530 lines
15 KiB
Groff
530 lines
15 KiB
Groff
|
||
|
||
MISSLE RESOLUTION
|
||
-----------------
|
||
|
||
1.PRIOR TO ATTACKING A SHIP, THE ANTI SHIP MISSLES MAY BE ENGAGED BY
|
||
CAP, SAM'S, LIGHT GUNS, TARGET DEFENSE. SAM'S WILL NOT BE FIRED
|
||
AGAINST SURFACE SKIMMING MISSLES. SAM'S MAY NOT FIRE IF EARLY WARNING
|
||
WAS UNSUCCESSFUL AND TARFE TF IS IN PASSIVE EW-MODE. THERE IS A
|
||
CHANCE THAT A SHIPS WILL SWITCH TO ACTIVE EW-MODE DURING A MISSLE
|
||
ATTACK
|
||
|
||
2. MISSLES THAT SURVIVE AAM AND SAM ATTACKS WILL BREAK INTO GROUPS OF
|
||
1-7 MISSLES. EACH GROUP WILL SELECT A TARGET
|
||
|
||
3. MISSLES THAT SURVIVE DEFENSES MAY BE JAMMED. JAMMING POSSIBILITY
|
||
IS AFFECTED BY THE TARGETS EW RATING AND THE MISSLE RATING
|
||
|
||
4. IF A MISSILE SURVIVES THE ABOVE MENACES, IT MAY MISS OR HIT THE
|
||
TARGET
|
||
|
||
ACCURACY RATINGS:
|
||
|
||
HARPOON 9* SS-N-7 7* SS-N-12 6
|
||
TOMAHWK 9* SS-N-2C 5 SS-N-19 7
|
||
EXOCET 9* SS-N-3 4 AS-6 5*
|
||
WALLEYE 7 SS-N-22 7 AS-7 7
|
||
|
||
* SURFACE SKIMMING
|
||
|
||
5. THE PROBABILITY OF AND ANTI-SUB MISSLES HITTING THE SUB DEPENDS UPON
|
||
THE SUB'S SPEED, THE SUB'S EW RATING AND MISSLE ACCURACY.
|
||
|
||
ACCURACY RATINGS:
|
||
|
||
ASROC: 4 FRAS-1: 4 SUBROC: 4
|
||
SS-N-16: 4 IKARA: 3 SS-N-14: 3
|
||
|
||
|
||
SURFACE COMBAT
|
||
--------------
|
||
|
||
SURFACE COMBAT MAY OCCUR BETWEE TWO TF'S OCCUPYING THE SAME SPACE WITH
|
||
ENDURANCES OF 9 OR MORE
|
||
|
||
1. RESOLUTION
|
||
|
||
A. EACH SOVIET SHIP IN TF PERFORMING A "C" MISSION WILL FIRE AT ONE
|
||
OF THE NATO SHIPS
|
||
|
||
B. EACH NATO SHIP WILL FIRE AT A SOVIET SHIP
|
||
|
||
C. EACH NATO SHIP IN A "C" MISSION WILL FIRE
|
||
|
||
D. EACH SOVIET SHIP WILL FIRE AT NATO TF
|
||
|
||
2. WHEN ATTACKING, EACH SHIP WILL FIRE TORPEDOES MAIN GUNS LIGHT GUNS
|
||
|
||
ONLY SOVIET SHIPS WITH 533mm TORPEDOES CAN FIRE TORPEDOES IN SURFACE
|
||
COMBAT
|
||
|
||
|
||
SUBMARINE COMBAT
|
||
----------------
|
||
|
||
1. SUBMARINES PATROL AN AREA TWO SPACES AWAY FROM THE TF LOCATION
|
||
|
||
2. EACH SUB IN A TF WILL HAVE A CHANCE OF ENGAGING A SUB WITHIN INS
|
||
PATROL AREA. THIS CHANCE IS DEPENDENT ON SPEED, SONAR, AND EW MODE.
|
||
SUBS THAT HAVE BEEN DETECTED HAVE THEIR OWN DETECTION CHANCES REDUCED
|
||
BY 2/3. THE CHANCE OF ENGAGING AN ENEMY SUB IS 1/4 THAT OF ENGAGING
|
||
AN ENEMY SUB
|
||
|
||
3. THE CHANCE OF ENGAGING/TORPEDOING WILL BE REDUCED BY THE NUMBER OF
|
||
ENEMY ASW SHIPS IN THE ENEMY TF
|
||
|
||
4. IN AN ATTACK, A SUB WILL FIRE 2 TORPEDOES. AFTER EACH ATTACK,
|
||
THERE IS A 10% CHANCE OF A SUB RUNNING OUT OF TORPEDOES IN WHICH IT
|
||
WIL HAVE TO RETURN TO PORT FOR A RESTOCK.
|
||
|
||
5. AFTER A SUB ATTACKS A TF, THE ASW SHIPS IN THE TF WILL ATTEMPT TO
|
||
FIRE BACK.
|
||
|
||
6. RANGE/ACCURACY OF ASW/AST WEAPONS:
|
||
|
||
|
||
ASROC 20/4 MK 48 50/5
|
||
SUBROC 55/4 TIGERFISH 40/4
|
||
IKARA 20/3 533mm 20/3
|
||
FRAS-1 50/3 400mm 7/4
|
||
SS-N-14 50/3 MK46 10/4
|
||
SS-N-16 75/4
|
||
|
||
|
||
AIRCRAFT RETURNING TO BASE
|
||
--------------------------
|
||
|
||
1. AFTER COMPLETION OF MISSION, AIRCRAFT WILL ATTEMPT TO RETURN TO
|
||
BASE FROM WHICH THEY CAME
|
||
|
||
2. IF LAUNCHED FROM A CARRIER WHICH RECEIVED 26% OR GREATER DAMAGE,
|
||
THE AIRCRAFT WILL TRY TO MAKE AN EMERGENCY LANDING ON ANOTHER BASE
|
||
|
||
3. EMERGENCY LANDINGS WILL OCCUR AUTOMATICALLY IF THERE IS A FRIENDLY
|
||
BASE OR CARRIER WITHIN 3 SPACES
|
||
|
||
INVINCIBLE, ARK ROYAL: HARRIERS ONLY KIEV, MINSK: FORGERS ONLY
|
||
|
||
4. IF AN EMERGENCY LANDING IS REQUIRED AND THERE ARE NO AVAILABLE
|
||
BASES, THE AIRCRAFT WILL DITCH IN THE OCEAN
|
||
|
||
5. AIRCRAFT WHICH ENGAGE IN CAP, STRIKE, OR TRANSFER MISSIONS WILL
|
||
SUFFER 1% LOSES. TROOPS AND SUPPLIES BEING TRANSPORTED WILL ALSO
|
||
SUFFER 1% DAMAGE
|
||
|
||
LAND COMBAT
|
||
-----------
|
||
|
||
LAND COMBAT WILL OCCUR WHEN THERE ARE BOTH NATO AND SOVIET TROOPS ON
|
||
ICELAND OR FAROES
|
||
|
||
1. ORDER OF LAND COMBAT=> DEFENDER FIRES AND THEN SURVIVING ATTACKERS
|
||
FIRE
|
||
|
||
2. THE GREATER THE ATTACK LEVEL, THE GREATER THE CASULTIES ON BOTH
|
||
SIDES. ATTACKS MADE WITHOUT ADEQUATE SUPPLIES WILL SUFFER DOUBLE
|
||
CASULTIES. DEFENSIVE FIRE WITHOUT REQUIRED SUPPLIES WILL BE ONLY HALF
|
||
AS EFFECTIVE
|
||
|
||
3. IF TOTAL COMBAT STRENGTH OF ATTACKER (TCS) IS GREATER THAN THAT OF
|
||
THE DEFENDER, THE AIRFIELD IS TAKEN.
|
||
|
||
ATTACKING TCS=(INFANTRY COMPANIES+ GROUND ATTACK POINTS)*RANDOM NUMBER
|
||
|
||
DEFENDING TCS=INFANTRY COMPANIES+ GROUND SUPPORT
|
||
|
||
4. AND AIRFIELD UNDER HEAVY FIRE WILL NOT BE ABLE TO CONDUCT
|
||
OPERATIONS IN THE FOLLOWING TURN
|
||
|
||
|
||
GROUND SUPPORT AND BOMBARDMENT
|
||
------------------------------
|
||
|
||
LAND COMBAT MAY BE INFLUENCED BY BOMBERS AND BOMBARDING SHIPS
|
||
|
||
1. BOMBERS FLYING GROUND SUPPORT OVER FAROES OR ICELAND WILL ADD TO
|
||
LAND COMBAT STRENGTH. TF'S WITH "B" MISSION WILL ALSO HELP IF THEY
|
||
OCCUPY THE FAROES OR ICELAND SQUARE
|
||
|
||
2. BATTLESHIP MAIN GUNS ARE WORTH 3 POINTS EACH. LIGHT GUNS ARE
|
||
WORTH 1/2 POINT EACH. CRUISER MAIN GUNS ARE WORTH 1 POINT EACH
|
||
|
||
3. GROUND SUPPORT POINTS HAVE THE FOLLOWING EFFECT:
|
||
|
||
A. EACH POINT WILL SUPPRESS ONE INFANTRY COMPANY (USUALLY)
|
||
|
||
B. EACH POINT WILL ADD 1/2 POINT OF FRIENDLY FIRE (USUALLY)
|
||
|
||
4. AIRCRAFT'S GROUND SUPPORT RATING IS DETERMINED BY-> ACCURACY OF
|
||
BOMBS, AND RADAR RATINGS (P.M. TURNS ONLY). DURING A BOMB, EACH " <*>
|
||
" MEANS 2 GROUND SUPPORT POINTS HAVE BEEN SCORED.
|
||
|
||
|
||
REPAIR AND REFIT OF SHIPS
|
||
-------------------------
|
||
|
||
1. DAMAGED SHIPS WHICH DOCKED ARE PLACED IN THE REPAIR AND REFIT
|
||
PIPELINES. UNDAMAGED SHIPS WILL BE PLACED IN THE REFIT PIPELINE. A
|
||
TF WHICH DOCKS WITH AN ENDURANCE GREATER THAN 50 WILL NOT BE REQUIRED
|
||
TO REFIT. REFIT TIME IS 3 DAYS
|
||
|
||
2. REPAIR TIMES IS EQUAL TO: 9 X DAMAGE POINTS SUFFERED. DAMAGE
|
||
POINTS SUFFERED IS: DEFENSE FACTOR OR SHIP X DAMAGE PERCENTAGE.
|
||
REPAIR TIME MAY BE DOUBLED FOR SOME SHIPS WITH SMALLER SHIPS HAVING A
|
||
GRETER CHANCE OF LENGHTNED REPAIR TIME
|
||
|
||
|
||
REINFORCEMENT ARRIVAL
|
||
---------------------
|
||
|
||
SHIPS WILL ARRIVE AS SCHEDULED IN PIPELINE. INFANTRY, SUPPLY, AND
|
||
AIRCRAFT WILL BE REINFORCED AS FOLLOWS:
|
||
|
||
S T T A
|
||
I S Y M U U U N
|
||
N U 3 2 2 2 1 1
|
||
F P 6 3 4 2 6 2
|
||
--------------------------------------
|
||
(1) 25 30 3 18B 18B 3B 3B 15
|
||
(2) 0 30 0 6H 0 6H 6H 0
|
||
|
||
(B=BERGEN H=HAMBURG)
|
||
(1->MURMANSK 2-> RIGA)
|
||
|
||
|
||
|
||
C
|
||
I S A F F F A 1
|
||
N U D 1 1 1 A A V 4
|
||
F P V 6 5 4 7 6 8 1
|
||
---------------------------------------
|
||
3. 30 50 0 6 3 3 3 1 3 6
|
||
4. 5 5 3 0 0 0 0 0 3 0
|
||
|
||
|
||
3. AMERICA
|
||
|
||
4. SCAPA FLOW
|
||
|
||
1. EACH TURN (DURING CAMPAIGN GAMES ONLY) THERE IS A 1/16 CHANCE OF
|
||
THESE REINFORCEMENTS ARRIVING
|
||
|
||
2. THE SOVIETS WILL BE MORE LIKELY TO RECEIVE #1 DURING FIRST WEEKS
|
||
IN OCTOBER THAN LAST WEEK IN SEPTEMBER.
|
||
|
||
3. THE SOVIETS WILL AUTOMATICALLY RECEIVE #1 FOLLOWING ANY TURN IN
|
||
WHICH FENCERS+FLOGGER<100. WHEN THIS HAPPENS, NATO IS AWARDED 50
|
||
VICTORY POINTS
|
||
|
||
4. NATO WILL AUTOMATICALLY RECEIVE #3 FOLLOWING ANY TURN IN WHICH
|
||
TORNADOS+EAGLES+FALCONS<50. WHEN THIS HAPPENS, THE SOVIET WILL BE
|
||
AWARDED 25 VICTORY POINTS.
|
||
|
||
GENERAL OPERATIONS
|
||
==================
|
||
|
||
SHIP DAMAGE
|
||
-----------
|
||
|
||
SHIPS RECEIVE DAMAGE POINTS WHEN THEY ARE HIT BY BOMBS, TORPEDOES,
|
||
MISSLES, OR GUNFIRE. WHEN DAMAGE POINTS ARE GREATER THAN DEFENSIVE
|
||
FACTOR, THE SHIP WILL SINK. WHEN DAMAGE POINTS ARE GREATER THAN 50%
|
||
OF THE DEFENSIVE FACTOR, THE SHIP IS CRIPPLED.
|
||
|
||
1. DAMAGE POINTS CAUSED BY WEAPON:
|
||
|
||
LIGHT (AA) GUN: 0.5
|
||
CL MAIN GUN: 1.0
|
||
BB MAIN GUN: 7.0
|
||
TORPEDO: 8.0
|
||
BOMB: 8.0
|
||
SAM: 2.0
|
||
HARPOON: 4.0
|
||
TOMAHAWK: 7.0
|
||
EXOCET: 7.0
|
||
WALLEYE: 12.0
|
||
SS-N-2C: 5.0
|
||
SS-N-3: 12.0
|
||
SS-N-7: 9.0
|
||
SS-N-12: 9.0
|
||
SS-N-19: 8.0
|
||
AS-6: 15.0
|
||
AS-7: 7.0
|
||
SS-N-22: 6.0
|
||
|
||
2. ASW/TORPEDO HITS WILL ALWAYS SINK A SUBMARINE
|
||
|
||
3. TORPEDO HITS WILL ALWAYS REDUCE A SHIP'S SPEED BY AT LEAST 5 KNOTS
|
||
|
||
4. SHIP THAT IS HIT MAY SUFFER ADDITIONAL DAMAGE, HENCE THE MESSAGE,
|
||
"EXPLOSION ON BOARD." (THIS INDICATES A CRITICAL HIT)
|
||
|
||
5. CRIPPLED SHIPS MAY ACCRUE ADDITION DAMAGE WHILE RETURNING TO
|
||
PORT. IT IS POSSIBLE FOR A CRIPPLED SHIP TO ATTEPT REPAIRS WHILE AT
|
||
SEA. IT WILL ATTEMPT TO REPAIR ITSELF UNTIL NO LONGER IN CRITICAL
|
||
CONDITION.
|
||
|
||
6. CARRIERS WITH 26% OR GREATER DAMAGE MAY NOT LAUNCH/RECEIVE
|
||
AIRCRAFT
|
||
|
||
7. U.S.N. CARRIERS WITH DAMAGE BETWEEN 26% AND 35% WILL ATTEMPT
|
||
REPAIRS UNTIL BELOW 26%
|
||
|
||
TF MISSIONS
|
||
-----------
|
||
|
||
BELOW IS A LIST OF MISSIONS AND ENDURANCE
|
||
|
||
MISSION ENDURANCE (TURNS)
|
||
--------------------------------------
|
||
C-COMBAT 60
|
||
B-BOMBARDMENT 60
|
||
T-TRANSPORT 60
|
||
E-EVACUATION 60
|
||
U-SUBMARINE 90
|
||
R-RETURN N/A
|
||
|
||
(1 DAY = 2 TURNS)
|
||
|
||
1. CARRIERS MAY ONLY PERFORM "C"
|
||
|
||
2. AP,AK,AO,AE,AKR, AND AFS MAY ONLY PERFORM "T"
|
||
|
||
3. LST,LHA,LPH AND LPD MAY ONLY PERFORM "T" OR "E"
|
||
|
||
4. SS,SSN, OR SSNG MAY ONLY PERFORM "U"
|
||
|
||
5. ONLY "E" MAY INITIATE COMBAT
|
||
|
||
6. SURFACE COMBAT MAY CAUSE A "B" TO ABORT ITS MISSION
|
||
(CAUSING IT TO BECOME AN "R")
|
||
|
||
7. AND "E" HAN DOCKS AT FRIENDLY BASE WILL AUTOMATICALLY LOAD
|
||
INFANTRY INTO ITS LST, LPH, LHA, AND LPD TYPE SHIPS. THESE LOADED
|
||
SHIPS WILL BE CHANGED TO "T"
|
||
|
||
TF ENDURANCE
|
||
------------
|
||
|
||
1. EACH TURN AT SEA REDUCES ENDURANCE BY 1
|
||
|
||
2. A BOMBARDMENT TF WILL HAVE ITS ENDURANCE REDUCED BY 10% FOR EACH
|
||
TURN WHICH IT BOMBARDS
|
||
|
||
3. SURFACE COMBAT HAS THIS EFFECT: ATTACKING TF ENDURANCE IS REDUCED
|
||
TO 7 (IF GREATER THAN 8), IF THE DEFENDING TF'S COMBINED DEFNESIVE
|
||
FACTORS MULTIPLIED BY RANDOM NUMBER FROM 0-1 IS GREATER THAN 25. THE
|
||
DEFENSIVE ENDURANCE IS REDUCED TO 8 IF THE ABOVE IS TRUE FOR THE
|
||
OPPOSITE ROLES.
|
||
|
||
4. IF A TF'S ENDURANCE REACHES 0 AND IT FAILS TO DOCK THAT TURN, ALL
|
||
NON-NUCLEAR SHIPS' SPEED WILL BE REDUCED TO 5
|
||
|
||
5. SUBMARINES WITH 0 ENDURANCE MAY NOT FIRE TORPEDOES
|
||
|
||
|
||
SUPPLIES
|
||
--------
|
||
|
||
SUPPLIES ARE USED FOR INFANTRY DAILY LIVING, COMBAT, FORMING TF'S, AND
|
||
AIR MISSIONS
|
||
|
||
1. BASES MUST SPEND DAILY SUPPLIES TO MAINTAIN THEIR TROOPS. THE
|
||
DAILY REQUIRED AMOUNT IS THE NUMBER OF INFANTRY COMPANIES/100 ROUNDED
|
||
UP
|
||
|
||
2. SUPPLIES ARE CONSUMED IN LAND COMBAT ATTACKER: 1 SUPPLY PER LEVEL
|
||
DEFENDER: ONE SUPPLY UNIT
|
||
|
||
3. THE MAJOR PORTS, AMERICAM RIGA, AND MURMANSK USE SUPPLIES TO FORM
|
||
TF'S. EACH SHIPS REQUIRES 1/5 OF ITS DF
|
||
|
||
4. A TF RETURNING TO A BASE WITH AND ENDURANCE GREATER THAN 30 WILL
|
||
RETURN ITS UNUSED FUEL TO THE PORT
|
||
|
||
5. AITBASES USE ONR UNIT/STRIKE LAUNCHED. CAP/SEARCH/TRANSFER DO NOT
|
||
REQUIRE SUPPLIES
|
||
|
||
|
||
SCORING
|
||
-------
|
||
|
||
1. PLAYES GET VICTORY POINTS (VP) BY SINKING ENEM SHIPS. THE VP'S
|
||
EQUAL TO DF+CARGO/AIRCRAFT CAPACITY
|
||
|
||
2. NATO PLAYER RECEIVES 1 POINT 10 VP'S FOR EACH MORALE POINT
|
||
REMAINING. (CAMOAIGN SCENARIOS ONLY)
|
||
|
||
3. EITHER PLAYED MAY SCORE 500 VP'S FOR POSSESSIONS OF ICELAND OR
|
||
FAROES AT END OF GAME.
|
||
|
||
4. SOVIET PLAYER RECEIVES 1000 VP'S IF NATO MORALE IS 0
|
||
|
||
5. VICTORY TABLE:
|
||
|
||
SUBTRACT SOVIET FROM NATO POINTS:
|
||
|
||
|
||
SCORE RESULT
|
||
---------------------------------------
|
||
1000+ NATO DECISIVE
|
||
500-999 NATO SUBSTANTIVE
|
||
100-499 NATO MARGINAL
|
||
(-99)-99 DRAW
|
||
|
||
FOR SOVIET WIN, JUST CHECK IF IT IS NEGATIVE AND CONSULT ABOVE TABLE
|
||
|
||
|
||
WEATHER
|
||
-------
|
||
|
||
CLEAR, LIGHT OVERCAST, HEAVY OVERCAST, AND STORM
|
||
|
||
1. THERE IS A RANDOM CHANCE EACH TURN THAT THE WEATHER WILL CHANGE.
|
||
THE WEATHER ONLY CHANGES IN STEPS OF 1. THERE ALSO IS A RANDOM CHANCE
|
||
A HEAVY OVERCAST WILL BECOME A STORM. STORMS ARE RARE IN SEPT-OCT AND
|
||
MORE FREQUENT IN NOV-DEC.
|
||
|
||
2. WEATHER INFLUENCES THA ABILITY TO SPOT TF'S AT A RANGE OF GREATER
|
||
THAN 1.5. THE CHANCE OF SPOTTING A TF AT GREATER THAN 1.5 WILL BE
|
||
REDUCED BY 1/3 DURING LIGHT OVERCAST AND 2/3 DURING HEAVY OVERCAST.
|
||
STORMS WILL PREVENT ALL AIR AND MISSLE OPERATIONS
|
||
|
||
3. DURING STORMS, ALL TF'S WILL HAVE THEIR SPEED REDUCED TO 5 KNOTS
|
||
|
||
4. THE LIGHT BLUE AREA A TOP OF SCREEN IS ICEBERG ZONE. SURFACE TF'S
|
||
WILL HAVE TO MAKE ONE STOP WHILE ENTERING AND ICEBERG, BUT SUBMARINES
|
||
ARE UNAFFECTED. THE ZONE PROGRESSES SOUTHWARD AS THE GAME FOES ON
|
||
|
||
|
||
AIRBASE CAPACITY
|
||
----------------
|
||
|
||
TABLE OF MAXIMUM AIRCRAFT
|
||
|
||
ICELAND: 80 HAMBURG: 600 RIGA: 900 FAROES: 60
|
||
SCAPA FL: 900 USA: 900 BERGEN: 500 MURMANSK: 900
|
||
|
||
|
||
|
||
NATO MORALE
|
||
-----------
|
||
|
||
NATO MORALE WILL BE REDUCED BY LONG PERIODS OF INADEQUATE SUPPLY
|
||
|
||
1. LEVEL STARTS AT 100 FOR CAMPAIGN ONE OR 40 FOR CAMPAIGN TWO
|
||
|
||
2. NATO MORALE WIL BE REDUCED BY ONE FOR EACH TURN SUPPLY'S AT SCAPE
|
||
FLOW ARE LESS THAN 10 OR TROOP LEVEL IS LESS THAN 20000
|
||
|
||
3. MORALE POINTS MAY NEVER BE REGAINED.
|
||
|
||
|
||
REPLACING CARGO SHIPS
|
||
---------------------
|
||
|
||
1. DURING THE CAMPAIGN SCENARIOS, ANY AMPHIBIOUS OR CARGO SHIP SINK
|
||
WILL BE REPLACED BY A CARGO SHIP WHICH WILL BE NUMBERED AND HAVE A
|
||
CARGO CAPACITY OF 4 AND SPEED OF 20
|
||
|
||
2. SUNK CARGO/AMPHIBIOUS SHIPS WILL NOT BE LISTED IN THE SUNK SHIP
|
||
OPTION, BUT WILL COUNT FOR POINTS
|
||
|
||
|
||
AIRFIELD REPAIR
|
||
---------------
|
||
|
||
REPAIR TAKES 1-3 DAYS AFTER CAPTURE UNTIL OPERATIONAL STATUS
|
||
|
||
|
||
NATO CARRIER EARLY ARRIVAL
|
||
--------------------------
|
||
|
||
IF BETWEEN OCT. 1 AND NOV. 10, THE NATO PLAYER IS REDUCED TO LESS THAN
|
||
2 AMERICAN CARRIERS AT SEA OR IN PIPELINE FOR 5 DAYS, THE PIPELINE
|
||
TIME OF CV-KITTY HAWK FILL BE REDUCED TO 5 DAYS, GIVING THE SOVIET
|
||
PLAYER 50 VP'S.
|
||
|
||
|
||
GAME DURATION
|
||
=============
|
||
|
||
CAMPAIGN GAMES
|
||
--------------
|
||
|
||
CAMPAIGN ONE: 252 TURNS
|
||
CAMPAIGN TWO: 122 TURNS
|
||
|
||
|
||
MINI-GAME DURATION
|
||
------------------
|
||
|
||
QR.44: 12 TURNS
|
||
ICELAND: 20 TURNS
|
||
|
||
|
||
|
||
SOLITAIRE PLAY
|
||
==============
|
||
|
||
WHEN PLAYING SOLITAIRE, THE COMPUTER WILL COMMAND THE SOVIET FORCES
|
||
|
||
1. THERE ARE FOUR LEVELS OF DIFFICULTY. AT LEVEL 3, THE SOVIETS WILL
|
||
PERFORM NORMALLY. AS THE LEVEL IS DECREASED, THE SOCIET ARRURACY WILL
|
||
INCREASE. (BACKWARDS!) THIS LEVEL CAN ALSO BE USED IN A TWO-PLAYER
|
||
GAME
|
||
|
||
2. ONE CAN START A SOLITAIRE GAME, SAVE IT, AND RESTART AS TWO-PLAYER
|
||
|
||
3. ONE MAY CHANGE A TWO-PLAYER TO SOLITAIRE IF ALL SOVIET SHIPS ARE
|
||
IN-PORT
|
||
|
||
|
||
COMMENTS
|
||
========
|
||
|
||
THESE ARE COMMENTS FROM DIRTY HARRY, NOT FROM THE SSI DOCUMENTATION.
|
||
|
||
NORTH ATLANTIC '86 IS A VERY COMPLICATED GAME, EVEN MORE SO THAN
|
||
GERMANY 1985, ON WHICH I HAVE ALSO WRITTEN DOCS. ONE MUST BECOME
|
||
FAMALIAR WITH THE DOCUMENTATION TO THIS GAME BEFORE GIVING ANY THOUGH
|
||
TO PLAYING. THE GAME WILL START SLOWLY, BUT SPEED UP AS THE PLAYERS
|
||
UNDERSTAND WHAT THEY ARE DOING. NOTE WELL, THAT YOU WILL BE CLOBBERED
|
||
AT FIRST, BUT DON'T WORRY. NATO: ABANDONING FAROES AND EVEN ICELAND
|
||
IS NOT ALWAYS BAD
|
||
|
||
D*I*R*T*Y H*A*R*R*Y
|
||
|
||
MAY 17, 1984
|
||
|
||
|
||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
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||
|
||
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|
||
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||
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