
Table Of Contents
Viewing the Map and Map Navigation
Playing The Game – Phase By Phase
How Movement and Passing Fire Works
Moving Through Terrain On A Map
The Perfect General Internet Edition Interface
Displaying Scenario Information On The Map
Scenario and Player Statistics
Making Your Own Maps and Scenarios
Configuring The INI File and Customizing Your Game
Welcome to The Perfect General Internet Edition. It is my pleasure to bring this game back for you. This wonderful computer war game was originally programmed in the early 90’s by Mark Baldwin and Bob Rakosky. It is one of my personal favorite all time games. The game is very well balanced, provides a good strategic challenge in solitaire play, and provides a very intense challenge in head to head play.
I personally have been playing The Perfect General since it came out in the early 90's. The game captivated me with its challenge and simplicity. After I got a screaming 2400 baud modem, I began playing human players, and saw the true balance and challenge of the game. Unfortunately, the game has suffered the same fate as many other games of that decade. The companies which produced such wonderful games are bankrupt and gone, and it has become increasingly difficult to find such games and be able to play them on your modern day platform.
But the game system itself is still excellent, and I had found myself constantly thinking about this game and wanting to play it, without having to break out the old dusty CPU and fire up DOS. I am pleased I have the opportunity to bring it back to life.
Be aware that much of the original source code is in this version of the game. due to this fact, while every effort is made to insure quality, you may occasionally experience a problem or flaw in the game. However, I am sure the game will bring hours upon hours of entertaining play, as it did a decade or so ago. The game has been enhanced somewhat, but the original game play and rules have mostly been preserved. A scenario editor has been added, which I’m sure will bring countless hours of new challenges. It also has been adapted to be playable on the Internet, for only against a human opponent can the true Perfect General be determined.
The Perfect General Internet Edition is abstract tank warfare on a tactical scale. The game is usually played in a ‘match’ style, where you get a chance to play both sides of the battlefield.
The maps are hexed based, and players select the units they desire after being allotted buy points. Reinforcement points are also available during a match depending on the scenario played.
Each player has a choice of various tanks, infantry, and artillery units. Once units are purchased, they are placed in designated areas and play begins.
A game is a series of turns, with each turn having separate phases for each player to facilitate Artillery Action, Direct Fire Action, and Movement Orders.
When the first game is over, if a match is to be played, the players switch roles and play another game. The score from both games is tallied, and the winner is determined statistically. Which one of you will be The Perfect General?
In order to play The Perfect General Internet Edition, a scenario must first be selected. There are several scenarios provided with The Perfect General, and you have the capability to create new scenarios and variations on existing ones via the scenario editor.
Choose a Scenario Menu Option
To select a scenario, select the menu option Play Game->Choose Scenario…. The scenario files (with the file extension “.scn”) will be displayed. Choose the desired scenario file to load it into the game.
Once the scenario is loaded, the map it uses is displayed and the name of the scenario is displayed in the window. At this point you can inspect the map, review the scenario description, and review and adjust the Scenario Options before beginning play.
Viewing the Map and Map Navigation
For information on viewing and navigation in the map window, please see the section Map Window Area in The Perfect General Internet Edition Interface.
Long Description Menu Option
The Scenario Long description gives you background information and important details about the scenario. A small text description is provided within the game, and there may possibly be an HTML presentation for the scenario.
The Scenario Long Description can be displayed by selecting the menu option Play Game->Long Description or by pressing [Ctrl + D].
Long Description Display
The Long Description Window is displayed to the right of the screen. To see the HTML presentation for this scenario (if one exists), click on the “View HTM Briefing” button in the Long Description window.
To close the Long Description Window, click on the “Close” button in the Long Description Window.
Scenario Options Menu Selection
The Scenario Options are the aspects of a scenario that can be changed before play. Once a game is started, most of these options cannot be changed over the course of the game, even if the game is saved for completion at a later time.
To view the Scenario Options, select the menu option Play Game->Scenario Options or by pressing [Ctrl + O].
Scenario Options Display
Various aspects of the options are presented for you to adjust. These are
Balanced - a match is to be played, with both players playing a game as Attacker and Defender. Player #1 will be attacker first.
Player 1 Attacker – only one game will be played, and the player designated as Player #1 will play the Attacker.
Player 1 Defender – only one game will be played, and the player designated as Player #1 will play the Defender.
The handicap gives the player a Buy Point advantage in the game, by reducing the Buy Points of his opponent. There is no combat advantage given.
There are two types of games available for a scenario to offer a variation on length and size of the game. The Scenario Options Display only shows game length, but the Buy Points may be affected in a game as well. The Buy Points differences, if any, should be explained in the scenario Long Description.
Std. Game – The “Standard Game” is traditionally the shorter game, and less Buy Points are awarded.
Long Game – The Long Game is traditionally longer, and more Buy Points are usually available.
Always Hit – In this case, every unit that can fire will always hit its target.
Random Hit – In this case, a unit only has a probability of hitting another unit, based upon range, altitude, unit types and terrain.
Full Kill - In this case, if a unit hits another unit, that unit hit is always destroyed.
Partial Kill – In this case, when a unit is hit, it experiences damage based upon the capabilities of the attacking unit.
Full View – In this case, units are always visible and exposed to attack.
Limit to LOS – In this case, units can be hidden and thus protected from fire (and possible detection).
This sets the time (in 1/1000th of a second) a player has to react to ordering return fire when fired upon.
This sets the time (in 1/1000th of a second) a player has to react to ordering passing fire when an enemy unit is moving in range.
This sets the minimum time (in 1/1000th of a second) that messages are displayed in the status window.
This factor (note factor, not time) sets the speed of the various movement and fire animations throughout the game. The lower the animation factor, the faster the animation.
A new feature in The Perfect General Internet Edition, players can now receive victory points for destroying units, and suffer penalties for friendly fire incidents.
There are two tables, with several rows and two columns each. The rows describe each unit in the game (Awards are not given for mines) .
The columns are:
Kill – point awarded for a kill of this unit type.
FF – points subtracted for a friendly fire kill of this unit type.
Apply To Kills – If this option is selected, victory points will be awarded for kills during the game. The points for units killed are awarded at the end of the turn the unit was destroyed.
Apply to FF – If this option is selected, victory points will be removed from a player's score for friendly fire kills during a game. The points are removed immediately upon the friendly fire incident.
Hide Mines – If this option is selected, mines are hidden until discovered. They are always visible to the player who placed them.
Cost – Hidden mines may be an unbalancing factor in the game. To counter this, the amount entered will be applied to the cost of mines for this scenario if the “Hide Mines” option has been selected.
These options will determine if a game can end early based on particular circumstances.
End on VP – In this case, if selected, the game will end if one side reaches or exceeds the specified Victory Point total, ATT for the Attacker, DEF for the Defender.
End On Elim – In this case, if selected, the game will end of one player is eliminated and has no hope for reinforcements in the game. The surviving player (if any) is awarded the victory points for all victory areas for the remaining turns of the game.
Autosave will
save the game twice a turn. The first save will be after both
sides have performed the placement phase. The second save occurs at the
end of each turn.
This file will be placed in the data/svgame directory under the name:
autosave_<save type>_<turn number>.<tpg/tpr>
Where
"save type" is the phase saved: 'pl' for after the placement phases, 'end' for
end of turn
"turn number" is the turn is saved on
"tpg/tpr" indicates the game type - 'tpg' for local games, 'tpr' for remote
games.
Remote games are saved on both computers and both copies must exist to continue
the game.
These are optional clock that can be used during the game to move play along and limit the amount of thinking time a player has. The amount of time allotted to a clock is based on the number of units available in a phase. Phase Clock Type describes the optional clock to be used and Seconds Per Unit describes the amount of time allotted to that clock each time it is needed.
Mobile Plot Phase - This clock sets the number of seconds for the Mobile Artillery Plotting Phase. It is based on number of seconds per Mobile Artillery unit available.
Arty Plot Phase – This clock sets the number of seconds for the Artillery Plot Phase. It is based on number of seconds per Light and Heavy Artillery unit available.
Direct Fire Phase – This clock sets the number of seconds for the Direct fire Phases. It is based upon the number of seconds per unit able to fire upon a target in that phase.
Return Fire Clock – This clock sets the number of seconds for return fire once a player has indicated he wishes to perform return fire. (This is not the timer to determine if return fire will occur, but happens after the player has indicated his desire to perform return fire). Since this clock affects fire with only one unit, it is based on number of seconds.
Movement Phase – This clock sets the number of seconds available in the player’s movement phase. It is based upon the number of seconds per unit capable of moving during the phase.
Passing Fire Clock – This clock sets the number of seconds a player has to perform passing fire during the movement phase after indicating his desire to do so. (This is not the timer to determine if passing fire will occur, but happens after the player has indicated his desire to perform passing fire). It is based on number of seconds per unit able to fire upon the moving unit.
Use – Closes the Scenario Options Display and sets the options defined as the current scenario options.
Save – Saves this set of options to be used as your default settings every time you start the program.
Reload – Reverts the scenario options to your default settings you had previously saved.
Game Start Options
Once the scenario has been chosen and the scenario options have been set, it’s time to play! You can begin play by selecting the menu item Play Game->Play Scenario and making one the following menu selections:
You Vs. Computer – This will start a game with you as Player #1 and the Computer as Player #2
Computer Vs. Computer – This will start a game with the computer battling it out against itself, while you sadistically watch the action.
Vs. Human – Hotseat – This will begin a game with two human players at the same machine.
Vs. Human – Network – This will begin a game with another human opponent. Note, a network connection must already be established with the opponent before this option is available.
When a game has been started, human players will be prompted to enter their General’s name. The level of the computer player will also be specified at this time. Network games have further steps that must be taken to begin a game. See the Networking Section.
Each turn in The Perfect General Internet Edition is broken into phases. These phases are
In each phase, the Attacker is first to go. When he has completed that phase, the Defender does his actions for that phase.
The Plotting, Fire, and Movement phases can be ended with the menu selection Phase Control->End Phase or by pressing the key combination [Ctrl + P].
End Phase Menu Option
In this phase, players may receive buy points to purchase units. This is dependent upon the condition set forth in the scenario being played. In some scenarios, players are able to hold unused points for subsequent turns.
In the placement phase, for each reinforcement situation for a player, the player first chooses the units to buy. The Unit Purchase window appears on the right side of the screen. Points Remaining describes how many Buy Points are available to the player. An image of each unit available is displayed, as well as the Number of that unit that has been purchased and the total Cost applied to purchasing units of that type. The Points Used describes how much has been spent in total so far.
Purchase Side Window
To purchase a unit, simply Left Click on the image of the unit to add one more to your unit pool. If you desire to remove some units from this pool, Right Click on the image of the unit to remove one.
The Done button allows you to begin placing these units. You are allowed to overspend as you determine your force organization for this reinforcement, but you will not be allowed to select Done until you have resolved the overspending.
After the units for this reinforcement area have been purchased, you will then proceed to place them. You will not be allowed to go back and redo your purchases once you have selected done and moved on to placing the units.
The Placement Window to the right will display the units in your reinforcement pool.
Placement Side Window
The units can only be placed in the regions indicated by YOUR player’s color (Attacker is red, Defender is blue). To place a particular type of unit, first Left Click the image of that unit in the placement window (moving the Mouse Wheel will also change the selected unit), then Left Click on the desired hex on the map. If you wish to remove a unit you previously placed, simply Left Click on the unit you had previously placed and it will be returned to your unit pool. After you are satisfied with the placement of all of your new units, click on the “Done” button.
After purchase and placement has occurred for all reinforcement areas under the players control, the phase for that player will end.
At the end of this phase, any weather effects that apply to this turn will be announced.
Mobile Artillery Phase
In this phase, the player will be able to plan the fire of his Mobile Artillery Units (if he has any). Mobile Artillery units that are given targeting orders during this phase will fire in the Artillery Fire Phase and not be able to fire anymore during this turn.
This phase may be optionally timed (see Game Phase Clock Settings).
The player's first unit to plot fire will be automatically selected. Hexes which can not be targeted by this unit will shadowed.
Shadowed Hexes
To target a hex, simply Left Click on the desired hex and the target hex will be indicated by a target icon. The next unit will be automatically selected.
If you wish to reassign a previous targeting order, Right Click on the Mobile Artillery unit performing the orders and those orders will be cleared, and that unit re-selected and ready for new orders.
If you wish to not plot a target for that unit in this phase, select the ‘I’ Command Button in the Game Window on the right or press [I].
If you wish to defer the targeting of a unit that is selected, Right Click on the next Mobile Artillery unit you wish to give targeting orders to, select the ‘N’ Command Button or press [N].
Please note that when every Mobile Artillery Unit owned by the player in this phase has either been given a target or told to ignore, the phase will automatically end with out a prompt.
Artillery Fire Phase
In this phase, the results of the Mobile Artillery Plotting and the previous turn’s Artillery Plotting are determined and displayed. The players cannot stop the action during this phase.
Artillery Plot Phase
In this phase, the player will be able to plan the fire of his Light and Heavy Artillery Units (if he has any). Light and Heavy Artillery units that are given targeting orders during this phase will fire in the Artillery Fire Phase of the next turn and not be able to fire anymore during this turn.
This phase may be optionally timed (see Game Phase Clock Settings).
The player's first unit to plot fire will be automatically selected. Hexes which cannot be targeted by this unit will shadowed.
To target a hex, Left Click on the desired hex and the target hex will be indicated by a target icon. The player will then be provided with three options:
Barrage Options for Light and Heavy Artillery Units
Barrage – The hex will be hit with suppressive artillery fire. In the next turn, the hex where the fire falls will block line of sight, and be impassible. If the unit is Heavy Artillery, the surrounding hexes will also block line of sight for that turn and units entering that hex will lose movement points and may be damaged.
The artillery piece performing a barrage fire must survive the remainder of the turn if the barrage is going to occur. Otherwise it reverts to non-barrage.
Non-Barrage – The artillery will not affect Line of Sight or prevent subsequent movement into the hex in the turn the fire occurs.
Never Mind – The player has changed his mind and does not wish to target this hex. He will be able to select another target.
Upon targeting a hex, the next unit will be automatically selected.
If you wish to reassign a previous targeting order, Right Click on the Artillery Unit performing the orders and those orders will be cleared, and that unit re-selected and ready for new orders.
If you wish to not plot a target for that unit in this phase, select the ‘I’ Command Button in the Game Window on the right or press [I].
If you wish to defer the targeting of a unit that is selected, Right Click on the next Artillery unit you wish to give targeting orders to, select the ‘N’ Command Button or press [N].
Please note that when every Artillery Unit owned by the player in this phase has either been given a target or told to ignore, the phase will automatically end without a prompt.
If you wish to view the planned target locations at any other time during the game turn, you can toggle the target displays on via the menu selection Display Options->Display Artillery Targets or by pressing the key combination [Alt + T].
First Direct Fire Phase
In this phase, each player gets a chance to fire his units at those defending units that have been spotted and are in range. Only units not having previously fired or those Artillery units not plotting fires for the next turn are able to participate in this phase. The unit must also have a spotted target within range.
This phase may be optionally timed (see Game Phase Clock Settings).
The unit window in the Game Display Window will indicate the unit which is currently selected. The yellow unit cursor will also be around the unit.
The unit window will display the unit type, percentage damaged, and the hit damage the unit can inflict.
The target window in the Game Display Window will indicate the hex (and contents) of the current target hex. The white target cursor will also be around that hex.
The target window will indicate the terrain type label, the range from the active unit, and the altitude of the target hex. If the hex contains a unit, it will alternatively display the unit type, range, percentage damaged, and the probability to hit this target with fire from the current active unit. Clicking on the ‘A’ Command Button or pressing [A] will toggle the target hex information.
To change the current target, Right Click on the desired hex, use the Numeric-Key Pad Keys to move the target hex cursor in various directions (use [SHIFT] to move ten squares in the selected direction), press the ‘SPC’ Command Button or press [SPACE] to select the next available target for the current active unit.
To select another active unit, Right Click on the friendly unit desired, or select the ‘N’ Command Button or press [N] to get the next unit available.
To ignore the current active unit for this phase, select the ‘I’ Command Button or press [I].
To fire at the current target, Left Click in the target square, or select the ‘RET’ Command Button or press [RETURN/ENTER].
How Direct Fire/Return Fire Works – when initiated, the active unit will fire at the target unit. If the owner of the target unit is a human player, the ‘F’ Command Button will change to a green color, indicating to the targeted player that he must decided whether or not to return fire within the Return Fire Response Time defined in the Scenario Options. If the player does choose to respond, he will select the ‘F” Command Button or press [F] while the button is still green. If the targeted player does not wish to return fire, he can cancel the Return Fire Response Timer by selecting the ‘I’ Command Button or pressing [I]. Only units which have not previously fired that turn can return fire.
If Return Fire is selected, the targeted unit will then have an opportunity to fire upon any target it has available. Return Fire can be optionally timed (see Game Phase Clock Settings). The same mouse, Command Buttons and key commands work in return fire, except the player cannot change active units.
After the targeted player has selected whether or not to Return Fire and if so, determined the return fire target, the effects of the first direct fire will be displayed, and then the return fire effects will be displayed. It is possible that the return fire could result in another return fire situation, so the first player should be ready to react.
Movement Phase
During the movement phase the player will have an opportunity to move those units that have movement points available. Those units that have lost movement due to artillery fire in the earlier Artillery Fire phase will not be able to move.
This phase may be optionally timed (see Game Phase Clock Settings).
The current active unit is displayed in the Unit Window of the Game Display Window. The unit type, percentage damaged, and fuel available will be displayed. The yellow unit cursor will also surround the unit.
To select another active unit, Right Click on the friendly unit desired, select the ‘N’ Command Button or press [N] to get the next unit available.
To ignore the current active unit for this phase, select the ‘I’ Command Button or press [I].
To place the current active unit on Sentry, select the ‘Y’ Command Button or press [Y]. A unit placed on sentry will not move or ask for movement orders in subsequent movement phases throughout the game unless specifically selected by the owning player.
The target window will display the currently selected target hex to where the unit intends to move. To change the current target hex, Right Click on the desired target hex, use the Numeric-Key Pad Keys to move the target hex cursor in various directions (use [SHIFT] to move ten squares in the selected direction).
To move a unit, Left Click in the hex you wish to move the unit to, or to move to the currently selected target hex, select the ‘RET’ Command Button or press [RETURN/ENTER].
When a unit is given a movement order, it immediately begins to move towards its destination. Units can move through other units, but if a player stops a unit in a hex which also contains another unit, the player must move that unit out of that hex before he can select another unit to move.
The owning player may interrupt a unit’s movement by Right Clicking on the map.
How Movement and Passing Fire Works –If the opposing player has a unit which has not fired that turn, can see the unit moving and the unit moving is within range, the opposing player will have the opportunity to fire at the moving unit. The ‘F’ Command Button will change to a green color, indicating to the opposing player that he must decided whether or not to fire at the moving unit within the Passing Fire Response Time defined in the Scenario Options. If the player does choose to fire, he will select the ‘F” Command Button or press [F] while the button is still green.
If the opposing player does choose to perform passing fire, he will proceed as if it was the Direct Fire phase in terms of choosing which units to fire, but he can only target the currently moving unit. Also, selecting the ‘I’ Command Button or pressing [I] at this time will indicate his desire to not fire at the moving unit allowing the unit to continue moving.
The opposing player can request passing fire for each hex a moving unit moves through at the time the unit reaches that hex.
Moving units that are fired upon have no opportunity to return fire.
Infantry, Engineer, Bazooka, Light Artillery and Heavy Artillery are units that can be transported. Only units which have not moved or fired during the current turn can be picked up for transport.
The Light, Medium, Heavy Tanks and Armored Cars can carry the transportable units. The cost to pick up or drop off a unit is one movement point. To pick up a unit, the transporting unit must move on top of the unit to be transported (you must have enough movement points left to move onto the unit AND pick it up). Then the player will select the ‘T’ Command Button or press [T]. The transporting unit can now move with the transported unit in tow. To unload the unit, the player will select the ‘T’ Command Button or press [T]. The transporting unit must have enough movement to unload and leave the current hex for an unload command to be implemented.
Units unloaded will not be able to fire or move in that turn. Units are not able to move independently or fire while in transport. If the transporting unit is spotted by the opposing player, the opposing player will know that the transporting unit has cargo.
If the transporting unit is destroyed while carrying cargo, that cargo is also destroyed.
If you do not remember what the cargo of a particular unit is, this information can be acquired by Left Clicking on the Unit Cursor Window or pressing [Z].
In some scenarios, during the movement phase you or your opponent may wander into areas that have been predefined as neutral countries. When this occurs, the movement phase temporarily stops, while the opposing player is awarded reinforcement points to buy units and place inside the borders of the neutral country.
The player receiving the points will do so just as if it was the placement phase. When placement has ended, play resumes back in the invading players movement phase.
If a moving unit successfully enters a hex adjacent to an enemy unit, and has enough movement points left to enter the enemy’s hex, it can perform a Close Assault Attack. In an assault attack, the moving unit is ordered into the defending unit’s hex. Only one unit will survive the assault.
The probability of the success of a Close Assault Attack is based upon the unit types involved, whether or not the defending unit has fired in the turn, the existing damage of both units, and the terrain in the defender’s hex. The assault probability can be observed in the information displayed in the Target Window of the Game Display Window.
The defending unit that survives a Close Assault Attack will not be able to fire again in the turn. If an attacking unit is victorious, he will have no more movement points for the turn or be permitted to fire.
If the Scenario Options are “Always Hit”, the odds of success in the attack are 50%.
For “Random Hit”, the following table gives the odds for Close Assault Attacks:
Attacker==>
Defender
AC
LT
MT
HT
AC
40%
50%
60%
70%
LT
30%
40%
50%
60%
MT
20%
30%
40%
50%
HT
10%
20%
30%
40%
BZ
60%
70%
80%
90%
IN, EN, MA, LA, HA
80%
85%
90%
95%
Additional Bonuses/Penalties (5% minimum odds, 95% maximum odds)
Defender is in defensive location (town, forest, higher altitude): reduce odds by 10%
Defender has fired: increase odds by 20%
Attacker greater than 50% damaged: reduce odds by 20%
Engineers have two special commands available to them during the movement phase. These are Build/Destroy and Mine/Clear Mine.
With this command, the Engineering unit may be able to alter the terrain within the hex he currently occupies. The ability and results of this alteration is defined within the map itself. Most common alterations are the construction and destruction of bridges.
In order to use this command, the Engineer Unit must still retain all of its movement points. When the Engineer Unit is the current active unit, the player can start building by selecting the ‘B’ Command Button or pressing [B]. This process will take two turns. The Engineer unit cannot move during this time, but he can fire.
With this command, the Engineering unit may be able to build a mine within the hex he currently occupies. Or, it will be able to remove a mine if one already exists in the hex. The ability to build a mine in a particular hex is defined within the map itself. Most common terrain types where mines cannot be built are on rivers and towns.
In order to use this command, the Engineer Unit must still retain all of its movement points. When the Engineer Unit is the current active unit, the player can start building by selecting the ‘M’ Command Button or pressing [M]. This process will take one turn. The Engineer unit cannot move during this time, but he can fire.
Second Direct Fire Phase
In this phase, each player gets a chance to fire at those defending units that have been spotted and are in range. Only units not having previously fired or those Artillery units not plotting fires for the next turn are able to participate in this phase. The unit must also have a spotted target within range.
This phase works exactly as the First Direct Fire Phase.
Scoring
At this point the victory points accumulated for this turn are calculated and displayed, and the players are now ready to continue to the next turn.
Victory Points Awarded
Victories points are determined in several ways.
The most common way is by the occupation of a victory region. In order to get points for this, a player must have at least one unit in the region (mines do not count), and there cannot be any enemy units in the region (mines do not count).
Another way to receive victory points is through unit kills. This can only occur if the Apply To Kills checkbox is checked in the Scenario Options dialog.
A way to lose victory points is via friendly fire kills from artillery fire. This can only occur if the Apply To FF checkbox is checked in the Scenario Options dialog.
Points can also be awarded if a special terrain is present within a Victory Terrain region. This possibility should be specified in the Scenario Long Description for the scenario. These points are either awarded each turn, or at the end of the game. This is an additional feature supplied through the scenario editor for the game. There are no scenarios with this type of victory region with the release version of the game, except for the map editor tutorial scenario.
The various units in the game have different speeds, strengths and damage capacities. Some units have special abilities, such as transporting cargo or building bridges. All units have their weaknesses. It take The Perfect General to effectively use the right combination of units on the field of battle.
Tanks :
Light - LT
Medium -MT
Heavy -HT
Tanks come in three flavors, Light, Medium and Heavy. The Light Tanks are the cheapest and fastest, while the Heavy are the most powerful, durable and have the best range. All tank types can transport non-mobile artillery and infantry based units. All tank types can assault attack other units.
Armored Car - AC
The Armored Car is the fastest unit in the game. It is also very weak on defense. It is capable of transporting non-mobile artillery and infantry based units. The armored car can perform assault attacks on other units, but cannot use direct fire against Heavy Tanks.
Infantry Based units do not move very fast on their own, but they can be transported by Tanks and Armored Cars. Though they can fire at all unit types during direct fire, they have a limited range. There are three types of Infantry Based Units. These are:
Infantry - IN
The grunts used to hold the ground you have taken or are defending. The more fascist regimes will find they are an inexpensive means of clearing mines.
Bazooka -BZ
These are grunts with some slightly more effective weapons for combat.
Engineers - EN
Specialized troops capable of Building/Destroying Bridges and some other terrain, as well as laying or clearing Mines. Engineers are the only unit that can safely move into a mined hex. Engineers that build or destroy terrain will take two turns to complete the task. Engineers that lay or diffuse mines will do it in one turn. Engineers can still fire while working, but cannot move.
Artillery can be extremely effective when accurate, and horribly expensive and useless when not. Artillery Units are capable of Indirect fire. Artillery Based Units are capable of firing during the Direct Fire phase as, but only if the unit has not been used in the it's plotting phase (Mobile or Regular) during that turn.
Artillery fire will destroy any unit in the hex in which it lands, and disable the movement capability of a unit in an adjacent hex, and possibly even damage it. Artillery fire is not the most accurate, and shots can stray up to three hexes away.
Artillery fire can be done as a barrage attack or as a non-barrage attack. See the Artillery Plot Phase Section for more information on how this attack works.
The Artillery Based Units are:
Mobile Artillery - MA
This unit has a limit artillery range and is quite expensive. It has the added advantage of being able to plan its fire at the beginning of the turn, just before it fires. The mobile artillery unit cannot transport other units, and cannot perform close assault attacks. Mobile Artillery Units are not able to lay down a barrage in a hex.
Light Artillery - LA
The light artillery unit is the least expensive of artillery units, but also has the most limited range. It is not able to move on its own, but can be transported by tanks or armored cars. It is capable of laying a barrage.
Heavy Artillery - HA
Heavy Artillery Units are the most expensive unit in the game. They have a powerful range, and a very effective attack. It is not able to move on its own, but can be transported by tanks or armored cars. It is capable of laying a barrage, and the hexes adjacent to the barrage hex will disable and cause damage to any unit that enters the hex.
Mines - MN
Though purchased by one player, mines know no friends. Any unit (except for Engineers) that enters a hex with a mine is immediately destroyed. Mines cannot move once placed.
Mines have two "charges". That means they can blow up two times, and then they are no longer effective. Mines can be diffused or created by Engineer units.
Mines do not count as a unit in regards to 'elimination'.
As a new feature of The Perfect General Internet Edition, there can be hidden mines. These mines are only hidden from your opponent, and will be discovered when a unit stumbles upon one. Hidden mines can be used by making the appropriate setting in the Scenario Options.
Unit Type
Abbr
Cost
Speed
AC Rng
LT Rng
MT Rng
HT Rng
Other Rng
Bombard Rng
Damage To Destroy
Damage Inflicted On Enemy
ArmoredCar
AC
5
9
6
3
1
-
6
-
3
2
Light Tank
LT
6
6
8
6
4
2
8
-
6
3
Medium Tank
MT
8
5
10
8
6
5
10
-
8
4
Heavy Tank
HT
12
4
13
11
8
6
13
-
15
6
Mobile Artillery
MA
14
4
13
11
8
6
13
11
6
6
Light Artillery
LA
9
0 *T
13
11
8
6
13
13
1
6
Heavy Artillery
HA
20
0 *T
13
11
8
6
13
26
1
6
Infantry
IN
1
1 *T
1
1
1
1
5
-
4
2
Bazooka
BZ
3
1 *T
8
6
4
2
8
-
4
3
Engineer
EN
5