From: Bramble Rose Farm, KS
NEW STUFF IS POSTED IN GREEN TEXT FOR 24 HOURS AFTER POSTING.
Achtung Panzer Game Patches:
Step-by-Step Guide - "How to install a patch" (Andrey12345)
Tanks in the Woods. Armored vehicles can get stuck in the woods. Try to stick to road movement orders for armored vehicles when moving through woods. If you have them, use foot infantry (non-mechanized/non-motorized) to clear woods...IOW send infantry first in close terrain and armor first in open terrain. (redmarkus4)
Artillery & Mortars:
Shifting Pre-planned Targets. When you shift any one of the three targets available to an indirect fire observer, the delay time of impact and/or the probability of dispersion of the impact area can change depending on the observer's experience, the observer's view of the target area, and/or the distance of the target from the observer. (wodin)
Firing your On-map Mortars:
1. Set your mortar platoon up in dead ground or behind woods, houses etc.
2. Place the Platoon Commander within command range but with a good field of view in the expected direction of the enemy.
3. When you spot a target press the G key or click the Fire on Ground command button at the far right of the UI.
4. Put the cursor over the target and click to set a point target or drag to set a linear one.
Your mortars will commence firing almost immediately and will continue firing until ordered to stop or until their ammo runs out. To end the fire mission, right-click on the Fire on Ground command button. (redmarkus4)
With on-map mortars and artillery, a platoon commander does not require a direct line-of-sight (LOS) to the desired target area to be able to fire (though it does help to have a LOS to improve accuracy and effectiveness). To cover the blind spots that exist behind hills or tree lines, or to harass and/or interdict potential avenues of enemy approach, it is often useful to use the G hotkey to fire your mortars or artillery at the target areas outside of a platoon commander's LOS. Without a direct LOS, accuracy will suffer immensely and will quickly lead to a major expenditure of ammo. In addition, your indirect fire on-map assets must be within the firing unit's maximum effective range to the target area or your rounds will fall well short of their mark. (Dane49)
Blinking Icons (Tactical Phase) (lavish):
These icons give information of fire intensity / suppression (same colors as in status bar) or state of your units:
- Red: everything ok
- Blinking red: unit is holding fire
- Blinking yellow: unit is under low fire intensity
- Blinking brownish-red: unit is under medium fire / suppression
- Blinking white: unit is under heavy fire / suppression
- Black: unit is in panic
- Grey: unit is dead or surrendered
Infantry vs Armor:
If you can, place your infantry deep inside the woods and order them to hold fire. Once tanks enter the woods (or built up areas), your infantry have a much better chance of taking them out. Don't order an assault or attack - just leave your infantry in defensive mode. Your infantry will take on the AFVs without orders once the enemy's vehicles approach them. (redmarkus4)
Practice your Infantry vs AFV killing skills in Quick Battle scenarios so you don't lose a whole campaign trying to perfect this. (redmarkus4)
Ammo Conservation. Some units will use ammo so quickly you might want to consider using the cease fire button for some of your tanks & guns to control their fire rate so they don't burn through ammo. If you don't, they will burn through their basic load in a few minutes. Use the cease fire button to keep 37mm AT guns from firing on KV-1's at 500m where they definitely won't have any effect. (apd1004)
Unit Repair. Damaged vehicles are repaired by repair platoons. A repair platoon includes several repair teams. Each team can repair one vehicle or a single heavy weapon per turn (4-8 man-hours). Repair teams automatically repair vehicles and guns up to 2 squares away (on the operations map). For an encircled platoon, the distance is one square. Damaged vehicles and guns cannot be used in battle if they are under repair. Vehicles can also be repaired by their crews. A four-man tank crew with 25% experience: 0.5 man-hours; 50%: 1.3 man-hours; 75% 2 man-hours. A six-man gun crew with 25% experience: 0.8 man-hours; 50%: 2 man-hours; 75% 3.2 manhours. An exhausted (or wounded) crew works much slower. An encircled squad works 2 times slower. (Dr. Jones)
Waypoints. Use the SHIFT key to add multiple waypoints to an existing movement order. You will see the cursor change to include a "+". Left-click to set the first step and then press the SHIFT key to set additional points. (stian)
You can combine different types of orders:
- Move to a point in column formation
- then Attack another point in line formation (stian)
You can use the ~ key to cycle through command circles and orders, blue lines show movement orders, red attack etc. (stian)
All vehicles, especially light armored or wheeled vehicles should avoid woods, villages, entrenchments and shell craters if at all possible for fear of becoming immobilized. If you must maneuver through these terrain obstacles it is imperative that you use the road movement command. It is also necessary to properly space your vehicles during road movement if in a large convoy to keep them from bunching up when encountering or traversing bottle neck terrain features such as bridges, villages or forest entrance approaches. If you don't spread them out, they will all try and traverse the entrance or approach to these areas at the same time and result in some immobilized vehicles as they all try and jockey for position and get stuck in the surrounding terrain. (Dane49)
Hunt, Recon, Assault, Attack. What do those commands actually do? Here is a short explanation:
- Move: unit will move in a formation straight to the ordered location.
- Attack: unit will move in a formation to the ordered location, but they can change their movement vector and take initiative. Unit may try to change position for better LOS or flank or chase the enemy. It's all controlled automatically by their A.I.
- March: Unit moves in a formation directly to the ordered location and takes defensive positions around that location.
- Defend: Unit moves to the ordered location as fast as possible without formation and takes defensive positions. This includes going inside the houses! NOTE: You can give this command for units during deployment phase also. When active in deployment phase, you can see a jagged line in front of them (red or green). Red means they cannot dig in and will spread around taking defensive positions using environment. Green means they can dig in and make trenches in that position (only in deployment squares with no dashed line).
FORMATION AND FORMATION DENSITY
- You can change the type of formation that unit(s) try to use when carrying movement orders
- Note: do not use formations in villages or your units may get stuck.
MOVEMENT MODIFIERS: these can modify the movement order you gave to your units.
- On road: All units move on roads or take easiest movement path. Good for fast long-range movement. And for vehicles.
- Vehicles on road (included in the new MAY 2012 update onwards): Only vehicles will use roads or easy routes. Does not have an effect on infantry. Ver, very handy in villages and forests!
- Hidden/Stealth: Units try to move and stay hidden by using terrain and foliage to their advantage. Infantry will move by taking short dashes and fire less.
- Fast: Units move as fast as they can and they fire less. During night vehicles will turn on their headlights to be able to move fast. Note that moving fast will increase fatigue of your infantry. Also moving fast on snow, or on bad terrain makes your infantry momentarily out of breath - this is indicated by the blue movement line turning grey.
- If both hidden/stealth and fast modifier is enabled, your units will move as fast possible using hidden routes. When enemy contact is made, they start moving only by using hidden/stealth modifier effects, but will keep moving fast if they are not under fire/threat.
Also, remember that no matter what command you issue to your units, they will always have some kind of A.I. taking care of them. You can also attack a position by using any movement command depending upon whether you want to give your units the freedom to act on their own--or not. Try not to micromanage your units. (lavish)
Wehrmacht Flag (icebox):
Winter Uniforms (Dane49):
Quick Battles Platoon List Mod (JMass)
Use the SPACE bar on your keyboard as an alternate method for issuing orders to your units. Select the unit, press the space bar, then select the order. (wodin)
A Simple Guide to the Operations Interface (redmarkus4):
Top Few Keyboard Commands (redmarkus4):
HOW TO PLAY APOS - THE BASICS (redmarkus4):
APOS STRATEGIC MAP - WALK THROUGH (redmarkus4):
HOW TO DETACH INFANTRY FROM THEIR VEHICLES (redmarkus4):
Game Play Videos:
Let's Kinda Play Achtung Panzer: Operation Star - 1 (For Ze Mozaland, Snow Lasers) (jefmajor)
Achtung Panzer Operation Star Fall Blau battles 4 (mitraITA)
Achtung Panzer Operation Star new graphical interface and patch improvements (mitraITA)
Graviteam Achtung Panzer: Operation Star Forum:
Graviteam Actung Panzer: Operation Star Game Manuals:
SimHQ Achtung Panzer Forum:
NEW STUFF IS POSTED IN GREEN TEXT FOR 24 HOURS AFTER POSTING.
< Message edited by bcgames -- 8/23/2012 5:22:50 PM >