Windows ® 95 CD-ROM Data Card READ ME FIRST! We know you're anxious to begin PANZER GENERAL II, but before you do, please be sure that your system meets the following minimum system requirements: • Pentium 90 MHz IBM PC or compatible • 16 MB of RAM • Windows® 95 - NOTE: This is a Windows 95 game and should not be played on Windows® NT systems.
UNINSTALLING THE GAME To uninstall the game, choose Settings from the Windows 95 Start button and select Control Panel. In the Control Panel, select Add/Remove Programs, left-click on PG2, and click on the Add/Remove button. The game and all of its components are then removed from your hard drive, except for your saved games or edited scenarios. SAVING GAMES PANZER GENERAL II requires space on your hard drive for saved games and temporary files. Each saved game can take up to 1 MB of hard drive space.
When you are fighting a battle, you accrue prestige by capturing objectives. This prestige can be used to take replacements and requisition new units. If you wish to maximize your prestige award for winning a battle, limit the amount of prestige you use requisitioning new units during the battle. PANZER GENERAL II allows you the choice of requisitioning new units to turn the tide of a tough battle, at the cost of having less prestige available between battles.
TABLE OF CONTENTS INTRODUCTION . . . . . . . . . . . . . . . . . . 1 Leaders . . . . . . . . . . . . . . . . . 45 Getting Started . . . . . . . . . . . . . 2 Movement . . . . . . . . . . . . . . . 46 What Comes with this Game? . . . . 2 Multiple Attacks . . . . . . . . . . . . 49 Copy Protection . . . . . . . . . . . . . 2 Prestige Points . . . . . . . . . . . . 49 Using the Mouse . . . . . . . . . . . . 2 Ranged Fire . . . . . . . . . . . . . . 49 New to PANZER GENERAL II . . . . . . .
Getting Started If you want to get a quick start, refer to the “Tutorial” section of the manual, which begins on page 3. It provides a step-by-step battle plan to familiarize you with the screens and basic features of a PANZER GENERAL® II scenario, and should help you win part of the first battle of the Blitzkrieg campaign. If, however, you prefer to familiarize yourself with the game as a whole, turn to the “Basic Screens, Menus, and Buttons” and “Game Concepts” sections on pages 14 and 40, respectively.
Scenario Description Player Control Buttons Scenario Listing Prestige Adjustment Windows Return to Start Screen Play Scenario TUTORIAL This tutorial is intended to explain basic menus and button functions, and to guide you through a small introductory battle.
Playing the Tutorial TURN 1 When you start a scenario, the Main Game screen appears, with the Turn panel overlaying the lower half of the screen. The following information is displayed: ♦ Axis Turn 1 Friday, December 23, 1938 Weather: Cloudy Brilliant Victory: 2 Turns Remaining Victory: 3 Turns Remaining Tactical Victory: 4 Turns Remaining In order to obtain a victory, all objectives must be held by your forces, which means that you have moved your forces into every hex that is a victory objective.
Looking at the map, you should see that both positions from which you can attack the 1/12 are within range of the artillery in Almadrones, as is an attack on the 3/12 from hex (21,4). However, if you attack the 3/12 from hex (22,5), to the upper right of the enemy unit, you are out of the 12th Artillery’s range. This is the best choice for your next move.
Moving your artillery. Although artillery units 116/6 and 117/6 have already fired, they can still be reselected as they have not yet moved. Reselect unit 116/6. When you place the cursor over any of the darkened hexes surrounding the unit, it turns into a truck icon. This means that the artillery must be mounted to move. If you left-click on any of the darkened hexes, the unit turns into a truck, and moves to the hex you left-clicked on.
Available Equipment Boxes Equipment Statistics The Allies retaliate. Left-click on the End Turn button. Now the Allied Turn 1 panel appears. Click on the check mark button to continue play. The Spanish Republican forces should counterattack on their turn, peppering one of your infantry with artillery fire, then possibly attacking with their own infantry. Keep a close eye on the amount of damage your units take.
THE BASIC SCREENS, MENUS, AND BUTTONS This section provides step-by-step suggestions to familiarize you quickly and easily with the basic screens, menus, and buttons in PANZER GENERAL II. Exit Game Game Options The Start Screen During the enemy’s second turn, the Allies’ remaining units may be in retreat, may attempt to get replacements, or may entrench for a final defense. Some units may try to counterattack, but they are unlikely to do much damage. It’s time for the kill.
Play By E-mail Brings up a dialog box, from which you can choose either to start a new play by e-mail game, or load a turn from a previously saved play by email game. For more information on playing by e-mail, see the “Play By E-Mail” section starting on page 39. The Scenario Selection Screen There are over thirty scenarios in PANZER GENERAL II, depicting historical and theoretical battles from throughout World War II.
Also, nationality flags, indicating the primary Axis and Allied forces involved in the conflict, appear next to the Prestige Adjustment Windows when a scenario is selected. In a single player game, you can switch which side you wish to play by clicking on the head and computer icons. The current controller of an army is indicated by a depressed gold-tone button. In a multiplayer game, clicking on the flag causes it to switch to a new nationality for that player.
Cinematics Throughout the game, various cinematics may be played to introduce scenarios, celebrate victories, and mourn losses. You can exit any cinematic by pressing any key, or clicking a mouse button. The Main Game Screen The Main Game screen is where the action of PANZER GENERAL II takes place. There are several parts to this screen: the Information bars are at the top and bottom of the screen, the Battlefield is in the center, and the Options menu buttons are on the right side of the screen.
Option Buttons The right-hand side of the Main Game screen is a vertical row of buttons offer game options. Options that are unavailable appear darkened. If you pass the mouse cursor over a button, smart text appears to the left of the button, describing its function. Next Unit Selects the next unit that has not moved. If all units have already moved, the icon becomes shaded. Note: Units that have not fired can still be manually selected to receive orders.
Available Units Requisition Screen Air Mode Strategic Map Show Hex Sides Exit Deployment Pop-Up Panels These menus or panels are primarily accessed from the Main Game screen, although some, such as the Game Functions panel, can be reached from several different screens. Deployment Panel Clicking on the Deploy Forces button brings up the Deployment panel.
Additional Options Menu Game Functions Panel When you press the Additional Options button, located on the Options menu bar, a panel slides out to the left of the Options menu, giving access to other game controls. Status Report Brings up the Turn panel at the bottom of the Battlefield, on which you can view the turn number, date, weather conditions, and victory objectives. Click on the check mark button to remove the Turn panel. Hot Keys Brings up a window listing the hot keys for PANZER GENERAL II.
Quit Game If you choose Quit Game, you are asked to confirm your decision. Click on the check mark to quit your game and return to the PANZER GENERAL II Start screen. If you decide to continue your current game, click on the Cancel button to return to your originating screen. View Unit Panel The View Unit panel appears when you right-click on a unit during play.
Secondary Screens The Requisition, Field Headquarters, and Dossier screens are all accessed from several points in the game. Exiting from them in most cases returns you to the screen or panel from which you accessed them. Requisition Screen The Requisition screen is broken into several parts. An arrow button at the top left of the screen allows you to toggle between different countries’ forces. Beneath that is the vertical row of Unit Class Selection buttons.
Requisition Considerations The prestige cost of units only roughly correlates with their effectiveness, so examine combat values closely before purchasing or upgrading equipment. Remember that an expensive purchase or upgrade has to be balanced against the need for enough prestige to afford replacements for your core units during a tough battle. Maximum fuel capacity and especially maximum ammo capacity need to be carefully examined.
If an overstrength unit is damaged during a battle, replacements only restore the unit to normal strength. However, after the battle, the unit can be made overstrength again, and restored to its previous level. If the unit has not reached its maximum, or achieves a new experience level, it may be made even stronger. For example, a unit with three bars of experience has been raised to twelve strength.
PLAYING A MULTIPLAYER GAME PANZER GENERAL II allows you to play multiplayer games through a LAN (Local Area Network) or over the Internet. For more detailed explanations of some Multiplayer functions, see the enclosed datacard. Multiplayer Options Screen Click on the Start A Multiplayer Scenario button, located on the PANZER GENERAL II Start screen, to bring up the Multiplayer Options screen. On this screen are three options from which you can select your method of play.
The Scenario Selection screen appears, listing the available scenarios in the lower left window. Click on the arrows to scroll through this list. Clicking on a scenario displays its information in the upper left window. Multiplayer Game Options The lower right window shows the selected scenario’s countries’ flags, the players’ country assignments, and prestige modifiers. Increase or decrease a player’s prestige by clicking on the up or down arrows that are above and below the default setting.
PLAY BY E-MAIL PANZER GENERAL II supports two player e-mail games. Starting a Play By E-Mail Game To start a new game, click on the Play By E-Mail button located on the Start screen. You are asked if you want to start a new game or load a turn. Click on the Start a New Game option and then click on the check mark button. The Scenario Selection screen appears, listing the available scenarios in the lower left window. Click on the arrows to scroll through this list.
Combat The attack reticule appears when you pass the mouse pointer over an enemy within the firing range of your selected unit. On this reticule are given the expected loss in strength points for both sides; your projected casualties are listed below your flag, and your enemies losses are listed under the flag of that unit’s country.
All terrain types have a base entrenchment level from zero to three, which ground units in that hex with lower entrenchment levels automatically obtain at the end of their turn. This number is not added to the unit’s entrenchment level; it replaces it. Base entrenchment levels are: three for cities, two for forests, bocage (intertwined hedgerows), and mountains, one for rough terrain and hills, and zero for everything else.
w Movement Click on any unit to make it ready for orders. A unit with red numbers on its strength tag has already moved, and a silver bullet next to the strength tag means that a unit has not yet fired. If the selected unit can move, a shaded area appears denoting the hexes to which that unit can move. Units cannot move to hexes occupied by another unit. The exception to this is that an air unit can occupy the same hex as a ground unit or naval unit.
Table Explanations Each movement mode is prepared for different types of terrain. The first number refers to movement through that terrain during fair, overcast, or rainy weather. The second number gives the movement cost for moving through that terrain in snowy weather. An A denotes that entering a hex of that terrain type uses all of the unit’s movement points for that turn. The unit may exit normally the following turn. An I denotes that that type of terrain is impassible to that movement mode.
w Multiple Attacks When a ground unit is the recipient of multiple attacks, its ground defense is reduced by two for every attack after the first, to a maximum of eight. This represents the combat attrition that occurs when waves of attackers wear away at a unit’s defenses.
During campaign play, units with experience can have their maximum strength increased by one per experience level, up to a maximum strength of fifteen strength points at five experience levels. Units can add overstrength points at a rate of one per battle by selecting Overstrength from the Field Headquarters screen, between battles. Overstrength units are very potent in battle. Supply Rules There are two types of supply: ammunition and fuel. Each time a unit shoots, it uses one point of ammo.
w Support Fire Under certain circumstances, artillery and air defense units near a defending unit may shoot at an attacker prior to combat. The attacker cannot respond to this defensive fire because it occurs before combat. If all the attacking unit’s strength points are destroyed or suppressed by defensive fire, the attack is broken off immediately. Each time a unit shoots it uses one ammo point.
In difficult terrain, such as cities and mountains, defending and attacking infantry shoot against the close defense number of the enemy unit, usually placing the non-infantry unit at a severe disadvantage. The exception to this being that infantry may attack another unit that succeeds in putting up a rugged defense, in which case the attacker shoots at the defender’s ground defense value.
of the corps-sized Soria Division, and the Italian “volunteer” corps, the CTV, provided three divisions of Blackshirts and the Littorio division. This last was supposedly a regular army division, though the army had as little to do with it as possible. The troops were in their 30s, unemployed workers who had signed up either as colonists for Libya or Ethiopia, or for work as extras in the movie Scipio in Africa, then in production in Libya.
Suomussalmi PANZER GENERAL II is designed to give players the opportunity to fight in all types of climates and conditions, and this one presents quite a challenge. The Soviet juggernaut looked unstoppable as it rolled into central Finland late in 1939. The invaders even brought along a brass band to serenade the oppressed workers of the Suomussalmi district.
An aggressive German drive here is the battle which, from their point of view, they probably should have waged, and which the rest of the world is thankful they did not. British propaganda did a masterful job of turning the Dunkirk evacuation into a victory, but in fact it was a terrible defeat which could have been even worse. It is the task of the German player to make it so. Windsor This battle never happened, but could have, given quicker German success in France followed by a landing in Great Britain.
Thermopylae If the General Staff doesn’t think all that highly of your accomplishments, then all roads lead to Athens. Leonidas and his Spartans held the pass at Thermopylae, against the massive Persian armies of Xerxes, long enough for the Greeks to rally and eventually defeat the Persians. In 1941, the Australian and New Zealand defenders of the pass were just trying to hold back the panzers long enough for the Royal Navy to evacuate the ill-fated British expedition to Greece.
Volokolamsk Perhaps the proudest name in Russian/Soviet military history, but one rarely seen in Western history books. It was on the Volokolamsk Highway that commissar V.K. Klochkov of the 316th Rifle Division told his men, “Russia is huge, but there is nowhere to retreat. Moscow is behind us.” Outnumbered and outgunned, the Soviet troops fended off some of the German army’s best divisions.
Onward To Berlin You now have the opportunity to lead Soviet troops to the final victory. The Soviet campaign picks up once the tide has started to turn in the east, and the Soviets are on the offensive. Should you emerge victorious, the party will be greatly pleased that you have properly followed its doctrine. Should you lose, you get to keep the blame all to yourself. Saturn on the Chir In Stalingrad, the Germans had been stopped by determined resistance.
Kanev This scenario features Soviet airborne troops, but the focus, as in the real battle, is getting the Soviet tank corps over the Dnepr River, and losing sight of this goal will result in defeat.
Crusade in Europe The tide has turned. After a long struggle, the Allies return to Europe; their goal—the unconditional surrender of the Axis powers. You now lead American or British forces into battle, starting with the Salerno landings in 1943. Salerno - Return To Europe Seelow Heights The final breakthrough before the battle for Berlin itself occurred just to the east of the city, along the line of the Oder River.
Arracourt The American capture of the important industrial and communications center of Nancy brought a quick German response. While the German army which faced the Allies had essentially disintegrated during the retreat across France, new armored formations had been raised and some old ones re-equipped with new panzers. These new and refitted panzer units struck the Americans at Arracourt, just east of Nancy.
battlefield and the number of units present. The map covers Belgorod in the south, and extends north to Prokhorovka. This area saw one of the largest tank battles of World War II. Invasion Salerno When the Allies started landing troops at Salerno, they expected to find little or no opposition. Instead they faced a potent counterattack force led by the tough and experienced 16th Panzer Division, reinforced by the famous Hermann Goering Panzer Division.
SCENARIO BUILDER For those who enjoy recreating famous battles, or envisioning “what if” situations, PANZER GENERAL II lets you create your own scenarios, both single and multiplayer. From the Start screen, click on the Start The Scenario Builder button. This brings up the Scenario Parameters screen. Set Computer Posture Though some American troops had been pulled out of the line to help in the Ardennes, plenty remained in this sector, and they were fully alert and awfully angry.
Below that is a counter, giving the Starting Date of your scenario, in numbers representing the month, day, and year. The default setting is 12/7/41, but you can adjust this date by clicking on the arrows above and below the numbers. The Starting Date of your scenario can affect which equipment is available for your armies, since some units were not yet developed early in the war, while others had become obsolete later in the war.
Designate Ownership When activated, clicking on a hex establishes that the current player owns that hex. A nationality flag is placed in that hex. To toggle through that player’s countries click on the nationality flag. Again, remember that at least one victory hex for each side must be controlled by the enemy at the start of a battle. Designate Deployment When activated, every hex you click on is designated as a deployment hex, for the currently selected player, and darkens.
UNIT STATISTICS DESCRIPTIONS These statistics appear throughout PANZER GENERAL II. Air Attack A value gauging the unit’s attack capabilities against air targets, such as tactical bombers and fighters. A value of zero indicates that the unit cannot attack air targets. Air Defense A value gauging the unit’s ability to withstand attacks by air units. Air units use this defense value against all attacks Ammo Depending on the screen, this can be either the unit’s current ammo supply, or their maximum ammunition.
Fuel Range Depending on the screen, this can be either the unit’s current fuel supply, or the maximum amount of fuel a unit can carry, which equates to movement points. When this runs out, the unit must resupply before it can move further. Ground Defense A value gauging the unit’s ability to withstand attacks by land and naval units. Hard Attack A value gauging the unit’s attack capabilities against hard targets, such as tanks and fortifications.
Ground Classes Air Defense Class (AD) UNIT CLASS DESCRIPTIONS By the end of World War II, most of the major combatants had come to realize the importance of the ‘combined arms’ principle. Every type of unit had a job and would be needed at one time or another during a battle. In PANZER GENERAL II, there is no perfect mix of units. What works best depends upon the tactics and strategy that you choose.
Artillery Class (ATY) in such a fashion, AT class units suffer a penalty to initiative and attack value if they move, and attack in the same turn. If they attack before they have moved they suffer no penalty. Why purchase AT units over TK units? The towed AT units are better at defending against TK units than other TK units until relatively late in the war. By that time, some of the most powerful guns in PANZER GENERAL II are carried by AT units.
Fortifications Class (FRT) The fortifications class is divided into two types: “fortifications,” which are networks of immovable, strongly-built heavy artillery and infantry positions, and “strongpoints,” which are lighter networks of pillboxes and light field fortifications. Since fortifications have ample reserves of ammo and strong attack values, they should shoot aggressively at any enemy that approaches.
keep to the road; their cross country mobility is poor. With a few exceptions, wagons are only used when nothing else is available or your prestige is severely limited. Half-tracks have a number of advantages over wagons and trucks. They are hard targets, and have better defense values. They also possess much better mobility over open terrain. This allows infantry, towed anti-tank, air defense, and artillery units to keep up with your tank and recon units in the attack - a critical issue.
protecting your TB units from enemy FTR units, as well as protecting your ground units from attack by enemy TB units. However, they are expensive, so use them wisely. Tactical Bomber Class (TB) Tactical bomber class units represent light bombers, medium bombers, fighter bombers, dive bombers, and specialized ground attack aircraft whose primary task is to destroy enemy ground units from the air. They are usually armed with machine guns (.303 caliber to .
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES w Infantry Class: Engineer Abilities There are two kinds of engineers: engineers and bridging engineers. Engineers ignore any rugged defense that occurs from attacking enemies with high entrenchment values, and can destroy bridges. When an engineer unit is adjacent to an unoccupied bridge hex, right-clicking on the bridge destroys the bridge. This counts as an attack. Bridging engineers’ only ability is to act as bridges when in river hexes.
UNIT CLASS AND EQUIPMENT TABLES Air Mobile and Airborne Units Air mobile units may be transported via air transports from one airfield to another. To determine how much air transport you have available, run the mouse cursor over any airfield hex. A number appears on the upper information bar, indicating how many air mobile units can be transported at this time. If no number appears, you have no air transport. To be transported, the unit has to start in an airfield hex.
TR NT NT NT NT NT NT NT AM AM NT NT NT NT TO TO TO TO TO TO TO TO TO A L L T T W W 9 8 9 9 2 2 2 8 8 1 8 8 5 5 1 1 MM AD Country: The country which produces that unit. You may be able to requisition units made by countries other than your own. S S S S S S S H H A S S H H S S RM CD TT The abbreviations used in the Unit Class and Equipment tables are explained here. For definitions of most of these terms, see the “Unit Statistics Descriptions” section, starting on page 83.
103 UNIT CLASS AND EQUIPMENT TABLES: Finland UNIT CLASS AND EQUIPMENT TABLES: France 104 M16 MGMC 25mm 76mm M10 C-47 105mm 155mm 75mm M7 Dunkerque Richelieu Suffren La Galissoniere Le Fantasque Fortification Strongpoint D.520 MS-406 Cavalry Chasseurs Engineer Regular Regular Naval Transport M8 Panhard 178 Pz 633 B1-bis H39 EQUIP.
105 UNIT CLASS AND EQUIPMENT TABLES: France UNIT CLASS AND EQUIPMENT TABLES: Germany 106 5cm PaK 7.5cm PaK 8.8cm FlaK 8.8cm PaK Elefant Hetzer JagdTiger JgdPanther JgdPz IV JgdPz IV/70 Marder III Nashorn PzJgd I StuG IIIB StuG IIIF StuG IIIG StuH 42 Ju-52 10.5 leFH 18 15 NbWf41 15 sFH 18 17 K18 7.5 leFk 16nA Hummel sIG 38(t)M sIG IB sIG II Wespe EQUIP. TYPE GERMANY, cont. 20mm FlaK 20mm (Q) FlaK 37mm FlaK 37mm FlaK/IV 88mm FlaK Coelion FlaKPz 38(t) Ostwind SdKfz 10/4 SdKfz 6/2 SdKfz 7/1 Wirbelwind 3.
107 UNIT CLASS AND EQUIPMENT TABLES: Germany UNIT CLASS AND EQUIPMENT TABLES: Germany 108 Stosstruppen Volkssturm Naval Transport 250/1 PSW 222 PSW 231 PSW 233 PSW 234/1 PSW 234/2 PSW 234/3 PSW 234/4 Me-110e FW-190f FW-190g HS-129 Ju-87B Ju-87D Ju-87G King Tiger Maus Panther A Panther D Panther G Panther IIF Pz 35(t) Pz 38(t)A Pz 38(t)F Pz IA EQUIP. TYPE GERMANY, cont.
109 UNIT CLASS AND EQUIPMENT TABLES: Germany UNIT CLASS AND EQUIPMENT TABLES: Hungary 110 CLASS AT AT AT ATP ATY ATY FRT FRT FTR FTR INF INF RCN TB TK TK TK TK TK TPT TPT 5cm PaK 7.5cm PaK StuG IIIB Ju-52 105mm 75mm Fortification Strongpoint Me-109e FW-190F Cavalry Regular Tatra Ju-87 B1-bis BT-5 Pz 38(t)A Turan-1 Turan-2 Truck Wagon TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TPT TPT TPT CLASS EQUIP.
111 UNIT CLASS AND EQUIPMENT TABLES: Italy UNIT CLASS AND EQUIPMENT TABLES: Italy 112 Engineer Regular Naval Transport AB-41 BA.65 CA.311 L6/40 M13/40 M14/41 M15/42 P26/40 Truck Wagon EQUIP. TYPE INF INF NTP RCN TB TB TK TK TK TK TK TPT TPT CLASS AD AD AT AT AT AT ATP ATY ATY ATY ATY ATY CS CS CS CV DD FRT FRT FTR FTR FTR FTR FTR FTR INF INF 20mm 20mm 47mm S-47 S-75 S-90 Ju-52 100mm 149mm 47mm 75mm 75mm Littorio Zara Condottieri Aquila Soldati Fortification Strongpoint G.55 MC.200 MC.202 MC.205 Re.
113 UNIT CLASS AND EQUIPMENT TABLES: Nationalist UNIT CLASS AND EQUIPMENT TABLES: Poland 114 AD AT AT AT AT ATP ATY ATY FRT FRT FTR INF INF INF TK TK TK TPT TPT 20mm FlaK 3.7cm PaK 47mm 7.5cm PaK StuG IIIG Ju-52 149mm 65mm Fortification Strongpoint Bf-109b Legionnaire Militia Regular Pz IA Pz IB Pz IIIJ Truck Wagon AT ATY FRT FRT INF TPT 47mm 75mm Fortification Strongpoint Regular Wagon CLASS AT AT ATP ATY ATY ATY FRT FRT FTR INF INF INF INF INF RCN TB TK TK TK TK TK TPT TPT EQUIP.
115 UNIT CLASS AND EQUIPMENT TABLES: Republican UNIT CLASS AND EQUIPMENT TABLES: Rumania 116 AT ATP ATY ATY FRT FRT FTR INF INF INF RCN TK TK TPT TPT 47mm C-47 155mm 75mm Fortification Strongpoint Rata Brigade Militia Regular BA-6 BT-5 T-26 Truck Wagon CLASS AD AT AT AT AT ATP ATY ATY FRT FRT FTR FTR FTR INF INF TB TK TK TK TK TPT TPT EQUIP. TYPE 37mm FlaK 47mm 7.5cm PaK Maresal StuG IIIG Ju-52 100mm 75mm Fortification Strongpoint Me-109e IAR 80 P.
117 UNIT CLASS AND EQUIPMENT TABLES: United Kingdom UNIT CLASS AND EQUIPMENT TABLES: United Kingdom 118 AD AD AD AT AT AT AT AT ATP ATY ATY ATY ATY ATY ATY CS CS CS CS CV DD FRT FRT FTR FTR FTR FTR FTR CLASS Spitfire XIV Australian Canadian Engineer Commando Bridge Engineer Ghurka Home Guard Indian New Zealand Paratrooper Regular Royal Marine Naval Transport AEC I AEC II AEC III Daimler Daimler SC Humber II Humber IV Staghound I Beaufighter Mk VI Hurricane II Hurricane IV Mosquito VI Tempest Typhoon Cent
119 UNIT CLASS AND EQUIPMENT TABLES: United Kingdom UNIT CLASS AND EQUIPMENT TABLES: United States 120 CLASS AD AD AD AD AT AT AT AT AT AT AT ATP ATY ATY ATY ATY ATY ATY ATY ATY CS CS CS CV CV DD FRT FRT FTR 3 inch 90mm M15A1 M16 37mm 57mm 76mm M10 M18 M3 M36 C-47 105mm 155mm 75mm 8 inch M12 M7 M8 T19 Iowa Baltimore Brooklyn Essex Yorktown Fletcher Fortification Strongpoint P-38E TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TK TPT TPT TPT CLASS EQUIP.
121 UNIT CLASS AND EQUIPMENT TABLES: United States UNIT CLASS AND EQUIPMENT TABLES: United States 122 FTR FTR FTR FTR FTR FTR FTR FTR FTR FTR FTR INF INF INF INF INF INF INF NTP RCN RCN RCN RCN TB TB TB TB TB CLASS CLASS TB TB TB TK TK TK TK TK TK TK TK TK TK TK TPT TPT EQUIP. TYPE B-26B B-26C B-26G M26 M29 M2A4 M3A1 M4A1 M4A1/76 M4A3 M4A3/105 M4A3E2 M4A3E8/76 M5A1 M3A1 Truck UNITED STATES, cont.
123 UNIT CLASS AND EQUIPMENT TABLES: USSR UNIT CLASS AND EQUIPMENT TABLES: USSR 124 LaGG-3 MiG-1 MiG-3 YaK-1 YaK-7 YaK-9 Cavalry Engineer Conscript Bridge Engineer Guards Cavalry Guards Naval Brigade Paratrooper Regular Naval Transport BA-10 BA-64 Il-10 Il-2 Il-2M3 P-39D BT-5 BT-7 IS-2 IS-3 KV-1/39 KV-1/41 KV-1/42 EQUIP. TYPE USSR, cont. 25mm 37mm 76.2mm 45mm 7.62cm ISU-122 ISU-152 SU-100 SU-122 SU-152 SU-76 SU-85 C-47 12.2cm 15.2cm 7.
NT NT NT NT NT NT NT NT NT NT NT NT T T T T T T T T T T W W 2 3 3 4 4 4 4 4 5 5 1 1 2 2 3 2 2 2 2 3 1 2 0 0 13 15 7 10 11 11 15 11 3 6 0 0 5 9 6 7 8 8 9 8 6 6 0 0 2 2 2 2 2 2 2 2 3 3 1 1 420 396 156 276 288 360 336 300 192 180 48 24 TK TK TK TK TK TK TK TK TK TK TPT TPT KV-2 KV-85 T-26S T-34/40 T-34/41 T-34/43 T-34/85 T-43 T-60 T-70 Truck Wagon 10/40 10/43 1/33 1/41 10/41 10/42 4/44 4/42 8/41 10/41 9/38 9/36 46 46 46 46 46 46 46 46 46 46 46 46 3 5 4 6 6 6 6 5 5 6 8 4 33 50 45 55 55 54 55 55 87 70 60 0
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