2267 lines
92 KiB
Plaintext
2267 lines
92 KiB
Plaintext
THE DAYLIGHT BOMBING OF NAZI EUROPE BY
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U.S.A.A.F.
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UNITED STATES ARMY AIR FORCE
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======================================
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TABLE OF CONTENTS
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-----------------
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1.0 INTRODUCTION
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Starting a Game (Apple)
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Starting a Game (C-64)
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Starting a Game (Atari)
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Saving a Game
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Sound
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2.0 GENERAL DESCRIPTION
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Parts Inventory
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The Map
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Definition of Terms
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3.0 STARTING THE GAME
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Determining Conditions of Play
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Player Determination
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Handicap Level
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Delay Length
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Selecting a Scenario
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4.0 SEQUENCE OF PLAY
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Luftwaffe Morning Briefing
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USAAF Morning Briefing
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USAAF Target Assignment
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Luftwaffe Deployment
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Combat Phase - Luftwaffe Situation Room
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Overnight Activity Phase
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5.0 LUFTWAFFE MORNING BRIEFING
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Yesterday's Operations
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Weather Report
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Air Group Status
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Industry Status
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Replacement Aircraft
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Aircraft Production
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Aircraft Factories
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6.0 USAAF MORNING BRIEFING
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Yesterday's Operations
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Weather Report
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Air Group Status
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Industry Status
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Replacement Aircraft
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7.0 USAAF TARGET ASSIGNMENT
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Assign Raid
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Examine Raid
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Weather Report
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Map Display
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8.0 LUFTWAFFE DEPLOYMENT
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Fighter Gruppe Status
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Airfield Status
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Flak Status
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Weather Report
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Assign Fighter Tactics
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Move Fighter Gruppe
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Move Airfield
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Move Flak
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9.0 LUFTWAFFE SITUATION ROOM
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Fighter Gruppe Status
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Airfield Status
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Flak Status
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Weather Report
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Intercept Raid
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Establish Patrol
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Patrol Adjust
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Luftwaffe Fuel Usage
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10.0 COMBAT PHASE
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Game Clock
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Raids Display
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Changing the Map
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USAAF Raid Resolution
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Luftwaffe Fighter Mission Resolution
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Air-to-Air Combat
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Flak Resolution
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Possible Kills
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Bombing Results
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Switzerland
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11.0 MISCELLANEOUS
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Calculating Effective Industry Levels
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Calculating Axis Industrial Damage Level
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Aircraft Replacements
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Luftwaffe Aircraft Availability
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USAAF Allowable Targets
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USAAF Political Targets
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Flak Production
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Airfield Fuel Replenishment
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Reinforcement Groups
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Experience
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Morale
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building Industry
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Allied Fighter Cover Zones
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Advancing Allies
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Jet and Rocket Aircraft
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12.0 AIRCRAFT DATA
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13.0 ORDER OF BATTLE
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14.0 VICTORY DETERMINATION
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Calculating the Score
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Loss Ratio
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Victory Level
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15.0 SCENARIOS
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Phase I
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Phase II
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Phase III
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16.0 STRATEGY NOTES
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USAAF Player
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Luftwaffe Player
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17.0 AIRCRAFT DIAGRAMS
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1.0 INTRODUCTION
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================
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U.S.A.A.F. is a simulation of the daylight startegic bombing offensive against
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the Third Reich in World War II. The game covers the period from August 1943
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to the end of the war.
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1.1 Starting a Game (Apple)
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---------------------------
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To begin the game, boot side one and the game will begin automatically. If you
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are using an Apple III you must first go into Apple II emulation mode. After
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you have selected a scenario the computer will instruct you to insert side two
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of the disk for the remainder of the game.
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1.2 Starting a Game (C-64)
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--------------------------
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To begin the game, insert the game disk into your disk drive. Type: LOAD "*",8
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and press <RETURN>. When READY appears, type RUN and press <RETURN>
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1.3 Starting a Game (Atari)
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---------------------------
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To begin, boot the Scenario side of your disk. Before beginning remove all
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cartridges from your computer. Owners of the 800XL will have to hold down the
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OPTION key when they turn on their computer to boot the game. After you have
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selected the starting conditions for the game, the computer will ask you to
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insert the Game side of your disk.
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1.4 Saving a Game
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-----------------
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At various points during each turn the computer will allow the player(s) to
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save a game in progress. You will need a scratch disk to store the save game
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data. Save game disks may be initialized for SSI use during a game by
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following instructions included in the game program. Each save game disk will
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hold approximately 6 games. Once a game is saved you will be able to restart
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it at the point your left off.
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1.5 Sound
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---------
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During the Combat Phase, the players may toggle the sound ON/OFF by pressing
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the (O) key. The new sound status will take effect when the game clock display
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is updated.
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2.0 GENERAL DESCRIPTION
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=======================
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2.1 Parts Inventory
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-------------------
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A Game box
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B Rules manual
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C 5 1/4" game disk
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D 2 player aid cards
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2.2 The Map
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The game map displays England and Nazi-occupied Europe including the area from
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France in the west to Rumania in the east and from Denmark in the north to
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Italy in the south. A 48 x 32 square grid is used to control movement. Each
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square is 33 miles across.
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Terrain features on the map include American Flag symbols that represent
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USAAF bases; blue areas represent seas and oceans; black areas represent open
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land; green 'x' symbols represent Luftwaffe airfield sites; white 'x' symbols
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represent active Luftwaffe airfields (displayed only to the Luftwaffe player);
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orange areas represent Axis cities; white striped areas represent neutral
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Switzerland.
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2.3 Definition of Terms
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-----------------------
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ACTIVE AIRFIELD
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A Luftwaffe airfield site that includes the necessary personnel and equipment
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to effectively repair, fuel and arm fighter aircraft.
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AIRFIELD SITE
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Squares on the map that are eligible to contain active airfields. There are
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over 100 airfield sites on the map and only 48 may be active at any one time.
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ALTITUDE
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The elevation in thousands of feet that a raid or patrol is assigned to fly in
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performing its mission.
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DAMAGE
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Individual target damage is displayed when reviewing a previous day's operat-
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ions. This number reflects the percentage loss in production of an industrial
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target, percentage loss in guns of a flak target or percentage loss in operat-
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ing capability for airfield targets. For scoring purposes an overall damage
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level is displayed on the Morning Briefing menu. This number represents the
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cumulative effects of strategic bombing on the German war effort.
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EXPERIENCE
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A measure of the average amount of flying or combat experience of the pilots in
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a Group Gruppe. Numbers range from 0 (no experience) to over 100 (very
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experience).
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FEINT
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A USAAF mission undertaken for the purpose of deceiving the Luftwaffe into
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committing fighters needlessly.
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FLAK
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Up to 200 heavy and 200 light flak batteries may be used to defend target
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cities. Heavy flak is effective against aircraft flying below 30,000 feet;
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light flak is effective against aircraft flying below 6,000 feet.
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GROUP
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The basic USAAF organizational unit used in the game. Bomber groups contain up
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to 48 aircraft (usually no more than 37). Fighter groups contain up to 55
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aircraft.
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GRUPPE
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The basic Luftwaffe organizational unit used in the game. Gruppes contain up
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to 50 aircraft.
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MORALE
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A measure of the spirit and dedication of the pilots and crews of a Group/
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Gruppe. Values range from 20 (demoralized) to over 100 (hungry for action).
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Morale is reduced by flying and may be increased by resting.
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RANDOM NUMBER
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A number randomly determined that is greater than or equal to 0 and less than
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1.
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ROCKETS
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Air-to-air rockets were used primarily to disrupt heavy bomber formations.
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Aircraft armed with rockets suffered from greatly reduced manueverability and
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were dead meat when opposed by Allied fighters.
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SERVICEABLE AIRCRAFT
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The number of aircraft in a Group/Gruppe available for immediate operations.
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Aircraft may become unserviceable (unavailable) due to battle damage or normal
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wear and tear from just flying.
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TIME
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The passage of time is displayed on a 24-hour game clock during the combat
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phase. At the start of each day, the clock will begin at 520 and will
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increment in 10 minute pulses until all USAAF raids have been completed. Raids
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landing at night (after 1700) will suffer higher operational losses.
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WEATHER
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Weather in the game is expressed as a percentage of overcast or cloud cover.
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Cloud cover may adversely after the ability of bombers to locate or accurately
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bombe their targets. Weather will adversely affect the ability of fighters to
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locate targets for air-to-air combat. Aircraft taking off or landing in poor
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weather will suffer higher operational losses and USAAF raids forming up in
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poor weather may be forced to abort their missions. During short game
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scenarios the overcast levels will be reduced by an average of 20%.
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WEATHER ZONES
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There are a different weather zones on the map; northwest, north-central,
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north-east, southwest, south-central and southeast. Cloud cover is specifical-
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ly defined for each weather zone. On the average, cloud cover in the south-
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west and south-central zones will be 20% less than the other zones on the map.
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Flying conditions will be best during the summer months, average during the
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spring and fall months, and poorest during the winter months.
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3.0 STARTING THE GAME
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=====================
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3.1 Determining Conditions of Play
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----------------------------------
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At the start of the game, the player(s) must determine the conditions under
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which the game must be played. On the APPLE version the conditions may be
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changed by entering the following numbers:
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(1) NEW GAME or SAVED GAME
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(2) 1 DISK DRIVE or 2 DISK DRIVES
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(3) SOLITAIRE or TWO PLAYERS
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(4) HANDICAP LEVEL
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(5) DELAY LENGTH
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(6) SELECT SCENARIO
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On the ATARI and COMMODORE 64 versions:
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(1) NEW GAME or SAVED GAME
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(2) SOLITAIRE or TWO PLAYERS
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(3) HANDICAP LEVEL
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(4) DELAY LENGTH
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(5) SELECT SCENARIO
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3.2 Player Determination
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------------------------
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U.S.A.A.F. may be played by zero, one or two players and this is determined by
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the option selected on the opening menu. For example, if you wish watch a
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computer controlled USAAF face a computer controlled Luftwaffe, you should
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select the option BOTH COMPUTER.
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3.3 Handicap Level
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------------------
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At the start of the game the player(s) must determine the handicap level (1-5).
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The effects of the handicap level are such that LEVEL 1 would significantly
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favor the USAAF player and LEVEL 5 will significantly favor the Luftwaffe
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player. LEVEL 3 is the historical level.
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Handicap level will affect the USAAF replacement rate, the ability of Allied
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Intelligence to determine critical targets and teh ability of the Axis war
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industry to accelerate the development of advanced aircraft types (such as the
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ME262A jet fighter).
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3.4 Delay Length
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----------------
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The delay length affects messages displayed during the Combat Phase. The
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greater the delay length, the longer these message will remain displayd. A
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delay length of 1 will speed up the game but will cause the messages to be
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difficult to read. A delay length of 9 will slow the game considerably but
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will allow the player(s) maximum time to study the various combat reports.
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3.5 Selecting a Scenario
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------------------------
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The players may select from three different time periods in which to start the
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game:
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PHASE I (1 AUGUST 1943)
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PHASE II (1 FEBRUARY 1944)
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PHASE III (1 OCTOBER 1944)
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It is strongly suggested that beginning players start with a Phase II game.
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In addition to selecting the time period, the player(s) may elect to play
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either a Short Game or a Campaign Game. The Short Game will end after one
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month. The Campaign Game will end when the Axis Industrial Damage Level
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exceeds 99 or on 1 August 1945, whichever comes first. The SHORT or COMPAIGN
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decision is not made from the opening menu; it is made after the initial data
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has been read from the disk.
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4.0 SEQUENCE OF PLAY
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====================
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Each game turn represents one day of real time. The game turn is divided into
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6 phases in which the player(s) may review intelligence reports and then plan
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and execute their daily missions. On the first turn of each new game, the
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Luftwaffe morning briefing phase is skipped.
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4.1 Luftwaffe Morning Briefing*
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------------------------------
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The Luftwaffe player may (1) review the results of the previous day's
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operations, (2) check the weather forecast, (3) inspect the status of his
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fighter gruppes, (4) inspect the status of the German war industries, (5) check
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the numbers of aircraft available in the replacement pools, (6) change the
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types of aircraft being produced in aircraft factories, (7) review the
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production status for each type of aircraft.
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4.2 USAAF Morning Briefing
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--------------------------
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The USAAF player may: (1) review the results of the previous day's operations,
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(2) check the weather forecast, (3) inspect the status of his bomber and
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fighter groups at each of his bases, (4) inspect the status of the German war
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industries.
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4.3 USAAF Target Assignment
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---------------------------
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The USAAF player may: (1) assign bomber and fighter groups to fly raids over
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Axis Europe, (2) examine data from previously assigned raids with the option of
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canceling unsatisfactory raids, (3) check the weather forecast, (4) examine the
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map display.
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4.4 Luftwaffe Deployment*
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------------------------
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The Luftwaffe player may: (1) review the status of his fighter gruppes, (2)
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review the status of his active airfields, (3) check the number of heavy and
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light flak batteries protecting each of his cities, (4) check the weather
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report, (5) assign tactics to his fighter gruppes, (6) move fighter gruppes to
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different active airfields, (7) move active airfields to a different airfield
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site, (8) move flak batteries to protect different cities.
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4.5 Combat Phase - Luftwaffe Situtation Room
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--------------------------------------------
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The Luftwaffe player may (1) alter the map display to view different portions
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of the map, (2) review the size and altitude of any USAAF raids that have been
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detected, (3) go to the Luftwaffe Situation Room.
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From the Situation Room the Luftwaffe player may: (1) review the status of
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his uncommited fighter gruppes, (2) check the status of his active airfields,
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(3) inspect the flak batteries in each of his cities, (4) check the weather
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report, (5) assign fighter gruppes to intercept USAAF raids, (6) assign fighter
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gruppes to fly patrols over particular areas, (7) instruct fighter patrols to
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intercept USAAF raids or change their patrol locations, (8) resume the Combat
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Phase.
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4.6 Overnight Activity Phase
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----------------------------
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During this phase the computer will automatically perform various book-keeping
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functions such as repairing damage, assigning replacements, calculating the
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score etc.
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5.0 LUFTWAFFE MORNING BRIEFING
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==============================
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5.1 Yesterday's Operations
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--------------------------
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For each raid flown the previous day the computer will list:
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(1) TARGET: if the target was a city then the city name will appear, otherwise
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AIRFIELD FLAK FEINT or DEEP ESCORT will be shown.
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(2) BG: number of USAAF bomber groups included in the raid.
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(3) BL: USAAF bombers lost due to air-to-air combat or flak.
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(4) FG: number of USAAF fighter groups included in the raid.
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(5) FL: USAAF fighters lost due to air-to-air combat or flak.
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(6) IG: the number of times the raid was intercepted by Luftwaffe fighter
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groups.
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(7) IL: the number of intercepting Luftwaffe fighters destroyed in air-to-air
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combat.
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(8) TD: target damage percentage.
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(9) C: class code of target (A-L) will be shown for city targets to indicate
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the type of target bombed within that city.
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A. railyard (Overlord)
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B. ball bearings
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C. chemicals
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D. oil
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E. aviation gas
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F. electric power
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G. steel
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H. rubber
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I. U-boat
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J. armaments
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K. aircraft
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L. V-weapon
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USAAF losses shown on this display may be inaccurately reported (usually higher
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than actual losses).
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5.2 Weather Report
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------------------
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Lists the predicted cloud cover for each or the six weather zones on the map.
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5.3 Air Group Status
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--------------------
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Lists the following data for each available Luftwaffe fighter gruppes:
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(1) ID: gruppe identification number
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(2) GROUP: the historical gruppe designation
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(3) AS: aircraft serviceable
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(4) AU: aircraft unserviceable
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(5) EX: experience rating
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(6) MO: morale rating
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(7) TYPE: type of aircraft used by the gruppe
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(8) the gruppe's airfield ID number will be displayed at the right edge of the
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screen.
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* indicates the game may be saved following this phase
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5.4 Industry Status
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-------------------
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The Luftwaffe player may inspect the status for each type of industry. For
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each city containing the selected industry the computer will display the city
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ID number, city name and production level for that city. A total industry
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level will be displayed at the bottom of the list. The number to the right of
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the slash is the unadjusted industry level. The number to the left is the
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industry level adjusted for critical industry damage (except for the aircraft
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industry). The adjusted levels will be set to 100 at the beginning of each
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game.
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5.5 Replacement Aircraft
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------------------------
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The player may inspect the number of replacements for each type of aircraft.
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For each type of aircraft available the computer will display the type ID
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number, type designation and the quantity of aircraft available as replace-
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ments.
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The Replacement Aircraft routine may be used to change the type of aircraft
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being used by a particular gruppe. This is done by exchanging the aircraft
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currently used by the gruppe for a different aircraft type available in the
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replacement pool. The USAAF player may not exchange fighters for bombers or
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bombers for fighters.
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Type in the gruppe ID# for the gruppe you wish to change, then enter the
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type ID# to indicate the new type of aircraft. The old aircraft will be added
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to those of the same type already in the replacement pool. The new aircraft
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will be subtracted from the replacement pool and added to the exchanging gruppe
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in UNSERVICEABLE condition. The exchange transaction will not be allowed if
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the replacement pool does not contain adequate numbers of the selected type to
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allow a 1 for 1 exchange.
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The exchange procedure will result in a reduction of pilot experience. When
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exchanging for aircraft of the same class (i.e. single engine for single engine
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), there will be a loss of 20% of the group's experience points. When exchang-
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ing for aircraft of a different class (i.e. single engine for twin engine),
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there will be a loss of 50% of the group's experience points.
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5.6 Aircraft Production
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-----------------------
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The Aircraft Production routine may be used to examine or alter the types of
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aircraft being produced in a particular city. The computer will display all
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cities that include aircraft factories. The player must enter the city ID# for
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the city he wishes to examine/alter.
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Aircraft cities contain three production slots. Each slot will contain an
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aircraft type or will be empty. Aircraft cities with only one slot in use will
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devote their entire production to that one type of aircraft. Aircraft cities
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with two slots in use will devote half of their production to each of the two
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listed types of aircraft. Aircraft cities with all three slots in use will
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devote one third of their production to each of the three listed types of
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aircraft.
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The Aircraft Production routine may be used to add a new type of aircraft to
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an empty slot, remove an aircraft type to create an empty slot or change an
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occupied slot to a different type of aircraft. The player must be enter the
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type ID number for the new aircraft type and the slot number that is to be
|
|
altered. Aircraft type ID numbers are listed in section 12.0. If you wish to
|
|
remove an aircraft type to create an empty slot, just enter aircraft type
|
|
number '0' for a currently occupied slot.
|
|
Altering the production of an aircraft city will reduce the aircraft
|
|
production level of that city. The production level reduction will be
|
|
determined as follows:
|
|
|
|
(1) 60% reduction if subtracting an aircraft type to create an empty slot
|
|
(2) 20% reduction if adding an aircraft type to fill an empty slot
|
|
(3) 20% reduction if changing an occupied slot to a similar aircraft type
|
|
(i.e. ME109G changed to ME109K).
|
|
Note: FW190A, FW190D, FW190F and TA152H are considered to be similar
|
|
aircraft types.
|
|
(4) 60% reduction if changing an occupied slot to a non-similar aircraft type
|
|
|
|
You cannot change the production characteristies of a city if the city has
|
|
a production level less than 5.
|
|
|
|
5.7 Aircraft Factories
|
|
----------------------
|
|
The player must select the aircraft type. The computer will display each city
|
|
involved in the production of that aircraft type and the production level
|
|
devoted to that type.
|
|
|
|
|
|
6.0 USAAF MORNING BRIEFING
|
|
==========================
|
|
|
|
6.1 Yesterday's Operations
|
|
--------------------------
|
|
Similar to that described in section 5.1. On this display the Luftwaffe
|
|
fighter losses will be inaccurately reported.
|
|
|
|
6.2 Weather Report
|
|
------------------
|
|
Same as that described in section 5.2.
|
|
|
|
6.3 Air Group Status
|
|
--------------------
|
|
Similar to that described in section 5.3. The player must first specify the
|
|
base (England, Italy, Tunisia, Libya) whose groups he wishes to examine.
|
|
|
|
6.4 Industry Status
|
|
-------------------
|
|
Sames as that described in section 5.4.
|
|
|
|
6.5 Replacement Aircraft
|
|
------------------------
|
|
Same as that described in section 5.5.
|
|
|
|
|
|
7.0 USAAF TARGET ASSIGNMENT
|
|
===========================
|
|
|
|
7.1 Assign Raid
|
|
---------------
|
|
For each raid assigned the USAAF player must perform the following actions:
|
|
|
|
(1) select raid ID letter (A-Z)
|
|
(2) select origin base; the player must determine the base from which the raid
|
|
will begin. Before 1 OCTOBER 1943, England, Tunisia or Libya may be
|
|
selected. After 30 SEPTEMBER 1943, England or Italy may be selected.
|
|
(3) select target: the following types of targets or missions may be selected:
|
|
A railyard
|
|
B ball bearings
|
|
C chemicals
|
|
D oil
|
|
E aviation gas
|
|
F electric power
|
|
G steel
|
|
H rubber
|
|
I U-boat
|
|
J armaments
|
|
K aircraft
|
|
L V-weapon
|
|
M Overlord
|
|
N flak
|
|
O airfield
|
|
P feint
|
|
Q deep escort
|
|
(4A) select target city: the computer will list all cities that contain the
|
|
selected target type. The palyer must choose the city to be bombed. This
|
|
applies only to target types A-M.
|
|
(4B) select target point: the map will be displayed with the cursor over the
|
|
starting base. The player must move the cursor over the target to be
|
|
bombed and press the (X) key. If the target type is FLAK then the cursor
|
|
should be placed over a city square. If the target type is AIRFIELD, then
|
|
the cursor should be placed over an airfield site square. If the target
|
|
type is FEINT, then the cursor may be played anywhere. This paragraph
|
|
applies only to target types N.O.P.
|
|
(5) select secondary target city: secondary target type must be the same as
|
|
the primary target. Selection of secondary targets is optional. This
|
|
paragraph applies only to target types A-M.
|
|
(6) select offset point: the computer will display the map with the cursor
|
|
over the primary target location. Move the cursor to the desired offset
|
|
point and press the (X) key. The raid will fly through the offset while
|
|
returning to its base. If the raid bombed a secondary target or if it is
|
|
shuttling to a different base, then it will not fly through the offset
|
|
point AFTER it has bombed or passed through the target point. If an
|
|
offset point is not desired, then press the (X) key without moving the
|
|
cursor from the target square. Applies to target types A-P.
|
|
(7) shuttle to different base: only heavy bombers (B17F, B17G, B24D, B24J) may
|
|
fly to a base that is different than the origin base.
|
|
(8) select bomber type and assign bomber groups: the player may include as
|
|
many of his available groups as he wishes in a single raid. Different
|
|
types of bombers may be combined in the same raid. Heavy bombers may not
|
|
fly in flak attack or deep escort raids. A group (fighter or bomber) must
|
|
have at least 10 serviceable aircraft in order to fly a mission.
|
|
(9) select fighter type and assign fighter groups: fighter groups that fly in
|
|
the same raid as bomber groups will act as 'close escort' protection
|
|
against enemy fighters. Fighter groups in deep escort missions are not
|
|
required to depart at the same time as the bomber raid they are escorting.
|
|
Deep escorts may join up with the bombers at various points on the route
|
|
to or from the target. Fighter groups may be used to bomb AIRFIELD, FLAK,
|
|
and RAILYARD (OVERLORD) targets. Fighter groups will not bomb if they are
|
|
flying in the same raid with heavy bomber groups. When acting as bombers,
|
|
fighter groups will fly to the target at their assigned altitude dive to
|
|
1000 feet to attack the target, then climb back in the assigned altitude
|
|
for the return to base.
|
|
(10) determine which raid to escort: this applies only to deep escort missions.
|
|
(11) assign raid altitude: the computer will display the altitude limits for
|
|
each raid. Raids on AIRFIELD, FLAK, and RAILYARD (OVERLORD) targets may
|
|
not fly over 24000 feet. For the best results, deep escorts should fly
|
|
1 to 3 thousand feet above the raid they are escorting.
|
|
(12) set departure time: may set any time from 600 to 1700 as departure time.
|
|
Deep escorts may not depart BEFORE the raid they are escorting.
|
|
|
|
7.2 Examine Raid
|
|
----------------
|
|
This routine may be used to examine data from previously assigned raids.
|
|
Included in the raid data display is the range to target (including offset
|
|
point), raid speed and climb rate.
|
|
|
|
7.3 Weather Report
|
|
------------------
|
|
Same as that described in section 5.2
|
|
|
|
7.4 Map Display
|
|
---------------
|
|
The map display may be used as an aid in planning raids. The cursor may be
|
|
moved around the map by pressing keys 1-8 (1=NORTH, 2=NE, 3=EAST, 4=SE, 5=
|
|
SOUTH, 6=SW, 7=WEST, 8=NW). If the cursor is moved over a city square and the
|
|
(L) key is pressed then the city name will be displayed.
|
|
|
|
|
|
8.0 LUFTWAFFE DEPLOYMENT
|
|
========================
|
|
|
|
8.1 Fighter Gruppe Status
|
|
-------------------------
|
|
Same as that described in section 5.3.
|
|
|
|
8.2 Airfield Status
|
|
-------------------
|
|
Lists the following data for each active airfield:
|
|
|
|
(1) AF: airfield identification number
|
|
(2) LOC: the x,y location of the airfield
|
|
(3) D%: damage percentage, airfields with over 49% damage may not operate
|
|
aircraft
|
|
(4) FR: fuel reserve points stored at the airfield. Each fuel reserve point is
|
|
sufficient to fly 1 aircraft on 1 sortie.
|
|
(5) GRUPPE & TYPE: lists the historical designation and type of aircraft for
|
|
each gruppe based at the airfield
|
|
|
|
8.3 Flak Status
|
|
---------------
|
|
For following data will be displayed for each city on the map:
|
|
|
|
(1) ID: city identification number
|
|
(2) CITY: the city name
|
|
(3) HVY FLAK: the number of heavy-flak batteries protecting the city
|
|
(4) LT. FLAK: the number of light flak batteries protecting the city
|
|
|
|
8.4 Weather Report
|
|
------------------
|
|
Same as that described in section 5.2.
|
|
|
|
8.5 Assign Fighter Tactics
|
|
--------------------------
|
|
Each day, the Luftwaffe player may alter the tactics assigned to some or all
|
|
of his gruppes. The five tactical options are described below:
|
|
|
|
(1) ATTACK FIGHTER - BOUNCE
|
|
The gruppe will attempt to engage USAAF fighter groups but will not attack
|
|
unless a positional advantage can be attained. Will engage bombers if no
|
|
fighters are present.
|
|
|
|
(2) ATTACK FIGHTERS - DIRECT
|
|
The gruppe will attempt to engaged USAAF fighters and will attack
|
|
regardless of the tactical position. Will engage bombers if no fighters
|
|
are present.
|
|
|
|
(3) ATTACK BOBMERS - BOUNCE
|
|
The gruppe will attempt to engage USAAF bombers but will only attack if a
|
|
positional advantage can be attained. Will NOT engage fighters.
|
|
|
|
(4) ATTACK BOMBERS - DIRECT
|
|
The gruppe will attempt to engage USAAF bombers and will attack regardless
|
|
of the tactical position. Will NOT engage fighters.
|
|
|
|
(5) ATTACK BOMBERS - ROCKET
|
|
The gruppe will attempt to engage USAAF bombers. Will not attack unless
|
|
the proper rocket launch position can be attained. Following a rocket
|
|
launch, the gruppe will engage the bombers with cannon fire. Will NOT
|
|
engage fighters.
|
|
|
|
There are two methods for assigning tactics. THE DEFAULT TACTICS method
|
|
allow a tactic to be assigned to all gruppes with a particular type of
|
|
aircraft. The SPECIFIC GRUPPE TACTICS method allows tactics to be
|
|
assigned to individual gruppes as desired.
|
|
|
|
8.6 Move Fighter Gruppe
|
|
-----------------------
|
|
This routine may be used to move gruppes to different active airfields. The
|
|
player must input the ID numbers for the gaining and losing airfields and
|
|
then the ID numbers of the gruppes to be moved. Gruppes will lose 5% of their
|
|
morale each time they are moved in this manner. The MOVE AIRFIELD routine
|
|
contains an alternate (and easier) method of moving fighter gruppes.
|
|
|
|
8.7 Move Airfield
|
|
-----------------
|
|
This routine may be used to move active airfields to vacant airfield sites or
|
|
move fighter gruppes to different active airfields.
|
|
|
|
(1) move airfield: move the cursor on the map display to the active airfield
|
|
wish to move. Press the (G) key to get the airfield. Move the cursor to
|
|
the new airfield site and press (M) to move the airfield. The airfield
|
|
move procedure will result in 90% damage to the relocated airfield.
|
|
Airfields may not be moved to sites that are currently occupied by active
|
|
airfields.
|
|
(2) move gruppe: move the cursor on the map display to an active airfield. The
|
|
airfield ID number displayed at the bottom of the text window will be
|
|
inversed if the airfield contains one or more fighter gruppes. Press the
|
|
(L) key to look at the first gruppe. If you do not wish to move the
|
|
gruppe then press the (N) key to look at the next gruppe or the (Q) key to
|
|
return to the map menu. If you wish to move the gruppe you are looking at
|
|
then move the cursor to the desired active airfield and press (M) to move
|
|
the gruppe. Gruppes moved in this manner will have their morale reduced
|
|
by 5%.
|
|
|
|
8.8 Move Flak
|
|
-------------
|
|
This routine may be used to move flak to enhance protection of key cities.
|
|
Move the cursor to the 'losing' city and press (T), move the cursor to the
|
|
'gaining' city and press (X), then specify the quanties of heavy and light
|
|
flak you wish to move. A maximum of 100 flak batteries may be moved in a
|
|
single day.
|
|
|
|
9.0 LUFTWAFFE SITUATION ROOM
|
|
============================
|
|
The Luftwaffe player may 'enter' the Situation Room by pressing the (S) key
|
|
during the Combat Phase. In the Situation Room the real time game clock is
|
|
frozen while the Luftwaffe player examines his available forces and orders
|
|
his various gruppes to intercept detected raids or patrol areas where activity
|
|
is expected.
|
|
|
|
9.1 Fighter Gruppe Status
|
|
-------------------------
|
|
Similar to that described in 5.3. Gruppes that are flying patrols or intercept
|
|
missions will not be displayed.
|
|
|
|
9.2 Airfield Status
|
|
-------------------
|
|
Similar to that described in 8.2. Gruppes that are flying patrols or intercept
|
|
missions will not be displayed.
|
|
|
|
9.3 Flak Status
|
|
---------------
|
|
Same as that described in 8.3.
|
|
|
|
9.4 Weather Report
|
|
------------------
|
|
Same as that described in 5.2.
|
|
|
|
9.5 Intercept Raid
|
|
------------------
|
|
The detected raids will have their ID letters displayed. To examine a raid,
|
|
press the key corresponding to be raid's ID. The cursor will move to the
|
|
raid's location and the estimated raid size and altitude will be displayed.
|
|
To intercept the raid, move the cursor to a nearby active airfield. The
|
|
computer will display the airfield (AF) identification number and the fuel
|
|
reserves (FR) stored there. If one or more gruppes are located at the base
|
|
then the display will show the gruppe ID number, historical designation, number
|
|
of serviceable aircraft, type of aircraft, experience and morale ratings for
|
|
the first gruppe.
|
|
If you do NOT wish to assign the displayed gruppe to intercept then press
|
|
the (N) key to view the next gruppe or the (Q) key to return to the main menu.
|
|
Type the (A) key to assign the displayed gruppe to intercept the raid. It
|
|
is possible to assign more than one gruppe from the same airfield to fly in the
|
|
same mission. Gruppes flying intercept missions will have the option of
|
|
returning to a different airfield. To select a different return airfield move
|
|
the cursor to the desired location and press (X).
|
|
|
|
9.6 Establish Patrol
|
|
--------------------
|
|
Gruppes are assigned to patrol missions in the same manner that they are
|
|
assigned to intercept missions. Press the (A) key to assign the gruppe to a
|
|
patrol mission. Move the cursor to the desired patrol area and press the (X)
|
|
key. The patrol altitude must be set and the gruppe may be ordered to return
|
|
to a different base.
|
|
|
|
9.7 Patrol Adjust
|
|
-----------------
|
|
The status of previously assigned patrols may be changed using the Patrol
|
|
Adjust routine. The location and fuel status of the existing patrols will be
|
|
displayed one at at time.
|
|
If you do NOT wish to adjust the displayed patrol then press the (N) key to
|
|
locate the next patrol or the (Q) key to return to the main menu.
|
|
By pressing the (A) key the player may change the patrol area, altitude and
|
|
return base.
|
|
By pressing the (I) key the patrol may be ordered to intercept a detected
|
|
raid.
|
|
|
|
9.8 Luftwaffe Fuel Usage
|
|
------------------------
|
|
When fighter gruppes are assigned to fly intercept or patrol missions, then 1
|
|
fuel point will be subtracted from the airfield fuel reserve for each service-
|
|
able aircraft in the assigned group. If there are more flying aircraft than
|
|
fuel reserve points, then the fuel will be reduced to zero and the aircraft
|
|
wll fly the mission with their endurance reduced.
|
|
|
|
|
|
10.0 COMBAT PHASE
|
|
=================
|
|
During the Combat Phase, both players should be at the computer viewing the
|
|
action. The USAAF player should turn away when the Luftwaffe player is using
|
|
the Situation Room routines. Only the Luftwaffe player is allowed to make
|
|
keyboard inputs during the Combat Phase.
|
|
Certain equations in this section are printed in a lighter color; beginners
|
|
need not read these to play the game. Intermediate and Advanced players,
|
|
however should find that the formulas contribute to a better understanding of
|
|
how the computer determines values and percentages.
|
|
|
|
10.1 Game Clock
|
|
---------------
|
|
Each day the clock will start at 520 AM and run continuously until all raids
|
|
have been completed. Game time is divided into 10-minute pulses. Each pulse
|
|
all raids, patrols and intercept missions will move, search and possibly engage
|
|
in combat. The Luftwaffe player may stop the clock's progress by using the
|
|
Raids display routine or entering the Situation Room.
|
|
|
|
10.2 Raids Display
|
|
------------------
|
|
At any time during the Combat Phase the Luftwaffe Player may examine the
|
|
detected USAAF raids by pressing the (R) key. The ID letters for detected
|
|
raids will be listed. To examine a raid, press the key that corresponds to the
|
|
raid's location on the map and the raid's estimated size and altitude will be
|
|
displayed.
|
|
|
|
10.3 Changing the Map
|
|
---------------------
|
|
The U.S.A.A.F. Game Map covers a 48 x 24 square grid. Only a 20 x 10 area can
|
|
be viewed at any one time. During the Combat Phase, the Luftwaffe player may
|
|
alter the portion of the map being displayed by pressing keys 1-9. The map is
|
|
divided into 9 areas that are situated as follows:
|
|
|
|
1 2 3
|
|
4 5 6
|
|
7 8 9
|
|
|
|
Thus by pressing the (1) key, the display will change to show the northwest
|
|
portion of the map; by pressing the (9) key, the southeast portion of the map
|
|
will be shown etc.
|
|
|
|
10.4 USAAF Raid Resolution
|
|
--------------------------
|
|
(1) FORMING UP: the time required to form up is equal to assigned altitude
|
|
divided by the climb rate. Raids that spend an entire pulse climbing will
|
|
not move during the pulse. Raids that spend only part of the pulse climb-
|
|
ing will receive partial movement.
|
|
(2) MOVEMENT: raids will move in a straight line towards an objective. A
|
|
movement objective may be either a target or an offset point. Deep escorts
|
|
will move towards the raid they are designated to escort.
|
|
(3) FUEL CONSUMPTION: groups spend 1 fuel point each turn they are in the air.
|
|
Fighter groups spend 4 fuel points each time they participate in air-to-air
|
|
combat. Fighter groups that exceed their operational fuel limit will turn
|
|
back. Groups that turn back will be removed from the map. Groups will
|
|
never be forced to ditch for lack of fuel.
|
|
(4) FLAK: raids may be subjected to flak attacks each pulse they spend in a city
|
|
square. Airfield flak will only fire at raids that are attacking the air-
|
|
field from less than 6000 feet. Raids flying in the TARGET square will be
|
|
subjected to full strength flak. Raids flying through a non-target square
|
|
will be attacked by 1/3 strength flak. Flak is primarily useful in
|
|
disrupting bomber formations before they drop their bombs.
|
|
(5) LOCATING THE TARGET: bombers that enter a target square will attempt to
|
|
visually sight the target. If the visual sighting fails due to cloud cover
|
|
then the raid will proceed towards the secondary target. If the visual
|
|
sighting fails and no secondary target has been assigned then the bombers
|
|
will attempt to bomb using radar. Radar bombing will be only 10% as
|
|
effective as visual bombing. The probability that a raid will fail to
|
|
'sight' the target is equal to the cloud cover percentage in the target's
|
|
weather zone.
|
|
(6) OFFSET POINTS: raids will fly through their assigned offset points before
|
|
proceeding directly to the target. Raids will fly through the offset point
|
|
when returning to base unlesss the following exceptions apply (a) the raid
|
|
is shuttling to a different base. (b) the raid bombed a secondary target.
|
|
Offset points may be useful in flying around heavy flak and fighter
|
|
concentrations or in concealing the intended target until the last moment.
|
|
(7) RETURN TO BASE: after dropping their bombs or passing through their target
|
|
points, the raids will set their return course. Shuttle raids will return
|
|
to their origin base. Returning raids will be removed from the map when
|
|
they reenter the Allied fighter cover zone (see 11.13). Bomber raids will
|
|
have their speed increased by 25 mph after dropping their bombs.
|
|
(8) RAID DETECTION: The Luftwaffe player will always receive advance notice of
|
|
impending raids. A 'RAID FORMING UP' message will be displayed immediately
|
|
after a raid takes off from its base. The 'RAID FORMING UP' message will
|
|
be displayed each 10-minute pulse until the raid is detected. When a raid
|
|
is detected, the cursor will move to the raid's current location, and the
|
|
raid's estimated size and altitude will displayed.
|
|
Raids that are still within the Allied Fighter Cover Zone will have a
|
|
random chance of detection. (The higher the assigned altitude, the greater
|
|
the chance of detection) Raids that fly beyond the Fighter Cover Zone
|
|
will be automatically detected.
|
|
|
|
10.5 Luftwaffe Fighter Mission Resolution
|
|
------------------------------------------
|
|
|
|
(1) TAKING OFF; gruppes that have been assigned to fly or patrol missions must
|
|
first spend 1 pulse `on the runway' preparing to take off. If the airfield is
|
|
bombed while the fighters are on the runway then they will abort their
|
|
mission.
|
|
|
|
(2) CLIMBING; following take off the fighters will climb to their assigned
|
|
altitudes. Intercept missions will climb to the same altitude as the raid
|
|
they are attempting to intercept. Fighter missions will suffer the same
|
|
movement penalties as those described for USAAF raids.
|
|
|
|
(3) MOVEMENT; patrol missions will move in a straight line towards their
|
|
assigned patrol area where they will remain until: (a) a different patrol
|
|
areas is assigned, (b) the patrol is assigned to intercept a USAAF raid, (c)
|
|
the patrol sights a raid which it will automatically intercept, (d) the patrol
|
|
runs low on fuel and returns to its assigned airfield. Intercept missions
|
|
will move toward the raid they are attempting to intercept.
|
|
|
|
(4) FUEL CONSUMPTION; fighter missions will spend 1 fuel point each pulse
|
|
they are in the air. Fighters use 2 fuel points each time they INITIATE
|
|
air-to-air combat. Fighters (but not jets and rockets) use 4 fuel points when
|
|
DEFENDING in air-to-air combat. Fighters use 10 fuel points to initiate a
|
|
rocket attack. Fighter gruppes that exceed their operational fuel limit will
|
|
turn back.
|
|
|
|
(5) LANDING & REFUELING; gruppes that turn back will be removed from the map
|
|
display and will spend a variable period of time in `landing mode'. The number
|
|
of pulses required to land the gruppe is equal to the distance in squares from
|
|
the turn-back point to the assigned airfield. Following the landing interval,
|
|
the gruppe will spend an additional 3 pulses refueling. When refueling is
|
|
complete, the gruppe will be ready for reassignment to intercept or patrol
|
|
missions.
|
|
|
|
10.6 Air-to-Air Combat
|
|
----------------------
|
|
Air-to-Air combat is a two step procedure: combat initiation and combat
|
|
resolution.
|
|
|
|
(1) REQUIREMENTS; only fighters may attempt to initiate air-to-air combat.
|
|
Air-to-air combat may only occur between groups that occupy the same square on
|
|
the map. Luftwaffe fighters may only initiate combat against raids they have
|
|
been assigned to intercept. All air-to-air combat situations are resolved as
|
|
a single attacking group vs. a single defending group. If more than one
|
|
fighter group exists in the attacker raid/mission then each group will be given
|
|
a separate chance to initiate combat. If more than one group is present in
|
|
the defending raid/mission then the defending group will be determined
|
|
randomly.
|
|
|
|
(2) FAILURE TO INITIATE COMBAT; if the requirements for air-to-air combat
|
|
exist the fighters may still fail to initiate combat due to poor visibility,
|
|
altitude difference or improper positioning.
|
|
(a) visibility - the probability of failure due to poor visibility is equal
|
|
to the percentage of cloud cover in the weather zone.
|
|
(b) altitude - the probabilities of failure due to altitude differences are
|
|
listed below:
|
|
3000 ft or less 0%
|
|
5000 ft 33%
|
|
7000 ft 67%
|
|
9000 ft or more 100%
|
|
(c) position - the probability of failure due to improper position varies
|
|
with the fighters tactics:
|
|
DIRECT 0%
|
|
BOUNCE 70%
|
|
ROCKET 80%
|
|
all USAAF fighters 70%
|
|
|
|
(3) FIGHTER VS FIGHTER COMBAT RESOLUTION; combat is resolved by comparing the
|
|
`effectiveness' and size of the attacking group with the `effectiveness' of
|
|
the defending group. Fighter effectiveness is calculated as follows:
|
|
effectiveness = maneuverability # X (400 - disruption) / 400 X (experience
|
|
+ 100) / 200 X (morale _ 100) / 200
|
|
|
|
The effectiveness of the attacking group is increased by 50% if it is a USAAF
|
|
group attacking from an altitude advantage or a Luftwaffe group using `bounce'
|
|
tactics. The following formula is used to determine the number of POSSIBLE
|
|
KILLS suffered by the defender:
|
|
possible kills = defender effectiveness / (1 + attacker effectiveness) X
|
|
number of surviving defender aircraft X random number / 8
|
|
|
|
After the defender losses have been deducted the number of POSSIBLE KILLS
|
|
suffered by the attacker is determined:
|
|
possible kills = defender effectiveness / (1 + attacker effectiveness) X
|
|
number of surviving defender aircraft X random number / 8
|
|
|
|
(4) FIGHTER VS BOMBER RESOLUTION: fighter effectiveness is calculated as
|
|
follows:
|
|
effectiveness = (70 + cannon # X3) X (400 - disruption) / 400 X (experience
|
|
+ 100) / 200 X (morale + 100) / 200
|
|
|
|
The effectiveness of the fighters is increased by 50% when using `bounce'
|
|
tactics. Bomber effectiveness is calculated as follows:
|
|
effectiveness = 50 X (400 - disruption) / 400
|
|
|
|
The formula used to calculate the number of POSSIBLE KILLS suffered by the
|
|
bomber group:
|
|
possible kills = bomber effectiveness / (1 + fighter effectiveness) x
|
|
defensive fire rating # X number of bombers X random number / 24
|
|
|
|
(5) ROCKET ATTACK RESOLUTION: rocket attacks may only be initiated by gruppes
|
|
that have been assigned BOMBER ATTACK - ROCKET tactics. The rocket
|
|
effectiveness if calculated as follows:
|
|
rocket effectiveness = rocket rating # X number of fighters X experience
|
|
/ 100
|
|
|
|
Effectiveness of rocket attacks is doubled after 30 June 1944.
|
|
|
|
The number of POSSIBLE KILLS caused by rocket attacks is calculated:
|
|
possible kills = effectiveness X (200 - bomber disruption) / 200 X random
|
|
number / 100
|
|
|
|
The amount of disruption caused by rocket attacks is calculated:
|
|
disruption = effectiveness X (200 - bomber disruption) / 200
|
|
|
|
The disruption caused by rocket attacks will have LESS effect against bomber
|
|
groups that have been previously disrupted. Rocket attacks worked best
|
|
against tight formations of bombers.
|
|
|
|
After executing rocket attack the fighters will immediately attack the
|
|
same bomber group. This attack is resolved using the FIGHTER VS BOMBER COMBAT
|
|
procedure described above.
|
|
|
|
10.7 Flak Resolution
|
|
--------------------
|
|
City flak will fire at USAAF raids whenever they begin their move in the city
|
|
square. Airfield flak will only fire at raids that are attacking that
|
|
airfield. Airfields will always be protected by 50 batteries of light flak.
|
|
Cities may be protected by a maximum of 200 heavy and 200 light flak
|
|
batteries.
|
|
|
|
When firing at USAAF raids, flak will attack each group within the raid with
|
|
the entire effective flak strength. Flak effectiveness is calculated:
|
|
effectiveness = heavy flak X (30 - altitude) / 20 + light flak X (6 -
|
|
altitude)
|
|
------------------------------
|
|
# - see 12.0 for aircraft data
|
|
|
|
|
|
Flak effectiveness is divided by three when firing at a raid that is not in its
|
|
target square. Flak effectiveness is divided by three when firing at USAAF
|
|
fighters. The POSSIBLE KILLS resulting from flak are calculated:
|
|
possible kills = effectiveness X Random number / 200 X (200 - disruption)
|
|
/ 200
|
|
|
|
The disruption resulting from flak is calculated:
|
|
disruption = effectiveness X random number X (200 - disruption) / 200
|
|
|
|
NOTE: Flak will be LESS effective when fired at groups that have been
|
|
previously disrupted.
|
|
|
|
10.8 Possible Kills
|
|
-------------------
|
|
During air-to-air combat or flak resolution, messages will be displayed
|
|
indicating that aircraft have been destroyed or damaged. Each of these
|
|
messages represents a POSSIBLE KILL. In determining how many possible kills
|
|
have occurred, a random number between 0 and 1 will be added to the `possible
|
|
kill' number calculated in 10.6 or 10.7. Thus if the possible kill number was
|
|
calculated as 1.45 then this would be adjusted to TWO 45% of the time and ONE
|
|
55% of the time.
|
|
|
|
Each time a possible kill is reported, the computer will randomly select
|
|
one of three possible outcomes; false report, aircraft damaged, aircraft
|
|
destroyed. Listed below are the probabilities of each occurrence:
|
|
33% false report
|
|
33% aircraft destroyed
|
|
34% aircraft damaged
|
|
(compare attacker firepower with defender durability)
|
|
In the last occurrence, the damage/destroyed determination is calculated:
|
|
DAMAGED if: durability X random number > attacker firepower X random number
|
|
DESTROYED if: durability X random number <= attacker firepower X random number
|
|
|
|
IN FLAK or ROCKET attacks, the firepower will always be 30. For bomber
|
|
defensive fire, the firepower will always be 2. In all other instances the
|
|
firepower will be equal to the fighter's CANNON rating.
|
|
|
|
10.9 Bombing Results
|
|
--------------------
|
|
When a USAAF raid bombs a target, the computer will calculate separately the
|
|
damage percentage caused by each bomber group. The effectiveness of a bomber
|
|
group is calculated:
|
|
effectiveness = (2 X experience + morale) / 3 X (125 - disruption) / 125 X
|
|
(36 - altitude) / 36 X (200 - cloud cover) / 200
|
|
Effectiveness will be doubled if the disruption is less than 6%.
|
|
|
|
The damage caused by each bomber group is calculated:
|
|
damage = effectiveness X number of bombers X bomb load X random number
|
|
/ (target defense X 50)
|
|
|
|
The `bomb load' is calculated by comparing the bomb rating for that type of
|
|
aircraft to the distance in squares flown to the target:
|
|
bomb load = bomb rating # X (50 - disruption) / 50
|
|
|
|
Fighters that are attacking ground targets add their cannon # to their bomb
|
|
load.
|
|
|
|
Each type of target is rated separately for its defense (durability)
|
|
railyard (Overlord) 6
|
|
ball bearings 12
|
|
chemicals 7
|
|
oil 9
|
|
aviation gas 9
|
|
electric power 30
|
|
steel 12
|
|
rubber 10
|
|
U-boat 13
|
|
armaments 12
|
|
aircraft 12
|
|
V-weapon 10
|
|
submarine pens 20
|
|
airfields 20
|
|
flak 20
|
|
Nordhausen 50
|
|
Submarine pens are the U-boat targets located in Brest, St. Nazaire and
|
|
Bordeaux. Nordhausen was a large underground factory complex. All target
|
|
types located in Nordhausen will have a defense strength of 50.
|
|
|
|
Target defense strengths for targets with small industrial levels will be
|
|
reduced as follows:
|
|
Industrial Level Defense Adjustment
|
|
1 - 4 X 1/3
|
|
5 - 9 X 1/2
|
|
10+ X 1
|
|
|
|
When attacking from altitudes greater than 25000 ft, there is a chance that
|
|
some or all of the attacking bomber groups will completely miss the target.
|
|
chance of missing target = (altitude - 25) X (100 - experience) / 500
|
|
Each attacking bomber group will roll separately to see if it misses the
|
|
target.
|
|
|
|
When an airfield is damages, aircraft and fuel on the base will also be
|
|
damaged. For each 1% of damage to the airfield, %1 of fuel will be destroyed,
|
|
1/1% of the aircraft caught on the ground will be damaged, and 1/2% of the
|
|
aircraft will be destroyed. Fighter attacks on airfields will cause four
|
|
times the amount of damage to aircraft as to the airfield itself.
|
|
|
|
10.10 Switzerland
|
|
------------------
|
|
Planes flying over Switzerland will be attacked by Swiss forces.
|
|
|
|
|
|
11.0 MISCELLANEOUS
|
|
===================
|
|
|
|
11.1 Calculating Effective Industry Levels
|
|
------------------------------------------
|
|
The industry levels of each city are combined to find the total industry
|
|
level for each type of industry. The total industry level may be reduced if
|
|
that industry is `dependent' on other `critical' industries that have been
|
|
extensively damaged.
|
|
|
|
An industry is considered to be `extensively damaged' if it is reduced
|
|
below its `critical level'. Listed below are the critical industries and the
|
|
industries that are dependent on them:
|
|
|
|
Critical Industry Dependent Industries
|
|
----------------- ---------------------------
|
|
Railyard U-Boat, Armaments, Aircraft
|
|
Ball Bearings Armaments, Aircraft
|
|
Chemicals Oil, AvGas, Rubber, Armaments
|
|
Electric Power All Other Industries
|
|
Steel U-boat, Armaments
|
|
Rubber Armaments
|
|
|
|
At the start of the game, all critical industries have a critical level
|
|
of 50 except for railyards which have a critical level of 100. I f a critical
|
|
industry is reduced below its critical level then the following formula is
|
|
used to find the effective industry level:
|
|
effective industry level = dependent industry points X (100 - (critical
|
|
level - critical industry strength) / 100
|
|
|
|
EXAMPLE: the industry level for chemicals is reduced to 10, the critical level
|
|
for chemicals is 50 and the industry level for oil is 100. The `effective
|
|
industry level' for oil will be 60 (- 100 X (100 - (50 - 10)) / 100)
|
|
|
|
EXCEPTION: extensively damaged railyards will affect the aircraft industry in
|
|
a different manner than that described above. Individual aircraft cities will
|
|
be reduced in the following manner if railyards are reduced below 80:
|
|
Reduction Aircraft Industry Size
|
|
10% greater than 9
|
|
75% less than 10
|
|
|
|
At the end of each turn that a critical industry is below its critical
|
|
level there is a random chance that the critical level will be REDUCED by 10.
|
|
The chance of reduction is equal to HANDICAP LEVEL / 500. The 0layers will
|
|
not be informed when the critical level has been reduced.
|
|
|
|
11.2 Calculating Axis Industrial Damage
|
|
---------------------------------------
|
|
The Axis Industrial Damage Level (AIDL) is used to measure the USAAF player's
|
|
success in hindering the Axis war effort. Damage points are added to the AIDL
|
|
when various industries are reduced to various levels. The matrix displayed
|
|
in the chart to the right reflects the points scored for reducing each
|
|
industry.
|
|
THE AIDL (DAMAGE) will be displayed at the top of the Intelligence Briefing
|
|
menus.
|
|
|
|
11.3 Aircraft Replacements
|
|
--------------------------
|
|
Replacement aircraft will be added at the end of each day. USAAF replacements
|
|
will arrive on a fixed schedule. Luftwaffe replacements will vary with
|
|
Luftwaffe players production decisions and the effective aircraft industry
|
|
levels.
|
|
|
|
USAAF REPLACEMENT SCHEDULE
|
|
--------------------------
|
|
|
|
AIRCRAFT AIRCRAFT AIRCRAFT AIRCRAFT
|
|
TYPE PER DAY PER DAY PER DAY
|
|
|
|
P40E 8/43 = 9 1/44 = 1
|
|
P47B 8/43 = 3 9/43 = 1
|
|
P47D 8/43 = 0 9/43 = 12 1/44 = 18
|
|
P51B 8/43 = 0 11/43 = 3 4/44 = 1
|
|
P51D 8/43 = 0 3/44 = 18
|
|
P38G 8/43 = 9 12/43 = 1
|
|
P38J 8/43 = 0 12/43 = 12
|
|
B17F 8/43 = 1
|
|
B17G 8/43 = 18
|
|
B24D 8/43 = 3 10/43 = 1
|
|
B24J 8/43 = 0 10/43 = 12 1/44 = 18
|
|
|
|
LUFTWAFFE
|
|
AIRCRAFT PRODUCTION RATES
|
|
|
|
AIRCRAFT LATEST
|
|
PRODUCED POSSIBLE
|
|
PER 100 AVAILABILITY
|
|
FACTORIES DATE
|
|
|
|
ME109G 15 8/43
|
|
ME109K 12 8/44
|
|
FW190A 10 8/43
|
|
FW190D 9 6/44
|
|
FW190F 8 8/43
|
|
JA152H 8 1/45
|
|
DO335A 7 3/45
|
|
ME410A 7 8/43
|
|
ME110G 8 8/43
|
|
JU88G 0* 8/43
|
|
ME262A 4 11/44
|
|
ME163B 6 9/44
|
|
HE162A 10 3/45
|
|
|
|
* Only a fraction of the production of this type of aircraft was available for
|
|
daylight air defense of the Reich, so the German player will automatically
|
|
receive one JU88G per day.
|
|
The daily replacements for each type of aircraft are calculated by comparing
|
|
the production rate with the aircraft industry level for that type of aircraft:
|
|
replayments = production rate x industry level / 100
|
|
|
|
INDUSTRY 0-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90+
|
|
|
|
railyard 20 15 10 5 4 3 2 1 0
|
|
ball bearings 5 4 3 2 1 0 0 0 0
|
|
chemicals 5 4 3 2 1 0 0 0 0
|
|
oil 20 15 10 5 4 3 2 1 0
|
|
aviation gas 5 4 3 2 1 0 0 0 0
|
|
electric power 20 15 10 5 4 3 2 1 0
|
|
steel 5 4 3 2 1 0 0 0 0
|
|
rubber 5 4 3 2 1 0 0 0 0
|
|
U-boat 5 4 3 2 1 1 1 0 0
|
|
armaments 25 20 15 10 5 3 1 0
|
|
|
|
Divide armaments level by 10 before comparing to the damage martix
|
|
|
|
Daily replacements will be added to the replacement pool. The replacement pool
|
|
may contain a maximum of 255 aircraft of any one type. The adjusted industrial
|
|
level of an aircraft type can never exceed 255.
|
|
Each turn replacement aircraft may be distributed to depleted groups. A
|
|
maximum of 3 aircraft per day will be added to groups that receive replacements
|
|
. All replacement activity is controlled by the computer.
|
|
|
|
11.4 Luftwaffe Aircraft Availability Certain Luftwaffe aircraft types are not
|
|
available at the start of the game (8/43). Availability dates are listed on
|
|
the LUFTWAFFE AIRCRAFT PRODUCTION RATE chart.
|
|
Each month there is a random chance that the availability date for each
|
|
aircraft type will be accelerated by 1 month:
|
|
availability acceleretion chance = handicap level x aircraft factories /1000
|
|
|
|
EXAMPLE: In hope of receiving ME262A jets sooner than 11/44 the Luftwaffe
|
|
player has converted 100 aircraft factories to ME262A production. At handicap
|
|
level 3, there will be a 30% chance each month that ME262A availability will be
|
|
accelerated.
|
|
The players will not be informed that the availability date has been
|
|
accelerated.
|
|
At the start of the Phase III scenarios, the ME262A is available.
|
|
|
|
11.5 USAAF Allowable Targets
|
|
----------------------------
|
|
The USAAF player may be limited in the targets, he is allowed to bomb. At the
|
|
start of the game chemicals, electric power and steel industries may not be
|
|
attacked. Each turn there will be a 1/1000 chance that one of these industry
|
|
types will become an allowable target. These industries will automatically
|
|
become allowable on the following dates:
|
|
|
|
chemicals 6/44
|
|
steel 9/44
|
|
electric power 1/45
|
|
|
|
11.6 USAAF Political Targets
|
|
----------------------------
|
|
At various times during the Campaign Games, the USAAF player will be restricted
|
|
to bombing specific targets for political reasons. U-boats, V-weapons and
|
|
Overlord (railyards in France, Belgium and Italy) may be seleted as political
|
|
targets at various points in the game.
|
|
Only the USAAF bombers based in England (8th Air Force) will be affected by
|
|
the political target restrictions. When a political target has been declared,
|
|
no other target types except airfields and flak may be targeted by the 8th Air
|
|
Force. The political target will remain in effect until the USAAF has
|
|
inflicted satisfactory damage to the political target industry or the Allied
|
|
High Command loses interest in that industry.
|
|
In 1943 and 1945, U-boats may become political targets. In 1943, unchecked
|
|
growth of the sub-pens in France will trigger a political reaction. A
|
|
significant reduction in the sub-pens or the submarine factories will satisfy
|
|
the High Command. In 1945, the advanced U-boat designs may take their toll of
|
|
Allied shipping and trigger a political reaction. At this stage of the war
|
|
a 'token' raid against a U-boat factory will satisfy the High Command.
|
|
From April through August 1944, V-weapons may become political targets.
|
|
Unchecked growth of 'launch sites' in Cherbourg, Calais and LeHavre may trigger
|
|
a political reaction. A significant reduction in the launch sites or the V-
|
|
weapons factories will satisfy the High Command.
|
|
During May through August 1944, the USAAF must assist in preparation for the
|
|
invasion of France. During this period, the USAAF must reduce the Overlord
|
|
railyards to less than 15 total points.
|
|
|
|
11.7 Flak Production
|
|
--------------------
|
|
Flak replacements are produced in cities with armaments factories. Each day
|
|
there is a chance that new flak batteries will be added to armaments cities.
|
|
The formula for adding flak is as follows:
|
|
new flak = armaments industry level + 100 x random number / 100 (fractions
|
|
rounded down)
|
|
|
|
EXAMPLE: if the city armaments level is 60, there is a 60% chance that 1 heavy
|
|
flak battery will be added a 40% chance that no heavy flak will be added. The
|
|
procedure would be repeated to determine light flak reinforcements.
|
|
|
|
EXAMPLE: if the city armaments level is 140 there is a 40% chance that 2 heavy
|
|
flak batteries will be added and a 60% chance that only 1 heavy flak battery
|
|
will be added, etc.
|
|
|
|
For the purpose of determining flak reinforcements, the armaments industry
|
|
level is NOT affected by damage to critical industries.
|
|
|
|
11.8 Airfield Fuel Replenishment
|
|
--------------------------------
|
|
Each day the effective industry total for aviation gas will be added to the
|
|
National Aviation Fuel Reserve (NAFR; this number will not exceed 200). Also,
|
|
each day a number of fuel points equal to the handicap level will be added to
|
|
the NAFR. If the NAFR total is greater than 99 then airfield fuel replenish-
|
|
ment will occur.
|
|
Fuel replenishment will only affect active airfields that contain at least
|
|
1 fighter gruppe and with damage less than 50%.
|
|
Airfields with less than 101 fuel will add 100 fuel points and 2 points will
|
|
be subtracted from the NAFR.
|
|
Airfields with less than 151 fuel will add 50 fuel points and 1 point will
|
|
be subtracted from the NAFR.
|
|
|
|
11.9 Reinforcement Groups
|
|
-------------------------
|
|
Reinforcement groups will become available during the game in accordance with
|
|
the Reinforcement Schedule (see 13.0).
|
|
New reinforcement groups will only be received if there are adequate numbers
|
|
in the aircraft replacement pool to 'buy' the new group. Certain Luftwaffe
|
|
gruppes represent transfers from other fronts. Transfered reinforcement
|
|
gruppes are not 'bought' from the replacement pool.
|
|
|
|
11.10 Experience
|
|
----------------
|
|
Fighter groups add 1 experience point each time they participate in air-to-air
|
|
combat. Groups add 1 or 2 experience points each time they bomb a target.
|
|
Groups with experience less than 50 will automatically gain 1 experience per
|
|
turn. However if the German fuel reserve is less than 100, their gruppes will
|
|
not receive this automatic experience gain. Groups with experience less than
|
|
71 gain experience for just flying:
|
|
|
|
CURRENT EXPERIENCE
|
|
EXPERIENCE GAINED
|
|
51-70 1
|
|
31-50 2
|
|
0-30 3
|
|
|
|
Groups with experience greater than 90 lose experience for just flying:
|
|
|
|
CURRENT EXPERIENCE
|
|
EXPERIENCE LOST
|
|
91-110 1
|
|
111-130 2
|
|
131+ 3
|
|
|
|
Groups will lose experience when replacements are added. USAAF replacement
|
|
crews will have experience equal to 2/3 of the experience rating of the group
|
|
they are joining. Luftwaffe replacements will have experience equal to zero.
|
|
The computer will keep track of how many pilots are available in Luftwaffe
|
|
fighter gruppes. When German aircraft are destroyed in combat, there is 50%
|
|
chance that the pilot will be lost. When German aircraft are destroyed during
|
|
takeoffs or landings the pilot will always be lost. Replacement pilots will
|
|
be added (and experience will be reduced) only when there are more serviceable
|
|
aircraft than there are pilots in a gruppe.
|
|
|
|
11.11 Morale
|
|
------------
|
|
At the end of each day groups with morale ratings less than their experience
|
|
ratings will add 2 morale points for USAAF groups and 4 morale points for USAAF
|
|
groups and 4 morale points for Luftwaffe groups. Groups lose 5% of their
|
|
morale each time they fly. Groups lose 5% of their morale for each aircraft
|
|
destroyed in combat. Luftwaffe gruppes that are bombed on the ground will lose
|
|
1 morale point for each point of damage the airfield sustains.
|
|
|
|
11.12 Building Industry
|
|
-----------------------
|
|
At the end of each day there is a chance that cities will increase their
|
|
industry strength. The table below shows the chance for building industry
|
|
strength and the optimum level for each type of industry:
|
|
|
|
TYPE BUILD OPTIMUM
|
|
railyard (Overlord) 8% 2
|
|
ball bearings 5% 5
|
|
chemicals 5% 6
|
|
oil 7% 5
|
|
aviation gas 7% 10
|
|
electric power 1% 3
|
|
steel 2% 8
|
|
rubber 5% 10
|
|
U-boat 3% 8
|
|
armaments *4% 50
|
|
aircraft *4% 50
|
|
V-weapon 4% 10
|
|
|
|
* The build chance for armaments will increase to 12% and the build chance for
|
|
aircraft will increase to 20% starting 1/44.
|
|
|
|
If the industry strength for a city is equal to ZERO then the build chance
|
|
will be divided by 5. If the industry strength for a city is greater than or
|
|
equal to the optimum level then the build chance will be divded by 5. If the
|
|
industry strength is greater than 3 x optimum level then the industry strength
|
|
may not be increased.
|
|
The build chance for all industries will be reduced by 1% for each point
|
|
that STEEL is reduced below 25. Thus if steel is reduced to 10 points then new
|
|
industries will build only 85% as fast as normal etc.
|
|
A city will only build types of industry that are in that city at the start
|
|
of the game. Thus Nordhausen which starts the game with only aircraft and
|
|
V-weapon industries will only build aircraft and V-weapon industry during the
|
|
game. EXCEPTION: At the start of the game there are certain cities with
|
|
industrial sites for ball bearings, aircraft and V-weapons under construction.
|
|
These industries may build during the game even though they started with a
|
|
strength of zero.
|
|
|
|
11.13 Allied Fighter Cover Zones
|
|
--------------------------------
|
|
Certain areas of the map will be designated as Allied Fighter Cover Zones (see
|
|
player aid map). Luftwaffe aircraft may not enter a fighter cover zone and
|
|
USAAF raids will be more difficult to detect while flying through these zones.
|
|
At the start of the game (8/43), the fighter cover zone will be limited to
|
|
the area in and around England. During the game, fighter cover zones will
|
|
expand to cover the following areas:
|
|
|
|
SOUTHERN ITALY 10/43
|
|
NORMANDY 6/44
|
|
CENTRAL ITALY, FRANCE, BELGIUM 9/44
|
|
|
|
11.14 Advancing Allies
|
|
----------------------
|
|
During the campaign games certain areas that start the game in German control
|
|
will be captured by the advancing Allied Armies. These areas will include the
|
|
Allied Fighter Cover Zone areas described in 11.13. In addition the Soviet
|
|
Armies will overrun EASTERN EUROPE in 9/44 (the area east of Warsaw, not
|
|
inclusive).
|
|
In areas captured by the Allies, all German industry, flak and active
|
|
airfields will be destroyed. Fighter Gruppes based on captured airfields will
|
|
be removed from the game and returned as reinforcements within 2 months.
|
|
|
|
11.15 Jet and Rocket Aircraft
|
|
-----------------------------
|
|
The following special rules apply to Luftwaffe jet (ME262A, HE162A) and rocket
|
|
(ME163B) aircraft.
|
|
|
|
(A) Fuel Consumption: jets and rockets do NOT require or consume fuel points
|
|
when flying combat missions. These aircraft did not use the specially refined
|
|
aviation gas that the piston engined fighters used. Jets and rockets do not
|
|
expend fuel when defending against USAAF fighter groups.
|
|
|
|
(B) Air to Air Combat: when jets and rockets engage in air to air combat they
|
|
will suffer 1/20 of the 'possible kills' calculated in 10.6. This applies when
|
|
encountering USAAF fighters or bomber defensive fire.
|
|
|
|
12.0 AIRCRAFT DATA
|
|
==================
|
|
|
|
ID# TYPE CN MV DU RR SP FU MA CL C
|
|
1 ME109G 8 38 17 2 42 7 38 30 1
|
|
2 ME109K 7 50 17 2 46 6 41 41 1
|
|
3 FW190A 10 44 18 2 44 8 37 18 1
|
|
4 FW190D 6 48 19 2 46 8 39 28 1
|
|
5 FW190F 15 32 25 6 42 8 35 12 1
|
|
6 TA152H 13 48 24 2 50 10 49 48 1
|
|
7 DO335A 19 45 19 2 50 13 37 30 3
|
|
8 ME410A 13 22 20 6 40 17 33 18 2
|
|
9 ME110G 18 18 19 4 36 13 26 12 2
|
|
10 JU88G 12 18 23 4 36 21 32 12 2
|
|
11 ME262A 20 14 14 6 68 5 38 28 7
|
|
12 ME163B 10 40 10 0 96 2 40 40 8
|
|
13 HE162A 10 21 7 2 52 4 39 39 6
|
|
14 P40E 6 37 14 1 40 10 30 18 1
|
|
15 P47B 8 44 22 2 40 10 42 18 1
|
|
16 P47D 8 46 23 3 40 12 40 24 1
|
|
17 P51B 4 46 18 2 42 16 42 24 1
|
|
18 P51D 6 48 18 2 42 23 42 24 1
|
|
19 P38G 6 36* 19 2 36 19 39 20 2
|
|
20 P38J 6 44* 23 3 40 25 44 26 2
|
|
21 B17F 9 0 42 9 28 90 33 8 4
|
|
22 B17G 10 0 43 16 28 90 31 12 4
|
|
23 B24D 9 0 32 9 30 90 25 6 4
|
|
24 B24J 9 0 33 13 30 90 24 8 4
|
|
|
|
* At altitudes greater than or equal to 20000 feet, the maneuver ratings of
|
|
the P38G and P38J are reduced to 27 and 33 respectively.
|
|
|
|
CN cannon rating: this is the defensive fire rating for heavy bombers
|
|
MV manueverability rating
|
|
DU durability rating
|
|
RR rocket rating
|
|
BL bomb load rating
|
|
SP speed ratings miles per 10-minute pulse
|
|
FU operational fuel limit: fuel used before turning back
|
|
MA maximum altitude
|
|
CL climb rate: thousands of feet per 10-minute pulse
|
|
C aircraft class
|
|
|
|
13.0 ORDER OF BATTLE
|
|
====================
|
|
LUFTWAFFE
|
|
FW190A GRUPPES
|
|
1.2.3/JG1
|
|
1.2.3/JG2
|
|
1/JG11
|
|
1.2.3/JG26
|
|
3/JG54
|
|
3/JG11 5/44 NEW
|
|
1GR200 7/44
|
|
1.2.4/JG54 8/44
|
|
1GR10 11/44
|
|
|
|
FW190F GRUPPES
|
|
1.2.3.4/SKG10
|
|
1.2.3/SG4 10/43
|
|
1/SG2 4/44
|
|
2/SG2 7/44
|
|
2.3/SG1 9/44
|
|
2.3/SG3 9/44
|
|
1/SG5 10/44
|
|
1.2.3/SG10 10/44
|
|
1.2/SG77 10/44
|
|
3/SG77 11/44
|
|
1.2.3/KGJ6 11/44 NEW
|
|
1.2.3/KGJ27 11/44
|
|
1.2.3/KGJ30 11/44
|
|
1/SG1 12/44
|
|
|
|
ME109G GRUPPES
|
|
1/JG4
|
|
2/JG11
|
|
1/JG25
|
|
1.2.3.4/JG27
|
|
2/JG51
|
|
1.2.3/JG53
|
|
1.2.3/JG77
|
|
RJG1 RUMANIAN
|
|
HJG101 HUNGARIAN
|
|
BJG6 BULGARIAN
|
|
1JG3 ITALIAN
|
|
1JG150 ITALIAN
|
|
1.2.3/JG3 8/43
|
|
4/JG3 12/43
|
|
1/JG5 1/44
|
|
1/JG50 1/44
|
|
1/JG76 5/44
|
|
2/JG5 6/44
|
|
3/JG76 6/44
|
|
1.3.4/JG51 8/44
|
|
1.2.3/JG52 8/44
|
|
1.2.3.4/EJG1 11/44
|
|
|
|
ME110G GRUPPES
|
|
2/ZG1
|
|
3/ZG26
|
|
1/ZG1 8/43
|
|
1/ZG26 11/43
|
|
1/ZG76 4/44
|
|
2/ZG76 5/44
|
|
|
|
ME410A GRUPPES
|
|
3/ZG1
|
|
2/KG51 10/43
|
|
2/ZG26 11/43 NEW
|
|
1.3/KG51 2/44
|
|
|
|
JU88G GRUPPES
|
|
1.2/NJG2 8/43
|
|
3/NJG2 9/43
|
|
|
|
ME262A GRUPPES
|
|
JV44 6/44* NEW
|
|
1/JG7 6/44* NEW
|
|
2/JG7 6/44* NEW
|
|
3/JG7 6/44* NEW
|
|
4/JG7 6/44* NEW
|
|
1/EJG2 6/44* NEW
|
|
2/EJG2 7/44* NEW
|
|
3/EJG2 8/44* NEW
|
|
1.2.3/KGJ54 9/44* NEW
|
|
1.2.3/KGJ55 11/44 NEW
|
|
4/EKG1 12/44 NEW
|
|
|
|
|
|
USAAF
|
|
-----
|
|
B17F GROUPS
|
|
ENGLAND
|
|
91.92.94.95.96.100.303.305.306.351.379.381.384.385.388.390BG
|
|
|
|
TUNISIA-ITALY
|
|
2.97.99.301BG
|
|
|
|
|
|
B17G GROUPS
|
|
ENGLAND
|
|
482BG 8/43
|
|
401BG 11/43
|
|
447BG 12/43
|
|
452.457.493BG 1/44
|
|
4.398.486.487
|
|
490BG 4/44
|
|
|
|
ITALY
|
|
463BG 3/44
|
|
483BG 4/44
|
|
|
|
B24D GROUPS
|
|
ENGLAND
|
|
392BG 8/43
|
|
|
|
LIBYA-ITALY
|
|
44.93.98.376.389BG
|
|
|
|
B24J GROUPS
|
|
ENGLAND
|
|
445.446.448BG 11/43
|
|
453BG 12/43
|
|
491.492BG 1/44
|
|
458BG 2/44
|
|
466BG 3/44
|
|
467.489BG 4/44
|
|
|
|
ITALY
|
|
449.450.451
|
|
454.455.456BG 1/44
|
|
459.460.461BG 2/44
|
|
464.465.484
|
|
485BG 4/44
|
|
|
|
P40E GROUPS
|
|
TUNISIA-ITALY
|
|
33.57.79FG 9/43
|
|
324FG 10/43
|
|
|
|
P47B GROUPS
|
|
ENGLAND
|
|
4.56.352.353.
|
|
355FG
|
|
356FG 8/43
|
|
|
|
P47D GROUPS
|
|
ENGLAND
|
|
358.359FG 10/43
|
|
361.362FG 11/43
|
|
365FG 12/43
|
|
366FG 1/44
|
|
368FG 2/44
|
|
48.371.405FG 3/44
|
|
50.373.404.406FG 4/44
|
|
|
|
ITALY
|
|
325FG 10/43
|
|
86FG 1/44
|
|
332FG 2/44
|
|
|
|
P38G GROUPS
|
|
ENGLAND
|
|
78FG
|
|
20FG 8/43
|
|
25FG 9/43
|
|
|
|
TUNISIA-ITALY
|
|
14.81.82FG
|
|
350FG 11/43
|
|
|
|
P38J GROUPS
|
|
ENGLAND
|
|
370FG 2/44
|
|
474FG 3/44
|
|
367FG 4/44
|
|
|
|
P51B GROUPS
|
|
ENGLAND
|
|
354FG 11/43
|
|
357FG 12/43
|
|
364FG 2/44
|
|
|
|
ITALY
|
|
31FG 11/43
|
|
52FG 2/44
|
|
|
|
P51D GROUPS
|
|
ENGLAND
|
|
339FG 4/44
|
|
479FG 5/44
|
|
|
|
|
|
14.0 VICTORY DETERMINATION
|
|
==========================
|
|
|
|
14.1 Calcuating the Score
|
|
-------------------------
|
|
In all scenarios (both short and compaign) the USAAF player's base score will
|
|
equal the AIDL (see 11.12).
|
|
In short scenarios the FINAL SCORE will be equal to the AIDL x loss ratio.
|
|
In the campaign game the FINAL SCORE equals 12 + 4 x the number of months
|
|
before May 1945 that the game ended (if the game ends after May 1945 this will
|
|
be a negative number).
|
|
|
|
14.2 Loss Ratio
|
|
---------------
|
|
The loss ratio is calculated:
|
|
|
|
loss ratio = Luftwaffe fighter losses x 2 / (2 x USAAF bomber losses + USAAF
|
|
figher losses).
|
|
|
|
In Phase III games, divide the loss ratio by 2. In all games, if the number of
|
|
bombers destroyed is less than 1000 and the loss ratio is less than 1.0 then
|
|
the loss ratio will be increased to 1.0.
|
|
|
|
14.3 Victory Levels
|
|
-------------------
|
|
The final score is compared to the following chart to determine the level of
|
|
victory for each scenario:
|
|
|
|
SHORT SCENARIOS COMPAIGN
|
|
PHASE I II III ALL
|
|
|
|
LUFTWAFFE - - - -
|
|
DECISIVE 0 20 50 0
|
|
|
|
LUFTWAFFE 1 21 51 1
|
|
MARGINAL 3 35 65 15
|
|
|
|
USAAF 4 36 66 16
|
|
MARGINAL 7 49 79 30
|
|
|
|
USAAF 8 50 80 31
|
|
DECISIVE + + + +
|
|
|
|
|
|
15.0 SCENARIOS
|
|
==============
|
|
The players may select from three time periods or 'Phases' at the start of the
|
|
game.
|
|
|
|
15.1 Phase I
|
|
------------
|
|
Starts 1 August 1943. The USAAF has been in action against Germany for over a
|
|
year but has only recently received bombers in sufficient quantities to fly
|
|
'deep penetration' raids. USAAF fighters consist of the short winded P47B and
|
|
the awkward P38G.
|
|
In response to the growing USAAF threat, the Reich Air Defense has been
|
|
heavily reinforced with gruppes from the Mediterranean and Eastern Fronts.
|
|
Experienced German pilots flying ME109G and FW190A fighters are more than a
|
|
much for their USAAF opponents. Heavily armed ME110G, ME410A and JU88G
|
|
'destroyer' aircraft have been introduced to deal exclusively with USAAF bomber
|
|
formations.
|
|
When playing the Phase I SHORT game it is recommended that experienced
|
|
players play the USAAF side. We also recommend that only experienced players
|
|
play Phase I.
|
|
|
|
15.2 Phase II
|
|
-------------
|
|
Starts February 1944. After some serious reverses in the second half of 1943,
|
|
the USAAF has reinforced and requipped its fighter groups. Flying large
|
|
numbers of P47Ds and P38Js and a few precious groups of P51Bs, the USAAF can
|
|
at last provide escorts continuously to and from the target on deep penetration
|
|
raids.
|
|
As the USAAF has gained experience and improved equipment. Luftwaffe
|
|
quality has remained unchanged. The ME109G is still widely used despite being
|
|
outclassed by new USAAF fighter types. Axis production has been reorganized
|
|
and development of advanced fighter designs has begun.
|
|
|
|
15.3 Phase III
|
|
--------------
|
|
Starts 1 October 1944. After crippling the German fuel industries in the
|
|
Summer of 44, the USAAF has victory within its grasp. As the Allied Armies bog
|
|
down on the German border it is hoped that strategic bombing can hasten the
|
|
collapse of the Axis war machine.
|
|
The Luftwaffe has been reduced to a shambles by the past 9 months of heavy
|
|
fighting. Axis aircraft production has reached record heights but shortages of
|
|
fuel and experienced pilots have made this irrelevant. Luftwaffe hopes rest on
|
|
increased availability or advanced fighter types such as the FW190D, ME109K and
|
|
ME262A.
|
|
All critical industries have their critical level set to 30. The ME-262A
|
|
has already begun production at the start of Phase III. When playing the Phase
|
|
III SHORT game, it is recommended that advanced players play the Luftwaffe
|
|
side.
|
|
|
|
|
|
16.0 STRATEGY NOTES
|
|
===================
|
|
|
|
USAAF Player
|
|
------------
|
|
Short Games - In the short games you should pick one industry (preferably a
|
|
critical industry) that can give you a lot of points quickly and then destroy
|
|
that one industry. Ball bearings and/or rubber are good targets as is
|
|
chemicals/steel/electric power if they are available as targets. In phase I
|
|
and phase II games railyards can be a good target due to its high critical
|
|
level. Do not waste your time bombing targets in many different industries, as
|
|
this will not score points in the short run.
|
|
|
|
Aviation Gas - By reducing aviation gas to below 5 (and keeping it there) you
|
|
will be able to ground the Luftwaffe. Bombing chemicals if available is a good
|
|
way to help keep up an aviation gas shortage, so a good time to bomb aviation
|
|
gas is just after chemicals is discovered as a target. Keep in mind that you
|
|
may have to wait several weeks to begin seeing the effect and that you will
|
|
have to make many deep raids against 1 and 2 point targets to maintain the fuel
|
|
shortage, but the results can be well worth the effort.
|
|
|
|
Escorts - Proper use of your escorting fighters can make or break your grand
|
|
strategy. Remember to send out your fighters on deep escort from 30-50 minutes
|
|
later than the bombers so that they don't waste fuel while waiting for the slow
|
|
climbing bombers to form up and send them out at 1-3000 feet above the bombers
|
|
(by staggering the elevation of your escorts the high groups will be able to
|
|
bounce German fighters that are attacking your low groups). Also don't forget
|
|
to send fighters out to cover the bombers on their return trip, otherwise the
|
|
Luftwaffe will devastate your home-bound bombers. Let's assume you have the
|
|
following fighters available to cover a raid on Berlin which will form up at
|
|
600 at 22000 feet: 10 x P47D, 8 x P51D, 3 x P38J.
|
|
|
|
A matching escort schedule could look like this:
|
|
630 - 6 P47 23000 feet
|
|
640 - 3 P51 24000 feet
|
|
700 - 3 P38 25000 feet
|
|
710 - 2 P51 25000 feet
|
|
800 - 3 P51 23000 feet
|
|
920 - 4 P47 24000 feet
|
|
|
|
This plan provides escort cover all the way to Berlin and back. This is just a
|
|
suggested allocation of escorts and it is left to you to discover the optimum
|
|
escort tactics.
|
|
|
|
Luftwaffe Player
|
|
----------------
|
|
Flak - You should attempt to concentrate flak in those cities you expect to be
|
|
bombed. For example if you see that the American player is attempting to
|
|
destroy your rubber plants, place 195 heavy batteries in each of the major
|
|
rubber targets as soon as possible. Also, protect those industries that are
|
|
especially important in your defense (i.e. aviation gas, aircraft factories,
|
|
chemicals). Never place 200 batteries in a city for you will lose any
|
|
batteries that the cities armament factories produce. Placing flak is purely
|
|
a matter of anticipating the USAAF palyer's intentions.
|
|
|
|
Aircraft - Keep your single engine fighters based on airfields in France,
|
|
Northwest Germany and Italy and base your rocket firing bomber-destoryers in
|
|
central and southern Germany. It is wise to concentrate a large number of
|
|
airfields and air gruppes around Essen. Use your high manueverability fighters
|
|
(greater than 35) to bounce enemy fighters especially P-38 and P-51 long-range
|
|
fighters. If you are successful at forcing these fighters to turn back, you
|
|
can unleash your bomber-destroyers to attack deep raids into Germany. The
|
|
ME410, ME110 and JU88 should be equipped with rockets and launched last but
|
|
be forewarned that if they are attacked by American fighters they will be
|
|
decimated. Do not fly units with less than 20-25 serviceable planes and pull
|
|
units back to the safety of central German airfields if their morale is reduced
|
|
below 40. Try to keep your best units poised on the front line airfields but
|
|
realize that you will lose morale each time you shuttle an air gruppe from one
|
|
field to another.
|
|
|
|
Patrols - Patrols are useful in two ways. First they can be used to mass a
|
|
large number of aircraft in one spot. This will allow you to launch a
|
|
coordinated attack that may be able to overwhelm the escorts. Patrols can also
|
|
be used to shield the French coast against USAAF fighter raids on German
|
|
airfields.
|
|
|
|
Aircraft Production - This is your chance to build the Luftwaffe to suit your
|
|
own style of warfare. It's usually a good idea early in the game to convert
|
|
some or all of your ME109G factories to the production of FW190A fighters.
|
|
Although this will result in lower production, you will generally find that
|
|
you have all of the ME109G's you would ever want especially when you begin to
|
|
convert whole gruppes to the new plane types. If you believe that the USAAF
|
|
player is going to concentrate on destroying your aviation gas (and most do),
|
|
it's a very good idea to convert some of your factories to ME262A production in
|
|
order to speed up the arrival of your jets (remember that jets do not require
|
|
aviation gas to fly). If the USAAF player does not bomb your aircraft
|
|
factories, you will find that you have plenty of production capacity that can
|
|
be spared on jet production. If however, the USAAF player concentrates on
|
|
your aircraft factories, and he catches you converting all of your factories
|
|
to new production, you may find yourself facing a critical shortage of
|
|
aircraft.
|
|
|
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17.0 AIRCRAFT DIAGRAMS
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======================
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ME109G
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cannon: 3 x 20mm, 2 x 13mm
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rockets: 2
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cruise speed: 260
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climb rate: 3000 ft/min
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max altitude: 38000 ft
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endurance: 105 min
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ME109K
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cannon: 1 x 30mm, 2 x 15mm
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rockets: 2
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cruise speed: 278
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climb rate: 4100 ft/min
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max altitude: 41000 ft
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endurance: 90 min
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FW190A
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cannon: 4 x 20mm, 2 x 13mm
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rockets: 2
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cruise speed: 265
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climb rate: 1800 ft/min
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max altitude: 37000 ft
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endurance: 120 min
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FW190D
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cannon: 2 x 20mm, 2 x 13mm
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rockets: 2
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cruise speed: 280
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climb rate: 2800 ft/min
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max altitude: 39000 ft
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endurance: 120 min
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FW190F
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cannon: 2 x 30mm, 2 x 20mm, 2 x 7.9mm
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rockets: 6
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cruise speed: 255
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climb rate: 1200 ft/min
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max altitude: 35000 ft
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endurance: 120 min
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TA152H
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cannon: 1 x 30mm, 4 x 20mm
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rockets: 2
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cruise speed: 293
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climb rate: 4800 ft/min
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max altitude: 49000 ft
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endurance: 150 min
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DO335A
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cannon: 3 x 30mm, 2 x 20mm
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rockets: 2
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cruise speed: 295
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climb rate: 3000 ft/min
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max altitude: 37000 ft
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endurance: 195 min
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ME410A
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cannon: 6 x 20mm, 2 x 7.9mm
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rockets: 6
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cruise speed: 245
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climb rate: 1800 ft/min
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max altitude: 33000 ft
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endurance: 255 min
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ME110G
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cannon: 2 x 30mm, 4 x 20mm
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rockets: 4
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cruise speed: 220
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climb rate: 1200 ft/min
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max altitude: 26000 ft
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endurance: 195 min
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JU88G
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cannon: 6 x 20mm
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rockets: 4
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cruise speed: 220
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climbe rate : 1200 ft/min
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max altitude: 32000 ft
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endurance: 316 min
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ME262A
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cannon: 4 x 30mm
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rockets: 6
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cruise speed: 410
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climb rate: 2800 ft/min
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max altitude: 38000 ft
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endurance: 75 min
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ME163B
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cannon: 2 x 30mm
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rockets: 0
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cruise speed: 550 +
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climb rate: 8000 + ft/min
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max altitude: 40000 ft
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endurance: 8 min
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HE162A
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cannon: 2 x 30mm
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rockets: 2
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cruise speed: 307
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climb rate: 4200 ft/min
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max altitude: 39000 ft
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endurance: 60 min
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P40F
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cannon: 6 x 50 cal
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bomb load: 1000
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cruise speed: 245
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climb rate: 1800 ft/min
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endurance: 150 min
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P47B
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cannon: 8 x 50 cal
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bombs load: 2000
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cruise speed: 231
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climb rate: 1800 ft/min
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endurance: 150 min
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P47D
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cannon: 8 x 50 cal
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bomb load: 3000
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cruise speed: 231
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climb rate: 2400 ft/min
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max altitude: 40000 ft
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endurance: 180 min
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P51B
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cannon: 4 x 50 cal
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bomb load: 2000
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cruise speed: 253
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climb rate: 2400 ft/min
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max altitude: 42000 ft
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endurance: 240 min
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P51D
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cannon: 6 x 50 cal
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bomb load: 2000
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cruise speed: 260
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climb rate: 2400 ft/min
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max altitude: 42000 ft
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endurance: 345 min
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P38G
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cannon: 1 x 20mm, 4 x 50cal
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bomb load: 2000
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cruise speed: 220
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climb rate: 2000 ft/min
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max altitude: 39000 ft
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endurance: 285 min
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P38J
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cannon: 1 x 20mm, 4 x 50 cal
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bomb load: 3000
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cruise speed: 235
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climb rate: 2600 ft/min
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max altitude: 44000 ft
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endurance: 375 min
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B17F
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machine guns: 10
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bomb load: 9000
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cruise speed: 168
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climb rate: 800 ft/min
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max altitude: 33000 ft
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endurance: 900 + min
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B17G
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machine guns: 13
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bomb load: 16000
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cruise speed: 168
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climb rate: 1200 ft/min
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max altitude: 31000 ft
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endurance: 900 + min
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B24D
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machine guns: 10
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bomb load: 9000
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cruise speed: 180
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climb rate: 600 ft/min
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max altitude: 25000 ft
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endurance: 900 + min
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B24J
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machine guns: 10
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bomb load: 13000
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cruise speed: 180
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climb rate: 800 ft/min
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max altitude: 24000 ft
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endurance: 900 + min
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VICTORY POINT MATRIX
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====================
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INDUSTRY 0-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90+
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railyard 20 15 10 5 4 3 2 1 0
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ball bearings 5 4 3 2 1 0 0 0 0
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chemicals 5 4 3 2 1 0 0 0 0
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oil 20 15 10 5 4 3 2 1 0
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aviation gas 5 4 3 2 1 0 0 0 0
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electric power 20 15 10 5 4 3 2 1 0
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steel 5 4 3 2 1 0 0 0 0
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rubber 5 4 3 2 1 0 0 0 0
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U-boat 5 4 3 2 1 1 1 0 0
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armaments* 30 25 20 15 10 5 3 1 0
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* Divide armaments level by 10 before comparing to the damage matrix.
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AIRCRAFT DATA
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=============
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ID# TYPE CN MV DU RR SP FU MA CL C
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1 ME109G 8 38 17 2 42 7 38 30 1
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2 ME109K 7 50 17 2 46 6 41 41 1
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3 FW190A 10 44 18 2 44 8 37 18 1
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4 FW190D 6 48 19 2 46 8 39 28 1
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5 FW190F 15 32 25 6 42 8 35 12 1
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6 TA152H 13 48 24 2 50 10 49 48 1
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7 DO335A 19 45 19 2 50 13 37 30 3
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8 ME410A 13 22 20 6 40 17 33 18 2
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9 ME110G 18 18 19 4 36 13 26 12 2
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10 JU88G 12 18 23 4 36 21 32 12 2
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11 ME262A 20 14 14 6 68 5 38 28 7
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12 ME163B 10 40 10 0 96 2 40 40 8
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13 HE162A 10 21 - 2 52 4 39 39 6
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14 P40E 6 37 14 1 40 10 30 18 1
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15 P47B 8 44 22 2 40 10 42 18 1
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16 P47D 8 46 23 3 40 12 40 24 1
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17 P51B 4 46 18 2 42 16 42 24 1
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18 P51D 6 48 18 2 42 23 42 24 1
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19 P38G 6 36* 19 2 36 19 39 20 2
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20 P38J 6 44* 23 3 40 25 44 26 2
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21 B17F 9 0 42 9 28 90 33 8 4
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22 B17G 10 0 43 16 28 90 31 12 4
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23 B24D 9 0 32 9 30 90 25 6 4
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24 B24J 9 0 33 13 30 90 24 8 4
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* At altitudes greater than or equal to 20000 feet, the maneuverability ratings
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of the P38G and P38J are reduced to 27 and 33 respectively.
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CN cannon rating: this is the defensive fire rating for heavy bombers
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MV manueverability rating
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DU durability rating
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RR rocket rating
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BL bomb load rating
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SP speed ratings: miles per 10-minute pulse
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FU operational fuel limit: fuel used before turning back
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MA maximum altitude
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CL climb rate: thousands of feet per 10-minute pulse
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C aircraft class
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CRITICAL INDUSTRY EFFECTS
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=========================
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CRITICAL IND. DEPENDENT INDUSTRIES
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Railyard U-boat, Armaments, Aircraft
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Ball Bearings Armaments, Aircraft
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Chemicals Oil, AvGas, Rubber, Armaments
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Electric Power All Other Industries
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Steel U-boat, Armaments
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Rubber Armaments
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INDUSTRY DEFENSE, REBUIILD RATE, & OPTIMUM LEVEL
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================================================
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INDUSTRY TYPE DEFENSE REBUILD RATE OPTIMUM LEVEL
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railyard 6 8% 2
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ball bearings 12 5% 5
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chemicals 7 5% 6
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oil 9 7% 5
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aviation gas 9 7% 10
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electric power 30 1% 3
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steel 12 2% 8
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rubber 10 5% 10
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U-boat 13 3% 8
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armaments 12 *4% 50
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aircraft 10 *4% 50
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V-weapon 10 4% 10
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* The build chance for armaments will increase to 12% and the build chance for
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aircraft will increase to 20% starting 1/44
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USAAF REPLACEMENT SCHEDULE
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==========================
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AIRCRAFT TYPE AIRCRAFT PER DAY AIRCRAFT PER DAY AIRCRAFT PER DAY
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P40E 8/43 = 9 1/44 = 1
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P47B 8/43 = 3 9/43 = 1
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P47D 8/43 = 0 9/43 = 12 1/44 = 18
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P51B 8/43 = 0 11/43 = 3 4/44 = 1
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P51D 8/43 = 0 3/44 = 18
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P38G 8/43 = 9 12/43 = 1
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P38J 8/43 = 0 12/43 = 12
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B17F 8/43 = 1
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B17G 8/43 = 18
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B24D 8/43 = 3 10/43 = 1
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B24J 8/43 = 0 10/43 = 12 1/44 = 18
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LUFTWAFFE AIRCRAFT PRODUCTION RATES
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===================================
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AIRCRAFT LATEST
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PRODUCED POSSIBLE
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PER 100 AVAILABILITY
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FACTORIES DATE
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ME109G 15 8/43
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ME109K 12 8/44
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FW190A 10 8/43
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FW190D 9 6/44
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FW190F 8 8/43
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TA152H 8 1/45
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DO335A 7 3/45
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ME410A 7 8/43
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ME110G 8 8/43
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JU88G 0* 8/43
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ME262A 4 11/44
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ME163B 6 9/44
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HE162A 10 3/45
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* Only a fraction of the production of this type of aircraft was available for
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daylight air defense of the Reich, so the German player will automatically
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receive one JU88G per day.
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-------------------------------------------------------------------------------
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Published by : SSI 1985
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Game Design & Programming: Gary Grigsby
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Atari & C-64 conversions : Keith Bcore
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Game Development : Joel Billings
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Game System : Inspired by FIGHTER COMMAND
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by Charlie Merrow & Jack Avery
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Historical Research : Micheal Musser
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Playing Testing : Michael Musser, Tom Cheche, Jefferson Guy,
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William Thompson, bill Newman, Lisa Eugenides,
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Charlie Merrow, Jack Avery, John Gray,
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Jim McPherson & Jeff Johnson
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Art & Graphic Design : Louis Hsu Saekow, Kathryn Lee & Ben Willemsen
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-------------------------------------------------------------------------------
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