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Hello mates.

I'm wondering if anyone has a list of all the leader skills ('Tenacious defense', 'aggressive maneuver' and so on) and what they do in terms of gameplay. I couldn't find anything in the manual, and there's no other information I can get on the subject. A few of these are self-explanatory, sure, but many are not, and I'd like to know specifics, if anyone can help me.
In my case, I'm wondering about 'Skilled ground attack'; one of my bomber units got that ability, but as far as I can tell, it doesn't appear to be doing anything. They don't appear to inflict any more casualties than a similarly experienced bomber unit...
I haven't got the gog version (I was actually trying to get an original CD version working on a modern computer, and just came here to leech some tips :p ). Anyway, the CD's readme had some notes that didn't make it into the original manual - I've copy/pasted the relevant sections:



*************************************************************************
SECTION 3: Additional Gameplay Notes
*************************************************************************

1) Tactical Bombers: the range for a tactical bomber on all unit
information screens is listed as 1. This does not mean that a tactical
bomber can fire from a range of 1 hex. A tactical bomber must be directly
over it's target before it can attack.

2) Leader Abilities: Leaders each have two abilities, one assigned by unit
class, the other randomly. NOTE: Some abilities do not apply to certain unit
types. For example, All Weather Combat applies to fighters and tac
bombers only.

Class Ability

ABILITY EFFECT
AD-Mechanized Veteran: Self-propelled AD may move and fire
AT-Tank Killer: No AT initiative penalty for movement into combat
ATY-Marksman: Range increased by 1
FTR-Skilled Interceptor: Multiple intercept of enemy fighters
INF-Tenacious Defense: Ground defense increased by 4
RCN-Elite Recon Veteran: Spotting increased by 2
TB-Skilled Assault: Not affected by "Out Of The Sun" results
TK-Aggressive Maneuver: Movement increased by 1

Random Ability

ABILITY EFFECT
Aggressive Attack: Attack values increased by 2
Aggressive Maneuver: Movement increased by 1
All Weather Combat: Not affected by weather conditions
Alpine Training: Can move through forests and mountains as clear
Battlefield Intelligence: Cannot be surprised
Bridging: Units treat rivers as rough
Combat Support: Gives bonus to adjacent friendly units
Determined Defense: Defense values increased by 2
Devastating Fire: Unit can shoot twice
Ferocious Defense: No unit can ignore this unit's entrenchments
Fire Discipline: Units use ammunition at 1/2 rate
First Strike: Unit fires first if initiative is won
Forest Camouflage: In forest, unit spotted only when enemy is adjacent
Infiltration Tactics: Ignores the effects of entrenchments
Influence: Has prestige modifier for upgrades/replacements
Liberator: User gets more prestige for capturing cities
Overwatch: If anyone comes within range, unit fires
Overwhelming Attack: Some suppression goes to kills
Reconnaissance Movement: Phased movement
Resilience: Harder to destroy unit
Shock Tactics: Long-term suppression
Skilled Ground Attack: Bonuses provided to attacking ground units
Skilled Reconnaissance: Spotting increased by 1
Street Fighter: Bypass city entrenchments
Superior Maneuver: Bypass zones of control

3) Alpine Troops: Alpine troops move through rough, hill, and mountain
terrain as clear (movement cost of 1). The following troops in
Panzer General II have Alpine capability:

Alpini (Italian)
Chasseurs (French)
Ghurka (British)
Jaeger (German)
Mountain (American)

4) Deployment: The user should note that at the beginning of each
scenario a number of deployment hexes are available for the user
to place units into. These hexes are indicated by a darker shade
of color. If the user closes their deployment panel (clicking on the
checkmark) before deploying all units into these hexes, then
it will not be possible to deploy into these hexes upon reopening
the deployment panel. For this reason we recommend saving your game
(in the upgrade screen) before entering a scenario.

NOTE: The area surrounding a green supply hex will always have deployment
hexes available.

5) View Terrain: To determine the base terrain type for any hex go
to the additional options menu and select view terrain. Passing the
cursor over any hex will reveal the base terrain of that hex. This is
particularly important for determining if a river is impassable.

6) View Careers Point Breakdown:

0-175 = Colonel
176-225 = General
225-300 = Field Marshall

7) How to read Panzer General II unit names: As an example:

1/4/6 [20] = 1st Battalion of the 4th motorized infantry Regiment of
the 6th Panzer Division of the 20th Panzer Korps.

8) The following hotkeys have been added (single-player
only):

L= Supply on/off
W= Weather on/off

9) The player will notice that it is not possible to move ships
within 1 hex of each another. This is due to the fact that
each ship requires a certain amount of operational space. Thus,
ships are not allowed within 1 hex of one another.

10) Unit Class and Equipment Table Changes:

a) Spelling correction: Italy Bersagliere
b) The USA M24 was changed to track movement
c) The USA Scout Car was changed to wheeled movement
d) All aircraft now have a movement of 16
e) All ships now have a spotting range of at least 2
f) Finland PZIIIJ: Soft Attack 7
g) Finland PZIVG: Soft Attack 10
h) France H39: Cost 168, Initiative 5, Soft Attack 5, Hard Attack 6
i) France R35: Date available is 3/35
j) Germany PZ IIF: Date available is 3/41
k) Germany PZ IIIH: Hard Attack 9
l) Germany PZ IIIN: Soft Attack 11, Hard attack 9
m) Germany PZ IVH: Hard Attack 15
n) USA M2A4: Cost 204
o) USA M3A1: Cost 216
p) USSR KV-1/39: Hard Attack 11
q) USSR KV-1/41: Hard Attack 12
r) USSR KV-1/42: Hard Attack 12
s) USSR KV-85: Hard Attack 17
t) USSR T-34/40: Hard Attack 11
u) USSR T-34/41: Hard Attack 12
v) USSR T-34/43: Hard Attack 12
w) USSR T-34/85: Hard Attack 17
x) USSR T-43: Hard Attack 12

*************************************************************************
SECTION 4: Game Manual Errata
*************************************************************************

Page 25: VCR. The VCR feature was removed from the game.

Page 38: Player Disconnection. Change to: "If a player drops out
or is disconnected during a multiplayer game the opposing player
will automatically receive a Brilliant Victory and the game will
end."

Page 81: Unit Settings. The Reinforcements Experience Level setting
was removed from the editor. All reinforcements match the experience
level of the unit taking replacements.

Page 98: "When an engineer unit is adjacent to an unoccupied bridge
hex, right clicking on the bridge destroys the bridge."

CHANGE TO: "When an engineer unit is adjacent to an unoccupied bridge
hex, right clicking on the bridge will bring up a detonator icon. A
subsequent left click on the bridge will destroy the bridge."
http://www.ag.ru/games/panzer-general-2/cheats/5368 has some explanation and classification of the leaders. The chapter starts with "What are the different kinds of leaders?", just search for it on the page.
Post edited June 29, 2013 by The-Business
avatar
Kardonna: Hello mates.

I'm wondering if anyone has a list of all the leader skills ('Tenacious defense', 'aggressive maneuver' and so on) and what they do in terms of gameplay. I couldn't find anything in the manual, and there's no other information I can get on the subject. A few of these are self-explanatory, sure, but many are not, and I'd like to know specifics, if anyone can help me.
In my case, I'm wondering about 'Skilled ground attack'; one of my bomber units got that ability, but as far as I can tell, it doesn't appear to be doing anything. They don't appear to inflict any more casualties than a similarly experienced bomber unit...
Sometimes a leader can just be worthless. There are some instances, say bridging on an artillery, where it is almost worthless. Although the extra range you get automatically on ARTY is always really nice. Bombers, like the one you mentioned, may not get ANY bonus from skilled ground assault because they're not ground units! This is just part of the game. You can save before your unit goes over every 100 Exp and reload if you feel you got a bum rap with the leader, but you may not get a leader at all next time. Certain leaders, like those in air defense, I don't care what the random benefit is because they're native bonus is so great.