Panzer Jagd
Panzer Jagd
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© 1983 The Avalon Hill Game Company
All Rights Reserved
Computer Program and Audio Visual Display Copyrighted
8/83
X4241 4660101
PANZER-/AGD IS AVALON HILL'S TRADEMARK NAME FOR ITS MICROCOMPUTER GAME OF WWII TACTICAL COMBAT.
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n. LOADING INSTRUCTION
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Baltimore, Maryland Printed in USA
should start to move and the program will be loaded. By turning up the volume on
your video screen you can hear the program being loaded. When the tape stops,
the program has been transferred from the cassette tape to the computer.
READY will be displayed on the screen, type:
© 1983 The Avalon Hill Game Company
All Rights Reserved RUN
Computer Program and Audio Visual Display Copyrighted and press the RETURN key to play the game.
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ITI. SETTING GAME PARAMETERS & INTRO SCREEN A. Objective & Scoring
After the title pages have been displayed you will be prompted to select the Your objective is to destroy all of the enemy units as Quickly as possible while
game's difficulty level. On the screen you will see the words "TURNS" and using the minimum amount of force.
"FUEL". Below these words are a set of numbers representing the number of The score is calculated by computing the number of enemy units remaining, the
game turns and fuel allowed for the game. The lower the numb~rs, the more number of friendly units destroyed, the number of friendly units still held in
difficult the game. reserve and the current game turn.
Use the "Stick" on the joystick to change the numbers. When you have
B. Turn Sequences
selected the level of difficulty you want press the Trigger button on the joystick.
The second (main) part of the program will then be loaded. Each game turn is composed of five distinct phases as follows:
1. Select Reserves Phase (see C below)
2. Direct Fire Orders Phase (see section VI)
PANZER-,AGD 3. Move Orders Phase (see section VII)
Introduction Screen 4 . Fire Execution Phase (see section VIII)
5. Move Execution Phase (see section VIII)
Unit Symbols Strength Range Movement Factors
C. Select Reserves Phase
The units available to you are displayed in a line across the bottom of the
PANZER-JA D screen. A black cross will also be displayed at the extreme left of this line.
S R M To select a unit, move the black cross (left or right) with the joystick until it is
"C> PANTHER-D 9 6 3
a positioned over the unit you want to select. Press the "fire" button and the unit
..
UNSPOTTED
"3 SPOTTED will be transferred to the right hand side of the battlefield.
0 PZKWIII 4 5 3
Continue this selection process for as many of the 18 units available that you
---
UNSPOTTED
6- SPOTTED
0 T-34/85 9 6 3 wish to use. Units you do not select will still be available for selection in
SPOTTED later turns.
R- 45MM STY 4 5
SPOTTED When you 've finished choOSing from your reserves , press the SELECT key to
PRESS START initiate the Fire Order Phase.
V. PANZERUN/PANZER-JAGD PROGRAM
It is 1943 on the Russian front. Your units are to advance as far as possible in
After the program has begun execution, the game Introduction Screen will be your flank position. It is expected that they will create a diversion which will
displayed. This screen shows the unit silhouettes used during the game and the soak off some of the enemy resistance facing the main offensive. You have been
strength (S), range (R), and movement (M) factors of each unit. promised limited infantry and artillery support.
When you are ready to begin play, press the START key on the Atari, the F7
key on the Commodore. After a short delay the game screen will be displayed. A. Objective Summary _
To capture as many enemy sectors as possible. A sector is captured in two
ways:
IV. PANZER-JAGD PROGRAM (Atari disk only) 1) All enemy units in the sector are eliminated.
The year is 1943. The place is the Russian front. Your panzer units have been 2) The town in the sector is occupied and all enemy units have retreated
ordered to secure the left flank of a planned offensive about which you've been out of the sector.
told little. You are to seek out and eliminate all enemy units in the sector. At your When you have accomplished either of the above, the computer will execute
command are 11 platoons of the new Panther tank, and seven platoons of the the remaining orders for that turn and flash briefly "SECTOR WON" at the
obsolete pzKw III. bottom of the screen. The screen will clear and after a few seconds the battle-
screen of the next sector will be displayed. Your surviving units will be in their
You've been instructed to use the minimal forces necessary to get the job assembly area on the right side of the screen.
done; some of your reserves may be needed for the main offensive. In addition, It should be noted that enemy units which are allowed to retreat safely out of a
your fuel allotment has also been severely restricted, again in deference to the sector will reinforce the units already in the next sector. Therefore, once you've
main offensive. captured the town, don 't just sit back and let the enemy retreat unharassed.
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A maximum of 20 turns is allowed to capture a sector, so don't think you can VI. FIRE ORDER PHASE
just pound away at every position with artillery and not risk any units. If you A black cross will appear on the screen. Using the joystick, position the black
haven't captured the sector you're in by the end of the 20th turn, the game is cross over the unit to which you wish to give fire orders to.
over. Press the joystick's "fire" button. A background will appear behind the
Although your panzers fuel supply is replenished for the attack on each new selected unit and the cross will turn gold in color. In addition, the unit's current
sector,lost units are not replaced. You must go as far as you can with the units strength and fuel will be displayed at the bottom of the screen. If the unit has
you start the game with. already been given a fire order the gold cross will appear over that unit's target.
The scoring calculation uses the following factors: friendly units lost, enemy Using the joystick, position the gold cross over the target unit. Press the "fire"
units destroyed, time elapsed (turns) and sectors captured. button to lock in the fire order. The gold cross will turn black and be positioned
again over the firing unit. The background will disappear as will the strength
B. Turn Sequence and fuel display.
Each turn is broken down into five distinct phases: With the joystick, move the black cross on to the next unit you want to fire.
1. Artillery Order Phase (see C below) Range When the "fire" button is pressed to lock in a target, the computer
2. Direct Fire Order Phase (see section VI) checks the range. If the target is out of range, the computer will
3. Move Order Phase (see section VII) momentarily display an out of range message. The signal to lock in
4. Fire Execution Phase (see section VIII) the target will be ignored.
5. Move Execution Phase (see section VIII) You have the option to test for line of fire obstacles. Simply press the
Test
Fire OPTION key (Atari}/Fl (Commodore 64) before locking in the target.
C. Artillery Order Phase On the Atari if you have a clear line of fire the gold cross on the
You have two artillery batteries under your control. These batteries are off- target will flicker; on the Commodore 64 "CLEAR" will be displayed
screen and not subject to enemy attack. At the beginning of each turn you will be in the message window if the line of fire is not blocked. If your line of
given the option of selecting targets for your artillery to fire at for the next turn. fire. is blocked, a buzzer will be heard and the message "Fire Line
When "BATTERY 1" appears at the bottom of the screen at the beginning of Blocked" will appear at the bottom of the screen.
the turn, you can input your artillery fire orders. If the battery does NOT have a No Target When locking in the target, if the gold cross is not positioned over a
target for the current turn, a white box will appear in the center of the screen. If visible enemy unit, the lock-in will be ignored and the message "No
the battery does have a target for the current turn, a black box will appear over Visible Target" will be displayed at the bottom of the screen.
the target position. Pressing the trigger will cause a gold cross to appear over the Friendly If you attempt to lock in a friendly unit as a target the lock in will be
black (or white) box. This gold cross is your target indicator for the NEXT turn's Unit ignored and the message "Friendly Unit" will be displayed.
artillery fire. Using the joystick, position the gold cross over the target position
Cancel To cancel a Fire Order, instead of pressing the "fire" button to lock
desired. Press the "fire" button on the joystick to lock in the target. The gold
Fire in the order, press the Space Bar (Atari)/RETURN (Commodore 64).
cross will disappear.
Orders To change targets after you've locked in, simply select the same fir-
Moving the joystick in any direction while no gold cross is displayed causes ing unit again and move the gold cross (when it appears over the
the battery "number" displayed at the bottom ofthe screen to alternate between original target) to the new target.
the two batteries, 1 and 2. To change an order, simply move the joystick to
display the battery whose order you want to change. Press the "fire" button. Unlike Move Orders, Fire Orders must be reissued each turn. When you have
When the gold cross appears over the original target position, simply move it- completed your Fire Orders, press the SELECT key (Atari)/F5 (Commodore 64) to
with the joystick-to the new target position and press the "fire" button to lock initiate the Move Order Phase.
in the new target. (Note: the artillery target for the current turn, if any, cannot
be changed.) Pressing the space bar while the gold cross is displayed, cancels VIT. MOVE ORDER PHASE
any next turn order already given for that battery. Press the SELECT key The procedure for giving your units Move Orders is similar to the system used
(Atari}/F5 (Commodore 64) to start the next phase. to give them Fire Orders. When you move the gold cross to a position and lock it
in, you've given that unit its destination rather than a target. That destination re-
mains locked in for that unit until it reaches the location or until you change its
orders. There are no restrictions such as range. You can lock in any position on
the screen as a destination.
Your units will always attempt to take the most direct route to their respective
destinations. If this means crossing open ground, so be it.
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If you want to ensure your units follow a specific path, break up a long move If a unit is destroyed before it is able to carry out its Fire (or Move) Order, the
into a number of short Move Orders. Bear in mind, however, that movement order will NOT be executed. Additionally, if a unit ordered to fire has its target
through wooded areas is slower than through open areas (and consumes more eliminated before its Fire Order is carried out, that unit will be eligible to move
fuel). in the Move Phase.
When you have completed your Move Orders, press the START key (Atari)/F7 EXAMPLE: Two friendly units target the same enemy unit. The first fire however. destroys the enemy
(Commodore 64) to initiate the execution of orders. unit. The second unit's fire does not take place (is canceled) and the unit can move in the upcoming
move phase.
C. Movement
vm. FIRE & MOVEMENT EXECUTION PHASE Only units which did not fire in the Direct Fire Phase can move in the Move-
All activity in these phases is performed automatically by the computer. ment Phase. The computer will automatically execute all Move Orders after all
Orders for both sides are carried out in a simultaneous fashion. Units which are Fire Orders have been carried out.
eliminated before they Fire/Move will not be able to do so. Movement through wooded areas is slower than through open areas (less
distance traveled in a single turn; more fuel used).
A. Artillery Fire A unit's movement can be blocked by other units in its path. When a moving
Artillery orders are executed first, enemy artillery fire (if any) before friendly unit encounters an enemy unit, the moving unit stops and both units immediately
fire orders. "INCOMING" will be displayed at the bottom of the screen to in- become spotted. The moving unit does not have to run directly into the enemy
dicate that enemy artillery is firing. "FRIENDLY" will be displayed when your unit: the enemy can be in any direction as long as it is immediately adjacent to
artillery is firing. the moving unit.
A unit's movement for a turn ends immediately upon entering a stream,
The sound of shells passing overhead will be heard, the flash and smoke of encountering an enemy unit, exhaustment of movement factors for that turn,
impact will be seen and explosion heard. If there is a unit in the position damage will having movement blocked by a friendly unit or upon reaching its preset move-
be assessed and if the unit is destroyed it will disappear from the screen. ment destination.
Artillery is blind; it doesn' t care who it hits . If one of your own units is in a When all Move Orders have been executed, the computer calculates your
position struck by friendly artillery fire, it will suffer the effects of the artillery score to this point, determines the number of enemy units remaining and
fire the same as if it were an enemy unit. 'When an unspotted enemy position is increments the turn number. This information is displayed at the top of the
struck, the stricken enemy will be displayed for a brief instant only if it has been screen.
destroyed. The effects of artillery fire (high explosive) is reduced by the com- The computer will automatically initiate the next turn.
puter if the unit is an armored unit.
When all artillery orders have been executed (maximum of four salvos: 2
enemy, 2 friendly) the computer will automatically begin executing direct fire IX. UNIT INFORMATION
orders. A. PANZER-JAGD (Atari only)
A total of eleven Panther and seven PzK w III units are availa ble. OppOSing you
are a total of four anti-tank batteries (45mm) and seven T-34 units.
B. Direct Fire
You will first hear the sound of the weapon firing. You will see the shot as it B. PANZERUN I PANZER-JAGD
follows its trajectory from the firing unit to the target unit. You will see the flash You begin the game with 12 Panther platoons, 4 pzKw III platoons, and 9
and smoke when the target is hit. You will hear the explosion of impact. The infantry platoons. Opposing you in the first sector are 4 T-34 platoons, 3 anti-
target unit will momentarily be highlighted. Finally the computer will calculate tank batteries and 3 infantry platoons. Opposition in other sectors will vary
the damage based on the comparative strengths of the firing and target units and depending on enemy units which escape from the preceding sector. Enemy units
apply a random factor. If the target is destroyed, it will immediately be replaced which escape from one sector will reinforce the enemy units already present in
by a tree (if it was in woods) or simply disappear if it was in the open. This the next sector.
sequence is repeated for each unit that fires.
C. General
If the shot is blocked by trees (can happen if the Test Fire Option was not Units are not individual tanks, anti-tank guns or infantrymen, but about a
used), only the sound of the weapon firing will be heard and you will only see the platoon of tanks, anti-tank guns or squads of infantry. Each of your units in the
trajectory of the shot to the point where the obstacle was struck. The flash and game has certain characteristics: strength, range, movement factor and fuel
smoke will be seen in the stricken woods but no impact explosion will be heard. (panzers only).
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1. Strength (S): A unit's strength represents a composite of defensive and offen- X. MAP INFORMATION
sive abilities reduced to a numerical representation suitable for game purposes.
The battlefield maps have various terrain features with which you should be
A unit's ability to inflict damage and withstand attack is reduced by accurate familiar before you start play. The terrain types are: Open, Wooded, Stream and
enemy fire upon the unit. When a unit's strength is reduced to zero, that unit is Town (PANZER UN only).
destroyed.
Battlefield Screen
Current enemy strengths are not available to you. Only your own unit's *Fire Order Phase*
...............-.....
strengths are displayed.
Starting strengths for all units are displayed on the Introduction Screen.
..........
TURN:~ENEMY LEFT:m.SCORE:
..... ~
Stream Symbol
.. ....0........
. ..
2. Range (R):Range is a numerical representation of the maximum distance a Town Symbol
~
.. ~
target can be from a firing unit for the fire to be effective. The range is scaled to
the size of the battlefield.
.. "I - ... .. ......
R- ,,"3 0 ..
If a target is out of range and you attempt to lock in that target, a message is
displayed and the Fire Order is ignored.
The range of all units is displayed on the Introduction Screen.
3. Movement Factor (M): This factor represents the distance the unit can travel
Heavy Woods
Symbol
...
.. .....
..•••...Ii·..........
..
..
.....
....
.......
~
~
-e ......
in a Single turn through open terrain. ~ GIVE FIRE ORDER~ "'~.IIi·iI·~ Woods Symbol
The movement factors of all units are displayed on the Introduction Screen. Message
Window
4. Fuel (panzers only): The fuel factor is a numeric representation of the total A. Open Terrain
distance the unit can travel. It is not necessarily directly related to the move- Open terrain presents no line of fire or move obstacle. All terrain on the map
ment factor. The fuel factor is reduced each time a unit actually moves. without a specific terrain symbol (woods or stream) is open terrain.
When a unit's fuel is reduced to zero, that unit's strength is reduced to Movement through open terrain costs all units 1 MF (Movement Factor) each.
minimum. You will no longer be able to issue move orders to that unit. If you try,
the computer will sound a buzzer and momentarily display a "No Fuel" message. B. Woods
The Move Order will be ignored. Woods present line of fire obstacles as well as providing concealment. Mov-
ing through woods is slower and consumes more fuel than through open terrain.
PANZER-JAGD: The starting fuel for each of your units depends upon the If a unit is in a woods location, the unit's silhouette will replace the tree
number of turns (difficulty level) selected. symbol. However, the line of fire obstacle is still in effect if you try to shoot
through that position.
PANZERUN/PANZER-JAGD: The starting fuel for panzers is set at the beginning
of the game (see section III). At the start of each sector, surviving panzers have Units in woods are represented by different colored silhouettes than units in
their fuel supply completely replenished. open terrain. The Introduction Screen displays all unit symbols used.
In PANZERUN (only) there are two types of wooded terrain. The larger tree
symbols with dark lines in the center represent heavily wooded areas. Only
Infantry units can enter these positions.
C. Stream
The stream provides a minor obstacle to movement. Any unit entering the
stream ends its movement for that turn. The unit will be eligible to move normally
next turn.
D. Towns
Towns are represented on the map by a checkered square. They serve as a
line of fire obstacle as well as providing concealment to units. Units in a town
may be fired on by direct fire only if they are spotted (see section XI). If the town
is occupied by a friendly unit, all enemy units remaining will begin retreating to
the west in the movement phase of the next turn.
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XI. SPOTTING 2. pzKw Ill's always fire or move before Panthers.
For either you or the computer to fire on a target, that target must be in open 3. In very rare circumstances, a line of fire which passes through the tip of a
terrain or be spotted if in wooded or town terrain. A unit remains unspotted until wooded area may test as clear but be blocked during actual fire execution. This
it fires or an enemy moves adjacent to its position. is due to shifting wind conditions which may cause a tree to deflect the shot. As
indicated, this is very rare.
Once spotted, a unit remains spotted until it moves to another woods or town 4. Rest assured that the enemy units are subject to all the same rules and condi-
(PANZERUN only) position. Note that the symbols used for spotted versus tions that your units are subject to. The enemy does not know where you are until
unspotted friendly units are displayed on the Introduction Screen (see section you are spotted.
III) at the beginning of the game. Of course, there is no symbol for an unspotted
enemy unit. 5. At game end, any remaining enemy units will be displayed in their open
terrain color regardless of their current position.
6. The computer will issue enemy artillery orders only if it can actually see your
SPOTTING DESCRIPTIONS units, i.e., if your units are spotted or in open terrain.
Spotted Spotted pzKw III
T-34 in T-34 in in Open PANZER-JAGD UNITS
Open Terrain Woods Terrain
(blue) (green) (white)
Unspotted
pzKw III
in Woods
(black)
........
Panther Weight : 43 tons Armor: 120mm Weight: 22 tons Armor: 77 mm
ATG ba t t e r y " .... in Woods Power Plant: 650 hp Speed: 27 mph Power Plant: 300 hp Speed: 25 mph
in Open ......
..
(black) Crew: 5 Armament: 1 75-mm Crew: 5 Armament: 1 50-mm
(blue) .. 1 mg 2 mg
Production of the Ausf D began in January 1943, and The pzKw III (in all its versions) was the main Ger-
Panther the first vehicles were issued during the following man battle tanlc at the start of the war. By 1943.
in Open month. In May 1943. the 51st and 52nd Panzer· however, its 50 rnm gun obsolete, the Panzer III was
Terrain abteilungen received the Panthers which were the being rapidly superseded by superior vehicles.
(white) first to go into action at Kursk in July 1943. Despite notably the Panther. Although actual production
initial bugs. the Panther was an excellent design. ceased in late 1942. many still remained in active
effectively combining high maneuverability, sloped front line service.
Spotted armor and a very deadly super high veloCity gun.
Unspotted
ATG battery Panther
in Woods in Woods
(green) (black)
XII. CANCELING THE GAME
The game can be canceled and restarted any time you are in the Select
Reserve or Artillery Phase. Simply press the letter C on the keyboard. The T-34/85 45 nun Anti-tank Gun
Introduction Screen will reappear (PANZER-JAGD only). Weight: 32 tons Armor: 75 mm Weight: .5 tons Length
Power Plant: 500 hp Speed: 31 mph Muzzle (calibres): 45
xm. REPLAY Crew: 5 Armament: 1 85-mm
2 mg
Velocity: 2,740 fps Weight
of Shot: 2.45 lbs
When the game is over press the START key (Atari)/F3 (Commodore 64) if you The T-34 /B5 was the logical step forward from the The Russian 45 rnm ATG was a common menace to
wish to pIa y again. T-34 /76 and was the Russian response to the German German panzers on the Eastern Front. Its high velOCity
Panther. Its thicker turret armor and more powerful gun,largely inadequate to combat the thider armored
XIV. OPERATIONAL NOTES gun (than the T-34) provided the Panther with a for- panzers, was nevertheless effective against the
midable opponent. The T-34/B5 also first saw action lighter-skinned ones. A screen of well emplaced ATGs
1. The computer issues its own Fir'e and Movement Orders in between the phase in 1943. was much to be feared because the guns, mounted on
low carriages and easy to hide, usually took up posi-
of a turn. Depending on the battlefield situation, there may be a- slight delay tions behind a fold in the ground (in enfilade) to shoot
before the black cross appears indicating you can issue orders. In any case, this at tanlcs in the side.
delay will never be more than a couple of seconds.
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