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Manual Part 1
Pass to Part 2
Previuos page
Attentively study a management.
In game the physics of movement depending on weight of the concrete tank, and also a lay of land - a grass, a dirt, bushes is realised, trees are capable to slow down or stop your fighting vehicle.
Each type of the tank has only to it an inherent thickness of the front onboard and fodder reservation, according to its real prototype and also a gun, the calibre and which penetrative capacity approximately correspond real тактико - to specifications for this type of the tank of the Second World War that does game as a matter of fact by rather exact simulator at complexity level "Hard".
Pay attention to that that it is impossible to line the majority of average and heavy tanks in a forehead from 76 mm of a gun, therefore try to use more high-speed подкалиберные shells at shooting close and also fire at a mask of a gun of the opponent tank T34/76 the Tiger подкалиберным in an edge or a stern from 200 metres or in a mask of a gun punches a forehead in a forehead.
Whenever possible shoot at a case and tower roof - as well as at real prototypes at tanks in game the top is poorly armour, but in the majority of missions it will appear over the tank of the opponent with excess on height is rather problematic.
In each new mission before battle plan an approximate route of movement, at rapprochement with the opponent whenever possible use for masking bushes and district folds, attacking the enemy on open space, bypass from flank and approach on full speed, shun a bush and almost impassable sites having got stuck during movement in battle or having lost speed your tank becomes at once an easy target.
For map scale increase-reduction use buttons R1/L1 - R2/L2.Во movement time it is possible having restricted to be switched management "levers" to a card to compare a current of traffic to available obstacles in a card, and then to return in the field of battle not interrupting tank movement.
During battle your troops will inform on the tanks noticed in sight, guns and an infantry of the opponent, on a tactical card they will be visible that time will not be destroyed yet or while your troops will not lose them from a field of vision.
Give commands to tanks of your platoon which to you will be given in separate missions. Tanks which you can give orders are noted by markers of dark blue colour, you can rely on their manoeuvre and fire support in battle, especially if it is the heavy tanks, capable to sustain repeated hits of enemy shells.
In game it is possible to set to each of the tanks an individual route of movement on a card, having chosen its cursor and having laid for it on a card an individual route having specified points of change of a direction and a running speed. For management of all tanks of a platoon pass to a card and having illuminated your tank a marker through the menu, set to other tanks construction variants at movement in battle.
Turn fire single or at once all tanks of your platoon using an option "Fire Point" in the menu.
Green allied tanks which are noted carry out the basic operational task, in battle they do not submit to you, you can move ahead together with them or improvise, remember that the first get to that who goes in avant-guard.
Change type of an ammunition the button "select".
Be switched at shooting on tanks to anti-tank shells, as the basic shots use Armour-piercing or High velosity shells, their efficiency and range strongly vary.High velosity shells it is easier armour - piercing and have the big initial speed which falls at shooting on distant distances, use them for shooting on a close and average distance under the front a of tanks of the enemy. Soviet tank T-34/76 get thru German tank Tiger with this type of shells approximately from 200 metres in an edge, and a stern, try to get to an engine compartment or between the case and crawler bands, German tank T-4 can amaze with this type of an ammunition English tank Cherchill, it is necessary to shoot on an engine compartment. Armour-piercing shells well approach for shooting on various distances both distant and average on poorly armour purposes and in an edge of tanks, at firing of well armour tanks прртивника these shells are inefficient, the Tiger from 76мм guns of Soviet tank T-34/76 it is possible to amaze the German tank with this type of shells from 50 metres aiming in space between the case and crawler bands and also in a stern. Apply to shooting on Armoure Personnel Carriers, and also against field gun and the stronghold points of enemy with High Explosive shells - on close distances it is possible to amaze with them at shooting in a stern and an edge bottom German tanks T-4 and the Panther.
Use houses, district folds, trees and bushes at attack and movement in battle.
Change type of an ammunition the button "select".
Use a search option on a card.
Change type of an ammunition the button "select".
Always direct in battle the front reservation of the tank to the opponent and never substitute to it an edge. Having found out the opponent develop in its party the front reservation of your tank, but not a tower, in most cases hit from relatives and averages and sometimes and distant distances in an edge, will destroy your tank.
At turn you will be developed faster if use neutral transfers - R1/L2 - to the left or R2/L1 - to the right.
In a sight mode at level "hard" use keys Square/Triangle for increase-reduction in a distance of shooting. Before the mission beginning establish a sight depending on direct visibility on 600-1000 metres.
In sights used in tanks Raboche of Country Red Army - further РККА, an aiming point is перекрестье a sight, as well as in the American tanks using sights of the Soviet design.
In tanks of Germany the aiming comes true on top of the central triangle. Pay attention to that that if you do not have time on перемешение a sight, you can intuitively lift an aim point and make a shot. Also in German tanks of type Т-3 which aim range is limited by a marking of optics you can to conduct shooting on the big range adding a division step blindly.
Deviation - the deviation of flight of a shell towards a direction of cutting of a trunk, in game is not realised. Disorder of shells - change of a point of hit of flight of a shell in view of insignificant distinction in weight of a powder charge, distinctions in weight and qualities of processing of a surface, centering of a shell, weather conditions, in game is not realised, nevertheless calculation of flight of a shell in Panzer Front is realised much better than in other simulators, depending on type of a shell, a thickness of the reservation, a corner of an inclination of armored sheets and also distance to the purpose, a flying speed and shell type, at hit in the tank of the opponent always there is a probability of destruction of a shell or a ricochet, in this case you will see scattering of sparks at blow of a shell and receive the message from crew, "We cannot punch their reservation", or "Ricochet", in this unit Panzer Front strikingly differs from other simulators.
Attacking be attentive with a surface on which move - you cannot shoot on the enemy if it is below you because will appear out of limits of the bottom horizontal aiming of your tank gun and as the top corner of a sight is more that, you will be at it in a sight!
If your tank has received hit and a shell отрикошетировал, be developed to the opponent by the front reservation and open on it fire if your tank is weaker than the enemy, change a current of traffic or reverse and replace a position - disappear behind the house, in lowland or bushes - maneuver - the motionless tank is a fine target!
If you have got under fire of the consolidated points of the opponent - recede and cautiously having stolen up on a limit of visibility open fire demolition shells as soon as the consolidated point will be hardly visible - usually from 900 metres, approaching more close you will get under fire at once several guns from shore fortifications and will be quickly lined!
Also you can destroy the consolidated points being further a visibility range delivering fire on a direction of their machine-gun fire being guided on traces of tracer bullets.Для defeats of the consolidated point it is required from two to four shells
The red cross on a card marks the destroyed fire positions/bunkers.
Depending on type of a tank gun on each such consolidated point leaves from two to four shells.
The infantry of the opponent - in game does not line tanks. In some missions it is necessary to support advancement of the infantrymen for their successful end and not to allow to the opponent them to shoot down. Clear away to your infantry road, destroying the consolidated points and tanks of the opponent.
You cannot shoot through buildings, however you and tanks of your platoon can shoot through bushes and trees. The opponent in this case you will not see also the nobility where you disappear.
Use different types of an ammunition, anti-tank for armoured vehicles and oskolochno-demolition for an armored troop-carrier of guns and an infantry of the opponent.В this case you will manage to amaze effectively enough the various purposes, range has no value for cumulative shells - they are capable to pierce armour on any distance if the distance is certainly correctly specified and there will be no ricochet.
Having left from a supply point, save shells, do not spend them in vain, and let's to your tanks them spend, for this purpose from the menu on a card give the order "to shoot together with me"!
For replenishment ammunition use red zones on a card, pay attention to that that, you can remove from your tank already taken types of an ammunition on which place you can load that type which will count as the most suitable to the given situation. When at the tank from your platoon shells will be completed, it will open shooting on tanks of the opponent from a machine gun, send it in a ammunition replenishment point, having drawn there and a way back on a card, choose a route on road, differently there is a probability that having got to a dirt the tank will lose speed and it will line, as soon as it will appear in a recharge zone, it will automatically fill up ammunition, and will return to battle following the laid route.
Pass to the second part of the instruction
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