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