New Allied General North African  & Western European Campaigns
Version 3.0 -- Initial Western European Release
5/6/97
Bill Haering
ewz6ar@meb2.em.gmr.com

General Overview

New Allied General Campaigns have been developed for North Africa and 
Western Europe.  These changes have been made to provide a challenge for 
experienced players that the original SSI version doesn't have.  These campaigns 
are fully functional in that North Africa can be played, and the British can 
continue on with the Western European Campaign.  Also Western Europe can be 
played as the US or the British may make a fresh start with it.  This campaign also 
provides the option of using my modified equipment file which also improves 
play balance.

The basic changes to the SSI campaigns has been a reduction of allied Prestige 
and an improvement in the axis units (mostly though experience increases).  This 
generates campaigns where poor play can result in losing the campaign overall 
(losing North Africa or being dismissed in Western Europe).  In general a 
successful North African Campaign is one where you are offered the option of 
continuing on to Western Europe.  While this is possible in the campaign, I 
generally don't recommend that approach because the experience level of the 
British bombers (in particular) will be out of proportion to the other units.  I 
would suggest starting over from scratch (it will definitely be more challenging).  
In Western Europe, you should have two objectives.  First, get to the Germany 
scenario.  There are several places along the way were losing a scenario could 
lead to dismissal and you need to be particularly careful in these (as losing is 
possible).  Then having reached Germany you should be trying too get the Major 
Victory.  This is possible, but difficult (the weather is another complication in this 
effort).  Make sure you read the section on what to expect in the various Western 
European scenario, particularly Germany.

These modified  campaigns are used by running a batch file which will have AG 
access the new campaigns and then return the system to the original state when it 
finishes.  Thus AG will have no permanent changes and the original version will 
run exactly as it always has.

I want to thank John Heidle for his gracious help in play-testing and refining the 
scenarios in both  campaigns.   The final product is very much a function of his 
feedback, and our discussions on philosophical objectives for the overall 
campaign.  I also want to that Mario Kroll and Tim Maushardt of the Wargamer 
for their wonderful Wargamer site where this campaign has been made available.  
They provide a great service to the wargaming community and deserve our 
support.

The rest of this file will discuss the loading and use of the campaign, the changes 
that have been made to the campaign scenarios, and the changes to the equipment 
file that can be optionally used when playing AG.

The North African campaign has been revised several times and I don't think it 
will receive any more changes.  This is the preliminary release of the Western 
European campaign and I an definitely open to user's comment about potential 
improvements.  I will also graciously accept comments about North Africa, I just 
have a doubts that there is much else that I would do to change it.  This is 
distributed free, and I hope you enjoy it.


Directions to using new AG campaigns.

In addition to this readme.txt file you will find 27 other files.

game0xx.scn (where xx = 55,56, 61-82) 
agmodscn.tdb
agmod.eqp
agcamp.bat

These files are new descriptions for the first 22 scenarios (game00x.scn, where x 
goes  from 1 to 22) that make up the  North African  and Western European 
Campaigns, the file that determines the  win/loss prestige and the campaign path 
(scenario.tdb), and (at your option) the  equipment file (panzequp.eqp).   YOU 
MUST BACKUP your original files before  running the new campaign.   Create a 
sub-sub-directory (in windows that means a folder)  BAK (of the SCENARIO 
sub-directory) and copy all the original .scn files there  (game001.scn through 
game039).   Then you  simply copy the 24 new .scn files (there are different 
version of Mareth Line depending on the campaign path)   game0xx.scn (where 
xx = 55,56 and 61-82) into the SCENARIO sub-directory.   When the batch  file 
AGCAMP.BAT (this file must be placed in the directory where AG is installed,  
typically c:\program files\allied general) is run these new files will overwrite the 
files  game001.scn through game022.   When you are done running AG, the batch 
file will  return these files to the original SSI file versions using the files you put 
in the BAK sub- directory.   YOU MUST ALSO BACKUP your  original 
SCENARIO.TBD and  PANZEQUP.EQP files which is in your DATA sub-
directory (again in the directory  where AG is installed).   Create a BAK sub-sub-
directory and copy the two original files  into it.  The SCENARIO.TBD  file will 
be overwritten when you execute the batch file,  and if you choose the option of 
using my modified equipment file, the equipment file  will also be overwritten.  In 
any event, the original files can be restored (by the batch  file) when you finish.  
Thus, when you are done running AG using the batch file, there  will be no 
changes necessary to run SSI's original version.  You would just run it like you  
always did.

A description of my modified equipment file is included at the end of this file.  It 
can  also be use with the original SSI version of AG, more details on that can be 
found below.

To recap you will be creating two new sub directories that will be named 
something like

c:\program files\allied general\scenario\bak      and
c:\program files\allied general\data\bak

and you must place copies of the original .scn files into  ...\scenario\bak
place a copy of the original panzequp.eqp file into  ...\data\bak
and place a copy of the original scenario.tdb file into  ...\data\bak

NOTE **  It has been assumed that allied general was installed into the directory   
c:\program files\allied general.  If this is not the case, you CAN still use the new  
campaign, but the name of the new directories will be different.


The  files in this new campaign should be placed in the following directories.

game0xx.scn (xx = 55,56 & 61-82)  ===> c:\program files\allied general\scenario
agmod.eqp  ===> c:\program files\allied general\data
agmodscn.tdb ===> c:\program files\allied general\data
agcamp.bat ===> c:\program files\allied general
readme.txt  ===> c:\program files\allied general  (this can be renamed if it is 
going to overwrite something, it's just directions, it has nothing to do with the 
execution)


Running the New Campaign

As mentioned earlier, version 3.0 of the campaign is run by executing a batch file  
(agcamp.bat) which MUST have been placed in the directory where allied general  
resides on you machine, again this is usually c:\program files\allied general.  You 
may  which to create a shortcut  and place a icon in the start up menu, but that is 
up to you.

Run AGCAMP.BAT (this can be done by double clicking on it).  This WILL  
OVERWRITE 22 AG scenario files  (GAME00x.SCN; where x goes from 1 to 
22), the batch file will also OVERWRITE the SCENARIO.TDB file.

At this point you will be prompted with the question.


Will you be play the British in Western Europe  (y/n) ?

Choose an option ->


You should answer yes whether you are continuing a North African Campaign or 
starting a Western European campaign from scratch.  If you are starting a North 
African Campaign and aren't sure you should answer yes.  The answer to this 
question affects the time limit for the Mareth scenario.  If you decide to do 
something different than what you did when you answered the question, simply 
stop playing AG (you can save and return to the sport where you left off) restart 
the campaign batch file AGCAMP.BAT and answer the question again.

If you answered no to the British question you may skip to the next paragraph 
paragraph that begins "In either case" (3 down).  If you answered yes you will be 
given a second question about which path you will be taking, the question looks 
like this.


How will you be playing as the British

A -- Continuation of North African Campaign
B -- Fresh Start

Choose an option ->


As beforre you shoudl answer based on what you indend to do.  This also affects 
the Time Limit in Mareth and you can restart the batch file (before starting the 
Mareth Scenario) if you change you mind (agaign you can save the current 
scenario and go back to it).

In either case you will be then asked if you wish to use SSI's origional version of 
the equipment file or my modified one that improves play balance.  A description 
of the changes and their consequences is included near the end of this file. If you 
choose to use my new one, the original  PANZEQUP.EQP file will also  be 
OVERWRITTEN (it will be restored later, provided you did required backup).

After you answer the equipment file question a message will come up that reads


Modified AG Campaign Version 3.0
Bill Haering -- May 12, 1996

starting AG
when done running AG 
press any key to continue  ...


at this point you should wait and Allied General will soon start.  You play it 
exacty as before except yu will be using modofied campaign.  

The new campaigns are design to be played with the following axis settings (+2 
prestige, 0 experience).   Because the experience of the axis troops has been 
increased, the new units bought by the computer will have the same experience 
that they would have in SSI's origonal version with experirnce set to +1.  This is 
because new units are created at the experience that corresponds to the average 
level for all starting troops.  As a result, the start troops are (on average) of the 
same quality as the new purchases.  As a result, the initial axis units will be much 
tougher than hey were in the original SSI campaign. If you find the campaign too 
easy (not likely) then you might want to up the axis experience.  Note that if you 
do this his replacement airplanes will likely out class yours in most all scenarios.

After you play your  game you must go back to the window where the batch file 
was executing and hit any  key.  The batch file will then RESTORE all the 
ORIGINAL FILES using the files you  stored in the two BAK sub-directories.   
So when the batch file has completed running  you can run the original SSI 
version just as you always did.  When you finish playing AG you must hit return 
in the window where the batch file was running (this restored the origional SSI 
files).

You can save as normal when playing the new campaign, but when loading these 
games  back into AG you should have started the game by running 
AGCAMP.BAT.  While  the saved games will technically work with mine or the 
SSI original scenarios, they will  only make sense to play with the appropriate 
version.  A description about playing the  new AG North African  and Western 
European campaigns  follow below.


Changes to the North African Campaign

The general idea has been to make the North African Campaign challenging to an 
experienced player.  I believe that this has been accomplished, while still making 
it possible to win the campaign overall (defined as being asked to carry on to the 
Western European Campaign.  John Heidle and I have done extensive play testing 
of this campaign, and an overall win is very possible.  I hope you enjoy the 
campaign, and I very much appreciate John's play testing and his very 
constructive feedback.

Here is a list of the changes, first the allied staring prestige for all scenarios except 
Sidi   Barrani have been reduced.  They have been reduced by the following 
percentages

El Aghelia   40%
Crusader     45%
Mersa        50%
Gazala       55%
Tripoli      60%
El Alamein   65%
Cairo        55%

The Tripoli scenario had been shortened from 22 to 16 turn.  A German city has 
been added near the airfield in the south west corner of the Gazala scenario to 
allow axis reinforcement there, and this scenario has been shortened to 11 turns.  
Lots of changes have been made to Cairo and El Alamein to make them 
challenging.  The maximum number of core units in Cairo has been changed to 10 
which is in keeping with a monatomic increasing maximum core (Crusader is 9 
and Gazala is 11).  Some extra units have been added and the existing one have 
had significant experience increases.  Also the number of turns has been decrease 
to 13 in El Alamein and 14 in Cairo.

I have increased the experience of the axis troops in most scenarios.  In general 
this increases the overall experience level of the axis units by one star (this 
determines the experience level of new units bought by the computer).  As a 
result, the initial axis units will be much tougher than hey were in the original SSI 
campaign.  Also there is no great need to give the AI a experience boost.  I 
recommend giving the AI +2 prestige, normal (0) prestige, and the red (better) AI.  
If you find the campaign too easy then you might want to up the axis experience.  
Note that if you do this his replacement airplanes will likely out class yours in 
almost all scenarios.

Here is a list of the average axis experience levels (new unit purchase value) from 
the original SSI version and my new one.

Scenario           Original    New
Sidi Barrani          0         0
El Aghelia            1         2
Crusader              1         2
Mersa                 1         2
Gazala                2         3
Tripoli               1         2
El Alamein            1         3
Cairo                 1         2


Also the following scenarios have new prestige amounts for major, minor and loss 
conditions and they are:

scenario name     major   minor    loss
Cairo              350       0       0
Crusader           500     250     100
El Agheila         350     200     100
Gazala             500     250     100
Mersa El Brega     500     200     100


Some ideas about what to expect.  You have a lot less prestige than you used to.  
This requires hard choices be made about upgrading and overstrengthening your 
units.  In several scenarios I don't think major victories are possible (at +2 
prestige, the recommended setting).  In particular these are El Aleghia, Mersa, and 
Crusader.  In the defensive scenarios, El Aleghia, Mersa, Gazala, Cairo and El 
Alamein you will likely indeed be on the defensive (at least initially).  In the last 
three your should be able to turn the tide and mount a full scale counterattack and 
win a major victory.  But be warned, the initial axis attack will be tough.  In the 
last four you may well need an extra AD unit to better deal with the axis air force.  
I would consider even putting one in my core starting in Mersa.

Your overall objective should be to win the campaign (that is, be offered the 
chance to go to the Western European campaign).  I think this will require skill 
and patience.  In the most critical battles (the ones that decide win or loss) Tripoli, 
EL Alamein, and Cairo  Major victories are very possible.  In the latter two you 
must weather the initial German attack before switching over to the attack.  You 
will have to move quickly in Tripoli as this is much shorter than in was originally.  
Cairo and El Alamein are also much shorter, so you can't wait too long to counter-
attack.


Changes to the Western European Campaign

First I want to reiterate to keep focused on the overall objective.  First get to the 
Germany scenario.  You do not need a single major victory to get there.  
However, there are several scenarios where a loss will end the war for you.  For 
most scenarios poor play can result in losing the scenario.  So up until the 
Germany scenario concentrate on making sure you get minor victories first (In 
Kasserine even a minor is difficult, just focus on surriving).  In Germany however 
you must now focus on the Major Victory or the Russians will dominate much of 
Europe.  That will be a very significant challenge. 

Prestige Reductions.  Significant reductions have been made to the available 
prestige.  This is done to make constant updates of all units to the best available 
type more diffucalt that in the origonal.  This will be more true for the US as the 
British generally have fewer ugrades cycles (at least in my opinion).  While some 
may arge that this is unrealistic as the allies had an enomours material production 
advantage.  Yes, they dis, but it still take time to replace all units when new 
equipment becomes available.  So my approach addes play balance and I don't 
think it is unrealistic.  No need to despair too much as you can (if you are careful) 
generally afford to equip most if not all of your core units with the newer models.

The experience of the axis units has been increased in all secneraio.  One result is 
that it is recomended that you play with the axis experience set to 0. Becuase of 
the expereince increase I put in each scenario the new units in the modified 
campaign will have the experience as you would see playing the SSI origonal with 
experience set to +1.  Also the start units are on average as tough as the new units 
prurchased.

The time limits have been changed on several scenarios.  Meuse has been 
shortened from 17 to 15 turns.  Same for Moselle (17 to 15 turns).   To The Rhine 
has been shortened from 15 to 13 turns.  Ruhr  from 17 to 14 and Germany from 
24 to 21.  In Mareth because of the diffucality involved with starting fresh as the 
British the time limit has been increased from 13 to 15 turns (still 13 for US of 
British continuation of North African cmapaign).

When John Heidle and I play the Western European campaign (US or British 
fresh start), we think that the initial cores have too many infantry units.  We both 
ternd to think 3 or four at the most is all you should have in you core (the fourth 
might even be added later if it is deemed necessary).  As a result we either 
disband others or purposely let the weaker ones get killed.  The axis unit 
experience levels have been developed with that sort of core composition in mind.

Here is a list of the average axis experience levels (new unit purchase value) from 
the original SSI version and my new one.

Scenario           Original      New
Torch                     1        2
Kasserine                 1        2
Mareth                    1        2
Tunis                     1        2
Sicily                    1        2
Anzio                     1        2
Jupiter                   2        3
Overlord                  1        2
Cobra                     1        2
Meuse                     1        2
Moselle                   1        2
To The Rhine              1        2
Ruhr                      1        2
Germany                   1        2


The following is a list of the origional, modified and percentage reduction in the 
starting prestige value (for the allies) for each scenario. 

Scenario          Origional       Modified    % less
Torch                   700            700         0
Kasserine              2200           1540        30
Mareth (US)            1400            840        40
Mareth (British)       1400           1400         0
Tunis                  1600            880        45
Sicily                 1600            800        50
Anzio                  2000            900        55
Jupiter                1800           1260        30
Overlord               3200           1280        60
Cobra                  2800            560        80
Meuse                  1200            420        65
Moselle                1100            385        65
To The Rhine           2100            630        70
Ruhr                   2100            420        80
Germany                3500            875        75

The progressive nature is to reduce the excessive growth of prestige that I thought reduced the 
challenge in the original version.  The starting points are an exception.  Also Jupiter (because of 
the highly experienced axis troops is reduced less, and Cobra and Ruhr are reduced more because 
the amounts  were overly generous in the original version.

I also changed the major/minor loss prestige rewards.  I made all the same as in PG  (major - 500, 
minor - 200, loss - 100).  This is a major departure form the amounts given in the original version 
of the campaign.  This also helps reduce the excessive allied prestige.

Below is a quick description of what to expect in the scenarios

Torch -  A major is possible, but difficult.  You may well want the minor anyway because you 
get the additional experience of fighting Kasserine.

Kasserine - Yes the additional experience is nice, but this scenario is nearly unwinable.  I 
recommend trying to just keep you core alive.  The cmapaign continyues even if you lose.

Mareth (US) - this shouldn't be too bad, but control of the skies is important and the German 
armore is likely better than yours.

Mareth (British NA continuation) - this is harder than playing as the US and the auxillary US 
units are very week.  You must have control of the skies to be sucessful.

Mareth  (British Fresh start) - Still harder yet, as much of the initial British core is poor.  I get rid 
of the AD, AT and two infantry units and replace them with more tanks and airpower.  You must 
be very patiant here, but you are given two more turns then if you atre in the US cmapaign or 
continuing along with a North African campaign.

Tunis -  You first oppurtunity to be dismissed.  The germans have some very good units and you 
have to cover a lott of distanve on the east coast.  If you haven't learned how to use Level 
bombers to suppress and drain ammo, I expect that you will before you win here.
 
Sicily -- Again a chalange, the luftwaffee wil be sa serious contender for part of this one.  I doubt 
that a major is possible.  I have serioud doubts if you want one as Jupiter is likely the hardest 
scenaio.

Anzio -  Weather will determine how diffucalt this will be.  As the Britishyou must be extra 
careful.  With the initial allied airport far away, the low ammo of British Planes is a serious 
concern.
 
Jupiter - I doubt anone will get here in the cmapaign.  If you do realize that the german 
experience is the highest in this scenario (3 stars).  This gives the axis a second boost in 
determining inative.  I haven't play tested this one but it shoudl work if you get there.

Overlord -  The initial landings can be dangerous.  Make sure you don't lose prcious units (like 
experienced artillery units) to careless play.  The luftwaffee will not pose a serious threat till the 
Germany Scenario so with the help of allied air power you shoudl prevail.

Cobra -  Similar comments as in Overlord, except you need not worry about the dangers of the 
actual invasion.

Meuse (British Only)-- Remember you don't have to take all the objectives for a minor victory.  
Don't allow your self to get bogged down taking non essential objectice cities and being sent 
home because you didn't get all the one necessary for a major.  You need a minor to continue oon 
with the cmapaign make that your highest objective.  Again no serious Luftwaffe interface.

Moselle (US only) - I have play tested this one, but John Heidle said that the minor was very 
doable.  Again you must get a minor to continue.

To The Rhine -  ditto the comments since Overlord.  There are strong German units but you have 
Level Bombers, so you should carry the day.  While I know that a major is possible.  I think a 
wise player will opt to play Ruhr because all those city hexes cause a great windfall going into 
Germany.  Also your army needs to be in tip topp condition to hope to beat the Russians to 
Berlin.

Ruhr - A serious prestige bonzna with all the city hexes.  Make sure you get the minor and 
prepare your core for Germany.

Germany - Great, you've managed to stay in the fight and now the issue of post war dominance is 
at hand.  The Luftwaffe hasn't been seen since Anzio in any strength.  Unfortunately you are now 
facing jets.  Any British fighters (auxiliary or core) should be upgraded to Meteors (the best 
allied plane).  But even worse than the german jets is the weather.  In fact I had to remove two 
objectives to make a major victory possible with average weather conditions.   John and I 
struggled with this scenario for a long time.  We both agree that a major victory must be possible 
or a player has a justifiable reason for being very angry.  Unfortunately the weather can be very 
bad.  I've seen 7 turns of rain and 7 turn of mud in this one.  A major under those conditions is 
highly unlikely.  But what matter most is the weather on turns 13 and 14 (especially idf there has 
been much bad weather previously).  I even considered reducing the weather zone for this 
scenario to make the weather less severe.  However, I think that poor weather was a very big part 
of the war and it should be dealt with.  On the other hand, the idea is that your racing with the 
Russians for Berlin.  Well the two fronts are close enough together that I think really bad weather 
for you means really bad weather for the Russians also.  Unfortunately, the turn limit for a major 
is fixed at 14, and I can't change it.  So this is my recommendation.  If you have had  5 days of 
rain or 5 days of mud by end of the 12th turn, turn off the weather (before the turn ends) and you 
will have clear weather for 13 and 14.  This will allow you to win if you play well.  

I few hints.  When it's muddy, you can't attack well, neither can the Germans.  Even though you 
can't bomb (it's usually raining when it's muddy) them you don't have to fear their counter attack 
as much.  Alo this is a great time to position paratroops and support aircraft for airborne 
operations.  You can even land them before the weather clears.  They will need to wait for the 
support aircraft to clear out the artillery etc before they attack though.  So make sure you keep 
moving.  Also you will likely need bride engineers in the north and center portions of the 
battlefield (to speed up movement over rivers).  This one can be majored, but in order to prevent 
the Russians from establishing dominance you will have to play well.  You should definitely 
consider saving the end of the previous scenario in case you have to try a second time.

I hope you enjoy this campaign, and I welcone your comments.

Allied General Equipment Changes 

1.0  Overall Discussion 
 
This portion of the file describes the rationale behind a number of changes to the 
unit specification files  (Panzequp.eqp) for Allied General.  While in operation 
here with the campaign game (driven by a batch file), it can in fact be used with 
AG in any mode and improves the play balance in all modes.  A stand-alone 
version (with instructions for use) is available at the Wargamer

http://www.wargamer.com/5stargeneral.htm

There are also versions there for the Win95, DOS CD, and DOS Floppy Disk 
versions of Panzer General.
 
I have made 13 changes to the AG file.  These changes fix some mistakes in some 
of the unit characteristics which adversely affect play balance (or make no sense).  
The most significant changes  have to do with increasing the price of two anti-
tank units (IT Sem L-47, and PzJager IB) and three tank units (PzIA, PzIB, and 
PO TK3), I also increased the cost of the Russian Katyusha BM13.  The other 
changes are pretty minor all having to do with what I thought were probably 
editing mistakes made by SSI (a wheeled unit that has zero maximum fuel 
capacity, thus it can never mover, one German AD unit that can't use naval 
transport, truck units that are hard targets, and removing the soft attack capability 
for the one truck with such capability.  
 
These changes have come about as a comparison of the unit characteristics 
looking for highly underpriced units, and other general inconsistencies.  I 
undertook this study as a result of a discussion with a PBEM opponent that 
confirmed some of my own notions about play balance.  These centered on the 
Italian L-47 anti-tank unit (cost 12 pts).  My opponent said that these were 
massively underpriced and that many PBEM players that he had talked to agreed.  
I have played AG Tunis which was a prime example of this.  I killed 44 anti- tank 
units (and many other units) and was still not able to capture the three Italian 
cities on the coast.  The ability to create this many units is completely unrealistic.  
I had played an El Algehlia scenario (that ended early because of the prestige bug) 
and it appeared that the PzJager IB's very low price was unrealistically affecting 
play balance.
 
As a result of these discussions I began to look at the performance/cost of the AG 
units.  In order to try and remove as much uncertainty as possible, I made my 
comparisons within like types of units.  Tanks compared to other tanks, armored 
anti-tank units vs. other armored anti-tank units, SPAs vs. other SPAs, and so on.  
The performance measurement that I finally settled on was the sum of the 
normalized  (normalized against the maximum value for a given group of units) 
values of the following unit characteristics: soft attack, hard attack, air attack, 
naval attack, ground defense, air defense, close defense, initiative, spotting, 
movement allowance, maximum fuel, and maximum ammo.  When I compared 
artillery and AD units I also included the range characteristic.  I took this 
measurement divided by the cost factor and arrived at a performance/cost 
measurement.  When I compared the values for the armored anti- tank units the L-
47 and PzJager IB showed up much higher than any others.  With all other values 
between 2.5 and 0.66, the L-47 was 13.12 and the PzJager was 6.75.  Based on 
this I decided to increase the cost of these two units.  Units costs must be 
multiples of 12.   I decided to increase the L-47 from 12 to 48 pts. and the PzJager 
from 24 to 48 pts.  These two units have nearly identical performance numbers.  
These new costs still left these units as the best performance/cost units but there 
measures were much closer to the others than previously.  Similar work with the 
Tank units resulted in the following three  changes, PzIA from 12 pts to 24, PO 
TK3 from 24 to 36 pts, and the PzIB from 24 to 26 pts.  A comparison of SPAs 
resulted in the change for the Katyusha BM13 from 36 to 48 pts.  Note the 
changes in cost affect reinforcement cost proportionally 
 
I also noticed that only one (non-fortification) ground unit didn't have naval 
transport capability, the 3.7 FlaK36 unit.  I believe that this was an error that SSI 
overlooked and I gave it naval transport capability.   The GB 20mm SPAA anti-
aircraft unit had a zero maximum fuel capability which made it unmovable, this 
also appeared to be an oversight so I gave it a maximum fuel of 45 (similar to 
other AA units).  Several trucks were listed as hard targets (GB 3 Tn Lorry, US 
GM Truck, FFR GM Truck, and FPO Truck) this also appeared to be a editing 
mistake so I made them soft targets.   
 
The final change was the elimination of the soft attack value for the AF Truck 
unit.  It had previously been 1.  I decided the old value was inconsistent as this 
was the only truck unit, in all of AG, than had a soft attack value.  You may wish 
to note that in Panzer General there are several trucks with soft attack values, so I 
did not make this change in the equipment files I have created for use with PG.  In 
my personal opinion I agree with the AG representation (trucks can't attack), but 
didn't want to arbitrarily change the PG values. 

 
2.0  Use of files 
 
The use of this equipment file is performed by the AGCAMP.BAT file, discussed 
above.  If there is ever any question about which file is which this can best be 
answer by looking at the dates (if the name have been changed).  They are


Original AG equipment file
Panzequp.eqp   11/27/95   (my be temporarily over written when using the new 
campaign) 
 
 
My modified equipment file
agmod.eqp   8/2/96  (may be temporarily copied to panzequp.eqp, when new 
campaign is in use) 
 
AG will function exactly as before, except that the changes described in section 
1.0 will be in effect.  For example in the purchase screen an IT Sem L-47 will cost 
48 pts  to buy, or 40 pts to upgrade.

Bill Haering 
ewz6ar@meb2.em.gmr.com  
