NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
PANZER MISSIONS specific documentation
This game consists of repeating increasingly difficult missions (small scale games).
OBJECTIVES: Victory condition for each mission is to control all the objectives on the map.
The amount of units and unit types in play will increase as the missions progress.
Objectives: The mission ends when you control all the objectives (you also need to survive movement of the enemy units without losing control of any objectives). Objectives are yellow hexagons on the minimap and Red Soviet coat of arms on the actual map.
Offensive: Select the resource and tap on enemy area, a turn-by-turn decreasing red circle will indicate the area within which the player will get an attacking bonus. Only one Offensive can be active at a time.
Truck: Lower-left corner: Black squares mark the number of ammo the truck currently carries, while blue squares mark the amount of fuel currently carried.
GERMAN UNIT TYPES:
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Mountain unit: German Gebirgsjäger or Jaeger infantry unit.
Brandenburg: German Special Forces. Small but mobile unit. Penalty vs armored enemy since the unit did not carry heavy weaponry.
Axis Infantry: Weak infantry unit, more likely to withdraw and scatter under pressure.
Motorized Infantry: Infantry with two moves (Requires fuel to move).
WSS: Strong motorized WSS unit (Requires fuel to move).
Pz IV: Strong tank unit (Requires fuel to move). The workhorse of the Wehrmacht.
Pz V: Strong tank unit (Requires fuel to move).
Heavy Tank battalion: Tiger battalion, extra bonus vs enemy tank units. Less HP, Two move points.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.
Artillery: Tap enemy unit to bombard it (this action requires BOTH full move points and ammo). Bombardment can result in a loss of HP, loss of MPs, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Truck: Can transport fuel or ammo from supply depots to units. No battle strength, no possibility to move on hostile area.
Objective: Control all the objectives - marked yellow in the minimap - to finish the mission.
HQ: The game will be over, if you lose control of your only Headquarters.
Ammo Supply: Trucks can transport ammo from Ammo Depots to Artillery units. It is also possible for an artillery unit to fetch ammo directly from the Ammo Depot if it is located nearby.
Fuel Supply: Trucks can transport fuel from Fuel Depots to units. It is also possible for a unit to fetch fuel directly from the Fuel Depot if it is located nearby.
Fuel Sharing: Unit can give fuel to another fuel-using unit sharing the same hexagon using the Share Fuel button at the bottom of the screen.
Green Diamonds with Hammers on them produce various resources. You can select the Green Diamond and press Unit Info for more information about that particular item. Production is all automatic as long as the item is in the area you control.
SOVIET UNIT TYPES:
Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).
Guards: Units in the Soviet armed forces were awarded Guards status after they distinguished themselves in service.
Motorized infantry: Mechanized Infantry with two move points.
Cavalry: Fast but weak units (two move points).
Defence Line: Immobile units (might break out as a weaker infantry unit).
BT tank: Weaker early tank unit (reduced in frequency as missions progress).
T-34 tank: Strong and mobile armored unit.
IS-2 tank: Even stronger armored unit.