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 forall 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 . This is why Reconnaisance is important - When a unit attacks a well entrenched defender, there is a chance, which is less for experienced attackers, of a rugged defense occuring. What happens during a rugged defense? - The defender shoots first ,. -The attacker uses his close defense values G. Suppression Suppression refers to strength points surpressed during combat. Normally, surpression lasts for only the current round of combat; however, LEVEL BOMBERS can surpress enemy strength for the players ENTIRE TURN !!! This is an important factor that facilitates multiple attacks on the surpressed unit. H. Supply The manual does a competent job of describing supply. The tactical aspects of supply are somewhat incomplete, however. It is very important to note maximum fuel values when purchasing new units. For example, the Tiger I has such a lousy fuel value that it literally has to be refueled every third or fourth turn. This is important when conducting blitzkrieg offensives, or when fighting in close quarters wher a unit has to fight every round, A UNIT OUT OF FUEL HAS ITS COMBAT VALUES HALVED!!!! Supply rules can be turned off , which simplifies the game enormously. However, turning off supply has the following effects : - the side with air superiority has a great advantage when supply is turned off - cities under siege dont suffer the 'cant resupply when enemy unit is adjacent' rule - light, fast attack forces no longer move much more quickly than heavy armored columns - Desert fighting becomes much easier for the offensive force to manage Be aware of these effects before switching off supply rules. I. Weather Once again the manual does a good job of laying out the effects of weather. Turning weather off has the following effects - the side with air superiority can press their air advantage to the limit - all offensive forces benefit from dry terrain, and can move very quickly II. OFFENSIVE OPERATIONS A. Planning During the campaign game, you are very often given a wide area of choice when deploying your forces. How do you decide what goes where? This is where Objective Planning comes in. The way I proceed is this: I take a look at the strategic map, and take note of all objective target cities. I then trace their path along favorable terrain back to my allowed starting locations. By doing this, I will quickly be able to see how many battle groups are required for the current scenario. I WRITE down in a looseleaf notebook each battlegroups path to their objectives. For example, I might see that their are 3 objective cities on the eastern edge of the map. These cities might be located in the north, southern central, and souhtern part of the map. Additionally, each city has 1 favorable approach to it . This would lead me to write out the path that each unit takes to its objectives, with secondary objectives listed as parallel paths, and cities that cant be avoided as part of the main route. It might look something like this : Northern Army Group: City A ---City B---City D----Objective | | City C Southern Army Group City E---Objective---City F---City G---Objective | | Port H Etc Etc. This kind of plan keeps you FOCUSED on your main goals. If the plan needs adjustment as you play, fine. Any good plan needs to be adaptable. But playing with no objectives planned out from the begining means your initial force locations and makeup may not be appropriate for the current situation. A more detailed plan might include TIME values for taking various objectives. This usually becomes possible only after playing the various scenario at least once; however, you still might try it, so long as you realize you turn values might be way off. The question of when to take secondary cities will come up later in SECONDARY OBJECTIVES. B. Battle Group Composition Now that you have a detailed plan, you need to allocate forces to it. When you are playing with the 'hidden units' option on, you dont really know what you will be facing, with a few exceptions. This discussion ONLY deals with offensive operations. Defensive operations and force compositions will be discussed later Each Battle group should be composed of JUST enough units to fulfill the battle plan. This often requires you to speculate on what forces each group is likely to face. Sometimes I will plop my units down roughly in equal groups, and scout ahead with fighter planes during my first turn, and during the same turn will move my forces along their respective paths to their objectives, sort of 'forming a battle group on the go'. However, in most scenarios you can expect defensive forces to be laid out pretty evenly, with tank forces favoring open country, infantry and anti-tank weapons in fortified positions, and infantry, air defense, and artillery guarding cities. This discussion will make light of air power. Air power will be discussed more fully in "Aerial Assaults." In our hypothetical scenario, we have twenty five ground units and five air units available. Lets suppose we have three battle groups, NORTH, CENTER, and SOUTH. The northern part of the map has three or four cities , lots of rivers, and 1 road through to the eastern edge of the map. Strong tank forces will be of little use here. Instead, lots of cities and rivers means 2 or 3 Engineer units . 1 or 2 tank units, an Air Defense unit and a good Self Propelled Arty unit should round out the mix. A reserve force of a Pioneer unit and a towed arty or anti tank unit should be sufficient. Army Center, which faces 1 City objective, 1 secondary city, and numerous roads to the various targets, favors a fast moving force made up of 2 or 3 tank units, 1 or two mounted engineer units, and an SP arty unit. Since you will be attacking on a fairly large front, with your tank force spread out and screening your follow up forces, air defense units wont do much good here. Depend on fast moving fighter cover instead. A reserve force of 1 infantry unit and a towed arty unit, located about halfway between battle groups Center and South and about 1 turn behind should be sufficent for mopping up weakened units and secondary cities . Army group South, which faces open terrain, fortifications, and lots of cities should be the main assault force. Try to keep your ratio of 4 or 5 assault units / 1 Arty unit /1 air defense unit intact, and you should do well. Defensive forces rely heavily on Towed Arty, but offensive forces should use SP wherever possible. Remember, A UNIT CANT DISMOUNT/MOUNT AFTER IT HAS MOVED !!!!! Remember, depending upon the amount of units available in different scenarios, force composition can be different. Be aware that you will occassionally have to detach a unit from one group to help another group that is stalled. This is ok, provided it doesnt cost you your momentum. C. Secondary Objectives How do you decide whether a non-objective city is worth assaulting? Well, sveral factors come into play. Here are some guidelines : - If a secondary city contains no Air defense units, always try to destroy the defenders < ARTILLERY FIRST!!!> using air - If the city commands a major, needed crossroads or cant be easily bypassed on route to the objective, assault it. - If a secondary city lies out of the main route, and DOESNT CONTAIN MOBILE FORCES , and CAN BE TAKEN IN 1 or 2 turns by FOLLOW UP FORCES, take it. - If a secondary city contains powerful forces that could threaten your rear areas, and is not far off the main route, consider detaching a unit, joining them up with your reserve forces, and assault it. - If the city has an airfield, and can be taken within 1 or 2 turns, take it - If a city has a non infantry/non tank defender and is quite a ways off the main route ignore it . D. City Busting Taking cities effectively is the key to winning quickly in Panzer General. The classic city defense consists of 1 towed Anti-aircraft unit to the cities rear, one towed ARTillery unit in the rear, and an infantry unit entrenched in the city. All other forces defending cities are in support of these. The computer is fairly good at using terrain to its advantage. It often takes 2 or 3 turns to effectively work your way around the city to eliminate its support forces. How do you assault such a city? Air assaults will usually be costly, , and should be ruled out on any of these three defenders. Dismounted Infantry will be blasted to smithereens by the arty. So what do you do? My tactic for city busting is as follows : If the city has additional support forces, use tanks to destroy everything EXCEPT dug in infantry and anti tank weapons. Lets suppose for our example that the city has NO support forces except for the base three; You have 1 tank unit, 1 Pioneer unit, 1 Arty unit, and 1 bomber. Turn 1 ------- Your tanks goal should be twofold : it should try to work its way around the city to take out the FLAK, while at the same time trying to screen your infantry from a possible enemy surprise attack from his rear areas. Getting in position will take at least 1 turn during which no attack is possible. Your mounted infantry should pull up and stop THREE hexes away from the citie's front area. This puts it OUT OF RANGE of the Artillery .This way the infantry can dismount and attack the city DURING THE SAME TURN !! Being more than three hexes away prevents this, while being closer opens you up to Arty bombardment. Your Arty should be in the most defensible terrain possible while still in range of the city. If you were assaulting the city with non-pioneer infantry, then a three hex range would be fine, since the infantry in the city would need to be softened up by the Arty. But since you have a pioneer unit , you want to use counterbattery fire and destroy the enemy Arty. A 2 hex range should suffice. Turn2 ----- Your tank should have made its way around to a position where it can attack the Flak gun after moving. By now, either your tank or your artillery took a hit from the enemy Arty after turn 1 . Most likely it was your Arty, which is probably down to strength 7 or 8 . Your tank should eliminate at least fifty, more probably 75% of the flak guns strength. Lets suppose the Flak is down to 3 strength points. Your bomber is now free to attack the artillery . A strength 10 stuka will probably lose 2 points to a strength 3 Flak . It should still be able to knock off at least half of the Arty's strength. Depending on what the Artillery strength is, your Arty will either assault the city or the enemy Arty. If the enemy arty is strength 2 or 3, a city attack is wiser. Otherwise, counterbattery fire is recommended. Your infantry can do one of two things. First, dismount . You can move your infantry right up next to the city, and put the attack cursor over thie city. If the results at the bottom look favorable <2 to 1 in your favor> AND THE ENEMY DOESNT HAVE MORE THAN A 2 LEVEL EXPERIENCE LEVEL OVER YOU , go for it. Otherwise, wait another turn. Note - it is possible for your tank unit to have taken out the Artillery instead, the rationale being that if you keep your Bomber unit out of the fray, the flak units cant hurt you. After the tank attacks the arty, your artillery could then either finish off the enemy artillery, or bombard the city. Either approach works fine, but for this discussion I am trying to show how air and ground work together. Turn 3 --------- Assuming you waited another turn : Your Tank finishes off the Air Defense. Your Stuka finishes off the Arty. Your Arty attacks the city . NOW your infantry storms the city. It should be able to take it in 1 or 2 turns. In cities with lots of forces surrounding the core group , use tank forces with high SA values to wipe them out . In cities without air defense, use your tanks to knock out the Artillery and the bombers to attack the city. NEVER USE TANKS AGAINST FULL STRENGH, ENTRENCHED INFANTRY IN CITY OR MOUNTAIN HEXES !!! Also, remember that when assaulting a unit with adjacent artillery support, the artillery will shoot at you. Note on Predicted combat outcomes : As we stated before, the computer will attempt to give you a prediction of the battle results at the bottom of the screen. These numbers reflect entrenchment levels, unit strength, and defensive artillery support. HOWEVER, THESE NUMBERS DO NOT GIVE ENOUGH WEIGHT TO EXPERIENCE!!! They seem to show what will happen IF BOTH UNITS SHOOT AT THE SAME TIME! Therefore, if a given outcome is shown as equal, but you heavily out-experience the enemy, chances are you will clean up! For example, when using my five star Fw190 in strafing assaults against soft targets, the computer usually shows that I will take out 1 or 2 strength points; however, since these combat predictions dont put enough weight on experience, this unit usually takes out 4 or even 5 enemy strength points. These numbers take into account entrenchment and E. Open Field Assaults and Screening requirements ZONES OF CONTROL - Simply put, a ZOC is the six hexes immediately surrounding a unit. Any unit entering an enemy ZOC cannot move further. This is why the places a unit can move to sometimes seems funny. This ZOC is important, since it means that you dont need units to be directly adjecent to each other to block an enemy advance. They can be two hexes apart, since their ZOC's are adjacent, and an enemy cant move through your ZOC without first destroying you !!!! When engaged in large scale battle group maneauvers over a wide front, screening your weaker forces becomes important. Tanks should screen mounted infantry and artillery wherever possible. Tank destroyers should screen the tanks. Towed pieces should always be in the rear, and protected by air defense whenver possible. The highest priority targets for enemy air attacks are transport vehicles and artillery, in that order. Wherever possible, protect these units with air defense and, if possible park a fighter directly over them!!! Enemy bombers stay far away from units protected by fighters. F. Aerial Assaults Using air power in PG is one of the keys to winning. They are very differently used on defense and offense. On offense, the bombers goal is to cripple enemy defenses. It is very tempting to sometimes use your bombers to eliminate weakened units like anti - tank guns, but if this wont help your main assault, try to avoid it. Much better to forge ahead over cities that your forces will be arriving at in two or three turns . In the face of enemy air activity, your fighters goal is A> destroy enemy bombers and B> protect your own bombers. Only after both these tasks are done can any left over fighters be used to help the assault. Once youve eliminated enemy air activity, you can use your air assets much more liberally, with both fighters and bombers participating in the assault. G. Overstrength Buildup One note here ; if you are 1 hex from claiming victory, but there are only two or three turns remaining, forget about a decisive victory. It wont happen. Instead, use all remaining turs to build up your units to 'overstrength' status. This will make them much more potent in the next battle . PART 2 will cover defensive issues