464 lines
17 KiB
Plaintext
464 lines
17 KiB
Plaintext
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***[RDF 1985]***
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=DOCS WRITTEN BY=
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%%ALI BABA AND COMMANDER TOSH%%
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RDF 1985. THE SECOND SCENARIO OF THE SUPERPOWERS SERIES.
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TABLE OF CONTENTS:
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============================================
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INTRODUCTION.............................0.0
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PLAYING THE GAME.........................1.0
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MOVEMENT.................................2.0
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MODES....................................3.0
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THE ORDER PHASE..........................4.0
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AIR POWER................................5.0
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COMBAT...................................6.0
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REORGANIZATION...........................7.0
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HIDDEN UNITS.............................8.0
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MINES AND NUCLEAR CONTAMINATION..........9.0
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REINFORCEMENTS..........................10.0
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VICTORY CONDITIONS......................11.0
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SPECIAL KEYS............................12.0
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GAME OPTIONS............................13.0
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STRATEGY AND TACTICS....................14.0
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APPENDIX................................15.0
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CREDITS.................................16.0
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============================================
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0.0 INTRODUCTION TO RDF 1985:
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AS NATO AND WARSAW PACT TANKS BATTLED FOR CONTROL OF THE WEST GERMAN
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PLAIN, AN ELITE SOVIET PARA ASSALUT REGIMENT, FLYING AT NIGHT FROM
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AIRFIELDS IN SOVIET CENTRAL ASIA, SIEZED THE STATEGIC SAUDI ARABIAN
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AIRFIELD AT DHAHRAN. SOON HUGE ANTONOV.22 TRANSPORT PLANES WERE
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LANDING AT HAHRAN, UNLOADING T.72 TANKS, BMP INFANTRY COMBAT VEHICLES,
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ARTILLERY, AND BM-21 "KATYUSHA" ROCKET LAUNCHERS. BY MORNING, A LARGE
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PART OF A MOTOR RIFLE DIVISION, VETERANS OF DESERT COMBAT IN
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AFGHANISTAN, WAS ON THE GROUND. BY THE END OF THE DAY, THE MOST
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IMPORTANT PERSIAN GULF OILFIELDS WERE IN THE SOVIET HANDS.
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WITHIN HOURS, C-141 STARLIFTERS CARRYING THE PARATROOPS OF THE UNITED
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STATES RAPID DEPLOYMENT FORCE TOOK OFF FROM THEIR AIRFIELDS IN EGYPT.
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IN THE UNITED STATES, C-5 GALAXIES BEGAN TAKING ON CARGOES OF ARMORED
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PERSONNEL CARRIERS AND SELF-PROPELLED GUNS. IN THE INDIAN OCEAN, A
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U.S. NAVY TASK FORCE, CARRYING RDF ARMOR AND HELICOPTERS, SET A COURSE
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FOR THE PERSIAN GULF.
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RDF 1985, THE SECOND OF WHEN SUPERPOWERS COLLIDE SCENARIOS, IS A
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BATTALION-LEVEL SIMULATION OF THE RESULTING BATTLE. THE RULES ARE
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ESSENTIALLY THE SAME AS THOSE IN GERMANY 1985. THIS BOOKLET DESCRIBES
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THE EXCEPTIONS AND THE SPECIAL CONDITIONS OF DESERT COMBAT THT ONLY
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APPLY TO RDF 1985.
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1.0 PLAYING THE FIRST GAME:
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--------------------------
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*YOU WILL NOW BEGIN A SOLITAIRE GAME, IN WHICH YOU ARE THE AMERICAN
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COMMANDER, AND THE COMPUTER PLAYS THE SOVIET COMMANDER.
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WHEN THE GAME OPTIONS DISPLAY APPERARS, HIT 3 TWICE TO REDUCE THE
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STRENGTH OF THE RUSSIAN FORCE AND TO EXPOSE ALL OF THE SOVIET UNITS TO
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VIEW. THE RUSSIAN UNITS ARE ALREADY IN PLACE.
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PRESS THE SPACEBAR, AND THE GAME WILL BEGIN WITH AN AMERICAN AIRDROP
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ONTO THE DESERT.
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1.1 THE MAP
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EACH HEXAGON OF THE 39 X 28 HEX MAP REPRESENTS 2.5 MILES. ON YOUR
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SCREEN, YOU WILL SEE ONE-TWELFTH OF THE TOTAL BATTLE FIELD. A NUMBER
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OR A LETTER WILL TELL WHICH SECTOR YOU ARE SEEING. AT THE BEGINNING
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OF THE GAME, ALL OILFIELDS, VILLAGES, TOWNS AND AIRFIELDS ARE RUSSIAN
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OWNED. IF AN AMERICAN UNIT MOVES INTO THEM, THEY WILL BE AMERICAN
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OWNED, AND THE SYMBOL WILL CHANGE. THEY CAN CHANGE OWNERSHIP ANY
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NUMBER OF TIMES DURING A GAME. FOR THEIR IMPORTANCE, SEE RDF VICTORY
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CONDITIONS (11.0).
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1.2 MOVING THE CURSOR
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TO MOVE THE BLINKING CURSOR AROUND THE MAP, TYPE THE COMMAND KEYS
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PICTURED IN THE DIAGRAM BELOW:
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____
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____/ 1 \____
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/ 6 \____/ 2 \
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\____/ * \____/
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/ 5 \____/ 3 \
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\____/ 4 \____/
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\____/
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1.3 MOVING UNITS
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PRESS ESCAPE TO MOVE THE CURSOR TO THE FIRST UNIT AND TO ENTER ITS
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MOVEMENT PHASE, AND THEN USE THE COMMAND KEYS TO MOVE THAT UNIT. WHEN
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YOU'VE USED UP THE MOVEMENT ALLOWENCE OF THAT UNIT, THE CURSOR WILL
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FIND THE NEXT MOVABLE UNIT. WHEN YOU HAVE MOVED ALL OF YOUR UNITS, THE
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CURSOR WILL BLINK. PRESS CONTROL AND E, AND THEN E TO END YOUR TURN.
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1.4 THE SOVIET MOVE
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THE COMPUTER WILL MOVE ALL OF THE SOVIET UNITS. DURING THE SOVIET
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MOVE, YOU CAN STOP THE COMPUTER BY TYPING ESCAPE. WHILE THE MOVE IS
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PAUSED, YOU CAN USE ANY OF THE SPECIAL KEYS (12.0). TO RESUME THE
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SOVIET MOVE, PRESS ANY KEY. WHEN THE SOVIET MOVE IS FINISHED, THE
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CURSOR WILL BEGIN TO BLINK, INDICATING THAT THE FIRST FOUR-HOUR TURN
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IS OVER. PRESS ESCAPE TO MOVE YOUR FIRST UNIT AGAIN.
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2.0 MOVEMENT
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------------
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2.1 THE MOVEMENT DISPLAY
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THE RDF MOVEMENT DISPLAY SHOWS THE WORD SMOKE; IF IT IS HIGHLIGHTED,
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THE MOVING UNIT IS IN A SMOKE FILLED HEX. MN(MINE ) AND NC(NUMCLEAR
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CONTAMINATION) ARE NOT SHOWN, SINCE THEY PLAY NO PART IN THIS
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SCENARIO.
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2.2 AIR CAVALRY
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AIR CAVALRY USES ONE MOVEMENT POINT (MP) PER HEX. IN ADDITION TO
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THIS, AIR CAVALRY UNITS WILL USE:
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2 EXTRA MP'S TO ENTER A SMOKE-FILLED HEX
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1 EXTRA MP FOR EACH SIGHTING ENEMY UNIT (SEU)
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(2 IF THE AIR UNIT IS IN TRANS MODE)
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1 EXTRA MP IF THE ENEMY HAS AIR SUPERIORITY, AND THE AIR CAVALRY IS IN
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THE TRANS MODE.
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AIR CAVALRY UNITS CANNOT ENTER ENEMY-OWNED OILFIELD, VILLAGE, TOWN OR
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AIRFIELD HEXES.
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2.3 UNITS IN TRANSPORT MODE *CAN ONLY TRAVEL THROUGH TOWN, VILLAGE AND
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AIRFIELD HEXES, OR ALONG THE ROADS.
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*CANNOT ENTER ENEMY-OWNED OILFIELDS, TOWNS, VILLAGES AND AIRFIEDS.
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2.4 BRIDGING
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DUE TO AN EXCEPTIONAL LACK OF WATER IN SAUDI ARABIA'S RIVERS, NO
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BRIDGING IS NECESSARY IN THIS SCENARIO. ENGINEER UNITS HAVE NO
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SPECIAL FUNCTIONS.
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2.5 TERRAIN
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THE EFFECTS OF DIFFERENT TYPES OF TERRAIN UPON MOVEMENT ARE DETAILED
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IN THE TERRAIN EFFECTS TABLE IN THE APPENDIX.
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3.0 MODES ---------
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3.1 SPECIAL MODE RULES ENGINEER UNITS ARE ALLOWED TO RE-ORGANIZE. NO
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UNIT CAN ENTER RIVER MODE.
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4.0 THE ORDER PHASE
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-------------------
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NAVAL UNITS CANNOT USE STATEGIC MOVEMENT. THEY CAN ONLY BE MOVED WITH
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THE MOVE MENT KEYS.
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5.0 AIR POWER
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-------------
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5.1 THE AIR POWER DISPLAY HIT CTRL A AT ANY TIME TO SEE AN AIR POWER
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DISPLAY LIKE THIS:
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============================================================
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NATO:3:RUSSIAN:1: :ALC:KEYS (A)IR SUPERIORITY:SPARE.9:0 :0-9 TACTICAL
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AIR SUPPORT :6 :
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============================================================
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IN THIS SAMPLE, THE HIGHLIGHTED SIDE, NATO, HAS THREE-TO-ONE AIR
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SUPERIORITY DURING THIS TURN. THE NATO PLAYER MAY ALLOCATE UP TO 9
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SPARE POINTS TOWARD AIR SUPERIORITY IN THE FUTURE TURNS BY TYPING ANY
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NUMBER UP TO 9. THE NATO PLAYER MAY CALL IN UP TO 6 TACTICAL AIR
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STRIKES DURING THIS TURN.
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5.2 CALLING AIR STRIKES
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IF ITS SIDE HAS AIR SUPERIORITY, AND THE AIR POWER DISPLAY SHOWS
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AVAILABLE TACTICAL AIR STRIKES, ANY UNIT CAN CALL FOR A SUPPORTING
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STRIKE BY:
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*TYPING (O) FOR ITS ORDER PHASE
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*TYPING (S) FOR SUPPORT FIRE
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IF A PLAYER DOES NOT HAVE AIR SUPERIORTY, HE CANNOT CALL FOR TACTICAL
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AIR STRIKES DURING THAT TURN. IF THE U.S. PLAYER HAS AIR SUPERIORITY,
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HE WILL HAVE BETWEEN 2 AND 7 AVAILABLE AIR STRIKES. A RUSSIAN PLAYER
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WITH AIR SUPERIORITY WILL HAVE BETWEEN 0-5 STRIKES.
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5.3 AIR SUPERIORITY
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*THE U.S. PLAYER HAS AIR SUPERI ORITY DURING THE FIRST 2 TURNS.
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*THE RUSSIAN PLAYER STARTS THE SCENARIO WITH NO SPARE AIR POINTS, AND
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HE RECEIVES FEWER POINTS THAN THE U.S. PLAYER EACH TURN. IT WILL TAKE
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5 OR 6 TURNS BEFORE HE HAS ENOUGH TO CHALLENGE THE U.S. PLAYER.
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6.0 COMBAT
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----------
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RUSSIAN UNITS ON COAST HEXES CAN ATTACK OR FIRE ON U.S. NAVAL UNITS,
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BUT THE NAVAL UNITS CANNOT FIRE BACK AT THEM.
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6.1 ARTILLERY DAMAGE
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PARA UNITS, LIKE BMP,TANK, AND APC UNITS, SUFFER GREATER DAMAGE FROM
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ARTILLERY IF THEY ARE IN TRANS, ATTACK OR REOR MODE.
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6.2 RETREATING UNITS
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NAVAL UNITS THAT ARE FORCED TO RETREAT AFTER COMBAT WILL SUFFER
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INCREASED LOSSES INSTEAD.
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7.0 REORGANIZATION
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------------------ IN ADDITION TO THE NORMAL RULES THE U.S PLAYER MAY
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USE A FRIENDLY AIRFIELD INSTEAD OF ITS HQ (WHICHEVER IS CLOSER) FOR
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RE-ORGANIZATION PURPOSES.
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8.0 HIDDEN UNITS
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----------------
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PARA UNITS WILL BE EXPOSED DURING THE TURN THEY LAND, EVEN IF THE
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HIDDEN GAME OPTION HAS BEEN CHOSEN. THEY MAY BE HIDDEN IN LATER
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TURNS.
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9.0 MINES AND NUCLEAR CONTAMINATION
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-----------------------------------
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MINES AND NUCLEAR CONTAMINATION PLAY NO PART IN THIS SCENARIO.
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10.0 REINFORCMENTS
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------------------
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BOTH SIDES ARE SCHEDULED TO RECIEVE REINFORCEMENTS DURING THE TURNS
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SHOWN ON THR RDF DATA CARD.
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RUSSIAN REINFORCEMENTS ARRIVE AT THE HEXES SHOWN ON THE DATA CARD.
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*PARA UNITS ARRIVE WITHIN 3 HEXES IF THE DROP ZONES SELECTED BY THE
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COMPUTER, OR BY THE NATO PLAYER, HAS USED THE DROP ZONE PLACEMENT
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OPTION.(13.3).
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*PARA UNITS CANNOT LAND ON ENEMY-OWNED HEXES, OR ON THE WESTERN THIRD
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OF THE MAP (SECTORS 1,4,7 OR A).
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*IF A DROP ZONE IS TOO CLOSE TO THE SEA OR THE EDGE OF THE MAP, PARA
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UNITS MAY BE UNABLE TO LAND; THE ERROR SIGNAL WILL SOUND. *THE PARA
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DROPS ON TURN 3 AND TURN 4 WILL BE DELAYED ONE TURN IF THE RUSSIANS
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HAVE AIR SUPERIORITY.
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U.S. REINFORCEMENTS ARRIVING BY AIRPLANE (TURNS 7,8 AND 9) WILL LAND
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ON AVAILABLE FRIENDLY AIRFIELDS. NO MORE THAN TWO UNITS WILL ARRIVE
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AT ANY FIELD (ONE UNIT AT NIGHT). FRIENDLY UNITS ON THESE AIRFIELDS
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WILL HINDER THE LANDING OF REINFORCEMENTS. RUSSIAN AIR SUPERIORITY
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WILL DELAY ALL AIR-LANDING REINFORCEMENTS FOR ONE TURN.
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10.1 NAVAL UNITS
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A U.S. TASK FORCE, CARRYING REINFORCEMENTS FOR THE RDF, ARRIVES IN THE
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PERSIAN GULF DURING TURNS 12, 13 AND 14.
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*NAVAL UNITS ARE MOVED THE SAME WAY AS CONVENTIONAL UNITS, WITH THE
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DIRECTION KEYS.
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*AT SEA, NAVAL UNTIS CANNOT ENGAGE IN COMBAT, CHANGE MODE, USE THE
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ORDER PHASE OR SUPPLY SUPPORTING FIRE.
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*NAVAL UNITS ARE ASSUMED TO BE IN TRANS MODE. THEIR MOVEMENT IS
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REDUCED IF THE RUSSIANS HAVE AIR SUPERIORITY, AND BY THE PRESENCE OF
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SIGHTING ENEMY UNITS.
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*RUSSIAN UNITS ON COAST HEXES CAN FIRE ON OR ATTACK U.S. NAVAL UNITS,
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BUT CANNOT BE ATTACKED IN RETURN.
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10.2 LANDING NAVAL UNITS TO LAND, A NAVAL UNIT MUST END ITS MOVEMENT
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PHASE ADJACENT TO THE COAST WHERE IT INTENDS TO LAND. ANY UNIT WHICH
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MOVES AT SEA CANNOT LAND UNTIL THE NEXT MOVE. AT THE BEGINNING OF THE
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NEXT MOVE, THE UNIT WILL BE ABLE TO MOVE ASHORE.
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*NAVAL UNITS CANNOT LAND ON ENEMY OCCUPIED HEXES OR ENEMY-OWNED TOWN
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OR VILLAGE HEXES.
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10.3 NAVAL UNITS ON SHORE
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ONCE ASHORE, NAVAL UNITS CONVERT INTO CONVENTIONAL UNITS, WITH A
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REDUCED MOVEMENT ALLOWANCE FOR THE FIRST TURN. UPON LANDING UNITS
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CHANGE AUTOMATICALLY TO NORM MODE.(ARTILLERY CHANGES TO FIRE).
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11.0 VICTORY CONDITIONS
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-----------------------
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THE GAME WILL END AFTER 21,22, OR 23 TURNS, AT THE DISCRETION OF THE
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COMPUTER. THE COMPUTER WILL THEN COMPARE EACH PLAYER'S POINT TOTAL AND
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WILL DECLARE A WINNER. POINTS ARE AWARDED AS FOLLOWS:
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1 POINT FOR EACH ENEMY UNIT ELIMINATED (ENEMY UNITS WHICH EXIT THE
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BOARD DO NOT COUNT)
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1 POINT FOR EACH OILFIELD HEX OWNED
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2 POINTS FOR EACH TOWN OR VILLAGE OWNED A PLAYER WITH 10 OR MORE
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POINTS THAN HIS OPPONENT HAS WON A DECISIVE VICTORY.
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12.0 SPECIAL KEYS
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-----------------
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THE SPECIAL KEYS CAN BE UNSED DURING YOUR OWN TURN WHEN THE CURSOR IS
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FLASHING, OR, BY PRESSING ESCAPE DURING THE COMPUTERS MOVE.
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*IF THE HIDDEN OPTION WAS CHOSEN WHEN YOU SET UP THE GAME, YOU CANNOT
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USE THE D (HIGHLIGHT DIVISION) OR THE P (STRATEGIC MAP) KEYS DURING
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THE COMPUTER'S MOVE.
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13.0 GAME OPTIONS
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-----------------
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13.1 SAVING THE GAME
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A GAME MAY BE SAVED AT ANY TIME ON A SECOND DISK BY HITTING CONTROL B
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AND FOLLOWING INSTRUCTIONS. RDF GAMES MAY BE SAVED ON THE SAME DISK AS
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GERMANY 1985 OR OTHER SCENARIOS.
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13.2 RESTARTING A GAME
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TO RESTART A GAME SAVED ON ANOTHER DISK, HIT THE NUMBER OF THAT GAME
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OPTION AND FOLLOW INSTRUCTIONS. THE NAMES OF GAMES AVAILABLE FOR PLAY
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WILL BE SHOWN NORMALLY. HIGHLIGHTED NAMES SHOW GAMES THAT BELONG TO
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OTHER SCENARIOS, WHICH CANNOT BE PLAYED WITH THE RDF DISK.
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13.3 DROP ZONE SELECTION OPTION TO SELECT THE DROP ZONES FOR THE U.S.
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PARA UNITS, HIT 9 WHEN THE OPTION DISPLAY IS SHOWN, SO THAT PLACEMENT
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IS HIGHLIGHTED. AS THE COMPUTER DIRECTS, MOVE THE CURSOR TO EACH
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DESIRED DROP ZONE AND PRESS RETURN.
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*PARA UNITS WILL LAND WITHIN 3 HEXES OF TH SELECTED DROP ZONES. *DROP
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ZONES CANNOT BE LOCATED IN THE WESTERN THIRD OF THE MAP (SECTORS
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1,4,7, OR A)
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14.0 STRATEGY AND TACTICS
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-------------------------
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THE KEY TO WINNING RDF IS TAKING AND HOLDING OILFIELDS, AND EVEN MORE
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IMPORTANT, AIRFIELDS. THE SOVIET PLAYER HAS THE ADVANTAGE OF NUMBERS.
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THE U.S. PLAYER HAS THE ADVANTAGE OF SUPERIOR AIR SUPPORT, ESPECIALLY
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ON THE FIRST DAY, AND THE SUPERIOR TRAINING AND EQUIPMENT OF THE PARA
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UNITS.
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WHEN PLAYING AGAINST THE COMPUTER, REMEMBER THAT THE COMPUTER SIDE
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ALWAYS HAS ENHANCED AIRPOWER AND GREATER ABILITY TO REORGANIZE, TO
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COMPENSATE FOR ITS LACK OF FLEXIBILITY.
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IT IS ADVISABLE TO AVOID A BATTLE OF ATTRION OR HURRIED, UNCOORDINATED
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OFFENSIVES, AND TO CONCENTRATE ON SHARP, WELL-SUPPORTED ATTACKS TO
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ELIMINATE ENEMY UNITS.
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IN EFFECT, WHEN YOU PLAY AGAINST THE COMPUTER, YOU ARE PLAYING AGAINST
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A WELL-EQUIPPED AND WELL-TRAINED ENEMY, WITH LITTLE IMAGINATION AND A
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TENDENCY TO GO STRICKLY BY THE BOOK, A TYPE OF SOLDIER PLENTIFUL IN
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BOTH THE U.S. AND RED ARMY.
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APPENDIX:
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--------
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TERRAIN EFFECTS TABLE
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------------------------------------------------
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TERRAIN | MPS | SIGHTING DISTANCE| COMBAT BONUS|
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------------------------------------------------
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L.ROUGH | 4 | 3 | 2 |
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------------------------------------------------
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ROUGH | 4 | 2 | 3 |
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------------------------------------------------
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OASIS | 4 | 2 | 2 |
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------------------------------------------------
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SABKHAH | 4 | 3 | 1 |
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------------------------------------------------
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VILLAGE | 3 | 3 | 2 |
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------------------------------------------------
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TOWN | 4 | 2 | 3 |
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------------------------------------------------
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OILFIELD| 3 | 3 | 1 |
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------------------------------------------------
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DESERT | 3 | 3 | 1 |
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------------------------------------------------
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SEA | 1 | 5 | 1 |
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------------------------------------------------
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TYPE VS. TYPE BATTLE
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--------------------------------------
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US PARA VS.| TANK BMP ARTLY KATSH ENG|
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--------------------------------------
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| 2 2 4 4 1 |
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--------------------------------------
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| RUSSIAN VS. U.S. PARA |
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| TANK -3 |
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| BMP -2 |
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| ATRLY -10 |
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| KATSH -10 |
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| ENG -2 |
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--------------------------------------
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REINFORCEMENT SCHEDULE:
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============================================================================
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USA | USSR
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====================================|=======================================
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AT START TURN 9 | AT START TURN 8 TURN 13
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AIR DROP#1 3INF AIRFIELD 4(1)APC| 2(1)TANK R3(1) TANK R4(1) TANK
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AIR DROP#2 3INF 1 SPG | 3(1)BMP 3 BMP 2 ARTLY
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R1 1 AIRCV | 1 ARTLY 1(1)ARTLY 1 KATSH
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TURN 2 | 1 KATSH 1 HQ R5 1 TANK
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AIR DROP#3 2(1)INF | 1 HQ 1 ENGIN
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1 ENGIN TURN 12 | TURN 9 1 HQ
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1 HQ NAVAL 3(1) TANK | TURN 3 R2 1(1) BMP
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3 APC | R5 2(1)TANK 1 ARTLY
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TURN 3 1 ENGIN | 2 BMP 1 KATSH TURN 14
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AIR DROP#4 2(1)INF 1 SPG | 1 ARTLY 1 ENGIN R2 1(1) BMP
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1 HQ | R3 1 TANK 1 ARTLY
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TURN 4 | TURN 4 1 BMP R3 2 TANK
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AIR DROP#5 2(1)INF TURN 13 | R4 1(1)TANK 1(1) BMP
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NAVAL 2(1) TANK | R5 1 TANK TURN 11
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TURN 7 1(1) APC | (1)KATSH R4 3 TANK TURN 15
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R1 1 AIRVC 2 SPG | 1 ENGIN 1 BMP R2 1(1)TANK
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AIRFIELD 4(1) APC | R5 (1) TANK 2 BMP
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1 ENGIN | TURN 7 1 BMP R3 1 BMP
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TURN 8 TURN 14 | R2 1 TANK 1 KATSH
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AIRFIELD 3 APC NAVAL 2(1) TANK | 2(1) BMP TURN 12 1 HQ
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1(1) APC 1 APC | R4 1 TANK
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1 HQ 1 SPG | 1 BMP
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| (1) ARTLY
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| R5 1(1) TANK
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REINFORCEMENTS WHICH ONLY ARRIVE WHEN SIDE IS GIVEN REINFOCED DIVISIONS
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