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* EasyLogistics: The game ignores the effects of strategic bombing, supply interdiction, industrial capacity, etc. at the strategic level, meaning that, for instance, you can buy more Tiger tanks than Germany ever actually built as long as you have the points. Within battles your troops do have limited amounts of ammo, but they can be resupplied almost infinitely from ammo trucks and supply depots (and there's an "Unlimited Ammo" option in the game preferences if you find even this to be too pesky).

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* EasyLogistics: The game ignores the effects of strategic bombing, supply interdiction, industrial capacity, etc. at the strategic level, meaning that, for instance, you can buy more Tiger tanks than Germany ever actually built as long as you have the points. Within battles your troops do have limited amounts of ammo, but they can be resupplied almost infinitely from ammo trucks and supply depots (and there's an "Unlimited Ammo" option in the game preferences if you find even this to be too pesky).pesky), and (with the exception of ammo canisters, which can only resupply small arms) any type of ammo vehicle or depot can supply any type of ammunition, even if they couldn't realistically carry said ammunition, leading the bizarre situations like quad-bikes or even ''mules'' supplying missiles that are twice as long as them.
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''Steel Panthers'' is a series of TurnBasedTactics games designed by Gary Grigsby and Keith Brors and developed by Strategic Simulations, Inc., the same people responsible for ''VideoGame/PanzerGeneral''. The first game focused exclusively on World War II (hence the name of the game), but the later games expanded its focus all the way to the Modern Era and [[TwentyMinutesIntoTheFuture beyond]].

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''Steel Panthers'' is a series of TurnBasedTactics games designed by Gary Grigsby and Keith Brors and developed by Strategic Simulations, Inc., Creator/StrategicSimulationsInc, the same people responsible for ''VideoGame/PanzerGeneral''. The first game focused exclusively on World War II (hence the name of the game), but the later games expanded its focus all the way to the Modern Era and [[TwentyMinutesIntoTheFuture beyond]].
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** The game also takes into account what year and country it is when calculating base morale, at least in WW2. For example, the German base morale starts off at 70, and stays there until 1944, when it drops to 65 due to the war starting to turn against them, and then drops to 55 in 1945 when it becomes clear that defeat is imminent. Most of the Allies start off at the opposite end, with low base morale in the early years of the war, only for it to climb as they gain more experience and the war starts going in their favour, though a few smaller countries never have their base morale change, and there are some exceptions:

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** The game also takes into account what year and country it is when calculating base morale, at least in WW2.[=WW2=]. For example, the German base morale starts off at 70, and stays there until 1944, when it drops to 65 due to the war starting to turn against them, and then drops to 55 in 1945 when it becomes clear that defeat is imminent. Most of the Allies start off at the opposite end, with low base morale in the early years of the war, only for it to climb as they gain more experience and the war starts going in their favour, though a few smaller countries never have their base morale change, and there are some exceptions:
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** To allow the USMC to cover some weaknesses in their roster by using US Army units without having to deal with the penalties that come with taking allied units or captured units (something that would be unfair, since no other country with marines has their marines as a seperate faction), a number of US Army units are included in the USMC roster, primarily some heavy artillery and anti-air systems only operated by the Army, and, post-2021, main battle tanks, all which have descriptions stating they are US Army units attached to the USMC.

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** To allow the USMC [[SemperFi USMC]] to cover some weaknesses in their roster by using US Army units without having to deal with the penalties that come with taking allied units or captured units (something that would be unfair, since no other country with marines has their marines as a seperate faction), a number of US Army units are included in the USMC roster, primarily some heavy artillery and anti-air systems only operated by the Army, and, post-2021, main battle tanks, all which have descriptions stating they are represent US Army units attached to the USMC.



* TheEngineer: Combat engineers are better at clearing minefields and other obstructions than standard infantry. They also tend to have absolutely brutal short-range weapons like submachine guns, satchel charges, and flamethrowers, making them useful in assaults on entrenched positions.

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* TheEngineer: Combat engineers are better at clearing minefields and other obstructions than standard infantry. They also tend to have absolutely brutal short-range weapons like submachine guns, satchel charges, and flamethrowers, making them useful in assaults on entrenched positions. And that's before you take into account various special forces units classified as engineers by the game.



* MisguidedMissile: Less due to clever manoeuvring on your foe's part, and more to your aircraft acquiring the wrong target in the first place.

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* MisguidedMissile: Less Can happen with percision-guided munitions in MBT, though it is less due to clever manoeuvring on your foe's part, and more to your aircraft acquiring the wrong target in the first place.
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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns and pintle-mounted machine guns[[/note]].

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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially and[=/=]or variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns and pintle-mounted machine guns[[/note]].

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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only air defence Canada has is stationary AA guns[[/note]].

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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns and pintle-mounted machine guns[[/note]].


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** To allow the USMC to cover some weaknesses in their roster by using US Army units without having to deal with the penalties that come with taking allied units or captured units (something that would be unfair, since no other country with marines has their marines as a seperate faction), a number of US Army units are included in the USMC roster, primarily some heavy artillery and anti-air systems only operated by the Army, and, post-2021, main battle tanks, all which have descriptions stating they are US Army units attached to the USMC.
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** If the AI has artillery or air support, and you capture a victory point, they may decide to bombard that area, as they know that at least one of your units was there recently, even if they couldn't see it, just like you can tell one of their units was in the area when they capture a victory point you can't see. They avert AllSeeingAI as they will still carry out the bombardment even if you moved the unit out of the area immediately after capturing the point.

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** If the AI has artillery or air support, and you capture a victory point, they may decide to bombard that area, as they know that at least one of your units was there recently, even if they couldn't see it, just like you can tell one of their units was in the area when they capture a victory point you can't see. They avert AllSeeingAI TheAllSeeingAI as they will still carry out the bombardment even if you moved the unit out of the area immediately after capturing the point.
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House Rules is IUEO


* HouseRules:
** Some scenarios (particularly the fan-made ones) have "victory conditions" written into the description for objectives that the game engine itself isn't coded to handle, such as the survival of a particular unit.
** Players in head-to-head games will have agreed rules, such as purchasing points, number of air strikes, artillery purchase limits, etc.

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* RareVehicles: Goes as far as to include some vehicles which never actually saw service, such as the Nazi German Maus and Sturmtiger. Even for those that weren't quite as rare, you can again have more of a particularly rare vehicle in your core force than would ever have been available throughout the course of all of World War II thanks to the points-based purchasing system.
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** One fan-made scenario that saw the 1991 Gulf War continue into Iraq instead of stopping have a branching campaign where high success would give you a final mission where ''Saddam Hussein'' was named as the Iraqi forces HQ unit.

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** One fan-made scenario that saw the 1991 Gulf War continue into Iraq instead of stopping have stopping, has a branching campaign where high success would give you a final mission where ''Saddam Hussein'' was named as the Iraqi forces HQ unit.

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* FromNobodyToNightmare: Chew through some of the longer campaigns and see what kind of core you get by the end.
** Start a randomly generated campaign in 3 with three companies of ATGM vehicles or light tanks, light self-propelled artillery, and a few forward observers. End it with a fully-tooled up elite tank battalion backed by heavy guns or multiple rocket launchers.

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* FromNobodyToNightmare: Chew through some of the The longer campaigns and see what kind of core you get by the end.
** Start
can result in massive upgrades from your starting forces. You could start a randomly generated campaign in 3 with three companies of ATGM vehicles or vehicles, light tanks, light self-propelled artillery, mortar carriers and a few forward observers. End basic infantry but end it with a fully-tooled up by turning those vehicles into elite tank battalion backed by heavy guns tanks, the mortars into massive artillery pieces or multiple rocket launchers.launchers and the basic infantry into elite special forces units. In the World War 2 games it's common to start with the pre-war and early war fast but light tanks and some motorised infantry & mortars, and end it having upgraded the Panzers to King Tigers, Panthers and Sturmtigers, mortars to the classic Flak 88 or the super heavy 12.8cm Flak guns with your infantry riding around in late war half-tracks with significant armaments.
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* TheEngineer: Combat engineers are better at clearing minefields and other obstructions than standard infantry. They also tend to have absolutely brutal short-range weapons like submachine guns, sabot rounds, and flamethrowers, making them useful in assaults on entrenched positions.

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* TheEngineer: Combat engineers are better at clearing minefields and other obstructions than standard infantry. They also tend to have absolutely brutal short-range weapons like submachine guns, sabot rounds, satchel charges, and flamethrowers, making them useful in assaults on entrenched positions.
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See also ''VideoGame/{{Harpoon}}'', a similarly long running game that covers Cold War era warfare but which focuses on Naval and Aerial combat.
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* AmericaWonWorldWarII: Averted. While the majority of scenarios and campaigns do feature the "major players" of most conflicts, there are some for the other contributing combatants of World War II (China, Poland, Australia, etc.), and even the ones featuring the major combatants often focus on other countries. As well, a fair number of scenarios in MBT focus on small African and Asian "brush wars" (Chinese invasion of Vietnam, Rhodesian Civil War, etc.), various other wars not featuring the US (the Arab-Israeli Conflicts, the Iran-Iraq War) and American allies in wars they did participate in (the South Vietnamese and Australians in the Vietnam War, the South Korea and the other UN taskforce members in the Korean War, other NATO powers in the Gulf War and Afghanistan), and fictional conflicts focusing on other countries (often [=WW3=] featuring other NATO members fighting Warsaw Pact countries. West Germany versus East Germany is fairly popular).

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* AmericaWonWorldWarII: Averted. While the majority of scenarios and campaigns do feature the "major players" of most conflicts, there are some for the other contributing combatants of World War II (China, Poland, Australia, etc.), and even the ones featuring the major combatants often focus on other countries. As well, a fair number of scenarios in MBT focus on small African and Asian "brush wars" (Chinese invasion of Vietnam, Rhodesian Civil War, etc.), various other wars not featuring the US (the Arab-Israeli Conflicts, the Iran-Iraq War) and American allies in wars they did participate in (the South Vietnamese and Australians in the Vietnam War, the South Korea and Koreans as well as the other UN taskforce members in the Korean War, other NATO powers in the Gulf War and Afghanistan), and fictional conflicts focusing on other countries (often [=WW3=] featuring other NATO members fighting Warsaw Pact countries. West Germany versus East Germany is fairly popular).



** If a transport plane gets shot down before it has dropped all of its passengers, it will rapidly eject them before it crashes, so you won't lose entire platoons to a few lucky hits.

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** If a transport plane gets shot down before it has dropped all of its passengers, it will rapidly eject them before it crashes, so you won't lose entire platoons to a few lucky hits. Similarly, while helicopters will retreat if they take any damage, they will wait until the end of your next turn, giving you a chance to unload any damaged transport helicopters so you don't lose those units when their transport retreats off map.



** If your on-map artillery fires repeated barrages from the same position, the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from in real life, and the game simulates them. Move your artillery every so often or you will receive counter-battery fire.

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** If your on-map artillery fires repeated barrages from the same position, the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from in real life, and the game simulates them. Move your artillery every so often or you will receive counter-battery fire. This also applies to enemy artillery: if they fire enough barrages, there is a chance their exact position will be revealed to you.
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* ArtisticLicenseMilitary: In addition to the examples under AcceptableBreaksFromReality, a number of countries have access to units that ''never'' existed. For example, Canada in MBT eventually gets access to Leopard 2's mounting

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* ArtisticLicenseMilitary: In addition to the examples under AcceptableBreaksFromReality, a number of countries have access to units that ''never'' existed. For example, Canada in MBT eventually gets access to Leopard 2's mounting automatic grenade launchers. While Canada does have Leopard 2s and [=AGLs=], they have never mounted the latter on the former
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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns[[/note]].

to:

* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns[[/note]].

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* AcceptableBreaksFromReality: Some countries have access to vehicles and weapons that were only prototypes in real life (like the Maus and the Black Prince), which are included for "what-if" scenarios, or are allowed to use vehicles and weapons long after they stopped using them for the sake of balance and[=/=]variety[[note]]Especially notable is Canada being able to use their [[https://en.wikipedia.org/wiki/Air_Defense_Anti-Tank_System ADATS vehicles]] after 2011, both for the sake of it being unique combination of a SAM system and an ATGM system, and because the only other air defence Canada has is stationary AA guns[[/note]].



* AmericaWonWorldWarII: Averted. While the majority of scenarios and campaigns do feature the "major players" of most conflicts, there are some for the other contributing combatants of World War II (China, Poland, Australia, etc.) as well as some for small African and Asian "brush wars" (Chinese invasion of Vietnam, Rhodesian Civil War, etc.).

to:

* AmericaWonWorldWarII: Averted. While the majority of scenarios and campaigns do feature the "major players" of most conflicts, there are some for the other contributing combatants of World War II (China, Poland, Australia, etc.) as well as some for ), and even the ones featuring the major combatants often focus on other countries. As well, a fair number of scenarios in MBT focus on small African and Asian "brush wars" (Chinese invasion of Vietnam, Rhodesian Civil War, etc.).), various other wars not featuring the US (the Arab-Israeli Conflicts, the Iran-Iraq War) and American allies in wars they did participate in (the South Vietnamese and Australians in the Vietnam War, the South Korea and the other UN taskforce members in the Korean War, other NATO powers in the Gulf War and Afghanistan), and fictional conflicts focusing on other countries (often [=WW3=] featuring other NATO members fighting Warsaw Pact countries. West Germany versus East Germany is fairly popular).



* ArtificialBrilliance: If the AI has artillery or air support, and you capture a victory point, they may decide to bombard that area, as they know that at least one of your units was there recently, even if they couldn't see it, just like you can tell one of their units was in the area when they capture a victory point you can't see. They avert AllSeeingAI as they will still carry out the bombardment even if you moved the unit out of the area immediately after capturing the point.

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* ArtificialBrilliance: ArtificialBrilliance:
**
If the AI has artillery or air support, and you capture a victory point, they may decide to bombard that area, as they know that at least one of your units was there recently, even if they couldn't see it, just like you can tell one of their units was in the area when they capture a victory point you can't see. They avert AllSeeingAI as they will still carry out the bombardment even if you moved the unit out of the area immediately after capturing the point.point.
** If your on-map artillery fires repeated barrages from the same position, the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from in real life, and the game simulates them. Move your artillery every so often or you will receive counter-battery fire.



* ArtisticLicenseMilitary: In addition to the examples under AcceptableBreaksFromReality, a number of countries have access to units that ''never'' existed. For example, Canada in MBT eventually gets access to Leopard 2's mounting



** If your on-map artillery fires repeated barrages from the same position, the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from in real life, and the game simulates them. Move your artillery every so often or you will receive counter-battery fire.

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** If your on-map artillery fires repeated barrages from In MBT, signatories of the same position, [[https://en.wikipedia.org/wiki/Ottawa_Treaty Ottawa Treaty]] which bans the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from use of anti-personnel landmines cannot use mines in real life, and any mission set after March 1st, 1999, the game simulates them. Move your artillery every so often or you will receive counter-battery fire.date the treaty came into effect.
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* AntiFrustrationFeatures:
** If a transport plane gets shot down before it has dropped all of its passengers, it will rapidly eject them before it crashes, so you won't lose entire platoons to a few lucky hits.
** A recent update to ''[=WinSPWW2=]'' and ''[=WinSPMBT=]'' made it so that engineers and other units that can clear obstacles won't clear obstacles if they belong to their own side, unless they are moved onto the hex that contains them. Previously, a major issue with having any engineers (which includes a number of special forces units) as a defender was that you couldn't have barbed wire, mines or dragon's teeth in front of them, as they would clear them, opening a hole in your defensive line.


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* ArtificialBrilliance: If the AI has artillery or air support, and you capture a victory point, they may decide to bombard that area, as they know that at least one of your units was there recently, even if they couldn't see it, just like you can tell one of their units was in the area when they capture a victory point you can't see. They avert AllSeeingAI as they will still carry out the bombardment even if you moved the unit out of the area immediately after capturing the point.


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* SurprisinglyRealisticOutcome:
** Small arms fire may not be able to harm a tank, but it can force the crew to button down, decreasing their sight and accuracy, preventing them from using pintle-mounted machine guns, and generally startling the crew.
** No matter how much armour it has, if a tank is hit by a large enough bomb or artillery shell, it might be damaged or destroyed. A direct hit from 2000 pounds of high explosives tends to have a negative effect on most armoured vehicles.
** Paratroops and other airdropped units can take damage from landings, representing things like poor landings causing broken legs and arms. While this is more likely to happen if they land on rough terrain, forests, buildings, slopes, or anything that isn't flat, clear terrain, it ''can'' still happen on flat clear terrain, because accidents can happen even in the best conditions.
** While you can air drop any vehicle that can fit into a transport plane, if it isn't very light and[=/=]or made to be air dropped, it will most likely end up badly damaged and immobilized upon landing, if not outright destroyed. [=M1=] Abrams tanks tend not to react well to being dropped from several hundred meters, regardless of how many parachutes are attached. This can also happen with light vehicles or airborne vehicles if the terrain is bad or you are unlucky.
** If your on-map artillery fires repeated barrages from the same position, the enemy will eventually figure out where they are. This goes for enemy artillery units as well. There are numerous techniques for figuring out where artillery is firing from in real life, and the game simulates them. Move your artillery every so often or you will receive counter-battery fire.
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* VideoGameLongRunners: As mentioned in the main article, the game has gone through six incarnations since 1995, two of which still receive annual updates.

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* VideoGameLongRunners: As mentioned in on the main article, trope page, the game has gone through six incarnations since 1995, two of which still receive annual updates.

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* LaResistance: Some of the playable factions are this. It's not easy to win with them, since you'll probably be badly outgunned.

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* LaResistance: Some of the playable factions are this. this -- apart from the French resistance, you can play as the Polish Home Army, Yugoslav Partisans, Greek ELAS, Chinese People's Liberation Army, and others. It's not easy to win with them, since you'll probably be badly outgunned.outgunned and have few, if any, armored vehicles or field artillery, let alone aircraft.


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** ''[=WinSPWW2=]'' features a campaign where you play as the Japanese in China in 1937. Expect to face ''swarms'' of poorly-equipped infantry.

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* BreakOutTheMuseumPiece: There's a lot of this going on, just like in the real world. A notable example are the obsolete French tanks deployed by the Germans in Normandy in 1944.
** In ''[=WinSPMBT=]'', some Latin American countries are still using the Sherman tank in the 21st century.

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* BreakOutTheMuseumPiece: There's a lot of this going on, just like in the real world. A notable example are the obsolete French tanks deployed by the Germans in Normandy in 1944.
**
1944. In ''[=WinSPMBT=]'', some Latin American countries are still using the Sherman tank in the 21st century.century.
* ButtMonkey: The Italians in World War II-era games are quite weak for what is supposed to be a major power, mostly due to their low morale and badly outdated tanks. Winning a long campaign with them takes quite some skill.



* HomeGuard: The TropeNamer shows up in the [=WW2=] installments, though plenty of other examples are present, from the US Army National Guard to the Nazi German Volkstrum, to various militias. Several nations also have the option to deploy police forces, which are a mixed bag: Some of them have good morale but are less experienced than regular soldiers, like the Nazi German Ordnungspolizei or the Polish Policja, some have poor morale and less experience, like the Afghan National Police in the modern games, some are completely average, like the UN police in the modern game, and some actually have better morale and more experience than the regular infantry, like the Spanish Guardia Civil or the Italian Carabinieri

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* HomeGuard: The TropeNamer shows up in the [=WW2=] installments, though plenty of other examples are present, from the US Army National Guard to the Nazi German Volkstrum, to various militias. Several nations also have the option to deploy police forces, which are a mixed bag: Some of them have good morale but are less experienced than regular soldiers, like the Nazi German Ordnungspolizei or the Polish Policja, some have poor morale and less experience, like the Afghan National Police in the modern games, some are completely average, like the UN police in the modern game, and some actually have better morale and more experience than the regular infantry, like the Spanish Guardia Civil or the Italian CarabinieriCarabinieri. Most, however, have worse equipment.



* SeparateButIdentical: In the post-[=WW2=] settings, most factions essentially use either an American or a Soviet equipment roster, although some factions (NATO nations, China, and Israel among others) do have their own designs. [[JustifiedTrope Justified]] in that this is what happened in real history; both sides of the Cold War sold surplus weapons and vehicles to their allies and affiliated resistance groups.
** A few countries (e.g. Yugoslavia, Iraq) use a mix of American and Soviet equipment.

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* SeparateButIdentical: In the post-[=WW2=] settings, most factions essentially use either an American or a Soviet equipment roster, although some factions (NATO nations, China, and Israel among others) do have their own designs. [[JustifiedTrope Justified]] in that this is what happened in real history; both sides of the Cold War sold surplus weapons and vehicles to their allies and affiliated resistance groups.
**
groups. A few countries (e.g. Yugoslavia, Iraq) use a mix of American and Soviet equipment.



%%* TimedMission: Turn-based.

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%%* * TimedMission: Turn-based.Scenarios usually give you a set number of turns in which to achieve your objective, such as capturing specific areas or preventing the enemy from taking them. Generated battles also have a time limit, and some of the games give you the option of randomizing it. For example, there is an option to have a high chance of getting extra turns if both players have units near multiple objective hexes (the idea is to discourage players from unrealistically rushing their units forward to snatch some objectives at the last moment, safe in the knowledge that their opponent won't get a chance to retaliate).

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* AwesomeButImpractical: Many tanks, and some other armoured vehicles, have pintle-mounted machineguns mounted on them, officially for use against aircraft but more often used against infantry. However, most of them require a crew member to be partially outside of the tank to operate them, meaning that if the tank takes enemy fire and buttons up (closing the hatches), they will no longer use the pintle-mounted machine gun. Which is also why rifles and machine guns that can't actually harm the tank can still suppress them (that, and infantry aiming for their vision slits, making it harder for the crew to see).



* RealityEnsues: Many tanks, and some other armoured vehicles, have pintle-mounted machineguns mounted on them, officially for use against aircraft but more often used against infantry. However, most of them require a crew member to be partially outside of the tank to operate them, meaning that if the tank takes enemy fire and buttons up (closing the hatches), they will no longer use the pintle-mounted machine gun. Which is also why rifles and machine guns that can't actually harm the tank can still suppress them (that, and infantry aiming for their vision slits, making it harder for the crew to see).
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** Typically the setup in any scenario involving Tiger tanks. You can kill some of the T-34s, but not all...

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** Typically the setup in any scenario involving Tiger tanks. You can kill some of the T-34s, but not all...all...
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