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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]

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]

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]

  • 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.