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  Allied General/Panzer General

       Instruction Manual
     written exclusively for
      *Cheat Code Central*


                           Allied General
                       (also Panzer General)

                   --- An I.f.L.a.b. document ---

                        = X Button
                        = Circle Button
                        = Square Button
                        = Triangle Button

                        = Joy Pad Up
                        = Joy Pad Down
                        = Joy Pad Left
                        = Joy Pad Right

Here's an older game, but someone asked me for it.  The Panzer General
manual is virtually identical to the Allied General manual, except for
city names, locations, start dates (Panzer General starts on September
1,  1939), and who you are fighting.  These are old-style War strategy
games that you just don't find any more.

          GETTING STARTED ............................. 1
           Game Controls .............................. 1
           Saving or Restarting the Game .............. 2

          TUTORIAL/QUICK START ........................ 3
           Setting Preferences ........................ 3
           Game Turns ................................. 5
           Battle Plan ................................ 7
           Tactics Checklist ......................... 17

          STARTING A NEW GAME ........................ 18
           Start Game Menu ........................... 18
           Starting a Campaign Game .................. 18
           Information ............................... 18

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                          Getting Started

If you want to get a quick start, refer to the "Turtorial/Quick Start"
section  of  the  manual  which  begins  on  page  3.   It  provides a
step-by-step battle plan to familiarize you with the menus and aspects
of a Allied General scenario, and should help you win the first battle
of  the North Africa campaign.  If, however, you prefer to familiarize
yourself with the game as a whole, turn to the "Menus" and "Game Play"
sections on pages 19, and 29, respectively.

Game Controls
This  manual  uses the word "button" to refer to two different things.
One  reference  is  to  the  NEXT.   PREVIOUS,  , , , and
buttons  on  the  game controller. The NEXT button is the R1 button on
the  front  of the controller and the PREVIOUS button is the L1 button
on the front of the controller.

-  The   button controls units.  Use the button to move, shoot,
and inspect your own and any enemy units that are visible.

-  The    button takes you from the Tactical Map to menus where you
can  set  preferences,  issue  commands,  and  is  also used to accept
choices and return to the game.

-  The button exits all menus without accepting any selections. On
the  Tactical Map, pressing the button also releases the currently
active unit.  When used by itself, the button returns to play from
any menu.

- Holding down the button while pressing the PREVIOUS button zooms
in:  the button and NEXT buttons zoom out.  Pressing a directional
button while holding down the button shifts the Strategic map that
direction to enable you to view larger strategic maps.

Buttons  also  refer  to  the  rectangular  icons found on menus which
control  many  of  the game's preferences.  They are operated by using
the directional buttons to highlight them and pressing the button.
This  is  referred to  in  the  rest of this manual as "pressing" that

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Saving or Restarting the Game
The  CD  icon  on the Options Menu is called the Load/Save/Quit button
and  is  used  for  loading  or saving games.  Note:  Only PlayStation
systems  equipped  with  memory  cards  will  be  able  to save games.
Pressing  the SAVE button presents the Save Menu.  There are four save
positions,  and  the  game will be saved using the name of the current
scenario and the turn number.  Once you have selected a save position,
press  the button.  Pressing the button returns to the Options
Menu without saving.

Holding down the Select button, and then pressing and holding down the
Start button for two seconds abandons the game in progress and returns
to  the  beginning  of  the game.  Using these buttons in the opposite
order,  that  is,  pressing and holding down the Start button and then
the  Select  button  has the same effect, but prompts for confirmation
that the game should be continued or abandoned.

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                        Tutorial/Quick Start

This  tutorial  provides  step-by-step  suggestions to familiarize you
quickly  and  easily  with  the basic menus, options, and units in the
first scenario of the North Africa campaign.

From the Start Game Menu, your choices are:  SCENARIO, CAMPAIGN, LOAD,
or INFORMATION.  Use the directional buttons to highlight the SCENARIO
button, and press the button to activate it.

Setting Preferences
The  Set  Scenario  and  Set  Control  menus appear when you press the
Scenario  button.   The  Set  Control  menu  has  a  human control and
computer  control  button  for  each  side.  The Set Scenario menu has
buttons  for  changing  the  difficulty  level, the scenario, Start to
start playing, and Exit or to quit without making any changes.

The  difficulty  level  starts  out on the EASY setting.  Pressing the
button  next  to  this  setting  open  the Set Difficulty and Settings
menus.   The  Set Difficulty menu can be set to EASY, MEDIUM, HARD, or
CUSTOM.   The  CUSTOM  setting  gives  you  the  chance  to adjust the
computer's   "Artificial  Intelligence"  (AI)  by  choosing  how  much
experience and prestige the computer is given during play.  Activating
the  Enhanced  AI setting alters the Allied General's AI by increasing
the  tendency  for  a computer player to retreat and take replacements
rather   than   just  standing  by  and  slugging  it  out.   In  some
circumstances,  this  may  make the "Enhanced" player easier to defeat
than the unenhanced version.

Later,  if you play games between two human players or set the game up
to  play  itself,  a  two  panel  screen  appears where you can adjust
prestige and experience for both sides.

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Press  Exit  to return to the Set Scenario Menu. Once there, press the
button  next  to  Sidi Barrani.  The Scenario Description menu appears
offering the choice of six scenarios.  The currently selected scenario
is  listed in the panel centered at the top of the menu.  The scenario
description is in the large box and the six other scenario choices are
listed  at  the  bottom of the menu.  The ?  button in the lower right
corner  of  the  scenario  description  box  opens  a  window with the
scenario briefing.

From  the  Set  Scenario  menu  press  Exit  to return to the Scenario
Description  menu.   With the settings on Easy for difficulty and Sidi
Barrani for the scenario, press the Start button to begin play.

Once chosen, the title screen of the scenario appears and displays the
turn  number,  the  date, the current weather, and the number of turns

Press  any  button  to proceed beyond the title screen of the scenario
and  start  your  first  turn.  The Tactical Map, which represents the
battlefield,  appears in the main view.  The game begins with the Unit
Information  preference  turned  on.   As  each  unit  is highlighted,
important  information is displayed in the corners of the screen.  The
lighter  colored hexes are those visible to your troops.  Your British
units are green and ready for action.

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Game Turns
Each scenario in Allied General is made up of a number of "turns".  In
each  turn,  you  and your opponent are given a chance to perform many
activities   such   as   moving  units,  attacking  enemy  units,  and
resupplying units.  When your turn is done and you have moved or given
orders  to  all  of  your units, press the button to open the Main
Menu,  then  highlight and press the End button.  Afterward, the enemy
moves its units and completes its turn.

Highlight  any  Allied  unit and press the button to make it ready
for  orders.   On the map the lighter colored hexes are the hexes that
the selected unit can move to.  The unit's statistics are shown in the
corners  of the screen.  Be aware that an active unit cannot move to a
hex  occupied by another unit (unless one is an air unit and the other
is a ground or naval unit).

Press  the    button  to  drop  the  active unit without taking any

With  the Unit Information preference on, highlight and activate other
units  to  see  their  summary  information.   You  may  also  use the
highlight  to  view  the statistics of visible enemy units.  Press the
Unit  Information Mode button on the Unit Menu to turn this preference

For now, press the button to drop a selected unit and press to
go to the Main Menu.

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Notice  that  when you highlight a menu button, that button's function
is  displayed in the text display at the bottom of the menu.  Use this
feature  to verify the function of menu buttons until you are familiar
with them.

From  the  Main  Menu,  simply  press the button, or highlight and
press  the  ?   button, to go to the Options Menu.  Then highlight and
press  Turn  Weather On/Off button so your first game is unaffected by
bad weather.

Note:   If  you  find the going difficult, a tactic you can use versus
the  computer  is to choose Hidden Units Off at the beginning of every
turn,  then switch it "on" before you end each turn.  That way you get
to  see the enemy, but when the enemy moves, he can't see you!  As you
become  a  more  accomplished  general,  however,  you  may  feel that
defeating  your  enemy  on honorable terms is more appropriate and you
may choose not to use this feature.

Press  the    button  to go to the Main Menu.  You are now ready to
begin the Sidi Barrani scenario.

Remember that in Allied General...

- The button activates units and controls the various choices that
you can make for an active unit.

-  The    button takes you from the Tactical Map to one of the many
menus where you can set preferences and issue commands.

-  The button, pressed with the Previous or Next buttons, controls
the zoom.

-  The button used by itself drops the currently active unit.  The
button also returns to play from any menu without implementing any


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Battle Plan

Although a variety of battle plans can be successful in Allied General
scenarios,  the  following is a sound plan for Sidi Barrani, the first
scenario  of  the North Africa campaign.  The date is December 9, 1940
and  your army's orders are to stop the Italian drive on Sidi Barrani.
In  ten  turns  your  forces  must  capture  the  cities of Tobruk and

View Strategic Map
As  the Allied General, it is always a good idea to start every battle
by  viewing  the  Strategic Map of the battle ground and formulating a
battle  plan.   You  can  view the Strategic Map one of two ways.  The
first way is to switch to the Main Menu using the button and press
View  Strategic Map button, or you can zoom out using the and Next
buttons,  and then press the button.  A map appears which displays
the  entire  battlefield:   your  Allied forces with gold stars.  Axis
units  with  black  and  white  crosses,  and  your victory objectives
outlined  in gold.  Green outlined hexes are objectives which you have
already  won and must hold throughout the battle.  It may be necessary
to use the directional buttons while pressing the button to scroll
around some of the larger campaign maps.

To  view  a portion of the map up close, press any button to return to
the  Tactical Map, or press the button while pressing the Previous
button  to zoom in.  To see the rest of the Tactical Map in this view,
use the directional buttons to shift the map in the direction you want
to move.  The screen scrolls in that direction until the farthest edge
of the map is reached.

Divide and Conquer
As  an  Allied General you have been trained to move directly in order
to   capture   your   objectives  with  armored  spearheads,  surround
slow-moving  enemy  defenders,  and  crush  them  with  your following
infantry  and  artillery.   Your  battle  plan  therefore  focuses  on
organizing your forces into flexible, combined-arms battlegroups, each
aimed  at  a  specific objective.  Enemy forces in non-crucial sectors
can be ignored or dispatched with small detachments.

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In this battle, your most effective plan is to begin with an attack on
the Italian troops surrounding Tobruk.  Afterwards, send one spearhead
containing  most  of  your  forces west along the coast, while a small
mechanized  force  crosses  the  desert  and attacks Benghazi from the

In  later scenarios, other cities may earn you additional prestige but
cost  more  than  they  are  worth  if  they  delay the seizure of the
objectives you have been ordered to take within the time you have been

The   battle   plans  for  each  battlegroup  and  their  turn-by-turn
implementation are described below.

- Bombard enemy artillery and anti-tank units prior to assaulting them
with infantry.  Use armoured units to counterattack any armor that the
enemy  attack  with,  and to take advantage of retreating enemy units.
Avoid  attacking  the  fortified  hexes in and around Tobruk until the
artillery has softened it up first.

- Once the Italians are on the run, detach your fastest tank, the 84th
GB  MkIII  A13  (possibly supported by one half-track mounted infantry
unit), to circle around to the south and attack Benghazi from behind.

-  The  rest of your forces, consisting of the 4th GB Matilda, another
tank  that  should be purchased in the first turn, any of the infantry
that  has  transport  capability,  and all of the remaining artillery,
should proceed towards Benghazi at their best pace.

Capturing  Tobruk  is  very  important  because it provides you with a
large  quantity  of  prestige.   Destroying  enemy  units  also  gains
prestige,  but  not in the same quantities.  Your first goal should be
the capture of Tobruk.

Prestige Points

Prestige rather than money is the medium of exchange in Allied
General. Prestige points represent the influence you have earned with
the high command by taking and holding cities, destroying enemy units,
and winning battles as quickly and decisively as possible. In the same
manner, however, losing cities, losing units, and losing battles costs
you prestige.


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Turn 1

Your  orders  are  to  bombard the 8th Italian 75mm Gun unit with your
artillery  units,  then assault the 3rd and 8th infantry, and 7th 47mm
Anti-Tank Gun (ATG) with infantry units.  Use your artillery to soften
up entrenched enemy units before committing the ground troops.

Beware of cities defended by infantry with artillery adjacent to them.
The  artillery  can  support the infantry by shooting at your units as
they  attack  the  infantry.  This is why you should try to attack and
destroy,  drive  away,  or  at  least weaken the artillery unit before
assaulting  the  city  of  Tobruk.   This  should  not  be  hard since
artillery units are vulnerable to attacks by tanks and infantry.

In this scenario, it is best to lead attacks versus enemy infantry and
artillery  units  in clear terrain with tanks first and follow up with

Highlight  and press on one of the artillery units to activate it.
A red hex border marks the currently active unit.  To attack, move the
highlight over an enemy unit.  If at this time you are concerned about
which  enemy  units are appropriate to attack, the highlight becomes a
set  of  res  cross-hairs  when over enemy units which are appropriate
targets.   The  expected losses appear to either side of the potential
target.   The  number  under  the star is the projected losses for the
Allied  force  (your unit), and the number under the eagle icon is the
losses  projected  for  the  Axis  unit.   Keep in mind that these are
projected losses; they may not be the same in actual battle!  When the
cross-hairs are over the 8th 75mm Gun, press the button to bombard
it.   Because  this  is  an  artillery attack, only the target suffers
casualties.   When  you  engage with infantry or armor, both sides can
take casualties.

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As  the  shells  fall,  unit losses are indicated on the unit strength
flag underneath each unit.  Use the other artillery unit to attack the
8th  75mm  Gun,  then  attack  again  by moving the 1st GB Infantry 39
adjacent to it.

Each  unit has a movement point allowance per turn that is spent as it
moves.   The  number  of  movement  points  it costs to enter each hex
depends  on the terrain entered.  It takes a unit's full turn to enter
a  river  hex  except  where  there is a bridge.  The hexes to which a
selected  unit  can move are lighter colored.  In Allied General, most
units  can both move and attack in their turn.  For this scenario, you
need to know that tanks and infantry can attack either before or after
moving, but artillery can only attack before moving.

Highlight and press on the 1st GB Inf.  39 unit to activate it for
movement.  A red hex border marks the currently active unit.  Move the
highlight  and press the button when you reach the hex you want to
move to, which should be next to the 8th 75mm Gun.  Move the highlight
over  the  Italian  artillery unit and press the button to attack.
As  before, the losses are displayed on the strength flags attached to
each unit.

When moving a unit, and before selecting another unit to be moved, you
can  cancel your move by immediately pressing the Abort Move button on
the  Unit Menu.  In effect, Abort Move returns the status of your unit
to the pre-order phase, and it can still move, resupply, etc.  This is
useful  in case you change your mind about that unit's move or wish to
move another unit first.

Keep in mind that once a unit has moved and you activate another unit,
you cannot go back except to look at unit statistics.

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Follow Through
Attack  the 6th IT AB40 scout car with the 4th GB Matilda, then follow
up  with the 84th Mk III A13.  With its superior mobility this is also
the  unit  that  should be used foe the southern thrust, so move it as
far  west  as  possible  when  following up against the scout car, but
don't  break contact.  The remainder of the infantry should be used to
attack  the  7th  IT 47mm ATG and the 3rd Inf.  in Tobruk if possible.
It is important to have units remain adjacent to enemy units that have
been  damaged but not destroyed.  This forces the enemy unit to choose
between  moving  the  unit  and providing partial replacements - or no
replacements if enough of your units are adjacent.

Purchase New Units
To  ensure  success,  you  should  purchase  another  tank unit.  This
purchase  can  be  made  using your influence with high command in the
form of "Prestige Points."

Press  the  Purchase  Unit  button from the Main Menu and the Purchase
Type  menu  appears.   The  Purchase  Type  menu displays unit classes
available  with  a  green  light and units which are above the cost of
your  current prestige points are indicated by a red light.  Press the
Tank button to see the available tank class units.

The  Purchase Screen shows the unit name, the type of unit, up to four
available  types  of  tank  units,  the  statistics  of  the currently
selected unit type, and buttons to scroll through the various units of
that type.  The cost for the unit is the figure with the "$" sign next
to  it  in  the  Defense  column  at the top of the screen.  The total
number  of  units  which  are  available  is  shown in the upper right
corner.   The  ?   button  next  to the prestige point total opens the
Glossary, where information about this unit type can be found.

When  you  press  the button which represents the Matilda II unit, the
unit's  statistics  appear in the table at the top right corner of the
screen.   This  unit  (more  become available in the future) costs 156
prestige points.  There are four other rectangular buttons:

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- The top button displays the class of unit currently being viewed; in
other  words, if the current unit type is tank, the button reads TANK.
Pressing  this  button,  however,  changes  to  the next class of unit
listed on the Purchase Type menu.

-  TRANSPORT  -  Switches to show the available types of transport, if
available or necessary, including statistics and costs.

-  PURCHASE  -  Deducts  the unit's cost from your prestige points and
exits to the Tactical Map so you can deploy the unit.

- EXIT - Returns to the Tactical Map without making a purchase.

If  transport  is  available for a unit, a green light appears next to
the Transport button.  If you were purchasing an artillery or infantry
unit, there would be two choices of transport for your unit this early
in  the  war:   either  the 3-ton Lorry transport, or the Bren Carrier
half-tracked  transport.   You  would  highlight  one or the other and
press    to  choose it and view its statistics.  The new total cost
for  both  the  unit and the transport appears in the "Cost" box above
the statistics.

Press  the  Purchase button to confirm the purchase of the Matilda II.
if  you  want to cancel a purchase before placing the unit on the map,
press  the button.  Note:  Once a unit has been deployed, there is
no going back!

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The  units  you  purchase  must  be  placed in or adjacent to friendly
cities;  captured cities where there is no adjacent hex occupied by an
enemy unit, can also be used for recruitment.  Your new tank unit must
be placed next to the city of Sadi Barrani.  Move the highlight to one
of these hexes and press to place the unit.

From  the  Main  Menu, press the End button, and answer Yes to confirm
the end of your turn.

Turn 2

Your  attacks  in  Turn 1 should have placed you in position to attack
and  capture the city of Tobruk.  After you do so, mount on transports
those  units  able to do so, for the drive on Benghazi.  The artillery
should  switch targets to the 74th 47mm ATG unless the 8th 75mm Gun is
still  in  range.  The 84th MkIII A13 should pursue the 6th AB40 scout
car,  or  proceed  west  if  the Italian unit has been destroyed.  The
infantry  should complete the assault on Tobruk, while the two Matilda
units move around the city towards the coast road.

Mount onto Transport
After  firing  the  3rd 25 Pdr artillery unit at any remaining targets
around  Tobruk, but before selecting another unit, it should be loaded
onto transports in order to keep up with the advance.

To  load  the  artillery  unit  into  its  transport,  start  with the
artillery  unit  highlighted.   Press  the   button to activate the
unit,  then  press  the    button to open the Unit Menu.  The Mount
button  has  a truck with a two-ended arrow pointing at it.  Press the
Mount  button.  Once the unit is mounted, the unit icon changes to its
transport  type,  in this case a truck.  The number of lighter colored
hexes increase, which indicates the mounted unit's movement range.

If  there  are any forward areas that are protected by friendly units,
move  the  truck  mounted artillery on up.  Units in transports do not
have  high  defensive  capabilities.   It  is  necessary  to  dismount
artillery  units first before using their ranged attack, avoid leaving
mounted units where they can be easily attacked.

Duplicate  this  process  with  the  83rd  25 Pdr artillery unit after
firing it.

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Note:   In later scenarios, if you want to purchase a transport for an
infantry  or  artillery  unit,  you must move the unit into a friendly
city hex and choose Upgrade from the unit menu on the following turn.

Go to Unit
If  you  find that you are forgetting which units have moved and which
have  now,  press  the  Go To Unit button on the Main Menu.  A display
shows  units  which  have  moved  with a red light and units which are
ready  for orders with a green light.  If the Unit Information Mode is
on,  the words "Ready" or "Moved" will appear in the upper left corner
when  you  activate  a  unit  to indicate that the unit has or has not
moved.   The  ?   button  next to the Prestige Point display opens the
Glossary, where information about this unit type can be found.

If you have not captured Tobruk, repeat the attack next turn.

After  you  have  moved  all of your units, press to open the Main
Menu,  press  the End button and answer Yes to confirm the end of your

Turn 3 - 4

Continue to move tank units northwest along the coast towards Benghazi
as  well  as  south  and  west  around  the  mountains.   Attack enemy
artillery  and  armored  vehicles  with  your  tanks,  as these can do
serious  damage  to  your  infantry  as  they follow behind.  Leave an
infantry  unit which has suffered the most behind in or next to Tobruk
as  a  garrison and replace its losses.  Have any units that have gone
along  the  southern  route approach Benghazi carefully to avoid being

You do not have the movement for the northern force to make it all the
way around to Benghazi until the end of Turn 4, and it is important to
place  units  carefully  along the coast to avoid blocking the path of
the slower units.

Pace  yourself  and  resist  the  urge to launch a premature attack on
Benghazi.  First, clear away any enemy units near the city which might
interfere  with your attack, then bombard the city with your artillery
while your infantry move into position to attack.

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You  may  have  suffered  serious  casualties in some units up to this
point.   It  is  good  practice  to  promptly reenforce units with low
strengths by highlighting them and pressing the Replacements button on
the  Unit  Menu.   A unit can receive replacements only if it does not
take   any   other   action   juring  the  turn  (except  mounting  or
dismounting).   Units which have fallen below 8 strength points should
receive  replacements.  Strengthening your infantry before the assault
on  Benghazi may delay the attack, but it gives you more time to drive
away  nearby  enemy  units  and allows you to deploy your artillery in
range  of  the  city to commence bombardment.  Keep in mind that enemy
units adjacent to the unit that is getting replacements reduce or even
prevent the replacements from arriving.

Once  the unit has been supplied, the view returns to the Tactical Map
with  that  unit  still  active.   Press  Next  to  drop that unit and
activate  the  next  one.   Remember  that  providing  any  unit  with
supplies, replacements or elite replacements ends that unit's turn.

The Southern Thrust
Use   your   tank  unit  to  attack  enemy  units  you  have  spotted,
particularly  artillery  and  other tanks.  Because infantry units are
vulnerable  when  mounted, even in Bren Carriers, Dismount them at the
beginning  of  the  turn and advance them towards Benghazi on foot (if
you have sent any along).

Activate an artillery transport and press Dismount from the Unit Menu.
Place the highlight over Benghazi and red cross-hairs appear.  Even if
the  casualties the artillery can inflict are minimal, when you attack
the  city  the entrenchment level of the defending Italian infantry is
weakened.   Since  the artillery is making a ranged attack, it suffers
no  risk  of  losses  by bombarding.  Fire by pressing the button.
After  shooting,  you  can  choose to move the artillery one hex while
remaining  deployed  or  Mount  the  artillery  to  move it to another
location.   Remember that units mounted in trucks or half-tracks fight
poorly.   Do  not move the artillery next to Benghazi even if you can,
since  it  may  block your other units and it can bombard just as well
from  3  hexes  away.   If you choose not to mount the artillery unit,
press the Next button to end its turn.

- Page - 16

Turn 5

By  now the tank unit you have sent around to the south should be able
to  see  all the units around Benghazi and has probably engaged one or
more  of  them.   Continue to advance along the coast with the bulk of
your  forces  until  your  artillery  transports are within 3 hexes of
Benghazi masked by tanks or infantry

Supply Units
Be  aware that tank units and units with transport can run out of fuel
and all units can run out of ammo.  To avoid this, units can use their
turn  to resupply by highlighting them and pressing Supply Unit on the
Unit Menu.  Units cannot resupply when adjacent to enemy units, unless
in  a  city,  airfield,  or  port.  Units the receive Replacements are
automatically resupplied at the same time.

Turn 6 - 10

This  turn  or  next  should see the liberation of Benghazi, since you
should  now  be  able  to  bombard  the  city  before having a tank or
infantry  unit  press  home  the  assault.   As  soon as a unit enters
Benghazi  and  another  unit is selected (thus ending the first unit's
turn) the scenario ends.

After The Battle

Save or Exit
After  the  battle  you may inspect the battlefield before choosing to
Save  or  Exit your game.  Don't worry if your first experience in the
Sidi  Barrani  scenario ended with an Axis victory.  Allied General is
designed  to be thought-provoking and challenging - there is more than
one  approach  to victory.  War is often as much a battle against time
and terrain as it is against the enemy, and the best-laid plans can be
defeated by bad weather, rugged defense, or just plain bad luck.

You  know  the  basics  of  playing  Allied General.  The interface is
highly  intuitive  and  you may wish to simply continue playing.  Read
through  the  manual  for  more  detailed  information  about the game
mechanics and for tactical advice.

- Page - 17

Tactics Checklist
Remember the following tactics in any scenario you play:

-  When  a  unit  attacks, it uses one unit of ammo.  When it's out of
ammo, it can't attack and must resupply (when not adjacent to an enemy

-  Cities  secondary to your battle objectives should only be attacked
if  they  are in the direct path of your units.  On the other hand, in
later  scenarios, risking units to capture other cities gains you more
prestige points.

- All units have movement points which are expended as the unit moves.
Each  hex  costs  a  number  of  movement points, based on the type of
terrain.   When  you  activate  a  unit, the lighter colored hexes are
where  the  unit  may  legally  move.  When you move land units across
rivers without using roads or crossings, all movement points for those
units are used.

- Check you units' ammo frequently, and if low, resupply.

- Pull weakened units out of the front line positions and replace them
whenever possible.

-  Mount  units  which  have  transport whenever possible, but be sure
armored  protection  is  close  by.  A unit can only embark on a navel
transport  at a port or coastal city.  Only infantry, light artillery,
and  light  anti-tank  units  may  use  air  transports.  Embarking or
disembarking  into  an  adjacent  land  square, air transport can only
disembark   at   airports,  and  paratroopers  can  disembark  on  any
unoccupied land hex.  Disembarking ends that unit's turn.

-  Replacements,  Disband,  Upgrade, and Elite Replacements orders can
only be given at the beginning of the unit's turn.  When these options
are chosen the unit's turn ends.

-  Abort  Move  returns a unit to pre-order status, and cannot be used
after   the  unit  has  acted  by  attacking,  resupplying,  receiving
replacements,  or  by  moving  adjacent to hidden enemy units.  If you
press the Next button after moving a unit, it ends that unit's turn.

-  Keep in mind that in the second battle of the North Africa campaign
(the  battle  of  El  Agheila),  aircraft  units are available and are
necessary for an allied success.

- You may need to sacrifice some units strength to achieve your goals.
This  is  especially  important  when  attacking enemy units with high
entrenchment levels.  Even though the attack may not be effective, the
enemy  entrenchment  level lowers at least one point, and becomes more

-  The  enemy  cannot  place new units around its cities if you have a
unit adjacent to the city.

- Page - 18

                        Starting A New Game

Start Game Menu
The  Start  Game  menu  gives you a choice to begin a single Scenario,
start  a  Campaign,  Load  a  saved  game  or  view  Information.  For
information about starting a scenario, see page 3.

Starting a Campaign Game
Campaign  games  are  made up of a series of scenarios which represent
the  operations  conducted  over a period of time during World War II.
You  begin  with  a  group  of  core units which are carried over from
scenario to scenario, and are also given command over other units that
headquarters has made available.  You can supplement those forces with
units  purchased  using prestige points which become part of your core

Choosing a Campaign
The Campaign button on the Start Game menu opens the Campaign
Selection menu. Highlighting and pressing OKAY starts the campaign,
while pressing the Exit button returns you to the Start Game menu.

The  Information  Button  opens  a  menu  offering  four  new choices:
Glossary,  Help,  Victory  Rating,  and  Campaign  History.   Glossary
entries contain useful information regarding specific unit types.  The
Victory  Rating  shows your top ten scores for scenarios you have won.

- Page - 19

The Campaign History shows the results of your most recently completed
campaign.  Note:  The Victory Rating and Campaign History options will
only  function  on  PlayStations  equipped  with  memory  cards.  Help
displays designers notes, tips for play and any important details that
couldn't make it into this manual.

There  are  three  basic  menus in Allied General:  The Main Menu, the
Options  Menu,  and  the  Unit  Menu.   The following menu options are
available  on each menu as buttons.  These buttons change based on the
active  unit  and  what  options  are available..  Unavailable options
appear  pressed-down  and  cannot  be  used.  Note:  Buttons which are
referred to as "toggles" do not return to the Tactical Map even though
they may make a change to it.  Pressing the Exit or button returns
you to the Tactical Map.

That's  it for now.  This should be enough to get you going.  I didn't
enter  the  rest of the manual, about 45 pages in total, since I don't
have  the  time.   If  people need more info, I might complete it some

Look for my other PSX Manuals:
- Ape Escape
- Bugs Bunny Lost In Time
- Driver
- Evil Zone
- Lunar: Silver Star Story Complete
- S.C.A.R.S.
- Ultimate 8 Ball

All  my  manuals  are  near complete.  Formatted 70 characters across.
This  makes  it  easier  to  print them out in a 2 column sheet with a
small  font  size  of  approx.   7 - 9 points.  Or do what you want of
course :)

Greets go out to the folks who still enjoy this genre of game style.

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