textfiles/apple/DOCUMENTATION/germany.1985.2

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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.