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Sealion `40 - Scenario Design Center
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1. being cleared by the engineer units unless they were disrupted by enemy fire Click OK to remove the dialog Tip You can recall the Last Command Report during your turn by selecting the item under the Info menu as long as you have not exited the game since starting the turn aqa At this point you should have 2 objectives ready to be attacked as shown here El Tip Clicking the Divisional Markings Button on the Toolbar will add color to your forces based on the organizations to which they belong The western objective with just the remaining armored cars can be safely assaulted by any undisrupted infantry next to it If the assault doesn t work this turn it should soon Or you can call in an air strike if desired but there are better targets The 25 point objective next to the beach should have all available firepower thrown at it until the defender disrupts Then you can assault it We will discuss assaults below But first let s soften up targets Now let s fire artillery You should have one artillery unit in the highlighted hex ready to fire unless it fired opportunity fire in the enemy s turn Artillery can fire at any unit within its range as long as an eligible spotter can see it Select the artillery unit in this hex as discussed earlier To check any unit s range right click its Unit Box or 10 5cm FH mot Hamain select the H hot key with the unit selected to 624th Artillery Selle h
2. image the Toolbar will highlight where a unit may still potentially move in a turn Turn this on to show where the unit can reach Clicking the Reachable Hexes Button on wen Let s move it several hexes at once toward the objective to the southwest To do so with the left mouse button down drag it to the destination 3 hexes southwest as indicated by the arrow then release the button The system will determine the path it follows so it s wise to drag smallish distances to keep control as with fog of war FOW selected movement cannot be undone Now try moving the nearby unit indicated here onto the objective As you are playing with FOW there could be and Is in this case an enemy unit defending the objective This unit will automatically stop when it tries to move into the hex occupied by the enemy unit In this case unless the enemy unit an armored car unit fires and disrupts your unit you can try to fire However because the enemy unit is armored and the fallschirmjaeger unit doesn t have a ranged hard attack your unit is unable to fire upon the defender It must call in air support or assault next turn to be able to push the defender out of the objective hex You may be able to soften the enemy armored car unit with airoower The Command Report at the beginning of your turn E E advised that you have Airpower available Click on the objective hex occupied by the enemy AC unit now click the Call Air Mission Bu
3. the turn your forces have the initiative and must continue to advance if you are going to win To achieve a victory the German forces must clear the beaches and move inland to link up with the paratroops that landed in the enemy rear Fire is used to weaken and disrupt the defenders while assaults are used to push them out of a hex t Units Info View AM Mode The German forces are limited but follow on forces are on the pee way To view the reinforcement list click on Units in the top Arrived menu then Scheduled Releases Air Availability Corps Attachments T h S b ri n g S Supply Variations up the Withdrawals P pa Sched u led Scheduled Reinforcements Select to scroll double click to wiew Deception Units l j 08 00 13 July 1940 77 at 23 8 Amphib Asis 3 17 2th Infantry 30th Infantry Diy Strategies d l al og J wh ich 08 00 13 July 1940 77 at 23 9 Amphib Asis 2 1 17 2th Infantry 30th Infantry Div S h OWS th at 08 00 13 July 1940 77 at 22 9 Amphib Asis 5 117 2th Infantry 30th Infantry Div 08 00 13 July 1940 77 at 22 10 Amphib Asis 6 111 2th Infantry 30th Infantry Dry the Germans will get a number of ff tss throm 43a aee a Na a beso reinforcements The dialog shows the time they are scheduled then the chance of arrival which shows ee Curent Date and Time uly as due to FOW the hex location 08 00 13 July 1940 77 at 20 12 Amphib Asis 1 17 2th Infantry 30th Infant
4. Getting Started with Panzer Campaigns Sealion 40 Ds Ms a BSE 0 SORE so cee aoe s g gas R wird gt ie ao s Ee on o gj A Sree a NR se BO ie I n KATE 2 See KA ep n pt i a Ba y f naf wit s 5 i j j Sor Naa j EEEN 4 m l N A 00 ete Oo c O ee Ded miei araT rs ua bene 8 4 Way A ay 06 00 13 July 1940 Axis Turn Turn 1 of 7 Normal Conditions Day 22 9 Welcome to Panzer Campaigns Sealion 40 In this the eighteenth title in the Panzer Campaigns series of operational combat in World War Il the series takes a look at the hypothetical Operation Sealion in 1940 the planned German invasion of the British Isles After the sudden surprise fall of France in the late spring of 1940 the Germans dominated the continent of Europe and was faced with just a single foe the British and their Commonwealth To conquer their foe would require a daring sea and airborne invasion of the British Isles before the British could bring allies to join them in battle and rearm their ground troops left with few heavy weapons after Dunkirk This getting started scenario represents one of the planned invasion areas using both air and sea landings While veterans of the system may skip this introductory scenario there are some new rules to be aware of The proposed Sealion operation if it had been carried out was faced with unique obstacles compared to what the Allied inv
5. asion of France faced in Normandy Unlike the situation in Normandy where the Allies dominated on the ground in the air and at sea the Germans in a theoretical Sealion would be faced with the British Royal Navy with very limited opposition by the Kriegsmarine and the Luftwaffe had only a minor superiority in the air Thus there is a new rule that causes amphibious landings to suffer extra attrition due to the ability of the British naval forces to intercept many of the German transports on their way across the Channel These losses as reflected in the start of the Started scenario vary but can be very significant xX SCENARIO SELECTION File Selection Dial eeu Ir Status Mode Files New by Name Normal C New by Length C Direct Play Host 00 Started scn 0924_01_Sealion_Campaign scn 0924_02_Sealion_Long_CG scn Insert the Sealion 40 CD if you haven t already and after the introductory cinematic you will be taken to the File C Old by Name C DirectPlay Caller 0927_01_Ashore_Day4_ G scn Selection Dialog Click the scenario 0930_10_Dry_Feet_DayCG scn oS ena 071301 Seaton Juy_CEson 00_Started scn and then OK The fame _ testo Started scenario begins after the first Title 00 Getting Started The Basics Designer Rick Bancroft turn German reinforcements have been Descrion brought on the map but before any using part of their movement already Cancel MJ Selection Daeg Se All
6. er In this case the original attack failed the attacker disrupted from its loss and so the objective did not fall However you should have 2 more units that can launch follow on assaults from the deployed unit one hex northeast of the original attacking unit and there is the unit in travel mode just south of the objective Continue to assault the armored cars until the hex falls If the defender is undisrupted it might be good to assault with 2 or even all 3 of the German fallschirmjaeger units at the start as the extra forces will increase the likelihood of winning But if the British are already disrupted you can assault with one unit at a time saving the others for further assaults or to move on the westernmost objective in Manningtree To bring on the reinforcements that were announced in the command dialog at the start of the turn return to Units Arrived in this case This rived opens a dialog showing all reinforcing groups that Releases arrived this turn Air Availability _ Arrived Dialog ult Units Info View A I Mode Scheduled Corps Attachments Arrived Units Double click to place Supply Variations Asis 31 72th Infantry 30th Infantry Div at 23 8 ees Ass 2711 2th Infantry 30th Infantry Oie at 23 9 Withdrawals Avis 5all 12th Infantry 30th Infantry Div at 22 5 Deception Units Aste Gell 2th Intant 30th Infantry Diw at 22 10 Ass LT 2th Infant 30th Infante Ory at 21 17 Strategie
7. hasn t expended any movement points and can normally fire 3 times green means it still has at least 2 3 of its movement and can thus fire twice for most units and red means it has expended more than 2 3 of its movement and can no longer fire Let s fire this unit at the enemy unit in the objective hex to its south The unit should still be selected if not select your unit exactly as you did for movement Now with the Control lt ctrl gt Button pressed place the mouse over the adjacent enemy unit sus oe south A crosshairs will appear Right click to Fire The results of your fire will be shown on screen either there will be no effect or you ll cause a loss or possibly disrupt the enemy the results will be yellow or cause it to be broken the results will be red Most direct fire occurs against adjacent hexes The direct fire could again draw enemy return fire which will also be shown on the screen as shown here This unit can no longer move or fire it has expended all of its movement points showing 0 movement points left Tip Enemy unit information with fog of war active will be hidden from you and Summarized as X less than 10 men XX 10 to 99 men and XXX 100 to 999 men With both direct and indirect fire if more than one enemy unit exists in a hex you are given the option to select a target should your weapons be appropriate Now select another unit the fallschirmjaeger unit highlighted in red in this
8. ied A l Axis Al C Manual Manual C Automatic C Automatic e Automatic with FOW C Automatic with Fow Allied Axis 100 Rules Advantage 100 Help Axis Command Report ae Ar units are available The following units are isolated BIL 8end Infantry at 20 12 127 5th Pioneer at 20 12 64th Artillery at 20 12 B L 8end Infantry at 21 17 330th Pioneer at 22 9 ol fo2nd Infant at 22 10 Arland Infantry at 23 8 1 unit undisrupted or unbroken out of 9 units checked 3lad Fallechirmpager at 16 11 Select a report to scroll to the given location Harwich Landings July 13th 1940 The landings in the Harwich area designed to open up a protected supply port for the advance on London Designer s Note This is the getting started scenario designed to be played by a human German player vs the Al The landings have started this turn with the landing units jess further action occurs so some units on both sides have expended movement points for the current turn already Help This takes you to the Al Selection Dialog where you choose the side you wish to play For the purposes of this tutorial select Axis Al Manual for yourself and Automatic with FOW Fog of War for the Allies Click OK to get the game underway you are now the German commander The Rules button can be used to choose optional rules or reset the optional rule selections to the default state but for n
9. ighlight all hexes in its range In this case you will see Seth Artillery Regt your artillery unit s range is 10 hexes To fire artillery ha __ do exactly as you did with direct fire place your mouse m Indirect Fire Towed Guns Motorized over an enemy unit then right click the enemy s hex In this case fire at the enemy unit in the 25 point objective 2 hexes to its north You can fire twice at the hex or if the defender is already disrupted try other targets nearby to see what you can do Tip Units normally have enough MPs to fire two or three times per turn This artillery unit can fire twice at the enemy in the target Let s now order an assault on the British armored cars defending the western objective as shown here To enter an enemy occupied hex you must assault it using only undisrupted units Select the infantry unit highlighted here and right click the enemy s hex A dialog will appear announcing the initiating of an assault The initiation of an assault can trigger defensive a To resolve your assault click the Resolve Assault Button on the Results will appear showing both sides losses If you ve won Seay aE mg and any remaining enemy retreat you will capture its hex If SS tities you win and the enemy does not or is unable to retreat you will capture some of its forces but not enter its hex Remember do not worry if your outcome does not match the one illustrated as play will diff
10. ioneer unit to continue removing mines to limit casualties in the follow on forces so don t do anything with this unit Now select the engineer unit located 3 hexes northwest along the diagonal from the pioneer unit Double click to select this unit on the map so that the Unit Box lights up It is now selected and ready for orders We want to move it toward the coast to assist in taking the beach objectives The enemy units adjacent to the pioneer unit are located in Bunkers which are tough points to take without strong units with high hard attack values we will aim to take the 25 point objective to the south first as the defender there is located in a Trench Let s move it one hex at a time To do so right click an adjacent hex the one directly south or below the selected unit If able to move the unit will obey Should a unit ever not follow the order look to the Status Bar to see a message telling you why the movement can t be performed Right click on the next hex to the southeast below right from the current hex This move may draw fire from the enemy units Try right clicking on the next hex southeast between the enemy units This final movement will not be allowed the Status Bar will state Cannot move units from enemy ZOC to enemy ZOC The unit shows movement points of 8 left unless it disrupted from enemy fire and it shows in yellow This means the unit can still fire one time white means the unit
11. is a trade off Units in travel mode are more vulnerable to enemy fire There are times when you will need to take risks and move in enemy territory this way but there are other times when you will need to use caution This is something you will get the feel for with play experience In this case time is short the invasion is on and there is no time to waste And we can only hope that the air attack called in previously made it through and disrupted the defenders of the objective Tip Some units such as Artillery and Anti tank Guns cannot move unless they are in T mode if you try and move such a unit the status bar will give you the reason in this case it will likely say Unit must be in Travel Mode to move There are more units that have not yet moved Move them to match the positions shown here This should isolate the enemy defenders along the beach area dropping their morale in the next turn and so making them more vulnerable to disruption Go ahead and fire any infantry units adjacent to the Allied units that have enough movement left to soften them up for the next turn You will find that you have no units able to fire on the enemy units in the bunkers This is not without risks as the defenders may return fire This can weaken or even disrupt the German units but with the advantage of strength the odds are against the defender here While you cannot predict what the enemy will do in their phase of
12. n endless number of times in a game Only the side owning it ata scenario s end receives its points To take an objective hex simply enter it You do not need to remain there but be sure to protect it from enemy units moving up to retake it To restart the scenario click File then Selection in the Menu Bar A list of scenarios will appear and you may select any by double clicking on its entry FURTHER INFORMATION This Guide is designed to make you feel comfortable with what s going on in Panzer Campaigns but it is no substitute for reading the Game Help files You can access Help from the Game Help Menu The Game rules are really in two parts Part 1 in the User Manual which is the series rulebook You can see this while playing by pressing F2 The Main Program Manual discusses the various elements of the interface in helpful detail such as each Menu or Dialog There is even a list of HOT KEYS Show in the Other Features section of this manual You can view this program guide while playing by pressing F1 Pressing F4 invokes a feature called the Parameter Data Table It provides a host of information including movement costs terrain benefits and stacking limits amongst other things Lastly documentation for the game s editors may be found in help files accessed from the Help Menu when you open each editor
13. ow leave the rules set to the default set Your first Command Report will appear with information relevant to the first turn Note its contents and click OK to close it Note that the units that already landed this turn are considered isolated in many cases that there are air units available and some units will be recovering from disruption already OBJECTIVE OF THE GAME First Side Allied Losses MenLosses 0 Gunlosses g Vehicle Losses g Navallosses J Air Losses 0 Anis Losses Men Losses oo C g Vehicle Losses a Naval Losses oo Gun Losses Air Losses Axis Objective Points 0 ten Point Loss 0 Gun Point Loss 0 Vehicle Point Loss 0 Naval Point Loss 0 Air Point Loss 0 Men Point Loss oo oo Vehicle Point Lass roo Naval Point Loss Air Point Loss Gun Point Loss Click the Info Menu item and then select Victory from this menu This shows how many points the first side must earn for each level of victory As you can see to obtain a major victory in this battle you must earn 150 Victory Points by the scenario s end Click OK to close the Victory Dialog Victory points are earned by a combination of points for losses for each side and objective points for the first side If you look at the map you ll see some oval shapes with numbers inside them These are your objectives To win a major victory you will need to hold objectives and inflict enemy casualty points eq
14. ry Diw and the units A double click on any line will move to the hex location and open a window showing all units that make up that group of reinforcements These units will be critical to capturing the objectives within the 7 turn limit Close this dialog by clicking okay when you are done Button on the Toolbar and click OK if prompted The enemy will move and fire its forces Your units may fire automatically in reply using Opportunity Fire Some enemy movement may be spotted You may use the F7 and F8 keys to speed up the Al play F6 to set to normal speed and F5 to slow it down if needed Your next turn will be announced once the German Command Report appears aon When you ve finished moving and firing all your units click the Next Turn The Command Report contains information such Reinforcements have arved as the availability of air units Air units are available E r The following units are olated HQs out of command yy steele at SS a S artillery unavailable and a try at 23 i a host of other details Your 1 rie a aoe f command report will vary out ot i unts checked 1 268th Pioneer at 29 3 i from this one depending on 1 unit recovered fatigue the specifics of your game Unit clearing mines obstacles There should be or rubble at 20 12 Unit clearing mines obstacles hi 5 reinforcements that arrive Select a report to scroll to the given location i along with mines or obstacles
15. s i Asis HO 30th Inf Ory 30th Infantry Diw at 21 12 nan Ass 1711 2th Infant 30th Infant Diw at 20 12 Cancel At this point move the engineer in the hex shown up one hex to remove the mines in that hex Also use airpower and firepower to disrupt the defender of the 25 point objective and take it through assault as you are gathering alot of strength nearby If need be the enemy unit is isolated and you can assault it without disrupting it first That is normally a risky costly tactic but time is of the essence and being isolated the defenders will be much easier to beat in an assault FINISH THE GAME You now know how to move your units fire and assault with your forces After taking the 25 point objectives already discussed you should be ready to throw everything you have at the 50 point objective near Harwich There is also an objective to the north that the fallschirmjaeger can push toward although they don t have any support the defensive force is fairly weak also With the victory conditions in mind keep maneuvering your forces in the manner you see fit The end of the game will be announced at the conclusion of the enemy s final turn at which time final Victory Points will be shown Be sure to create a plan and follow it either the one outlined at the end of turn 1 or one that you develop yourself Tip If you capture an objective hex you will earn its Victory Points but objectives can be recaptured a
16. tton on the Toolbar aal Air Mission Dialog A dialog will appear a Suppt 0 a showing any air units t 13Z LG 1 12 Me110d 6 14 12 LG 1 YIII Flieger Korps Heers Gruppe A available You will see 2 t 14 4 LG 1 12 Me110d 6714 12 LG 1 Vill Fieger Korps Heers Gruppe A air units available both Me110d equipped units with 12 planes each Click one of the air unit lines in the dialog and then OK An air mission will be Carel Hep conducted against the SSS Selected hex and its combat results will be displayed on screen or an air unit interception message will appear If the air unit gets through all Anti Aircraft fire against your air unit will occur first with the result of each AA fire displayed then you will be shown the result of the bombing Results shown in yellow letters are disruptions of the target unit Let s give travel mode movement a try now With the undisrupted fallschirmjaeger unit in the red box selected and the reachable hexes ON click the Change Travel Mode button on the g E Toolbar If the unit is on top of the stack you ll see a white line appear at the bottom of the unit and a T next to its movement points in its Unit Box It is now in Travel Mode T mode which gives some units a larger movement allowance particularly when using roads In this case the unit can move along the arrow shown above using the secondary road reaching the point just south of the objective However there
17. ual to 150 points less your losses As you incur losses points are taken away from your total Victor Values Major Defeat 50 Minor Defeat 100 Minor Wictor 125 Major Victory 150 Total Points 0 Outcome Asis Major Defeat Ok Help Click Info and then Objectives on the Menu Bar to see a list of the objectives in the scenario As you can see there are 5 objectives worth a total of 175 points to side one all currently controlled by the Allied side Click OK to close the Objectives Dialog Objectives Owner location value 8 value 50 11 11 value 25 20 10 Walle 25 22 8 vale 50 24 1 vale 25 Help In this scenario the Germans move first Click on the unit indicated by the red box It is a German engineer unit known as a pioneer company To check any units statistics chain of command and special unit abilities right click the Hex Info Area with the desired hex with the unit s selected Right click in the Hex Info Area now to review the pioneer unit ip stats You will see the chain of command for the unit on the left on the right appear its various combat factors speed and abilities which include mine clearing which can also be used to remove obstacles The pioneer is a r currently located in a minefield Clearing Mines set to Clearing Mines As there mall aa ISOLATED are more units arriving in the next turn it is a good idea to allow this P
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