User Guide

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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. You can cancel
a unit’s move by immediately selecting the Cancel Move button from the
Options menu. You cannot undo attacks, nor can you undo moves from which
you sight previously hidden enemy units.
Movement Cost
Each unit has a movement point allowance per turn that is spent as it moves.
The movement point cost of each hex depends on the terrain in the hex,
weather conditions, and the unit movement type. See the Movement Cost by
Terrain Type table below, for detailed information on the effect of terrain on
movement. Every movement point a unit uses costs one fuel, except that when
the ground is covered with snow, all ground units pay double fuel costs, i.e.
two fuel points per movement point; snow does not reduce the distance that
a unit can move. Note: Because of their operational range, air units have no fuel
limits in PANZER GENERAL II.
Movement ends prematurely if a unit moves adjacent to or is tactically surprised
by (moves into) a previously-hidden unit. A tactical surprise is treated as an
attack with the defender receiving an automatic rugged defense. Entering a river
hex ends a ground unit’s movement, except when the river surface is frozen. It
may exit river hexes normally the following turn. Dismounted bridging engineers
may serve as bridges, eliminating this penalty for the hexes engineers occupy.
Some especially wide rivers are impassable, except at bridges.
Movement Cost by Terrain Type
TERRAIN TRACK HALF-TRACK WHEELED LEG NAVAL ALL-TERRAIN
Sand 1/1 1/1 3/3 2/2 I/I 1/1
Forest 2/2 2/2 4/A 2/2 I/I 2/2
Rough, Hill 2/2 2/2 3/3 2/2 I/I 2/2
Mountain A/A A/A A/A A/A I/I A/A
Clear 1/1 1/1 2/2 1/1 I/I 1/1
Bocage 4/4 A/A A/A 2/2 I/I 3/3
Swamp 4/2 4/2 A/3 2/1 I/I 3/3
Stream 2/2 2/2 4/4 1/1 I/I 1/1
River A/2 A/2 A/3 A/2 I/I A/2
River, Impassible I/I I/I I/I I/I I/I I/I
Ocean I/I I/I I/I I/I 1/1 I/I
Airfield, City, Port 1/1 1/1 1/2 1/1 I/I 1/1
Road, Bridge 1/1 1/1 1/1 1/1 I/I 1/1
GAME CONCEPTS: Movement 46
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Leaders
Every unit has a commander; military forces cannot remain intact without one.
However, on rare occasions, a truly exceptional figure rises from the ranks, and
leads in an extraordinary fashion, beyond the ordinary capabilities of the aver-
age officer. This exceptional quality is now recognized in PANZER GENERAL II as a
leader. On rare occasions, in battle, when a unit reaches a new level of expe-
rience, a star or cross may appear next to that unit’s strength tag, indicating
that a leader has arisen. Leaders are unique, and each possesses two abilities;
one is class related, the other is random. Inspect the unit from the Field
Headquarters screen to determine that leader’s special abilities.
45 GAME CONCEPTS: Leaders