332 lines
11 KiB
Plaintext
332 lines
11 KiB
Plaintext
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[]-> BALTIC 1985 <-[]
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^^^^^^^^^^^
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%%% DOCS WRITTEN BY: COMMANDER TOSH AND ALI-BABA %%%
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INTRODUCTION TO BALTIC 1985:
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THE SOVIET OFFENSIVE INTO SOUTHERN GERMANY HAS BEEN HALTED AT THE
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RHINE AFTER BITTER FIGHTING. IN THE PERSIAN GULF, THE BATTLE FOR THE
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OILFEILDS HAS PAUSED, AS BOTH SIDES RESUPPLY.
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SATELLITE AND OTHER INTELLIGENCE REPORTS SHOW WIDESPREAD CIVIL
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DISOBEDIENCE IN WARSAW, GDANSK, AND OTHER POLISH CITIES. SOME EASTERN
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EUROPEAN UNITS HAVE BEEN CLASSIFIED AS UNRELIABLE BY THEIR SOVIET
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ALLIES, AND SOVIET RESERVES HAVE BEEN SENT TO SUPPRESS THE
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REBELLIONS.
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RADIO REPORTS FROM BERLIN, BREAKING THROUGH INTENSE SOVIET JAMMING,
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SHOW THAT AMERICAN INFANTRY UNITS, BYPASSED BY THE SOVIET BLITZKRIEG
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INTO SOUTHERN GERMANY, ARE STILL HOLDING OUT IN THE SUBURBS OF WEST
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BERLIN.
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IN THE NATO BATTLEFIELD HEADQUARTERS, THE NATO COMMANDER REVIEWS THE
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INTELLIGENCE REPORTS, MEETS WITH HIS STAFF, AND ISSUES THESE ORDERS:
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NATO UNITS ARE TO DRIVE SOUTH EAST, SEIZE AND HOLD A CORRIDOR TO
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BERLIN, LINKING UP WITH THE NATO UNITS HOLDING OUT THERE, BEFORE HE
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SOVIETS CAN BRING IN THEIR RESERVES.
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AT 0400 THE NEXT MORNING, TACTICAL AIR SUPPORT FIGHTERS AND
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FIGHTER-BOMBERS TAKE OFF FROM THEIR AIRFIELDS. AIRBOURNE UNITS DROP
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STRATEGICALLY ALONG THE CORRIDOR TO SEIZE KEY OBJECTIVES. NATO MAIN
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BATTLE TANKS AND ARMORED PERSONNEL CARRIERS ROLL THROUGH THE
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CHECKPOINT S AND THE WRE FENCES ALONG THE EAST GERMAN BORDER, ON THE
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ROAD TO BERLIN. OPERATION BALTIC HAS BEGUN.
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[1.0] PLAYING THE FIRST GAME:
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WHEN THE GAME STARTS, YOU WILL BE PRESENTED WITH THE OPTIONS SHOWN
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WHEN YOU BOOT THE PROGRAM UP. TO CHANGE ANY OPTION, TYPE THE NUMBER
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UNTIL THE OPTION YOU WANT IS HIGHLIGHTED. WHEN YOU ARE READY, PRESS
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THE SPACE BAR TO SEE A C00L TITLE PAGE. THE GAME WILL THEN BEGIN WITH
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THE NATO MOVE.
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[1.1] THE MAP SCALE:
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EACH HEXAGON ON THE ON THE 39 BY 28 HEX MAP REPRESENTS 3 MILES. ON THE
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SCREEN, YOU SEE ONE SECTOR, OR 1/12TH OF THE TOTAL MAP. SECTOR
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NUMBERS AND LETTERS (1 TO 9; A, B, AND C) APPEAR ON THE MAP.
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TERRAIN:
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THE NORTH GERMAN TERRAIN IS SIMILAR TO THAT IN THE GAME "GERMANY
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1985", WITH THESE ADDITIONS: (NOT TOO ACCCURATE!)
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____
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/ \
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\____/ LAKE (ONLY AIR CAVALRY CAN CROSS)
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(*) NATO-HELD OBJECTIVE
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(O) SOVIET-HELD OBJECTIVE
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[1.2] MOVING THE CURSOR:
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TO MOVE THE BLINKING CURSOR AROUND THE MAP, USE THE COMMAND KEYS SHOWN
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IN THE DIAGRAM AT RIGHT:
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_____
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/ 1 \
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_____ \_____/ _____
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/ 6 \ / 2 \
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\_____/ [*] \_____/
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/ 5 \ _____ / 3 \
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\_____// 4 \\_____/
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\_____/
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[NOTE]:THE CURSOR ([*]) CAN MOVE UP, DOWN, OR DIAGONALY INTO ANY ONE
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OF THE NUMBERED HEXES.
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[1.3] UNIT IDENTIFICATION:
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IN BALTIC 1985 THE NATO PLAYER HAS ONE ADDITIONAL UNIT TYPE: NATO &
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PARATROOP INFANTRY.
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[1.4] MOVING UNITS:
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PRESS [ESCAPE] TO FIND YOUR FIRST UNIT, AND TO ENTER ITS MOVEMENT
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PHASE. MOVE THE UNIT THE SAME WAY YOU WOULD MOVE THE CURSOR (CONSULT
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MAP ABOVE). WHEN YOU HAVE MOVED YOUR LAST UNIT, THE CURSOR ON THE
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SCREEN WILL BLINK. TYPE CTRL. E, AND THEN TYPE 'E' TO END YOUR MOVE.
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[1.5] THE SOVIET MOVE:
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THE COMPUTER WILL MOVE ALL THE SOVIET UNITS ONE BY ONE. DURING THE
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SOVIET MOVE, YOU CAN STOP THE COMPUTER BY HITTING THE [ESCAPE] KEY.
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START THE MOVEMENT AGAIN WITH THE [SPACE BAR]. WHEN THE CURSOR BLINKS
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AGAIN, THE SOVIET MOVE IS FINISHED. PRESS THE [ESCAPE] KEY TO START
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YOUR SECOND MOVE.
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[2.1] MOVEMENT DISPLAY: THE MOVEMENT DISPLAY IN BALTIC 1985 SHOWS THE
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WORD "SMOKE":IF IT IS HIGHLIGHTED, THE UNIT IS IN A SMOKE-FILLED HEX.
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[MN] (MINE) AND [NC] (NUCLEAR CONTAMINATION) DO NOT APPEAR, BECAUSE
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THEY PLAY NO PA RT IN THIS SCENARIO.
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[2.5] AIR CAVALRY:
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AIR CAVALRY UNITS CANNOT ENTER ENEMY-OWNED TOWN, URBAN OR OBJECTIVE
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HEXES.
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[2.6] TRANSPORT MODE:
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[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPOST MODE.
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[%] UNITS IN TRANSPORT MODE CANNOT ENTER ENEMY-OWNED URBAN, TOWN OR
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OBJECTIVE HEXES.
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[2.8] RIVERS:
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REGULAR UNITS CAN CROSS A RIVER IN RIVER MODE. AIR CAVALRY CAN CROSS
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A RIVER IN ANY MODE.
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[2.9] BRIDGING:
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NO BRIDGING IS NEEDED IN THIS SCENARIO. ENGINEER UNITS CAN CHANGE TO
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RIVER MODE MORE EASILY THAN OTHER UNITS, BUT OTHERWISE HAVE NO SPECIAL
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FUNCTIONS.
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[2.10] TERRAIN EFFECTS:
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LOOK AT THE TABLE AT THE END OF THE DOCS.
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[2.11] SMOKE:
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SMOKE FILLED HEXES COST AN EXTRA MOVEMENT POINT TO ENTER.
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[3.0] MODES:
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[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPORT MODE.
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[%] ENGINEER UNITS CAN CHANGE TO REORGANIZE MODE.
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[%] CHANGING TO RIVER MODE COSTS REGULAR UNITS TWICE THE MOVEMENT
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POINTS IT DID IN THE GAME "GERMANY 1985". ENGINEER UNITS CAN CHANGE TO
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RIVER MODE AT A COST HALF THAT OF REGULAR UNITS, GIVING THEM THE
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ABILITY TO CROSS RIVERS MORE RAPIDLY THEN OTHER UNITS.
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[4.0] THE ORDER PHASE:
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PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT THE ORDER PHASE (APPLE
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MANOR).
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[5.0] ARTILLERY:
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ONCE AGAIN, PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT ARTILLERY
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RANGES.
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[6.0] AIR POWER: [%] THE SIDE WITH AIR SUPERIORITY HAS A POSSIBLE
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MAXIMUM OF FIVE AIR STRIKES PER TURN.
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[%] THE NATO PLAYER HAS AIR SUPERIORITY FOR THE FIRST TWO TURNS.
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[9.0] REORGANIZATION:
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ENGINEER UNITS MAY REORGANIZE.
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[10.0] HIDDEN UNITS:
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ALL UNITS ARE EXPOSED WHEN THEY FIRST APPEAR ON THE MAP. HIDE EACH OF
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YOUR UNITS BY TYPING CTRL. H DURING ITS MOVEMENT PHASE. IF YOU ARE
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PLAYING SOLITAIRE, AND YOU HAVE CHOSEN THE HIDDEN OPTION, THE COMPUTER
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WILL AUTOMATICALLY HIDE ENEMY UNITS WHEN THEY MOVE.
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[11.0] MINES AND NUCLEAR CONTAMINATION: MINES AND NUCLEAR
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CONTAMINATION PLAY NO PART IN THIS SCENARIO.
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[13.0] %%% VICTORY! %%%
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[13.1] VICTORY POINTS: THE NATO PLAYER RECEIVES:
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[%] 1/2 POINT PER TURN FOR EACH OBJECTIVE HELD
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[%] 1/2 POINT FOR EACH SOVIET UNIT ELIMINATED THE SOVIET PLAYER
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RECEIVES:
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[%] 1 POINT PER TURN FOR EACH OBJECTIVE HELD
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[%] 1 POINT FOR EACH NATO UNIT ELIMINATED NOTE: AN OBJECTIVE HEX IS
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HELD BY THE SIDE WHOSE UNIT LAST ENTERED THE HEX. (OR ORIGIONALLY WAS
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HELD BY THE PLAYER.)
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[13.2] THE VICTORY DISPLAY:
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TO SEE THE DISPLAY OF VICTORY POINTS EARNED BY EACH SIDE, TYPE CTRL. V
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AT ANY TIME DURING YOUR TURN. (PLAYERS CAN ALSO SEE THE VICTORY
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DISPLAY DURING SOLITAIRE GAMES WHEN THE COMPUTER IS MOVING ENEMY
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UNITS.)
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[13.3] END OF THE GAME: BALTIC 1985 ENDS AUTOMATICALLY AFTER TURN 15,
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16, OR 17, AT THE OPTION OF THE COMPUTER. THE COMPUTER WILL COMPARE
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VICTORY POINTS AND DECLARE A WINNER.
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[16.0] TACTICS:
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[%] THE NATO PLAYER MUST MOVE QUICKLY TO TAKE ADVANTAGE OF HIS INITIAL
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AIR SUPERIORITY AND NUMBERS. THE RUSSIAN PLAYER STARTS WITH NO SPARE
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AIR SUPERIORITY POINTS AND IT WILL BE SEVERAL TURNS BEFORE THE NATO
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PLAYER CAN BE CHALLENGED IN THE AIR.
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[%] KEEP DIVISIONS TOGETHER. PROTECT, AND, WHENEVER POSSIBLE, HIDE
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HEADQUARTERS UNITS IN THE REAR. USE THE D KEY FREQUENTLY TO CHECK THE
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LOCATION OF DIVISIONAL UNITS.
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[%] WITHDRAW, HIDE AND REORGANIZE WEAKENED UNITS. THEY WILL BE NEEDED
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LATER IN THIS SCENARIO, WHEN SOVIET REINFORCEMENTS ARRIVE, AND THEIR
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LOSS COSTS VICTORY POINTS.
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[%] HIDE UNITS WHENEVER POSSIBLE. THE COMPUTER CANT SEE YOU, AND
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AMBUSHES ARE AN EFFECTIVE TACTIC.
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[%] TAKE AND HOLD ONTO OBJECTIVES. YOU RECEIVE VICTORY POINTS EACH
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TURN THEY ARE HELD.
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[%] PREPARE ATTACKS CAREFULLY. USE A FEW SELECTED UNITS TO ATTACK AND
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DEFEND, WITH NUMEROUS SUPPORTING UNITS AND HEADQUARTERS NEARBY.
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[%] AIR SUPERIORITY IS CRUCIAL, NOT JUST FOR SUPPORTING AIR STRIKES,
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BUT BECAUS E ENEMY AIR SUPERIORITY HINDERS YOUR MOVEMENT. USE CTRL. A
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EACH TURN TO CHECK YOUR AIR POWER STSTUS, AND ALLOT POINTS FOR FUTURE
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SUPERIORITY.
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FREQUENTLY USED COMMANDS
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========================
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O-GIVE ORDERS TO UNIT
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C-CHANGE MODE OF UNIT
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L-LOOK AT OTHER UNMOVED UNITS IN THAT DIVISION
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Q-LEAVE UNIT WHERE IT IS
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D-HIGHLIGHT & BLINK ALL UNITS OF A DIVISION
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P-SHOW ENTIRE MAP
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CTRL.H-HIDE UNIT
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CTRL.C-ATTACK ADJACENT UNIT
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CTRL.A-SHOW AIR POWER DISPLAY
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CTRL.V-SHOW VICTORY POINTS
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[ESCAPE]-EXIT MOVEMENT PHASE
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COMMANDS WHEN CURSOR IS BLINKING
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================================
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S-(FOLLOWED BY MAP SECTOR NUMBER OR LETTER)-SHOW THAT SECTOR OF MAP
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[SPACE BAR]-RETURN TO GAME PLAY
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CTRL.E-END TURN
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COMMANDS DURING SOLITAIRE GAME
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==============================
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CTRL.P-TURN COMBAT PAUSE ON/OFF
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CTRL.V-SHOW VICTORY DISPLAY
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[LEFT ARROW]-SPEED UP COMPUTER MOVE
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[RIGHT ARROW]-SLOW DOWN COMPUTER MOVE
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[SPACE BAR]-RESUME PAUSED COMPUTER MOVE
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APPENDIX
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=========================================================================
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TERRAIN EFFECTS TABLE | MAXIMUM MOVEMENT ALLOWANCES
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TERRAIN MOVEMENT SIGHTING COMBAT | NATO SOVIET
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------- -------- -------- ------ | ---- ------
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OPEN 2 4 0 | TANK 18 TANK 18
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L. ROUGH 3 3 2 | SPG 14 BMP 18
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ROUGH 4 2 3 | APC 18 ARTY 12
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FOREST 3 2 2 | AIRCAV 22 KATSH 12
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TOWN 3 3 2 | INFAN 12 INFAN 12
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URBAN 4 2 4 | ENG 14 ENG 14
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OBJECT. 3 2 3 |
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LAKE 3 4 0 |
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=========================================================================
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=SECTOR NUMBERS: |
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NOTE:SECTOR #'S 1-B ARE TREATED AS OPE
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N 1-B 2 4 0 |
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HEXES FOR ALL PURPOSES; SECTOR # C IS
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C 4 2 4 |
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TREATED AS AN URBAN HEX.
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=========================================================================
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= TYPE VS TYPE TABLE
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------------------
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SOVIET UNITS VS NATO INFANTRY:
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TANK -3
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BMP -2
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ARTLY -10
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KATSH -10
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INF. -2
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ENG -2
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SOVIET TANK BMP ARTLY KATSH INF ENG
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NATO INFANTRY VS: 2 2 4 4 1 1
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=========================================================================
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=NATO UNITS VS SOVIET INFANTRY:
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TANK -1
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SPG -5
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APC 1
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AIRCAV -5
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INFAN 1
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ENG 1
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NATO TANK SPG APC AIRCAV INFAN ENG
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SOVIET INFANTRY VS: 0 3 0 3 -2 -1
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=========================================================================
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