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Panzer General – DOS Rulebook – English

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Rulebook
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DOS
Language
English
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Filename
panzer-general_dos_rulebook_en_l9t.txt
Panzer General (DOS) Rule Book Text

TABLE OF CONTENTS
INTRODUCTION	i
TUTORIAL / QUICK START	2
	Setting Preferences	2
	Game Turns	3
	Battle Plan	5
		View Strategic Map	6
		Divide and Conquer	7
		Turn 1	8
		Turn 2	12
		Turn 3	14
		Turn 4	15
		Turns 5-10	15
		After the Battle	16
	Tactics Checklist	16
MENUS	18
	Main Menu	18
		Go to Options Menu	19
		View Strategic Map	19
		View Surface/Air Units	19
		Turn Hexsides On/Off	19
		Show Terrain	19
		Turn View Mode On/Off	19
		Weather Report	19
		Purchase Unit	19
		Go to Unit	19
		Next Unit	19
		End Turn	19
	Options Menu	20
		Go to Main Menu	20
		Set Difficulty	20
		Hidden Units On/Off	20
		Turn Animation On/Off	20
		Turn Weather On/Off	21
		Turn Supply On/Off	21
		Turn Music On/Off	21
		Sound Effects On/Off	21
		Hide/Show Unit Strengths	21
		Hide/Show Computer Move	21
	Show Score	21
		Speed Move On/Off	21
		Quit Game	21
	Unit Menu	22
		Abort Move	22
		Mount/Dismount	22
		Embark/Disembark	23
		Confirm Abandon	23
		Replacements	23
		Elite Replacements	23
		Upgrade	23
		Disband Unit	24
		Name Unit	24
		Examine Unit	24
		Turn View Mode On/Off	24
		Next Unit	24
		Supply Unit	24
		Exit Menu	24
	View Unit Statistics	25
		Unit Statistic Descriptions	25
		Unit Equipment Statistic Descriptions	28
GAME PLAY	30
	The Tactical Map	30
	Beginning and Ending a Battle	32
		Air and Naval Transport Points	32
		Automatic Resupply	32
		Combat	32
		Deploying Troops After Successful Scenarios	34
		Difficulty Settings	34
		Go to Unit	35
		Initiative	35
		Movement	36
		Order Air Units	36
		Overstrength Size	36
		Prestige Points	37
		Refueling Air Units	37
		Scoring and Victory Conditions	37
		Spotting	37
		Rugged Defense	38
		Supply	38
		Transports	38
		True Neutrals	39
		Turn Sequence	39
		Unit Experience	39
		Victory Conditions	39
		Weather	40
		Zone of Control	40
	Keyboard Commands	41
UNIT CLASS DESCRIPTIONS	42
	Ground Classes	42
		Anti-Aircraft	42
		Air Defense	42
		Anti-Tank	42
		Artillery	43
		Fort	44
		Infantry	44
		Recon	45
		Tank	45
		Truck	45
	Air Classes	46
		Air Transport	46
		Fighter	46
		Level Bomber	47
		Tactical Bomber	47
	Sea Classes	48
		Capital Ship	48
		Carrier	48
		Destroyer	48
		Sea Transport	49
		Submarine	49
THE CAMPAIGN GAME	50
	The 1939 Blitzkrieg	50
	The 1941 Western Front	51
	The 1941 Eastern Front	51
	The 1943 Western Front	51
	The 1943 Eastern Front	51
STRATEGY NOTES	52
UNIT EQUIPMENT TABLES	53

INTRODUCTION
Imagine that you are the Panzer General.
You are the brightest and best of the new Axis generals in the Second World 
War. Your tactical skills will be tested in armored assaults, amphibious 
invasions, paradrops, naval engagements, and fierce aerial combat for control of 
the skies. Go from triumph to triumph, invading and seizing the capitals of Great 
Britain, the Soviet Union, and ultimately the United States of America on your 
way to conquering the whole world! 
Can you achieve a place in history?

Getting Started
If you want to get a quick start, refer to the "Tutorial/Quick Start" section of the 
manual which begins on page 2. It provides a step-by-step battle plan to 
familiarize you with the menus and aspects of a Panzer General scenario, and 
should help you win the first battle of the 1939 Blitzkrieg. If, however, you prefer 
to familiarize yourself with the game as a whole, turn to the "Menus" and 
"Game Play" sections on pages 18, and 30, respectively.

What Comes with This Game?
Your game box should contain this rule book, a data card, and game disks or a 
CD-ROM. The rule book explains how to play and contains important 
information on menus, scenarios, unit classes, and equipment. To play, install 
your disks according to the instructions on the data card.

Copy Protection
There is no physical copy protection on your Panzer General floppy disks or CD-
ROM. This allows you to make copies of the disks and put the originals away for 
safekeeping, a procedure we recommend.

Using the Mouse
In this book, the term "click" means move the mouse icon (a sword) to the 
desired area on the screen and press either the left or right mouse buttons. "Left-
click" means move the mouse icon to the desired area and press the left mouse 
button. "Right-click" means move the mouse icon to the desired area and press 
the right mouse button. In Panzer General, left-clicking activates buttons and 
hexes, and right-clicking toggles between menus and screens.

Saving Your Game
When you select Quit from the Option Menu you may choose Save to save your 
game. You can save up to ten regular games in the first ten slots and up to two e-
mail games in the bottom two slots. To save a game, left-click on the number you 
wish to save your game under, type a title at the top of the screen and, if you 
wish, a further description of battle notes to yourself on the bottom line on the 
screen. Press the Enter key when you are finished. 
If you are saving an e-mail game, choosing one of the e-mail buttons saves the 
game in a DOS format (in the Panzer General Saves directory as "PBM.SV1", or 
"PBM.SV2") which can then be transferred via e-mail, floppy disk, or a direct 
modem link. Keep in mind that the only valid e-mail saves you make are at the 
end of your turn, not during it. When receiving an e-mail format copy of a 
Panzer General game, you should copy it to the SAVES subdirectory of the PG 
(the default) directory on your hard drive.

TUTORIAL/QUICK START
This tutorial provides step-by-step suggestions to familiarize you quickly and 
easily with the basic menus, options, and units in the first Panzer General battle 
scenario of the 1939 Blitzkrieg. 
After the cinematic opening screen appears, press any key to start. If you wish to 
skip the cinematics in future games, press Esc to start.
From the Start Game Menu on the right side of the screen, your choices are: Start 
Campaign, Play Scenario, Load Saved Game, or Quit. Left-click on Play Scenario. 

Setting Preferences
The Scenario Selection screen offers choices of: difficulty, player or computer 
control, and scenario selections. For the tutorial, locate the Set Difficulty menu in 
the upper-left corner of the screen and left-click on the Easy button. Next, left-
click on Poland as the battle scenario you want to play, then select Start Scenario 
located in the lower left corner of the screen. 
After a scenario briefing, the title screen of the scenario appears and displays the 
turn number, the date, the current weather, and the number of turns remaining.
Left-click on the title screen of the scenario to start your game. The Tactical Map, 
or battlefield, appears in the main view. The highlighted hexes are those visible 
to your troops. Your panzer units are gray and ready for battle.

Game Turns
Each scenario in Panzer General is made up of a number of "turns." In each turn 
you and your enemy are given a chance to move units, attack enemy units, 
resupply units, etc. When your turn is done and you have moved or given orders 
to all of your units, left-click on End Turn. Afterward, the enemy moves its units 
and completes its turn.
Along the top of the screen are your current prestige points, hex descriptions, 
and weather conditions. Prestige points play an important part in your success in 
Panzer General and are discussed in further detail in the "Game Play" section of 
this manual, starting on page 30.
Left-click on any gray unit with a blinking dot to make it ready for orders. On 
the map the lighted hexes are the hexes that the unit you selected can move to. 
Be aware that it cannot move to a hex occupied by another unit (with the 
exception of an air unit). Now look at the bottom information bar which is 
divided into three sections. In the left section is the currently selected unit's 
name, type, strength, experience, and entrenchment level. In the middle section a 
description of current fuel and ammo levels appear, unless you are about to 
commit your unit to battle - then the "projected losses" appear. On the right are 
the statistics of any unit (yours or the enemy's) the mouse icon is currently over, 
including its name, type, strength, experience, and entrenchment level. 
Move the mouse icon over other units to see their summary information. You 
may also left-click on enemy units to view their complete statistics 
in the Unit Menu. For more information, see the Unit Menu section on 
page 22.
For now, right-click to leave a selected unit and return to the Main Menu.
Notice that when your mouse icon is over a menu button, that button's function 
is displayed in the center section at the top of the screen. Use this feature to 
define menu buttons until you are familiar with them. 
From the Main Menu, left-click on Go to Options Menu. Then left-click on 
Hidden Units Off to see enemy units and their strengths, and left-click on Turn 
Weather Off so your first game is unaffected by bad weather.
Note: If you find the going difficult, a tactic you can use versus the computer is 
to choose Hidden Units Off at the beginning of every turn, then switch it "on" 
before you end each turn. That way you get to see the enemy, but when the 
enemy moves, he can't see you! As you become a more accomplished general, 
however, you may feel that defeating your enemy on honorable terms is more 
appropriate and you may choose not to use this feature.
Left-click on Go To Main Menu (or right-click anywhere to toggle menus at any 
time).
You are now ready to begin the Poland scenario. 

Remember that in Panzer General . . . 
r Left-clicking activates buttons and units in hexes, and right-clicking toggles 
between menus and screens.
r Left-clicking on a unit makes it ready for orders, and the hex-border that unit 
is in turns black.
r All menus and buttons appear along the right side of the screen, and button 
descriptions appear in the top center section of the screen.

Battle Plan
Although a variety of battle plans can be successful in Panzer General scenarios, 
the following is a sound plan for "Poland," the first scenario of the 1939 
campaign. The date is September 1, 1939 and your army's orders are to conquer 
the enemy with a lightning fast attack, a "blitzkrieg." In 10 days they must 
capture the cities of Lodz and Kutno. 

View Strategic Map
As the soon-to-be-great (or greatest!) Panzer General, it is always a good idea to 
start every battle by viewing the strategic map of the battleground and 
formulating a battle plan. Select View Strategic Map from the Main Menu. A 
map appears, displaying: the entire battlefield, your Axis units with black 
German crosses, Allied forces with gold stars, and your victory objectives in 
bright green. White hexes are your already-controlled objectives which have 
been won and must be held throughout the battle.
To view a portion of the map up close, either left-click on View Tactical Map, or 
move your pointer over the section you wish to see and left- or right-click. The 
screen is now in the Tactical Map, showing you the section you wanted. To see 
the rest of the Tactical Map in this view, move the pointer to the surrounding 
screen border according to the direction you wish to move. The screen scrolls in 
that direction until you move the pointer back onto the main screen.

Divide and Conquer
As a Panzer General you have been trained to strike swiftly in order to capture 
your objectives with armored spearheads, surround slow-moving enemy 
defenders, and crush them with your following infantry and artillery. Your battle 
plan therefore focuses on organizing your forces into flexible, combined-arms 
battlegroups, each aimed at a specific objective. Enemy forces in non-critical 
sectors can be ignored or dispatched with small detachments.
In this battle, your most effective plan is to divide your units into two 
battlegroups, one a northern attack force to take the cities of Kalisz and Kutno 
and the other a southern attack force to take the city of Lodz. Other cities earn 
you additional prestige but cost you more than they are worth if they delay your 
seizure of the objectives you have been ordered to take.
The battle plans for each battlegroup and their turn-by-turn implementation are 
described below.

r Battlegroup North should include 2 tank units, 3-4 infantry units, and an 
artillery unit towed by a truck. After defeating the 10th Polish Cavalry unit, the 
battlegroup is to quickly besiege and capture the city of Kalisz. With newly-
gained prestige, another tank unit should be added to the force as it moves on to 
crush enemy tank units, cross the Warta river, and then lay siege to the city of 
Kutno.

r Battlegroup South should include one tank unit, 2-3 infantry units, an artillery 
unit with truck-transport which you shall purchase in the first turn, and several 
infantry units with transport capability. This battlegroup is to head east across 
the Warta River, bypass the cities of Radomsko to the south and Ozorkow to the 
north, and besiege the heavily defended city of Lodz.
Cities other than Lodz and Kutno are secondary to your battle objectives and 
should only be attacked if in the direct path of your units (like Kalisz). In later 
scenarios, however, you can risk units against other cities to gain more prestige 
points.

Prestige Points
Prestige rather than money is the medium of exchange in Panzer General. 
Prestige points represent the influence you have earned with the high command 
by taking and holding cities, destroying enemy units, and winning battles as 
quickly and decisively as possible. In the same manner, however, losing cities, 
losing units, and losing battles costs you prestige. 
You can exchange prestige points for new units, replacements, and new 
equipment for existing units. 

r Turn 1
Battlegroup North
Your orders are to attack the 10th Polish Cavalry unit with tank units, then with 
infantry units. 
In this scenario, it is best to lead attacks versus enemy infantry and artillery units 
in clear terrain with tanks first and infantry following second.
Units that have not acted are indicated by a small white blinking dot (and in the 
Strategic Map they are outlined in white). This allows you to easily see which 
units you have moved and which you have not.

Movement
Left-click on a tank unit to select it for movement. A black hex border marks the 
currently active unit. Each unit has a movement point allowance per turn that is 
spent as it moves. The number of movement points it costs to enter each hex 
depends on the terrain entered. It takes a unit's full turn to enter a river hex 
except where there is a bridge. The hexes to which a selected unit can move are 
highlighted and the movement cost to any hex the mouse icon is over appears in 
the upper-right-hand information bar. In Panzer General, most units can both 
move and attack in their turn. For this scenario, you need to know that tanks and 
infantry can attack either before or after moving, but artillery can only attack 
before moving.
Left-click on the hex you want the unit to move to.
When moving a unit, and before selecting another unit to be moved, you can 
cancel your move by immediately selecting Abort Move from the Unit Menu. In 
effect, Abort Move returns the status of your unit to the pre-order phase, and it 
regains its blinking white dot to indicate it can still move, resupply, etc. This is 
useful in case you change your mind about a move or wish to move another unit 
first. 
Keep in mind that once a unit has moved and you have either right-clicked or 
moved on to select another unit, you cannot go back except to look at unit 
statistics.

Attack
To attack, move the tank unit to a lighted hex adjacent to an enemy unit. If at this 
time you are concerned about which enemy units are appropriate to attack, a 
blinking white dot denotes enemy units which are appropriate targets. The 
attack option (red cross-hairs) appears when you pass the mouse icon over an 
enemy, and the Expected Losses appear at the bottom center section of the 
screen. 
The Attack number is the losses projected for the attacking force (your unit), and 
the Defend number is the projected losses for the unit being attacked. Keep in 
mind that these are projected losses; they may not be the same in actual battle! 
When you decide to attack, left-click when the red cross-hairs target is over the 
enemy unit. 
You must attack with the selected unit before you selcet another unit to move.
As the battle ensues, unit losses are indicated on the unit strength flag 
underneath each unit, and battle details are listed at the top and bottom of the 
screen.
Use another tank unit to attack the 10th Polish Cavalry, then attack (if possible) 
with 1-2 infantry units.
Once the 10th Polish Cavalry unit is eliminated, or retreats, try to move the 
artillery unit into its transport (truck) and up to the northern tip of the forest. 
Hex descriptions appear at the center top of the screen. If you cannot move it this 
turn, try to do so next turn.

Mount onto Transport
To load the artillery unit into its transport, left-click to select the unit and choose 
the Mount button from the Unit Menu. Once the unit is mounted, the highlighted 
movement area is widened. 
Move any other Battlegroup North units (totaling two tanks and three infantry) 
within two hexes of Kalisz to prepare for the siege next turn.

Battlegroup South
Your orders are to move a tank unit as far east toward the Warta river as 
possible, followed by infantry units in transports and an artillery unit you 
purchase. Leave one infantry unit to protect the city of Breslau. If no transport is 
available for an infantry unit, use it to flank the other units and provide quick 
defense.
Once again, in this scenario it is best to lead attacks versus enemy infantry or 
cavalry with a tank first and infantry following after. 

Mount onto Transport
To load units into their transports, left-click to select the unit and choose the 
Mount button from the Unit Menu. Once a unit is mounted, the highlighted 
movement area is widened. Left-click on a highlighted hex to move there. 
Transport moves can be taken back by pressing the Abort Move button. 
Units in transports do not have high defensive capabilities. If at all possible, first 
Dismount units before attacking the enemy.
Note: In later scenarios, if you want to purchase a transport for an infantry unit, 
you must move the unit into a friendly city hex and choose Upgrade from the 
unit menu.

Purchase a Unit
To ensure success, you should purchase an artillery unit with transport 
capability. To get another artillery unit you use your influence with the high 
command, or "Prestige Points," to purchase a unit.
Select the $ button from the Main Menu and the Purchase Unit Menu appears 
(see next page). The left side of the screen displays unit classes available with a 
green light and not-yet available with a black light. Units which are above the 
cost of your current prestige points are indicated by a red light. Left-click on 
Artillery to see the available artillery class units. When you left-click on the 7.5 
leFk 16nA artillery unit, the unit's statistics appear along the right side of the 
screen, underneath your Prestige Points, Units Available, and Total Cost 
sections. The single unit (more become available in the future) costs 84 prestige 
points.

If transport is available for a unit, it appears with its statistics on the lower 
section of the screen. There are two choices of transport for your artillery unit: 
either the Opel truck transport, or the SPW half-tracked transport. Left-click on 
one to choose it and view its statistics. The new total cost for both the unit and 
the transport appears in the "Total Cost" section. 
Select Purchase from the lower-left corner to confirm the purchase. If you want 
to cancel a purchase before placing the unit on the map, right-click anywhere.
Be aware that the units you purchase are placed in or adjacent to friendly or 
captured cities where there is no adjacent hex occupied by an enemy, so your 
artillery unit should be placed around the city of Breslau. Move your mouse icon 
to a highlighted hex and left-click to place the unit. Next turn you should load it 
onto a transport and move it along with the southern attack force.
From the Main Menu, select the End Turn button, and answer "yes," to confirm 
the end of your turn.

r Turn 2
Battlegroup North
Your advance in Turn 1 should have placed you in position to attack and capture 
the city of Kalisz. After you do so, purchase a new tank with your newly-won 
prestige.

Dismount
Left-click on the artillery transport in the forest and select Dismount from the 
Unit Menu. Place the mouse icon over Kalisz and red cross-hairs appear. Even if 
the casualties the artillery can inflict are minimal, when you attack the city the 
entrenchment level of the defending Polish infantry should be weakened. Since 
the artillery unit is making a ranged attack, it suffers no risk of losses by 
bombarding. After shooting, you can choose to move the artillery one hex while 
remaining deployed or Mount it to move it to another 
location. Remember that units mounted in trucks or half-tracks fight poorly. Do 
not move the artillery next to Kalisz as it may block your other units and it can 
bombard just as well from 2 hexes away. If you choose not to mount the artillery 
unit, right-click to end its turn.
Beware of cities defended by infantry with artillery adjacent to them, as the 
artillery can support the infantry by shooting at your units as they attack the 
infantry. If an artillery unit is adjacent to Kalisz, try to attack and destroy, drive 
away, or at least weaken the artillery unit before assaulting the city. This should 
not be hard since artillery are vulnerable to attacks by tanks and infantry.
When you capture Kalisz, click on Purchase Unit to purchase a new tank unit (a 
Pz III or Pz IID is recommended) with your accumulated prestige points and 
place it near the city. If there is no enemy unit adjacent to Kalisz, highlighted 
hexes indicate you may deploy the unit there. If you want to cancel a purchase 
before the unit is deployed, right-click anywhere.
If you have not captured Kalisz, repeat the attack next turn.

Battlegroup South
Your goal is to cross the Warta River, blitz through any enemy units which may 
have approached, and continue on to Lodz. Move the tank leading the 
Battlegroup across the river with the infantry in trucks behind. Be sure to Mount 
the artillery unit you purchased at Breslau and move it as far east as possible. 

Next Unit
If you find that you are forgetting which units have moved and which have not, 
choose the Next Unit button from the Main Menu. A display shows which units 
have moved with a red light and which are available to move with a green light.

r Turn 3
Battlegroup North
Continue to move tank units northeast across the river towards Kutno. Attack 
enemy artillery and armored vehicles, as these can do serious damage to your 
infantry as they follow behind your tanks. Leave an infantry unit which has 
suffered the most behind in or near Kalisz as a garrison and Replace its losses 
(see below).
Pace yourself and beware of the urge to launch a premature attack on Kutno. 
First, clear away any enemy units near the city which might interfere with your 
attack, then bombard the city with your artillery while your infantry move into 
position to attack.

Replacements
You may have suffered serious casualties in some units up to this point. It is 
good practice to promptly reinforce units with low strengths by selecting 
Replacements from the Unit Menu. A unit can receive replacements only if it 
does not take any other action during the turn (except mounting or 
dismounting). If units have fallen below 8 strength points they should receive 
replacements. Strengthening your infantry before the assault on Kutno may 
delay the attack, but it gives you more time to drive away nearby enemy units 
and allows you to deploy your artillery in range of the city to commence a 
bombardment. Keep in mind that enemy units adjacent to your unit that is 
getting replacements reduce or even prevent the replacements from arriving.

Battlegroup South
Use your tank unit to attack enemy cavalry, particularly enemy tank units you 
have spotted. Because infantry are vulnerable while mounted in trucks, 
Dismount them at the beginning of the turn and advance them towards Lodz on 
foot. Move your artillery, if possible, within a 2-hex range of Lodz to allow it to 
dismount next turn and begin a bombardment. Since they are vulnerable to any 
enemy attacks, take care to put tank or infantry units between any enemy units 
nearby.

r Turn 4
Battlegroup North
You may want to build another infantry unit near Kalisz to allow the garrison 
unit to help the continuing attack on Kutno.

Battlegroup South
Bombard Lodz for several turns with artillery before sending in your infantry. 
This avoids the risk of troops being massacred if the Poles put up a "rugged 
defense." Do not divert units from the effort against Lodz by attempting to 
attack the nearby cities of Ozorkow or Brzeziny. Once Lodz is taken, you may be 
able to capture another city.

r Turns 5-10
Supply Units
Be aware that tank units can run out of fuel and all units can run out of ammo. 
To avoid this, units can use their turn to resupply by selecting Supply Unit from 
the Unit Menu. Units cannot resupply when adjacent to enemy units, unless in a 
city, airfield, or port. Units that receive Replacements are automatically re-
supplied at the same time.
Battlegroup North should be able to take Kutno easily within a turn or two. Be 
wary, however, of enemy units attacking from the city of Posen in the west. They 
can move towards Kutno, Kalisz, or your base at Breslau. Detaching a unit to 
guard Breslau ensures against this risk. If Kutno falls immediately, you can send 
forces west towards Posen or south to help in the attack on Lodz, which may 
take a little longer since Battlegroup South is somewhat weaker. When both 
Kutno and Lodz have been taken, the scenario immediately ends.


After the Battle
Save or Exit
After the battle you may inspect the battlefield before choosing to Save or Exit 
your game. Don't worry if your first experience in the Poland scenario ended 
without gaining the mission objectives, or with an Allied victory. Panzer General 
is designed to be thought-provoking and challenging - there is more than one 
approach to victory. War is often as much a battle against time and terrain as it is 
against the enemy, and the best-laid plans can be defeated by bad weather, 
rugged defense, or just plain bad luck. 
You now know the basics of playing Panzer General. The interface is highly 
intuitive and you may wish to simply continue playing or read through the 
manual for more detailed information about the game mechanics and for tactical 
advice.
Listed below are a few helpful tactics to remember during play.

Tactics Checklist
Remember the following tactics in any scenario you play:
r When a unit attacks, it uses one unit of ammo. When it's out of ammo, it can't 
attack another unit, and must resupply (when not adjacent to an enemy unit). 
r Cities secondary to your battle objectives should only be attacked if they are in 
the direct path of your units. On the other hand, in later scenarios, risking units 
to capture other cities gains you more prestige points.
r All units have movement points which are expended as the unit moves. Each 
hex costs a number of movement points, based on the type of terrain entered. 
When you move a unit the legal hexes that unit may move to are highlighted. As 
the cursor moves over a new hex, the amount of movement appears at the 
bottom of the screen. When you move units across rivers without using available 
roads or crossings, all movement points for those units are used.
r Check your units' ammo frequently, and if low, resupply.
r Replace weakened units even when they are close to enemy positions. It's 
better to suffer loss than annihilation.
r Mount units which have transports whenever possible, but be sure there is 
armored protection close by. A given unit can only embark on a naval transport 
at a port or coastal city. Only infantry, light artillery, and light anti-tank units 
may use air transports at an airfield. Embarking or disembarking a unit can only 
be done at the beginning of the unit's turn. Naval transport units can disembark 
into an adjacent land square, air transport can only disembark at airports, while 
paratroopers can disembark anywhere. Disembarking ends the unit's turn.
r Replacements, Disband, Upgrade, and Elite Replacements can only be done at 
the beginning of the unit's turn. If any of these options are chosen, the unit's turn 
ends.
r Abort Move returns a unit to pre-order status, and cannot be used after the 
unit has acted by attacking, resupplying, receiving replacements, etc. If you 
right-click after moving a unit it ends that unit's turn.
r Keep in mind that in the second battle of the 1939 campaign (the battle of 
Warsaw), aircraft units are available and are necessary for an Axis success.
r Even though the "expected losses" may not be in your favor, you may still 
need to sacrifice some of your unit strength to achieve your goals. This is 
especially important when attacking enemy units with high entrenchment levels. 
Even though the attack may not be effective, the enemy entrenchment level 
lowers at least one point, and is more vulnerable the next turn.
r The enemy cannot place newly-purchased units around its cities if you have a 
unit adjacent to the city.
Other tactics on game play in general can be found in the "Strategy Notes" 
section, beginning on page 52.

MENUS
There are three basic menus in Panzer General: the Main Menu, the Options 
Menu, and the Unit Menu. The following menu options are available on the 
right-hand side of the screen as buttons. These buttons change based on the 
active unit and what options are available. Unavailable options appear pressed-
down and darkened. 

Main Menu
The Main Menu is the menu you use most during the game. From its selections 
you are able to change views of the battle area, select views of either ground or 
air units, view unit statistics, change the conditions of the battlefield, purchase 
new units and equipment, and go to units waiting for orders.
Left-click on menu buttons to select them. Right-click anywhere to toggle 
between the Main Menu and the Options Menu.

Go to Options Menu: displays game options for you to choose from.

View Strategic Map: shows the entire battlefield on a single screen and also 
shows either surface or air units, depending on which view you are in.

View Surface/Air Units: toggles between viewing your land and air forces. 
When both a surface and air unit occupy the same hex, the view determines 
which one of the icons is large and which is small on the Tactical Map. The large 
icon is the one that you select by left-clicking.

Turn Hexsides On/Off: adds or removes the hex grid from the map.

Show Terrain: removes hexes, ownership flags, and units to reveal the terrain. 
Right-click to return to the game.

Turn View Mode On/Off: turns the mouse icon into a magnifying glass that 
allows you to examine any units (Axis or Allied) you left-click on. From this view 
you may also select the buttons Purchase Unit, Go to Unit, and Next Unit. Right-
click to exit.

Weather Report: tells you the weather for the current turn and the next turn at 
the bottom of the screen. Right-click to exit the report status.

Purchase Unit: allows you to add reinforcements. These are added to the core 
army if more core units are available, or to auxiliary forces if only auxiliary units 
are available. Purchase units with Prestige Points and place them in or adjacent 
to friendly cities (if land units) and friendly airfields (if air units). You cannot 
purchase ships. See the "Prestige Points" section of this manual on page 37 for 
more information.

Go to Unit: displays statistics for all of your units and indicates whether units are 
waiting for orders (with a green light) or have already acted (with a red light).

Next Unit: selects the next unit waiting for orders. If all units have already acted, 
the icon becomes shaded.

End Turn: ends the player's turn and proceeds to the opponent's turn. On your 
keyboard, press Y or N to confirm that you want to end your turn.

Options Menu
The Options Menu provides an extended range of game preferences for you to 
choose from. 

Go to Main Menu: returns the view to Main Menu.

Set Difficulty: sets difficulty levels to Easy, Medium, Hard, or Custom. Custom 
difficulty allows you to adjust enemy experience and prestige levels separately, 
and also allows you to turn off the computer's "Artificial Intelligence" (AI).

Hidden Units On/Off: changes the view on the Tactical Map of units, by either 
using your units' spotting levels, or by displaying all enemy units at once.

Turn Animation On/Off: toggles combat animations. Turning the animation off 
makes the game move more quickly. Animations in progress can be ended at any 
time by left-clicking the mouse.

Turn Weather On/Off: toggles realistic weather conditions.

Turn Supply On/Off: toggles the supply rules on and off. 

Turn Music On/Off: toggles the music.

Sound Effects On/Off: toggles the sound effects.

Hide/Show Unit Strengths: hides or shows the view of each unit's strength.

Hide/Show Computer Move: hides or shows the computer's moves. Even if this 
is on, the computer's attacks are still shown.

Show Score: displays a "casualties" list showing the number of unit classes the 
Axis and the Allies have lost in the current scenario or campaign. The screen 
displays scenario losses, and in a campaign game an additional left-click displays 
campaign losses.

Turn On/Off Speed Move: toggles the speed at which enemy moves are 
displayed.

Quit Game: ends the current battle and provides the choice to Save your game, 
Load a saved game, Start Campaign to start a new campaign, Choose Scenario to 
select a new scenario, or Quit to exit to DOS.

Unit Menu
The Unit Menu appears when you left-click on a unit during battle.
The Unit Menu provides options which are unique to the unit you have selected. 
You can choose to mount the unit if transport is available, purchase replacements 
and upgrades, disband, give your unit a name, examine unit statistics, go to 
another unit, or resupply. Be aware, however, that some of these commands 
require the unit's turn to execute, so once selected, the unit cannot do anything 
else that turn.

Abort Move: appears when you have selected a hex for the unit to move to and 
allows you to take back the move just made. You cannot, however, take back 
attacks or moves in which you spot previously hidden enemy units. 
Mount/Dismount: allows units to be moved more quickly by available transport. 
Mount units which have transport whenever possible, but be aware that 
mounted units make easy targets. After you Mount/Dismount and move your 
unit, you must then choose whether or not you want to Abort Move. Unless 
selected immediately after the unit's movement, you will not be able to take back 
the move you just made. 

Embark/Disembark: allows most units to use naval transport, and allows 
infantry, light artillery, and light anti-tank guns to use air transport. When 
embarking, the unit's icon is replaced by a sea or air transport icon. Units can 
only embark on naval transport at ports or coastal cities and on air transport at 
airfields. Embarking and disembarking units can only be done at the beginning 
of a unit's turn. Naval transports can disembark into an adjacent unoccupied 
land hex and air transports can only disembark at any unoccupied airfield. 
Paratroops may select the hex the air transport is in or any adjacent land hex as 
their drop zone, and are subject to drifting from the selected drop zone. 
Disembarking ends the unit's turn.

Confirm Abandon: occurs when you attempt to embark a unit and must leave its 
organic transport behind. Example: An infantry unit you wish to embark onto a 
plane and transport to a newly-won airport cannot take its truck or half-track 
with it onto the plane. Therefore, you must confirm the abandoning of the 
transport or use a unit without transport. Transports that are abandoned are lost.

Replacements: replace lost strength points and automatically resupply the unit as 
described under "Supply Unit" below. Replacements begin with 0 experience 
which is averaged with the unit's current experience to generate a new 
experience level. This option ends the unit's turn. Units can get replacements 
anywhere, except that air units can receive replacements only when on a friendly 
airfield or carrier hex. A unit receives fewer replacements if one or two enemy 
units are adjacent. If three enemy units are adjacent, the unit cannot receive any 
replacements unless it is in a city. Bad weather and desert terrain also reduce 
replacements. In between campaign scenarios under-strength units are brought 
up to strength with replacements.

Elite Replacements: are treated the same way as regular replacements except that 
they do not reduce the unit's experience level and they cost four times as much. 
Although expensive, elite replacements are cheaper, point-for-point, than 
building a new unit with no experience.

Upgrade: activates the Upgrade Unit screen and enables you to change the type 
of unit within its class and add organic transport if available. You can only 
upgrade units when deploying for a campaign scenario or during a scenario 
when in a friendly city (or, in the case of air units, on a friendly airfield) with no 
adjacent enemy units. Upgrading a unit during battle requires one turn.

Disband Unit: Units can be disbanded in order to create new units which 
are more effective in given circumstances. Example: disbanding an inexperienced 
infantry unit to purchase a tactical bomber to help soften up enemy defenses. 

Name Unit: allows you to personalize unit names. These names remain in effect 
until the end of the scenario or through the entire campaign. You may want, for 
example, to name units according to their capabilities or how you intend to 
organize them in Battlegroups. Keep in mind that units are numbered 
consecutively by the computer in each scenario, thus slightly changing the names 
you choose.

Examine Unit: displays statistics and battle-readiness for the currently active 
unit. See the "View Unit Statistics" section beginning on page 25, for more 
information on statistic definitions.

Turn View Mode On/Off: allows you to examine any unit you left-click on 
instead of switching to it or attacking it. In the "on" mode, the mouse turns into a 
magnifying glass and displays the statistics of any unit on the screen. You cannot 
attack in View Mode, only view unit statistics.

Next Unit: selects the next available unit. If a unit has acted and the next unit is 
chosen, the current unit's turn ends. Mounting or dismounting a unit does not 
count as an action.

Supply Unit: re-supplies the selected unit with up to half its maximum capacity 
and takes one turn. Units receiving replacements automatically resupply. 
Adjacent enemy units prevent resupply except as part of 
receiving replacements. Snow and rain reduce resupply by 1/3. Desert 
terrain reduces the amount re-supplied by 3/4, to a minimum of 1 ammo and 1 
fuel.

Exit Menu: exits the menu without choosing an option.

View Unit Statistics
The View Unit screen displays detailed information about the current unit. This 
information is important in evaluating the unit's combat capabilities. In 
campaign scenarios this screen also displays battle honors won by the unit for 
distinguished performance in particular battles.

Unit Statistic Descriptions

Current Fuel
The amount of fuel the unit currently has. Avoid running out of fuel while 
adjacent to the enemy or you can be trapped and unable to resupply. Units that 
run out of fuel have their number of strength points halved for combat.

Maximum Fuel
The maximum fuel capacity of the unit. For certain units this capacity also 
reflects susceptibility to breakdowns.

Current Ammo
The amount of ammo the unit currently has. Avoid running out of ammo, as 
without it you cannot shoot at the enemy. Note that many rounds of ammo can 
be consumed in a single turn if a unit defends against several enemy attacks.

Maximum Ammo
The maximum ammo capacity of the unit.

Entrenchment
This unit's current total entrenchment level. All ground units can entrench, but at 
different rates. All terrain types have a base entrenchment level from 0-4 which 
ground units in that hex with lower entrenchment levels automatically obtain at 
the end of their turn. Units that have not moved are assumed to dig in each turn 
even if they attack, resupply, etc. Each turn the unit does not move, it digs in. 
Infantry is best at entrenching, and anti-aircraft and tanks are the worst. Units 
can entrench up to a maximum of 5 above the base entrenchment level for the 
terrain. If a unit moves out of the hex it loses all its entrenchment levels, so pick a 
good position before digging in.
Each attack on an entrenched unit, whether successful or not, reduces its 
entrenchment level by one level. Repeated attacks in a single turn can even 
reduce the entrenchment level below the base level for the terrain, thus 
facilitating further attacks during the same turn.
Base entrenchment levels are: 4 for fortifications, 3 for cities, 2 for forests, bocage 
(small fields bordered by hedgerows), and mountains, 1 for rough terrain and 
non-city port facilities, and 0 for everything else.

Experience
Each time a unit takes part in a combat it gains experience, and the more 
successful it is in combat, the more experience points it gains. 100 experience 
points equal an experience level, symbolized by a gold star in the unit's 
summary information. The maximum experience level a unit can achieve is 5. 
When two units fight, their relative experience levels affect who shoots first and 
determines relative casualties. Experience also determines overstrength size, 
reduces the risk of rugged defense, and modifies initiative. Units with 2 or 3 
experience levels should be considered veteran troops and those with 4 or 5 
levels elite troops. Elite replacements should be used to preserve the quality of 
veteran and elite units. Making veteran and elite units overstrength (see below) 
is valuable because they are better able to withstand and inflict casualties in 
combat. 

Strength
Units begin with 10 strength points. Losses are suffered in strength points, and a 
unit reduced to 0 strength points is destroyed. Units with experience have their 
maximum strength increased by 1 per experience level, up to a maximum 
strength of 15 points at 5 experience levels. Units can add overstrength points at 
a rate of one per turn by selecting Elite Replacements. If you lose strength, 
rebuilding the unit to overstrength status must be done the same way. 
Overstrength units are very potent in battle.

Kills
The number of enemy units a unit has destroyed in the current scenario or over 
the course of a campaign.

Suppression
This indicates the number of a unit's strength points suppressed by enemy 
shooting. The unit's number of remaining strength points are used to shoot back 
in that turn. Most suppression lasts only for the duration of a single combat, but 
level bombers can suppress units for the player's turn, thus facilitating further 
attacks on the suppressed unit. In combat, defending units whose suppression 
number is greater than or equal to their current strength, retreat or surrender.

Unit Equipment Statistic Descriptions
Class of Unit Equipment
This indicates the unit class (tank, artillery, infantry, artillery, capital ship, etc.). 

Cost
The prestige point cost of building a new unit of this type.

Maximum Ammo
The amount of ammunition the unit equipment begins with.

Maximum Fuel
The amount of fuel the unit class begins with.

Movement Method
The different methods of movement that unit types may use are: leg, towed, 
wheeled, half-tracked, tracked, off-road, all-terrain, naval, and air.

Spotting
The range in hexes at which a unit can spot enemy units in fair weather.

Range
The unit's shooting range in hexes. 

Initiative
In combat, initiative, together with unit experience and the type of defender's 
terrain, influences whether or not the attacker or defender shoots first or both 
shoot simultaneously.

Soft Attack
The unit's attack value against "soft targets" such as infantry, trucks, and towed 
weapons. Units with bracketed strengths may not attack but may shoot back if 
attacked. 

Hard Attack
The unit's attack value against "hard targets" such as tanks and half-tracks. Units 
with bracketed strengths may not attack but may shoot back if attacked.

Air Attack
The unit's attack value against air targets. Units with bracketed strengths may 
not attack but may shoot back if attacked.

Naval Attack
The unit's attack value against naval targets. 

Ground Defense
The unit's defense value against attacks by land and naval units.

Air Defense
The unit's defense value against air units.

Close Defense
Units use their close defense value in "close assaults." When any unit attacks 
infantry which puts up a rugged defense, the attacking unit uses its close defense 
value. Units fighting infantry who are attacking into or defending a forest or city 
hex also use their close defense values. Since close defense values are usually less 
than ground defense values, this makes infantry more dangerous in non-clear 
terrain hexes.

Target Type
There are four target types: Soft, Hard, Air, and Naval. Each unit has a separate 
attack value against each type of target.

Transport
If a unit has organic transport, statistics for the unit's values while mounted are 
displayed below the unit's normal statistics. Units cannot abandon organic 
transport except when embarking on air transport, when they must do so. 

GAME PLAY
The Tactical Map
The Tactical Map represents the area where all movement and combat takes 
place. This is viewed as either a scrolling close-up view map or a single overall 
Strategic View map. If playing with two players, one controls all Axis forces and 
the other controls all Allied forces. The campaign games are for a single player 
who controls the Axis forces.
The scale varies from region to region, as does the actual size of the units 
represented. The maximum number of units allowed in a hex is one land or sea 
unit and one air unit. 
Unless toggled with their respective menu switches, hidden enemy units and 
sudden changes in weather conditions can play a significant part in tactics and 
timing.
The following features may be on the maps:
r Maximum of 12 different types of terrain.
r Nationality flags indicating city, port, and airfield ownership.
r Victory hexes which have a nationality flag with a flashing gold border.
r Mud and snow conditions, represented by a change in the color of the map 
hexes.
r Neutral hexes, bordered in blue (e.g., Sweden or Switzerland). No units may 
enter these hexes.

Beginning and Ending a Battle
You begin a battle by selecting a scenario of the campaign game. In the campaign 
game, you control a core group of units through the various battles you fight. 
Other auxiliary units are provided to you for that battle only. Surviving core 
units gain experience over time, and your unit combinations reflect your own 
preferences. Later campaign scenarios allow more core units. 
Set-up is automatic in scenarios, while in the campaign games the player deploys 
his core units within specified deployment areas.

Air and Naval Transport Points
At the beginning of each scenario which uses air and/or naval transport, air and 
naval transport points are allocated to each side. The number of points currently 
available to you appears at the top right of the screen when you pass the mouse 
icon over a friendly port for sea transport or an airfield for air transport. These 
points are used temporarily for moving units by air and sea. A point is 
subtracted from the appropriate pool when a unit is embarked and added back 
when the unit disembarks. See the menu description of "Embark/Disembark" on 
page 23 for more information.

Automatic Resupply
The following automatically resupply at the end of a turn: air units on friendly 
carriers, or on or adjacent to friendly airfields; naval units in friendly ports; and 
ground units which have not acted. The resupply rate is limited by the proximity 
of enemy units, terrain, and bad weather. See the menu description of "Supply 
Unit" on page 24 for more information.

Combat
Combat takes place when you order a unit to attack another unit. Eligible targets 
appear with blinking white dots. Units with ranges of one or more hexes can 
make ranged attacks, i.e., shooting at the enemy without the enemy being able to 
shoot back (except that capital ship class units can shoot back when shot at by 
other capital ship units). 

The order in which each unit shoots is affected by initiative and experience. 
Unless in a city or other terrain where the unit's initiative is limited, or facing a 
rugged defense (in which case the attacker's base initiative is set to 0 for the 
combat), each side's experience level and initiative are added to a random score 
of 0, 1, or 2 and the unit with the higher score shoots first. If there is a tie, both 
shoot simultaneously. 
A rugged defense can occur in two ways: (1) if a unit's movement takes it into 
the hex of a hidden enemy an ambush occurs (for air and naval units this 
misfortune is called "out of the sun" and "surprise contact"), which is 
automatically treated as a rugged defense, and (2) if an entrenched unit is 
attacked in a non-ranged attack by an infantry unit other than a pioniere or 
engineer, there is a risk of a rugged defense based on the relative experience and 
entrenchment rates of the two units and the defender's entrenchment level. If the 
entrenchment level is 0, there is no risk of a rugged defense.
Each unit's non-suppressed strength points are assumed to shoot using their 
respective attack and defense values. Suppressed elements do not count in the 
firing order, but suppression other than suppression from level bombers lasts 
only for the duration of the current combat. The attacker's strength points are 
halved by mud or snow for ground units. Air units may not attack in rain or 
snow. Strength points are also halved if the unit has run out of fuel (if it runs out 
of ammo, it can't attack). 
Under certain circumstances, units near the defending unit shoot at the attacker 
before normal combat begins. Artillery units contribute defensive fire in support 
of any adjacent ground units. Air defense units contribute defensive fire against 
air attacks against any adjacent ground units. Fighters adjacent to defending 
bombers or ground units may intercept attacking air units (but fighters may only 
make one interception per turn, and each attacking air unit may only be 
intercepted once). Each of the above occurs prior to normal combat and without 
the attacker being able to shoot back. Losses and suppression from defensive fire 
carry over into the remaining combat. If the attacker has no more strength points 
in the firing order, all of them having been destroyed or suppressed, the attack is 
broken off immediately.
Each time a unit shoots it uses one ammo point. Defending units can 
easily use up several points of ammo in a single turn when defending themselves 
or adjacent units. 

Deploying Troops After Successful Scenarios
When you are given the chance to deploy your troops at the beginning of a 
scenario it is best to start by viewing the battlefield on the Strategic Map and 
evaluating its tactical possibilities. See the section "Strategy Notes," on page 52 
for some tips on planning your battle. Once you've planned your campaign, start 
deployment with your spearhead units and then follow with the rest. The Place 
Other Unit button allows you to see all of your available units at one time, 
upgrade their equipment (including providing them with organic transport) and 
select which ones to place. Left-click on a hex in a highlighted deployment area 
to place a unit there; right-clicking on a placed unit removes it from the map. The 
up- and down-arrow keys cycle through your units so you can select the one you 
want while viewing the Tactical Map.

Difficulty Settings
The Scenario Selection screen offers choices of: difficulty level, player or 
computer control, and scenario selections. The Set Difficulty section in the upper-
left corner of the screen can be set to Easy, Medium, Hard, or Custom. The 
Custom setting allows you to choose how much experience and prestige the 
computer is given during play, and gives you the chance to adjust the 
computer's "Artificial Intelligence" (AI). 

Go to Unit
The Go to Unit screen, available through the Main Menu, provides an overall 
view of which units have moved and which have not. Green lights indicate 
which units have not moved. The screen also displays: unit strength, experience, 
name, ammo, fuel, and statistics. If you have more than 15 units, use the Next 
button to see your other units.

Initiative
Initiative is determined by the equipment used in battle, the terrain upon which 
the battle takes place, and the experience of the units. It is also adjusted by a 
randomly generated score of 0-2.
If an ambush or rugged defense occurs, the attacker's initiative is 0.

Movement
Each unit has a movement point allowance per turn that is spent as it moves. The 
movement point cost of each hex depends on the terrain in the hex, weather 
conditions, and the unit movement type. When you left-click on a unit that has 
not moved, the hexes the unit can move to are highlighted. As the cursor moves 
over a lighted hex, the amount of movement expended to reach that hex is 
displayed at the top of the screen. Every movement point a unit uses costs 1 fuel, 
except that when the ground is covered with snow all ground units pay 2 fuel 
points per movement point. 
Movement ends prematurely if a moving unit moves adjacent to or is ambushed 
by (moves into) a previously hidden unit. An ambush is treated as an attack with 
the defender receiving an automatic rugged defense. Entering a river hex ends a 
ground unit's movement, except when the river surface is frozen. The ground 
unit may exit river hexes normally the following turn. Entering a mountain hex 
ends a ground unit's movement until the next turn. Dismounted bridging 
engineers may serve as bridges.
Left-clicking as a unit icon moves across the map jumps it to its destination.

Order Air Units
Air units which are low on fuel and have not been moved in your turn require 
orders to return to a friendly air base. You can tell when a unit is low on fuel 
because the air unit fuel numbers turn red whenever  your fuel level is at half or 
less. If you do not move them to a friendly air base, the units may not make it 
back the next turn and disappear from the screen, plummeting to their doom.

Overstrength Size
A unit with an experience level of 1 or greater may be made temporarily 
overstrength by adding elite replacements when it is already at 10 or more 
strength points. You may only do this as long as the current unit strength is less 
than 10 plus the unit's experience level. Each time the player takes elite 
replacements under these conditions the strength of the unit increases by 1. 

Prestige Points
Prestige points represent the influence you have earned with the high command 
by taking and holding cities, destroying enemy units, and winning battles as 
quickly and decisively as possible. In the same manner, however, losing cities 
and battles costs you prestige. You can exchange prestige points for new units, 
replacements, and new equipment for existing units. You must pay the full 
prestige cost of new equipment even if the cost of the new equipment for a unit is 
less than that of the old equipment given up. In some instances prestige may also 
be used to influence the course of events.

Refueling Air Units
When the current fuel number for an air unit on the bottom of the screen turns 
red, this indicates it has used up half or more of its fuel and you should start 
checking to make sure it has sufficient fuel to return to a friendly airbase. Air 
units that run out of fuel, which are not on or adjacent to an airfield or on a 
carrier, crash and are destroyed. Air units use a minimum of half their 
movement allowance in fuel every turn.

Scoring and Victory Conditions
There are victory objective hexes (flags with gold borders) on the map of the 
scenario (on the Strategic Map, Axis victory objectives are in green, Allied 
victory objectives are in white). The score, or tally, of both Axis and Allied units 
destroyed in battle is displayed in the Show Score section of the Options Menu.

Spotting
If Hidden Units On/Off is on, all units become hidden at the beginning of each 
turn except those that are within 1 hex of a friendly city, port, or airfield or 
within the spotting range of friendly units. Air units' spotting range is halved by 
overcast weather and reduced to 1 hex when it is raining or snowing. Other 
units' spotting ranges are halved when it is raining or snowing.
Once a hex is spotted during a player's turn, it remains spotted for the entire 
turn. Any time a friendly unit moves and does not abort its move, it spots all 
hexes within its spotting range. 
Enemy units within your unit's spotting range are automatically spotted except 
for enemy U-boats, which you have a 50% chance of spotting unless they are 
adjacent to one of your units.

Rugged Defense
Rugged defense can occur in two ways: if a unit's movement path takes it into 
the hex of a hidden enemy a rugged defense occurs automatically; or if an 
entrenched unit is attacked by a non-ranged, non-pioniere, or non-engineer unit. 
Unit entrenchment value, experience, and ambush chances are variables used in 
weighing the chance of rugged defense.

Supply
There are two types of supply: ammunition and fuel. Each time a unit shoots, it 
uses one point of ammo. Every movement point a unit uses costs it one point of 
fuel. Exceptions: when the ground is covered with snow all non-air units use 2 
fuel points for each movement point.
At the end of each turn the following automatically resupply: air units which are 
on or adjacent to airfields, naval units which are in port, and ground units which 
have not acted. Ground units may not resupply, however, if there are enemy 
units adjacent to them and if they are not in a town. Rain, snow, and desert also 
limit supply.
Air units which are out of fuel and not adjacent to an airfield are eliminated.
Units normally receive 1/2 their ammo and fuel maximums during resupply. 
Units receiving Replacements or Elite Replacements automatically receive 
resupply.

Transports
All cities adjacent to an ocean hex act as ports for the purpose of embarking on 
troop transports. At the beginning of each scenario that uses air and naval 
transport, points are given to each side. These points represent the allocation of 
air transports and naval transports to your army. These points are used to move 
units around the map and over the sea. When you move the cursor over a 
friendly port, coastal port, or airfield, the current points appear at the top of the 
screen. When you embark a unit, one point is deducted from available transport. 
When you disembark a unit, one point is added to available transport.
Organic transport is transport which is permanently assigned to a unit and 
cannot be shared (i.e., trucks or half-tracks).

True Neutrals
True neutrals are countries like Sweden or Switzerland which no one is allowed 
in or over. These hexes are indicated on the Tactical Map with blue hexsides.

Turn Sequence
In a given turn a unit can move once and attack once, in either order, except for 
artillery and air defense units which may only shoot before moving. After you 
have selected a hex to move to, but before attacking from that hex or selecting 
another unit, you may elect to Abort Move unless you contacted or moved 
adjacent to a previously hidden unit in the course of your move. Units may also 
take a variety of other actions, some of which are limited to the beginning or end 
of the unit's turn and some of which take the entire turn. See the "Unit Menu" 
section on page 22 for more information.

Unit Experience
Each time a unit takes part in a combat it gains experience. Every 100 points 
equals an experience level. The maximum experience level a unit can achieve is 5. 
When two units are in combat, their experience levels are compared and the 
difference modifies the outcome. Experience also determines overstrength size, 
influences ambush chance, and modifies initiative. For more information on 
experience, refer to the "Experience" section in the "Unit Statistic Descriptions" 
on page 25.

Victory Conditions 
Battles are won by taking or holding some or all of the victory objective hexes 
(depending on the scenario), which are represented by gold-bordered flags on 
the Tactical Map and by green or white hexes on the Strategic Map. Capturing 
towns that are not victory objectives gains you prestige points, but does not 
affect the victory conditions, so you should always focus on capturing the 
objectives you have been ordered to take. Only units of the tank, antitank, recon, 
and infantry classes can capture cities, ports, and airfields, although other troop 
types can occupy them and prevent their use by the enemy.

Weather
Weather is randomly determined based on actual weather conditions for the 
month of the year and weather zone in which a battle occurs. Weather may 
change between fair weather and storm fronts. Storm fronts can last for a number 
of days and have the possibility of generating only overcast weather or becoming 
rainstorms or snowstorms. It never rains or snows in North Africa.

Zone of Control
A unit exerts a zone of control into the six hexes around it. Surface units' zones of 
control affect only surface units and air units' zones of control affect only air 
units. When you move a unit into the zone of control of an enemy unit, your 
unit's movement is stopped and it must either attack or end its turn. If your unit 
was ordered to move to a point which takes it through a hex occupied by a 
previously hidden enemy unit, your unit is ambushed by the enemy unit and 
your unit's turn ends after combat is resolved. 

Keyboard Commands
Pressing Alt-X during the computer move quits the current scenario. 
When you place core units during deployment, the up-arrow key chooses the 
previous unit on the list to place, and the down-arrow chooses the next unit on 
the list.
If a unit icon is moving across the screen, a left-mouse click jumps it to 
its destination.
Normally, Enter acts as a left-click and Esc acts as a right-click.

UNIT CLASS DESCRIPTIONS
All pieces of equipment, referred to as units, are grouped into one of 18 different 
classes of equipment in Panzer General. Below is a list describing the 18 classes, 
types available within each class, and their tactical role. For more information on 
the statistics of individual units within a specific class, see the section "Unit 
Equipment Tables," starting on page 54.

Ground Classes
Anti-Aircraft
The primary use of the anti-aircraft (AA) class is to respond quickly to enemy air 
units. Unlike the air defense class, AA units may fire and move or vice versa and 
can attack ground units. AA units can keep up with a quick moving attack force, 
and if properly used, assist in mopping up enemy infantry. Protect AA units 
from enemy tank, anti-tank, and artillery units and you may find them very 
useful. Unlike air defense units, AA units must be in the same hex as enemy air 
units to attack them.

Air Defense
Like artillery, air defense units cannot attack after they have moved; unlike 
artillery, however, they cannot attack ground units. They are ideally suited for 
defending relatively stationary ground units against enemy airpower in 
defensive battles, but given time and proper protection, they can also be useful 
when brought up to support your offensives by fending off enemy aerial 
counterattacks. Because of their ranged attack and protective fire capability, well 
placed air defense units can keep enemy aircraft at bay around a vital city, or 
protect a difficult ground assault from disruption.

Anti-Tank
The anti-tank (AT) class is divided into two unit types: towed anti-tank weapons 
and self-propelled anti-tank weapons (the latter often referred to as "Tank 
Destroyers" [TDs]). The towed type are excellent on defense, especially if heavily 
entrenched, but their vulnerability while being towed by trucks or half-tracks 
makes them difficult to use effectively on the attack. When attacking, use tank 
destroyers instead. TDs are much cheaper than tanks for the equivalent gun size, 
but less well-armored and usually lack a turret. This means that they can use 
their initiative to get in the first shot when defending against tank attacks, but 
always fire second when attacking tanks themselves. This makes attacks on tanks 
risky unless they are already seriously weakened. The key to TD tactics against 
tanks is moving offensively but fighting defensively - rather than attacking 
enemy armor, move TDs into positions where the enemy armor is forced to 
attack you. For example, while your tanks strike deep through enemy lines, TDs 
can be used to block enemy armored counterattacks on the flanks of the advance. 
Although their intended purpose is to fight tanks, TDs make excellent tank-
substitutes for overrunning other troops. 

Artillery
Artillery cannot attack after moving. Artillery units, like anti-tank units, are 
divided into towed and self-propelled categories. The difference is less 
significant because they are too vulnerable, even when armored, to confront the 
enemy directly - their role is instead to bombard the enemy from a distance in 
support of other friendly troops. The main advantage of self-propelled artillery is 
that it can keep moving without having to mount 
and dismount. Towed artillery, in comparison, is very vulnerable and unable to 
fire in defense of itself on adjacent enemy units. Artillery is suitable for softening 
up enemy soft targets prior to an offensive attack (even if they inflict no losses, 
each bombardment attack reduces the enemy's entrenchment level), and equally 
valuable because of its ability to provide defensive fire when adjacent ground 
units are attacked by enemy ground units. Artillery is best deployed 
immediately behind friendly units where it can support them on both offense 
and defense. Artillery support is especially critical if you want your infantry to 
have a chance of stopping armored attacks in the open.

Fort
The fort class is divided into two types: "forts," which are networks of 
immovable, strongly-built heavy artillery and infantry positions, and 
"strongpoints," which are lighter networks of pillboxes and light field 
fortifications. Since forts have ample reserves of ammo and strong attack values, 
they should shoot aggressively at any enemy that approaches. A combination of 
artillery and aerial bombardment followed by an assault by engineer or pioniere 
units is the proven method of capturing enemy forts and strongpoints that 
cannot be bypassed.

Infantry
The infantry class consists of several different types of units. Infantry are the 
most common troop type in any army and are the most versatile. Their 
advantage lies not in their speed but in their ability to fight in cities, forests, and 
other difficult terrain without the penalties suffered by most other classes. 
Although vulnerable to artillery fire and armored vehicles when in open terrain, 
they are almost impossible to dig out of well-entrenched defensive positions 
unless attacked by other infantry and artillery in coordination. Even the most 
powerful armored offensive can be halted or seriously delayed by a single well-
positioned and well-entrenched infantry unit if the armored units lack proper 
support. 
Engineer and pioniere units are excellent at assaulting heavily entrenched 
positions because their special training and equipment enables them to avoid the 
risk of a rugged defense. Bridging engineers, indicated by a bridging icon, carry 
bridging equipment that allows them to serve as a bridge for other friendly units 
while dismounted in a river hex. Paratroops and 
rangers are lightly-armed but highly-trained infantry able to paradrop from air 
transports. Heavy weapons infantry have higher attack values than ordinary 
infantry and so are more suitable for assault roles, but move more slowly, 
making them prime candidates for transporting. Cavalry in this period are 
actually mounted infantry, with relatively low combat values but high mobility 
without the expense and vulnerability of organic transport.

Recon
The recon class consists of highly mobile but lightly armored units with superior 
spotting ranges (which is very important if using realistic spotting rules). They 
can pinpoint the location of enemy units, seize and hold cities and other 
objectives temporarily, and successfully attack weakened enemy units and 
vulnerable units such as units mounted on organic transport. Recon units are 
most useful in offensive battles, and having one as a pathfinder for each major 
advance saves you time and helps you avoid ambushes.

Tank
The tank class is at the heart of Panzer General. Contrary to popular belief, this is 
not because they were all-powerful, but because they were a key ingredient in 
the combined arms blitzkriegs that stunned the world in the early campaigns of 
the war. Because of its speed, armor, and heavy weaponry, the tank class is most 
able to take aggressive risks and survive. But beware of overconfidence - 
although tanks dominate open country, they are vulnerable to infantry in cities, 
forests, and rough terrain, can be stopped by antitank guns and tank destroyers, 
and require air support when the enemy is able to use tactical bombers against 
them. A successful general does not win with tanks alone.

Truck
The truck class includes trucks, half-tracks, and a few fully-tracked vehicles used 
as organic transport (i.e., it is specifically assigned to a unit and cannot be 
shared). Organic transport is useful for giving otherwise slow units greater 
mobility but, while mounted, units use the weak combat values of the transport 
and are easily destroyed. Troops moving by truck should therefore be protected 
from enemy ground and air attack at all times. Trucks are cheaper and faster on 
roads, but half-tracks are more sturdy (a good value for expensive units) and 
move more quickly in difficult terrain. 

Air Classes
Air Transport
Most scenarios include a pool of air transport points. Air transport is non-organic 
transport which allows infantry, light artillery, and light anti-tank units to 
embark at friendly airfields and disembark at any unoccupied airfield (enemy 
airfields may be seized in this way). Paratroops and rangers can attempt to 
"jump" into any non-sea hex. See the "Embark/Disembark" description in the 
Unit Menu on page 23 for information about transporting infantry by air. Note 
that air transports are highly vulnerable to both enemy fighters and air defense 
units and require fighter escorts, particularly for paradrops behind enemy lines.

Fighter
The fighter class is your key to obtaining air superiority. The fighter class is 
highly effective attacking enemy air units, and is able to protect adjacent friendly 
bomber and ground units through its ability to intercept air missions against 
them. Fighters can strafe infantry, artillery, and transport units with some effect 
and help soften up entrenchments, but their primary mission is to clear the skies 
of enemy fighters and enemy bombers. Losses in fighter combats are typically 
heavy, so getting the first shot through superior initiative and experience is 
critical.

Level Bomber
The level bomber class consists of high-altitude, long-range bombers with large 
bomb loads but limited accuracy. They attack by "carpet bombing" ground 
targets including cities, ports, and airfields. They tend to suppress rather than 
destroy targets, but this is advantageous because enemy units suppressed by 
your level bombers remain suppressed until the end of your turn. Successful 
attacks by level bombers reduce fuel and ammo points of enemy units. Level 
bombers are the only class that can assist other units' attacks by inflicting 
prolonged suppression.
Level bombers only attack the hex they are in, and are immune to all ground 
units except for AA units and air defense units. When they bomb a victory hex, 
located in a city, port, or airfield, they inflict prestige damage on the enemy and 
have a significant chance of neutralizing the target (neutralized targets have no 
nationality flags). Only dismounted infantry can recapture/repair a neutralized 
city, port, or airfield.

Tactical Bomber
The tactical bomber class includes aircraft designed for ground attack, which can 
only attack ground targets; and fighter-bombers, which can also attack enemy air 
units (though they are generally less effective than fighters). Tactical bombers are 
useful against a variety of targets, including typically vulnerable targets such as 
transport and artillery, but also against more difficult targets such as the 
submarine, tank, and antitank classes. Tactical bombers can also be used to soften 
up entrenched positions. Note that fighter escorts are essential to the survival of 
tactical bombers if the enemy possesses fighters.

Sea Classes
Capital Ship 
The capital ship class includes battle ships, battlecruisers, heavy cruisers, and 
light cruisers. Capital ships have the ability to make ranged attacks and may 
move and shoot in either order. They are best used to defeat the enemy fleet, but 
after a naval victory can support the ground forces with shore bombardment, 
especially against soft targets. Capital ships shot at by other capital ships are 
entitled to shoot back with a ranged attack with any surviving unsuppressed 
strength points. All capital ships repair extremely slowly, making it rarely 
worthwhile to obtain replacements for them.

Carrier
The carrier class acts as a mobile airfield for fighters and tactical bombers, but, 
unlike airfields, carriers can resupply only air units in the same hex. Carriers 
have excellent spotting ranges but are vulnerable to naval attacks, and their high 
cost makes them very lucrative targets in terms of prestige. Carrier class ships 
also repair slowly.

Destroyer
The destroyer class consists of destroyers, destroyer escorts, patrol craft, and 
torpedo boats. Destroyer class units are the only naval units able to attack 
submarines (and attack first during their turn) but are easily destroyed by capital 
ships. Use screens of destroyer class vessels to protect heavier ships from 
submarines. Together with tactical bombers, they can form effective sub-killer 
task groups. 

Sea Transport
Sea transport is extremely important in amphibious invasion scenarios such as 
Norway or Crete. Sea transport is non-organic transport which allows ground 
units to embark at friendly port facilities or coastal cities and disembark in any 
unoccupied coastal hex. See the "Embark/Disembark" description in the Unit 
Menu on page 23 for information about transporting units by sea. Note that sea 
transports should be protected by naval and air covering forces because they are 
highly vulnerable to enemy naval units and, to a lesser extent, to enemy tactical 
bombers. 

Submarine
The submarine class can be deadly against enemy heavy naval units because 
destroyer class naval units and tactical bombers are the only units that can attack 
them. Submarines always shoot first when they attack during their turn. When 
submarines are attacked, they are often able to evade the attack by maneuvering 
or submerging. 

THE CAMPAIGN GAME
In the extended campaign game, your career as a general can cover the entire 
war. If you do well, you can win the war. If you do poorly, you could be 
prematurely retired by the General Staff or even lose the war. You play a key 
role in decisive battles, but the burden of a war on two fronts means you cannot 
fight in both places at the same time. At certain points in each campaign you 
have the opportunity to switch fronts, and, if your successes against England or 
the Soviet Union are decisive, you may end the war on one or both fronts 
altogether.
The campaign game covers the entire war, but you may choose to start your 
career at any of five different points: the 1939 Blitzkrieg, the 1941 West or East 
Fronts, or the 1943 West or East Fronts. How well you do can change the course 
of history. 
In the campaign game, you control a "core group" of units and, in most battles, 
non-core or "auxiliary" units. The core group's strength flags are black on gray, 
and the auxiliary units' strength flags are white on gray. Auxiliary units serve 
with you only for the duration of the battle, while you take surviving core units 
with you to the next campaign battle. Your units gain combat experience and can 
be upgraded with new equipment over time. 
Your core units are already deployed in the first scenario of any campaign. In 
later campaign scenarios, you may deploy your core units freely within 
designated deployment zones.

The 1939 Blitzkrieg
Beginning in September of 1939, the battle for Poland is the first in a series of 
blitzkrieg campaigns across Europe, where successful generalship takes you 
from Warsaw to Oslo to Paris. The speed and degree of success of your offensive 
in each campaign affects your resources in future campaigns. If you do 
particularly well, you may have sufficient time and prestige to lead an invasion 
of Great Britain, thus ending the war on the Western Front with a decisive blow. 
If you cannot conquer Britain now, or later, the English shall remain a thorn in 
your side for years to come.
The 1939 campaign is recommended as a starting point because the Allies are not 
yet able to bring their superior economic power to bear against you. Their forces 
are easier to defeat, giving you the opportunity to win the war on the Western 
Front earlier in preparation for the inevitable showdown with the Soviet Union. 

The 1941 Western Front 
Beginning in March 1941, you attempt to crush the Allied forces in North Africa 
and seize Egypt, the gateway to the Middle East. If you are successful, you may 
be able to lead an invasion of Britain or attack the Soviet Union's oil fields 
through the Caucasus Mountains on your way to further glory.

The 1941 Eastern Front
You begin your career leading the central spearhead of the greatest invasion in 
history - Operation Barbarossa, the conquest of the Soviet Union. If your initial 
thrust is decisive, you may earn the prestige necessary to avoid a diversion 
towards Kiev and instead press on directly to Moscow before mud and snow 
bring your panzers to a frustrating crawl. 

The 1943 Western Front
In 1943, heavily committed on the Eastern Front, the Axis had only limited forces 
to protect thousands of miles of European coastline against an Allied invasion 
that could come anywhere. You begin your career in Sicily, facing the first Allied 
invasion of western Europe. Unless you transfer to the Eastern Front, you may 
have a chance to stop the Allies on the beaches in Italy and in Normandy. If you 
cannot contain the Allies in France or force them back with a last, desperate 
winter counter-offensive in the Ardennes, then your last chance is to avert total 
defeat at the gates of Berlin and win a tolerable armistice.

The 1943 Eastern Front
You begin the 1943 campaign in the east with a slashing counteroffensive aimed 
at cutting off the overextended spearheads of the Red Army, confident of victory 
after their winter offensive sent your troops reeling back all along your front. If 
you recapture Kharkov and your other objectives, you gain the initiative and the 
prestige necessary to drive once more toward Moscow and end the war in the 
east. If you fail, you have only a few more opportunities to stop the Soviet 
steamroller on its road to Berlin.

STRATEGY NOTES
(1) 	Blitzkrieg (not sitzkrieg) - breakthrough and bypass strongpoints rather 
than getting bogged down.
(2) 	Encircle centers of resistance such as cities and strike deep beyond them to 
force the enemy to mobilize and defend its rear areas. This makes the bypassed 
cities easier to take than if you wear yourself down in an immediate direct 
assault on them. Placing troops next to the city prevents the enemy from 
building more units there.
(3) 	Use the Strategic Map to select good avenues of attack, preferably open 
tank country with few obstacles the enemy can use as defensive positions to hold 
up your advance.
(4) 	Organize your forces into objective-oriented battlegroups and, if 
necessary, separate city garrison units. Battlegroups should combine units with 
compatible movement speeds.
(5) 	Start each battle with a plan to deal with issues of naval and air 
superiority.
(6) 	Good tactics against heavily-entrenched troops are to bombard them with 
artillery to weaken their entrenchments, and to place friendly infantry units 
adjacent to the defending unit to prevent it from "replacing" its losses. When it is 
sufficiently weakened, the infantry units should attack, thus destroying the 
defending unit. The city can then be occupied or captured by an infantry unit (or 
a tank, AT, or recon unit - artillery units cannot capture cities). It is very 
dangerous to try to attack cities with tank units, as they often suffer crippling 
losses. Tank units work best in the open against enemy infantry, cavalry, 
artillery, and other tank units. 

UNIT EQUIPMENT TABLES
The following information appears for each unit:
NAME : Unit name
DATE : Date that unit is available
VAL : Prestige value of unit
MVT : Movement
SPT : Spotting 
FUEL : Fuel
AMM : Ammunition
INT : Initiative
RNG : Range
SA : Soft Attack
HA : Hard Attack
AA : Air Attack
NA : Naval Attack
GD : Ground Defense
AD : Air Defense
CD : Close Defense
TT : Target Type
Numbers in brackets indicate that the unit can only use these values 
when attacked.

Belgium
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37mm ATG 	9/39	2	1	2	0	9	6	0	1	7
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
CR42 	1/40	20	12	3	48	10	3	0	1	2	6
	1	6	6	0	P
F-DXX1 	9/39	18	12	3	36	6	4	0	1	1
	6	1	6	8	0	P
PZLP24 	6/40	19	12	3	48	6	3	0	1	1
	8	1	6	8	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Infantry 	9/39	2	2	1	0	5	0	0	5	1
	0	1	5	7	0	S
Bulgaria
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3.7 PaK35/36 	1/39	2	1	2	0	10	6	0	2
	7	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
7.5 leFk 16nA	9/38	7	1	1	0	9	2	2	11
	5	0	1	2	6	0	S
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Infantry	6/40	2	2	1	0	6	1	0	5	1
	0	0	4	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Opel 6700 	9/36	2	8	1	55	4	1	0	1	0
	0	1	1	0	0	S

France
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
40mm AD 	5/40	8	1	2	0	10	2	2	[ 9]	[12]
	8	1	2	6	0	S
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
57mm ATG 	7/43	6	1	2	0	9	8	0	1	13
	0	0	8	8	0	S
25mm ATG 	9/39	2	1	2	0	12	6	0	1	5
	0	1	8	8	0	S
47mm ATG 	9/39	3	1	2	0	9	7	0	1	8
	0	1	8	8	0	S
75mm ATG 	9/39	7	1	2	0	8	8	0	8	12
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
105mm Gun	9/43	14	1	1	0	8	0	3	16	8
	0	0	2	6	0	S
75mm Gun 	1/43	6	1	1	0	9	0	2	12	5
	0	0	2	6	0	S
105mm Gun 	9/39	14	1	1	0	8	1	3	15	8
	0	1	2	6	0	S
155mm Gun 	9/39	17	1	1	0	5	1	3	19	14
	0	1	2	6	0	S
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
CHk 75A-1 	2/40	24	13	3	60	6	5	0	1	2
	8	1	7	10	0	P
D520S 	2/40	27	13	3	66	8	5	0	1	2
	12	1	8	10	0	P
HFII 	2/40	22	13	3	30	6	4	0	1	2	10
	1	7	10	0	P
MS 406 	9/39	19	12	3	48	5	3	0	1	2
	8	1	7	10	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Partisans 	9/39	2	2	3	0	2	3	0	4	1
	0	1	3	7	0	S
Infantry 	1/43	7	3	1	0	6	1	0	6	6
	0	0	6	9	0	S
Mtn Inf 	1/43	7	3	2	0	6	1	0	6	6
	0	0	8	9	0	S
Infantry 	9/39	3	2	1	0	5	1	0	4	1
	0	1	5	7	0	S

Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
GM Truck 	1/39	2	8	1	75	4	0	0	0	0
	0	0	1	0	0	H
M2 Hftrk 	1/43	7	8	2	45	10	2	0	3	3
	6	1	7	1	1	H
Truck 	9/39	2	8	1	60	4	1	0	1	0	0
	1	2	0	0	S
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Amiot 143 	9/39	25	11	2	114	4	1	0	1	4
	6	3	9	4	0	P
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M20 LAC 	6/43	9	8	5	81	9	7	0	3	3
	2	0	7	6	1	H
M8 LAC 	6/43	10	8	5	81	9	7	0	3	9
	2	0	7	6	1	H
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
AMC 35 	9/39	8	5	3	41	10	6	0	3	6
	0	1	8	7	1	H
CL AMX R40	6/40	7	3	3	39	14	3	0	1	5
	0	1	11	9	1	H
Ch B1-bis 	9/39	15	4	2	40	14	7	0	11	8
	0	1	11	11	2	H
Ch D1 IG 	9/39	5	3	1	38	14	3	0	1	5
	0	1	8	9	1	H
Ch Lr H35 	9/39	7	4	3	40	14	3	0	1	5
	0	1	10	9	1	H
Ch S35 	9/39	13	5	1	51	14	7	0	3	8
	0	1	10	11	1	H
M4A1 	1/43	19	5	2	45	12	9	0	11	12	2
	0	12	9	3	H
M5 	1/43	15	7	4	41	14	7	0	5	9	1
	0	10	8	3	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Bloch 174 	3/41	30	13	4	90	4	3	0	6	5
	[10]	3	10	10	0	P
Potez 63 	9/39	25	12	4	96	5	4	0	4	3
	[10]	2	9	6	0	P

Germany
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
2 FlaK38 (4) 	9/39	5	1	2	0	20	2	2	[ 7]	[ 4]
	7	1	2	6	0	S
3.7 FlaK36 	1/40	7	1	2	0	24	2	2	[ 4]	[ 7]
	7	1	2	6	0	S
8.8 FlaK 18 	9/39	19	1	1	0	10	11	3	[13]	[18]
	10	2	2	6	0	S
Ostwind I 	12/44	21	5	2	45	23	2	2	[ 4]	[ 7]
	9	1	9	16	1	H
SdKfz 6/2 	5/40	12	6	2	55	5	2	2	[ 1]	[ 4]
	6	1	3	14	0	S
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3.7 PaK35/36 	1/39	2	1	2	0	10	6	0	2
	7	0	1	8	8	0	S
5 PaK38 	1/41	7	1	2	0	9	9	0	4	11
	0	1	8	8	0	S
7.5 PaK40 	1/42	10	1	2	0	8	10	0	8	15
	0	1	8	8	0	S
8.8 FK18 ATG 	6/40	19	1	1	0	10	11	0	13
	18	10	2	4	8	0	S
8.8 PaK43/41 	6/44	14	1	2	0	8	12	0	10
	25	0	1	8	8	0	S
Hetzer 	4/44	12	5	1	43	8	10	0	11	15
	1	1	14	8	1	H
JadgPanther 	6/44	22	6	1	37	8	12	0	13	25
	0	4	18	11	4	H
JadgTiger 	12/44	26	3	1	28	8	11	0	17	31
	1	6	22	14	4	H
Jadgpanzer 38	1/45	16	5	1	47	8	11	0	11
	21	1	3	15	8	1	H
Jadgpz IV/48 	1/44	13	5	1	46	9	10	0	11
	15	0	1	13	9	3	H
Jadgpz IV/70 	8/44	17	5	1	46	7	11	0	11
	21	0	3	15	9	3	H
Jp Elefant 	7/43	19	3	1	24	7	12	0	13	25
	0	4	18	12	1	H
Marder II 	3/42	7	5	1	44	5	10	0	11	15
	1	1	6	6	0	H
Marder IIIH 	3/42	7	5	1	49	5	10	0	11	15
	0	1	7	6	0	H
Marder IIIM 	3/43	8	5	1	44	5	10	0	11	15
	0	1	7	6	0	H
Nashorn 	2/43	14	5	1	47	5	12	0	13	25
	1	4	7	6	0	H
PzJager IB 	3/40	2	5	1	39	9	8	0	5	9
	0	1	6	6	0	H
StuGIIIF 	3/42	10	5	1	39	7	10	0	11	14
	1	1	10	8	1	H
StuGIIIF/8 	9/42	11	5	1	41	7	10	0	11	15
	1	1	11	9	1	H
StuGIIIG 	12/42	12	5	1	40	8	10	0	11	15
	1	1	11	9	4	H
Anti-aircraft
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37 FlaKPz IV 	5/44	13	5	2	45	8	6	0	4
	7	9	1	9	14	0	H
FlaKPz 38(t) 	1/44	8	5	2	46	7	6	0	2	3
	7	1	6	12	0	H
SdKfz 10/4 	9/39	7	6	2	40	12	5	0	3	2
	8	0	2	12	1	S
SdKfz 7/1 	1/42	14	6	2	45	16	6	0	6	4
	11	1	2	16	1	S
Wirbelwind 	9/44	16	5	2	45	19	6	0	6	4
	11	1	7	14	1	H
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
10.5 leFH 18 	1/40	15	1	1	0	8	2	3	15	8
	0	1	2	6	0	S
15 sFH 18 	4/40	19	1	1	0	7	2	3	19	14
	0	1	2	6	0	S
17 K18 	1/42	20	1	1	0	6	2	3	19	14
	0	6	2	6	0	S
7.5 leFk 16nA	9/38	7	1	1	0	9	2	2	11
	5	0	1	2	6	0	S
Hummel 	7/43	24	5	1	47	4	5	3	19	14
	0	1	7	6	0	H
StuGIIIb 	3/40	9	5	1	41	6	5	1	11	8
	0	1	10	8	0	H
StuG IV 	12/43	19	5	1	46	8	10	1	14	15
	1	1	11	8	2	H
StuH42 	10/42	20	5	1	40	7	5	2	15	8
	1	1	11	9	4	H
Wespe 	7/43	21	5	1	39	6	5	3	15	8
	1	1	6	6	0	H
sIG 38(t)M 	3/43	26	4	1	38	5	4	3	19	14
	1	1	13	6	0	H
sIG IB 	5/40	22	5	1	35	3	4	3	19	14	0
	1	5	6	0	H
sIG II 	1/42	23	5	1	41	3	4	3	19	14	0
	1	8	6	0	H
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
BF109e 	9/39	28	13	3	42	7	5	0	2	2
	14	1	7	10	0	P
BF109f 	7/40	30	14	3	72	7	6	0	1	2
	12	1	7	12	0	P
BF109g 	5/42	31	14	3	81	8	5	0	2	2
	14	1	7	12	0	P
BF109k 	1/45	32	14	3	81	6	6	0	2	3
	16	1	8	14	0	P
DO335 	4/44	40	14	3	90	8	7	0	1	2
	28	1	8	17	0	P
FW190a 	9/40	37	14	3	117	8	6	0	2	3
	20	1	8	14	0	P
FW190d9 	11/42	40	14	3	90	13	6	0	2	3
	24	1	8	15	0	P
HE162 	12/44	44	14	3	99	6	8	0	3	3
	36	2	8	16	0	P
HE219 	11/43	39	14	6	128	10	5	0	3	3
	18	2	11	12	0	P
ME163B/Komet 	5/44	32	14	3	34	4	8	0	1
	3	24	2	11	6	0	P
ME262A1 	6/44	43	14	3	108	6	7	0	3	3
	32	2	9	17	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
39 Wehr Inf 	6/38	5	3	2	0	7	1	0	6	2
	0	1	6	7	0	S
40 LuftW FJ 	1/40	11	3	2	0	8	0	0	8	2
	0	1	8	7	0	S
40 Wehr HW 	1/40	7	2	2	0	7	2	0	8
	3	1	1	8	8	0	S
43 LuftW FJ 	1/43	13	3	2	0	8	0	0	8	6
	0	1	8	7	0	S
43 Wehr HW 	1/43	10	2	2	0	7	2	0	8
	8	1	1	8	8	0	S
43 Wehr Inf 	1/43	7	3	2	0	7	1	0	7	8
	0	1	6	7	0	S
Bridge Eng 	9/39	14	2	2	0	7	2	0	8	5
	1	1	8	8	0	S
Pioniere Inf 	9/39	12	2	2	0	7	2	0	8	5
	1	1	8	8	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Opel 6700 	9/36	2	8	1	55	4	1	0	1	0
	0	1	1	0	0	S
SPW 250/1 	9/41	6	7	2	45	6	2	0	1	1
	1	1	8	0	1	H
SPW 251/1 	9/39	5	6	2	55	7	2	0	1	1
	1	1	7	0	1	H
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
DO17z 	1/40	29	12	2	144	5	1	0	1	4
	8	3	9	8	0	P
DO217e 	11/40	34	13	2	138	6	3	0	1	4
	10	3	11	10	0	P
HE177a 	3/42	45	13	2	216	9	4	0	1	4
	12	16	15	12	0	P
He111 H2 	1/40	34	12	2	132	6	2	0	1	4
	8	14	11	8	0	P
Ju188a 	6/43	39	13	2	126	7	3	0	1	4
	12	14	14	10	0	P
Ju88A 	9/39	37	12	2	192	7	2	0	1	4	11
	14	11	9	0	P
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Lynx 	9/43	8	8	4	54	12	6	0	3	6	0
	1	8	9	3	H
PSW 222/4r 	9/39	5	8	4	55	8	6	0	2	3
	2	1	7	6	1	H
PSW 231/6r 	1/38	5	8	4	55	9	6	0	3	3
	0	1	6	7	1	H
PSW 232/8r 	7/42	6	8	4	55	10	6	0	2	3
	0	1	7	7	2	H
PSW 233/8r 	6/43	7	8	4	55	3	5	0	11	12
	0	1	7	6	0	H
PSW 234/1-8r 	7/44	11	8	4	115	16	6	0	2
	3	2	1	8	6	1	H
PSW 234/2-8r 	10/43	16	8	4	115	10	9	0	7
	11	0	1	8	8	2	H

Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
BF110c 	1/40	29	13	5	96	6	4	0	5	5
	8	2	8	8	0	P
BF110d 	3/41	29	13	5	90	8	4	0	5	5
	8	2	8	8	0	P
BF110e 	12/41	32	13	5	108	8	4	0	7	7
	8	3	8	8	0	P
BF110g 	7/43	32	13	5	72	10	4	0	7	7
	10	3	8	8	0	P
FW190f 	1/43	37	14	4	90	7	6	0	5	5
	18	2	8	15	0	P
FW190g 	3/42	38	14	4	99	7	6	0	7	7
	16	3	7	14	0	P
JU87B 	9/39	21	11	2	54	5	2	0	9	8	[ 4]
	5	6	4	0	P
JU87D 	2/41	30	12	2	99	7	2	0	11	10
	[ 6]	6	8	6	0	P
JU87R 	3/41	23	11	2	96	5	2	0	9	8
	[ 4]	5	6	4	0	P
ME210c 	4/42	39	14	5	153	8	5	0	7	7
	10	3	9	10	0	P
ME410a 	12/42	39	14	5	153	8	5	0	7	7
	12	3	9	10	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Panther A 	9/43	26	6	2	34	11	11	0	11	21
	1	3	17	9	5	H
Panther D 	7/43	24	6	2	28	10	11	0	11	21
	0	3	16	9	2	H
Panther G 	4/44	28	6	2	40	11	12	0	11	21
	1	3	18	10	5	H
Pz 35(t) 	3/39	7	5	3	50	8	3	0	3	6
	0	1	8	8	2	H
Pz38(t)A 	5/39	10	5	3	50	9	6	0	3	7
	0	1	8	8	2	H
Pz38(t)F 	11/40	11	5	3	50	11	6	0	3	7
	0	1	9	9	2	H
Pz38(t)G 	10/41	11	5	3	50	11	6	0	3	7
	0	1	9	8	2	H
PzIA 	1/35	1	5	3	40	4	2	0	2	1	0
	1	6	7	2	H
PzIB 	8/35	2	5	3	39	5	2	0	2	1	0
	1	7	7	2	H
PzIIA 	3/37	7	5	3	44	8	6	0	2	3	0
	1	7	8	3	H
PzIID 	3/38	8	6	3	45	8	6	0	2	3	0
	1	7	9	3	H
PzIIF 	1/40	9	5	3	45	10	6	0	2	3	0
	1	8	8	3	H
PzIIIE 	9/39	10	5	2	42	14	6	0	3	7	0
	1	8	9	2	H
PzIIIG 	4/40	14	5	2	42	13	7	0	5	7
	0	1	9	9	2	H
PzIIIH 	1/41	14	5	2	42	13	8	0	7	9
	0	1	10	9	2	H
PzIIIJ 	6/41	16	5	2	41	11	9	0	7	11	0
	1	10	9	2	H
PzIIIN 	9/42	14	5	2	41	8	5	0	11	12
	1	1	10	9	3	H
PzIVD 	1/40	11	5	2	46	11	5	0	11	8
	0	1	8	8	2	H
PzIVF2 	6/42	19	5	2	45	12	10	0	11	14
	0	1	10	8	2	H
PzIVG 	7/42	19	5	2	46	11	10	0	11	14
	0	1	10	8	2	H
PzIVH 	6/43	19	5	2	46	11	10	0	11	14
	0	1	10	8	2	H
PzIVJ 	8/44	22	5	2	57	11	10	0	11	15	1
	1	11	9	5	H
Tiger I 	8/42	25	5	2	28	13	11	0	13	18
	0	2	15	11	4	H
Tiger II 	6/44	32	4	2	29	11	12	0	13	25
	1	4	21	14	5	H

Greece
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37mm ATG 	9/39	2	1	2	0	9	6	0	1	7
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Greek Inf 	6/40	4	3	1	0	6	1	0	4	1
	0	0	6	7	0	S
Hungary
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3.7 PaK35/36 	1/39	2	1	2	0	10	6	0	2
	7	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
7.5 leFk 16nA	9/38	7	1	1	0	9	2	2	11
	5	0	1	2	6	0	S
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Hungarian Inf	6/40	3	3	1	0	6	1	0	4
	1	0	0	5	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Opel 6700 	9/36	2	8	1	55	4	1	0	1	0
	0	1	1	0	0	S


Italy
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm SPAD 	11/41	12	5	1	60	4	2	2	[11]	[ 8]
	9	0	2	5	0	S
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
47mm ATG 	1/38	6	1	2	40	9	7	0	2	8
	0	1	8	8	0	S
90mm Breda	5/42	10	6	1	60	4	10	0	10	18
	10	2	2	5	0	S
Sem L-47 	7/42	1	5	1	45	7	7	0	5	8
	0	0	8	6	0	H
Sem M-41M 	7/43	10	4	1	45	4	10	0	13	18
	0	2	9	6	0	H
Sem M-42 	1/42	7	5	1	48	7	7	0	11	12
	1	0	9	9	1	H
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
105mm Gun 	6/40	12	1	1	0	8	1	3	12	7
	0	1	2	6	0	S
155mm Gun 	1/42	15	1	1	0	7	1	3	15	11
	0	1	2	6	0	S
75mm Gun 	6/40	5	1	1	0	9	1	2	9	4
	0	1	2	6	0	S
Sem M-40 	1/42	11	4	1	45	7	5	1	14	8
	1	0	9	8	1	H
Sem M-42M 	9/43	17	5	1	43	7	7	1	18	8
	1	0	12	9	2	H
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Centauro 	6/42	33	14	3	84	8	7	0	3	2
	14	1	7	14	0	P
Ma C202/F 	3/42	29	14	3	54	11	5	0	1	2
	12	1	7	10	0	P
Ma C205/O 	3/43	32	14	3	72	8	6	0	2	2
	15	1	7	13	0	P
Re2000/F1 	6/40	22	13	3	60	8	3	0	1	2
	8	1	7	8	0	P
Re2005/S 	1/43	32	14	4	66	7	5	0	5	4
	14	2	9	13	0	P

Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Bersglri 	6/40	6	3	2	0	8	1	0	6	2
	0	0	7	8	0	S
Infantry 	6/40	2	2	1	0	6	0	0	5	1
	0	0	5	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Fiat Truck	1/38	2	8	1	60	4	0	0	2	0
	0	0	1	0	0	S
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
CA309	6/40	25	12	2	36	6	1	0	1	4
	4	3	9	4	0	P
P108 Bi 	6/40	45	12	2	180	8	4	0	1	4
	12	16	17	12	0	P
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
AB-40 	1/41	4	8	3	65	17	4	0	1	2	0
	0	6	6	3	H
AB-41 	8/41	7	8	4	70	15	6	0	1	3	1
	0	7	7	2	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
BA65 	6/40	20	12	2	36	6	1	0	7	6	[ 4]
	3	9	4	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
L6/40 	4/41	7	5	3	45	10	6	0	1	3	0
	0	8	7	1	H
M13/40 	12/40	10	4	1	45	11	7	0	3	8
	1	0	8	9	2	H
M14/41 	1/42	12	4	2	45	11	8	0	3	8
	1	0	8	9	3	H
M15/42 	9/43	14	5	2	47	12	8	0	5	9
	1	0	9	9	3	H

Netherlands
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37mm ATG 	9/39	2	1	2	0	9	6	0	1	7
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
CR42 	1/40	20	12	3	48	10	3	0	1	2	6
	1	6	6	0	P
F-DXX1 	9/39	18	12	3	36	6	4	0	1	1
	6	1	6	8	0	P
PZLP24 	6/40	19	12	3	48	6	3	0	1	1
	8	1	6	8	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Infantry 	9/39	2	2	1	0	5	0	0	5	1
	0	1	5	7	0	S
Norway
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
40mm AD 	4/40	8	1	2	0	10	2	2	[ 9]	[12]
	8	1	2	6	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
F-DXXIII 	9/39	25	13	3	66	8	4	0	1	2
	10	1	6	8	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Infantry 	9/39	3	2	2	0	5	1	0	5	1
	0	1	5	7	0	S

Poland
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37mm ATG 	9/39	2	1	2	0	9	6	0	1	7
	0	1	8	8	0	S
6 Pdr ATG	1/43	6	1	2	0	9	8	0	1	13
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
25 Pdr 	1/43	13	1	1	0	9	1	3	13	6
	0	1	2	6	0	S
6" Gun 	1/43	16	1	1	0	7	1	3	17	12
	0	1	2	6	0	S
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
PZL P11c 	9/39	16	11	3	48	6	3	0	1	1
	6	1	6	6	0	P
PZL P24g 	9/39	19	12	3	48	6	3	0	1	1
	8	1	6	8	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Infantry 	1/43	5	3	2	0	6	1	0	7	6
	0	0	6	7	0	S
Paratroops 	1/43	13	3	2	0	7	0	0	8	6
	1	0	9	8	0	S
Cavalry 	11/38	8	5	2	60	7	1	0	4	1
	0	1	2	5	0	S
Infantry 	11/38	2	2	1	0	5	0	0	5	1
	0	1	3	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Truck 	9/39	2	8	1	60	4	0	0	1	0	0
	1	2	0	0	S
Bren Ca 	1/43	6	8	1	60	4	0	0	2	0
	0	1	7	0	0	H
Truck 	1/43	2	8	1	69	4	0	0	0	0	0
	1	1	0	0	H
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M8 LAC 	6/43	10	8	5	81	9	7	0	3	9
	2	0	7	6	1	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
PZL P23b 	9/39	22	11	3	72	5	1	0	7	6
	[ 6]	3	9	6	0	P
PZL P37b 	9/39	25	12	3	96	5	2	0	7	6
	[ 6]	3	9	6	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M5 Stuart	1/43	15	7	4	41	14	4	0	11	8
	0	1	14	9	2	H
Sherman 	1/43	18	5	2	45	11	9	0	11	12
	1	1	12	9	2	H
7TP 	9/39	7	4	3	41	8	6	0	1	7	0
	1	7	7	1	H
TK3 	3/39	2	6	3	45	6	2	0	2	1	0
	1	6	7	1	H
Rumania
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3.7 PaK35/36 	1/39	2	1	2	0	10	6	0	2
	7	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
7.5 leFk 16nA	9/38	7	1	1	0	9	2	2	11
	5	0	1	2	6	0	S
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Rumanian Inf 	6/40	3	3	1	0	6	1	0	5
	1	0	0	6	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Opel 6700 	9/36	2	8	1	55	4	1	0	1	0
	0	1	1	0	0	S

United Kingdom
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3" AD 	5/40	9	1	1	0	8	2	2	[11]	[14]
	9	1	2	6	0	S
40mm AD 	4/40	8	1	2	0	10	2	2	[ 9]	[12]
	8	1	2	6	0	S
40mm SPAD 	2/43	8	7	2	60	6	2	0	[ 9]	[10]
	8	1	2	6	0	S
Anti-aircraft
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
20mm SPAA 	6/43	3	7	2	0	12	6	0	1	3
	6	1	2	6	0	S
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
17 Pdr ATG	4/43	12	1	2	0	7	11	0	1	21
	0	3	8	8	0	S
2 Pdr ATG 	4/43	3	1	2	0	10	7	0	1	8
	0	1	8	8	0	S
6 Pdr ATG 	4/42	6	1	2	0	9	8	0	1	13
	0	1	8	8	0	S
Achilles 	5/44	10	6	1	51	7	11	0	1	21
	1	3	10	6	0	H
Archer 	9/44	8	4	1	48	6	11	0	0	21
	0	2	8	6	0	H
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
25 Pdr Gun	4/40	13	1	1	0	9	1	3	13	6
	0	1	2	6	0	S
5.5" Gun 	5/42	16	1	1	0	7	1	3	17	10
	0	1	2	6	0	S
6" Gun 	5/40	16	1	1	0	7	1	3	17	12
	0	1	2	6	0	S
7.2" Gun 	6/43	19	1	1	0	6	1	3	19	14
	0	6	2	6	0	S
M7 Priest 	9/42	23	5	1	45	12	7	3	12	6
	1	1	7	6	0	H
Sexton 	6/44	23	3	1	40	5	7	3	16	6
	1	1	9	8	1	H
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Hur I 	1/37	23	13	3	48	6	4	0	1	1	10
	1	7	10	0	P
Meteor III	7/44	38	14	3	90	4	7	0	3	2
	28	1	9	16	0	P
Spit I 	1/38	26	13	3	48	6	5	0	1	1	12
	1	7	10	0	P
Spit II 	4/40	26	13	3	54	6	5	0	1	1	12
	1	7	12	0	P
Spit IX 	3/42	31	14	3	81	4	6	0	2	2
	16	1	8	14	0	P
Spit VB 	6/41	27	13	3	90	3	5	0	2	2
	14	1	7	12	0	P
Spit XIV 	11/44	33	14	3	81	4	6	0	2	2
	20	1	8	14	0	P
Spit XVII 	1/45	36	14	3	117	4	6	0	2	2
	22	1	8	15	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Bridge Eng	12/39	13	2	2	0	6	2	0	6	4
	2	0	7	8	0	S
HW Inf 39 	12/39	5	3	2	0	6	1	0	6	2
	1	1	7	8	0	S
HW Inf 43 	1/43	6	3	2	0	6	2	0	8	6
	1	0	8	8	0	S
Inf 39 	12/39	4	3	2	0	6	1	0	6	2	0
	0	6	7	0	S
Inf 43 	1/43	5	3	2	0	6	1	0	7	6	0
	0	6	7	0	S
Para 39 	12/39	12	3	2	0	7	0	0	8	2
	1	1	9	8	0	S
Para 43 	1/43	13	3	2	0	7	0	0	8	6
	1	0	9	8	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3 Tn Lorry	1/39	2	8	1	69	4	0	0	0	0
	0	1	1	0	0	H
Bren Ca 	1/39	6	8	1	60	4	0	0	2	0
	0	1	7	0	0	H
Ram Kg 	6/44	3	6	1	45	6	3	0	1	1
	2	1	2	0	1	H
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Lancaster 	10/41	40	12	2	236	9	4	0	1	4
	11	3	15	11	0	P
Stir MkI 	5/40	30	11	2	108	6	6	0	1	4
	8	3	11	6	0	P
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
AEC I 	10/42	8	7	4	65	8	7	0	2	8	0
	1	10	7	2	H
AEC II 	6/43	10	7	4	65	7	8	0	2	13
	0	1	9	7	2	H
AEC III 	5/44	13	7	4	65	6	9	0	11	12
	0	1	9	7	2	H
Daimler SC	4/41	9	8	4	65	8	7	0	5	9
	1	1	6	8	1	H
Humber SC 	6/43	4	8	4	65	10	3	0	2	1
	0	1	6	8	2	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Blen MkI 	8/36	27	12	3	120	4	3	0	7	6
	[ 6]	3	9	6	0	P
Blen MkIV 	7/39	30	12	3	144	5	3	0	7	6
	[ 8]	3	9	8	0	P
Hur IID 	3/42	24	12	4	72	4	4	0	2	8
	6	3	7	8	0	P
Hur IV 	10/43	26	13	4	72	4	4	0	5	5
	6	2	7	10	0	P
Mosq VI 	3/41	39	14	3	132	5	5	0	7	6
	14	3	11	14	0	P
Typhoon IB	11/42	32	14	4	108	4	5	0	2	5
	14	2	8	12	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Chal A30 	7/44	21	5	2	47	7	11	0	11	21
	0	3	10	8	2	H
Church III	8/42	15	4	2	40	11	8	0	2	13
	0	1	14	9	2	H
Church IV 	10/42	18	4	2	40	10	9	0	11	12
	0	1	14	9	2	H
Church VI 	4/44	18	4	2	40	10	9	0	11	12
	0	1	14	9	2	H
Church VII	6/44	20	3	2	39	11	9	0	11	12
	0	1	17	11	2	H
Comet 	7/44	21	6	2	45	9	10	0	11	17
	0	2	12	11	2	H
Crdr I 	6/41	12	5	2	41	14	7	0	3	8	1
	1	9	7	2	H
Crdr II 	11/41	12	5	2	41	14	7	0	2	8
	1	1	10	8	2	H
Crdr III 	6/42	13	5	2	41	8	8	0	1	13
	0	1	10	8	2	H
Crom IV 	11/43	18	7	2	53	8	9	0	11	12
	0	1	11	7	2	H
Crom VI 	6/44	26	5	2	55	7	4	3	14	6
	0	1	11	8	2	H
Crom VII 	6/44	18	6	2	53	9	9	0	11	12
	0	1	12	8	2	H
Grant 	10/41	16	5	2	45	14	7	0	11	11	0
	1	11	8	3	H
M3 Stuart 	8/41	13	6	4	35	12	7	0	3	9
	1	0	9	8	2	H
M5 Stuart 	11/42	15	7	4	41	14	4	0	11	8
	0	1	14	9	2	H
Matilda I 	4/40	4	3	2	38	13	2	0	2	1
	0	0	11	8	1	H
Matilda II	12/40	13	3	2	51	10	7	0	2	8
	1	1	14	9	2	H
Mk I A9 	5/40	11	5	2	49	12	7	0	5	8
	1	1	6	7	2	H
Mk III A13	6/40	10	6	2	43	12	7	0	3	8
	1	1	6	7	2	H
Sh Firefly	5/44	23	5	2	45	9	11	0	11	21
	0	3	12	9	2	H
Sherman 	8/42	18	5	2	45	11	9	0	11	12
	1	1	12	9	2	H
United States
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3" AD 	12/41	11	1	1	0	7	2	2	[11]	[15]
	9	1	2	6	0	S
40mm AD 	6/44	8	1	2	0	10	2	2	[ 9]	[12]
	8	1	2	6	0	S
90mm AD 	6/44	19	1	1	0	6	2	3	[13]	[18]
	10	2	2	6	0	S
Anti-aircraft
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M15A1 MGMC	11/42	12	8	2	57	5	6	0	3
	7	8	0	6	12	0	H
M16 MGMC 	6/44	13	8	2	57	6	4	0	7	1
	12	0	6	14	0	H
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
3" ATG 	7/43	10	1	2	0	7	10	0	6	15
	0	0	8	8	0	S
37mm ATG 	11/42	4	1	2	0	10	7	0	1	9
	0	0	8	8	0	S
57mm ATG 	7/43	6	1	2	0	9	8	0	1	13
	0	0	8	8	0	S
M10 	3/43	10	6	1	57	7	10	0	9	15	2
	1	10	6	0	H
M18 	8/44	9	8	1	42	6	10	0	9	15	2
	1	7	6	0	H
M36 	8/44	13	5	1	41	7	11	0	13	19	2
	3	10	6	0	H
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
105mm Gun 	9/43	14	1	1	0	8	0	3	16	8
	0	0	2	6	0	S
155mm Gun 	6/44	18	1	1	0	7	0	3	20	14
	0	2	2	6	0	S
75mm Gun 	12/41	6	1	1	0	9	0	2	12	5
	0	0	2	6	0	S
8" Gun 	7/44	20	1	1	0	6	0	3	21	16
	0	6	2	6	0	S
M12 GMC 	6/44	24	5	1	48	2	5	3	19	14
	0	3	7	6	0	H
M3 GMC 	11/42	13	8	1	57	7	3	2	11	5
	2	0	6	6	0	H
M4A3 (105)	7/44	27	6	2	46	10	4	3	15	8
	2	0	12	9	3	H
M7 	11/42	21	5	1	52	7	4	3	15	8	2
	0	7	6	0	H
M8 HMC 	9/43	13	7	1	46	7	3	2	11	5
	2	0	7	6	1	H
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
P38 Ltng 	10/42	38	14	4	150	7	4	0	7	7
	16	3	9	14	0	P
P40 Whwk 	12/41	26	13	3	78	7	5	0	1	2
	10	0	7	10	0	P
P47B Tbolt	1/43	31	14	3	72	8	5	0	3	2
	14	0	9	14	0	P
P47D Tbolt	9/43	32	14	4	72	4	5	0	5	5
	16	2	10	14	0	P
P47N Tbolt	1/45	38	14	5	108	5	5	0	7	7
	20	3	10	16	0	P
P51B Mustg	1/43	34	14	3	84	9	6	0	1	2
	18	0	8	14	0	P
P51D Mustg	1/44	37	14	3	96	11	6	0	2	2
	20	0	8	14	0	P
P51H Mustg	6/44	38	14	3	78	11	6	0	2	2
	24	0	8	15	0	P

Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Bridge Eng	12/41	15	3	2	0	7	2	0	9	6
	1	1	9	9	0	S
Eng 41 	12/41	12	3	2	0	7	2	0	8	3
	1	1	9	9	0	S
Eng 43 	1/43	13	3	2	0	7	2	0	9	6
	1	1	9	9	0	S
Inf 41 	12/41	5	3	1	0	6	2	0	6	2	0
	0	6	9	0	S
Inf 43 	1/43	7	3	1	0	6	2	0	6	6	0
	0	6	9	0	S
Inf HW 41 	12/41	8	3	2	0	6	2	0	8	3
	2	0	8	11	0	S
Inf HW 43 	1/43	9	3	2	0	6	2	0	9	6
	2	0	8	11	0	S
Para 41 	6/41	12	3	2	0	5	0	0	8	2
	1	0	9	10	0	S
Para 43 	1/43	14	3	2	0	5	1	0	8	6
	1	0	9	10	0	S
Rangers 43	6/43	8	3	3	0	5	2	0	8	6
	1	0	9	10	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
GM Truck 	1/39	2	8	1	75	4	0	0	0	0
	0	0	1	0	0	H
M2 Halftrk	12/41	7	8	2	45	10	2	0	3	3
	6	1	7	1	1	H
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
B17F FF 	8/42	45	13	2	222	10	5	0	1	4
	12	3	18	14	0	P
B17G FF 	1/43	46	13	2	222	10	5	0	1	4
	14	3	18	14	0	P
B24D Lib 	6/42	40	12	2	240	10	4	0	1	4
	10	3	15	12	0	P
B29 SF 	6/44	56	13	2	240	18	6	0	1	4
	20	3	21	16	0	P
B32 Dom 	11/44	54	14	2	240	20	6	0	1	4
	14	3	21	14	0	P
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M24 	12/44	11	7	3	41	7	9	0	11	12	2
	0	10	8	3	H
M20 LAC 	6/43	9	8	5	81	9	7	0	3	3
	2	0	7	6	1	H
M8 LAC 	6/43	10	8	5	81	9	7	0	3	9
	2	0	7	6	1	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
A26 Inv 	12/43	44	14	3	132	9	5	0	13	9
	[14]	5	11	13	0	P
B25B Mitch	1/42	30	13	2	126	6	2	0	5	5
	[ 6]	3	11	10	0	P
B25H Mitch	10/43	35	12	2	126	10	3	0	6	6
	[10]	10	11	10	0	P
B26C Mardr	12/41	35	12	3	102	5	4	0	13	9
	[12]	5	10	10	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
M26 	3/45	26	5	2	41	10	11	0	13	19	2
	3	18	9	3	H
M2A4 	12/41	12	7	4	35	12	7	0	3	9	1
	0	9	8	1	H
M3 	11/42	13	7	4	35	14	7	0	3	9	1
	0	9	8	1	H
M4 	12/42	19	5	2	45	13	9	0	11	12	2
	0	11	9	3	H
M4A1 	12/42	19	5	2	45	12	9	0	11	12	2
	0	12	9	3	H
M4A1(76)W 	7/44	20	5	2	41	11	10	0	9	15
	2	1	12	9	3	H
M4A3 	7/43	19	6	2	46	13	9	0	11	12	2
	0	11	9	3	H
M4A3(76)W 	7/44	20	6	2	41	11	10	0	9	15
	2	1	12	9	3	H
M4A3E2 	6/44	22	5	2	41	14	9	0	11	12
	2	0	18	9	3	H
M4A3E2(76)	12/44	23	5	2	41	14	10	0	9	15
	2	1	18	9	3	H
M5 	11/42	15	7	4	41	14	7	0	5	9	1
	0	10	8	3	H
U.S.S.R.
Air Defense
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
7.6cm AD 	12/39	5	1	1	0	7	2	2	[ 8]	[14]
	9	1	2	6	0	S
Anti-aircraft
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Z25mm SPAA	9/40	5	6	2	60	5	5	0	2
	5	7	1	2	6	1	S
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
45mm ATG 	9/39	2	1	2	0	10	5	0	1	8
	0	1	8	8	0	S
57mm ATG 	1/41	5	1	2	0	9	6	0	1	13
	0	1	8	8	0	S
76mm ATG 	11/39	5	1	2	0	7	6	0	3	14
	0	1	8	8	0	S
ISU-122 	3/44	20	5	1	47	6	8	2	14	21
	1	4	17	14	1	H
ISU-152 AT	3/44	26	5	1	47	3	5	0	19	16
	1	1	17	11	1	H
SU-100 	12/44	15	6	1	57	6	10	0	1	22
	0	4	14	10	0	H
SU-152 AT 	7/43	24	5	1	57	3	5	0	19	13
	0	1	14	13	0	H
SU-85 	9/43	11	6	1	55	6	7	0	10	13	0
	1	14	10	0	H
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
12.2cm Gun	12/39	16	1	1	0	8	0	3	17	10
	0	1	2	6	0	S
15.2cm Gun	12/39	17	1	1	0	6	0	3	19	14
	0	1	2	6	0	S
ISU-152 	3/44	26	5	1	47	3	5	2	19	16
	1	1	17	11	1	H
SU-122 	2/43	20	6	1	54	4	4	2	17	9
	0	1	14	10	0	H
SU-152 	7/43	24	5	1	57	3	5	2	19	13
	0	1	14	13	0	H
Fighter
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
I-16 	9/39	19	12	3	54	6	3	0	1	2	8
	1	6	6	0	P
La-3 	4/41	22	13	3	42	7	4	0	1	1	10
	1	6	8	0	P
La-5 	4/43	26	13	3	36	12	5	0	1	2	10
	1	7	10	0	P
La-7 	7/44	29	14	3	42	6	6	0	1	2	16
	1	8	12	0	P
MiG-3 	3/41	27	14	3	78	8	4	0	1	1
	10	1	7	10	0	P
YaK-1 	6/41	24	13	3	54	7	4	0	1	2	10
	1	7	10	0	P
YaK-1M 	10/41	25	13	3	48	8	5	0	1	1
	10	1	7	12	0	P
YaK-7B 	6/43	26	13	3	54	8	5	0	1	2
	10	1	7	12	0	P
YaK-9 	4/44	28	13	3	60	7	6	0	1	2	12
	1	7	13	0	P
YaK-9M 	1/43	28	13	3	60	7	6	0	1	2
	12	1	7	13	0	P
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Partisans 	9/39	2	2	3	0	2	3	0	4	1
	0	1	3	7	0	S
Bridge Eng	9/39	12	2	2	0	6	2	0	8	4
	1	1	8	7	0	S
Cavalry 	9/39	8	5	2	60	6	1	0	4	1
	0	1	2	7	0	S
Infantry 	9/39	3	2	1	0	6	1	0	6	2
	0	1	5	7	0	S
Paratroops	9/39	10	3	2	0	7	0	0	7	2
	1	1	6	8	0	S
SMG Inf 	9/39	5	3	1	0	6	0	0	8	2
	0	0	5	7	0	S
Level Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Il-4 	2/43	33	12	2	168	6	1	0	1	4	6
	14	11	8	0	P
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Truck 	9/39	2	8	1	60	4	0	0	2	0	0
	1	2	0	0	S
Recon
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
BA-10 	1/39	5	7	3	55	7	5	0	1	7	0
	1	8	7	1	H
BA-64 	10/41	4	8	4	85	10	2	0	2	1	1
	1	7	6	1	H
Tactical Bomber
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Il-10 	1/45	28	12	3	54	5	4	0	3	5	[ 8]
	2	14	12	0	P
Il-2 	7/41	25	12	3	48	4	3	0	3	5	[ 8]
	2	12	10	0	P
Il-2M3 	3/42	26	12	3	48	5	3	0	3	7
	[ 8]	2	13	10	0	P
PE-2 	3/41	30	13	3	78	4	4	0	3	5	[ 8]
	12	10	8	0	P
PE-8 	6/44	35	12	2	222	9	2	0	1	4	[ 6]
	3	13	12	0	P
Tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
BT-5 	9/39	11	8	1	55	11	5	0	1	7	0
	1	9	8	2	H
BT-7 	9/39	13	8	2	75	6	4	0	8	6	0
	1	9	8	3	H
IS-2 	3/44	26	5	2	49	4	8	0	14	21	0
	4	18	12	2	H
KV-1/39 	9/39	17	5	2	38	13	5	0	8	9
	0	1	14	14	3	H
KV-1/41 	7/41	19	5	2	45	13	6	0	8	10
	0	1	15	13	3	H
KV-1/42 	6/42	20	4	2	45	13	6	0	8	10
	1	1	17	14	3	H
KV-2 	1/41	17	3	1	33	3	5	0	16	13	0
	1	14	14	2	H
KV-85 	10/43	20	5	2	50	9	7	0	10	13
	0	1	14	12	3	H
T-28M1 	9/39	11	3	2	34	9	4	0	8	6
	0	1	12	10	3	H
T-34/40 	1/41	16	6	2	55	9	5	0	8	9
	0	1	13	10	2	H
T-34/41 	10/41	17	6	2	55	9	6	0	8	10
	0	1	14	9	2	H
T-34/43 	10/42	18	6	2	54	10	6	0	8	10
	0	1	14	10	2	H
T-34/85 	4/44	19	6	2	55	8	6	0	10	13
	0	1	15	10	2	H
T-40 	4/42	5	6	2	61	6	3	0	2	1	0
	1	8	7	1	H
T-60 	8/41	13	5	2	87	25	5	0	1	3	0
	1	10	7	2	H
T-70 	10/41	14	6	3	70	8	6	0	1	7	3
	1	12	8	1	H
Yugoslavia
Anti-tank
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
37mm ATG 	9/39	2	1	2	0	9	6	0	1	7
	0	1	8	8	0	S
Artillery
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
75mm Gun 	9/39	6	1	1	0	9	1	2	11	5
	0	1	2	6	0	S
Infantry
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Partisans 	9/39	2	2	3	0	2	3	0	4	1
	0	1	3	7	0	S
Yugoslav Inf 	6/40	2	3	1	0	6	0	0	4	1
	0	0	4	7	0	S
Land Transport
NAME	DATE	VAL	MVT	SPT	FUEL	AMM	INT	RNG	SA	HA
	AA	NA	GD	AD	CD	TT
Truck 	9/39	2	8	1	60	4	0	0	1	0	0
	1	2	0	0	S

CREDITS
	Producer	Bret Berry
	Associate Producer	Rick Martinez
	Additional Associate Producers	Rick White, William Dunn
	Game Design	SSI Special Projects Group
	Campaign Game Design	Joel Billings
	Scenario Design	Chuck Kroegel
	Documentation Manager	Eileen Matsumi
	Rule Book Author	Jonathan Kromrey
	Rule Book Editor	Mark Whisler
	Programmer	Paul Murray
	Art	Dave Jensen
	Audio Programming Director	Ralph Thomas
	Audio Programmer	Ron Calonje
	Music	Doug Brandon
	Voice Director	Tim August
	Voice	Barry Lank
	Map Design	Michael Kroon, Shane Hensley
	Data Manager	Caron White
	Test Supervisor	Glen Cureton
	Lead Product Tester	John Cloud
	Other Product Testers	Forrest Elam, Chris Clifford, 
		Jeff Pe¤a, Michael Higgins, 
		Ben Cooley, Steven Okano 
		and Jason Dawdy
	Test Support	Annette Grove, Rose Ramos
	Graphic Design and DTP	Louis Saekow Design:
		David Boudreau, Leedara Zola
Special Thanks (Alphabetically) To
Mike Bench, Keith Brors, Josh Cloud, Lee Crawford,  
Diane Duffey, Jeff Groteboer, Don McClure, Bruce Mickelson
Questions or Problems?
Our main business number is (408) 737-6800. If you encounter disk or system 
related problems you can call our Technical Support Staff at (408) 737-6850 
between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays 
excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS 
NUMBER. You can write to us for hints at: Hints, Strategic Simulations, Inc., 675 
Almanor Avenue, Suite 201, Sunnyvale, CA  94086 (include a self-addressed, 
stamped envelope for reply).
IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an IBM 
compatible computer we suggest that you consult with our Technical Support 
Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through 
Friday, (holidays excluded) to see if an SSI game you're considering purchasing 
is compatible with your computer. If we have insufficient data to determine 
compatibility, you may wish to purchase the game and test for compatibility 
yourself. If the game proves to be incompatible, you may return it within 14 days 
with your dated receipt and we will refund your money. Or, if you return the 
game within 30 days, you may exchange the game for another.STRATEGIC 
SIMULATIONS, INC. LIMITED WARRANTY 
Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the 
enclosed program is recorded will be free from defects in materials and 
workmanship for a period of 30 days from the date of purchase. If within 30 days 
of purchase the diskette(s) prove defective in any way, you may return the 
diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, 
Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In 
addition, if the diskette(s) prove defective at any time after the first 30 days, 
return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of 
$10.00 (each disk) plus $4.00 for shipping and handling. California residents, add 
applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH 
RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE 
OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, 
PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR 
PURPOSE. THE PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE 
RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN 
NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR 
CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE 
PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE 
POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE 
EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY 
FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE 
LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this rule book are copyrighted. All rights are 
reserved. This rule book may not be copied, photographed, reproduced, or 
translated or reduced to any electrical medium or machine-readable form, in 
whole or in part, without prior written consent from SSI. The program 
accompanying this rule book may be copied by the original purchaser only as 
necessary for use on the computer for which it was purchased. 
Any persons reproducing any portion of this book for any reason, in any media, 
shall be guilty of copyright violation and subject to the appropriate civil or 
criminal action at the discretion of the copyright holder(s).
This product uses Smacker Video Technology. "1994 by Invisible, Inc. d.b.a. RAD 
Software.
"1994 Strategic Simulations, Inc. All Rights Reserved. 
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through 
this process we hope to uncover and correct any errors in programming. Due to 
the complex nature of our simulations, however, some program errors may go 
undetected until after publication. In addition to errors in the program, there are 
occasionally problems with the disk itself. We experience the industry standard 
of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that 
a disk is defective, make sure to check your disk drive. Up to 95% of the disks 
returned to us as defective will run fine on our computer systems. Often the 
problem is with a disk drive that needs servicing for alignment, speed, or 
cleaning.
Should you have a defective disk, please return the disk only (keep all other 
parts of the game) to our Customer Support Department, along with a note 
describing the problem you have encountered. A replacement disk will be 
provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and 
any "save game" disks to our Customer Support Department. Please enclose a 
description of what was taking place in the game when the error occurred. Upon 
correction of the program error, we will return an updated disk to you.Always 
make sure to include your name, address, and daytime telephone number with 
any correspondence. We will do our best to see that any problems are corrected 
as soon as possible.

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