Panzerkrieg for Windows (PFW) is a two-player tactical-level simulation of land combat in the era of World War II. Each player directs a number of units of varying types and capabilities. The "winner" of the simulation is the player who best accomplishes the victory conditions spelled out in the scenario that is being run. PFW is intended to be a two-player game with the two players taking opposing sides in a contest of strategy and tactics. The game operates under "hidden movement" rules which means that each player will be able to see only those opposing pieces which are "visible" to their own playing pieces. Whether or not an opposing piece is visible depends upon distance, concealing terrain and whether or not there are any intervening blocks to line of sight (LOS). PFW runs under Microsoft Windows 3.0 or later and requires that Windows be operating either in standard or 386 enhanced mode. PFW will not run under Windows real mode. This means that the computer must have, as a minimum, a 80286 CPU and one megabyte of memory. For best performance, the computer should have an 80386SX CPU, or better, and two megabytes of memory. In addition, PFW runs in 16 color mode and requires a minimum of EGA quality graphics. It is preferable to run PFW using VGA graphics or better. PFW also requires that you have a mouse or compatible pointing device. PFW acts a referee between the opposing players. It resolves movement, sighting and combat results; also, it allows the players to communicate with each other via a simple messaging system. While PFW can be played on one machine, it is best played between two machines using a communications link. This communications link can be either a direct connection via a serial cable, a Local Area Network that supports the NETBIOS protocol or a modem using the commercial telephone system. The modem and NETBIOS options allow you to play against other players who are located across town or across the country. PFW is a thinking game - it requires much thought and planning, and provides no rewards for merely typing quickly. PFW games take time - an average of 3 hours per game; however, you can stop a game at any time, and continue it at a later date. PFW really consists of 2 parts: the game driver and a number of different scenarios. Each scenario actually is a complete game. What is a scenario? A PFW scenario is a description of a game to be played. You can think of it as a specific "mission" to be accomplished. PFW includes a number of scenarios, which really makes it a number of different games. Each scenario contains three elements: a map, a list of forces available to each side, and objectives to be accomplished by each player. PFW then has a number of different flavors depending on the scenario you choose. Basic Concepts Communications Between the Players PFW is a game played between two people. Your computer is not your opponent, but only a tool to handle the bookkeeping in the game. In a complex game like PFW, a human player is a more skilled, creative and interesting opponent than a computer can be. Your computer and your opponent's computer must be able to communicate with each other. The computers exchange information about: - The position of your units and your opponent's units. - Damage done to your opponent's units by your attacks, and damage done to your units by your opponent's attacks. - Messages exchanged between you and your opponent. There are several ways the two computers can communicate: - Through a directly connected wire. - Through phone lines with modems. - Through a Local Area Network. Two players can also use PFW by sharing one computer. To do this, each player starts his own copy of PFW and chooses the "Via DDE on this machine" communications options. The players then alternate their use of the machine, each working in his own copy of PFW. Units Each team in a scenario is assigned a group of units with which to accomplish its mission. For the most part, these units represent weapons and other equipment that generally were available during World War II. Typically, each team commands 10 to 20 units. Each of these units represents a platoon to company size entity. One tank unit does not represent one tank, but rather a group of tanks. One mortar unit is not one mortar, but a battery of mortars. This distinction isn't very important in playing PFW, but it does give you a better feel for the units you are commanding. When you set an ambush in the woods with one of your tank units, it's not just one tank waiting to blow the other guy away, it's an entire company of tanks! Scenarios Each scenario consists of 3 parts: - A terrain map on which the scenario will be played. - An order of battle (i.e. the roster of units participating in the battle). - A description of the scenario. The map is a graphic representation of the terrain on which the scenario will be played. Some maps are fairly simple, representing mostly open, level terrain. Others can be considerably more complex. The order of battle is a list of units that each team will command. This list also includes the location of each unit at the start of the scenario (if its position is fixed), or the area of the map where the player may deploy the unit. The description of the scenario details the background of the scenario setting, the goals of the two players, and victory conditions which define the "winner" of the scenario. Time PFW is played in turns. During each turn, players give orders to their units. Once they are finished giving these orders, PFW exchanges information between the players, determines the results of any combat, processes units that are moving, and does other checks. The results are then made available to both players. Each turn represents 20 seconds of game time. This doesn't mean you have only 20 seconds to give your orders - you have as much time as you need. Some scenarios have specific time limits on them. These time limits are also specified in terms of game time, not real time. If a scenario has a time limit you have as long as you need to give your orders, but these orders must accomplish the scenario objectives in a time-efficient manner for you to be victorious. Sighting One of the most important elements of a battle is information. Many times the side with the weaker force has triumphed because they were better informed than the enemy, and correctly used this advantage. As in any well-designed computer based wargame, PFW provides the "fog of war" by using a hidden movement system. In PFW, you only know about enemy units that you can currently see. Or more specifically, you only know about enemy units that can currently be seen by one or more of your units. There are four elements that affect the ability of your units to see the enemy units: - Not all of your units can report what they see to you. If a tank of yours spots an enemy unit, you can be sure you'll know about it pretty quickly. However, if your truck spots an enemy unit, you probably won't know about it. The truck doesn't have a radio, and so has no way of letting you know what it has seen. In PFW, only combat units can report what they see, and trucks and wagons are not considered to be combat units. (If the truck was carrying an infantry unit, however, the infantry could report what they see.) - Visibility is limited by distance. Sometimes it's foggy, sometimes it's clear. When enemy units are at the limit of visibility, it's not possible to make them out exactly. You see there's something there, but you can't make out what kind of unit it is until it gets closer. Visibility remains constant during a scenario. - Visibility is limited by terrain. You can't see over high hills, or through large towns or woods, for example. - Some terrain types hide enemy units. For example, enemy units can sit in towns or woods, and you won't know they're there unless you get right next to them. Combat To win a PFW scenario, you have to destroy enemy units. To this end, most of your units are equipped with weapons. Some are also equipped with armor protection which (hopefully) helps prevent them from being destroyed. The effectiveness of a weapon depends on the weapon's "type" (i.e. what kind of projectile it fires) and whether or not the target has armor protection. If the target is armored, then the shooting range also influences the effectiveness of the fire. There are two basic types of targets in PFW: Armored Units and Unarmored Units. Armored units include tanks, tank destroyers, self-propelled artillery, scout cars, and halftracks. Unarmored units include infantry and cavalry, towed guns, trucks and wagons, and various specialized types of units such as forward observers, guerrillas, and depots. There are also four types of weapons available: Armor Piercing, High Explosive, Mortars, and Infantry Weapons. Most attacks are simple direct fire attacks. There are other ways in which you can attack and damage enemy units. In fact, the most effective way of attacking is to combine different forms of attack so as to produce more damage than any simple attack could do alone. ============================================================================= Welcome to the Shareware copy of Panzerkrieg for Windows. The preceeding text is an excerpt from the introduction of the PFW Manual. When you register your copy of PFW, you'll receive a printed copy of this manual which describes how PFW works, gives details on the 150+ different types of units you may encounter in PFW, and contains a tactical primer to help you effectively blow away your opponent. You'll also receive an additional twelve scenarios not available for the shareware version. And finally, you'll receive the latest copy of the game with all enhancements and bug fixes, as well as the most current version of the unit graphics file. Besides receiving all of these goodies, your registration will help encourage us to continue to enhance PFW. Many user suggestions have be incorporated into PFW today; there are many more yet to be done, including a program to allow you to create your own scenarios. If you use PFW, please register it. It's a good value, and the "right" thing to do. To register, please send $19.95 (US) to: Blue Chip Computing, Inc. PO Box 4634 Newark, DE 19715 Please include your name and address, along with the disk size your require. Available sizes are: 3.5" High Density (1.44 Mb) 5.25" High Density (1.2 Mb) Both 3.5" and 5.25" Low Density disks are available for an extra fee of $2.00 (US).