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Steel Panthers Revision 1.2
The Steel Panthers revision 1.2 is a compilation of updates from 1.1 to
1.19. Below is a list of clarifications, modifications and fixes for this
and previous revisions.
CLARIFICATIONS
1) Due to new implementation of movement taking shots away from vehicles,
you'll notice that your units cannot fire more than 2/1 (Opportunity return
fire) if they moved (max) last turn. You can only fire 1/1 if you moved
and fired most/all shots last turn.
2) When starting a US campaign, the game automatically catapults you close
to the historical starting date for the Americans. Earlier starting dates
are not possible.
3) If smoke was present on the map but does not appear when loading a game,
use the 'c' option (clear smoke) to set smoke back to visible status.
4) The search for mines is done only during the morale phase and takes a
skill roll. Spot mines at 1 range. # of men, experience, and suppression
will all be contributing factors in determining whether the detection works.
5) A failed assault can give a unit suppression points.
6)The ratings of 1, 2, 3, or 4 only allow for a certain level of
differentiation between the effectiveness of the many various hand weapons
in the game. This can lead to some weapons appearing less/more effective
than they may have been in real life, and is a game limitation.
7) U.S. Artillery superiority is built into Steel Panthers. A special
modifier which boosts the arty rating of US leaders makes them more likely
to have their fire missions hit the target hex.
8) A Message Level setting of Low or Medium (Options menu) will help speed
up artillery resolution by showing fewer animations.
9) Game will automatically assign a random number of extra turns to a
scenario to stop users from knowing when exactly it will end. This is a
design decision, and not a bug.
10) If units are unloaded during the last turn of a scenario, the vehicles
will be lost.
MODIFICATIONS
1) AI has been tweaked in the following ways:
A) More aggressive in attack
B) More aggressive in defense
C) Airstrike lethality may have been toned down. Toned down
accuracy against point targets for bombers by 66%, fighter/bombers
lowered by 33%.
2) The smoke bug may be a result of the 'C' (clear) feature of Steel
Panthers being automatically toggled for the user at some point during
play/loading/saving of the game. See Clarification #2.
3) Fire now kills men in hexes on fire.
4) Units may fire a specific weapon by pressing the 's' key. Unit must
already have a target. This reduces the shots available by one.
5) The length of a game may be randomly extended. This is to prevent last
turn suicide tactics.
FIXED BUGS
1) AA MG's mounted on tanks do fire at aircraft.
2) Attempted to track down and correct the alternate ways of loading men
onto vehicles, thus reducing their suppression.
3) Motorcycles can no longer carry passengers.
4) Infantry units should no longer sit in a burning hex, gaining
suppression until all are dead. You should no longer be able to tell where
an opponents hidden unit is by right-clicking on all open hexes on a side.
There should be no difference between what is seen when a blank hex is hit,
from when a hex containing a hidden unit is hit.
5) US LCA Carriers will no longer unload German PzIb's.
6) AA guns should no longer hit ground targets in the same hex as their
current air targets.
7) Mods have been made to sighting rules, eliminating invisible
infantry/crews.
8) The 'S' key should now allow flamethrowers to be fired, at 1 range only.
Vehicles with a greater FT range will still have to use area fire to use
these weapons at greater than 1 range.
9) The AI should no longer have 'too many' aircraft.
10) Katyusha rocket ammo should now run out as normally.
11) Infantry should no longer dismount from open-topped vehicles.
12) 'L' Key should no longer be able to workaround infantry loading
restrictions.
13) Airplanes will no longer arrive 1 turn later than expected.
14) Player 2 in a 2-player battle (assault) should no longer get as many
free mines as Player 1 purchased.
15) The Map Editor has been fixed in various ways.
16) The 'v' button on the Options menu indicates that it sets the 'message
level'; it should say that it sets the animation level. It has no effect on
messages.
17) Passengers on vehicles will not go OFF MAP when they try to unload.
18) Molotovs should now work.
19) If you fire at the rear of a tank, you will not hit the front of the
tank.
20) Damaged weapons will not be repaired when save is reloaded.
21) HVAP ammo won't fire beyond its maximum range.
22) AI will use flamethrowers.
23) No armor diagram for pillboxes and bunkers.
24) May toggle between large and small buildings in map editor.
25) Campaign game has beach landings in more appropriate areas.
26) HVAP and HEAT ammo no longer goes to zero after first campaign battle.
27) Vehicles will not set up in undamaged buildings.
28) Display for mech/motorized unit cost has been corrected, and will now
show correct points.
29) Japanese short and long campaigns are fixed.
30) Pillboxes should now be easier to destroy.
31) Immobilized tanks will no longer change facing.
32) Problems with barge carriers losing units now are fixed.
33) Units firing ability is now improved; skill checks have been taken out.
34) Engineers will not kill themselves while dropping smoke.
35) Excessive mine points in battle builder is fixed.
36) Corrected AI failure to use HVAP or HEAT ammo in the game.
37) User can still purchase an airstrike even if he has deleted a
previous purchase.
38) LOS corrected when going through or near large buildings.
39) Artillery cheat has been toned down.
40) Amphibious assaults in long campaign have been corrected.
41) AI improved to deal with mines and will attempt to go around.
42) 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.
43) The encyclopedia option is now available in purchase menu.
44) A campaign bug: support units will no longer become core units.
45) The game should now end when all VP hexes have been captured and all
enemies are routed.
46) 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.)
47) Mechanized units with halftracks and motorized units with trucks are
now more expensive (as they should be).
48) An artillery piece which has been loaded onto a truck (or other
applicable transport) will lose all of its shots for that round.
49) When the user is in a river crossing or amphibious assault scenario,
Mechanized or Motorized units will not have their vehicles for the entire
scenario. The vehicles will return during the next scenario.
50) After finishing a scenario in a campaign, the user will have the option
to save the game.
51) Mission button now informs the user if the next battle is a river or
amphibious assault in campaigns.
52) 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.
53) 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.
54) Units will no longer appear entrenched after loading a saved game (or
e-mail saved game).
55) 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)
56) Lone crewman graphics will not appear in abandoned/destroyed gun
emplacements when a saved game (or e-mail saved game) is loaded.
57) Motorcycle units can no longer destroy buildings by moving through
them like armor can. Motorcycles are treated like infantry for this
purpose.
58) AA guns will now shoot enemy aircraft if not engaged with ground
forces.
59) Motorcycle crews now abandon their vehicles when they have become
immobilized.
MANUAL ERRATA
Several options and changes were made to the rule book after it was
printed.
We urge you to read the following in order to get the most out of the game.
Any information here supersedes the information in the printed 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 become
accustomed to 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 difficulty
setting 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.
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 (1,2,3 etc.) 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 is 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)
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) Entrenchment: 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 receive an extra shot for that turn. So, its a good idea 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 closely
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 accidentally 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) Your 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.