing the data of the
unit.
Note: this is in place of the right-click option discussed in the
manual.
12) The HQ Menu is no longer in the Orders menu. It is available from
the Options menu and the graphic looks like a large tent, not a
clipboard as displayed in the manual (see page 28). Also, there are
several abbreviations used in this menu which are displayed near the
unit list on the right side of the screen. They are:
H = Current formation leader/HQ attached to that unit,
KO = Unit destroyed or knocked out,
IM = Immobilized,
AB = Unit has been abandoned,
Numbers (1,2,3etc.) indicate the number of men killed if infantry or
how badly the unit is damaged, in points, if a non-infantry type unit.
13) Show Units: There is a new option in the Orders menu called "Show
Units", it has a clipboard icon on the button. This option displays a
sub-menu showing all your active units in the game. This is a great
way to determine quickly who hasn't moved or who can still shoot.
a) "ID" shows the unit ID on a button; when you click on this button,
you will be moved to the location of that unit.
b) "Name" displays the current name of the unit.
c) "Status" displays current status of unit, such as dug in,
positioned, or if the unit is a passenger.
d) "Move" shows how many move points unit has left.
e) "Shots" displays the current number of shots the unit has
available.
f) "Sup" displays current suppression for the unit.
g) "HE" displays total rounds of HE ammo for the unit.
h) "AP" displays total rounds of AP ammo for the unit.
i) "Dam" indicates the number of men killed if infantry or how badly
the unit is damaged, in points, if a non-infantry type unit.
j) "Exp" displays the current experience rating for the unit.
k) "Mor" displays the current morale rating for the unit.
14) Options Menu: There are several new options available (see page 29
for comparison):
a) There is no Sound Effects/Music Menu option. Instead, there are
separate buttons to turn the music on/off, to turn the sound effects
on/off, and to adjust the sound effects volume. Please note that the
music volume must be adjusted on your speakers themselves or through
the sound card, as the music is CD quality redbook audio music and
cannot be adjusted from within the game program. You may play tracks
2, 3, & 4 from the Steel Panthers CD on any audio CD player to listen
to the music from the game.
b) There is no CHQ Link On/Off option. Command Control is always
active.
c) "Change message level" allows you to set the amount of detail (Low,
Medium, High) you wish to see displayed in game messages. If you set
this level High, then you will see many messages detailing what is
happening during combat. For faster play, set the level to Low.
d) "Name current Formation Leader" in addition to naming the current
unit and current unit leader, you may also change the current Formation
Leader's name.
e) Please note that adjusting the difficulty level from the options
menu affects only your (and not your opponent's) difficulty level.
15) Unit information screen:
a) The number of enemy units killed by an individual unit are
displayed as graphical icons rather than a number. The big tank
represents either 10 or 100 kills (a number will appear over them)
and a small one represents a single kill. It is important to note
that kills refers to the kills of the leader, not the unit. So, if a
leader is killed and replaced by a new leader, the kills will go back
to zero for that unit. Also, "Kills" are complete units wiped out. If
that unit/leader is the last unit to kill the last man in a squad
then the unit which killed the last man gets credit for the kill.
Killing individual men does not register as a "Kill".
b) Next to "AP" is the heading "Range" which is the maximum number of
hexes that weapon may fire.
BATTLE GENERATOR:
There is a new option which lets you decide who deploys the troops
after they are purchased:
Auto: Lets the computer deploy both sides.
Select: Lets each player deploy their own units.
Manual: Lets the human player deploy his units and the computer's.
BUILDING CUSTOM SCENARIOS:
1) Note that this option is for die-hard players who want to create
very detailed scenarios. To quickly generate random battles we suggest
you use the Battle Generator. The build a complete scenario option
was originally intended to be used by our scenario designers only,
but we decided to put it in the game at the last minute for your
enjoyment. Proceed at your own risk. Note that changes only affect
the scenario you are editing. If, for example, you change unit data,
it only affects units in that scenario not the entire unit data base.
2) Change Objective Hexes option:
You are automatically given 21 victory objective flags which default
to 3 groups of 7 flags. You may NOT add more than this number. To
have fewer objective hexes (minimum 1), simply click and move a flag
into a hex already occupied by another flag. Flags have their own
victory points, not hexes. So, if you move 3 flags worth 50 points
each into the same hex, then when playing the game the player who
occupies that hex will receive 150 points.
3) Edit Unit Data option:
a) When asked to edit your leader's rank you must input a number
which represents the rank. Here are the number equivalents:
1= Private 2= Corporal 3= Sergeant 4= 2nd Lieutenant (Lt.)
5= 1st Lt. 6= Captain 7= Major 8= Lt. Colonel 9= Colonel.
b) Most unit data values you can change, such as unit armor and speed,
max out at 255. Although leader statistics, and unit experience/morale
max out at 140.
4) Map Editor:
a) To place a Government building or multi-hex building you will need
a lot of clear space. You should clear the map first and then place any
big buildings first before setting up smaller ones.
b) Right-clicking while setting up a building will only place a cluster
of buildings in that hex, it will not allow you to view different
buildings as stated in rule book.
5) Saving Scenarios:
a) Caution! When saving scenarios you create, they will be added
to the list of available scenarios already supplied with the game.
Currently you may create and save 140 scenarios. There are 60
scenarios that come with the game for a total of 200 scenarios you
can have access to at any one time.You can save over another scenario
already there if you need space for more than 140 scenarios. If you do
save over a scenario supplied with the game and you want to play it
again, you will need to reinstall the scenarios from the Steel Panthers
CD to your hard drive.
b) When you load a saved game you will be asked to choose player control.
This allows you to let another human take over the computer, for example,
to play against you.
COMBAT:
1) Entrenchments: All units gain defensive benefits from sandbag and
foxhole entrenchments.
2) Shots:
a) When unloading any unit, the unloaded unit will lose 1 available
shot for that turn. This does not affect your ammo for the game.
You don't lose ammo, just the time to shoot.
b) Remember that shots is the number of times that unit can fire
during its turn. This varies according to the unit type (example:
large tanks shooting big shells take longer to load), the number of
men in the unit (example: if an anti-tank gun loses one or two of its
crew members, then they will not be able to load the gun as quickly,
hence they will receive less shots per turn and tanks with bigger
crews get more shots), status of the unit (example: pinned units get
less shots) and experience level of the crew & the leadership value of
the unit leader. Elite units can actually receive more shots than Green
units. You usually receive at least 1 or 2 shots per turn unless the
unit is in bad shape.
c) If your unit is shot at there is a chance the unit will lose shots.
If your shots listed go to 0 (zero) or if at the start of your turn the
unit has no shots, then check the unit information screen as individual
weapons can get destroyed or knocked out of action. If the weapon is no
longer in the list on the info screen, then it has been destroyed.
d) If you successfully rally one of your units who has suppression,
you may recieve an extra shot for that turn. So, its a good ideal to
rally your suppressed units before you shoot. Remember units also
shoot better with less suppression.
3) Mines: When clearing mines, you will see a message on screen which
says "X" number of mines cleared followed by a number in parenthesis (#).
The number in parentheses is the number of mines left in the hex.
4) Pulling Back: Sometimes when infantry come under fire they will
attempt to pull back; if so, the message "Pulling Back" is displayed.
Infantry
can only pull back up to 3 hexes away. Also, if infantry have "smoke"
they will normally fire it automatically in an attempt to cover their
retreat.
5) Dragonteeth: Engineers have the ability to clear dragonteeth; you
must move them into the hex containing the obstacle and wait for a
turn or more in order to remove them. Dragonteeth in a hex prevent
tanks from moving through the hex until engineer infantry have removed
them.
6) Pinned units: There is a chance that a pinned unit may stay pinned
for the duration of the scenario depending on the environment around
the unit (tanks in flames, casualties, no leader in sight, etc.). Also,
once an infantry unit is less than half strength it will be very
difficult for it to rally below 10 points of suppression.
7) Facing: While facing direction is important for vehicles in the game
as they have different armor for the various sides of the vehicle,
facing is only important for infantry in that they see better in the
direction they are facing.
8) Close assault: If infantry are riding on a vehicle when it is
close assaulted by enemy infantry the infantry will absorb the assault.
This is a good tactic to keep your tanks alive when fighting in close
with enemy infantry.
9) Planes: BE CAREFUL when using your planes to attack enemy positions when
there is lots of smoke in the air or too close to your own units, as planes
can kill their own troops accidently in these instances.
10) Japanese infantry never surrender, & never rout. They are very
difficult to dislodge from dug-in positions. Use HEAVY firepower
(tanks, artillery, planes, flamethrowers, and anything else handy)
to kill them.
11) US Marines never surrender.
MOVEMENT:
1) When using "All Formation" move mode, be careful if transport vehicles
such as barges belong to the same formation. This movement mode will
move everything, including the barges after you have unloaded your unit.
Also, since this movement mode is a little tricky to use, it is turned
off at the beginning of each turn. You will need to select it each turn
if you wish to use it. "All Formation" move is great for moving
formations down a road, but is dangerous to use in combat as the
"undo" button doesn't work when in this mode.
2) Slow Movement: Units will gain a defensive bonus if they only move 1
hex during the game turn. However, this is most often not practical as
there are time limits for each scenario.
3) Unable to load units? Routed or retreating units will not be able to load
onto vehicles, you must rally them first.
4) Can't move units? Either you have already moved the unit that turn,
it is a routing unit (computer is moving it), or it is a vehicle which
has been immobilized (look at the unit status display, and/or look at
the Speed rating in the unit information display which will show a 0
(zero) if the unit is so damaged that it can no longer move).
Also, if your units are retreating or routing, you will NOT be able to
move them until you rally them and their status changes to
"positioned". They will attempt to retreat from the enemy under
computer control.
5) My truck/transport vehicle disappeared? If you choose the Motorized
or Mechanized transportation option (see page 23) and you cross a river
by having your infantry use their inflatable rafts, then the transport
associated with that infantry unit will no longer be available for that
battle. You will have the transport available at the beginning of the
next turn.
6) "M" key: If you hit the "m" key while playing, it will toggle on a
undocumented smooth move mode. We do not recommend you play in this mode.
SPOTTING:
1) Sometimes it is difficult to see your units on the map during combat
because of all the smoke and destroyed units. If you are having trouble
seeing units on the map display, use the CLR button to clear away the
smoke, and/or turn the unit ID tags option on in order to see the units
more clearly.
2) Units can spot or "see" enemy units into light smoke hexes.
3) On "Easy and "Average" play level settings, your units spot adjacent
units automatically if those units have fired at your unit. Don't
forget, that if a vehicle drives right next to one of your infantry
units in a building or woods and you don't fire at them, there is a
chance that unit may go undetected by the enemy. It depends on the
"Visibility" of the scenario, whether the enemy vehicle is carrying
infantry, and the experience level of the enemy vehicle. Infantry are
normally able to see adjacent units. On "Hard" play difficulty setting,
there is a chance your unit may not spot enemy units adjacent to them,
even if that unit fired at them. This makes for more realistic game play
as this allows infantry to sneak up on vehicles in rough terrain, but it
is more difficult to play at this level.
4) Direct Fire Smoke options and Direct Fire Attack (HE) options can
only be used against hexes that are in your unit's line of sight.
ENCYCLOPEDIA:
The on-screen encyclopedia for tanks and planes will only display the
units available during that time period. For example, if you are
playing a game which is set in 1940 and you wish to view French
vehicles, then you will see what they had available at that time.
If you are playing a game in 1945 and you wish to view French
vehicles you will only see American/British vehicles listed as that
is what the Free French had access to at that time.
COMPUTER VS COMPUTER:
If you choose computer vs computer, choose Quit Orders and the scenario
will begin with the computer playing the computer. Hit the spacebar to
stop the game at the beginning of the next turn.
STAY TUNED FOR MODEM PLAY AND AN IMPROVED 2-PLAYER GAME...
We are hoping to attempt to produce a free upgrade, to owners of Steel
Panthers, which will provide for 2-player modem play and an improved
2-player game. Look for this on America Online, CompuServe, GEnie, or
the SSI BBS sometime before Christmas. See the Steel Panthers Data Card
on how to contact the SSI BBS and SSI ONLINE.