Panzer General II/Leaders: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
(Adding color to tables)
 
(23 intermediate revisions by 18 users not shown)
Line 1: Line 1:
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 = [[11/14/1997]]| 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 | work =  |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>{{cite | author =SSI | title = Panzer General II Readme | publisher = SSI | date = 10/1/1997| }}</ref>
{| {{prettytable|sortable=1}}
 
|+Random abilities
*Air Defense (Mechanized Veteran): A self-propelled Air Defense unit may move and fire in the same turn.
!Name!!Description
 
|-
*Anti-Tank (Tank Killer): An Anti-Tank unit will not receive a penalty for movement into combat .
!Aggressive Attack
 
|Each of the unit’s attack values is increased by 2.
*Artillery (Marksman): The artillery unit’s attack range is increased by one hex.
|-
 
!Aggressive Maneuver
*Fighter (Skilled Interceptor): The unit can intercept multiple enemy fighters in the defensive phase.
|The unit’s movement factor is increased by 1.
 
|-
*Infantry (Tenacious Defense): The infantry unit’s ground defense factor is increased by 4.
!All Weather Combat
 
|The air unit is not affected by weather conditions. ''Note: This can only be awarded air units.''
*Reconnaissance (Elite Recon Veteran): The recon unit’s spotting range is increased by two hexes.
|-
 
!Alpine Training
*Tactical Bomber (Skilled Assault): The bomber cannot be surprised ("out of the sun") while moving.
|When moving the unit treats forest and mountain hexes as clear terrain.
 
''Note: Some units like e.g. german "Jaeger" infantry have this inherrent.
*Tank (Aggressive Maneuver): The tank’s movement factor is increased by 1.
|-
 
!Battlefield Intelligence
'''Random abilities'''<ref>{{cite | author =SSI | title = Panzer General II Readme | publisher = SSI | date = 10/1/1997| }}</ref>
|The unit cannot be surprised.
 
|-
*Aggressive Attack: Each of the unit’s attack values is increased by 2.
!Bridging
 
|When moving the unit treats passable river hexes as rough terrain.
*Aggressive Maneuver: The unit’s movement factor is increased by 1.
|-
 
!Combat Support
*All Weather Combat (awarded only to air units): The air unit is not affected by weather conditions.
|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.
*Alpine Training: When moving the unit treats forest and mountain hexes as clear terrain.
|-
 
!Determined Defense
*Battlefield Intelligence: The unit cannot be surprised.
|Each of the unit’s defense factors is increased by 2.
 
|-
*Bridging: When moving the unit treats passable river hexes as rough terrain.
!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!
*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.
|-
 
!Ferocious Defense
*Determined Defense: Each of the unit’s defense factors is increased by 2.
|The unit’s entrenchment cannot be ignored by enemy units.
 
|-
*Devastating Fire: The unit may fire twice in a turn.
!Fire Discipline
 
|The unit will expend only one-half of an ammunition point each time it attacks.
*Ferocious Defense: The unit’s entrenchment cannot be ignored by enemy units.
|-
 
!First Strike
*Fire Discipline: The unit will expend only one-half of an ammunition point each time it attacks.
|The unit will fire first against an enemy unit if it wins the initiative in a combat round.
 
|-
*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.
*Forest Camouflage: If in a forest hex the unit cannot be spotted by enemy units unless they move adjacent to it.
|-
 
!Infiltration Tactics
*Infiltration Tactics: The unit ignores enemy unit entrenchment when calculating combat results.
|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: You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.
|-
 
!Liberator
*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.
|You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.
 
|-
*Overwhelming Attack: When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.
!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.
*Reconnaissance Movement: The unit is permitted phased movement, just like reconnaissance units.
|-
 
!Overwhelming Attack
*Resilience: The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.
|When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.
 
|-
*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.
!Reconnaissance Movement
 
|The unit is permitted phased movement, just like reconnaissance units.
*Skilled Ground Attack: The unit will inflict 1 to 3 more step casualties than normal units when attacking.
|-
 
!Resilience
*Skilled Reconnaissance: The unit’s spotting range is increased by one hex.
|The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.
 
|-
*Street Fighter: The unit ignores an enemy unit’s city entrenchment when calculating combat results.
!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.
*Superior Maneuver: The unit may bypass enemy units’ zones of control.
|-
 
!Skilled Ground Attack
== Leader Restrictions by Unit Class ==
|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 ==
{| class="wikitable"
{|{{prettytable|sortable=true}}
|-
! Leader
! Leader
! Infantry
! Tank
! Tank
! Infantry
! Anti-Tank
! Anti-Tank
! Recon
! Recon
! Anti-Tank
! Artillery
! Artillery
! Air Defense
! Air Defense
! 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
|All Weather Combat
| Yes
|{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{yes}}||{{yes}}
| 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}}
|-
|-
| Aggressive Maneuver
|Fire Discipline
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| All Weather Combat
|First Strike
| bgcolor="red" | <font color="white"> No </font>
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}||{{yes}}||{{yes}}
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| Yes
| Yes
|-
|-
| Alpine Traning
|Forest Camouflage
| bgcolor="red" | <font color="white"> No </font>
|{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}||{{no}}
| Yes
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
|-
|-
| Battlefield Intelligence
|Infiltration Tactics
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| Yes
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
| Yes
| bgcolor="red" | <font color="white"> No </font>
|-
|-
| Bridging
|Fire Discipline
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| bgcolor="red" | <font color="white"> No </font>
| bgcolor="red" | <font color="white"> No </font>
|-
|-
| Combat Support
|Liberator
| Yes
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}||{{no}}||{{no}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|-
|-
| Determined Defense
|Overwatch
| Yes
|{{unknown}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{unknown}}||{{unknown}}
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
| Yes
|}
|}


== 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 Camoflauge 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.
{{Footer Nav|game=Panzer General II}}
 
== References ==
<div class="references-small" style="-moz-column-count:1; column-count:1;">
<references/>
</div>
Anonymous user