Close Combat Panthers in The Fog Manual
Close Combat Panthers in The Fog Manual
Close Combat Panthers in The Fog Manual
Based on the Atomic Games award winning Close Combat™ series of games. Close Combat™:
Cross of Iron, brings back the award-winning classic in new epic battles of the Eastern Front
of World War II.
Immerse yourself in the ultimate Close Combat™ release: Close Combat™: Cross of Iron for
the PC. Take command of German or Soviet Battle Groups during WWII as you face the strength
of the enemy war machine in a Grand Campaign giving you both the original and all new
battles and operations that will test your tactical mettle.
improvements have been made to the AI to reduce some of the more inadequate performance
issues, in particular with respect to vehicle pathing, the ‘crawl of death’, and Team and Unit
morale and response in general. For example, it is much more risky to try and use Teams in
isolation as the influence of Command Teams is more significant. You should find that you will
need to play more cohesively than in the original release.
Crush the enemy and gain the respect of your troops as you lead them to
ultimate victory in Close Combat™: Cross of Iron!
GAME MANUAL
CONTENTS
INSTALLING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Uninstalling the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Product updates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Game forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Need help?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
WELCOME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
GAMEPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
WHAT’S NEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
QUICK START. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Main Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Command Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Battle Group Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Battle Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
MAIN SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Play Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Multiplayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
COMMAND SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Battles, Operations and Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
User Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Saved Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Boot Camp Tutorials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Mission Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
BOOT CAMP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Quick Tour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Monitors/Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Viewing the Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Infantry Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Armor Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
BATTLE GROUP SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Choosing Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Force Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Rename Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Remove / Select Button. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Revert Button. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Opponent Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Soldier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
SOLDIER SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5
CLOSE COMBAT™ PANTHERS IN THE FOG
Soldier Ratings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
BATTLEFIELD SCREEN AND CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Basic Unit Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Movement Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Vehicle Movement Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Indirect Paths/Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Line of Sight and Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Smoke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Defend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Group Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Mortar Targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
FIRE SUPPORT, WEATHER, AND ADDITIONAL CONTROLS. . . . . . . . . . . . . . . . . . . . . . . 35
Artillery, Mortar and Air Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Night, Fog, and Illumination. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The Team Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Mini-Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Soldier Monitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
The Tool Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Repositioning the Battlefield UI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
COMMAND AND MORALE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Rallying and Separation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
BATTLEFIELD TERRAIN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Gullies, Foxholes, and Gun Pits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Forests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Rubble and Roads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Scrub and Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Bridges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Hedgerows and Bocage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
ENDING A BATTLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Victory Locations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Truce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Morale Failure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Victory, Defeat, and Control of the Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
DEBRIEFING SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Soldier Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Losses and Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Operation / Campaign Status. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Suppression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Flanking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Anti-Tank Tactics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
STRATEGIC SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
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GAME MANUAL
Strategic Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Turn State and Information Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
The Strategic Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Strategic Spotting and Strategic High Ground. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
The Calendar Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Strategic Mini-Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Strategic Details Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Battle Groups and Battle Group Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Battle Group Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Air, Artillery, and Mortar Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Air Interdiction, Artillery Interdiction, and Air Supply . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Strategic Movement Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Battle Group Repair and Replacement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Battle Group Retreat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Disbanding Battle Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Reforming and Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Victory in Campaigns and Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
SCENARIO EDITOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Date and Time Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Placing Battle Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Scenario Settings and Additional Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Loading and Saving Scenario Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
MULTIPLAYER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Connecting to the Lobby System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Using the Match-Making Forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Connecting with an Opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Choosing a Scenario and Mission Settings (Host). . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Beginning Head-to-Head Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Disconnecting From a Head-to-Head Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Communicating With Your Opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
UNITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Mortars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Flame Throwers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Anti-Tank Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Infantry Guns, Howitzers, and Anti-Aircraft Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Vehicles and Tanks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
GAME OPTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Game Play Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
General Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
About Close Combat: Panthers in the Fog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
SELECTED FURTHER READING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
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CLOSE COMBAT™ PANTHERS IN THE FOG
SYSTEM REQUIREMENTS
Minimum System Requirements
OS: Windows 2000/XP
Processor: 800Mhz Processor
RAM: 1GB
Video Card: 256MB Video RAM, DirectX 9 Compatible, capable of 1024x768 resolution or
better.
Sound Card: 16-bit DirectX 9 Compatible Sound Card.
CD-ROM: Yes
Hard Drive: 2.5GB Free
DirectX Version: 9.0c
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PRODUCT UPDATES
In order to maintain our product excellence, Matrix Games releases updates containing new
features, enhancements, and corrections to any known issues. All our updates are available
free on our website and can also be downloaded quickly and easily by clicking on the Update
link in your Game Menu or by using the Update Game shortcut in your Windows START menu
folder for the game.
We also periodically make beta (preview) updates and other content available to registered
owners. Keeping up with these special updates is made easy and is free by signing up for a
Matrix Games Member account. When you are signed up, you can then register your Matrix
Games products in order to receive access to these game-related materials.
Doing so is a simple two-step process:
Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE; once you
have signed up for a Matrix account, you are in the system and will not need to sign up again.
Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window,
select Register NOW and follow the on-screen instructions. When you’re finished, click the
Please Create My New Account button, and a confirmation e-mail will be sent to your specified
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Register a New Game Purchase - Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To do so,
log in to your account on the Matrix Games website (www.matrixgames.com). Click Register
Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for your
serial number should you lose it in the future. Once you’ve registered your game, when you log
in to the Members section you can view your list of registered titles by clicking My Games. Each
game title is a hyperlink that will take you to an information page on the game (including all the
latest news on that title). Also on this list is a Downloads hyperlink that takes you to a page that
has all the latest public and registered downloads, including patches, for that particular title.
You can also access patches and updates via our Games Section (http://www.matrixgames.
com/games/), once there select the game you wish to check updates for, then check the
downloads link. Certain value content and additional downloads will be restricted to Members
Area members. So it is always worthwhile to sign up there.
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CLOSE COMBAT™ PANTHERS IN THE FOG
Remember, once you have signed up for a Matrix Games Member account, you do not have to
sign up again at that point you are free to register for any Matrix Games product you purchase.
Thank you and enjoy your game!
GAME FORUMS
Our forums are one of the best things about Matrix Games. Every game has its own forum with
our designers, developers and the gamers playing the game. If you are experiencing a problem,
have a question or just an idea on how to make the game better, post a message there. Go to
http://www.matrixgames.com and click on the Forums hyperlink.
NEED HELP?
The best way to contact us if you are having a problem with one of our games is through
our Help Desk. Our Help Desk has FAQs as well as a dedicated support staff that answer
questions within 24 hours, Monday through Friday. Support questions sent in on Saturday and
Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to http://www.
matrixgames.com/helpdesk
WELCOME
Immerse yourself in the latest Close Combat release for the PC, Close Combat: Panthers in the
Fog. With all new graphics and interface, Panthers in the Fog places you in Western France at
the pivotal moment during the Allied breakout from Normandy. You take command of Allied or
German Battle Groups and engage in head-on conflict to decide the fate of General George S.
Patton’s U.S. 3rd Army and the liberation of France. You face all the enemy can throw at you in
intense engagements that will test your tactical and strategic abilities! Aircraft, mortars, and
artillery support are on-call, but the objective can only be secured by Close Combat. You are in
Command…you are in Control!
Good luck and thank you for purchasing Close Combat: Panthers in the Fog™!
INTRODUCTION
Following the Normandy landings on June 6, 1944, the Allied invasion of France quickly bogged
down. Tenacious German defenders and difficult hedgerow country produced weeks of slow,
costly fighting. But by the last week of July the German Army was significantly weakened, and
the US First Army had widened its gains to include all the Cotentin Peninsula. With the bulk of
the German Panzer forces concentrated against the British south of Caen, the US forces further
west were poised to make a decisive break-out.
On July 25, the US First Army launched Operation Cobra, opening with a massive aerial
bombardment. The German defensive line west of St. Lo broke decisively after two days
of fighting. Hastily organized counterattacks by the Germans were unable to halt the Allied
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advance. German forces south of St. Lo struggled to retreat to the southeast, attempting to
avoid being trapped against the West Coast of France. But by breaking contact with the coast
they also opened the way for the Americans to move, largely unopposed, towards the critical
road junctions at Avranches, the gateway to Brittany and several ports that were vital for
feeding the growing logistical needs to the Allied armies.
On Aug. 1, fresh American forces entered the fray, in the form of Lt. Gen. George S. Patton’s U.S.
Third Army. The Third Army moved seven divisions through Avranches and into Brittany in a
matter of days. Meanwhile, the U.S. First Army swung to the west, protecting Third Army’s rear
and extending its own line further and further to the south, threatening to outflank the entire
German defense in Western France.
But the Germans had not been idle. German High Command ordered an immediate
counterattack, code named Operation Lüttich, to recapture Avranches. If successful, Operation
Lüttich would cut off the U.S. Third Army and restore a coherent German defensive line in
Western France. Difficulties of all kinds abounded, not the least of which was the total Allied air
superiority, but by the evening of Aug. 6, most of the intended counterattack force, under the
XLVII Panzer Korps, were assembled west of Mortain. Between the Germans and Avranches
was the U.S. 30th Infantry Division, holding positions it had moved into only hours before. The
Germans plan was to attack under cover of darkness, drive for Avranches and the French coast,
and then establish a defensive corridor between the Sée and Sélune rivers. If they succeeded
the entire U.S. Third Army might be destroyed. At the very least, American momentum would
be checked.
Despite the many difficulties the Germans faced organizing for the attack, they managed to
assemble a strike force of about three Panzer Divisions – the 2nd Panzer, 2nd SS Panzer, and
elements of the 1st SS Panzer and 17th SS Panzer Grenadier Divisions. In the darkness before
dawn on Aug. 7, outlying elements of the U.S. 30th Infantry Division were overrun or driven
back, and Mortain was quickly captured, leaving an American infantry battalion surrounded
on Hill 314 to the east of the town. In other sectors, dogged American resistance and poor
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German coordination slowed the attack. Once the blanket of early morning fog had burned off,
the full weight of Allied air power and artillery was brought to bear, further hampering German
movements.
While the initial attack failed to gain Avranches ‘off the march’, the German High Command
refused to give up the attempt. Several days of heavy fighting saw attacks by both sides, while
the isolated American battalion on Hill 314 clung to the high ground, calling in artillery support
from their vantage point. By Aug. 13, events in other parts of the front forced the Germans to
finally abandon all hope of success for Operation Lüttich. Elements of the U.S. First and Third
Armies outflanked the Germans by moving to the south and west, setting the stage for what
would soon become known as The Falaise Pocket and the eventual destruction of the entire
German 7th Army.
GAMEPLAY
Close Combat: Panthers in the Fog is a real-time strategy game that puts the emphasis on
REAL. During a battle you command up to 21 units ranging from teams of infantry to tanks. The
soldiers under your command act like real soldiers. If you order them to exert themselves they
get tired, if the enemy shoots at them they keep their heads down, and when in danger they
get scared. If a soldier becomes too stressed he may disobey orders, desert, or even surrender.
Your units have the same strengths and weaknesses they did in real life. So in planning your
strategy you need to think about what would work in the real world. Historically, tanks had a
hard time detecting enemy infantry, and enemy infantry could easily sneak up on a tank and
use explosives to disable or destroy it. Real world tanks used infantry to scout ahead of them;
you are well advised to do the same.
Your goal during each battle is to do more than just kill the enemy. Each map has a certain
number of important strategic spots called “Victory Locations”. Success or failure is primarily
determined by who holds these locations when a battle ends.
During Campaigns and Operations you have both strategic command of the operation and
tactical control of every engagement. At the strategic level, you direct your Battle Groups along
the network of roads that connects the towns and villages of the French countryside. You must
deal with issues of supply, allocate limited fire support, rest and refit weary units, and control
your overall battle strategy.
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WHAT’S NEW
For those familiar with the Close Combat series of games, you will notice some significant
changes to the look and feel of this release!
»» The game’s graphics have been modernized, and take
greater advantage of video hardware for better performance,
as well as using full 32-bit color graphics.
»» The User Interface has been extensively redesigned to give the game an all-new
look and feel, while still retaining the core strengths of the Close Combat series.
»» The new Multi-player lobby, match-making forum, and connection system
makes finding opponents easier and allows you to play online without
having to manage incoming connections through your firewall or router.
»» The new Battle Group system simplifies the way you select
units while presenting a more realistic representation
of the historical military units involved.
»» The game now tracks and saves the statistics of every soldier in
a Battle Group. A team’s experience and victories are no longer
lost if you return a team to the Battle Group’s Force Pool.
»» The Strategic Layer now has an animated play-back of the main
events of each strategic turn, letting you see what happened,
as it happened. The new Strategic Message Monitor lets
you review these events and focus on their location.
»» Strategic High Ground adds a new wrinkle to spotting
enemy Battle Groups on the strategic map, letting the side
controlling the high ground see and spot farther.
»» Strategic air and artillery interdiction allow you to use strategic support assets
to try and prevent enemy Battle Groups from moving on the Strategic Map.
»» At the tactical level, you can transport infantry or mount guns on vehicles.
»» Tactical use of mortars has been changed to make their
response time and targeting more realistic.
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QUICK START
To start Close Combat: Panthers in the Fog, double-click on the game’s desktop icon, or select
it from the Windows Start menu.
MAIN SCREEN
When the game starts you are on the Main Screen. From here you select how you play the
game. For a quick start, click “Play Game” and proceed to the Command Screen. If this is your
first time playing, you may wish to play the Boot Camp tutorial scenarios, also available on the
Command Screen. For more details on the rest of the Main Screen, see Section 6.
COMMAND SCREEN
The Command Screen allows you to select the scenario you wish to play, and change game
settings for that scenario before you begin.
For a tutorial scenario select “Boot Camp” from the left-hand choices and select the tutorial
you’d like to play. Clicking “Next” will begin the tutorial immediately. See Section 8, “Boot
Camp,” for further details.
If you prefer to jump right into the action, choose “Battle” and select a battle from the scenario
list. Clicking “Next” will then take you to the Battle Group screen to select your forces for the
upcoming battle. For more details on the Command Screen, see Section 7.
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BATTLE SCREEN
When you first arrive at the Battle Screen the action is suspended, and you have time to
examine the battle field and deploy your troops before combat begins. The darker portions of
the map represents ground the enemy controls, and where his forces will start. Lightly shaded
ground is no man’s land between you and the enemy.
Place your troops to your best advantage; left click on a unit and drag it to move it. You may also
give orders to units during this stage. Right click on a unit to give it an order. If you hover for a
moment before placing a unit, the game will show you ‘ghosted’ images of where the soldiers
or vehicle will go if you drop the unit at that location.
You can also check what a unit can see using the Fire order. Right-click the unit and select
“Fire” from the orders menu. Move the mouse cursor to determine if a unit can clearly see the
area(s) you want. A bright green line represents a clear line of sight. A shadowed green line
indicates that sight is blocked, but the unit can still fire at the area blindly. Blind area fire will
rarely be effective, except in the case of machine guns, but can keep men from moving through
the area. A red line indicates the unit cannot fire at that area. You can right-click to cancel the
Fire order and dismiss it. You can also cancel any Fire order you may accidentally set by giving
a Defend or Ambush order.
Infantry should usually start in good cover. Buildings, hedgerows, woods, ditches or foxholes
are all good cover.
Command teams improve the performance of other teams within their circle of influence. To
see the area over which a command team has influence, press the Space bar. The green circle
displayed represents the extent of the team’s command and control.
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When you are satisfied with your troop placement, press the Begin button on the bottom right
portion of the screen. The shooting could start immediately, so be prepared!
You can pause the action by pressing the F3 key. Hit F3 again or click anywhere on the game
screen to resume the game.
Keep in mind while playing that Function keys F5 – F8 control your optional monitor displays
and that you can issue orders to a unit by right-clicking on it. When air strikes, mortar and
artillery are available they can each be used only once per Battle.
MAIN SCREEN
PLAY GAME
This selection takes you to the Command screen. From the Command screen you may load a
saved game, select any of the single player Battles, Operations, or Campaigns, or play tutorial
scenarios
MULTIPLAYER
The Multiplayer selection will connect you to the integrated multi-player lobby and match-
making forums for Close Combat Panthers in the Fog. Here you can connect and play head to
head against another player. See Section 20 for information on the multiplayer lobby system.
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EDITOR
Close Combat Panthers in the Fog comes with a host of pre-made battles, operations, and
campaigns, but you can also create your own using the Scenario Editor. See Section 19 for
information on the Scenario Editor.
OPTIONS
The Options dialog allows you to configure many aspects of the game. Options are divided
into three separate pages: Game Play, General, and About. See Section 22 for further
details.
EXIT
Choosing Exit will close the game and return you to the Windows desktop.
COMMAND SCREEN
The Command Screen is where you choose the scenario you wish to play and change game
settings before you begin. You select the type of scenario you wish to play using the buttons on
the left, and then select a specific scenario from the scenario list.
Details about the selected scenario will be displayed on the right. You can review the scenario
briefing, change which side you will play, or adjust detailed game settings using the Mission
Settings buttons.
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USER SCENARIOS
User Scenarios are any scenarios you have created with the Scenario Editor. These can be
Battles, Operations, or Campaigns. User Scenarios may be deleted by selecting the scenario
from the scenario list and clicking the delete button below the list.
SAVED GAMES
The Saved Games section will show any Operations or Campaigns you have begun but not
yet finished. To continue a Saved Game, simply select it from the scenario list and click the
Next button. You can also delete or rename a saved game file by selecting it from the scenario
list and clicking the Save As or Delete buttons below the list. You can view side selection and
mission settings for a saved game, but these cannot be changed.
NOTE: You can also manage your User Scenario and Saved Game files
directly from the Windows Explorer if you wish. These files are stored in your
Windows “My Documents” folder under “Close Combat Panthers in the Fog.”
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MISSION SETTINGS
The Mission Settings buttons allows you to
change detailed parameters about how you
wish to play.
Difficulty Level for each side can be set
to: Recruit, Green, Line, Veteran, or Elite.
Recruit level is the easiest difficulty setting,
and provides maximum forces with higher
morale. At higher difficulty levels you will
start with weakened forces. The Difficulty
level also controls how quickly Battle Groups
replace their losses over time, and how
much air, mortar, and artillery support is
available. The Line difficulty level represents
historical conditions.
NOTE: At higher difficulty settings the game will assess losses to all your units
before play begins. This will often mean both less units in each Battle Group
and less soldiers per unit for infantry teams.
REALISM SETTINGS
Below the Difficulty Level indicators are the Realism Settings. You can change the indicators by
clicking in the adjacent check-boxes.
Always See Enemy: A side with this option set knows where the enemy is at all times. This can
be a useful option for new players as they learn the game.
Never Act On Own Initiative: Your soldiers never do anything unless they are ordered to. If this
option is not set, a unit may decide to advance or retreat on its own if it is left idle for a long
time.
Always See Full Enemy Info: The player always has access to full and accurate tool-
bar information of enemy units with this selected. This does not extend to Soldier Monitor
information.
Always Obey Orders: This option disables most of the soldier psychological model in the game,
causing soldiers to ignore enemy fire or new threats as they carry out their orders. They also
will not act on their own initiative.
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GAME MANUAL
BOOT CAMP
The Boot Camp scenarios are interactive tutorials designed to teach the basic commands and
tactics for Close Combat. There are five Boot Camp scenarios, and it is recommended that
new players complete them in order from top to bottom. During Boot Camp you can repeat
the previous instruction by pressing Ctrl + H. You may exit boot camp at any time by pressing
the ESC key.
QUICK TOUR
This tutorial explains how to select teams, give orders, and basic targeting.
MONITORS/TOOLBARS
This tutorial shows how to call in air, mortar, and artillery support, as well as where to look to
see detailed team and soldier information.
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INFANTRY TACTICS
This tutorial demonstrates basic infantry tactics using fire, movement, and smoke. Mortar
targeting is also covered.
ARMOR TACTICS
This tutorial discusses how to move vehicles, using vehicle smoke, and coordinating vehicles
and infantry.
Battle Groups are composed of various individual units which include infantry, tanks and other
vehicles, and generally represent a force roughly the size of the lead element in a regimental
combat group.
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GAME MANUAL
CHOOSING UNITS
The main area of the Battle Group screen is called the Active Roster, and is filled with teams or
squads (referred to as units) made up of infantry, vehicles, or crew served weapons available
to the Battle Group.
A Battle Group’s units are organized into three platoons: 1st Platoon (top), 2nd Platoon (middle)
and a Support Platoon (bottom).
The size and strength of a Battle Group determines how many units, and what type of units,
you can choose for each platoon. All Battle Groups can field a full 1st Platoon, regardless of
size. The number of units available for 2nd platoon and the Support platoon are as follows:
Company-sized: No 2nd Platoon, 2 support units
Battalion-sized: One squad (2 units) of 2nd Platoon, 3 support units.
2 Battalions: HQ and 2 squads (5 units) of 2nd Platoon, 4 support units.
3+ Battalions: Full 2nd Platoon (7 units) and 7 support units.
To choose units for each platoon, click the button on the left showing the platoon name. The
Force Pool list will show all your possible choices for that platoon. You can scroll the list using
the mouse wheel, or by clicking the arrows at the top and bottom of the list. Double-click any
unit in the list to select it into the current platoon.
The 1st and 2nd platoons are always chosen as a whole platoon. If you select an entire infantry
platoon, for example, all the available slots are automatically populated with the units from that
platoon. In the case of 2nd Platoon, which may have a reduced number of slots available, the
strongest units in the platoon will automatically be selected.
Your choice for 1st Platoon also determines your Active Company for the battle. The choice of
Active Company may affect what support units you have available. If you select a tank platoon
as your 1st platoon, for example, your Active Company is the tank company which that tank
platoon is a part of. As a tank company typically has no support units available, you will have
more tanks on the field, but fewer choices in terms of support weapons to fill out your Support
Platoon. If you select a rifle platoon for your 1st Platoon, that platoon’s parent rifle company
becomes your Active Company, and you will have access to whatever support units (typically
heavy machineguns and/or light mortars) belong to that rifle company.
For the Support Platoon, you select units individually, rather than by whole platoons. You
might choose one tank, one mortar team, and one machine gun team, for example. In addition
to support units that are part of the Active Company, you may also have support units that
are available to across the Battle Group as a whole, regardless of your choice of Active
Company.
You can examine individual units by left-clicking on the unit icon. This will display the unit’s
name, experience Level, morale, and armament in the bottom panel.
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RENAME BUTTON
The Rename button allows you to rename the currently
selected unit.
REVERT BUTTON
The Revert button resets the Battle Group Active Roster and Force Pool back to the same state
it was when you first entered the Battle Group screen.
OPPONENT BUTTON
In single-player games, the button marked Opponent allows you to view and edit the opposing
side’s Battle Group. This button is not available during a two player game.
MAP
The Map button lets you preview the map with your deployment area highlighted. The enemy
deployment area is shown in a darker shade.
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GAME MANUAL
SOLDIER
The Soldier button will take you to the Soldier Screen, where you can view the details of every
soldier in your active roster. See section 10.0 for further details on the Soldier Screen.
SOLDIER SCREEN
The Soldier Screen shows the Health, Morale, Leadership, Intelligence, Strength, and
Experience for each soldier in your Active Roster, as well as accumulated achievements such
as kills, medals, acts of bravery, or acts of cowardice.
If you are viewing the Soldier Screen from a post-battle Debrief, the soldier information will
indicate both the soldier’s current state after the battle, as well as any changes to the soldier’s
ratings due to the battle. A soldier’s condition may decline if he was wounded, for example,
or his morale may decrease if he fled the field. Experience gradually increases every time a
soldier survives a battle.
SOLDIER RATINGS
Health indicates if the soldier has been wounded or not. If you are viewing a post-battle Debrief,
this field also indicates if the soldier has been killed or captured.
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Morale indicates the willingness of a soldier to fight on. Soldiers with high morale can handle
more stress, and are more willing to face danger, than men with poor morale.
Leadership represents the ability of a soldier to improve the morale of the men around him and
to keep his team together. However, when a unit leader with a high leadership level dies, it can
have a devastating effect on unit morale.
Intelligence reflects how likely the soldier is to go berserk or panic when under stress.
Intelligent men are less likely to make such fatal errors.
Strength affects how much weight a soldier can carry, how quickly the soldier becomes
fatigued when moving, and how severe his wounds are if he is hit.
Experience is vital for a soldier and affects a wide range of his abilities, including how accurate
he is with a weapon, how well he can use terrain for cover and concealment, and how well he
conserves ammo. More experienced soldiers do just about everything better than green troops.
Each soldier also has his kills and achievements listed as a cumulative total in Operations and
Campaigns.
The button marked Previous takes you back to the screen you came from.
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GAME MANUAL
Z ____________ Move
X ____________ Move Fast
C____________ Sneak
V ____________ Fire
B____________ Smoke
N____________ Defend
M____________ Ambush
, ____________ Dismount (the comma key)
MOVEMENT ORDERS
There are three possible movement commands: Sneak, Move, and Move Fast. Once a
movement order is selected, place the cursor where you want the selected unit to go and left
click to set the destination.
If you wish to cancel the movement order during this phase hit Backspace on your keyboard
or Right Click your mouse.
A colored dot appears on the map marking the unit’s destination. The color of the dot
corresponds with the type of movement order given.
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CLOSE COMBAT™ PANTHERS IN THE FOG
Move__________ Blue
Move Fast______ Purple
Sneak_________ Yellow
Once created, the destination dot can be dragged to another location by left-clicking and
holding the left mouse button on it. When a moving team reaches its destination, the destination
dot disappears and a voice cue and text message announce the completed movement. After
carrying out a MOVE or MOVE FAST order, the team assumes Defend status in the direction of
its movement. When a team completes a SNEAK orders it assumes Ambush status in the
direction of its movement.
When you are issuing any type of movement
order to an infantry team, you can hold your
cursor over the intended destination to see
where the soldiers plan to go at the end of
the move. Note that this is their intended
destination, and may well change slightly as
they adjust to changing situations (such as
being fired upon) en-route.
Move – When issuing a MOVE order, a
blue line stretches from the selected team
to the mouse’s current position. The white
numbers at the end of the Move line
measure the distance in meters from the
team to that point on the map. Move the
mouse and left click to place a blue Move
dot on the map and set the team’s destination.
When the Move dot is placed the team will advance toward that point in a cautious manner.
The team’s rate of movement is affected by the terrain it crosses en route. Moving teams
may initiate combat and assault if the opportunity presents. Moving teams are much more
vulnerable to enemy fire than stationary teams or sneaking teams. However, MOVE can be a
good choice for covering long distances, as it is the least tiring for foot troops.
A team carrying out a MOVE order is likely to stop and seek cover if it comes under enemy fire.
Move Fast – When issuing a MOVE FAST order a purple line stretches from the selected team
to the mouse cursor. As with MOVE, the white numbers at the end of the purple line measure
the distance in meters from the team to that point on the map. Move the mouse and left click
to place a purple Move Fast dot on the map.
When the Move Fast dot is placed the team will move toward that point as rapidly as possible.
The team’s rate of movement is affected by the terrain it crosses en route. Fast Moving teams
may initiate combat and assault if the opportunity presents. Teams moving fast are more
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GAME MANUAL
vulnerable to enemy fire than stationary teams, but they also get to their destination quicker
than teams using MOVE, which can limit the amount of time they are exposed. For foot troops,
MOVE FAST will tire them quickly.
A team carrying out a MOVE FAST order will likely continue to its destination (if it is relatively
close) even if it comes under enemy fire. A short MOVE FAST order is the most reliable way to
get teams to move under fire.
Sneak – The SNEAK order displays a yellow line from the selected team to the mouse cursor,
but is otherwise the same as issuing a MOVE or MOVE FAST order.
When the SNEAK dot is placed the team will advance toward that point as cautiously as
possible. The team’s rate of movement, literally a crawl, is affected by the terrain it crosses
on route. Sneaking infantry teams do not initiate combat while sneaking. Being prone makes
sneaking soldiers only slightly more vulnerable to enemy fire than if they were stationary.
However SNEAK is much slower and more tiring than a MOVE order.
A team carrying out a SNEAK order is likely to stop and seek cover if it comes under enemy fire.
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CLOSE COMBAT™ PANTHERS IN THE FOG
tank that is facing the enemy could be ordered to back up using a SNEAK or MOVE command
with a destination behind the vehicle.
Tanks ordered to MOVE FAST turn to face their destination and then move there at maximum
possible speed. Tanks can fire while following any movement order, although their rate of fire
and accuracy decreases as their speed increases.
INDIRECT PATHS/WAYPOINTS
Rather than simply setting a destination, it is possible to order infantry and vehicles to follow a
specific route using waypoints. To set waypoints, right-click on a unit as normal and choose the
desired movement order, then press and hold the Shift key and click the map to plot the path
for the unit to follow. A waypoint, or intermediate destination dot, is created every time you
click, as long as you have the Shift key held down. Each waypoint is number in the order they
were placed. When you have completed your path, release the shift key and the unit proceeds
as ordered. You can place a total of 20 waypoints. Waypoints can also be dragged to alter a
unit’s path as it moves.
FIRE
While your soldiers are capable at firing on their own initiative, it is often useful to direct their
fire at a specific target. The FIRE order brings up a targeting circle. The targeting circle is
connected to the firing unit by a colored targeting line.
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When the circle is not sitting above an enemy unit, it appears as a thin white circle. When
placed on an enemy unit the circle either turns green, yellow, red, or black. This color
corresponds with the chance that a shot will hit and kill the enemy unit.
When deciding whether or not to order a unit to Fire, it is important to consider the situation. If
a unit is laying down suppression fire, the fire doesn’t have to actually kill the enemy to have
the desired effect. On the other hand, a bazooka team waiting in ambush while an armored
column approaches had better wait for a killing shot.
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Green _________ Within effective range.
Yellow ________ The weapon has reduced effectiveness at this range.
Red __________ The weapon has only marginally effective at this range.
Black _________ The distance is too close or too far away for the weapon to fire at all.
If a line of sight is obstructed, a white number appears along the targeting line indicating the
range to the obstruction. If a line of sight is partly obstructed by foliage, and then completely
blocked further along, both ranges are indicated.
An obscured line of sight prevents the attacker from directly targeting enemies, but the firing
unit can fire into the target area in the hopes of suppressing the enemy or getting a lucky hit.
This can be an effective technique for weapons with a high rate of fire, such as machine guns.
SMOKE
There are times in battle when the ability to conceal yourself from the enemy, even partially,
can be the difference between survival and death. Vehicles and infantry on both sides are often
equipped with smoke grenades or smoke dischargers. Units behind smoke are harder to see,
and harder to hit even if spotted.
NOTE: It is not impossible to target teams behind smoke. However, the chance
of hitting the target is greatly reduced (as in the dark green line of sight
condition mentioned in Section 11.6).
The Smoke command brings up a targeting circle for firing smoke shells or smoke grenades.
Infantry smoke grenades can be thrown a maximum of 30m. Mortar teams can lay down
smoke virtually anywhere on the map.
Some vehicles and artillery also have the ability to fire smoke rounds, which can reach out to
the weapon’s maximum range. If a unit has smoke rounds, the Smoke command is available
on the unit menu. Some vehicles have smoke dischargers and/or smoke mortars. These work
in the same way as smoke rounds, but have a very limited range.
Units, both tanks and infantry, may decide to use smoke on their own if they come under
sudden or heavy enemy fire.
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DEFEND
Units that have been ordered to DEFEND
stop, seek the best cover available, and
engage enemy targets. When ordered to
DEFEND a blue arc appears above the unit;
this indicates the direction of facing. To
change the direction of defensive facing, left
click the arc; a blue circle appears around
the unit. Drag the arc around the circle to the
direction you wish the unit to face, and left
click again. Anti-tank guns and tanks rotate
to face that direction and infantry seeks
cover defending from that direction. Defending units will engage enemies not in the blue arc,
but only if those enemies are close. Units that are defending will fire on targets of opportunity
that they have a reasonable chance of killing, roughly equivalent to a yellow or green targeting
circle on a FIRE order.
DEFEND is the default setting for tanks. When not under specific orders, tanks DEFEND the
area in front of them.
AMBUSH
Ordering a unit to AMBUSH is similar to the DEFNED order. The unit will stop in place and seek
cover, but ambushing infantry will only attack when an enemy comes within very close range.
When a unit is ordered to AMBUSH a green arc appears above the unit. This works in the same
way as the blue arc in the Defend order. To change the direction that the unit is ordered to
ambush, left click on the green arc, move the arc to the desired facing, and left click again to
release.
Infantry and guns on AMBUSH are more difficult to spot, making it a good choice for anti-tank
weapons. Keeping bazooka and anti-tank guns hidden until the right moment can be critical
to success.
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GROUP ORDERS
Orders may also be issued to a group of units at the
same time. To select a group of units, left click on
the screen and quickly drag the cursor. This creates
a darkened selection box on the map. Release the
mouse button when all the units you wish to select
are inside the selection box. You can also form a
group selection by holding down the shift key and
left-clicking on each unit, one at a time.
When you have a group of units selected, any order you issue is given to all the units in the
group. If ordered to move, each unit will attempt to maintain their current relative positions
when they reach their destinations. Remember that if you give a Fire order, line of sight is
individually determined for each unit, and for each soldier in each unit, so not all units in the
group may be able to see or fire at the target.
Once you have created a group, you can save the group selection by pressing CTRL (1-9). You
can then re-select the group by pressing the corresponding number (1-9), without the CTRL
key. Pressing the number key for a group a second time will center your point of view on the
group.
To cancel a group selection simply left click anywhere on the map (but not on a unit.)
MORTAR TARGETING
Mortars are dedicated indirect fire weapons that are
designed to lob shells in a high arc down onto a
target. Mortars are valuable and effective weapons,
so they are typically far back from the front line, and
thus the crew cannot see their targets themselves.
The communications required for other teams to request and coordinate support from a mortar
is abstracted and simulated with a simple time delay in Close Combat: Panthers in the Fog.
When you first give a mortar team a Fire or Smoke
order, it will begin ‘aiming’ at the new target. This
initial aiming will typically take 20-30 seconds,
after which the mortar team will fire one spotting
round to see if the aim is correct. After the fall of
the first spotting round is observed, the mortar
team will aim for a shorter time and then fire a
second spotting round. After this the mortar will
aim briefly and then ‘fire for effect’ by firing
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approximately 4 more rounds in quick succession at the target. If a mortar can see its own
target the aiming delays are significantly shorter.
Once a mortar team has started to ‘fire for effect’ at a target, they will record that target for
future reference. A mortar team will keep a record of its last three targets, and it can fire at
any of those targets without firing any spotting rounds at all – it simply goes straight to ‘fire for
effect’. The location of a mortar team’s recorded targets will be displayed on the Mini-Map and
the main map whenever you have the mortar team selected.
A mortar team will automatically cease fire and report ‘mission complete’ after it has fired
approximately 6 rounds at the current target. Since that target has also been recorded by the
team, you can always repeat the fire order if you want them to continue firing at it.
The plane comes from a randomly determined direction and strafes and/or drops bombs in the
target area. Air Strikes are not available at the start of the battle, but become available 5 - 12
minutes into the battle for the Allies and 8 - 12 minutes for the Germans.
German Aircraft
Me-109: Machine guns and 20mm cannons
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FW-190: Machine guns, 20mm cannons, and 1 bomb
Allied Aircraft
P-47 Thunderbolt: Machine guns and 2 bombs
P-38 Lightning: Machine guns, 20mm cannon, and 6 bombs
RAF Typhoon: Machine guns and 8 aerial rockets
Artillery and Mortar barrages are targeted in the same way Air Strikes are. Mortar barrages
consist of four medium mortars, all firing at once. Mortars barrages fire a total of between 40
and 60 rounds. Like a Battle Groups’ on-map mortar fire, mortar barrage fire is not always
accurate, so be careful not to call in mortar file that would not endanger your own troops. If
available during a battle, the mortar barrage icon is enabled after 0 - 2 minutes for both sides.
Artillery fire support is called in the same way as mortar barrages, and consist of four 105mm
howitzers all firing at once, indirectly, from an off-map firing position. This howitzer battery
fires between 10 and 20 rounds total. Like a Mortar Barrage, an Artillery Barrage is not always
accurate, and it is even more destructive. Be careful not to hit your own troops with artillery.
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The battlefield appears darker during night battles, and your troops will only be able to spot
the enemy at a relatively close range. The flash from explosions will momentarily light up small
areas. A fire, from burning terrain or vehicles, will also illuminate the area around it.
During night battles, illumination support is automatically available to both sides, appearing
within 30 to 90 seconds after the start of the battle. Illumination will light up a large area on
the battlefield for approximately 30 seconds. Once used, additional illumination support will be
available 8-12 minutes later. Just as in placing artillery or air support on the battlefield, click
on the flare icon and place it on the chosen spot on the map.
Enemy units within an illuminated area can be spotted at normal (daylight) spotting distances
by other units. Units inside an illuminated area have a difficult time seeing out into the
darkness, and cannot spot enemy units unless they are also inside, or very close, to a lit area.
Fog weather represents a thick ground fog. Heavy morning fog was common during the
historical campaign, and the Germans often used the morning fog to conduct operations without
fear of Allied airpower. Fog affects visibility just like darkness, except that illumination does not
help, and thus is not available. Sighting distances are even shorter in fog than darkness.
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THE MINI-MAP
The Mini-Map provides an overall view of the battlefield.
Left-clicking on a portion of the Mini-Map will center your
view of the main map on that location. The highlighted
rectangle on the Mini-Map represents the current view. All
of a player’s viable teams, as well as visible enemy teams,
are shown on the Mini-Map. Friendly teams are shown
as a blue dot, and enemy teams are red. Enemy teams
that recently spotted but no longer visible will be shown
at their last known location, but slowly fade out over time.
The Mini-Map can be toggled with the F6 key or the Game
Options dialog, and repositioned on the screen by right-
clicking and dragging it.
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Berserk: Rage has overcome the soldier, and he acts without fear. Berserk soldiers often
charge the enemy. Such displays of fearlessness can inspire those around him.
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MESSAGE WINDOW
The combat Message Window (in the lower portion of the Tool Panel) informs you of significant
events on the battlefield. If the message is from a specific team, you can center your view on
that team by clicking the message.
TRUCE BUTTON
Once a battle starts, the Begin button is replaced by the Truce button. The Truce button offers
the enemy a chance to end the current battle. If the enemy offers a truce you may accept by
clicking the Truce button. Fighting continues if one side offers a truce and the other does not. If
both sides agree to a truce the battle ends and the battlefield remains contested. There may be
some post-battle adjustments of the ground held around Victory Locations.
ZOOM CONTROL
The Zoom control is in the lower right
corner of the Tool Panel, beside the Begin /
Truce button. Clicking the Zoom control will
zoom out, showing a large overview of the
entire battlefield. Clicking the Zoom control
again returns you to the normal view of the
battlefield.
On the overview map your teams, and visible
enemy teams, are represented by named,
colored icons. You can issue orders on the
overview map just as you would on the
regular battlefield, by right-clicking a team.
The overview map is often useful for planning
initial deployment or to get a wider view of how the battle is progressing. One of the best uses
for the overview map is to check the areas affected by your command teams. The Space Bar
shows the command radius of each team, making it easy to see which team is benefiting from
leadership and which is not.
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Green: High
Yellow: Medium
Red: Low
Black: Very Low
No Circle: No Leadership Effect
It is often useful to zoom out to the overview map to make sure that your commanders are
positioned to provide leadership to the troops you want.
As a battle progresses some soldiers’ morale may falter. Receiving enemy fire, having their
leaders killed, being flanked or ambushed, or being around too many dead bodies all increase
the stress on a soldier. If stress gets too high a soldier may panic, run from the fight, or even
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surrender to the enemy. Convincing enemy troops to surrender by breaking their morale can
be a very efficient way to win battles.
You can improve soldiers’ morale by making sure they’re successful on the battlefield. Soldiers
that inflict casualties on the enemy, ambush the enemy, or capture victory locations will feel
more confident and less stressed. Infantry teams that manage to destroy an enemy tank also
get a large morale boost.
BATTLEFIELD TERRAIN
In many cases, the terrain of a battlefield can be the
best resource a commander has. A clump of trees, an
abandoned house, a gully, or a drainage ditch can all be
powerful tools if used in the right way. By right clicking
and holding down the mouse button with the cursor over
a terrain feature, a player can assess the relative ground
elevation and defensive quality of the terrain. Terrain
details are displayed along the bottom of the Battlefield
screen.
HILLS
Holding the high ground is an old military maxim which does have benefits. Units on hills can
see over obstacles, giving them good line of sight. Moving uphill slows units down and moving
downhill is generally faster. This is useful if you don’t want enemies to reach you, or to make a
quick escape. However, perhaps most useful, is that hills block line of sight. Units can hide
behind hills to avoid detection and to protect their flanks. Defending units on the reverse slope
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of hills can engage attacking enemy units as they come over the crest while being protected
from the enemy’s direct supporting fire.
You can usually identify a hill by looking at the lighting of
the map. A hill will be brighter on the northern or western
face, and shadowed on the eastern or southern face. In
some cases hills can be seen identified easier by looking
at the terrain in the Mini-Map.
FORESTS
Forests provide something of a mixed blessing. Troops
moving through forests have a great deal of cover.
Tree trunks block fire, and the foliage of the trees often
prevents units from being specifically targeted. This cover
works both ways, so units have a hard time firing out
of forests. This unusual nature makes forests a natural
place for flamethrowers or other short range weapons, which can use the cover to approach
the enemy. The ability for infantry to hide in forests make them dangerous place for tanks, and
tanks should avoid forests unless absolutely necessary. Vehicles also risk immobilization when
moving through forests or trees. Remember that the CTRL+T command can be used to hide
the foliage of trees. The foliage is still there and affects the game, but it makes it much easier
for the player to see units.
BUILDINGS
Buildings are often the best type of cover for infantry.
Building roofs provide some protection from mortar fire,
building walls provide excellent concealment and some
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level of protection from enemy fire, and tall buildings allow clear fields of fire over low-level
obstructions. This makes them extremely valuable for infantry and anti-tank units, and a
potential danger to tanks. A tank on its own generally cannot detect infantry in a building
until it is within very short range. A wise commander will go to great lengths to avoid putting
a tank anywhere near a building that has not been checked out by friendly infantry first. When
approaching a building it is often useful to deploy smoke to allow units to advance without fear
of detection. It is also good practice to Fire machine guns at buildings as your infantry approach
to suppress any units that might be in the building.
Because anti-tank guns have limited mobility and are vulnerable to mortar fire, buildings can
be a good choice for placement. Unfortunately, placing an anti-tank gun in a building also
tends to limit its field of fire, and the gun cannot be moved once emplaced inside the building.
Note that only smaller calibre guns (generally 60mm or less) may be placed inside a building.
While all buildings conceal troops from the enemy, the stronger the building’s construction the
more cover it offers from enemy fire. Wooden buildings provide little protection, as even bullets
can penetrate the outer wall. Stone and brick buildings provide very good protection, however.
BRIDGES
Bridges, which provide a quick and easy way across
otherwise difficult (or even impassable) water obstacles,
are natural defensive choke points. Cover a bridge with a
well-placed machine gun or an anti-tank weapon and it
can be very difficult for the enemy to cross. Historically
the Sée (in the north) and Sélune (in the south) rivers
were the natural defensive barriers that the Germans planned to use as the ‘shoulders’ for
their penetration to Avranches. Should the Germans succeed in their break-through, the only
avenue for American reinforcements to enter the battle field may be across the bridges over
these two rivers.
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ENDING A BATTLE
A Battle can end in a number of different ways, depending on the Mission Settings chosen by
the player on the Command Screen.
VICTORY LOCATIONS
On each map there are a number of Victory Locations.
Each Victory Location is marked with the flag of the
side that controls it, and represents either important
strategic locations (an exit road corresponding to a
map connection on the Strategic Map) or other points of
military interest. Victory locations controlled by neither
side are represented by a split flag. To capture a victory
location, move a combat unit near the location.
NOTE: Snipers, fleeing or separated men, and
unarmed vehicles (such as trucks and jeeps) do
not capture terrain and thus cannot take control
of Victory Locations.
The battle will end if one side controls all Victory Locations on a map unless you have turned off
this option in the Mission Settings on the Command Screen. If the Two Minute Warning option is
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enabled, a two minute timer begins to count down as soon as one side captures the last Victory
Location, and during this time the losing side must recapture at least one location or they will
be forced to retreat off the map.
Victory locations are also used to score a battle. Each victory location is worth between 1-3
points depending on its position and importance. The larger the text for the name of the Victory
Location, the more it is worth. Victory locations along map borders are generally worth only
one point.
TRUCE
A battle may be ended at any time if both sides agree to a Truce. To propose a truce, click the
Truce button on the Tool Panel in the lower right hand corner of the screen. If your opponent
has offered a Truce you must also click the Truce button to accept it. Only when both players
agree to a truce does the battle end.
TIME
In battles with a time limit, the battle ends as soon as the clock runs out. You can view or hide
the battle timer using the F8 key.
MORALE FAILURE
Force Morale is a rough average of the overall morale state of your entire force in the current
battle. The Force Morale level of each side is shown below the game timer. This display can
be turned on or off using the F8 key. The longer the Force Morale bar, the better that side’s
morale. You can only push your men so hard before their morale cracks, and they are no
longer able to function as an effective fighting force. If this happens, and the Force Morale end
condition is enabled, the battle will end immediately. It is also possible for both sides to become
so disorganized and depleted that combat effectively stops without a clear victor, leaving
everyone too exhausted to continue. The default setting for the Force Morale end condition is
‘on’ for Operations and Campaigns, and ‘off’ for single battles. You may change this option via
the Mission Settings on the Command Screen.
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locations left, the field continues to be split based on previous positions; otherwise, the losing
side is pushed off the map.
If a Battle Group is pushed off the battle map it may be able to retreat on the Strategic Map
and survive. If a Battle Group cannot retreat, it is disbanded. See section 18.4, Battle Group
Retreat, for more details.
If one side destroys all enemy units completely the enemy Battle Group is disbanded and the
victory gains control of the entire map automatically. This very rarely happens because the
losing side generally flees from morale failure first.
DEBRIEFING SCREEN
After a battle ends you will transition to the Battle Debrief Screen. This screen indicates who
won the battle, why they won, and what areas each side controls on the map at the end of the
battle. The non-shaded portions of the map indicate areas that are under your control. It also
shows the casualties and vehicle losses sustained by each side.
Below the battle or campaign map is a display representing the Force Morale for both sides at
the end of the battle, along with the number of additional victory locations awarded to one side
or the other due to a Force Morale failure.
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SOLDIER BUTTON
The Soldier button will take you to the Soldier Screen (see Section 10.0) where you can view
the status of each soldier at the end of the battle, including changes to the soldiers’ ratings as
a result of the fighting.
In this mode, a display of the Strategic map indicates the areas each side controls, and lists the
current overall victory state. When viewing the Strategic map the Force Morale bars show the
average cohesion of all the Allied and Axis Battle Groups in the scenario, as well as a relative
measure of overall Victory Location control by each side. A side’s average cohesion is similar
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to measuring its overall Force Morale. You can toggle between the Losses or Results to view
total losses to date and the state of the game thus far.
When you are done viewing the battle results, the Next button advances you to the next battle
or strategic turn if you are playing an Operation or Campaign. For Single battles you will return
to the Command Screen (in a single-player game) or the Multi-player Screen (in a two-player
game).
TACTICS
This section describes some basic tactics to help you deal with the enemy successfully in
Close Combat Panthers in the Fog.
SUPPRESSION
Suppression is the term used to describe the fact that people tend to keep their heads down
while they are being shot at. A soldier with bullets flying around him is less likely to take the
time to aim carefully at the enemy when he fires, and may not even risk sticking his head up
to shoot at all.
A typical tactic to take advantage of this is often called “Fire and Movement.” One unit (or
more) fires at the enemy while another unit advance. When the advancing unit has reached
its new position, it provides covering fire in turn while a unit further back moves up. With their
rapid fire and large ammunition supplies, machine guns are excellent at suppressing enemy
troops. High Explosive (HE) ammo from big guns and mortars are also very good at suppressing
the enemy.
When using “Fire and Movement” be careful not to move your own troops into the line of fire.
Soldiers can be hit by friendly fire, especially that of machine guns.
FLANKING
Flanking describes any attack made from a direction that the enemy is not facing. Units
that are being shot at from multiple directions have a hard time finding cover and quickly
lose morale. Units being flanked also have a difficult time returning fire when attacked from
multiple directions.
Flanking is not only a powerful tool against infantry, but in some cases it may be the only way
to deal with enemy tanks that have thick frontal armor, such as the German Panther or Tiger
tanks.
ANTI-TANK TACTICS
Defeating enemy tanks can be difficult and costly, especially in the case of an American
Sherman tank faced with the bigger guns and heavier front armor of a German Panther or
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Tiger tank. To be successful you need to have reasonable expectations about what your own
weapons can do to the enemy tank, and use them under conditions that will maximize your
chance of a kill. See Section 20, Units, for a discussion of the various tanks and their strengths
and weaknesses.
Move your tanks cautiously, and where possible, scout ahead with your infantry. A bold tank
rush quickly overwhelm enemy infantry, it will result in high tank losses if there are any enemy
anti-tank weapons in the area. If you find your tank faced with a superior enemy tank, or under
fire from a hidden anti-tank weapon, you can use a MOVE order to have it reverse back out
of sight.
When facing enemy tanks, set ambushes and be patient, or try to lure the enemy into them.
Anti-tank guns or infantry anti-tank weapons will usually want to hide on AMBUSH until they
have a good shot, preferably at the enemy’s thinner side armor, and careful stalking using the
SNEAK order will usually give you the best chance of winning a tank on tank engagement.
STRATEGIC SCREEN
The Strategic Screen is where you view and command the high-level action for an Operation
or Campaign game. At this level you issue orders to entire Battle Groups, which move across
an abstracted map of the campaign area. Each of the Battle Groups represents a major military
unit that fought (or could have fought) in the historical battle. Conflict between Battle Groups
is resolved via a tactical battle, and the results of the tactical battle represent the success or
failure of the entire Battle Group.
STRATEGIC TURNS
A Campaign or Operation is played out as a series of Strategic Turns. Each Strategic Turn
represents several hours of action. There can be as many as five strategic turns (one night turn
plus four day turns) over the course of a game day. During each turn, you may give orders to
each Battle Group you control and assign any air, artillery, and mortar support available to you.
When you have finished your strategic moves and support assignments, click the Execute
button and the turn will be resolved as you watch – battle groups will move (or fail to move)
and any strategic level air or artillery interdiction is resolved. Once resolution is complete you
are shown the Movement Results for the turn, and you may review the results in the Strategic
Message Log. The game is automatically saved at this point.
After reviewing the Movement Results, click the Next button to proceed to the Battles portion
of the turn. You then play out any battles, one at a time, and finally the turn ends and the game
proceeds to the next Strategic Turn.
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The Strategic Map shows the general region the Mortain counter-attack / Operation Lüttich had
planned to cover, and game scenarios cover different aspects of the fighting there between
Aug. 6-12, 1944. A particular Campaign or Operation may use some or all of the Strategic Map,
and run for a few turns to several days in length.
You can scroll your view of the Strategic map by moving the mouse cursor to the edge of the
visible map and holding it there momentarily to start scrolling. Move the mouse off the scroll
zone to stop scrolling. You can also grab and drag the map by left-clicking anywhere on the
map and holding the mouse button down until the ‘grab’ cursor appears. You can then drag the
map to scroll it, and release the mouse button when done.
Unavailable maps are darkly shaded, and are ‘out of play’ for the current scenario. Available
maps may be bright, to indicate a map that is in play and which your forces can ‘see’ into and
detect enemy Battle Groups, or lightly shaded, for maps your forces cannot ‘see’ and thus
cannot detect enemy Battle Groups in. Each map also has a number of icons that indicate the
current control of the map and the presence of supply sources.
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Allied Control: White Star on Green
German Control: Black Cross
Mixed Control: 1/2 White star 1/2 Black Cross.
Allied Supply Depot: Green Barrels (major) or barrel (minor)
German Supply Depot: Red Barrels (major) or barrel (minor)
Strategic maps are connected by roads, and each connection is represented by a corresponding
Victory Location on the tactical map. A Battle Group cannot move to another map unless a road
connects the two maps and you also control the Victory Location that represents the road you
are leaving from.
NOTE: When viewing the Strategic Map you can hold down the space key to
see all the map connections on the entire map.
Friendly Battle Groups and visible enemy Battle Groups are each represented by a Battle Group
icon on the Strategic map. In Close Combat: Panthers in the Fog Allied Battle Groups are always
positioned on the left side of a Strategic map area, while Axis Battle Groups are on the right-
hand side.
You can examine any Battle Group by left-clicking on the Battle Group icon. Detailed information
about the Battle Group will appear in the Strategic Details Panel at the bottom center of the
screen. See Section 18.7 for further information.
Allied and German Battle Groups also show a strength indicator as a star or cross above the
Battle Group icon. The color of this indicator shows the approximate firepower of the Battle
Group.
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Green: Strong anti-tank (AT) and strong anti-personnel (AP)
Yellow: Moderate AT and strong AP
Orange: Moderate AT and moderate AP
Red: Weak AT and moderate AP
Black: Very weak AT and weak AP
Battle Groups with low firepower are best used defensively, while your stronger Battle Groups
are better suited to the attack. Even the heaviest armored column can be held at bay by a weak
infantry group in the right terrain.
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Next to the weather information are the Strategic Time Indicators. These show the Start and
End date and time for the current scenario, as well as the current date and time. Strategic turns
correspond to five possible time settings (0000 – midnight - for night turns, and 0600, 1000,
1400, and 1800 hours for day turns). Clicking on the arrows next to the current day or current
time indicators will allow you to look ahead from the current turn and see when and where
friendly reinforcement Battle Groups are scheduled to arrive on the Strategic Map.
The entire Calendar panel can be closed by clicking on the red and black button in the lower
right corner. This will hide all the weather and turn indicators. To re-open the panel, click the
“Calendar” box.
STRATEGIC MINI-MAP
The Strategic Mini-Map is in the upper right corner of the Strategic Screen. This map gives an
overall view of the Strategic Map, showing friendly Battle Groups, visible enemy Battle Groups,
and your current view of the main Strategic Map. You can click anywhere on the Mini-Map to
center your view on that part of the Strategic Map. You can close the Mini-Map by clicking the
black and red button in the lower right corner, and re-open it again by clicking on the closed
“Mini-Map” bar.
If you click on any map on the Strategic Map, the Details panel will also show you a small
‘thumbnail’ image of that map, next to the Message Log. You can click the thumbnail portrait
to go the Map Screen and view the map in more detail.
If you click a friendly Battle Group, or an enemy Battle Group in a single player game, detailed
information will be displayed about the Battle Group in the Details Panel. This information
includes all the units that are currently in the Battle Group’s Active Roster, as well as the Battle
Group’s fuel and ammunition supply, overall fatigue, and overall cohesion states. You can click
on any unit in the Battle Group to examine the Soldier screen for that unit.
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NOTE: The Battle Group information temporarily replaces the Message Log
and the Map thumbnail image in the Details Panel. To return to the default
view of the Details Panel, click any map on the Strategic Map.
Battle Groups are depicted on the strategic map with symbols indicating their type; infantry,
mechanized infantry, recon or armor. Up to two friendly Battle Groups can be stacked together
on one map. When Battle Groups are stacked the top Battle Group is the frontline Battle Group,
and the underlying one is the reserve Battle Group. In Close Combat: Panthers in the Fog the
frontline Battle Group is the one that will fight any battles that occur on the map. The reserve
Battle Group will not participate.
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ATTACK ORDER
The player uses an Attack order to indicate that they want the Battle Group to become the
frontline Battle Group when it reaches the destination map, and thus the one that will do the
fighting if there is a battle. Only one Battle Group can be attacking a map at a time. If you issue
an Attack movement order to a map that already has another friendly Battle Group attacking it,
the previous Attack order is automatically changed to a Move order. If an attacking Battle Group
is engaged by an enemy Battle Group before it can move, it will become the frontline Battle
Group on its current map. The Attack movement order causes slightly more fatigue and loss of
cohesion than the Move order.
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MOVE ORDER
The Move order tells a Battle Group to move to the destination map. A Battle Group executing
a Move order will not become the frontline Battle Group unless there are no other friendly
Battle Groups at the destination, and no other friendly Battle Group has an Attack order for the
destination map.
Each side is allowed to have up to two Battle Groups on each map at a time. The two Battle
Groups may be independently moved to different maps. The frontline Battle Group (on top
of the stack) has a lighter color arrow to indicate its ordered movement than the movement
order (and corresponding arrow) for the reserve Battle Group underneath.
Although you can order as many Battle Groups as you want to move onto the same map, only
a maximum of two friendly Battle Groups can occupy a map. If you issue movement orders
that would result in more than two friendly Battle Groups sharing the same map, the first two
Battle Groups to arrive will complete their move. Any additional Battle Groups will not be able
to execute their movement orders and will remain in their starting location. There is no way to
guarantee which of your Battle Groups will be the first (and second) on to the map.
NOTE: It is possible for more than one unit to use the same road, so friendly
units may swap places by moving through each other.
RELIEVE ORDER
This order cause the reserve Battle Group (the one on the bottom of the stack) to relieve the
front line Battle Group (the one on the top of the stack) and the two Battle Groups switch
places. This change happens instantly; you do not need to wait for Movement Resolution for
it to occur.
REST ORDER
This orders the Battle Group to try to rest and regroup in order to improve cohesion and lower
fatigue. The Battle Group will not be able to rest if there is a hostile Battle Group on the same
map unless the enemy Battle Group has also been ordered to rest. If both sides have a Battle
Group on a map and both choose to rest their Battle Groups, no battle will occur for that turn.
A Battle Group that rests recovers cohesion and reduces fatigue. Resting during a night turn is
more effective than during a day turn.
MERGE ORDER
This orders two friendly Battle Groups on the same map to merge into one Battle Group. The
larger of the two Battle Groups absorbs the smaller one. If they are equal in size, the one with
the best commanding office absorbs the other. Merging Battle Groups moves all units from the
absorbed Battle Group into the Force Pool of the absorbing Battle Group.
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The actual merge does not occur until you Execute movement orders for the strategic turn. A
merge cannot be interrupted (even if there is a hostile Battle Group present on the same map),
and occurs before any tactical battle on the map.
DISBAND ORDER
This order causes a Battle Group to voluntarily disband (see Section 18.15 for a discussion
what happens to a Battle Group when it disbands). A Battle Group will not actually disband until
the execution of the strategic movement orders occurs.
While disbanding your own Battle Groups is not advisable, it may be the only way to get a
trapped Battle Group, which has run out of fuel, back into action. You may also wish to disband
a very weak Battle Group to make room for one of your more capable Battle Groups when you
control very limited space on the Strategic Map.
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Support missions are more plentiful at lower difficulty levels (Recruit and Green) and less
plentiful as you increase levels (Line, Veteran and Elite).
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will be played out in the order they occur during the Strategic Turn. When the playback is
complete the turn will advance to the Movement Results stage, and you can review the events
of the turn via the Strategic Message Log.
If you do not wish to watch the playback of the Strategic events one by one you can hit ESC or
click the Next button to skip playback completely.
All movement during the Strategic Turn happens simultaneously. If two adjacent enemy forces
move at each other, the battle occurs on the map of the slower Battle Group. Battle Group
speed rankings are; 1) Recon (fastest), 2) Armor & Mechanized Infantry, 3) Allied Infantry, 4)
German infantry (slowest). If the German and Allied Battle Groups are the same speed, the tie
goes to the Germans, and the battle is fought on the Allied map.
A Battle Group that is not ordered to move will automatically dig in after it has been stationary
for a turn. If movement is ordered, but cannot be carried out (because of an enemy attack
or conflicting movement orders), the unit is not considered stationary, even though it did not
actually move. Battle Groups that are dug-in will create foxholes or gun pits during the pre-
battle deploy phase of their next tactical battle.
Once you are done reviewing Movement Results, click the Next button to continue to the
Battles portion of the turn. You will then play out each battle, one after the other, to resolve
them and complete the turn. Battles are automatically fought west to east, then north to south.
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A Battle Group with limited incoming supplies will receive half the usual number of
replacements. A Battle Group that is cut off from supply will not receive nightly replacements
at all.
Nightly replacements are automatically used to fill out losses in the Battle Group’s Force Pool
and Active Roster. Lost teams will also be reformed if sufficient replacements are available.
Replacement soldiers are adequately trained, but inexperienced. A team reformed from green
replacements will not perform as well as the original one that was made up of all veteran
soldiers. However, these green soldiers will gain experience, and improve, as they fight (and
survive) battles.
NOTE: Critically weak Battle Groups that cannot field even one team from
their Force Pool are automatically disbanded during the repair and resupply
phase.
If all these criteria are met, the losing Battle Group will retreat by one of the available exit
Victory Locations to an adjacent map. If not, it is forced to disband. Battle Groups that retreat
can’t move on the following strategic turn.
Battle Groups can also retreat via an exit location that leads off the strategic map. These
locations will be exit Victory Locations, but are named “From <Off-Map Area>” rather than “To
<destination map>”. Battle Groups that retreat off the strategic map will try to re-enter during
the 0600 turn on the next day.
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locations or from morale failure. A Battle Group can also be voluntarily disbanded by the player
using the Disband order.
The surviving men of a disbanded Battle Group are automatically assumed to retreat out of
the battle area, and will attempt to reform off the Strategic Map. A disbanded Battle Group will
reform overnight and will attempt to return to the Campaign or Operation as a reinforcement
Battle Group during the 0600 turn the following day. However, a Battle Group always suffers a
large cohesion loss when disbanded, and may suffer additional casualties. If a Battle Group is
disbanded while cut off from supply it will lose most of the units in its Active Roster. A Battle
Group disbanded while out of fuel will lose a number of additional vehicles as well.
If you have only one Battle Group remaining on the Strategic Map you may not order it to
disband.
SUPPLY
There are two types of supply depots represented on the Strategic Map – major depots and
minor depots. A major supply depot is indicated by a 3-barrel icon, whereas a minor supply
depot has a single-barrel icon.
Battle Groups automatically receive fuel and ammunition from friendly supply depots. A Battle
Group can receive supplies from any friendly depot that it can trace a path back to through
friendly, uncontested territory. This is its line of supply. If you cut it (occupy a map in that path),
you can drastically reduce the combat effectiveness of the Battle Group you have cut off. A
Battle Group that has been cut off is described as “out of supply.”
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NOTE: A Battle Group in supply starts with a maximum fuel and ammunition
level of 3 for each. As the Battle Group moves and fights, fuel and ammunition
expenditure per strategic turn is as follows:
Low ammunition supply reduces the starting ammunition levels during battles. Reduced fuel
supply won’t affect vehicles immediately. However, once fuel supplies reach Low, there is an
increasing chance that each vehicle in a battle has run out of fuel, and is suddenly left
immobile.
A Battle Group can capture fuel from enemy supply depot. To use enemy fuel, the Battle Group
must occupy the depot; once it leaves the depot, its fuel supply starts to diminish as normal.
Enemy supply depots only provide fuel on site; no supply line is created. Enemy supply depots
do not provide ammunition.
NOTE: There is an “incoming supply” indicator on the ammo and fuel gauges
in the Battle Group Details. If the indicator has two plus signs (++) the Battle
Group is receiving full supply, and recovers 2 levels per turn. A single plus (+)
indicates limited supply, and the Battle Group recovers 1 level per turn. An X
indicates the Battle Group is out of supply.
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In addition to loss of supplies, Battle Groups that are cut off from supply have a more difficult
time repairing damaged vehicles, and will not receive nightly replacements.
NOTE: Armored, armored infantry, and recon Battle Groups cannot move at
the strategic level if they have a fuel supply level of ‘None’.
Remember, each victory location is worth between 1-3 points. The only exception in scoring
is during the historical Grand Campaign game. When playing the Grand Campaign against
the AI, your score is not based on total victory location points, but on how your army does
in comparison to how each side performed historically. In a Grand Campaign contest with a
human player, your campaign victory is determined by your score.
STRATEGY TIPS
Try to keep an unbroken front line. If you cannot create a full front line, you may be able to use
air or artillery interdiction missions to stall enemy movement long enough to reform your line.
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If an enemy Battle Group breaks through your line, attempt to cut their line of supply. An
armored Battle Group that runs out of fuel is no longer mobile, and Battle Groups with
diminished ammunition supplies are easier to defeat. Also a Battle Group that is forced to
disband while cut off takes heavy losses. In the same light, avoid allowing your own Battle
Groups to be cut off if at all possible.
If a Battle Group’s cohesion is getting low, or its fatigue high, try to rest it. The most certain way
to successfully rest a Battle Group is to position it as the reserve (bottom of the stack) Battle
Group while a different Battle Group fights, or to move it to an uncontested map.
Remember if a battle ends in a truce or time out, the side who controls the Victory Locations
associated with the a road exit off that map can use that road to move to another map during
the following Strategic turn.
If you assign Artillery and Mortar support or Air Strikes to a unit early in the day, and you appear
to be winning the battle without calling on the support, you may wish to leave the support
unused. Unused Air Strikes, Mortar and Artillery support missions are returned to you for use
later during the same day.
SCENARIO EDITOR
The Scenario Editor allows you to design your own Battle, Operation, or Campaign scenarios
using the Strategic map and Battle Groups available in Close Combat: Panthers in the Fog.
The general process for creating a custom scenario is as follows:
»» Slide the left bracket on the Date Bar to the date and turn you
want the scenario to start on. When you release the bracket over a
date / turn, and that becomes the first turn in your scenario.
»» Choose the map(s) you want to use by clicking on each
map to set initial control and supply conditions.
»» Slide the right bracket on the Date Bar to the date / turn you want to
be the last turn played in the scenario. If you release the bracket over
a date / turn, that becomes the last playable turn in your scenario.
»» Select the day and turn you want a Battle Group to arrive,
and then drag and drop the Battle Group icon onto a map
to include the Battle Group in your scenario.
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THE MAP
The Scenario Editor shows a scaled down version of the entire Strategic map.
Initially all the maps are ‘out of play’. To include a map in your scenario, left click or right click
on that map. This will put the map ‘in play’ for your scenario. Each click on a map will cycle the
initial state of the map through all its possible control and supply conditions.
The possible starting states are:
»» Allied control (no supply depot)
»» German control (no supply depot)
»» Split control (no supply depot)
»» Allied control (Allied major supply depot)
»» German control (Allied major supply depot)
»» Split control (Allied major supply depot)
»» Allied control (German major supply depot)
»» German control (German major supply depot)
»» Split control (German major supply depot)
»» Allied control (German minor supply depot)
»» German control (German minor supply depot)
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»» Split control (German minor supply depot)
»» Allied control (Allied minor supply depot)
»» German control (Allied minor supply depot)
»» Split control (Allied minor supply depot)
If you create a scenario with only one map, this will automatically be a Battle scenario.
Any scenario involving two or more connected maps is an Operation or Campaign scenario.
An Operation usually has a small number of maps and Battle Groups and lasts for a few turns.
A Campaign is an Operation on a larger scale, with many maps and Battle Groups, and lasts
for several days.
When designing a Campaign or Operation, every map in play must be connected to the others.
There must be a path of adjacent, connected maps from every map to every other map. Each
side must also have at least one supply depot. An error will occur if you try and save an
Operation or Campaign with isolated maps, or without a supply depot for each side. You must
correct the error before you can save the scenario.
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If Battle Groups are stacked on the first turn of your scenario, the first Battle Group icon placed
will be the frontline Battle Group and the second one will be the reserve Battle Group. Battle
Groups designated to enter play after the first turn are considered reinforcements and may
arrive in a different order than placed, depending on the situation on the strategic map at the
time.
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MULTIPLAYER
NOTE: An Internet connection is required to play Close Combat: Panthers in
the Fog multi-player mode.
Close Combat: Panthers in the Fog uses an integrated lobby, forum, and connection system to
make finding and connecting to other players as quick and easy as possible.
To connect to the multi-player lobby system, you will need to register your product serial
number, and then log in to the system so that serial number is associated with your lobby
account. If you do not have a lobby account you can create a new one from the game.
You can make changes to your lobby account, as well as access the match-making forums and
the other game forums by visiting http://www.slitherine.com/forum/.
LOBBY CHAT
You can send chat messages to everyone in the lobby while you are in Lobby mode. To begin
composing a chat message, press the ENTER key. Type your message and then press ENTER
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again to send it. Lobby chat is visible to all other players connected in Lobby Mode. Lobby chat
is not sent to players who are connected to an opponent and playing a head-to-head game.
The top-most list shows the forum hierarchy. At the top of this hierarchy is always the game’s
main Match Making Forum. Under the Match Making Forum you will see a list of Topics, each of
which is composed of one or more Posts. While the main Match Making Forum is selected you
will see a list of all the Topics in the forum, in order from most-recent to least-recent, below.
To view the Posts in a Topic, click on the Topic in the list. This will make that Topic the active
Topic. While you have an active Topic selected, that Topic will appear as the only Topic under
the Match Making Forum. Below the active Topic will be a list of all the Posts within that Topic.
Click the specific Post you wish to view, and the text for that Post will appear in the Post
window, just below the forum list.
To post a reply to the active Topic, click the “Post Reply” button, enter your message text, and
click “Ok”. Your new Post will be added to the active Topic.
You can also create a new, top-level Topic by clicking the “New Topic” button. Enter the subject
for your topic and the text for the first post in that topic, and then click “Ok” to create it. The
new Topic will be added to the main Match Making Forum.
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You can return to the top level view, showing all Topics in the forum, by clicking the main Match
Making Forum entry at the top of the forum list.
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Once both players have clicked Ready, the Host player will be able to click the Next button to
start the game.
The Host’s computer will send the initial scenario information to the joining player’s computer,
and both players will transition to either at the Battle Group Screen (for a battle) or the Strategic
Screen (for an Operation or a Campaign). The initial transfer of information may take a few
moments, especially for a large campaign game.
UNITS
The fighting in France during the summer of 1944 involved several national armies, employing
a wide array of weapons and vehicles. Close Combat: Panthers in the Fog focuses on the
fighting between the US and German armies, and some general information about the types of
units and their weapons is provided below.
INFANTRY
Light infantry are armed with rifles and grenades. Because they are less encumbered, light
infantry can travel good distances without becoming tired. This makes them well suited for
rapid advances or probing for the enemy. Their rifles cannot generate a great deal of firepower,
however.
Medium infantry have rifles, grenades, and light automatic weapons like the American
Browning Automatic Rifle, or BAR. Medium infantry are well rounded, in terms of both mobility
and fire power.
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Heavy infantry have even more firepower, such as flamethrowers and demolition charges.
Well suited to close combat, heavy infantry can also be quite effective against tanks if they can
get close enough. Because of the heavy weight of their gear, heavy infantry are slow and can
quickly become winded.
Snipers are deadly long range shooters who work alone. They are more accurate at long
range, are more likely to target enemy leaders, and are more likely to kill, but they have a low
rate of fire. Snipers are easily suppressed once they are discovered and cannot be expected to
survive a shoot-out with the enemy. Remember that the talent of a sniper is not in the amount
of enemies he kills directly; by targeting officers and suppressing enemy troops at long range,
he can sap enemy morale and reduce their efficiency. Snipers cannot capture terrain or Victory
Locations.
Scouts are used for locating the enemy, either as offensive patrols or defensive outposts. With
fewer men and lighter armament, they are quicker and harder to spot than regular infantry, but
lack firepower and cannot take many casualties.
Infantry anti-tank teams are armed with infantry anti-tank weapons like the German
Panzerschreck or the US Bazooka rocket launchers. Infantry AT weapons generally have a low
rate of fire, short range, and limited ammunition. For best results they should hide until they
can fire at the enemy tanks from close range, and preferably at their side or rear armor.
SECONDARY WEAPONS
In addition to their primary weapons, many soldiers carry secondary weapons like hand
grenades, smoke grenades, or demolition charges. German infantry may also carry the single-
use Panzerfaust anti-tank weapon. The number of these weapons available for each unit can
be checked on the Battle Group screen. When the opportunity arises to use these weapons your
soldiers do so automatically.
MORTARS
Mortar crews engage the enemy with indirect fire, lobbing powerful explosive shells great
distances. While a mortar team is more accurate while firing at targets they can see, they are
often best positioned well away from the front line where they can hammer enemy targets from
safety. Avoid setting mortars up directly under trees where branches might detonate a round
right over the firing team.
The heavier a mortar is, the slower the rate of fire, but the more powerful the shell. Heavy and
medium mortars are powerful enough to be used against buildings. Mortars can also lend vital
support to friendly units by dropping smoke at great distance.
Mortars can also be effective against light vehicles, particularly open topped vehicles such as
half-tracks, though these vehicles may simply move away before the mortar team can zero in.
Mortars are quite effective against towed guns, which have a harder time getting out of the
target area quickly.
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MACHINE GUNS
Machine guns are highly effective against infantry and light vehicles and are very effective at
suppression. However, machine gun crews can only move their weapons slowly and require
time to set up the weapon when they reach a new position. Because they are difficult to move
and slow to set up, machine guns are often set up in buildings or other covered locations to
prevent them from being destroyed by mortar fire.
FLAME THROWERS
These are very effective against both infantry and armor, but have a very short range and
limited number of shots. They are heavy and slow moving, but don’t require a setup period.
As might be imagined, a flame thrower tends to start fires. Troops with flame throwers are
extremely vulnerable and can actually explode if hit.
FLAMETHROWER TACTICS
Flame-thrower teams require a great deal of support from other friendly infantry. Their short
range and vulnerability require either total surprise or for the enemy to be completely pinned
down. When fighting armor, other infantry units can provide support to flame-thrower teams by
fixing the enemy’s attention elsewhere.
ANTI-TANK GUNS
Anti-tank guns are field pieces, modern cannons designed to destroy enemy tanks with armor
piercing shells. Anti-tank guns are not very mobile on their own, as they must be dragged
about by their crews. With only a thin gun shield for protection, anti-tank guns require a mix of
surprise and proper placement to be effective. Anti-tank guns with High-Explosive (HE) rounds
can be effective against infantry, but are often better left hiding to wait for enemy armor.
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enemies elsewhere. Once an anti-tank gun has been spotted the enemy will usually make it
a priority target, so you may want to keep a towing vehicle handy to quickly move the gun to
a new location.
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Light Vehicle Tactics
Light armored vehicles have traded armor for speed. Use that speed to launch flanking attacks,
or to shift quickly to support of your other units from positions to the rear. Light vehicles will
almost always lose a duel with an enemy tank, though some have heavy enough weapons that
you may be forced to use them against tanks in a pinch. The best hope for success in such
an engagement is an ambush and a first shot kill. If the first shot misses you’ll usually want
to disengage immediately. Try to move away from enemy mortar or artillery fire, as this can
damage or even destroy light vehicles. Unarmored vehicles should be reserved for transport
duties and kept away from the front line as much as possible.
TANKS
A tank has enough armor to be invulnerable to small arms and machine gun fire. Tanks carry
machine, as well as High-Explosive charges (HE) shells for use against enemy infantry, and
armor piercing shells (AP) that are effective against the thick armor of enemy tanks. While
tanks may seem like the lords of the battlefield, it is very difficult for the crew inside the
tank to spot enemy infantry, and a tank is vulnerable to properly armed infantry who can get
close enough. Tanks that move alone into close range with enemy infantry may be damaged,
immobilized, or even knocked out by unseen infantry using hand-held anti-tank weapons or
even a close assault with grenades.
When not in immediate danger, tank crews generally keep portholes and the top hatch open,
this allows maximum visibility, although it does allow the possibility of surprise attacks while
partly vulnerable, particularly from snipers. Once danger is recognized, such ports are closed,
affording protection but limiting visibility.
As a general rule, tanks have much heavier armor on the front of the tank than they do on
the sides or rear. Please refer to the section entitled Battlefield and Other Controls for an
explanation of how movement affects facing.
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Also remember that infantry cannot harm tanks at long range but can damage or immobilize
them with improvised anti-tank attacks at very close range. To avoid this, tanks should usually
act as support vehicles, with infantry ahead to ferret out enemy infantry and concealed anti-
tank guns. Once the enemy is found, the tank can then blast away from a safe distance.
In Close Combat: Panthers in the Fog, American tanks will often find themselves at a
disadvantage against heavier German tanks. The U.S. M4 (Sherman) medium tank, while having
many fine qualities, lacked the high velocity gun and thick armor needed to tackle the heavier
German Panther or Tiger tanks head-on. The introduction of a limited number of Sherman tanks
with a high-velocity 76mm gun (just before Operation Cobra) was an improvement but still did
not completely address this problem. In addition, German infantry was well-supplied with the
hand-held, single-use Panzerfaust anti-tank weapon. The Panzerfaust had a very short range,
but was capable of penetrating the armor of any American tank. Extra caution and heavier
tanks losses are generally required when playing the American side as a result.
GAME OPTIONS
The Game Options dialog can be accessed via the Options button on the Main Screen, or from
anywhere in the game by pressing the F9 key. The Options dialog is made up of three panels:
Game Play, General, and About. These can be selected using the tabs on the top of the dialog.
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Below the Status Indicators are toggles for the main user-interface elements:
Team Monitor: F5
Mini-Map: F6
Soldier Monitor: F7
Timer & Morale: F8
GENERAL OPTIONS
The General options provide settings for game
performance, media use, and languages.
The Game Speed options controls how fast
simulated game time progresses. At ‘Fast’ the
game runs at real time. At ‘medium’ speed
game time is half as fast as real time (i.e. 1
game second takes 2 real seconds). At ‘slow’
game time is four times slower than real time.
Screen Resolution controls how large the game
window is when running in Windowed Mode,
or the full screen resolution used when playing
battles in full screen mode. For best results
it is recommended that you run the game in
windowed mode at the same resolution as your
Windows desktop.
NOTE: When the game is running in full screen mode it will automatically
minimize and pause anytime you switch to another application. When the
game is running in windowed mode the game does not minimize or pause
automatically if you switch to another application.
Scroll Speed affects how fast both the battle field map and the Strategic map scroll when you
move your point of view in the game. If the scroll speed seems too fast to easily control, try
reducing this setting to ‘Medium’ or ‘Slow’.
The Media Options allow you to turn off the game music, intro videos, or all game sounds, if
desired. You can also adjust the volume level of the game sounds.
Language Options allow you to set whether non-English speaking nationalities play voice cues
in their native language (such as German) or in English.
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CREDITS
BLACK HAND STUDIOS
PROJECT LEAD
Steve McClaire
DEVELOPMENT LEAD
Steve McClaire
GRAPHICS
Jim Martin, Shane Cameron
MUSIC
Alessandro Ponti
MANUAL CONTENT & EDITING
Steve Mayville, Steve McClaire
RESEARCH ASSISTANCE
Dimitry Fedorov
TESTING
Francisco Arias, Emmanuel Bombabert, Shane Cameron, Mick Conmy, John Davidson,
Dimitry Fedorov, Michael Liljequist, Stephen Mayville, Grant McTaggart, Bartshe Miller, Mark
Owens, Grant Reid, Rob Robinson, John Ross, Darren Tejszerski, Gary Thomas, Carlo Zanon
]TOOLS DEVELOPMENT
Manfred Fischer
ADDITIONAL CONTRIBUTIONS
Mick Conmy
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MARKETING DIRECTOR
Marco A. Minoli
CREATIVE DIRECTOR
Richard Evans
PUBLIC RELATIONS MANAGER
Scott Parrino
ART LEAD
Marc von Martial, Myriam Bell
PRODUCER
Aaron Yeung
QA & PRODUCTION ASSISANTS
Christian Bassani, Andrew Loveridge
ADMINISTRATION
Lynda Beatty, Liz Stoltz
DEALER STORE RELATIONS
Karlis Rutins
CUSTOMER SUPPORT STAFF
Christian Bassani, Paulo Costa
WEB DEVELOPMENT
Valery Vidershpan, Andrea Nicola
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SINGL E U SE SO F T WA RE L I C E N S E AG R EEMEN T
READ THIS SOFTWARE LICENSE AGREEMENT (“LICENSE”) CAREFULLY BEFORE PROCEEDING TO INSTALL
THE SOFTWARE. BY PRESSING “AGREE,” YOU AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. IF
YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE, PRESS “DISAGREE”. THIS LICENSE AGREEMENT IS A
LEGALLY BINDING CONTRACT BETWEEN YOU AND SLITHERINE LTD. AND/OR ITS SUBSIDIARIES, AFFILIATES
OR SUB LICENSEES.
1. General. This software product in its entirety is copyrighted and is protected by international law. The
software and any accompanying documentation or media including this License whether on disk, in
read only memory, or in any other form is licensed, not sold, to you by Slitherine Ltd. and is for use only
under the terms of this License. Slitherine reserve all rights not expressly granted to you. The rights
granted herein are limited and do not include any patents or intellectual property rights. Slitherine
expressly retains ownership of the Software itself.
2. Permitted License Uses and Restrictions. This License allows you to install and use one copy
of the Software on a single computer at any time. This License does not allow the Software to exist
on more than one computer at a time, and you may not make the Software available over a network
where it could be used by multiple computers at the same time. You may not copy, reproduce, translate,
decompile, reverse engineer, disassemble, modify, or create derivative works from the assembled
code or any part thereof. The software may contain an Editor that allows purchaser to create new
assets, modify existing assets or files or create custom levels, scenarios or other materials for use
solely in connection with the existing software (“new materials”). Purchaser is not permitted to use, or
allow third parties to use the Editor and/or any new materials created, for any commercial purposes
whatsoever, or in any other software, without the express prior written permission of Slitherine Ltd.
Any persons so doing is committing an offence and or a copyright violation and will be subject to
appropriate civil or criminal action at the discretion Slitherine Ltd.
3. Game Servers. Use of the software by purchaser on Slitherine’s servers is allowed entirely at the
discretion of Slitherine, who at their sole discretion reserve the right to remove, deny or prevent any
purchaser from using the Companies servers for any reason whatsoever including unreasonable,
abusive or offensive language or behaviour and without consultation or notice.
4. Support & Multiplayer. In certain situations and at their sole discretion Slitherine Ltd. may refuse
technical support and/or access to multiplayer or online functionality, including but not limited to the
following; the user attempts or assist other to bypass security measures on the software, or the user
is abusive to Slitherine staff and or it’s community, or Slitherine has reason to suspect the user is
attempting to cheat or assisting others to cheat, or Slitherine suspect that the person or entity is not
the original purchaser of the software or Slitherine at its sole discretion has terminated the Licence.
5. Transfer. Purchaser may not rent, lease, lend or sublicense the Software to any person or entity.
6. Termination. This License is effective until terminated. Your rights under this License will terminate
automatically without notice from Slitherine if you fail to comply with any term(s) of this License. Upon
the termination of this License, you shall cease all use of the Software.
7. Warranty. This Software is provided without warranty of any kind, whether express or implied,
including warranties of merchantability and fitness for a particular purpose, which are hereby
disclaimed. In no event will Slitherine Ltd be liable for any special, incidental, or consequential
damages resulting from possession, use, or malfunction of this software product.
8. Disclaimer. You expressly acknowledge and agree that use of the software is at your sole risk and
that the entire risk as to satisfactory quality, performance, accuracy and effort rests with you. The
software is provided “as is”; with all faults and without warranty of any kind, and Slitherine Ltd or their
licensors, subsidiaries, affiliates or sub licensees hereby disclaim all warranties and conditions with
respect to the software, express, implied or statutory. Slitherine do not warrant against interference
of your enjoyment of the software, nor that the functions contained in the software will meet your
requirements, nor that the operation of the software will be uninterrupted or error-free, or that defects
in the software will be corrected. No oral or written information or advice given by Slitherine or any
authorized representative shall create a warranty. Should the software prove defective, you assume
the entire cost of all necessary servicing, repair or correction.
9. Limitation of Liability. Is restricted to the full extent not prohibited by law, in no event will Slitherine
be liable for personal injury, or any incidental, special, indirect or consequential damages whatsoever,
including, without limitation, damages for loss of profits, loss of data, business interruption or any
other commercial damages or losses, arising out of or related to your use or inability to use the
software, however caused, regardless of the theory of liability (contract, tort or otherwise) and even if
Slitherine has been advised of the possibility of such damages. In no event shall Slitherine Ltd’s total
liability to you for all damages (other than as may be required by applicable law in cases involving
personal injury) exceed the amount which the purchaser paid for the software or Fifty US Dollars
($50) whichever is less. The foregoing limitations will apply even if the above stated remedy fails in
its essential purpose.
10. Controlling Law and Severability. This License will be governed by and construed in accordance
with the laws of England and Wales. If for any reason a court of competent jurisdiction finds any
provision, or portion thereof, to be unenforceable, the remainder of this License shall continue in full
force and effect.
11. Complete Agreement; Governing Language. This License constitutes the entire agreement
between the parties with respect to the use of the Software licensed herein and supersedes all prior
or contemporaneous understandings regarding such subject matter. No amendment to or modification
of this License will be binding unless in writing and signed by Slitherine Ltd. Any translation of this
License is done for local requirements only In the event of a dispute between the English and any non-
English versions; the English version of this License shall govern.