Optional Rules In Panzer Campaigns/Modern Campaigns/First World War Campaigns
Optional Rules are provided to allow players to choose between important alternative rules.
Each title has its own set of default optional rules. When starting a new scenario, you can access these via the Rules button on the AI Dialog. The rules displayed in the Optional Rules Dialog will be either the default rules or those that you used in the last scenario you played if you did not use the default. Pressing the Default button will restore the rules to the default options.
The optional rules recommended for a given scenario are included at the bottom of the scenario description. If the recommendation is the default, that is indicated.
Some of these rules can impact play balance and realism, so making informed choices is an important aspect of the game.
As the game series has evolved, so has the number of optional rules. Earlier titles had fewer default optional rules due to fewer rules existing when they were released. Some rules were only introduced as optional, to allow earlier titles to continue to be played as originally designed.
To the extent possible, a consistent approach to optional rules across titles, is desirable. Consequently, many titles now have default rules that differ from those used when the game was first released. Over time the move towards a more standardized approach will continue.
Below is the AI selection dialogue box which you see when you set up a scenario, the
Rules button will access the optional rules dialogue box.
Below is the optional rules dialogue box, the default rules as (set by the title designer) can be set by clicking the
Default button, also the
Help button will allow you to access OR info from the manual.
*Note*If your opponent set up the scenario and you wish to check if the correct OR have been selected, then when you open the first turn you should select the “settings” drop down menu and the OR your opponent selected are listed there.
Manual Defensive Fire
Never a default.
When this rule is selected, the game engine advances by phases: Movement Phase, Defensive Fire Phase, Offensive Fire Phase, and Assault Phase. See the section on Phased Play for more information. Most players do not play using this option, so it is never a default rule.
Automatic Defensive Fire
Never a default.
This rule only applies if using Manual Defensive Fire in a PBEM (Play-By-E-Mail) game. When selected, the computer will conduct the Defensive Fire Phase for the enemy side. This cuts in half the number of email transfers required to play a game using PBEM. However, as it is rare for PBEM play to use Manual Defensive Fire, this rule is never a default.
Alternate Fire Rules
Default for Normandy '44 (PzC2) and Tobruk '41 (PzC4)
The next three Alternate fire optional rules should be selected with great caution. These rules scale firepower up if the stacking in a target hex exceeds one-sixth of the maximum allowable stacking and scale it down for stacking below this level. They were intended for situations with low average stack size. For games with average stacking levels the rules will provide unrealistic loss rates. This is illustrated by the case of a target at maximum stacking which will have firepower against it multiplied by six. Consequently, using these rules is not recommended unless selected as the default by the designer.
1)Alternative Indirect Fire Resolution
When this rule is selected, Indirect Fire of non-mortar, non-heavy weapon units is conducted under different rules. First, each such Indirect Fire is doubled in fire value, but the movement point cost of firing is also doubled. Second, such Indirect fire is applied as a function of the total stacking size of all units in the target hex. This is done by scaling the standard firepower either up or down so that it is higher for large stacks and lower for small stacks. This firepower is then apportioned across all units in the stack and each unit is attacked.
2)Alternative Air Strike Resolution
When this rule is selected, Air Strikes are applied against all units in the target hex, as a function of the total stacking size of all units in the target hex. This is done by scaling the standard firepower either up or down so that it is higher for large stacks and lower for small stacks. This firepower then apportioned across all units in the stack, and each is attacked.
3)Alternative Direct Fire Resolution
Direct Fire and Indirect Fire of mortar or heavy weapon units is conducted under different rules. Although a target may be selected, under this rule, if the target unit is a Soft target the fire is applied as a function of the total stacking size of all Soft units in the target hex. This is done by scaling the standard firepower either up or down so that it is higher for large stacks and lower for small stacks. This firepower is then split, with the greatest share going to the target unit and the remainder apportioned across all other Soft units in the stack. Direct fire against Hard targets is not dispersed and the stacking size of the target itself does not affect the firepower directed against it. This means that it is the same calculation, regardless of whether Alternative Direct Fire Resolution is used or not.
Alternative Assault Resolution
Default for Normandy ’44 (PzC2), Tobruk '41 (PzC4), France ’40 (PzC12) and all titles from Kharkov ’43 (PzC19) onwards.
Using this rule requires that a unit use its Hard attack strength instead of assault strength when assaulting vehicles that are Hard units. Assaults against other Hard targets, namely Bunkers, Pillboxes and Forts, are not affected by the rule. For most units, their Hard attack value will be lower than their Soft attack value, so the effect of this rule is to make assaults more difficult against armored targets.
Artillery Set Up
Default for all titles.
Refer to the rules detailed in the Supply and Artillery section. Basically, units are no longer capable of indirect fire immediately after moving. Each turn after artillery has deployed from movement, the unit has a % chance of setting up for indirect fire.
Recon Spotting
Default for all titles.
The Recon Spotting rules are detailed in the Spotting & Concealment section. A reconnaissance unit will use one third of its movement points to attempt to reveal concealed enemy units at a range of current visibility plus one hex. Any units revealed may be either fully spotted or marked as an unknown unit. Subsequent recon spotting attempts may reveal more information.
Virtual Supply Trucks
Default for all titles.
This rule is explained in the Alternative Supply Systems section. The rule computes a path of minimum movement cost for a motorized unit in Travel Mode between the Supply Sources and the location of friendly forces on the map. This movement cost is then used to compute the drop in supply value between the Supply Source and the friendly force. Unlike the default supply rules the further you move from your supply base the lower the supply you will receive, especially if you are in difficult terrain. When introduced, this rule was not used as the default as it added significant overhead in terms of computer processing. With advances in processing power this would rarely be an issue now.
Optional Surrender
Default for France ’40 (PzC12) and Scheldt ’44 (PzC24).
When this rule is selected, Broken units which have been assaulted and have lost the assault, but have no valid retreat are eliminated. This rule is designed to cater for the situation of troops surrendering with less resistance than is already represented by the standard rules. It is not recommended unless it is the default.
Low Visibility Air Effects
Default for all titles.
This causes conditions of low visibility to result in reductions in air unit availability. The exact percentage reductions that apply to a given scenario are given in the Parameter Data. It is only an optional rule as it did not exist when the first titles were released.
Quality Fatigue Modifier
Default for all titles.
This enables differential accumulation rates depending on a unit’s Quality, as detailed in the Fatigue section.
Optional Fire Results
Never a default.
When this rule is selected, each combat fire result is calculated as the average of two normal fire results. This has the effect of reducing the variation in results. Essentially this is for those more interested in a close game than in historical accuracy.
Optional Assault Results
Never a default.
When this rule is selected, each assault result is calculated as the average of two normal assault results. This has the effect of reducing the variation in results. As for the Optional Fire Results above, this rule is seen to reduce the historical variability in combat.
Locking Zones of Control
Never a default.
Selecting this rule prevents units moving through an enemy ZOC into an adjacent friendly occupied hex.
Higher Fatigue Recovery
Never a default.
Under this rule, units with Low Fatigue will have a fatigue recovery rate which is 3 times normal. Units with Medium Fatigue will have a fatigue recovery rate which is 2 times normal. Units with High Fatigue are not affected by this rule. Only players that find historic rates of fatigue recovery too frustrating should use this rule.
Indirect Fire and Air Strikes by The Map
Never a default.
When this rule is selected, it is possible to target Indirect Fire and Air Strikes against any hex regardless of whether it is spotted by a friendly unit. However, Indirect Fire against a hex that is not spotted by a friendly unit, has its fire value quartered. Used in conjunction with aerial reconnaissance, it can greatly increase the ability to damage rear area targets. While simplifying the game, it provides a level of flexibility in terms of the use of artillery and airstrikes that is not a good simulation of the real problems faced. It can also potentially provide players an opportunity to take advantage of knowledge that their historical counterparts did not possess.
Counterbattery Fire
Default for all titles.
This rule is fully explained in the Firing section. When used, there is a probability that units conducting Indirect Fire will be spotted by the enemy, even when there is no clear Line-Of-Sight to the firing unit. It does not result directly in any counterbattery fire but makes it a possible option for a player. Since units not in Line-Of-Sight can only be spotted as unknown, any fire against them will be quartered.
Night Fatigue
Default for all titles.
With this rule selected, units that are active during Night turns will accumulate fatigue. This is historical and discourages players from fighting day and night without rest.
No Low Fuel Effects
Never a default.
When this rule is selected, no Low Fuel effects are used in the game and no units become Low on Fuel. Only players that do not want to deal with the historic problems represented by Low Fuel effects should use this rule.
Explicit Supply
Never a default.
As explained in the Supply section, this provides an alternate way of representing supply in a scenario by using actual supply units. It greatly simplifies the supply rules but at the cost of additional units that must be managed. It is only available in those scenarios which state in the scenario description that it is an option. It should be considered an issue of player preference rather than play balance.
Programmed Weather
Default for all titles.
As explained in the Environment section, when this rule is selected the weather will follow a set pattern of possible weather for each specific day determined by the Weather.dat file, rather than a variable set of parameters. If no Weather.dat file is included in the scenario then selecting this rule has no effect. While the actual weather for a given day cannot be predicted, it means that general historical weather patterns are made more likely.
Limited Air Recon
Default for all titles.
When this rule is selected, enemy units spotted using air recon cannot be targeted for air or artillery attacks unless the enemy unit is also seen by a friendly ground unit that is eligible to spot for the attack (or by using a "By Map" attack, see above rule). Air Interdiction is already handled separately by the game, so this rule prevents unrealistic flexibility in the use of air and artillery.
Delayed Disruption
Default for Scheldt ’44 (PzC24).
This rule delays, until the following turn, the reporting of any Disruption results against an enemy unit. The principal effect is to make assaults more hazardous in cases when it is not known if an enemy is Disrupted. It also results in firepower being allocated to targets in a less precise way as players will be unsure if sufficient firepower has been allocated to achieve a Disruption result. This rule is best used to reflect fighting that was of a relatively static nature. It adds a level of difficulty to the game that not all players will enjoy. It also has significant play balance issues and so needs to be used with extreme caution when not the default.
Optional Amphibious Rules
Default for Scheldt ’44 (PzC24).
This rule allows Amphibious units to move through a single water hex at the cost of their full Movement Allowance. They can only enter and exit the water hex via a non-water hex. Only use this rule if set by default.
Extended Patrolling
Default for Scheldt ’44 (PzC24).
If this rule is selected, patrolling units will cancel deception effects of both partisans and deployed deception units. If not selected Patrolling only cancels the deception effects of partisans. Only use this rule if set by default.
Optional Rules in Modern Campaign titles
The explanation of the MC Optional rules are the same as for Panzer Campaigns with the following additions.
Artillery Set Up
Under Artillery Set Up units are no longer capable of indirect fire immediately after moving. Each turn after artillery has deployed from movement, the unit has a % chance of setting up for indirect fire, the % chance is set in the PDT which can be accessed by pressing F4. Due to the speed of modern artillery setup, this rule is generally off by default in the MC series of games, unlike the PzC series.
Nuclear Scenario Termination
This rule ends the scenario at any point that one side has a major victory and at least half the game turns have been played, assuming a global nuclear war has begun. This is rarely used, definitely don't select it for shorter scenarios.
Blocking Helicopter Elimination
This rule causes any flying or non-man helicopter units to be destroyed that are blocking an enemy unit from retreating from an assault allowing the enemy unit to retreat into it's hex. This rule is on by default and is designed to prevent the gamey use of helos to prevent the retreat of enemy units, and is a must choice to have on.
Optional Rules in FWWC titles
I strongly suggest using
only the default optional rules in these tiles as this is the best way to ensure the best scenario balance.
I hope that helps some of our newer players to understand this grey area of the game system.