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