SPWW2 Egroup for game related discussion can be
is the best place to contact the developers and
the SPWW2 playtester group.
What is New in SPWW2v7
new set of larger format OOB's (Order of Battle
files) with thousands of changes and additions.
New format OOBs can now hold up to 999 Units and
999 Formations. An additional 55 Unit Classes
have been added as well. The OOBs have been extensively
researched and availability dates, ammunition
loadouts and formation design has been finetuned
throughout. New units and new formations adorn
many of the OOBs. You can get many of the particulars
in the Country Descriptions section, but we leave
some things for you to find out as you play the
tweaks and adjustments to the code & AI picklists
have been made to fine tune & refine gameplay
New & Revised Icons in 25 SHP files
New Text files
Many minor tweaks
to existing scenarios.
Minor tweaks to
several existing maps & duplicate maps removed.
new Campaign: Paratroopers in the Pacific. This
campaign is based on the history of the American
503rd Parachute Infantry Regiment. You will start
off as the commander of Item Company, 3rd Battalion,
"Player_SPWW2_Scenario.xls" file listing all scenarios,
maps, and campaigns in the Game Notes folder.
Scenarios and Maps are now numbered in the game
selection screen, and maps also have their size
map code auto-generator has been extensively enhanced
and the coded routines greatly embellished.
totally new terrain features have been added,
as well as 4 old terrain types being completely
revised. Transition months between seasons are
now more accurately detailed and varied in terrain.
As well, the transition between terrain types
adjacent to each other has been refined.
4 completely revised terrain types are Green Crops,
Yellow Crops, Rice Paddies and Early Winter Fields.
map generator that allows maps to be auto created
using 19 different variables has been added, and
is accessible from the Map Editor as well as the
Battle and Campaign Unit Purchase screens so that
you can customize your maps before each battle
to further enhance your gameplay. You can even
Save the maps you design on the fly, or load previously
saved map -- even from the View Map screen of
the Purchase Units section!
can now be created as small as 20x20 (1 kilometer
square) and can be expanded in 10 hex increments
(half kilometers) seperately in both the X and
Y axis up to 200x160 hexes (10 kilometers by 8
number of important changes have been made to
the "View Map" screen of the Deploy menu for generated
battles and PBEM (all changes detailed within
the Game Guide)
the Map for the Current Opponents (use different
battle location for these opponents and date)
Redraw Map for the Current Battle Location (use
same battle location)
Map ID (specifically change battle location
to another one by indicating batloc ID number)
Redraw V-Hexes without changing terrain
Change Game Length
will now allow entering different Icon numbers
for summer, winter and desert terrain and the
game code has been revised so these will show
up in the game at the appropriate times. A complete
set of German and Russian Winter camo vehicles
have been added to the game and a complete set
of German and British Desert vehicle Icons have
been created for the Western Desert. As well,
German vehicles will for the most part, show up
in Grey before the spring of 1943 during "summer"
defend battles the Defender can not only place
trenches, but remove them once placed in order
to achieve a special effect. Laying & Removing
trenches is used to simulate previous defensive
engineering efforts to remove trees, bulldoze
rough areas and otherwise improve Line-Of-Sight
and strengthen the defenses because when a trench
is removed the hex (in most cases) becomes Clear
Terrain. Trenches can be laid and removed anywhere
on the Defender's half of the map. Trenches laid
in Water terrain will create a small island to
put the trench on.. Trenches can also be placed
on the attackers side of the map to simulate forward
area anti-tank trenches or the previous front
lines. Trenches cannot be removed once placed
on the opponents side of the map because doing
so gives the Defender too much control over the
terrain and tilts the play balance in favour of
Hex Point allotments can now be reduced down to
5 points and up to 250 points in 5 point increments.
Victory Hexes worth less than 50 points will be
ignored by the AI, and can be used by scenario
designers to develop special battlefield situations
and tweak AI and Player movement.
weapon and autocannon ratings have been revised
and refined based on new formulas that have been
extensively researched in order to bring more
realism to combat tactics, strategies and results.
As well, ammunition loadouts of autocannons have
been researched and an appropriate number of "shots"
have been assigned instead of the generic loadouts
of previous versions (which was actually much
too generous). Each in-game "shot" is the equivalent
of short bursts. The new loadouts and weapon ratings
illustrate how quickly autocannons eat up ammunition
and also how deadly they are. Many auto-cannon
armed vehicles do not carry much ammunition, and
have high rates of fire, so they have to choose
their shots carefully. The importance of the secondary
weapons of these vehicles in the antipersonnel
role is now much more apparent because of the
ammunition limitations of the auto-cannon.
with the proper traverse and elevation ranges
can now engage slow, low-flying aircraft just
like in SPMBT.
ammunition loadouts fine-tuned according to new
rifle-grenades, infantry bombs, anti-tank grenades,
infantry anti-tank mines and other anti-tank explosive
devices have been extensively researched and have
replaced the generic representations in most instances.
Where the generic representations still exist
(because of lack of credible information) they
have been revised in relation to all the new information
uncovered on these weapons.
Dust Trails have been revised to begin appearing
in desert terrain and summer months at higher
Visibility settings than previously.
loadouts of planes have been revised and varied
loadouts created for use in different mission
types. A huge effort was made to review the weapons
loads on fixed wing aircraft (many thanks to Jakub
Jaraczewski). Many different air-to-ground rockets
were identified and established as weapons in
the game. These were matched to aircraft of the
appropriate nationality and period. As an example,
a player will encounter Typhoons in 1944 that
fire 60-Pounder Rocket Projectiles and P-38 Lightnings
loaded with M-8 4.5-inch rockets. A parallel effort
was made to identify the characteristics of the
aircraft cannon and their ammunition loads. Thus,
players with an eye to detail will appreciate
the use of "20mm Hispano" instead of the old generic
"20mm-cannon." This detailed approach highlights
the different capabilities of same caliber weapons
from different countries, such as the 20mm Hispano
used by Great Britain and the 20mm Mk.2 used by
the USA. Even the differences between two same
caliber cannons used by the same country, Nazi
Germany's 20mm MG-151 and 20mm MG-FF, are evident.
armor values and penetration ratings for weapons.
Many armor ratings were reviewed, as were the
capabilities of key anti-armor weapons in the
games. This resulted in a few subtle changes that
enhance the dynamics of tank combat in the game.
to Range Finder ratings. After extensive research
some range finder ratings have been increased
to better reflect the capabilities of the actual
sights and range finders. This is another subtle
change for SPWW2 that enhances the combat dynamic.
of cannon rates of fire. To a large degree, the
rates of fire of tank guns, anti-tank guns, and
artillery pieces have been standardized. This
corrects the problem of like weapons having different
ROFs from OOB to OOB.
"Player's Info" text file included in the Data/Design
folder to help modders build new OOBs using the
same basic rules that we do, and also to give
an insight on how the game works.
movement in rice paddies was revised.
Boats Get Stuck Under Bridges Bug has finally
been eradicated. Now boats can ply the waters
under bridges, but their icons will appear on
top of the bridge solely for ease of locating.
If the boat icons are allowed to go under the
bridges, they can become hidden from view very
easily and the Player might lose track of his
units. So we have made the icon appear above the
bridge -- but it is simply a matter of visuals,
and the boat does not add movement costs for traversing
the bridge or otherwise exhibit any adverse effects
in the game. For all game purposes the boat is
under the bridge and in the water.
code controlling troops dismounting from APCs
and other vehicles was tweaked to allow more realistic
engagement by opponent forces that are in LOS
of the dismount.
of fords in streams was revised.
code finetuned. There are far fewer directly North/South
and East/West Roads now
small code tweaks to finetune the frequency of
thanks to Scrapnel Games for sponsoring SPWW2v7
was New in the Version 6.0 SUPPLEMENT
new set of OOB's with numerous changes and additions
new Cost calculator with the following corrections:
changes to ERA costs ( applicable to SPMBT only
changes to flame weapons costings (long range
flame weapons increased)
EW cost changes (+)( applicable to SPMBT only )
off map and on map HE shell costs were reversed
sabot ammo was using the AP range, not sabot
off map planes with missiles were using off
map HE costs which were too high- fixed
revised and 24 new scenarios
new or revised Icons ( 12 revised SHP files )
new text files
MOBHack help file
tweaks and adjustments to the code including:
could not unload on a bridge on lake hexes -
units on a bridge on a lake hex could not unload
passengers - fixed
points rolling over to a very high number for
dragon teeth buy when 0 fortification buy points-
mortars off map fired if under AI control -
aircraft were not dropping the last cluster
bomb - fixed
HEAT ammo whenfiring indirect used HEAT if they hit
an armoured target - fixed
small maps caused a crash - was due to the random
trees placement code not being changed to allow
for map X and Y changes -fixed
ROF was decided to be too high - reduced. Mortar
ROF is ROF+1 if warhead>4
artillery was using the direct fire graphic
when attacking armoured targets, causing the
incorrect graphic and or a shot to appear from
-1,-1 to target - fixed.
indirect fire circle size tightened up slightly
helos were not taking damage correctly, now
units - boosted load of weapons with warhead
bridges over lake hexes were reporting as rail
bridges if any rail bridge present on map -
user campaigns, if the map size was > 100
in width, the non fixed troops were deployed
on column 98 still. Fixed.
speeds in MPH sometimes went down on 3rd hex
moved - fixed.
which were reported correctly as dug-in on the
deploy turn or in scenario editor were losing
dug in status in turn 1 onwards.-Fixed.
were not being charged for soft sand - now +1
MP is charged for moving in a hex with soft
was New in Version 6.0
teaks and adjustments to the code, AI picklists
and OOB's have been made to fine tune gameplay
New MOBHack Database checking utilities and OOB
units have been re-priced with the new calculator
(which can be found in the "Cost Calculator"
Scenarios and two new campaigns ( Langemarck at
Narva and Stug Brigade 276 ) . Included with the
new scenarios is a Beginners tutorial in the first
Over 375 New Icons
New MOBHack Database checking utilities and OOB
Points now 20,000 ( was 12,000 )
bug has been fixed where if a formation had non
aircraft in slot 1, planes could be added in subsequent
sections and this would then fool the air selection
code and allow either unlimited planes or to add
such formations to cores.
surrender option has been removed in PBEM games
as this proved to be a cheat in PBEM..
were not able to be laid on the RHS of larger
maps - now fixed as well, mines are now deployable
in the UC if bought.
Picklists for all nations have been completely
checked ( 14,991 lines of code !! ) and corrected
and enhanced where necessary. All Nations should
now field a correct mix of troops in all battle
5.6 New Features
game now allows 135 map sizes. Maps can now go
from a minimum of 20 hexes wide and 40 hexes high
to up 160 hexes wide and 200 hexes high. All maps
are fully playable in generated, campaign, PBEM
or scenario based games. AI deployment routines
for units and victory hexes have been re-written
to accommodate every map size. Campaign players
now have the added bonus of pre-selecting map
size before every game to allow them to tailor
map sizes to fit their campaign core size.
fire can now be targeted through smoke filled
hexes. No longer will smoke act as a barrier to
fire however, accuracy and effectiveness is far
less than aimed fire against a clear hex but this
new system works quite well for harassing advancing
direct HE fire, all units in the target hex now
receive splash damage while in direct fire by
HE weapons. This includes the original target
if missed, but the shell still lands in the target
unit's hex. (The original code ignored the original
target if a miss was scored). This slightly increses
HE effect in direct fire.
retreat code has been altered to give more realistic
retreat paths in most situations
changes made in the editor will now "stick"
new "Infantry colour" has been added
to the game. It is used for China, Czechoslovakia,
Belgium and "Red".
OOB's extensively upgraded. Our Player Community
was the origin of many OOB tweaks. While we may
not respond to every issue raised on the message
boards, we do read and research every bit of information
and opinion that the games generate.
new pricing formula has been used for all units.
ammo loadouts for all non-vehicular mortars, howitzers
and naval guns have been implemented to smooth
out inconsistencies between OOBs that resulted
in unfair advantages/disadvantages for some countries.
minor tweaks and adjustments to the code.
have only included four more scenarios with this
patch but many additional scenarios for SPWW2
can be found at The Wargamer Scenario archive.
You can find them in the "Steel Panthers:
World War II ( SPWW2)" section.
- for any of you developing your own game icons,
SPWW2v5.6 now uses a new game palette which differs
slightly from the standard Steel Panthers palette.
Anyone using Fred Chlandas SHPEdit program to
work on their own game Icons will need to load
the file SPCAMO-SHPEdit-Steel.pal instead of Fred's
Steel.Pal to properly convert the colours now
used in SPWW2 and SPMBT. This file is located
in the Game Notes folder.
order Of Battle Files have been given a complete
overhaul - see the individual nationality's entry
in the Historical Design Notes section for details
as there is too much to list here.
AP penetration and accuracy formulas have all
been revised and updated in V5. These are based
on real life gun performance studies, penetration
graphs and tables. We feel these new formulas
accurately reflect the capabilities of WW2 era
guns and ammunition. SP2 and SPWW2 have always
calculated the angle of the firing unit to the
target and the targets orientation to the firer
so as to effectively increase the defensive armour
value by the horizontal impact angle. That, coupled
with these new formulas, gives highly accurate
tank vs. tank combat results.
new pricing formula for Armour that gives each
tank a value based on overall capability is included.
This formula uses data for gun penetration, accuracy,
tank speed, vision, range finder, fire control
systems and armour that gives a much more fair
pricing structure than was the case in the past.
The system works by taking the data from the OOBs
and inputting those values into a program which
writes the new values to the OOB's . Each component
of a tank is assessed, and then the resulting
points are all added together to give a final
point value. The formula does not give any cheats.
It is strictly linear. No rarity bonuses are involved.
new pricing formula for infantry units that assigns
points based on weapons carried.
new pricing formula for artillery and guns that
assigns costs based on Warhead size, range, HE
kill and number of shells.
HE values for tanks, mortars, artillery. These
values are based on a number of different studies
of High explosive shells and their effects on
men and machines.
can now be purchased and placed in defend battles
in the same manner as mines and Dragons teeth.
You now purchase points for "Mines/DT/Trenches".
Points are used for every section of trench you
place on the map. Those points can be used for
any combination of Mines, Dragons teeth or trenches.
visibility through trees has been revised and
now will occasionally allow LOS through two treed
" sticking" code has been revised to
give more realistic results for vehicles in mud
and streams. Vehicles attempting to enter buildings
will cost many more MP's than previous versions.
This greatly increases the chance if immobilisation
in mud and streams. Players that find this a bit
too "realistic" are advised to play
with Breakdowns OFF in the preferences.
have been added to generated streams. This is
a place that vehicles can cross a stream with
a much reduced chance of immobilisation. These
can be found by hovering the cursor over a stream
hex. If it is a fording place, it will indicate
that at the top of the screen
of the picklists have been revised which gives
the AI side much more varied and less predictable
surrender code has been revised to allow more
surrendering than was common in previous versions.
Campaign core force is now expandable during the
long campaign. You can use your repair points
to add new recruits and expand your core.
troops are now available to scenario designers
for user campaign battles. Auxiliaries are a fixed
increment of troops made available to the player
by the scenario designer and come in 2 types,
"free" which are treated exactly like
your own troops which you can position as desired
in your deployment area, and "fixed"
- these are for the scenario designer to place
as required for the scenario, and the user cannot
change their initial locations, though they may
be placed outside your deployment zone.
dischargers may now be toggled on and off like
ordinary weapons, to allow the user to stop his
troops firing these in reaction to enemy incoming
fires, if desired.
AI tank heavy preference switch has been changed
to buy even more tanks for those who want to play
with non-historical armour force levels. The effects
of the tank heavy AI preference are more noticeable
above 3000 purchase points. However, for traditionally
tank 'light' armies such as the Japanese, do NOT
expect to see the AI purchase vast fleets of AFV's.
weapons using the '222' HEAT code (mainly infantry
AT weapons) will now correctly report 'HEAT''
ammo, not AP, and use the HEAT code properly for
old SP bug where radar controlled AAA (an AA gun
or SPAA with FC of 100+) could target ground targets
through smoke and darkness as if they had Thermal
Imaging sights is now cured. Radar AAA will only
count these bonuses vs. flying targets.
parity can now occur, the old SP premise that
if you were offered aircraft, then the opponent
has no air strikes, is gone. In rare circumstances
he may have air strikes available as well, possibly
more than you are allocated. Players will therefore
have to consider flak purchases even if they have
been granted air strikes.
in trenches and pillboxes get extra morale bonuses.
Pillboxes give higher bonuses than trenches but
units in both types of fortification will now
be MUCH less likely to retreat from them than
was the case in the past. Even units that have
reached "rout" status are much more
likely to stay in their trench or bunker rather
than retreat out of the safety these fortifications
provide. Units in trenches and foxholes are much
more likely to endure artillery bombardment than
those units not dug in.
artillery routine has been completely revised
in Version 5.0. Your artillery fire will now arrive
at the end of your OPPONENTS turn rather than
at the end of your turn. This means predicting
where the enemy will be when the shells arrive
is a much more challenging procedure than has
been the case in the past. You will no longer
be able to simply shift fire a hex or two and
have your artillery land right after you press
the end turn button. This is a MUCH fairer system
for both sides and better reflects "reality"
where orders from the front lines had to be passed
on to the gun troop commander who then passed
the correction onto the gun crews who then adjusted
their fire to new co-ordinates. This was not something
done in a minute or two and this new system reflects
that. The change takes a game or two to get used
to but once you have played this way you will
agree it is a better system than what was in place
in the past. As well, guns that have high turn
delay ( such as .05 ) will deliver fewer shells
on target than if the delay was .00
ROF for rocket units has been revised so that
whatever ROF number is put into the OOB's is the
number of rockets that will launch in one turn.
This eliminates the problem where small rocket
launchers ( such as a Nebelwerfer 42 with only
5 "tubes" ) may have fired too many
rockets in one turn or rocket launchers capable
of mass launching ( such as the Canadian Land
mattress with 32 rails ) were penalised with too
few rockets launched. We have also expanded the
types of rockets that were available in the OOB's
so you will find the static German Wurfgerat and
the early Soviet heavy rockets fired from static
frames in the OOB's now. All rocket units are
provided with two "firings" worth of
has the greatest effect on troops that have been
or are, moving. Stationary troops or those in
cover will suffer less and those in dugouts or
trenches even less. Moving across open ground
through an artillery "beaten zone" is
NOT healthy for your troops but troops in dugouts
or trenches will endure the exact same barrage
with little effect. Assaulting a trench now means
you must have artillery falling almost in front
of your own troops as they go in. Your artillery
observers, in good LOS, are even more important
than before as they are best at keeping your guns
"on target". Units in trenches may not
retreat as quickly as if they were in the open
but they still acquire suppression ( they just
recover much quicker ) This is why your infantry
MUST attack the trenches soon after the barrage
lifts otherwise the enemy is give the chance to
rally and recover which negates all the benefit
of your bombardment. This is what the British
mean when they say they are "leaning into"
the barrage. If you have armoured infantry or
"tankriders" so much the better as these
units can stay back further from the actual barrage
then move in quickly with their mechanised infantry
and take the trench while the enemy is still dazed
from the bombardment
maps will now tend to used for tiny points campaign
cores - previously the minimum size was 500, but
some users want to play campaigns with very small
initial core values.
Railway Terrain tiles have been added for scenario
designers. This includes "regular" railway
(American = "Railroad") track as well
as tram lines (American = "streetcar track")
maps, such as those for the generated "Stalingrad"
and "Caen" battles, will now have pre-existing
damage and cratering.
only had one significant bug in version 4, the
Spanish LC bug and it is fixed in this release
(as it was in 4.x on the Computer Games Magazine
CD but not all users got the CD on the magazine).
200 new unit Icons added.
1100 new photos added.
1000 text files are now in the game to provide
unit and formation information.
new scenarios and one new campaign ( more on the
way ! ). This means Version 5 will contain a total
of 105 scenarios and four User Campaigns
screen shots from SPWW2
screen shot from a PBEM game between two of our
a skirmish near Caen, a Sherman Firefly takes
on a Tiger
late war German kit is provided for 'what if'
games - note the Maus and helicopter
we now have 15 terrain levels as opposed to the
old SP series game limit of 3 - mountainous terrain
(Cassino here) looks a lot better!
World War two campaigns for Great Britain, India,
Germany, USMC, US Army, Italy, Japan, Poland,
Canada, ANZAC, and the USSR, both Pacific and
European Fronts are available. The WW2 LC has
some scripted areas which may appear (e.g. Meuse
river crossing for Germans in France 1940). The
Polish WW2 long Campaign provides more battles
in 1939 (clock advances slowly) for this key time
frame. Amphibious assaults may occur for many
players e.g. Anzac at Brunei Bay, USMC at many
locations, Canadians at Sword Beach, US Army at
Omaha beach etc. City battles happen at some locations,
e.g. Stalingrad, Caen, Mandalay.
Difficulty modifier - from very easy to very hard,
allows user to set difficulty as desired in both
the WW2 Long Campaign and the Generated Campaign.
(Not the user campaign, as this is already set
by the designer).
allows you to choose from nine map sizes to a
maximum of 100x200 hexes. This change allows you
to play a game on a simulated battlefield of up
to 50 square Kilometres! - map sizes: 40x100,
60x100, 80x100, 100x100, 120x100, 140x100, 160x100,
with armies of Great Britain, India, US Army,
USMC, Poland, Japan, France, USSR, China, Anzac,
Bulgaria, Yugoslavia, Belgium, Netherlands, Norway,
Canada, Republican Spain, Nationalist Spain, Italy,
Finland, Sweden, Czechoslovakia, Hungary, or Romania.
Additionally - four 'blank' armies (Green, Yellow,
Blue and Red) are provided for users to design
their own forces.
now gives you up to fifteen levels of terrain
to work with. All other Steel Panthers based games
allow only three elevations above ground level.
now allows each player to command up to 500 units.
The maximum number of formations per side has
been increased to 200.
has removed many of the previous terrain editing
restrictions in the original SP games. Now, every
terrain feature except swamp and pavement can
be edited into any level on a map. Cultivated
fields and multi-hex buildings can be placed on
any level. This new feature is not simply restricted
to hand made maps and scenarios.
have added an additional 20 terrain tile SHP file
SETS added to the game so as to allow old features
such as crops to be edited onto higher elevations.
We have added numerous new functional terrain
features such as Snowdrifts, Light snow, Rice
paddies, Mud, Orchards, Impassable Terrain, Volcanic
Sand, Hedgerows, and Trenches. Snowdrifts, volcanic
sand, mud, soft sand, rice paddies, hedgerows
and crossing of trenches are liable to cause vehicles
to stick, mud being the worst, soft sand and snow
drifts less so.
descriptive text can now be added on scenario
maps. Objective Hex values are listed on map.
generated maps will now use 24 variables when
creating a map. Previous SP map generation routines
used only 10 variables and only 6 of those actually
caused changes to the maps. As a result, you will
be presented with MUCH more interesting computer
generated maps than ever before.
map deployment has been completely overhauled
and the computer set up has been made much more
challenging than in the previous versions of the
now has over 239 unique battle locations built
into it. With the increased number of map variables
the code uses you will now see computer generated
maps that could only have been hand made before.
( And with the added elevations and new terrain
tiles, maps which could never have been made before
) For example; Hedgerows are auto generated in
Normandy maps, Raised dike roads in Holland, Pacific
maps will have rice paddies and raised rice paddy
bunds. Streams create valleys across the map now
rather than run up and down hillsides. Cultivated
fields may be bordered by trees and the fields
themselves are much more realistically generated
than in the past. You will find maps that contain
rolling hills covered in high grass or deep ravines
that cut across flat plateaux. Desert maps may
have wadis to traverse. The Monte Cassino area
of Italy is decidedly not tank friendly country.
are now 192 unit classes in SPWW2. Many of these
have special characteristics such as ski troops
which move faster than regular infantry in snow
terrain, or Ghurkas with better melee ability
have added new code modifiers to the Orders of
Battle which allow us to create formations with
increased or decreased battle experience and morale.
This has allowed us to create Elite and sub standard
formations which gives us much greater freedom
to create more historically accurate formations
for the game. More units and formations may be
added to the Orders of Battle in the future, as
will battalion command formations.
Generated Campaigns: Linked and Branching. We
have written new code which allows up to 999 scenarios
to be linked together creating user generated
campaigns. Unlike SP3, which was limited to a
straight linear progression, SPWW2 has linked
campaigns which can branch to different scenarios
depending on what the end battle results are (there
are 5 end conditions ranging from total defeat
to stunning victory). The designer can determine
final victory from the number of battle victory
points, and optionally reward players who have
unspent campaign repair points with extra victory
points as a reward for prudent players. Designers
can write their own descriptive introductory texts
for each battle location and also separate end
game messages for each of the possible exit conditions
for each battle. Designers can write user campaigns
where the points are fixed and unchangeable by
the end user if desired. Scenarios designed for
user campaigns can place the human player start
line as desired. The game includes user campaigns
for Stalingrad, Iwo Jima, and Norway 1940, others
will be coming out later.
now has over 1050 individual unit Icons, including
gunboats in e.g. the Hungarian Danube flotilla,
Japanese patrol boats and armed Daihatsu barges.
and Snorkel Tanks - DD tanks and snorkel tanks
show a different graphic when afloat, and cannot
fire (both are effectively underwater!). Snorkel
tanks less easy to spot, but find spotting very
hard. DD tanks have spotting ability reduced.
Snorkel tanks difficult targets when swimming.
DD tanks can be sunk when swimming (the apron
have been added for scenario design and uses a
system similar to that in Steel Panthers 3, but
with a number of improvements. Reinforcements
can easily be set up to appear on ANY hex on the
map and the chance of arriving can be adjusted
from 10% to 100%. Reinforcement units can carry
passengers and off map support units (including
aircraft) can be selected as reinforcements.
are available, you can buy supporting troops from
an allied nation, or if desired, buy those of
an opponent and mark them as captured forces (they
will then use your national flag, leader names
changes have been made to the OOB code ( Orders
Of Battle ). Previous versions of SP2, SP3 and
SPWW2 allowed 249 units, 199 formations and 249
weapons. SPWW2 allows the creation of up to 599
units, 399 formations and 249 weapons in its lists
for each country. The OOB designer can enter a
descriptive string for each SPOB file - with for
example, version and copyright information. This
string appears on the encyclopaedia screen, allowing
users to check which OB set they have installed.
The game includes a copy of MOBHACK for use in
creating custom OOBs. The OB designer can write
descriptive text files for any formation - if
present, a button is displayed on the formation
purchase screen to aid the end user. Descriptive
text can be added to each unit for display in
help file facility has been added for basic in
game help (for example to point users to the game
documentation or the list of new hotkeys we have
Dust Trails - high speed, or high quantity of
vehicle movement in a hex in certain weather conditions
will lead to dust trails rising above moving vehicles.
High visibility conditions in Desert, high visibility
and high summer months in Green and Jungle may
give rise to 'rooster trails' potential conditions.
games may now be played as a PBEM game between
of game map review feature - roam the map, viewing
your and your enemy's troops at the end of play.
end game - now, after the game ends, zip your
files and send to your opponent, who will unlike
before, be able to review the end game data, and
as above, the map.
and transport planes are now off map units but
start on map for loading. Only helicopters are
available as user controlled on-map assets. All
other aircraft are now a form of 'artillery'.
Paradrops are now implemented - parachutes are
deployed, and enemy fire at dropping chutes, parachutists
(especially those not of a proper 'Para' unit
class) will suffer landing casualties, especially
when landed in bad terrain.
scenarios for SPWW2 can be found at
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