The General Rules by Patrick C. Miller If You Want A Promotion In THE PERFECT GENERAL II, It's Time To Raise The IQ At Your HQ ________________________________________________________________________________ I n the final hours of Operation Desert Storm, U.S. General Norman Schwarzkopf was asked his opinion of Iraqi military leader Saddam Hussein. Schwarzkopf didn't hide his utter disdain for his counterpart's abilities. "He is neither a strategist, nor is he schooled in the operational art, nor is he a tactician, nor is he a general, nor is he a soldier," Schwarzkopf replied. "Other than that, he's a great military man." Players of PERFECT GENERAL II (PG2) need not worry about comparisons to military history's greatest flops. Still, it is nice to earn respect from your opponents, both human and silicon. To win consistently at PG2 requires that you master the game's mechanics, and properly grasp both strategic concepts and combined-arms tactics. Learning to win at PG2 is considerably easier than planning Desert Storm, and unlike Schwarzkopf, you can become a better general simply by following the hints below. About Interface! The first key to success in PG2 is doing what you want, when it's most advantageous for your forces. Although the computer makes suggestions about the order in which your units move, the targets at which they shoot and the order in which they fire, it doesn't always give the best advice. Fire at the enemy units representing the greatest threat and take your highest percentage shot. Use the right mouse button to click on your units and select them in the order in which you want to move or fire. You can also use the right mouse button to click on enemy units during the movement and firing phases, obtaining information on your chances to hit eligible targets with direct fire or to successfully conduct close assault attacks (see the Close Assaults Chart ). There are some undocumented features in PG2 that can help you if you're aware of their existence. For example, if you control two or more areas in which you're receiving reinforcements, you have the option of spending some or none of your points in one area and then using the remainder to buy additional units for deployment in a more advantageous area. In addition, you can elect to bank your reinforcement purchase points from turn to turn. You probably know that during the movement phase, pressing the L key will show all the hexes the selected unit can see from its current location. But did you know that from this same view, you can click on any other hex to see what hexes are visible from that location? This feature is useful in determining which hex provides the best view before a unit moves or to help determine what enemy units can see from their locations. Tricks of the trade Throughout history, commanders have fought to take the high ground, and it's also a good idea in PG2. Always use terrain to your advantage by fighting from hills, towns and woods whenever possible. You'll have the edge when conducting direct fire against enemy units in the open, because your chance to hit will be greater than that of your enemy. Firing from hillsides and hilltop hexes increases a unit's range and accuracy, while degrading the accuracy of enemy fire. Artillery's effectiveness can be reduced by using woods, sand, swamp and water hexes to your advantage, because they prevent shrapnel damage to units adjacent to the target hex. Armored cars with machine guns are useful for quickly capturing or clearing hexes held by infantry-type units. If a hex is held by a bazooka, tempt it into taking opportunity fire by using a unit that can withstand the hit, such as a medium or light tank. Then bring your MG armored car forward to fire (pressing the A key) before it expends all its movement. You can often destroy the enemy unit and capture a victory hex in the same turn. Powerful units can be whittled down to size for a close assault attack. Once an enemy unit fires, it becomes more vulnerable to close assault, and if it has taken at least 50 percent damage, it's even more vulnerable. Although expensive, if you have units to spare, repeated close assaults can enable lighter units to destroy heavier units. Artillery is nearly useless if you don't have units capable of sighting for it. Hide infantry units on the edge of woods or place them on hilltops for use as forward observers. Seek out and destroy your opponents' artillery spotters to reduce the effectiveness of their artillery. If your opponent has you heavily outgunned in artillery, attempt to neutralize its effect by quickly closing with and intermixing your units with his. He'll have to decide whether the risk of friendly fire casualties is worth it. ________________________________________________________________________________ Achtung Jabos! One of the biggest changes from PERFECT GENERAL to PG2 is that you now have aircraft, which are best used for making pinpoint strikes against high-value enemy targets. Air attacks always hit the hex on which they are targeted, and they have a good chance (50 percent against elephant tanks and 66 percent against all other units) of destroying their target. In addition, even though air strikes must be plotted a turn in advance, you have the option of re-targeting the attack to within two hexes during the turn the attack occurs, providing added flexibility. Aircraft should be located at airfields close to your front lines. This makes them vulnerable to artillery and marauding enemy vehicles, so provide adequate protection. On airfields capable of providing aircraft reinforcements, make sure you have a friendly unit on the runway or the aircraft won't automatically be produced. ________________________________________________________________________________ Move It Or Lose It There's nothing prettier than a heavy artillery barrage splattered all over an enemy tank formation, or an elephant tank about to feast on an armored car appetizer. However, as wonderful as heavy armor and artillery are, you're usually better off not buying these units during the initial unit purchase phase. Why? Because in PG2, mobility rules. Stationary or slow-moving units are sitting ducks for artillery bombardment and air strikes, and a direct artillery hit will kill an elephant tank just as easily as an armored car. Even more important, nearly all scenarios require you to hold victory point areas, so the faster you can occupy them, the more quickly you can start piling up points. In other scenarios, victory will go to the side that controls reinforcement areas, another good reason to opt for speed. When on the defensive, mobility enables you to shift your forces to blunt the enemy's main attack, plug breakthroughs or, if the opportunity presents itself, to counterattack. Economize and maximize One characteristic common among successful military commanders is their ability to effectively allocate available resources, enabling them to concentrate maximum force at critical points on the battlefield. This concept is called economy of force, and it's as important in PG2 as it is in real-world warfare. Use cheap infantry units to garrison victory hexes behind your front lines and tanks as your core offensive or defensive units. In most cases, you don't have to win everywhere on the battlefield, and usually, delaying or pinning enemy units is enough when the main part of your force is successful where it matters most. A Whiff Of High Explosives Artillery prevents the enemy from massing troops at the time and place of his choosing. However, artillery should be treated as a support element, not as a means to an end. Heavy and light artillery are difficult to use effectively, because of the requirement to select a target hex a turn ahead of when its fire actually arrives. To help you anticipate the possible locations of enemy units, play with the hex grid display turned on, learn the movement distances of the various unit types and how terrain affects those distances (see the accompanying Terrain Effects Chart ). Don't overlook stationary targets, such as bridges and enemy-occupied victory hex areas, and plot artillery strikes on your opponent's known reinforcement areas to destroy new units or delay their arrival at the front. While fire from mobile artillery arrives the same turn it's plotted, it also has the shortest range and least accuracy of any artillery type and lacks barrage capability. Still, it is armored and self-propelled, making it more survivable and more useful as a direct-fire unit. Target mobile artillery units in pairs to increase their likelihood of hitting the desired hex. In scenarios where you know your opponent must deploy in a confined space, plastering the area with mobile artillery fire on the first turn can sometimes provide a significant early advantage. Be Good, Not Lucky Photograph When German Field Marshal Erwin Rommel was routinely trouncing the British in North Africa during World War II, Winston Churchill told Parliament, "We have a very daring and skillful opponent against us, and, may I say across the havoc of war, a great general." To become a great general in the PERFECT GENERAL II realm, you must learn to objectively analyze your victories and losses, and learn from your mistakes. In the process, you'll develop better strategies, minimizing your tactical errors, winning more consistently and maybe, just maybe, garnering a little praise from those you defeat. ________________________________________________________________________________