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PG2 – PeG-WW2: similarities and differences (by Mark Kirby)

The two games are very similar. They have more in common that they have differences.

I'll summarize some of the major differences below.

Prestige

The two games handle prestige differently.

In PG2 you normally get some prestige every turn as well as for capturing hexes.

The prestige bonus you get at the end of a scenario in a campaign is just that, a bonus. You get the full value or not based on how the "value" of your core compares to the cap limit. if you're over the limit you don't get the bonus, under it and you do.

In PeG you only get prestige during the game for capturing hexes.

The campaign uses a "hard cap" to determine your bonus at the end of the scenario.

The value of your core (plus what's in the bank) is compared to the prestige value set up for that victory. Your bonus is the difference. If you're over the limit you get zero and lose what's in the bank.

Air power

In PG2 you can buy fighters and bombers.

Fighters will protect adjacent units from air attack by enemy units.

In PeG, you can only purchase "helos" (these are renamed "Tactical Air" in PeG:WW2)

These units will only act like bombers in PG2, that is they will not provide fighter protection.

PeG also provides "Air Missions".

You get so many points to run these missions and you can spend them as you see fit. The missions are: Recon, Wild Weasel, Attack, Defensive fire, and transport.

You lose some amount of any points you lose on a turn based on the air superiority % and how many loses the mission suffered.

Artillery

In PG2 artillery can't fire once its moved. All guns within range provide defensive fire support.

In PeG artillery can fire after it moves. Only one gun will provide defensive fire (the closest one). Each gun can only provide one defensive fire mission per turn, unless it has a leader.

If an enemy artillery piece is in range of your gun, it will fire counter battery fire when you fire your gun. Each gun will fire only one counter battery fire mission unless it has the multiple counter battery fire capability (see below).


Naval units

PG2 has naval units and a values in the e-file to determine the naval attack and defensive ratings.

PeG didn't have naval units. they have been added in user made e-files, but there isn't a dedicated naval attack/defense factor available.

PeG has two types of air attack ratings one for helo's and one for fixed wing (i.e., air point missions). They used the existing naval factors in PG2 for this.

Therefore we have had to make do with the hard and soft attack factors for naval warfare and some funny things can happen as a result.

Transport

In PG2, you can purchase transport independently of the base unit for towed or foot units (e.g., infantry, towed guns, etc.)

This also allows units to be deployed in ship or air transport at the start of a scenario. This initially prevented amphibious landing scenarios but we developed a workaround by making a transport ship unit with the "Combat Support" feature (see below)

It also allows you to upgrade the transport independent of the base unit.

In PeG, there are no separate transport units. Any transport type is "built in" to the unit when you buy it.

Unit Customization

Unit customization is somewhat limited in PG2.

IIRC, there are only four basic customization options. Engineer (ignore and destroy entrenchment's and entrench quickly), bridging, airborne, and mountain (treat mountains as clear terrain).

PeG has a far greater number of options available.

E-file designers can assign any of the features described above and include the following.

Light infantry: These units ignore zone of control restrictions, so can move between units to the rear.

Combat support: These units speed up rearming other units and act like supply hexes (i.e., units can be deployed in their adjacent hexes).

River assault: unit can attack while on a river. By default no unit can attack from a river hex unless they have this feature or the bridging attachment (see below).

Multiple Counter Battery Fire: Unit will fire multiple counter battery missions during the same turn.

The player can also purchase "attachments" for his units.

Recon +1 to spotting range, -1 to unit profile.

Combat Engineer +2 to close attack and defense value. Also entrenches faster than normal.

Air Defense +2 to helicopter, air attack and to air defense.

Bridging* Gives unit ability to cross river hexes as rough terrain. Also, allows unit to attack after entering a river hex.

Helicopter +1 to spotting, +2 to hard attack value.

Anti-tank +4 hard attack.

Combat Support** +3 to Ammo and reinforcements aren't reduced during play and are replaced to maximum over strength value.

Forward Observer Gives artillery and defensive air support a +4 when attacking and supporting against enemies adjacent to this unit.

Special Munitions For Artillery only. +2 to soft and hard attack.

*The bridging attachment is different from the bridging Equipment Special. The bridging Equipment Special allows you to cross over a river as 'rough terrain' and it also allows you to place the unit on a river hex and the rest of your forces may cross over while this unit is in place. The bridging attachment only allows the individual unit with the attachment to cross a river hex. If you place a unit with the bridging attachment over a river, your other troops may not cross over.

**The first time you take replacements for a unit during a scenario, they replace to 10 max (15 for Chinese infantry). The next time this unit takes on replacements, the unit will max out to 9 (14 for Chinese infantry) and each subsequent turn you'll max out to one strength less. If the unit is equipped with the Combat Support attachment, it will always replace to 10 (15 for Chinese infantry)

Unit Strength

In PG2 the maximum unit strength is 10. You can overstrength a unit up to 15 (if it's got enough stars). If the unit drops below 10 due to combat loses, it only is reenforced up to 10 between scenarios.

Providing reinforcements to a unit during a scenario costs prestige, but the unit maintains its experience level intact.

In PeG, most units are 10 strength, but some infantry units are 15.

Units can be overstrenghted to +6 their base value (16 or 21).

Units can be purchased with 0, 1 or 2, stars experience. The more stars, the more they cost.

Renforcements cost 0 prestige, however, the experience level is effected.

The experience level is determined by making a weighted average of the experience of the troops left with the reneforcments provided. The experience of the replacements is the value established when the unit was purchased (i.e., a unit bought at 1 star gets replacements with 100 points of experience)

If an overstrengthed unit takes loses below 10 (or 15) they are reinforced to the max level their experience and overstrength level allows. (If you take no reinforcements, you'll be at the overstrength level you started at, if reinforcements make you lose a star, you'll lose that overstrength level).

Victory Conditions

In PG2, you win or lose by capturing all the VH's by a certain turn. The victory level is determined by how many turns it takes to do this.

Peg has that victory condition as well, but includes another option.

Victory conditions are determined by how many VH's you've captured, and hold, by a certain turn.

At present, this feature hasn't been used by many campaign designers, but I'm working on one that does use it exclusively.

Trigger Hexes

PeG has trigger hexes. These are hexes that when captured by a certain turn limit, provide a bonus to the player. The player may get more prestige, more air mission points, more experience for the unit taking the hex, or award a leader to the unit that takes the hex.

Spotting

In PG2, spotting is all or nothing. If you spot a unit, you can determine all the information about it.

In PeG, the spotting is more complex.

There are three different levels of spotting.

The fully spotted is like PG2, you see and know all.

The partially spotted just shows you the icon. Your may be able to recognize exactly what type of unit it is, but you won't know the strength or any other details.

The barely spotted simply shows a regiment symbol meaning there's something there.

If you attack anything other than a fully spotted unit, you suffer a combat deduction.

Recon units not only spot other units, but make your own units harder to spot.