464 lines
9.5 KiB
Groff
464 lines
9.5 KiB
Groff
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#######################################
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# GERMANY 1985 DOCS #
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#######################################
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# #
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# THESE DOCS WERE WRITTEN BY #
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# #
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# D*I*R*T*Y H*A*R*R*Y #
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# #
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#######################################
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GERMANY 1985
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------------
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GERMANY 1985 IS A SIMULATION OF A BATTLE FIELD IN WEST GERMANY BETWEEN
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NATO AND RUSSIAN FORCES. THE 39 X 28 GRID REPRESENTS 1 MILE PRE HEX.
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EACH TURN REPRESENTS 4 HOURS OF TIME WITH NIGHT REQUIRING 2 TURNS.
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UNITS
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-----
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DUE TO THE LIMITATION OF THE TEXT SCREEN, I CAN NOT GIVE ACCURATE
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PICTURES OF THE UNITS.
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NATO:
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TANK BATTALION ARMOURED INFANTRY BATTALION (APC) SELF-PROPELLED
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ARTILLERY (SPG) RECONNAISSANCE BATTALION ENGINEER BATTALION AIR
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CAVALRY UNIT
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RUSSIAN:
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TANK BATTALION MECHANIZED INFANTRY BATTALION (BMP) ARTILLERY BATTALION
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KATUSHKA BATTALION INFANTRY BATTALION ENGINEER BATTALION
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A NATE MARKER IS ALWAYS SOLID, WHILE THE RUSSIANS ARE OUTLINED. THE
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SYMBOL FOR 2 PIECES ON TOP OF EACH OTHER IS AN S (FOR STACK)
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COMMAND KEYS
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------------
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1
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6 2
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*
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*
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5 3
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4
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GLOBAL KEYS
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-----------
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THESE KEYS CAN BE USED WHEN THE CURSOR IS FLASHING ON THE SCREEN
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B:
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NIGHT TURNS WILL BE INDICATED BY WHITE TERRAIN UNLESS THIS IS HIT
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F:
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SWITCH TO TEXT/FULL SCREEN
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P:
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DRAW THE STRATEGIC (FULL) MAP
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T:
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CLEAR UNITS AND SMOKE FROM SCREEN
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D:
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CAUSES UNITS OF THE SAME DIVISION TO CHANGE COLOR AND THE HQ TO FLASH
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<-:
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SPEEDS UP COMPUTER MOVEMENT
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->:
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SLOWS DOWN COMPUTER MOVEMENT
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CTRL-S:
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SOUND ON/OFF
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CTRL-P:
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COMBAT PAUSE ON/OFF
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CTRL-L:
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GLOBAL LEAVE (CYCLE ROUND ALL UNITS)
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CTRL-D:
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DIVISIONAL LEAVE (CYCLE AROUND DIVISION)
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NOTICE:
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THE SPACE BAR WILL NEVER DO ANYTHING FATAL
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NORMAL GAME KEYS
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----------------
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1-6:
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MOVEMENT KEYS (SEE ABOVE)
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O:
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CENTER CURSOR ON SCREEN
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S:
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SCROLL
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1-9,A-C:
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CENTER CURSOR ON THESE SCREENS
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O:
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CENTER SCREEN ON CURSOR
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I,J,K,M:
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MOVE SCREEN IN DIRECTION
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SPC:
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EXITS FROM SCROLL
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E:
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EXAMINE THE CHARACTERISTICS OF THE FRIENDLY UNIT THE CURSOR IS ON WILL
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BE DISPLAYED
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M:
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MOVE THE UNIT THE CURSOR IS ON WILL ENTER THE MOVEMENT PHASE
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(ESC):
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WILL ENTER THE AUTO-MOVE PHASE AND COMPUTER WILL FIND THE NEAREST
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NON-MOVED UNIT
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CTRL-A:
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ACTIVATE AIR POWER PHASE
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CTRL-B:
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ACTIVATE SAVE GAME OPTION
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CTRL-E:
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END PLAYED TURN
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CTRL-V:
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WILL INDICATE STATUS OF ENEMY, FRIEND, OR NEUTRAL UNIT
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MOVEMENT KEYS
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-------------
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THE FOLLOWING KEYS ARE USED WHEN A UNIT IS BEING MOVED
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M:
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SWITCH MOVEMENT TO THE OTHER UNIT IN THE STACK (IF POSSIBLE, OF
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COURSE)
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1-6:
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MOVEMENT KEYS (SEE ABOVE)
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O:
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CENTER UNIT ON SCREEN
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S:
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SCROLL (SEE ABOVE FOR DETAILS)
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Q:
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WILL EXIT FROM MOVEMENT PHASE
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(ESC):
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WILL EXIT FROM MOVEMENT PHASE, BUT IF UNIT HAS NOT MOVED, IT WILL BE
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ABLE TO MOVE LATER
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C:
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ALLOW A UNIT TO CHANGE MODE
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L:
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ALLOW AN UNMOVED UNIT TO BE LEFT
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O:
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ALLOWS PLAYER TO ISSUE ORDER TO UNIT
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CTRL-C:
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ALLOWS CONTINUED COMBAT WITHOUT MOVING
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CTRL-H:
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HIDES/EXPOSES AND UNIT
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SEQUENCE
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--------
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NATO PLAYED ALWAYS GOES FIRST DURING MOVEMENT PHASE, A PLAYED MAY MOVE
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AS MANY UNITS AS HE LIKE. BUT, A UNIT CAN ONLY BE MOVED ONCE PER
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TURN! IF UNIT ENTERS ENEMY CONTROLLED HEX (ECH) IT MUST ENGAGE IN
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COMBAT, AND IF IT STILL HAS THE MOVEMENT POINTS (MP) AFTER COMBAT, IT
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CAN CONTINUE MOVING DURING THE MOVEMENT PHASE, THE FOLLOWING
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INFORMATION IS DISPLAYED:
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TERN:
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TERRAIN
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TYPE:
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TYPE OF UNIT MOVING
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MODE:
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MODE OF UNIT MOVING
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TURN:
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THE TURN OF GAME (THIS NUMBER IS INVERSE AT NIGHT)
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SM:MN:NC:
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INDICATES (IF INVERSE) IF HEX CONTAINS SMOKE, MINES, OR NUCLEAR
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CONTAMINATION
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EF:
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EFFICIENCY OF UNIT
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HQ:
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DISTANCE TO HQ (* IF IT IS HQ, "-" IF OVER 9 HEXES)
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MVL:
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MP'S REMAINING
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STN:
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STRENGTH OF UNIT
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RAN:
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RANGE OF ARTILLERY FIRE
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ON THE RIGHT HAND SIDE OF THE SCREEN, THE POSSIBLE DIRECTIONS ARE
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DISPLAYED:
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NORMAL:
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MOVEMENT IS POSSIBLE
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INVERSE:
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MOVEMENT IS IMPOSSIBLE
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FLASHING:
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HEX IS AND ECH
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MOVEMENT POINTS
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---------------
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THE FOLLOWING ARE THE MAXIMUM MP'S ALLOWED TO A UNIT
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NATO MP RUSSIAN MP
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---------------------------------------
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TANK 25 TANK 25
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APC 25 BMP 25
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SPG 20 ARTLY 18
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AIRCV 30 KATCH 18
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RECON 30 INF 15
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ENG 20 ENG 20
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NOTE:
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AIRCV HAVE MP'S OF 15 AT NIGHT
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THE ACTUAL NUMBER OF MP'S DEPENDS WHAT MODE IT IS IN, AND WHETHER ITS
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MAXIMUM MOVEMENT HAS BEEN HALVED. THE FOLLOWING RATIOS ARE USED TO
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CALCULATE THE INITIAL MOVEMENT ALLOWANCE. (IE. TANK IN NORM MODE WOULD
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HAVE 25*(3/4) OR 18 MP'S)
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MODE RATIO MODE RATIO
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---------------------------------------
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DEFN 0 RIVER 1/2
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REOR 1/4 FIRE 1/2
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SUPORT 1/4 NORM 3/4
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ATTCK 1/2 TRANS 1
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MODE CHANGE
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-----------
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THE CHANGE MODES, A UNIT MUST EXPEND MP'S BASED ON ITS EFFICIENCY AND THE
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NUMBER OF SIGHTING ENEMY UNITS (SEU)
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EFFICIENCY COST
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---------------------------------
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6-7 SEU/2
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3-5 SEU + 1
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0-3 SEU * 2 + 1
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WHEN CHANGING MODES, THE * INDICATES THEY THE UNIT CAN'T CHANGE TO THAT
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MODE.
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NEW MOVEMENT ALLOWANCE:
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(MAX MP'S - CHANGE COST)*(NEW MODE RATIO)*(NUMBER MP'S LEFT / NUMBER OF
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MP'S AT START)
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IN OTHER WORDS (HA!) THE MORE ENEMIES AROUND, THE HARDER IT IS TO
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DO ANYTHING
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MODES
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-----
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DEFN:
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(DEFENSE) ALLOWS A UNIT TO JUST DEFEND ITSELF
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SUPPRT:
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(SUPPORT) ALLOWS A UNIT TO SUPPORT THE DEFENSE/OFFENSE OF A
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UNIT FROM THE SAME DIVISION
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NORMAL:
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OBVIOUS (I HOPE)
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TRANS:
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(TRANSPORT) INDICATES THAT A UNIT IS USING A ROAD AND IS
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VULNERABLE TO COMBAT
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RIVER:
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ALLOWS A UNIT TO CROSS A RIVER
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ATTCK:
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(ATTACK) GIVES INCREASED COMBAT ABILITY, BUT LOSES WILL INCREASE
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FIRE:
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ALLOWS ANY UNIT WITH AN ARTILLERY
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RANGE ABOVE 0 TO FIRE
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REOR:
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(REORGANIZE) INDICATES THAT A
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UNIT IS REFITTING AND IS
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INCREASING ITS STRENGTH AND
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EFFICIENCY)
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TERRAIN
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-------
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SIGHTING COMBAT
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TERRAIN MP'S DISTANCE BONUS
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---------------------------------------
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OPEN 2 5 0
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L. ROUGH 3 3 1
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ROUGH 4 2 3
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FOREST 4 2 2
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SWAMP 5 3 1
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VILLAGE 3 3 2
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TOWN 4 2 3
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SAND 3 3 1
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RIVER 4 5 0
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AIRFIELDS AND NUMBERED HEXES ARE TREATED AS OPEN FOR MOVEMENT AND
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COMBAT PURPOSES
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MOVEMENT IN TRANS MODE COSTS 1MP/HEX AIRCV PAYS 1MP/HEX IN ANY TERRAIN
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+2 MP'S TO ENTER SMOKE HEX
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+1 MP (+2 IF IN TRANS) FOR EACH SEU
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+1 MP IF IN TRANS MODE AND ENEMY HAS AIR SUPPERIORITY
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ORDER PHASE -----------
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WHEN MOVING A UNIT, ONE CAN GIVE AND ORDER BY HITTING "C"
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1-C:
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WILL MOVE UNIT TO APPROPRIATE POINT USING ROAD NET (PRESENCE OF
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ENEMIES NEGATES THIS ORDER)
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D:
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CAUSES UNITS IN NORM AND FIRE MODE TO MOVE AND FIRE DURING THE ENEMIES
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MOVING PHASE
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X:
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WILL CAUSE THE INIT TO EXIT THE MAP WITH A 25% CHANCE OF COMING BACK
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AS A REINFORCEMENT AT THE SAME SPOT 1-3 TURNS LATER, OR BEING
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ELIMINATED
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V:
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WILL CAUSE THE UNIT TO CAPTURE ANY VILLAGES WITHIN 5 HEXES AND
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CONTINUE (ENEMIES PRESENT NEGATE THIS ORDER)
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F:
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WILL CAUSE THE UNIT TO FIRE AT THE BEST TARGET WITHIN RANGE
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R:
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WILL CAUSE THE UNIT TO RUN UNTIL OUT OF SIGHTING RANGE WHERE IT WILL
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CHANGE TO REOR MODE IF POSSIBLE
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S:
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WILL CALL IN FIRE FROM ARTILLERY AND AIRSTRIKES WITHIN RANGE ON ALL
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ENEMY UNITS WITHIN 3 HEXES OF THE MOVING UNIT
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M:
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WILL CAUSE THE UNIT TO ADVANCE AND FIRE ON ENEMY UNITS
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N:
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WILL CAUSE THE UNIT TO ADVANCE AND ATTACK ENEMY UNITS
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IF THE ORDER CAN NOT BE CARRIED OUT, THE ANNOYING BEEP WILL SOUND AND
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CONTROL WILL BE PASSED BACK TO THE PLAYER (NO EFFECT WILL BE TAKE
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AGAINST THE UNIT)
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HIDDEN MOVEMENT
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---------------
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ANY UNIT MAY BE HIDDEN DURING ITS MOVEMENT PHASE PROVIDED THAT:
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IT IS NOT STACKED
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NOT ADJACENT TO A UNIT
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NOT IN TRANS MODE
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NOT SIGHTED BY AN ENEMY UNIT
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COMMAND TO HIDE:
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CTRL-H (OR <-)
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IF A HIDDEN UNIT ENTERS TRANS MODE OR FIRES, IT WILL BE "UNHIDDEN"
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SIGHTING
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--------
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A HIDDEN UNIT THAT IS SIGHTED BY AND ENEMY UNIT OR MOVES ADJACENT TO
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AND ENEMY HIDDEN UNIT WILL BECOME EXPOSED THE DISTANCE UPON WHICH A
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HIDDEN UNIT BECOMES SIGHTED DEPENDS ON:
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TERRAIN
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NIGHT (MAXIMUM OF 2 HEXES)
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IN SMOKE
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IF IT IS IN DEFN (1 HEX) OR REOR (2) MODE
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WHEN A UNIT IS SIGHTED, THE SPEAKER MAKE A BEEP
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DELAYED MOVE
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------------
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A UNIT GIVEN A DELAYED MOVE IN THE ORDER PHASE OF ITS TURN MAY MOVE
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DURING THE ENEMIES TURN. UNITS IN FIRE MODE WILL ATTEMPT TO FIRE AT
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OTHERS AND UNITS IN NORM MODE WILL ATTACK. THE PROBABILITY THAT AN
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ENEMY UNIT WILL ACTIVATE AN ENEMY UNIT IN DELAYED MOVE DEPENDS IN THE
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NUMBER OF DELAYED UNITS WITHIN 5 HEXES.
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L KEY
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-----
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WHEN MOVING UNITS, IF YOU CHOOSE TO MOVE A UNIT AND THEN HAVE NOT DONE
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ANYTHING WITH IT, YOU CAN HIT "L" AND CYCLE AROUND TO THE NEXT UNIT
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WHILE COMING AROUND TO THE OTHER ONE LATER.
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MOVEMENT RESTRICTIONS
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---------------------
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NO MORE THEN 2 UNITS IN A HEX
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NO UNIT MAY ENTER A UNIT OCCUPIED BY A HIDDEN UNIT
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AIRCV'S CAN NOT ENTER RUSSIAN CONTROLLED VILLAGES, TOWNS, OR AIRFIELD
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HEXES
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UNITS IN TRANS MODE MAY ONLY TRAVEL IN ROADS, OPEN TERRAIN, OR NON
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ENEMY CONTROLLED VILLAGES, TOWNS, AND AIRFIELDS
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UNITS IN DEFN MODE MAY NOT MOVE
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