Panzer General Strategy Guide V1.0 Part 1 This is part 1 of 2 of a strategy guide for panzer general. Part 1 will cover General issues of play, as well as offensive operations tactics. Part 2 will cover defensive operations, and will include a chart of victory objectives for all of the scenarios . In writing this, I am indebted to SSI for producing such a wonderful game. All the material for this guide comes from my own experience playing the game, and if anything is incorrect, I have only myself to blame. This guide is based on campaign play, but almost everything is applicable to single scenario and two player games as well. Please feel free to distribute this freely. Contents -------- I. General Issues a. Experience b. Initiative c. Strength d. Prestige e. Combat Values f. Entrenchment and Rugged Defense g. Suppression h. Supply i. Weather II. Offensive Operations a. Planning to Win b. Battle Group Composition c. Secondary Objectives d. City Busting e. Open Field Assaults f. Aerial Assaults g. Overstrength buildup III. Defensive Operations a. City Defense b. Counterattacks c. Counter Air d. Terrain Effects IV. Campaign Game Chart of Victory Conditions I. General Issues A. EXPERIENCE AND ITS EFFECTS Experience plays a VERY important part in Panzer General. It determines the following during combat : - Along with Initiative values and a random factor, experience determines who shoots first. This is a HUGE factor. If two units are in combat, each with ten strength points, the unit who shoots first can very often knock enough strength from the enemy that it is not damaged during the enemies couterblow. - Casualties sustained by experienced troops are often FAR less than similar,. unexperienced troops. This difference can often be as much as 50%. - Experienced troops can be made 'overstrength.' This is accomplished by selecting 'elite replacements' for units with their 'gold stars' filled in next to their unit type. These units can be made 1 overstrength point per turn for each gold star completely filled in before overstrength points are added>. - Experienced Troops are much less likely to face a 'rugged defense' in combat A unit that is severely beaten in combat will gain experience quickly , provided you fix it up with elite replacments. Note that when using replacements, ELITE REPLACEMENTS will have no effect upon a units experience, whereas regular REPLACEMENTS will SEVERELY cut into a units experience values. DO NOT DILUTE CRACK TROOPS WITH REGULAR REPLACEMENTS !!! B. INITIATIVE AND ITS EFFECTS Initative serves one purpose in PG. It determines who shoots first. Now, this is very important, since fights between equal strength units often comes down to whoever gets in the first blow. Initiative is determined by a combination of experience, unit initiative rating, and a random roll of 0, 1 or 2. The unit with the higher # goes first, with some exceptions : - Whenever a unit faces a rugged defense, it has an initiative of 1. - Whenever a Non-Infantry unit faces a dismounted infantry unit in a forest,city, or mountain hex, it has an initiative of 1. Note that this applies to infantry that are mounted. Only dismounted infantry are excepted from this rule. C. Strength All units in Panzer general start with 10 strength points. Strength is at the heart of the combat system. Weakened units are easy prey to almost any attacker; for example a unit of paratroopers would normally inflict almost no damage upon a full strength tank division; however, if the tank division is weakened to say, 2 or 3 strength points, the paratroops should be able to finish them off without any damage to themselves !!! Always try to pull weakened units off the battle line and issue them replacements. This is much cheaper that purchasing a new unit outright, if it is destroyed. D. Prestige Prestige is the heart of Panzer general. Every battle you fight in, every city you win or lose, effects your prestige. What does this mean? Well, prestige has four uses : - It allows you to trade prestige points for new units - It allows you to issue replacements to weak units - It allows you to upgrade your troops - After certain campaign scenarios, it allows you to skip certain battles by 'buying' them off with prestige A further discussion of prestige will follow in various sections to come. E. Combat Values How do you choose among troops? Well, with two exceptions, the combat value tables is how you do it . When choosing new troops or upgrading old troops, you should try to have a well balanced force. For example, Panzer III tank divisions have higher HA value than the Panzer IV line, making them good tank busters. But the Panzer III's are not especially good against 'soft targets' like infantry and dismounted artillery; the panzer 4's are excellent against these targets, however. This is where a well balanced unit mix is important. Ideally, each battle group should have a good mix of units to ensure success. Most combat values are fairly clear, except for CLOSE DEFENSE. Close defense is the units defensive values in the following situations : - When facing a Rugged Defense - When a non infantry unit is fighting dismounted infantry in a city hex Since these Close Defense values normally stink, it is a good idea to try to avoid either of the above situations F. Entrenchment and Rugged Defense Entrenchment is a very important part of Panzer General. There are two parts to the entrenchment equation : a units entrenchment rate, and the base/max entrenchment values for a given terrain. Normally, infantry and non armored vehicles entrench quickest; tanks entrench slowest. Base Entrenchemnt value refers to the begining entrenchment values a unit has after 1 turn in a given hex. Base values are highest for City, Mountain, and forest hexes, and are lowest for road and clear hexes. Max Values refers to the highest entrenchment level a unit can attain in a given hex . Highest values are for cities and mountain hexes. Why is entrenchment so important? The higher a units entrenchment level, the greater the chance of a RUGGED DEFENSE ! There also seems to be some factor in the combat equation that favors heavily entrenched units, even if a rugged defense doesnt occur. Every attack upon an entrenched unit lowers its entrenchment by 1. The significance of this will be discussed in the relevant offensive and defensive sections. RUGGED DEFENSE What is a rugged defense? Simply put, it means the defender kicks your butt!! How does it occur? - When a unit moves into the ZONE OF CONTROL of a previously undetected unit