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