User manual GAMES PC STEEL PANTHERS

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[. . . ] 1 Welcome to Steel Panthers: World at War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 What Comes with This Game?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 How to Read This Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Copy Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] 222 indicates a vehicle carry capability. The weight should be either 100 or 200 if the speed is 0 + the crew. If not entered, the weight = the number of crew. Vehicle weights are standardized as 200+ 2 times size. Icon ­ the shp file number that the unit uses. This value *6, *8, *10, and *12 is used to define "range bands" that impose penalties of *. 67, *. 5, *. 33 and *. 25 to the hit chance. For instance a RgF of 2 has a normal hit chance out to 18 hexes (900yrds), from 900-1200 itsmultiplied by . 67, 1200 ­ 1500, by 5, 1500-1800, by . 33 and beyond 1800, by . 25. If the RgF value is greater than 12, it starts to improve the initial shot penalty by comparing RgF*5 to 60 or 80 "depending st nd on 1 or 2 shot. Water ­ the hexes the unit can move per turn in the water. Note that amphibious vehicles can still bog in swamp, mud or stream. The little propeller doesn't work in mud, or prevent broken axles in creek beds. · · · · · · · · © 2001 by Matrix Games. Several strange things happen if you have gaps or "phantoms". Special ­ formations are designated "elite" (+10 to experience) with a 10 special code and designated "RECON" with a 1 (so 11 is elite and recon). A 2 indicates fast response artillery that arrives faster and tends to all land in the same hex. For company formations the special code only applies to the individual units attached, platoons attached are governed by their own special codes. Unit slots 1-10 ­ You can enter the unit number (3 digit) or formation number (4 digit) or select form the list. The No box should be a 1 with the exception of mortar units that the © 2001 by Matrix Games. All Rights Reserved. · · 109 Players Manual v5. 0 AI expects can have more than one barrel. Vehicles and infantry ignore this field and have one. Other things may behave strangely if given multiples of themselves. Remember platoons can only contain units and companies can only contain platoons ­ that are the limit of nesting formations! © 2001 by Matrix Games. All Rights Reserved. 110 Players Manual v5. 0 Playing Scenarios and Campaigns Players have a choice of playing scenarios and campaigns (a series of scenarios) that come with SPWAW, or of playing random battles, or even of designing their own battles. [. . . ] The correct hexes are shown for the selected side. Black "V" symbols showing the victory hexes. Hidden victory hexes are only shown in saved games, where the current turn is advanced enough to reveal them. Small black text, showing the main elevation of each hex. [. . . ]

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