User Guide
Ground Classes
Air Defense Class (AD)
Air defense class units represent both towed and self-propelled air defense
units. In PANZER GENERAL II, they are armed with weapons that vary in size from
12.7mm (.50 caliber) to 90mm. They can attack enemy aircraft at ranges of
zero to three hexes. In general, they are good at damaging enemy Fighter (FTR)
and Tactical Bomber (TB) class units but are very vulnerable to any type of
attack. They fire at any enemy TB unit that attempts to attack one of your
units, if it is adjacent to or within range of the AD unit in question. This makes
them very useful in screening units vulnerable to air attack. These units are
important if you need to deny the enemy the advantages of air superiority, but
do not have the air units required to beat him in the skies in air to air com-
bat. They are also very valuable when neither side has air superiority, and you
do not have enough FTR class units to cover all the units you command and
still conduct offensive air operations. Since fighters are very expensive, mod-
estly priced AD units serve as a valuable resource. It is very expensive to
maintain an ‘Air Force’ in PANZER GENERAL II, especially one that is not used cor-
rectly. The enemy’s FTR and TB units cannot ‘trade punches’ with, nor operate
in the area of, a well placed net of AD units for very long. Attempting to do
so is very costly, and your AD units are much less expensive to replace. Self-
propelled AD units are far more flexible than towed AD units. They can move,
and be ready for action immediately after moving, while towed units must wait
until your next turn to dismount from their transport and fire/defend against
enemy air attack. Self-propelled AD units are ideal for supporting an attack,
since they can move with your attacking ground units and be constantly ready
for action. This allows units involved in the breakthrough to keep attacking
deeper into enemy territory, and to do so with greater speed while being pro-
tected from enemy TB units — all of which will aid you in victory.
Anti-tank Class (AT).
Anti-tank class units represent towed anti-tank units and both turreted and
non-turreted self-propelled anti-tank units. They are armed with guns ranging
in size from 25mm to 152mm. Towed units are unarmored (they are treated as
‘soft targets’) while some self-propelled units have better armor protection
than Tank (TK) class units of the same period. The main difference between TK
and AT units in PANZER GENERAL II is one of game mechanics. Anti-tank units
were meant to counter enemy tank activity/operations. To represent their use
UNIT CLASS DESCRIPTIONS: Ground Classes 88
UNIT CLASS DESCRIPTIONS
By the end of World War II, most of the major combatants had come to real-
ize 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. However, if you are ever in doubt as to
how to build your army, it is difficult to go wrong by adhering to the combined
arms principle. Successful combined arms use in PANZER GENERAL II involves
using “the right tool for the task.” Probe a position with a Reconnaissance unit
to get an idea of what you are facing, and where the enemy is deployed. Use
Artillery and Tactical Bombers to soften up the position before it is assaulted,
and keep a reserve to exploit a breakthrough, or hold on to a hard won posi-
tion in the face of an enemy counterattack. The following Unit Class
descriptions should help you become a competent Panzer General.
87 UNIT CLASS DESCRIPTIONS










