332 lines
8.3 KiB
Groff
332 lines
8.3 KiB
Groff
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NIGHT MOVEMENT
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--------------
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DURING A NIGHT TURN, SIGHTING DISTANCE IS LIMITED TO 2 HEXES. AIRCV
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UNITS HAVE THEIR MOVEMENT ALLOWANCE HALVED.
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NIGHT TURNS ARE INDICATED BY WHITE TERRAIN, UNLESS THE "B" KEY IS
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HIT. THE TURN COUNTER IS INVERSE WHEN NIGHT IS OCCURING.
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NIGHT OCCURS ON TURNS: 5,6 & 11,12 & 17,18
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COMBAT
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------
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WHEN AN ENEMY UNIT ENTERS AN ECH (ENEMY CONTROLLED HEX) OR CTRL-C IS
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HIT, COMBAT IS INITIATED.
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THE COMPUTER RESOLVES COMBAT CONSIDERING:
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THE NUMBER OF ENEMIES SIGHTING THE ATTACKER
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THE NUMBER OF FRIENDLY UNITS SIGHTING
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THE DEFENDER
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THE TERRAIN THE DEFENDER IS IN
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THE NUMBER OF FRIENDLY UNITS SUPPORTING THE ATTACKER
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THE NUMBER OF ENEMY UNITS SUPPORTING
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THE DEFENSE
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THE DISTANCE FROM COMBAT OF THE RESPECTIVE HQ UNITS
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THE EFFICIENCES, STRENGTHS, MODES, AND TYPERS OF THE UNITS ENGAGED
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THE AMOUNT OF ARTILLERY FIRE THE DEFENDER HAS SUFFERED
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ALL ADJACENT DEFENDING UNITS ARE ATTACKED FIRST BEFORE THE ATTACKING
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UNIT CAN SUFFER LOSES. A UNIT SUPPORTS THE ATTACK BY BEING IN SUPPRT
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MODE, WITHIN 3 HEXES OF ATTACKED, UNMOVED AND WITH NO ENEMY UNITS
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ADJACENT TO IT. VICE VERSA FOR DEFENDING UNITS. HQ UNITS SUPPORT THE
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ATTACK IF THEY ARE WITHIN 9 HEXES (BONUS AT 4 HEXES) AND ARE WITHOUT
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ANY ADJACENT ENEMY UNITS.
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ARTILLERY BONUS
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---------------
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AN ENEMY UNIT HIT BY ARTILLERY WILL SUFFER A LOSS IN EFFICIENCY. FOR
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THE USE OF FRIENDLY COMBAT, ONLY THE FIRST 2 HITS HAVE ANY EFFECT.
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ARTILLERY WILL NOT AFFECT A RETREATED UNIT.
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RETREATS AFTER COMBAT
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---------------------
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AFTER COMBAT, A DEFENDING UNIT MAY BE FORCED TO RETREAT. IN THAT
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CASE, IT WILL SWITCH TO NORM MODE (OR FIRE MODE FOR ARTILLERY) AND
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RETREAT.
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A RETREATING UNIT MUST FOLLOW NORMAL RULES AND NOT ABUSE IT'S MP'S
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A RETREATING UNIT CAN'T INITIATE COMBAT
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A RETREATING UNIT THAT FAILS TO RETREAT THE REQUIRED NUMBER OF HEXES,
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WILL SUFFER ADDITIONAL LOSES AND MAY BE DESTROYED. IF THE UNIT CAN
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NOT RETREAT 1 HEX, IT WILL ENTER DEFENSE MODE.
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A UNIT MAY RETREAT ONLY ONCE DURING A TURN. IF IT IS REQUIRED TO
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RETREAT AGAIN, IT WILL INSTEAD SUFFER LOSES.
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DURING THE NEXT MOVEMENT PHASE, NOT INCLUDING AIRCV UNITS, THE UNIT
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WILL HAVE ONLY 1/2 NORMAL MP'S.
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COMBAT DISPLAY
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--------------
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DURING COMBAT, THE FOLLOWING WILL BE DISPLAYED:
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UNIT:
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TYPE
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STRN:
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OF THE DEFENDER (LIGHT, MEDIUM, OR HEAVY)
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RSLT:
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(RESULT) SEE LATER IN DOCS FOR EXPLANATION OF COMBAT RESOLUTION
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ARTILLERY
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---------
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A UNIT MAY BE FIRED BY:
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PRESS "O" AND THEN "F"
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BEING CALLED INTO SUPPORT WHEN IN SUPPRT MODE
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OPERATED MANUALLY BY ENTERING FIRE MODE AND HITTING CTRL-F,
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POSITIONING CURSOR, AND HITTING:
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CTRL-F:
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FIRE
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CTRL-S:
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SMOKE
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CTRL-X:
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RETURN TO MOVEMENT PHASE (WHEN IN THIS PHASE, THE COMMANDS WILL BE
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DISPLAYED IN INVERSE IF ILLEGAL)
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RUSSIAN NOTE: THE RUSSIANS MUST USE THE SAME DIVISION TO SIGHT AN
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ENEMY
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ARTILLERY SIGHTING
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------------------
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A UNIT MAY ONLY FIRE ON A SIGHTED ENEMY. ANY FRIENDLY UNIT MAY SIGHT
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FOR ARTILLERY. THE "O" "F" SEQUENCE WILL NOT FIRE ON HIDDEN UNITS,
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THE MANUAL APPROACH MUST BE USED TO DO THIS.
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AIR POWER
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---------
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WHEN CTRL-A IS HIT, THE FOLLOWING WILL BE DISPLAYED:
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NATO: #:#: RUSSIAN :ALC:KEYS
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(A) SUPERIORTY :SPARE #: #: 0-9
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(T)AC. SUPPORT :STRKE # # C/F
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#--A NUMBER BETWEEN 0-9
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THE SIDE IN INVERSE HAS SUPERIORTY. IF BOTH SIDES ARE NORMAL, NEITHER
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HAS SUPERIORTY.
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AIR SUPERIORTY
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--------------
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WHEN THE MENU IS DISPLAYED, THE PLAYER MAY ALLOCATE 0-9 POINTS. THIS
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IS DONE BY HITTING "A" AND THEN THE NUMBER.
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SUPERIORTY IS DECIDED BY THE SIDE WHICH HAS MORE POINTS. A PLAYER MAY
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GET 1-2 EXTRA POINTS IF HE HAS HELF SUPERIORTY FOR MORE THAN 2 TURNS.
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TACTICAL AIR STRIKES
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--------------------
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IN TURNS 0-3, A PLAYED CAN ALLOCATE 3 STRIKES. THIS CAN BE CHANGED BY
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1-2 DURING THE LATER TURNS.
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TO ALLOCATE THE STRIKES, HIT "T" AND MOVE THE CURSOR TO THE PLACE YOU
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WANT AND HIT CTRL-F TO PLACE THE CURSOR.
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ON THE PLAYER'S NEXT TURN, WHEN CTRL-A IS HIT, AIR STRIKE MARKERS WILL
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APPEAR AT THE DESIGNATED PLACES. THEY MAY THEN BE CALLED IN BY UNITS
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ORDERING SUPPORT WITHIN 3 HEXES. IF THE OPPONENT HAS AIR SUPERIORTY,
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THE STRIKES FAIL TO APPEAR.
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MINES AND NUCLEAR
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-----------------
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THESE OPTIONS MAY BE CALLED IN LATER IN THE GAME
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REINFORCEMENTS
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--------------
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DURING THE COURSE OF THE GAME, BOTH SIDES WILL RECIEVE REINFORCEMENTS
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AT SPECIFIED PLACES. THE REINFORCEMENTS WILL ARRIVE IN AN OVERSIZED
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STACK WHICH IS MOVED AWAY.
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REORGANIZATION
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--------------
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MOST UNITS (NATO AND RUSSIAN) AT A RATE DECIDED UPON BY THE DISTANCE
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FROM THE HQ.
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THE UNIT WILL INCREASE ITS STENGTH AND EFFICIENCY BY:
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3 IF WITH 0-4 HEXES (OR IS AN HQ) 2 IF WITHIN 5-9 HEXES FROM HQ 1 IF
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DISTANCE IF 10+ FROM HQ
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A UNIT WILL FAIL TO REORGANIZE OF IT IS ADJACENT TO AN ENEMY UNIT.
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A HIDDEN UNIT IN REOR MODE HAS A SIGHTING DISTANCE OF 2 HEXES
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A UNIT WILL INCREASE TO A MAXIMUM OF 12 STRENGTH POINTS AND 7
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EFFICIENCY.
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BRIDGING
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--------
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THE ENGINEER UNIT CAN BE USED TO AID UNITS CROSSING A RIVER.
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TANK------<< NEW POSITION
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RIVER --------
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^ \
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^ \
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ENGIN \ <----TANK
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\
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\
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SAVING THE GAME
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---------------
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TO SAVE THE GAME AT ANY TIME, JUST HIT CTRL-B. A SPECIAL SSI SAVE
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DISK MUST BE INITIALIZED TO DO THIS.
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TO RELOAD THE GAME, REPEAT THE CTRL-B PROCESS, BUT POSITION THE ARROWS
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NEXT TO A NAME AND HIT <RETURN>. YOU CAN ALSO USE THE RESTART GAME
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FEATURE ON THE MAIN MENU.
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LEVEL STRUCTURE
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---------------
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THERE ARE 3 LEVELS OF PLAY. I SUGGEST THAT YOU START OUT ON THE
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EASIEST LEVEL OR THE COMPUTER WILL BEAT THE CRAP OUT OF YOU. CHANCES
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ARE IT WILL DO THAT ANYWAY.
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SCENARIOS
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---------
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GAME WILL END AFTER THE 20,21, OR 22 TURN. THE IS A 50% CHANCE IT
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WILL END ON TURN 21, AND A 25% CHANCE FOR TURNS 20 AND 22.
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ADVANCE TO COMBAT:
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NEITHER PLAYER CAN GET AIR SUPERIORITY FOR THE FIRST 2 TURNS
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INVASION:
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THE RUSSIAN PLAYER HAS AIR SUPERIORITY FOR THE FIRST 2 TURNS. IN TURN
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0, THE NATO PLAYER HAS THE OPTION OF SETTING UP HIS FORCES. THE
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RUSSIAN SIDE PLACES 2 DROP ZONES FOR PARATROOPERS. IT IS A GOOD IDEA
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TO PLACE THESE APART, BECAUSE IF A UNIT ATTEMPTS TO LAND ON A STACK,
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IT WILL FAIL TO ARRIVE AND BE LOST FOREVER.
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VICTORY
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-------
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VICTORY IS ATTAINED BY WHO CONTROLS THE MOST VILLAGES, TOWN, ETC.
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USUALLY, WHEN YOU ARE PLAYING AND ONE SIDE IS KILLING THE OTHER, IT IS
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BORING TO CONTINUE ANYHOW.
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TYPE MODE TABLE
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---------------
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Y = LEGAL N = ILLEGAL
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NATO:
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DEF SUPT NORM TRAN RIV ATT REOR FIRE
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-----------------------------------
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TNK Y Y Y Y Y Y Y Y
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SPG N Y N Y Y N N Y
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APC Y Y Y Y Y Y Y Y
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AIR N Y N Y N N N Y
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REC N N Y Y Y N N N
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ENG N N Y Y Y N N N
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RUSSIAN:
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DEF SUPT NORM TRAN RIV ATT REOR FIRE
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-----------------------------------
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TNK Y Y Y Y Y Y Y Y
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BMP Y Y Y Y Y Y Y Y
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ART N Y N Y Y N N Y
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KAT N Y N Y Y N N Y
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INF Y Y Y Y Y Y Y Y
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ENG N N Y Y Y N N N
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TERRAIN SHIFT TABLE
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-------------------
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OPEN 0
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L. ROUGH 1 VILLAGE 2
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ROUGH 3 TOWN 3
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FOREST 2 SAND 1
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SWAMP 1 RIVER 0
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MODE SHIFT TABLE
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----------------
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RETREAT ATTACK DEFENSE ARTILLERY
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--------------------------------
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DEFN 0 0 8 0
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SUPRT 3 3 4 3
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NORM 2 5 5 2
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TRANS 4 2 2 4
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RIVER 4 2 2 5
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ATTCK 3 8 2 3
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REOR 5 0 0 5
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FIRE 3 3 3 3
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TYPE VS TYPE TABLE
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------------------
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NATO:
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TANK BMP ARTLY KATSH INF ENG
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---------------------------------
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TANK 0 1 3 3 -1 -1
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SPG -3 -3 -2 -2 -3 -3
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APC -1 0 2 2 1 -1
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AIRCV -4 -3 -5 -5 -5 -5
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RECON -4 -3 -2 -2 -4 -5
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ENG 1 1 4 4 1 1
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RUSSIAN:
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TANK SPG APC AIR RECON ENG
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-------------------------------
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TANK 0 3 1 4 5 -1
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BMP -1 2 0 3 4 -1
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ARTLY -4 -3 -4 -2 -2 -5
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KATSH -4 -3 -4 -2 -2 -5
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INF 0 3 0 3 3 -1
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ENG 1 4 1 5 4 0
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THIS CONCLUDES THE GERMANY 1985 DOCS.
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