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This is a '''list of leaders''' in the computer game [[Panzer General II]].
{{Header Nav|game=Panzer General II}}


In Panzer General II, Leaders are special abilities granted to experienced units.<ref>{{cite web |author=T. Liam McDonald |title=Panzer General II |work=Gamespot |date=1997-11-14 |url=http://www.gamespot.com/pc/strategy/panzergeneral2/review.html?sid=2545801 |accessdate=2007-02-24}}</ref> Any unit has a small chance of receiving a leader when it's experience level increases. Two abilities are given per leader, one according to the unit type and one random. <ref> {{cite web |author=William van Fleet |title=Panzer General II Frequently Asked Questions & Campaign Path |date=1998-03-08 |url=http://www.geocities.com/TimesSquare/Arena/5096/faq_pg2.html?200724 |accessdate=2007-02-24}}</ref>
In '''Panzer General II''', Leaders are special abilities granted to experienced units. Any unit has a small chance of receiving a leader when it's experience level increases. Two abilities are given per leader, one according to the unit type and one random.


== Leaders ==
== Leaders ==
<!-- [[Image:Panzer2LeaderImg1.JPG|250px|right|thumb|The default portrait displayed in the expanded unit info when an [[Axis powers of World War II|Axis]] uint is rewarded with a leader]] -->
{| {{prettytable|sortable=1}}
|+Automatic abilities according to unit class
!Name!!Unit class!!Description
|-
!Air Defense
|Mechanized Veteran||A self-propelled Air Defense unit may move and fire in the same turn.
|-
!Anti-Tank
|Tank Killer||An Anti-Tank unit will not receive a penalty for movement into combat .
|-
!Artillery
|Marksman||The artillery unit’s attack range is increased by one hex.
|-
!Fighter
|Skilled Interceptor||The unit can intercept multiple enemy fighters in the defensive phase.
|-
!Infantry
|Tenacious Defense||The infantry unit’s ground defense factor is increased by 4.
|-
!Reconnaissance
|Elite Recon Veteran||The recon unit’s spotting range is increased by two hexes.
|-
!Tactical Bomber
|Skilled Assault||The bomber cannot be surprised ("out of the sun") while moving.
|-
!Tank
|Aggressive Maneuver||The tank’s movement factor is increased by 1.
|}


'''Automatic abilities according to unit class''' <ref name="readme">{{cite |author=SSI |title=Panzer General II Readme |publisher=SSI |date=1997-10-01}}</ref>
{| {{prettytable|sortable=1}}
 
|+Random abilities
[[Image:Panzer2LeaderImg1.JPG|250px|right|thumb|The default portrait displayed in the expanded unit info when an [[Axis powers of World War II|Axis]] uint is rewarded with a leader]]
!Name!!Description
 
|-
*Air Defense (Mechanized Veteran): A self-propelled Air Defense unit may move and fire in the same turn.
!Aggressive Attack
 
|Each of the unit’s attack values is increased by 2.
*Anti-Tank (Tank Killer): An Anti-Tank unit will not receive a penalty for movement into combat .
|-
 
!Aggressive Maneuver
*Artillery (Marksman): The artillery unit’s attack range is increased by one hex.
|The unit’s movement factor is increased by 1.
 
|-
*Fighter (Skilled Interceptor): The unit can intercept multiple enemy fighters in the defensive phase.
!All Weather Combat
 
|The air unit is not affected by weather conditions. ''Note: This can only be awarded air units.''
*Infantry (Tenacious Defense): The infantry unit’s ground defense factor is increased by 4.
|-
 
!Alpine Training
*Reconnaissance (Elite Recon Veteran): The recon unit’s spotting range is increased by two hexes.
|When moving the unit treats forest and mountain hexes as clear terrain.
 
''Note: Some units like e.g. german "Jaeger" infantry have this inherrent.
*Tactical Bomber (Skilled Assault): The bomber cannot be surprised ("out of the sun") while moving.
|-
 
!Battlefield Intelligence
*Tank (Aggressive Maneuver): The tank’s movement factor is increased by 1.
|The unit cannot be surprised.
 
|-
'''Random abilities'''<ref name="readme">[see above]</ref>
!Bridging
 
|When moving the unit treats passable river hexes as rough terrain.
*Aggressive Attack: Each of the unit’s attack values is increased by 2.
|-
 
!Combat Support
*Aggressive Maneuver: The unit’s movement factor is increased by 1.
|The unit provides both Resilience and Skilled Ground Attack abilities to all adjoining units during combat phases. Will aid inflicting losses and save from loses by 2 to 3 points each battle.
 
''Note: According to ingame tests, it seems that this works differently than stated in the readme.txt. Instead, working seems that Ground Units adjacent to Ground Units with Combat Support get for combat their expericne related bonuses calculated including the experience bars from the Combat Support unit. E.g., if fighting unit has 2 Experience Bars and Combat Support unit adjacent has 4 Experience Bars, the unit will fight like it would have 6 bars. For air units, it is the same, only that the Combat support unit has to be air unit as well.
*All Weather Combat (awarded only to air units): The air unit is not affected by weather conditions.
|-
 
!Determined Defense
*Alpine Training: When moving the unit treats forest and mountain hexes as clear terrain.
|Each of the unit’s defense factors is increased by 2.
 
|-
*Battlefield Intelligence: The unit cannot be surprised.
!Devastating Fire
 
|The unit may fire twice in a turn. ''Note: First shot is consuming the bonus (for this turn) but does not count as an attack otherwise - i.e. if the unit did not move, it can resupply after firing once!
*Bridging: When moving the unit treats passable river hexes as rough terrain.
|-
 
!Ferocious Defense
*Combat Support: The unit provides both Resilience and Skilled Ground Attack abilities to all adjoining units during combat phases. Will aid inflicting losses and save from loses by 2 to 3 points each battle.
|The unit’s entrenchment cannot be ignored by enemy units.
 
|-
*Determined Defense: Each of the unit’s defense factors is increased by 2.
!Fire Discipline
 
|The unit will expend only one-half of an ammunition point each time it attacks.
*Devastating Fire: The unit may fire twice in a turn.
|-
 
!First Strike
*Ferocious Defense: The unit’s entrenchment cannot be ignored by enemy units.
|The unit will fire first against an enemy unit if it wins the initiative in a combat round.
 
|-
*Fire Discipline: The unit will expend only one-half of an ammunition point each time it attacks.
!Forest Camouflage
 
|If in a forest hex the unit cannot be spotted by enemy units unless they move adjacent to it.
*First Strike: The unit will fire first against an enemy unit if it wins the initiative in a combat round.
|-
 
!Infiltration Tactics
*Forest Camouflage: If in a forest hex the unit cannot be spotted by enemy units unless they move adjacent to it.
|The unit ignores enemy unit entrenchment when calculating combat results.
 
|-
*Infiltration Tactics: The unit ignores enemy unit entrenchment when calculating combat results.
!Influence
 
|Allows the unit to upgrade to better equipment at reduced prestige point cost.
*Influence: Allows the unit to upgrade to better equipment at reduced prestige point cost.
|-
 
!Liberator
*Liberator: You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.
|You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.
 
|-
*Overwatch: The unit will fire at any enemy unit that moves within its range. The enemy unit is automatically surprised, allowing your unit to fire first and at the enemy’s close assault, rather than its ground defense, factor.
!Overwatch
 
|The unit will fire at any enemy unit that moves within its range. The enemy unit is automatically surprised, allowing your unit to fire first and at the enemy’s close assault, rather than its ground defense, factor.
*Overwhelming Attack: When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.
|-
 
!Overwhelming Attack
*Reconnaissance Movement: The unit is permitted phased movement, just like reconnaissance units.
|When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.
 
|-
*Resilience: The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.
!Reconnaissance Movement
 
|The unit is permitted phased movement, just like reconnaissance units.
*Shock Tactics: Any suppression which the unit inflicts on an enemy unit will last the entire player’s turn, not just the specific combat round.
|-
 
!Resilience
*Skilled Ground Attack: The unit will inflict 1 to 3 more step casualties than normal units when attacking.
|The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.
 
|-
*Skilled Reconnaissance: The unit’s spotting range is increased by one hex.
!Shock Tactics
 
|Any suppression which the unit inflicts on an enemy unit will last the entire player’s turn, not just the specific combat round.
*Street Fighter: The unit ignores an enemy unit’s city entrenchment when calculating combat results.
|-
 
!Skilled Ground Attack
*Superior Maneuver: The unit may bypass enemy units’ zones of control.
|The unit will inflict 1 to 3 more step casualties than normal units when attacking.
|-
!Skilled Reconnaissance
|The unit’s spotting range is increased by one hex.
|-
!Street Fighter
|The unit ignores an enemy unit’s city entrenchment when calculating combat results.
|-
!Superior Maneuver
|The unit may bypass enemy units’ zones of control.
|}


== Leader Restrictions by Unit Class ==  
== Leader Restrictions by Unit Class ==  
<ref>{{cite web |author=Lasse Jensen |title=Panzer General II - Random Leader award |work=Builder's Paradise |date=2005-10-13 |url=http://www.wargamer.com/pg2campaigns/steve/info/random-leader-awards-LHJ.htm |accessdate=2007-03-07}}</ref>
{|{{prettytable|sortable=true}}
<ref>{{cite web |author=Panzer General II Unofficial Patch Team |title=TechDoc Unofficial PGII Version 2.1 |work=Taken directly from game code |month=May |year=2005 |url=http://personales.ya.com/lguzman49/links/PG2UK210TechDoc.html |accessdate=2007-03-07}}</ref>
 
{| class="wikitable"
|-
! Leader
! Leader
! Infantry
! Infantry
Line 92: Line 127:
! Fighter
! Fighter
! Bomber
! Bomber
|-
|-
| Aggressive Attack  
|Aggressive Attack  
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
|-
| Yes
|Aggressive Maneuver
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
|-
|-
| Aggressive Maneuver
|All Weather Combat
| Yes
|{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| All Weather Combat
|Alpine Training
| bgcolor="teal" | <font color="white"> No </font>
|{{yes}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| Yes
| Yes
|-
|-
| Alpine Training
|Battlefield Intelligence
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{yes}}||{{no}}
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Battlefield Intelligence
|Bridging
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| Yes
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Bridging
|Combat Support
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Combat Support
|Determined Defense
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| Determined Defense
|Devastating Fire
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| Devastating Fire
|Ferocious Defense
| Yes
|{{yes}}||{{no}}||{{yes}}||{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| Ferocious Defense
|Fire Discipline
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| bgcolor="teal" | <font color="white"> No </font>
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Fire Discipline
|First Strike
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| First Strike
|Forest Camouflage
| Yes
|{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| Yes
| Yes
|-
|-
| Forest Camouflage
|Infiltration Tactics
| bgcolor="teal" | <font color="white"> No </font>
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Infiltration Tactics
|Fire Discipline
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|-
|-
| Fire Discipline
|Liberator
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| Liberator
|Overwatch
| Yes
|{{unknown}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{unknown}}||{{unknown}}
| Yes
| Yes
| Yes
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
| bgcolor="teal" | <font color="white"> No </font>
|}
|}


== Notes ==
== Notes ==
*Because some cross-over occurs between assigned and random abilities, it is possible for a unit to have two of the same ability. The bonuses will be added together.
*Because some cross-over occurs between assigned and random abilities, it is possible for a unit to have two of the same ability. The bonuses will be added together.
*A unit with overwatch may only fire on the first enemy unit to move into range. Any subsequent units will be treated normally.
*A unit with overwatch may only fire on the first enemy unit to move into range. Any subsequent units will be treated normally.
*Although Forest Camouflage is included in the readme file and the game itself, no unit type can receive it. Another leader, Extended Front, is included in the game code, but has no assigned ability and is not described in the readme.
*Although Forest Camouflage is included in the readme file and the game itself, no unit type can receive it. Another leader, Extended Front, is included in the game code, but has no assigned ability and is not described in the readme.


== References ==
{{Footer Nav|game=Panzer General II}}
<div class="references-small" style="-moz-column-count:1; column-count:1;">
<references/>
</div>
 
[[Category:Lists of video game characters|Panzer General II]]

Latest revision as of 03:19, 13 April 2019

In Panzer General II, Leaders are special abilities granted to experienced units. Any unit has a small chance of receiving a leader when it's experience level increases. Two abilities are given per leader, one according to the unit type and one random.

Leaders[edit | edit source]

Automatic abilities according to unit class
Name Unit class Description
Air Defense Mechanized Veteran A self-propelled Air Defense unit may move and fire in the same turn.
Anti-Tank Tank Killer An Anti-Tank unit will not receive a penalty for movement into combat .
Artillery Marksman The artillery unit’s attack range is increased by one hex.
Fighter Skilled Interceptor The unit can intercept multiple enemy fighters in the defensive phase.
Infantry Tenacious Defense The infantry unit’s ground defense factor is increased by 4.
Reconnaissance Elite Recon Veteran The recon unit’s spotting range is increased by two hexes.
Tactical Bomber Skilled Assault The bomber cannot be surprised ("out of the sun") while moving.
Tank Aggressive Maneuver The tank’s movement factor is increased by 1.
Random abilities
Name Description
Aggressive Attack Each of the unit’s attack values is increased by 2.
Aggressive Maneuver The unit’s movement factor is increased by 1.
All Weather Combat The air unit is not affected by weather conditions. Note: This can only be awarded air units.
Alpine Training When moving the unit treats forest and mountain hexes as clear terrain.

Note: Some units like e.g. german "Jaeger" infantry have this inherrent.

Battlefield Intelligence The unit cannot be surprised.
Bridging When moving the unit treats passable river hexes as rough terrain.
Combat Support The unit provides both Resilience and Skilled Ground Attack abilities to all adjoining units during combat phases. Will aid inflicting losses and save from loses by 2 to 3 points each battle.

Note: According to ingame tests, it seems that this works differently than stated in the readme.txt. Instead, working seems that Ground Units adjacent to Ground Units with Combat Support get for combat their expericne related bonuses calculated including the experience bars from the Combat Support unit. E.g., if fighting unit has 2 Experience Bars and Combat Support unit adjacent has 4 Experience Bars, the unit will fight like it would have 6 bars. For air units, it is the same, only that the Combat support unit has to be air unit as well.

Determined Defense Each of the unit’s defense factors is increased by 2.
Devastating Fire The unit may fire twice in a turn. Note: First shot is consuming the bonus (for this turn) but does not count as an attack otherwise - i.e. if the unit did not move, it can resupply after firing once!
Ferocious Defense The unit’s entrenchment cannot be ignored by enemy units.
Fire Discipline The unit will expend only one-half of an ammunition point each time it attacks.
First Strike The unit will fire first against an enemy unit if it wins the initiative in a combat round.
Forest Camouflage If in a forest hex the unit cannot be spotted by enemy units unless they move adjacent to it.
Infiltration Tactics The unit ignores enemy unit entrenchment when calculating combat results.
Influence Allows the unit to upgrade to better equipment at reduced prestige point cost.
Liberator You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.
Overwatch The unit will fire at any enemy unit that moves within its range. The enemy unit is automatically surprised, allowing your unit to fire first and at the enemy’s close assault, rather than its ground defense, factor.
Overwhelming Attack When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.
Reconnaissance Movement The unit is permitted phased movement, just like reconnaissance units.
Resilience The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.
Shock Tactics Any suppression which the unit inflicts on an enemy unit will last the entire player’s turn, not just the specific combat round.
Skilled Ground Attack The unit will inflict 1 to 3 more step casualties than normal units when attacking.
Skilled Reconnaissance The unit’s spotting range is increased by one hex.
Street Fighter The unit ignores an enemy unit’s city entrenchment when calculating combat results.
Superior Maneuver The unit may bypass enemy units’ zones of control.

Leader Restrictions by Unit Class[edit | edit source]

Leader Infantry Tank Anti-Tank Recon Artillery Air Defense Fighter Bomber
Aggressive Attack Yes Yes Yes Yes Yes Yes Yes Yes
Aggressive Maneuver Yes Yes Yes Yes Yes Yes Yes Yes
All Weather Combat No No No No No No Yes Yes
Alpine Training Yes No No No No No No No
Battlefield Intelligence Yes Yes Yes Yes Yes No Yes No
Bridging Yes Yes Yes Yes Yes Yes No No
Combat Support Yes Yes Yes Yes Yes Yes Yes Yes
Determined Defense Yes Yes Yes Yes Yes Yes Yes Yes
Devastating Fire Yes Yes Yes Yes Yes Yes Yes Yes
Ferocious Defense Yes No Yes No No Yes No No
Fire Discipline Yes Yes Yes Yes Yes Yes Yes Yes
First Strike Yes Yes Yes Yes No No Yes Yes
Forest Camouflage No No No No No No No No
Infiltration Tactics Yes Yes Yes Yes Yes Yes No No
Fire Discipline Yes Yes Yes Yes Yes Yes Yes Yes
Liberator Yes Yes Yes Yes No No No No
Overwatch Unknown Yes Yes Yes Yes Yes Unknown Unknown

Notes[edit | edit source]

  • Because some cross-over occurs between assigned and random abilities, it is possible for a unit to have two of the same ability. The bonuses will be added together.
  • A unit with overwatch may only fire on the first enemy unit to move into range. Any subsequent units will be treated normally.
  • Although Forest Camouflage is included in the readme file and the game itself, no unit type can receive it. Another leader, Extended Front, is included in the game code, but has no assigned ability and is not described in the readme.