					SP2WW2 Design Notes

	The purpose of these notes is to introduce you to a few of the features of this game adaptation and help you understand a few of the problems we encountered and how we worked around them.

	GLIDERS

	Gliders are what were the transport helicopters in SP2. These were added as a toy for scenario designers. These are NOT meant to be used by the AI as it has not been set up to duplicate glider assaults.
	The best way we have found so far to use gliders is to load them up and then line them up along one map edge. Click on the HQ button of the deploy menu and set up each glider to computer control. Then pick your landing area for each glider with the WAYPOINTS control. When you start the game nothing will happen until you click on the next turn button. At that time the gliders will make their way to the end point you have selected. The computer ( or your PBEM opponent) will then react to this "intrusion" into their area. 							When that phase is finished your next turn will begin. At that time we recommend that the gliders all be landed wherever they are and the troops unloaded. At this point THE GLIDERS SHOULD BE RETURNED TO HUMAN CONTROL in the HQ menu.( or in many cases the computer will re-load the troops in the gliders when you end your turn )
	In some cases you may be over an area that is unsuitable for landing. You have two options. Either you can class that glider as crashed and move it to a back corner of the map or you can move it to the closest clear hex and unload there. HOWEVER.....the computer still thinks these "gliders" are helicopters. In some cases if they are fired upon the "glider" will rout and fly away. Just let it go and get on with your game. We may be able to correct this problem in the future but for now you'll just have to live with it.
	ADVANTAGES and DISADVANTAGES: If you do bring in your gliders manually I recommend you bring each one in a few hexes at a time to allow the ground fire to engage each glider equally. Otherewise the lead Glider will catch all the flak. Also, if you bring in the gliders manually you will be able to fight with your troops immediatly upon landing. If you use the waypoints method the troops will be defenceless when you unload.If you preplan your landing with the waypoints it better simulates a glider landing as once you commit to a landing in a glider....your committed. And there is a brief time span after landing when the troops have to organize and begin moving off. If you bring them in manually they begin to fight the second they land and the human player has the option of avoiding ground fire hotspots when landing......this was not an option in reality.
	Because gliders are still an new "toy" for everyone we are still searching for the best way to use them. As time goes on we will present better ways to employ them.

	LIGHT OBSERVATION AIRCRAFT

	These were the "Attack helicopters" in SP2. They are NOT to be given to the AI to use. They are intended only for the Human player. These are fun to use and can annoy your opponent to no end but they are very vulnerable to ground fire so you cannot waltz around the map with them. We recommend they be moved their full movement in each turn even if this is just at the back hexes for "your" side of the map.

	AIR TRANSPORTS ( are classed as GLIDERS )

	These are the JU-52's in the German MOB. They are intended for use on a limited basis for scenario designers to use for German airlanding operations. There were a number of incidences where the Germans would quickly secure an airfield with paratroops then land JU-52's full of heavier armed troops. Norway, Holland and Crete come to mind.


	New Aircraft


	A number of new aircraft have been modeled in SP2WW2. These were added to give a bit more variety to your airstrikes. The new additions run from the Polish Pzl-P-11c to the Me-262 Sturmvogel. Enjoy.


	GAME PECULIARITIES


	We recommend that the you decide the level of training for each game since the "Country training" is still set up for Modern armies in the early 1990's.

	The Japanese do not have the "stand and fight, no surrender" feature of SP1(neither do the USMC). Live with it. If we get the code we'll see what we can do.

	The US army and the British MOB's have been set up to fight a tank heavy European battle. If you want to fight with the Japanese then we recommend that you use either the USMC, ANZAC or Indian Armies as the AI opponent. These have been set up to provide the AI with a "Pacific" unit mix which is less tank oriented.

	If you are familiar with the different unit classifications in SP2 you will find that we have changed a number of these to reflect WWII era equipment.

	Spain has been set up to reflect the "Blue Brigade" sent to Russia. We hope to complete the MOB to allow you to fight Spanish civil war battles, but for the initial release these have not been include.

	The MOB's have been set up for WWII. But there is a bit of overlap on either side for scenario designers and anyone who wants to play " what if's ".


	The following infantry units have the ability to "swim": British Commandos, US Rangers, Russian Partisans and Russian cavalry. DO NOT ABUSE THIS.....Please don't set up a crossing of the Rhine with 2000 swimming Rangers. That was not our intent. What they are useful for are those little two or three hex wide streams that normally prevent movement. 	This addition stems from my giving the Russian Partisans and cavalry this ability. The reason for this is that Russian partisans knew the country and new where the shallow fords were located. By giving the Partisans the ability to swim it was not to suggest these were trained frogmen....just that they usually found a way through places the Germans had considered impassable.

	There are also German "amphibian" tanks.....These were not true amphibians but specially equipped tanks with deep fording ability. The Schwimmwagen CAN swim however.

	British vs. German or Italian armies in "1941-1942" will always default the map to Europe. If you want to fight in North Africa you will need to load your own map or fight out one battle of a campaign. This is really quite simple.

	You will not find off map artillery for the Russians  except in an assault or a defense. They are NOT available for advances. meeting engagements or delaying actions. This is to simulate that the Russians did not call down fire support like other European armies. You may purchase as many on map guns as you like though.
	NOTE: If you wish to get a feel for WWII Russian Artillery doctrine when you do get off map artillery then try playing a game where you only use the 10 pre-set target hexes and DO NOT use the fire adjust capability. This is not a perfect solution but you will have to stick to " THE PLAN " much more so than you are used to....and it makes selecting your line of attack and artillery support that much more important.

	Here are our "recommended" settings in the preference menu. You are free to set this however you want.

	Searching............... 100%
	Hitting................. 100%
	Rout/Rally.............. 100%
	Troop Quality........... That's your decision.
	Tank effectiveness...... 100%
	Infantry effectiveness.. 130%  and up
	Troop Type.............. Foot Infantry
	Country Training........ OFF



	
	The Japanese MOB is set up to give the AI plenty of bunkers in the defense, as was the case in reality. Have fun.

	If you are the curious type and you have a MOB editor you will find a number of what will seem to be odd entry's. Different country codes in both the units and formations menus. This is deliberate. DON'T CHANGE THEM !!!
	This was our way of setting up the AI to "think" WWII and to provide the AI with a unit and formation selection that reflected the different Armies composition during the war. 		Also the AI in SP2 will not load infantry on tanks.... The human player is free to do so but the AI will not so there are special entry's in the units menu that are "hidden" from the Human player that only the AI will use. These have been given an APC classification that the AI WILL load infantry onto. I don't want to get any e-mail from bright lights who have "fixed" all these then find the game doesn't work the way it should...OK?

	ATTENTION!! There is a programming flaw in SP2 that has existed since it was first released. When choosing the Indian army or the Yugoslavian army ( Czechoslovakia in a "regular" copy of SP2 ) there is a "Leader" name bug that will cause the game to crash if you click on the HQ button when you do your set-up. The solution to this is to make your selections then SAVE THE GAME. Then open the HQ. If the game crashes right away then the "bug" is in the first set of names......if you end up on page three before the crash then it is in the third set. What you do then is re-start SP2WW2, load the saved game then go through each " O " unit......when you find the one that says Lt. ( or Cap or Major..whatever) ... ".f " ...you have the problem solved...just rename that leader to any name you want.
	You may find this rarely happens as it seems to occur the most when you have a full Unit list.

	The horse and wagon will generate a " truck " sound......sorry, but that's the best we could do for now.


	We hope you enjoy the game.


				    SpCamo Workshop

	    Don Goodbrand, Andy Gailey, Nick Papp, Piero Angeli, Maik Ehrhardt

With special thanks to Fred Chlanda for producing the SPFEdit and Spile programs, Bill Wilder and the Raiders for all the effort put into playtesting and scenario design, The Gamers Net promoting us and SSI for their support.


Disclaimer 

Users of SP2WW2 must accept this disclaimer of warranty:

These resource are supplied on an AS IS basis. The authors specifically disclaims ANY warranty, expressed or implied, as to the fitness for any particular purpose of SP2WW2 .  Under no circumstances will the authors be liable for any direct, consequential, special, indirect, or other damages including, but not limited to, loss of data, profit, or the use of these files arising from the distribution, use, misuse, or inability to use the software. BY USING THIS GAME ADAPTATION YOU AGREE TO THE TERMS AND ASSUME THE RISK OF USAGE AS SET FORTH IN THIS DISCLAIMER.
 
TRADEMARKS
Steel Panthers is a trademark of Strategic Simulations, Inc. 
Panzer General .Shp File Editor is a copyright of Fred Chlanda.
 
DISTRIBUTION NOTICE
The authors are releasing the resources as freeware. It is NOT public domain! 
        1. Do NOT distribute modified versions.
	2. Do NOT bundle with other programs.
        3. ALWAYS distribute with the documentation.
        4. Do NOT charge a fee for distribution.
	5. You may distribute SP2WW2 on the internet ONLY as a LINK to "The Gamers Net" unless permission is specifically granted.

No other limitations are placed on the usage of the software. 



							Donald R Goodbrand
							Dec 3/1998

			





