a comprehensive guide to panzer general
TRANSCRIPT
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A Comprehensive Guide to Panzer General
This guide was put together by Wendy from all
available sources to be found on the net, to evaluate
the various scenarios of the SSI computer wargame Panzer General.
[Panzer General is a Trademark of Strategic
Simulations Inc. 1994] This manual is designed to be freely
distributed for entertainment purpose only. All rights to the
game and its contents are reserved to SSI.
Each scenario was evaluated as to its "fairness" in
regards to chances of winning with either the Allied side or the
Axis. This analysis is, of course, subjective in the fact that
one person's fairness may be another person's mismatch. But this
conclusion is up to individual players to decide. Thus the need
for a guide to assist those who don't have the time (Read...They
have a life) to go through each scenario. Each evaluation will
contain the assumption that the players on both sides are evenly
matched in skill and familiarity of the scenario. Criteria for
analysis will be based strictly on the variables provided by the
computer game such as forces, time, number of objectives, etc.
Some scenarios attempt to be a reflection of reality with little
regard for fairness. This guide is an attempt to allow new boots
not to be suckered into a scenario where the player who knows the
deal waits grinning ear to ear.
All evaluations will be formatted as follows and each is
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followed by a comment:
Name of Scenario:
(Obviously to Identify the Scenario)
Number of Turns:
(Is time a factor and for which side. If the scenario is
too long, it can favor the attacker.)
Battle Posture:
(Who is attacking and or who is on defense.)
Number of Objectives:
(Clues in on time. Some objectives are deceptively hard to
capture in the time allotted.
Prestige Axis: Allies:
(What are the prestige totals for both sides and which side
has the advantage)
New Unit Experience:
(When a new unit is purchased what is the exp. level)
Air Superiority:
(Who starts the game with the edge in air power. More often
than not I have toasted boots and pros when they immediately
go and purchase that brand spanking new fighter only to be
shot down in a hopeless battle.)
Ground Superiority:
(While the Germans almost always have better equipment, they
may not be able to use it all or it just may not matter.)
General Info:
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(Little quirks to the scenario -- Weather, terrain, unusual
reinforcements, etc.)
Final Evaluation:
(How should the handicaps be placed to even up the scenario)
Points to Remember:
Experience: High experienced units can be more advantageous
than many of the same. By lowering experience of a side you only
lower the experience of units gained by new purchases. The
starting units keep their regular experience. If one side
anticipates a fight for time rather than a battle of units then
that player may feel free to penalize themselves in experience to
reem the other side. For example, in the Moscow scenarios the
Soviets have little chance of wiping out the Tiger tanks. As the
German player he may opt to give himself a penalty in experience
to weaken the Soviets EVEN IF the Germans have a negative bid.
Anti-tanks: The German player will inevitably rely on anti-
tanks to supplement their forces. These cheap units are very
effective in taking out other Allied mainline tanks with little
worry about the damage they might sustain. A horde of Panzer Jager's
is the nightmare of any Allied general. A few things to remember
about Anti-tanks: Against entrenched infantry the low end anti-
tanks are virtually helpless. They are extremely vulnerable to
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air attacks even by fighters.
Air Power: Many a mistake has been made by boots and pros
in the air wars. The key for each player is to realize who is
going to win the air war early or if you can make a fight of it.
As the German player, if you and your FW190s are going to toast
the Soviet player early on, why go out and spend the 420+
prestige on a new fighter. Sure you might win the air war a few
turns earlier but you have wasted the prestige. Similarly, if
you are going to lose the air war no matter what you do (in many
of the Soviet scenarios) then again why purchase aircraft. Wars
are helped out in the air but it takes the infantry and the tanks
to win on the ground. While it may seem sacrilegious you can
lose the air war and win the scenario. You can also win the
air war and lose the scenario. So be careful.
* 1 * Chronology of Panzer General Scenarios
1 Sep. 39 Poland
10 Sep. 39 Warsaw
9 Apr. 40 Norway
10 May 40 Low Countries
5 Jun. 40 France
1 Sep. 40 Sealion 40
31 Mar 41 North Africa
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6 Apr. 41 Balkans
20 May 41 Crete
22 Jun. 41 Barbarossa
23 Aug. 41 Kiev
1 Sep. 41 Middle East
8 Sep. 41 Early Moscow
2 Oct. 41 Moscow 41
26 May 42 El Alamein
7 Jun. 42 Sevastopol
25 Jun. 42 Stalingrad
30 Jun. 42 Caucasus
1 Oct. 42 Moscow 42
8 Nov. 42 Torch
11 Feb. 43 Kharkov
15 Jun. 43 Sealion 43
5 Jul. 43 Kursk
10 Jul. 43 Husky
9 Oct. 43 Moscow 43
22 Jan. 44 Anzio
6 Jun. 44 D-Day
22 Jun. 44 Byellorussia
25 Jul. 44 Cobra
6 Aug 44 Anvil
17 Sep. 44 Market Garden
16 Dec. 44 Ardennes
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6 Mar 45 Budapest
1 Apr. 45 Berlin
1 Apr. 45 Berlin (West)
1 Apr. 45 Berlin (East)
1 Jun. 45 Washington
Poland
No. of Turns: 10
Axis:Must take and hold all objectives to win.
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters:Axis= 0 Allies = 20
No.of Units Available for purchase:
Axis = 4 Allies = 0
Allies: Must hold at least 1 Objective to win, or take the beginning Axis held objective for automatic
victory.
- Blitzkrieg should definitely be used by the Axis here, as time is everything in this scenario.
Number of Objectives: 3
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- One is already in Axis hands. The other 2 Kutno and Lodz must be taken across the river, and can be
heavily defended.
Prestige: Axis = 228 Allies = 240
-Pretty even here, victory can depend on ,what each side chooses to buy.
New unit Experience: Axis = 0 Allies = 0
Air Superiority- No air power used in this scenario.
Ground Superiority - The Polish tanks are your strongest units.
The TK3 is good against soft targets such as infantry and artillery while the 7TP is strong against hard
targets and is formidable against the weaker German tank units.
The Germans should buy Artillery and newly purchased anti-tank weapons.
The Polish are advised to disband all infantry and use all opening turn prestige to buy 1 7TP tank and
TK3's for the rest.
Use these Allied Tanks to defend the River and counter attack at any point the Axis try to cross, slow
them down and win.
General Information - Weather is not a factor here, but time definitely is. Its simple, Axis plays all out
Blitzkrieg and the Allies text book defense.
With just the right amount of offense when the opportunity arrives.
With timely executed counterattacks to be most effective.
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Final Evaluation -
Prestige Experience
Axis 0 0
Allies +2 0
Depending on what rank your opponent is, give Allies +2 on Prestige. the axis has definite advantage.
If you consider yourself novice or inexperienced and your opponent,
is of a higher ranked General, then you should receive +2 or even +3 if you are playing a totally superior
opponent.
NORWAY
No. of Turns: 25
Axis = Take all objectives.
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters:Axis= 0 Allies = 40
No.of Units Available for purchase: Axis = 2 Allies = 0
- Time is a slight favor to the allies. The terrain isprohibitive to fast advancement. The main body of
German forces will need to slog it up the Lagan River where they are vulnerable to artillery and
entrenched infantry attacks.
The Western landing is too weak to move on Trondheim initially and is vulnerable to air and sea attacks.
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Axis = Your southern landing group should concentrate on securing the Oslo region while a small
detachment takes Stavanger and then
springboards up the coast, city by city, with naval help.
These initial successes will gain you two important airfields. Press on up the Lagen River valley through
Lillehammer to Trondheim to link up with the northern landing group. Sending a force by the overland
route up the Glomma Valley is slow (they will need at least half-tracks)but,in combination with
paradrops further north, can divert Allied forces from the defense of Trondheim and perhaps gain a base
of attack from which you can attack Namsos from the east.
Number of Objectives Hexes: 7
- One is already in the hands of the Axis. Oslo and the Airfield are easy targets. But Lillehammer,
Trondheim and Namsos are very difficult and are German primary concerns.
Advantage Allies
Prestige: Axis = 1014 Allies = 1276
- Allies are hampered by a small number of units available and purchasing capability of Norwegian
units only in all but the
Namsos objective. Advantage Axis.
New Unit Exp.:Axis = 1 Star Allies = 0 Stars
Air Superiority: Advantage to the Axis planes. Axis begins with 3 BF109e's while the Allies begin with
two Norwegian planes (one
is usually shot down immediately), a Hurricane and a Spit II.
The Spit II is about equal to the German BF109. But air superiority is contestable if the Allied player
decides to make a fight of it and buy fighters.
The Norwegian air force is easy prey, but the
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British fighters are as good as the Germans and will be serious trouble for the Axis if they let them gain
an edge on them in experience.
In particular, don't let them learn their trade by target practice on unescorted Axis bombers and air
transports.
You may consider requisitioning a level bomber with a good naval attack rating to help the German
Navy in the Norwegian Sea.
Allied Air power should be concentrated in the Trondheim-Namsos area and backed up by good air
defenses to keep the Axis bombers at bay.
This may mean that Axis paratroops can slip past you, so be sure to place at least a
Norwegian unit as a garrison in each important city to prevent a threat from springing up in your rear.
Keep your air units, especially the precious British fighters,alive and try to gain an experience edge on
the Luftwaffe.
Ground Superiority: Complete advantage to Axis. German Pz IVd's outclass all of the Allied tanks until
the Matilda II.
The 15 sFA 18 Artillery is superior due to its high soft attack rating and its three hex range compare to
the Nor. 75mm two range. German armor and Wehrmacht Infantry completely outclass Norwegian and
even British forces.
General Information: Terrain counters German ground superiority.
Mountains, forests and rivers impede the ground progress. Good chance of bad weather can ground
planes for a number of turns.
Sea power is advantaged to the allies on paper but German U-Boats make it even. I have found the
winner of the sea battle generally wins the game. With three turns left, reinforcements arrive to both
sides with the allies getting the better of it with Matilda II tanks, 6" Artillery and ATGs.
Allies - You can win this one if you can successfully block and delay the Axis advance at a few key
choke points.
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You may be able to stop the Axis on the beaches in the north, but in the Oslo region you need to sell
yourself dearly Entrenched troops in Hamar and Elverum that can hang on when driven out into the
nearby mountains can tie down a large number of Germans for some time.
The constricted Lagen River valley around Lillehammer is another good defensive position, particularly if
you can hold your own in the air and get your bombers through against enemy units floundering in theriver hexes.
Final Evaluation:
Prestige Experience
Axis 0 0
Allies -2 0
This is a very even battle with an edge to the allies due to the extremely rough terrain and sea power.
Even against the computer, it is not easy to get a major victory. I believe this scenario pretty even but a
-1 penalty to Allied prestige may allow the Germans a better chance to reach the final objective.
LOW COUNTRIES
No. of Turns: 30
Axis = Take all objectives.
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 49
No.of Units Available for purchase: Axis = 2 Allies = 1
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- Time is favoring the Axis. Plenty of time to move across
the map and engage even the far city of Calais. But the Germans
must beware of defensive lines and slow crossings of the Meuse,
Escout and Leie Rivers.
No. of Objectives: 11
- Number of objectives favors the Allies. Axis begin with
two objectives already in possession and two more in LUX and
Liege easily captured. All others are contestable. Large area
and multiple attack groups needed shift advantage to the Allies
as well as the most distant objectives are Calais and Abbeville.
Prestige: Axis = 625 Allies = 1152
- Prestige numbers are a wash. Axis low prestige is
countered by quick seizures of weakly defended cities and
objectives at the beginning of the scenario.
New Unit Exp: Axis = 0 Stars Allies = 0 Stars
Air Superiority: Decided advantage to the axis side. Lack of
British airfields prohibit purchase of Spitfire IIs. French
fighters not a true threat unless backed up by ground AA guns but
eventually the German air power will overmatch French fighters.
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Axis = Seize air superiority and keep it. Your Stukas will need to
be free to support your ground troops against tough entrenchments
and enemy armor, while your fighters and level bombers should hone
their skills against soft targets once the Allied air force is
eliminated.
Axis must buy additional fighter support.
The Allies can make the most of an inferior air force by using your fighter
force cautiously to pick off exposed enemy bombers rather than facing the Axis head-on. Air defense
units will be valuable in making the Germans pay a price for bombing your cities, and in weakening the
enemy air units to facilitate your fighter attacks.
Keeping an air force as a threat in being will also encourage the
enemy to use fighters to escort bombers rather than allowing them to attack
separately or go after your bomber missions. Your bombers could also be
held back and sent out together with the fighters in a mass wave that will
stretch the German fighter force.
Ground Superiority: Even match. French armor in the CH B1-bis
are superior to German armor. French artillery and the small
amount of British forces equal Wehrmacht superiority. Use of
German Anti-tank PzJager IB in support roles makes this even
along with Stuka dive bombers.
Allies should buy at least 4 new heavy tanks, 4 AA guns and 6 or more
ATG, and 2-4 infantry and 2 or more artillery and defend all rear cities.
General Information: The weather in the Low Countries is
reliable with only a moderate chance of foul weather grounding
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Axis planes. Open terrain favors Axis movement but also Allied
defensive choices and sneak attacks. With nine turns left, the
Axis gets the vaunted 8.8 ATG but its high cost and low mobility
makes this a non-factor. Allied new units are insignificant.
AXIS: The heart of Blitzkrieg is punching through the enemy
line and striking deep beyond it, with second-echelon forces
following behind to mop up. Lead with recon and tank units
followed by half-track mounted infantry and artillery that are
better able to withstand enemy shooting than truck-mounted troops. An
important advantage of striking deep is that the enemy will have
to reinforce his rear areas rather than strengthen his forward
positions, and you won't give him time to entrench very strongly.
You may also get the chance to smash vulnerable support units and
surprise enemy antitank guns or other units while they are
mounted on trucks.
Allies: Garrison your rear area cities and airfields with infantry
against enemy paratroops or air-transportable forces, and don't waste
your armor forces in piecemeal and head-on resistance to the Germans.
Group them at least in pairs and keep them alive to divert the enemy
forces from attacks on your cities and to counterattack when the enemy
makes a mistake.
Final Evaluation:
Prestige Experience
Axis 0 0
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Allies 0 0
This is another fairly even battle with an edge going to the Axis
only because of its overwhelming air power. Without the
air power, German's couldn't win this one because of the disperse
nature of the objectives. This is an even match.
Allies move as many forward units to the rear as possible and Defend
Calais and Dunkirk, Axis move at full Blitzkrieg speed.
Mainly withdraw troops and retreat to the ocean to defend and also only
Defend the city and airfield at the bottom of map.
you should disband all front line troops so you can buy new ones to dig in
and not allow the enemy to gain easy experience on troops they will kill
anyway, the weather will slow them down, while you dig in near the ocean.
Buy AA guns Artillery and French Tanks and dig in.
FRANCE
No. of Turns: 26
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 45
No.of Units Available for purchase: Axis = 1 Allies = 2
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- Advantage goes to the Axis. Roads and open country give
German forces access to deep objectives such as Vienne and
undefended non-objective villages deep in the south of France
for quick prestige.
No. of Objectives: 8 Axis take all objectives.
- A slight advantage goes to the Axis again. Germans begin
with one objective while all others are contestable by the
Allies. However, only the top half of the map contains objectives
for victory and all are part of a vast road network that favors
quick Axis movement.
Prestige: Axis = 375 Allies = 1594
- Big advantage allies. Relatively few open cities and
objectives in the first part of the game prohibits rapid prestige
gains by the Germans. If the Allied forces can hold the German
advance then the Wehrmacht will be running very low on prestige.
Later as the lower part of the map is exposed to the Germans more
prestige can be gained. The allies can afford a fighter or quite
a few tanks to blunt the German advance.
New Unit Exp: Axis = 1 Star Allies = 0 Stars
Air Superiority: Axis advantage. Once again no British
airfields prohibit the purchase of Spits. Experienced
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Bf109s are more than a match for Hurricanes and French aircraft.
But a patient Allied player can take advantage of the one
intercept attack rule and destroy one or two German dive bombers
that are too expensive to initially replace.
Ground Superiority: This is a fairly even match. Many Allied
units are exposed at the beginning of the game. Few Allied units
are entrenched near key objectives. Axis units begin
experienced and all reinforcements are experienced where few
Allied units are experienced. But German forces begin with very
few mainline tanks and will need to purchase them but with the
little prestige they may be facing the big French tanks with
PzIIs and PzIs. Allied hopes hinge on the turrets of the Ch
B1-Bis tanks. The Germans will find Tours a difficult objective
and will need to divide into separate battle groups to take the
two far western objectives.
Axis = AXIS: Let's do the "Blitzkrieg" again. Break through the French
defense line at
one or more points and keep moving. Using 3 battle groups is a natural
organization for this battle: one driving down the coast to Le Havre and
Caen,
then southeast to Le Mans, a large battle group fighting through to Paris
and then
splitting to attack Le Mans via Chartres and Tours via Orleans, and a third
battle group pushing to Montargis and taking Reims and Troyes en route. An
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alternate plan is to breakthrough in force on the Ham-Reims front through
Thierry while pinning along the rest of the front. After driving to Paris
behind
the French troops to the north, the force splits into 3 battle groups
heading to
Caen and Le Havre on the coast, to Le Mans and Tours via Chartres, and to
Orleans and Montargis.
Whatever route you take, speed is essential and you should apply
the
Blitzkrieg lessons learned in the Low Countries: keep pushing forward,
control
the air, and watch out for those French heavy tanks!
Allies = ALLIES: If you are lucky, the Germans will attack all along
the line and slowly
force you back. It is more likely, though, that some will get past you and
you
will have to retreat to get into action again. Paris is the key to your
defense--the
fortifications, woods and river all contribute to its defensive strength.
Tours and
Le Mans are not as good, but you should build up their defenses as your
final
chances to stop the Axis juggernaut. If the Axis forces break through the
front,
try to get your army on the Somme back to help defend Paris. Use your
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excellent
heavy tanks in groups to counterattack and disrupt the Axis
advance--concentrate
on soft targets rather than wasting effort on the German armor. Your air
force is
heavily outnumbered--try to take out the Axis bombers and consider spending
prestige on ground troops and air defenses for your key strongholds rather
than
on new aircraft.
General Info: Don't pray for too much rain. Weather is mild.
The terrain favors the quick Blitzkrieg action of Axis forces.
Open fields and extensive road networks can move tanks and trucks
fast. There are no new type of units.
Final Evaluation:
Prestige Experience
Axis +2 0
Allies -1 0
This scenario favors the Axis forces in tactics. But the Allies
begin with massive prestige and will likely go toward picking up
tank support. If the Germans can get into the far southern areas
with troops the German player can pick up new German units and
quickly outpace French units in experience as the game progresses
and there are so many villages and cities to give Germans
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prestige bonuses for little cost. A +1 advantage in prestige may
allow the Axis to compete against the French in the ground
battle.
SEALION (40)
No. of Turns: 15
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 84
No.of Units Available for purchase: Axis = 1 Allies = 2
- The deep objectives of Norwich and Birmigham and London's
stubbornness to fall make the low turn number an advantage to the
Allies. It is the low turn count and the distance through stiff
opposition that sway this scenario deeply in the favor of the
Allied forces.
No. of Objectives: 10 Axis = Take all objectives.
- Three objectives are on the French coast an held by the
Germans. Canterbury will fall quickly so the main contestable
objectives are your two northern and western objectives and
London. Each is readily defendable because of the distance and
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time constraints and almost reckless need to advance by the
German forces. Major obstacles are the Thames River which the
Wehrmacht must cross and go around to strike into the heart of
Great Britain.
Prestige: Axis = 675 Allied = 1320
- Even Advantage. Both sides start with numerous units.
Allies have a large area to cover and no doubt will protect units
with AA guns therefore much of their 1320 is spent before the
game begins. Fortress London will eat up Axis prestige in
repairing units.
New Unit Exp: Axis = 1 Star Allies = 1 Star
Air Superiority: Slight Axis advantage due to the number of
planes available plus the intro of the FW190a which totally
outclasses anything the Allies can put into the air at this
time. However its high cost is prohibitive and the German
player can probably only afford one. Cheap AA guns for
the Allies in combo with fighters make this a contested
struggle
Ground Superiority: The advantage here is fairly even. The
Germans begin with mostly top of the line units all
experienced. They must land on the beaches which they are
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exposed until artillery cover and AA guns can come into play.
The allies also begin with a number of units 1 star experience
and spread out but effective. Those in cities and around London
are already entrenched heavily The British equivalent to the
Energizer Bunny, the Matilda II is available.
AXIS: In all the Sealion scenarios, naval action is relatively
peripheral
compared with air power, which is essential to ensure adequate close air
support
on the ground and ensure that your paratroops get through to and take their
objectives via the air. Your naval forces can help with some bombardment
early
on, after which their main task is to engage the Allied fleet and keep it
from
interfering with the land battles, particularly around London. Your
U-boats can
wreak havoc on the Allied capital ships if the Allied escorts can be
cleared away.
Your time is limited, so you should attempt to seize all your
objectives
concurrently rather than in sequence. The least diversion could be fatal.
Once
you have secured a beachhead, divide your forces into 4 battle groups. The
first
battle group, landing in the east, is to take Canterbury and then assist
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with
artillery in the attack on London from the east, but its main thrust
actually passes
by London across the Thames and heads toward Norwich, supported by the
nearby naval task force. A bridging unit can be quite useful. The second
battle group will assault London from the south, and is weighted towards
artillery
and infantry units but will include some tanks to help deal with Allied
armor.
The third and fourth battle groups are smaller and advance on
Birmingham
and Bristol respectively, although initially they advance jointly on
Winchester,
Newbury and Oxford before splitting. The third battle group can be aided by
advance airborne landings near Birmingham, or the parachute forces can be
used
to seize Peterborough or Harwich and then Norwich, in which case the first
battle group encircles London from the north rather than continuing north to
Norwich.
Sealion Plus is easier because the presence of the Italian fleet
speeds the
destruction of the Allied navy, while in Sealion 43 the Allies are much
better
prepared and the fight will be tougher.
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ALLIES: While it is best to catch the Axis ground troops in their
transports with
your air or naval forces or force them to surrender on the beaches, this is
a risky
strategy and it is likely that they will obtain secure footholds from Dover
to
Portsmouth regardless of your efforts. Concentrate any early attacks on
artillery,
pionieres and engineers--the most essential troops for the Axis attack on
London.
Your overall strategy will be to use the enormous fortress of London and
its
garrison to block their direct advance, while using additional forces to
keep them
from slipping around it. Holding onto London till turn 12 isn't worth much
if the
Germans are already in the Midlands. Your strongest defense line once the
Axis
have secured a lodgment on English soil will run from London along the
Thames
to Newby and Winchester. While you hold the enemy advance on this line for
several turns, you will be able to dig in blocking forces and garrisons to
defend
the approaches to Bristol and, especially, Birmingham. Don't forget the
air
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defenses!
Your air force is relatively good, and in 1943 the American air
force can
play a significant role if it survives long enough to catch up in
experience.
Contest Axis air superiority whenever feasible, but early on try to pick
off or
hunt down the troublesome Axis paratroops to keep your rear areas secure.
Since the key battles will be inland, the Axis navy will play a
small part.
Your navy can initially either try to win naval superiority or instead
concentrate
on supporting your defense line with shore bombardment. The choice
involves a
tradeoff and either option can pay off.
General Info: The weather is mild with only a slight chance of
bad weather grounding the airfleets. If it wasn't for the
Thames and fortress London the terrain would be ideal for
the Germans. But the afore mention obstacles tip this in
favor of the Allies. The fleet battle is in favor of the Axis
because the three subs available to them.
Final Evaluation:
Prestige Experience
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Axis +2 0
Allies 0 -1
I have played this scenario against humans and computer and I
can't tell you how many times I have said "JUST A FEW MORE
TURNS!" The lack of time shifts this scenario in favor of the
Allies. A +1 to the Germans is not unreasonable.
NORTH AFRICA
No. of Turns: 23
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 45
No.of Units Available for purchase: Axis = 5 Allies = 5
- The advantage goes to the Axis. Open desert and a coastal
road gives ease of movement for vehicles. First half of the
game until Tobruk has little opportunity for the Allies
to slow German advances.
No. of Objectives: 7 Axis: take all objectives.
- One is already in Axis hands and Benghazi is quickly to
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fall. Berta immediately falls under the guns of Axis ships. All
others are contestable with the last three easily defendable due
to the limited amount of attack avenues allowed for attacking
forces. Advantage goes to the Allies.
Prestige: Axis = 1006 Allied = 1022
- This is a fairly even distribution. And really the game
can hinge on who spends what where. The high Axis prestige gives
them the ability to really seize the air and drive the British
from the skies. Allied prestige is already spent on ground
defenses and AA guns.
New Unit Experience: Axis = 1 Star Allies = 1 Star
Air Superiority: Decidedly Axis. One British Hurricane is
immediately shot down by the German first turn advantage limiting
Allied air power even further. High prestige for the Axis allows
for replacements and reinforcements while Allied prestige is
slow to recover from being drained.
Ground Superiority: British Matilda IIs are the queens of the
Desert. Their high defensive ratings and reasonably descent
offensive ratings plus large ammo and fuel deposits against
German armor make them effective in fighting in the high
desert. They are vulnerable to dive bombing attacks however and
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this is where their main weakness lies. German armor is weaker
but in combo with the air power they can defeat the British
mainline tanks.
AXIS: Blitzkrieg is again the watchword--thrust forward not only along
the
coast but across the desert by the trails headed to Mechili and Bir
Hacheim.
Start softening up Tobruk as early as you can, but don't let it delay you
long
since you need to keep pushing your forward elements east and face the
choice of
slogging through the defended coastal area or marching across the desert.
It's a
long way to Mersa Matruh. You can use the Italians to scout ahead, but
they
lack the equipment to assault the strong British positions and work best
mopping
up bypassed enemy units.
Pay attention to logistics in the desert--once you run out of ammo
and fuel,
it will take a lot of time to come back up to par and you don't have much
time to
spare. Enemy air power can pound you as you struggle across the desert, so
use
your air force to help get your troops into attack positions but keep them
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busy
bombing and strafing while doing so. Your fleet, aided by air power, can
beat
the Brits and help with shore bombardment later in the battle when you will
need
it most as your struggle out of the desert to confront heavily entrenched
defenses.
ALLIES: A good combination of stiff defense and mobile defense will keep
the
Axis moving forward in very short steps along the coast. If you force the
Allies
to a crawl along the coast, they will have to risk the desert, where
skillful use of
your level bomber force can stop them by destroying the ammo and fuel of
key
units. Armored counterattacks from the coast into the desert will also
make it
hard for the Axis to press forward while their flanks are vulnerable.
Preserve your air force, building up as much experience as
possible, and
let the air defense units carry a lot of the weight.. The Axis will need
airpower
most late in the battle, and it is crucial that you still have at least
some fighter
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strength left at that time to counter theirs. Your naval forces should
defend
your land forces from interference by the Axis fleet. Again, saving some
reserves
for the late stages of the battle could prove useful.
General Info: Fair skies all the time. Terrain is difficult for
prolonged combat as the desert limits rearming and refueling
capabilities and seriously limits replacements. For the
defender this is the advantage. However large movement
possibilities along with the ability to concentrate forces
in a limited area give the Axis the advantage. So this
part is even.
Final Evaluation:
Prestige Experience
Axis -1 0
Allies +1 +1
Air power once again saves the day for the Germans. While it can
be contested, more likely the Germans will take the air and start
pounding everything. The German naval force is formidable and
will usually win the sea engagement and once the sea engagement
is one, shore based AA guns become easy targets. Generally the
advantage goes to the Germans. +3 to the British.
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MIDDLE EAST
No. of Turns: 26
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 70
No.of Units Available for purchase: Axis = 8 Allies = 8
- Favors Axis. It does seem a long way to the Bahgdad on
the map but much of the area is open uncontested lands
quickly traversed by wheeled and tracked vehicles. Axis aircraft
will allow for good scouting reports to allow vehicles safe and
speedy passage.
No. of Objectives: 8 Axis: take all objectives.
- Two are already in German hands and easily protected.
All others are contested. The sequence is in the natural
invasion corridor for this scenario no significant detours
for the German armored columns. The advantage is to the
Axis
Prestige: Axis = 500 Allied = 890
- While the Axis are low in prestige in the beginning, the
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two city hexes in Jerusalem and Beruit along with the
airfields add significantly to Axis prestige in time for
the assault on Baghdad. Allied prestige is slow in coming
and eaten up quickly. Advantage is to the Axis.
New Unit Exp: Axis = 1 Star Allies = 1 Star
Air Superiority: While the Axis has the single best plane in
the lone FW190a, it is expensive to buy another. The
BF109s are comparable to the British Spits. The British begin
with four Spitfire IIs and two of those are overstrengthed to 12.
So while the Germans may have dominance in the air, they can be
challenged by British fighters in good conjunction with AA guns.
Moderate advantage to the Axis.
Ground Superiority: Once again German tanks are equal to if
not slightly inferior to British armor at this time. The terrain
is not ideally suited for defense. Open desert can be used to
catch tanks out of fuel and wounded but it is more likely to
allow the more numerous tanks of the German player to encircle
defensive stands and lack of entrenchment possibilities makes
units even more vulnerable to bombing. Matilda IIs are the main
battle tank for the British and can serve as solid the roadblocks
to Baghdad. Still the numbers of the German tanks will
counteract British superiority.
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AXIS: This is a race--airpower plays a big role in reconnaissance,
softening up
obstacles and in ensuring your parachute and air-transportable forces can
get
deep into the enemy's rear area. The biggest risk is always running into
enemy
air defenses and then getting jumped by their fighters. You've been warned!
Furthermore, don't waste your SIGs' ammo, since they are slow to reload.
Keep
them near the forefront of the advance and use them when you really need a
strong artillery strike against a city.
Your initial organization should start with two battle groups. While
the
navy and air force win the battle in the Mediterranean, the smaller
battle group
will storm through Haifa up to Beirut. The stronger battle group strikes
through
Jerusalem and Damascus and then heads on to Baghdad for the final battle.
Since the desert routes are narrow and it is hard to fully deploy, quality
counts
for more than quantity in this spearhead. You may want to spare some
troops to
advance directly east across the desert to link up with your paratroops and
perhaps pick up a city on the way. Try to secure an airfield in Iraq as
early as
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you can so you can base your air force there.
ALLIES: The Baghdad position is your ultimate stronghold and
well-protected
by the Tigris River and flanking deserts--the rest of the Allied army is
only there
to make sure the Axis get to Baghdad without the 4 to 7 turns they will
need to
deploy and take it. So don't rush your entrenched troops forward towards
the
enemy--dig in and make them dig you out to get past, fortifying Damascus,
Anah
and Baghdad for multiple lines of defense once the Axis take Jerusalem.
Defense
in depth is a sound strategy in this scenario, coupled with counterattacks
if the
Axis overextend themselves. For example, if they bypass your cities
without
adequately screening them, surprise counterattacks to retake lost cities
could be
successful and divert a large number of Axis troops.
You may want to ensure at least part of your air force survives
until the
enemy is moving on Baghdad, when his planes will have to fly back a long
way
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to refuel and you may be able to gain local superiority. The disadvantage
is that
the Axis air force will have gained significantly more experience than
yours
while fighting its way across the Middle East. Because the Axis needs
airfields,
make sure yours are guarded against airborne attacks.
General Info: Clear skies will allow free rein to the
airfleets. The most significant reinforcement is on Allied turn
12 the GB Grant becomes available. This is a good offensive
tank. But its initiative of seven makes it more likely to shoot
second against the lower armored PzIIIjs. Terrain is mostly
desert with the Jordan River and the Tigris being the major
single obstacles on the road to Baghdad. This is the best area
for a solid defensive stand and the German player should be
prepared for a good fight in this area.
Final Evaluation:
Prestige Experience
Axis -1 0
Allies +1 0
The scenario is decidedly in favor of the German side. Quick
gains of prestige and the ability to concentrate all forces on
one objective at a time gives the Germans the advantage.
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Recommend a +2 to the Allied side.
El ALAMEIN
No. of Turns: 26
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 63
No.of Units Available for purchase: Axis = 4 Allies = 2
- It is a long way to Cairo and even twenty-six turns may
not be enough. Still, it is open ground with lots of desert to
move through and around in.
No. of Objectives - 15 Axis: take all objectives.
- Five are already in the hands of the Germans but all of
the others are contestable and each could prove a vicious
battle. All objectives are on a logical invasion route to Cairo
therefore the German player may concentrate his/her entire
attention on one objective at a time. But this also makes the
defense easier.
Prestige: Axis = 558 Allied = 1176
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- This is the biggest disparity of the scenario. The
Germans begin with an armor number disadvantage and the British
begin with a pretty sizable air force. Therefore British can
spend the bulk of their prestige on ground defenses and AA guns.
Germans will not get large bonus prestige as the cities are
heavily defended and far apart. Allied prestige advantage give
them a big boost in this scenario.
New Unit Exp: Axis = 1 Star Allied = 1 Star
Air Superiority: This is a very contestable. While the Germans
have the superior fighter in the FW190, the British have the
advantage of AA guns and adequate fighters in the Spit IIs, Vb
and the IX. Plus the fact the British begin with 4 Mosquito
Fighter/Bomber that can easily wax a wounded German fighter. The
Germans can win the air war but only through careful attacks and
planning. Still it is more likely that free reign through the
air will not be gained by either side for quite a few turns.
Ground Superiority: The British number of tanks are about equal
at the beginning of the game. Matilda IIs are still one of the
top tanks of the scenario and very difficult to kill in the
desert. GB Grants are also available and give good offensive
punch. I have found they are very vulnerable to dive bomber
attacks and can be taken out pretty easily in this manner. They
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are fairly cheap and with the high prestige the British begin
with, Matilda IIs and GB Grants may be a permanent sights in the
desert. Germans have the advantage on turn 2 as the gain the new
PzIVf2 tanks with their improved anti-armor gun. In a straight
on fight, they outmatch the Matilda II and GB Grants. But the
prestige cost may be prohibitive. Germans superiority lies in
their cheap Anti-tank units which may be effective in this
scenario. Expect the main fight to take place in and around
Tobruk and Bir Hacheim. This fight can go on awhile limiting the
German advance in a scenario where time is absolutely critical.
AXIS: It's a long, long way to Cairo. Press Tobruk while stretching
the front to
Bir Hacheim in order to force a breakthrough. Send tracked vehicles south
of the
escarpment across the desert as well as advancing along the coast. Drop
detachments off at enemy centers of resistance to keep them from being
reinforced but keep the spearheads moving. Once you break through the
defile at
El Alamein, send your main forces to Cairo down both main roads and a small
battle group east to take Alexandria.
Using your air force to protect your ground troops is vital in the
deserts-
especially when they are mounted in trucks. Taking airfields for your air
force
should be a high priority.
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ALLIES: Delay at Bir Hacheim and Tobruk as long as you can, then retreat
step
by step, making the Axis pay for each step. Make your stand between the
Qattara
Depression and El Alamein--make sure to have infantry and antitank units
start
digging in early on so they will be ready when the Axis spearheads arrive.
Use
your air force to pound the enemy in the desert, particularly if they try
to circle
around the El Alamein position to the south.
General Information: The desert fighting is the same. Clear
skies and hazardous desert for the wounded and out-of-fuel. The
coastal road allows access to all of the major objectives
including Cairo. The sea forces favor the allies with twin
battle cruisers and two subs. However, the Germans do get to fire
first and can damage many Allied ships not to mention the liberal
use of high Naval Attack rating level bombers to sink a few of
those Battle Cruisers. On turn 12 the Germans gain access
to the vaunted Tiger Tank and the British get the Church III
tanks. The Germans may not be able to take advantage of the
Tiger due to its high cost and German low prestige outlay.
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Final Evaluation:
Prestige Experience
Axis +2 0
Allied 0 0
The tide has turned against the Germans in this scenario. Their
free reign of the skies in the earlier campaigns is now
challenged and the distance to the final objectives is extremely
prohibitive. Every objective is fought over and difficult to
maneuver around to out flank.
Recommendation: +2 to the German side.
CAUCUSAS
No. of Turns: 30
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 85
No.of Units Available for purchase: Axis = 13 Allies = 0
- Advantage here goes to the Axis. While the map is large
the objectives are centered in a small area and therefore should
give the German player plenty of time to reach the objectives.
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No. of Objectives: 7 Axis: take all objectives.
- One objectives is already held by the Germans and it is
not threatened. All other objectives must be reached through
Soviet forces and each one can be a battle.
Prestige: Axis = 800 Allies = 2492
- Everytime I see such a disparity in prestige I wonder
what's the deal. Here it is obvious that the famous Russian
defense is designed to be implemented in this scenario. Russians
will favor quantity over quality looking to flood the field with
units. The Germans begin with plenty of high quality and
experienced units to offset this advantage therefore this area is
even match.
New Unit Exp: Axis = 2 Stars Allied = 1 Star
Air Superiority - The best Soviet fighter at this time is not
equal to the weakest German aircraft the Bf109. The Germans
begin with three FW190s and therefore rule the skies. They are
more likely to run out of ammo shooting down Soviet fighters and
bombers than take damage. The Soviets begin with about an
equal number of aircraft but their quality is so outmatched as to
make them a virtual non-factor. Best way to offset German
airpower is from ground AA guns.
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Ground Superiority - At the beginning of the scenario, German and
Soviet forces are about equal in quality and number. But with
the immediate availability of PzIVf2s and, by turn eight, Tiger
tanks, the ground war shifts in favor of the Germans. But the
Soviets have massive amount of prestige to afford massive losses
and still maintain a respectable fighting force. The weakest
link in the German attack posture is the southern attack force
coming through the CAUCUSAS Mts. Two star experienced and
overstrengthed German units of average quality are going against
well entrenched-Arty covered positioned units with good AA
covering fire. The cities of Poti and Tiblisi are difficult
captures and are going to take time and probably a few units with
them if the German player is not careful. The terrain is ideal
for defensive stands by cheap partisans, ATGs, or even tanks.
The Germans must push beyond the Terek River to get into some
good open running country. German prestige will climb as the
scenario pushes on due to the large number of cheaply captured
cities and the high body count of Soviet units.
AXIS: Air power is key--use fighters to cut down the enemy air force
and
tactical bombers to weaken enemy armor in their defensive positions. The
battle
is divided into northern and southern theaters. Although the terrain is
more open
in the north, it is in the south that you must make the greatest advances,
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and
taking too long to punch through the mountains can cost you the chance of
decisive victory.
In the south, send one battlegroup past Tbilisi directly on Grozny
and
another battlegroup up the road to Mozdok to take Grozny in the rear. After
linking up at Grozny, the Caucasus army group can strike through Blagdernoe
and Elista to link up with the northern army group at Stalingrad, taking
other
cities such as Ilinka, Kotelnikovo, and Jutovo en route.
The northern army group is divided into two battle groups by the
Donets
River. The battle group north of the Donets should drive on Stalingrad
between
the Donets and Don Rivers, while the southern battle group storms Rostov on
the
coast and then turns east to Stalingrad.
ALLIES: Air defense, artillery and tanks are your defensive mainstays in
this
scenario. Conserve your air force for the long haul--working with the
help of air
defense units, you may be able to pick off damaged Axis bombers. Overall
strategy differs between the north and the south. In the open plains of
the
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northern theater, use your cities as defensive bastions that bleed the
enemy dry as
they advance. In the south, your best defensive position is in the
Caucasus
mountains, and you will need to devote enough reinforcements to the
southern
forces to ensure that the Germans don't force you back into open country.
General - The weather is reliable but you may encounter times
when the airfleets will be grounded. The terrain is easy with
few rivers, a number of roads and numerous non-objective cities
ripe for the picking by German forces. New available units in
the Tiger tanks are vital to the German player.
Final Evaluations -
Prestige Experience
Axis 0 -1
Allies 0 0
Time is too much on the side of the Axis. Thirty turns to travel
a relatively short distance to Stalingrad is easily traversed.
The Soviet number advantage is severely hampered by the large
turn count not to mention the lack of fun seeing ten to fifteen
units wiped out per turn. Recommendation: A +1 advantage to the
Soviets may be enough to balance this scenario. But not to add
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anything to the Soviet forces but to subtract from the Germans.
TORCH
No. of Turns - 24
Battle Posture: Axis = Defense Allies = Attack
Per Turn Prestige Boosters: Axis = 0 Allies = 0
No.of Units Available for purchase: Axis = 1 Allies = 0
- The Allies have a very small map to contend with therefore
the advantage of time lies with the Allies.
No. of Objectives - 8 Axis: hold Tunis + 2 objectives.
- One objective is already in the hands of the allies and
all of the other objectives are along normal invasion routes and
two near the Medjerda river are easy targets. The Germans must
hold Tunis and two other objectives by the end of the scenario to
win the game.
Prestige: Axis = 835 Allies = 1528
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New Unit Exp: Axis = 3 Stars Allied = 1 Star
Air Superiority: The Allies attack the Germans with 21 aircraft
while the Germans possess only six. While the three German
FW190s may cause some damage to slightly inferior Allied planes
it is only a matter of time before they are overwhelmed by Spit
IXs and P-38 Lightnings allowing American bombers to bomb the
blazes out of German forces.
Ground Superiority: The Germans have the best unit in the Tiger
I in this scenario. But they begin with only two while the
Allies begin with a variety of armor and large numbers of units.
The numerically superior Allies are close enough to German units
in quality to make the numbers a significant advantage. Germans
do possess the 8.8 AA gun but this may not prove enough to offset
Allied airpower because of its cost.
AXIS: The Vichy French in North Africa have surrendered to the Allies
and
both sides are racing to pick up the pieces. The Americans are mostly
inexperienced, but they have good equipment and outnumber you, especially
in
the air. Due to air inferiority, you must coordinate your air units
carefully and
use them selectively when it counts.
The obvious strategy is to use detachments to delay the Americans
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while
you take up a defensive position on the east bank of the Medjerda River
with air
defense and artillery support. Your armored forces can concentrate further
south
around Gafsa to strike west and then north through the valleys east of
Biskra.
Time correctly, this force can hit the Allied support units in the flank,
cause
serious damage and derail the Allied offensive along the Medjerda.
ALLIES: With the advantages of air and naval superiority, you can afford
straightforward hammering against the Axis defenses to blood your troops
and
eventually drive the Axis into the sea. Note that the Afrika Korps units
are
veterans, however, and that the Tigers they field here are extremely tough.
General: The scenario is set in the desert so any reprieve
granted to the Germans by foul weather is non-existent. German
defenses will be centered around the Medjerda river and by
necessity near the coast within range of Allied ship guns from
two battleships and a couple of cruisers. This will be very
damaging to AA guns bought near objectives as these units are
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extremely vulnerable to shore bombardment.
Final Evaluation:
Prestige Experience
Axis +3 +2
Allies -1 0
This scenario is heavily weighted in favor of the Allied forces
and probably should be avoided in head-to-head play. If the
Germans got a +2 or +3 bonus to prestige then they may be able to
afford two more FW190s and give the Allies a run for their money
in the skies. But then the ground defenses will suffer as many
units are overrun by superior numbers.
Recommendation: Give the Germans +2 or +3 in prestige and
experience to allow for the offset in Allied numerical
superiority and reduce the Allied prestige total.
HUSKY
No. of Turns: 21
Battle Posture: Axis = Defense Allies = Attack
Per Turn Prestige Boosters: Axis = 71 Allies = 0
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No.of Units Available for purchase: Axis = 2 Allies = 8
- The high number of objectives and their disperse nature
gives the time advantage to the Axis. While roads do assist the
Allies in movement, numerous cities breakup rapid advancement and
allow for stubborn defensive stands around unimportant cities.
No. of Objectives: 15 Axis: hold 2 objectives.
- The Allies only begin with two objectives and they may
require defending if the German player feels brave. Foggia may
be too far of an objective to fall because of its remoteness
in the north of Italy. The Germans are required to hold two
objectives at the end of the game.
Prestige: Axis = 1532 Allies = 533
- This disparity gives the Axis a large advantage. It
allows the German player to contest Allied airpower by purchasing
extra fighters. The beginning German ground units are of high
quality and experience and the availability of probably the best
cheap unit in the game in the L-47 Italian Anti-Tank at a cost of
12 gives the Axis a significant advantage. Allied only reprieve
is the large number of objectives and their corresponding
prestige bonuses along with many cities available for the taking.
But these bonuses will be offset by the damage Italian Anti-tanks
do to your infantry and tanks.
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New Unit Exp: Axis = 2 Stars Allies = 1 Star
Air Superiority: The allies begin with air superiority by
numbers only. The Germans begin with three FW190s and a few
Stuka dive bombers. The Allies have two P-51B Mustangs which are
about an even match with the FWs. This coupled with British Spit
IXs and a single Mosquito Fighter/Bomber can wax the FWs in a
straight on fight. But the Germans player may opt to contest the
air and purchase more FWs because of the beginning high prestige
count which can make the fight in the air more difficult. One
thing that is vital to Allied success is air power and this is a
necessity to win the scenario.
Ground Superiority: The Germans begin the game with the best
high end units in the Tigers and Panthers especially in their
defensive rolls. Panthers do seem to be unusually vulnerable to
shore bombardment but the Tigers are pretty impervious. The
Germans also possess the best low end unit in the L-47 Anti-
Tanks. The Axis can flood the area with tough to kill Anti-tanks
with really the only limit being the maximum unit count. The
Allies have little recourse. Their best cheap unit is the US M10
Anti-tank but at the cost of 120. Instead the Allied player is
forced to bomb anti-tanks instead of the main-line stuff.
AXIS: The Allies are ashore in Sicily and Italy is next. Husky--the
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invasion of
Sicily and Italy by the Allies--is the first of the Western fight or flight
battles: this
means that your main option is whether to fight to hold your initial
position or
fall back to a more defensible location. This series of battles is about
holding on
grimly against an enemy that, at least in quantity if not in quality, has
an
advantage on land, sea and air. In Husky, the flight option is to pull
back to Italy
and try to set up a tough defensive line, preferably based on the inland
cities out
of the reach of naval bombardment such as Foggia and Totenza with infantry
and
antitank units entrenched and heavily bolstered by air defense units and
artillery.
The fight option is to hold in both Sicily and Italy (hard to do)
or defend
one and give up the other--pulling out of Sicily is the usual choice.
Instead of
fleeing from enemy landings, you try to drive them into the sea and keep
hammering them with your limited but concentrated strength.
Either way, you need to counter the overwhelming Allied air threat
and
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you need to get more heavy tanks to help pick off weak Allied units.
ALLIES: This scenario is an exercise in overwhelming the enemy by multiple
amphibious invasions. Although your troops are less experienced, in all
other
respects you have advantages that you can turn into victory objectives
taken.
You can land anywhere you please on the Sicilian and Italian coasts and
support
your forces with air and naval bombardment. But don't delay in Sicily
before
getting serious about conquering Italy, and don't ignore the Axis air
force.
General Information: The weather is generally good until near
the end of the scenario when rain tends to be in the forecast.
The terrain is open at most places except in the center and north
of Italy. Roads connect most of the cities. The most unusual
part of this scenario is the Sicily/Italy crossing. Allied ships
may position themselves on both sides of the crossing to inhibit
easy passage by German reinforcements. Allied naval guns are a
huge threat and historically allowed the Allies to win this one.
Numerous cruisers can destroy tanks with a constant barrage.
Their best effectiveness is to eliminate entrenchment values and
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decimate soft targets especially AA guns.
Final Evaluation:
Prestige Experience
Axis -2 0
Allies +2 +2
This is a tough one for the Allies. Air superiority is not a
given due to the high prestige of the Germans. Most players will
go for the anti-tank defense of Sicily so it is imperative that
air power be seized as soon as possible. A -2 to German
Prestige could help even things up. (Note: It has been
discussed recently that the Axis player may opt to voluntarilly
limit the amount of anti-tanks purchased. Twelve is a reasonable
count. If this is the case, Axis penalty should be -1.)
ANZIO
No. of Turns: 14
Battle Posture: Axis = Defense Allies = Attack
Per Turn Prestige Boosters: Axis = 47 Allies = 0
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No.of Units Available for purchase: Axis = 2 Allies = 4
- Though there are few objectives and, on the map, they
don't seem very far, rough terrain and tough German units make
the going treacherous. Every turn is needed for the allies.
No. of Objectives: 7 Axis: Hold Rome plus 2 objectives.
Allies: Take and hold Rome or 2 objectives.
Three are already in the hands of the allies and the Germans
are required to hold Rome and two other objectives. So if the
Allies can capture Rome and lose all others, the game is still
won. The Allies must also hold and protect Naples.
Prestige: Axis = 574 Allies = 1064
Many Allied units will be destroyed or seriously damaged in
the first German turn especially around Anzio. Therefore the
majority of Allied prestige goes to replacing lost units.
New Unit Exp: Axis = 2 Stars Allied = 2 Stars
Air Superiority - The Germans possess the best fighter in the
skies over Italy in the FW190d plus two normal FW190a's.
The Axis, should buy at least 1-3 FW190ds.
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The Allies are very much limited compared to Husky in their airforce with only one P-51d and 3 P-47d
Thunderbolts plus two Spitfire IX and 2 Mosquitoes.
The Allies should buy 2 B-17s on the 1st turn if enough prestige.
The P-51d is in immediate danger from attack from a brave German player, because of the move order.
However the FWs could move about the sky ,looking to pick off fighters and bombers .
Therefore air superiority is contested to either side.
Also it might be useful to send a Paratroop unit over the sea then south, then attack rear allied air
fields.
Ground Superiority - Axis: Not only do the Germans have better ground units in the Panthers, Tigers and
Elefants but Allied formations are very spread out along the center of Italy known as the Gustov Line.
This dispersion does not lend itself well for offensive action.
The Axis should use their Artillery to bomb Anzio then send 2 Artillery units to Cassino, and 2 to Rome
after there first bombardment.
Also send at least 1 88 AA gun to Rome immediately to avoid Naval gunfire.
Also move the Panther and Panzer near Formia out of the mountain and city area and back farther
toward Cassino to be ready for counterattack strikes when the Allies decide to cross the river.
The Axis should place either Recon or Anti-Tank units in at least
2 or 3 rear cities as soon as posssible, best choices are the Port City to the Northwest Civitavecchia and
The city Northeast of Rome, to prevent Paratroop takeovers and sea landings.
Never attempt to cross the river with big tanks, or leave them in the mountains or a city if possible, this
is an Axis defensive scenario except for around Anzio and counterattacks.
Anzio is probably ultimately doomed despite shore
bombardment from Allied battleships. Still only two objectives
or Rome are needed to win the game.
AXIS: Although still at an overall disadvantage, at Anzio, south of Rome, you can strike back at the Allies
by driving their landing forces back into the sea.
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Since the Allied battleships will soon open fire, attack immediately while you can.
Except perhaps at Lanciano, nowhere else on the Gustav Line, from
Formia to Lanciano, can you the Axis attack without risking too much.
Guard Rome and Pescara carefully--with Anzio taken, you may be able to hold off the Allied onslaught.
Use your air power sparingly so you will have it available as a threat to the Allied bombers.On turn 1
either attack Allied planes or pull back to the Airfield north of Rome until you buy 1 or 2
more Fighters to form a Formidable attack force.
ALLIES: Use your combination of strength and mobility to press the enemy and push through gaps.
Buy 1 British Cromwell tank, and place south of Formia,to use its superior movement after you take
formia to move on to Rome and
Anzio.
Wait for the Navy to help at Formia before making an all-out push.
As the Allies, I don't think there's any way to hold Anzio, so I don't waste any prestige placing units
there.
I just give it up as lost, with the intention of retaking it later with my spearhead from Formia. I
concentrate all my efforts on the Formia river crossing (B-17s, naval fire, artillery and armor).
Take that port city Northwest of Rome Civitavecchia and begin building M-10s there and maybe 1 cheap
artillery in a truck, and if possible get a mobile Artillery unit out of Anzio to this city.
If the Allies have B-17s, the German armor is dead once it crosses
to the south of the river (assuming that the Allied player built armor there).
Even if the German armor stays north of the river, the B-17s can
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bomb it out of ammo and fuel in a couple turns due to suppression. Meanwhile, the Allied fighters must
immediately seek out and destroy the Luftwaffe in order to give the B-17s free rein. (Oh, yeah, I also
garrison the two Allied victory cities with a Daimler in order to prevent sneaky German infiltration).
Or you can send 1 Artillery and an Infantry south to Naples also.
Move 3-4 Artillery pieces near Cassino if possible and attempt to take out the 88 AA gun places there.
Use the southern attack force as a diversion, make the Axis General beleive this is your main thrust
north, and hope he diverts Tigers and Panthers south to stop you, as your B-17s render his Big tanks
helpless due to suppression.
Thats the key to crossing into Formia along with moving all Naval units south to bombard Formia also.
Save as much prestige as possible to buy new units at Civitavecchia Northwest of Rome after your sea
transport from Anzio lands there.
The 2 B-17s and the 1 British Cromwell Tank is all you spend early.
The U.S.M-10 Anti_Tank is cheap and effective in assaulting Rome backed by cheap Artillery.
Never forget to place some units in Naples to protect from attack.
Using naval power, you can unhinge the line at Formia and
roll it up to Cassino, then march on Rome. Meanwhile, your battleships keep the Axis at bay in the Anzio
area at least for 1 turn then head them south to Formia.
Allies attack far north with Paratroop units to gain prestige.
General Information - Weather can turn ugly in this scenario.
But will still leave the Allies enough time to take Rome
if they play the right strategy, also you may want to just take Anzio and Cassino and still win, it depends
on your opponents axis strategy, Axis just needs to slow down Allies enough to win, dig in and play good
defense with counterattacks.
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Axis should spend wisely and place troops wisely to win.
Axis should totally ignore new troops in the far eastern objective.
Unlike Husky, Allied forces have the time but not the forces.
The Allies must again contend with the cheap ATG defense and it
is made even more difficult because of the terrain.
If Anzio appears doomed move as many units as you can to ship
transports to the North,and take the city Northwest of Rome.
Then move fleet to bomb Formia.
Final Evaluation -
Prestige Experience
Axis 0 0
Allies +2 +1
Another difficult one for the Allies .
German forces dominate the battlefield to a point where they may
even take the offensive in certain areas. More prestige to the
Allies may give them the advantage. +2 to their prestige.
If your Allied opponent is more Advanced than you, then either even or only +1 prestige is needed for
the more advanced player.
The above settings are for even opponents or If the Axis player is the more advanced by a wider margin.
D-DAY
No. of Turns: 15
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Battle Posture: Axis = Defense Allies = Attack
Per Turn Prestige Boosters: Axis = 0 Allies = 100
No.of Units Available for purchase: Axis = 1 Allies = 1
- The Allies only need three objectives to complete the
scenario and Caen is suspiciously close to the shoreline and is
capable of being shore bombarded by battleships. The most
difficult objective is Saint Lo in the south due to the rough
terrain in the box country and the difficulty in getting good
units to the position. Time is still on the side of the Allies
because of the low objective count.
No. of Objectives: 5 Axis: Hold 2 Objectives.
- Two objectives are in Great Britain and already guarded so
these are fairly secure. I suppose a German player can launch a
de facto Sealion but it is probably a waste. Caen is within
range of long range battleship guns and the hexes around it are
vulnerable to cruiser fire. Cherebourg is difficult only in its
remoteness. Saint Lo is the most difficult objective because of
the terrain surrounding it and the ease of its defense.
Prestige: Axis = 1096 Allies = 2042
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- The Allies begin with numerical superiority and airborne
units already landed. The 2042 prestige points will no doubt go
to purchasing battle tanks to contend with the losses suffered
against superior German armor. Axis prestige is low and will be
used up quickly shoring up defensive lines around the objectives
and will not be enough to really contend with Allied airpower.
New Unit Exp: Axis = 2 Stars Allied = 2 Stars
Air Superiority - Allied airpower outnumbers and in a three cases
outguns the Axis Luftwaffe. The American P-51h is more than a
match for the FW190a and about even with FW190d9. So with these
coupled with an assortment of weaker fighters make the five FWs
have a difficult time to manuever. They may be reserved for
specific attacks or even better, used in conjunction with AA guns
to protect the skies over the objectives. But in a straight on
fight, the Axis will lose the air war. Air supremacy goes to the
Allies.
Ground Superiority - German panzers are once again and really
always superior to Allied equipment. But one Panther does not an
army make. The power of these tanks can do little but slow down
the tide of Allied forces as the rush to Saint Lo. Beware also
the Panther tank is unusually vulnerable to shore bombardment.
Numbers and air power nullify German armor advantage unless they
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are adequately covered by decent AA fire.
AXIS: This is the second Western fight or flight scenario--you must
defend three
French cities for fifteen turns, while trying to keep your units alive.
Your good
quality reserves are well behind the line, subject to Allied air attack as
they move
up toward the coast. It is unlikely that you can stop the enemy on the
beaches or
drive him back into the sea--a better chance of winning may be to
concentrate
heavy combined arms defenses around the victory objectives you are supposed
to
defend, or at least 2 of the 3. Note that you can disband bypassed
fortifications
to allow you to build new units.
ALLIES: Air, land and sea, your overwhelming might has descended on the
Norman coast. Avoid any serious mistakes, and you should easily win the
battle.
General Information - The weather is fairly reliable but count on
about two turns of rain to ground Allied planes. The only real
difficult terrain is the box country around Saint Lo. There are
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numerous back French cities and areas that are undefended by
Germans forces. An allied parachute drop deep into France can
pick up some quick prestige so look for it.
Final Evaluation -
Prestige Experience
Axis +2 0
Allies 0 -1
I don't think even the Allies had it this easy historically.
Caen is too close to the shore to give the problems the real life
Caen defenders did in Normandy. Allied shore bombardment will
keep AA guns from setting up in the front of Caen. Saint Lo is
probably the best place to try to win the scenario for the
Germans. A +2 prestige bonus to the Germans and a -1 exp to the
Allies might even this up. But then again the Allies are
supposed to win.
ANVIL
No. of Turns: 23
Battle Posture: Axis = Defense Allies = Attack
Per Turn Prestige Boosters: Axis = 0 Allies = 80
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No.of Units Available for purchase: Axis = 12 Allies = 5
- While there is difficult terrain to traverse the
objectives are in a natural invasion route. The lack of good
Axis units nullifies any advantage the Axis player has in
terrain.
No. of Objectives: Axis: hold 2 objectives.
- The Axis must hold two objectives in order to the win the
game. Once again the horrible terrain cannot be taken advantage
of as the Allies push northward.
Prestige: Axis = 1060 Allies = 2014
- The Allies win this match up hands down. The Allies begin
with 14 aircraft as opposed to the German's four. On the
ground, the Germans are outgunned in artillery and armor with
only two Panthers. The Axis must decide where to spend the
limited prestige amount while the Allies can use their store to
repair aircraft and wounded units without to much worry of
running out.
New Unit Exp: Axis = 2 Stars Allied = 2 Stars
Air Superiority - The Allies rule the skies with three American
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Mustangs and four Thunderbolts The Axis have limited fighter
power nor are their prospects for adding to the airfleet is very
limited as the ground war is also outgunned. Numerous American
bombers will make it difficult for even the AA guns to make much
of a dent in the American airfleet.
Ground Superiority - Normally the Germans own the ground with
their armor. But in this scenario the Germans begin with an
assortment of infantry units and only two Panther tanks. The
allies have a variety of artillery and the versitle M4 tank
series to handle German armor. American and Free French forces
will have a difficult time with the terrain but with the mobile
artillery units the allies shouldn't have too much of a problem
with dug in infantry and their rugged defense.
AXIS: Heavy losses are to be expected as your forces are put to the
test, so save
prestige for replacements. Rugged terrain and experienced units are your
only
assets and hope of staying alive against the Franco-American onslaught, and
your safest strategic goal is a marginal victory based on holding Grenoble
and St.
Vallier at the end of the battle. Don't let your units stand and die on
the coast--
get them into successive defense lines based on the cities and rivers in
the hills
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and mountains. Holding on to airfields early on, however, will help you by
forcing the Allied air units to return to their distant bases to refuel.
ALLIES: A lot of tough terrain and a few tough Germans await you in
southern
France. Although the ground is ideal for defense, recon and ground
attacks by
your air force will help neutralize this defensive advantage. Securing an
airfield
on the mainland is a high priority to avoid having to fly south to refuel.
There are really only two main routes north: one east of the Rhone
and
another through Sisteron, where a number of routes from the coast converge.
The mountainous trails further east can be easily blocked and will support
an
advance on only a one-unit frontage. Move quickly, because Grenoble and
St.
Vallier are each tough defensive positions to be cracked.
General Information - The terrain and rivers make it seem like a
defenders paradise. But the Germans don't have the units to take
advantage of the terrain. The weather is generally good but
the weather can turn foul and ground the Allied airfleet for a
few turns.
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Final Evaluation -
Prestige Experience
Axis +2 0
Allied -1 -1
The Germans are outmatched in the air and on the ground. The
prestige count doesn't give enough ability to buy units except
anti-tanks in much quantity. Unfortunately the Anti-tanks are
extremely vulnerable to bombing attacks. Add +2 to german
prestige.
ARDENNES
No. of Turns: 32
Battle Posture: Axis = Attack Allies = Defense
Per Turn Prestige Boosters: Axis = 0 Allies = 0
No.of Units Available for purchase: Axis = 1 Allies = 37
- There are few objectives but this campaign is a slugfest
with hard fought battles fought for each objective. Americans
will be reinforced three times with a big 5000 prestige bonus. It
is because of this fact that the time favors the defender. The
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German units are slowly ground under by superior Allied numbers
and by turn 20 they could be completely overrun. It is
imperative that the Germans get out into the open roads early and
lay seige to Liege and Namur.
No. of Objectives: 8 Axis: take all objectives, but Brussels.
- Three are in the hands of the Germans and Brussels is not
a necessary objective to attain to win the game. Therefore
forces can be concentrated on taking only four objectives.
However it is necessary to capture as many cities as possible in
order to deny staging areas for Allied reinforcements. In
addition, the German player will find the prestige point boosts
vital to carrying on the campaign.
Prestige: Axis = 1106 Allies = 1288
- The Allies receive big bonuses of prestige to the tune of
5000 prestige points on the 4th, 12th, and 20th turns. This will
serve as big defensive boosts to objective cities and the ability
to form counterattacks upon wounded German units. This will give
the advantage to the Allies.
New Unit Exp: Axis = 2 Stars Allied = 2 Stars
Air Superiority - This scenario is not meant to be decided in the
air. The Allies start with four planes and the Germans begin
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with three and neither airfleet is sporting their best. While
the Allies can later spend more on air power, more likely it will
go to ground units to get some push on the Germans around
objectives. Still the German player shouldn't be surprised to
see a few extra planes around turn 20 or so. The advantage is
even with the allies getting the advantage as the scenario
progresses.
Ground Superiority - The Germans will have a decided advantage in
the beginning of the scenario. They completely outclass and
outnumber the Allies in every category but air power. Even this
may not be much of an advantaged when confronted by
entrenched American infantry. One good rugged defense and that
Tiger tank could be scrap metal. The primary duty of the Allied
player is to delay long enough to receive reinforcements from the
big prestige bonuses. So it is imperative that the Germans make
use of their advantage while they can. The Axis has little
prestige to waste on new units when many of the German's best
units will be damaged by entrenched infantry during the initial
assault. The defense for the Allies lies behind the Meuse River.
If the Allies can hold Liege against the forces crossing the
river and prevent a flanking manuever then the game
reinforcements will win the day.
AXIS: Bad weather is a key factor but a mixed blessing in this famous
battle. It
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freezes rivers and protects you from Allied airpower, but your key
spearhead
units will consume fuel at a disturbingly high rate. The terrain is rugged
but has
numerous roads, an interesting challenge for both sides. You need to
strike
quickly before Allied reinforcements can intervene, so force breakthroughs
and
let the rear-echelon units mop up isolated enemy left behind you as you
advance.
The easiest route in the north is through Malmedy and Spa, but this
leaves
a dangerously large Allied force on your northern flank. The main
battlegroup
must fight through and take Liege before it can be reinforced, then sweep
down
upon Namur from the north before linking up with the southern battlegroup