1446 lines
56 KiB
Plaintext
1446 lines
56 KiB
Plaintext
NATO DEFENSE OF THE FULDA GAP
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REFORGER '88 MANUAL
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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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Description of Action
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Talking to the Computer
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Saving a Game
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The Map
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Starting the Game (Apple)
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Starting the Game (Atari)
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2.0 GENERAL DESCRIPTION
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Pans Inventroy
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Abbreviations
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3.0 SEQUENCE OF PLAY
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Determining Conditions of Play
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Historical Set-Up
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Sequence of Play
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Keeping Time
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Game Duration
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Limited Intelligence
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4.0 GROUP ADJUSTMENT PHASE
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Combat Groups
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Combat Units
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Dividing Combat Groups
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Transfering Units
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The Map Display
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Ending the Game
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Renumbering Combat Groups
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Declaring Chemical Warfare
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Air Group Display
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Delay Adjustments
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Casualty Reports
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5.0 SUPPLY PHASE
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Depot Movement
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Supply Distribution
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New Depots
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Supply Usage
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Refugees
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NATO Replacements
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6.0 TACTICAL PLOT - ROAD MOVEMENT PHASE
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Selecting Combat Groups
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Mode Selection
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Road Movement
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Plotting Tactical Movement
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Combat Situations
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Plotting Bombardments
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Plotting Recon Missions
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Plotting Bridge Demolition
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Plotting Bridge Construction
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7.0 AIR MISSIONS
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Air Superiority Missions
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Planning Airstrikes
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Combat Aircraft
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Flying Conditions
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Airborne Missions
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Air Recon Missions
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8.0 COMBAT RESULTS CALCULATIONS
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Weapon Systems
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Disrutpion
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Disruption Effects
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Terrain Effects
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Zones of Control
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Attack Strength Allocation
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Morale Reduction
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Chemical Warfare
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Sighting Enemy Forces
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9.0 TACTICAL EXECUTION & COMBAT PHASE
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Air Superiority Resolution
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Airstrike Resolution
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Air Recon Resolution
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Non-Combat Aircraft Losses
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Air Drop Resolution
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Bombardment Resolution
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Bridge Construction
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Bridge Demolition
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Recon Reports
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Tactical Movement
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Opportunity Fire
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Assault Combat
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Retreats
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Advance After Combat
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Combat Reports
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NATO Cities
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10.0 WEATHER
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11.0 VICTORY DETERMINATION
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Scoring
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Victory Levels
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12.0 SOLITAIRE PLAY
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13.0 ORDER OF BATTLE
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1.0 INTRODUCTION
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================
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REFORGER '88 is a ground tactical game of combat between the forces of NATO and
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the Warsaw Pact which takes place at the Fulda Gap in the year 1988. The game
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covers the first week of the war. The Warsaw Pact attacks with 12 divisions in
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an attempt to capture Frankfort and destroy Rhein-Main Air Force Base, NATO
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defending with 5 divisions must fight a desperate delaying action.
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1.10 Description of Action:
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--------------------------
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Each game turn consists of 12 hours of operations. Operations consist of
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supplying and moving combat forces, changing formation, planning assaults, air
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strikes, airborne mission and artillery bombardments and resolving combat
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situations.
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1.2 Talking to the Computer:
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---------------------------
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To enter a response to the computer that consists of numbers (such as a unit ID
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number), type the number into the computer and press the <RETURN> key to select
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a routine from a menu or answer a Yes/No question just press the desired key.
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WHERE THE EXIT COMMAND IS NOT SPECIFIED. PRESS <RETURN> TO QUIT THE ROUTINE.
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1.3 Saving the Game:
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-------------------
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At the end of each player's ORDERS PHASE and at the end of each turn the
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computer will allow the player(s) to save the game in progress. You will need
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a scratch disk to store the saved game data. Save game disks for the Apple
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must be initialized for SSI use during a game by following instructions
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included in the game program. Atari users may use any disk that has been
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properly formatted for use on the Atari. Once a game is saved, you will be
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able to restart it at the point where you left off.
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WHEN RESTARTING A SAVED GAME YOU MUST SET THE CORRECT SOLITAIRE LEVEL AND
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NUMBER OF PLAYERS ON THE OPENING MENU.
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1.4 The Map:
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-----------
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The game map covers the battlefields in Central Germany from Kassel in the
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north to Wurzburg in the south. Movement around the map is controlled by a
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hexagon grid system (31 x 32 hexes) with each hexagon representing 6 kilo-
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meters.
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1.5 Starting the Game (Apple):
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-----------------------------
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To begin the game, boot your game disk and the game will begin automatically.
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If you are using an Apple II with Pascal you must first use your BASICs disk,
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if you are using an Apple III you must first go into Apple II emulation mode.
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1.6 Starting the Game (Atari):
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-----------------------------
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To begin the game, boot the Scenario side of your disk. After selecting the
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starting values for your game, you will be told to insert the Game side of
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your disk. Remove all cartidges from your computer before booting your disk.
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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. Rule Book
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c. 5 1/4" game disk
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d. Two map/data cards
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2.2 Abbreviations:
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-----------------
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Abbreviations used in the game are listed below:
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DIV division
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BDE brigade
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DET detachment
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RGT regiment
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BN battalion
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GDS Guards
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MECH mechandized
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MOT motorized
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PZG panzergrenadier
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INF infantry
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RIF rifle
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ART artillery
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AT anti-tank
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SPH self-probelled howitzer
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FH field howitzer
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M mortar
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RL rocket launcher
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ENGR engineer
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APC armored personnel carrier
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G/M gun/missile systems
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AA anti-aircraft
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3.0 SEQUENCE OF PLAY
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====================
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REFORGER '88 is a two-sided game: NATO vs Warsaw Pact. The NATO forces must be
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commanded by a human player. The Warsaw Pact forces may be commanded by either
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a human or the computer.
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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 will 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) SOLITAIRE LEVEL OF DIFFICULTY
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(5) SCENARIO SUPPRISE or EARLY WARNING
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On the ATARI version:
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(1) NEW GAME or SAVED GAME
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(2) SOLITAIRE or TWO PLAYERS
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(3) SOLITAIRE LEVEL OF DIFFICULTY
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(4) SCENARIO SUPPRISE or EARLY WARNING
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3.2 Historical Set-Up:
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---------------------
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At the start of the game, the computer will assign air combat forces to their
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starting locations prior to the battle.
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3.3 Sequence of Play:
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--------------------
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1 NATO Group Adjustment Phase
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2 NATO Supply Phase
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3 NATO Tactical Plot & Road Movement Phase
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4 NATO Air Mission Allocation Phase
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5 NATO Save Game Phase
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6 Warsaw Pact Group Adjustment Phase
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7 Warsaw Pact Supply Phase
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8 Warsaw Pact Tactical Plot & Road Movement Phase
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9 Warsaw Pact Air Mission Allocation Phase
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10 Warsaw Pact Airborne Phase
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11 Warsaw Pact Save Game Phase
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12 Tactical Execution & Combat Phase
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13 End of Turn Save Game Phase
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3.4 Keeping Time:
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----------------
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Each game turn represents 12 hours, AM turns are daylight turns and PM turns
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are night turns. The calendar days adjusted at the start of each AM turn. The
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"Suprise" scenario starts on 5/8/88 AM. The "Early Warning" scenario starts on
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5/8/88 PM.
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3.5 Game Duration:
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-----------------
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Either player may end the game during his GROUP ADJUSTMENT PHASE. Both players
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should agree when ending the game in this manner. The game will end automatic-
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ally at the end of the 5/15/88 AM turn.
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3.6 Limited Intelligence:
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------------------------
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The players' knowledge of the opposing forces location and strength will be
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limited. Opposing forces will be displayed on the map only if they have been
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in contact with friendly ground forces or sighted by friendly recon aircraft.
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All NATO units are considered sighted on the first turn of the suprise attack
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scenario.
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4.0 GROUP ADJUSTMENT PHASE
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==========================
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During the group adjustment phase the player(s) may divide their combat groups,
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transfer units from one group to another, renumber their groups, view the map
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display, air group display, casually display, declare chemical warfare, adjust
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the delay loop or end the game.
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4.1 Combat Groups:
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-----------------
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Combat groups may contain from 1 to 5 brigades, regiments or battalions (units)
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. Each combat group (CG) has an identification number and a divisional
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designation. It is possible for more than one CG to have the same divisional
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designation. Different CGs will never have the same group idenification (ID)
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number.
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Group ID numbers 1-63 are reserved for NATO CGs. Group ID numbers 64-127
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are reserved for Warsaw Pact CGs.
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EXAMPLE 12 PANZER GROUP 5
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The example shows the CG's divisional designation and group ID number as it
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would appear on your display, 12 PANZER is the divisional designation and "5"
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is the group ID number.
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4.2 Combat Units:
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----------------
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Each CG may contain from 1 to 5 combat units (CUs). CUs are given a
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descriptive name to reflect its basic function. Each CU may contain up to 6
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different weapon systems.
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EXAMPLE PZG BN
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36 MARDER 39 MILAN 6 120M
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12 JPZ-RK
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In the example a CU is shown as it would appear on your display, PZG BN is the
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descriptive name. The CU contains 4 different weapon systems, 36 Marder armor-
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ed personnel carriers (each containing 1 squad of infantry), 39 Milan missile
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teams, 6 120mm mortar teams and 12 JPz Rakete self propelled missile systems.
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4.3 Dividing Combat Groups:
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--------------------------
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Enter the group ID number of the CG you wish to divide. The computer will
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automatically select the lowest numbered "empty" group to receive the divided
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units. The computer will then list the units in the dividing CG. Enter the
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unit number (0-4) for each unit you wish to transfer to the new CG. When you
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have completed your transfers just press <RETURN> to quit the routine.
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The newly formed CG will have the same divisional designation morale rating
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and supply level as the dividing CG.
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4.4 Transferring Units:
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----------------------
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Units may be transferred between two CGs that occupy the same hexagon on the
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map. Both the "gaining" and "losing" CG must have the same divisional
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designation.
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Enter the group ID number of the losing CG. The computer will automatically
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select the other CG in the hex as the gaining CG. The procedure for transferr-
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ing units is the same as described in 4.3. A CG may never contain more than 5
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units.
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If the morale rating of the gaining CG is greater than the morale rating of
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the losing CG, then the morale of the gaining CG will be reduced to the level
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of the losing CG.
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4.5 The Map Display:
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-------------------
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The map used in REFORGER '88 employs a hexagon grid 32 hexes high by 31 hexes
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wide. Only a fraction of the map (7 hexes high by 13 hexes wide) may be viewed
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at one time. By pressing the keys 1-6 the cursor can be moved around the map
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(1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW). If the cursor is moved to the edge of the
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display then the map display will scroll to reveal the hidden portions of the
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map.
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West German combat group symbols contain the letters "GE", American combat
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group symbols will contain "US", Soviet combat group symbols contain the
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letters "SU", East German combat group symbols will contain the letters "EG".
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Two Warsaw Pact groups stacked together will contain the symbols "WP" or "W".
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Two NATO groups stacked together will contain the symbols "NA" or "N". All
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frinedly CGs will be shown on the display. Enemy CGs will be displayed only if
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they were "sighted" during the previous turn's Combat Phase.
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4.6 Ending the Game:
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-------------------
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The players may elect to end the game during the Group Adjustment Phase. The
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computer will display the final score.
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4.7 Renumbering Combat Groups:
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-----------------------------
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CGs may be renumbered using the RENUMBER GROUP routine. Enter the number of
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the CG you wish to renumber and the new number you wish to assign it. The new
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number may not duplicate the ID number of a CG currently on the map.
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4.8 Declaring Chemical Warfare:
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------------------------------
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Only the Warsaw Pact player may declare chemical warfare. After chemical
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warfare has been declared the effects of all airstrikes and bombardments (both
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Warsaw Pact and NATO) will be enhanced (see 8.8).
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4.9 Air Group Display:
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---------------------
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The AIR GROUP DISPLAY routine may be used to view the current operational
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aircraft levels for each NATO squadron or Warsaw Pact air regiment available to
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the players.
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4.10 Delay Adjustments:
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----------------------
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During the Tactical Execution and Combat Phase flexible delay loops have been
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inserted to allow the players to accelerate or slow the pace. The DELAY ADJUST
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routine may be used to alter the delays as desired.
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4.11 Casualty Reports:
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---------------------
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Players may look at a report listing friendly and enemy losses incurred during
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the previous turn. The report of friendly losses is accurate, but the report
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of enemy losses is usually exaggerated. Players may look at the report of
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enemy losses only once per turn.
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5.0 SUPPLY PHASE
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================
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Supply points are used each time a CG moves or performs a combat function.
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During the supply phase the player(s) move their depots to the front line areas
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to replenish the supplies of their CGs.
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5.1 Depot Movement:
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------------------
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NATO depots always start their movement on an autobahn hex on the west edge of
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the map. Warsaw Pact depots always start their movement on an autobahn hex on
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the east edge of the map. Depots always start their move with a supply level
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of 25. A depot's supply level represents the maximum number of supply points
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it may distribute to EACH friendly CG.
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Depots may be moved in the various directions by pressing keys 1-6 (1-N,
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2-NE, 3-SE, 4-S, 5-SW, 6-NW). For each hex a depot moves its supply level will
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be decreased. The supply level reduction varies with the type of terrain
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entered as shown below:
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clear 1
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woods 1
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rough 4
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city 1
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autobahn 1/4
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To qualify for the autobahn supply reduction rates the depot must be moving
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directly from one autobahn/city hex to another autobahn/city hex.
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The players may elect to use the AUTO-MOVE DEPOT function to move their
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depots near the front line. Auto-moved depots will always follow their
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programmed path until they are stopped by an enemy ZOC.
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A depot that moves adjacent to an enemy CG will be lost for the remainder
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of the turn (each player has 4 depots). Warsaw Pact depots may never enter a
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NATO controlled city hex. A depot may not cross an unbridged river hexside.
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5.2 Supply Distribution:
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-----------------------
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At any time during a depot's move the depot may distribute supplies by pressing
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the (S)UPPLY key. All friendly CGs within 2 hexes of the depot may receive
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supplies. CGs may only receive supplies once per supply phase. CGs that
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receive supplies will disappear from the map for the remainder of the supply
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phase.
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The number of supply points received by a CG will be equal to the supply
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level of the depot.
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5.3 New Depots:
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--------------
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The player(s) may request new depots at any time during the supply phase by
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pressing the (N)EW DEPOT key. The new depot will begin on the same side of the
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map, but on a different autobahn hex. NATO depots may enter on four different
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autobahn hexes on the west edge of the map. Warsaw Pact depots may enter on
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four different autobahn hexes on the east edge of the map. The entry autobahn
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hexes will be changed each time a new depot is requested. The player should
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continue pressing the (N) key until the depot begins in the desired area.
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5.4 Supply Usage:
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----------------
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CGs use supply points for all movement and most fire missions. Supply costs
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and restrictions are listed below:
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COST MINIMUM
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road move 1 1
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tactical move 3 3
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retreat 3 3
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opportunity fire 2 6
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offensive fire 3 6
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defensive fire 3 6
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1/2 def fire 0 0
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bombardment 6 12
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build bridge 6 12
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The number listed in the MINIMUM column is the number quantity of supplies a
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CG must have to perform a particular mission. Thus a CG must have 12 supply
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points to perform a bombardment even though it will only use 6 of them.
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Unsupplied CGs may not move or perform any fire missions except defensive
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fire (at 50% normal effectiveness).
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5.5 Refugees:
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------------
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In the first two days of the war the Autobahns in West Germany will be jammed
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with relugees fleeing the war zone. Prior to the 5/10/88 AM game turn both the
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Warsaw Pact and NATO will be unable to use the autobahns to move supplies or
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combat groups
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Prior to 5/10/88, depots will not receive the road movement bonus.
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5.6 NATO Replacements:
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---------------------
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Starting 5/10/88 AM the NATO player may receive replacements for some of his
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depleted battalions. Replacements will be automatically added to depleted
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battalions during the supply distribution process.
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Replacement will be added under the following conditions:
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PANZER BATTALIONS with less then 37 LEOPARDs will receive 17 LEOPARDs
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TANK BATTALIONS with less than 37 ABRAMS will receive 17 ABRAMS
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PZG BATTALIONS with less than 25 MARDERs will receive 12 MARDERs and 12
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MILANs
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MECH INF BATTALIONS with less than 19 M-2s will receive 9 M-2s and 9
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DRAGONs
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The number or replacement weapon systems received each turn varies with the
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SOLITAIRE LEVEL as shown below:
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LEVEL 1 2 3 4
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LEOPARD 0 12 34 51
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MARDER 0 12 24 36
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MILAN 0 12 24 36
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M-2 0 9 18 27
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DRAGON 0 9 18 27
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Replacements will be distributed to the FIRST ELIGIBLE BATTALIONS that receive
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supplies during the turn. Unused replacements will be accumulated for use
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during later turns.
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6.0 TACTICAL PLOT - ROAD MOVEMENT PHASE
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=======================================
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During the tactical plot/road movement phase the player(s) may alter the mode
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of their CGs perform road movement with CGs in "road" mode, plot tactical
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movement for CGs in "assault" or "mobile" mode or plot bombardment fire for CGs
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in "static" mode. CGs may also plot recon, bridge demolition or bridge
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contruction missions.
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6.1 Selecting Combat Groups:
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---------------------------
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Move the cursor over the CG to be moved/plotted and press the (G)ET UNIT key.
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The computer will display the CG's designation, group ID number and mode. If
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there are two CGs in the hex and you wish to go to the other CG then press
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(Q)UIT key to get the bottom CG in the stack.
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When you have completed your movement/Plots for a CG you may hit the (Q)UIT
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key and move the cursor to get another friendly CG instead of the (Q)UIT key,
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you may hit the (N)EXT GROUP key and the computer will automatically "get" the
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|
CG with the next highest group ID number.
|
|
|
|
6.2 Mode Selection:
|
|
------------------
|
|
A CG's mode will affect its ability to move and fight during the current turn.
|
|
CGs in road mode may fire only their tank type weapon system during the current
|
|
turn. The movement rates and defense adjustments for each mode are shown
|
|
below:
|
|
|
|
|
|
MOVE DEFENSE
|
|
static 0 x 1.5
|
|
assault 1 x 1.0
|
|
mobile 3 x .75
|
|
road 18 x .62
|
|
|
|
|
|
You may alter the current mode of a CG by pressing the S, A, M or R keys. A
|
|
CG may not be placed in road mode unless it currently occupies an autobahn or
|
|
city hex. CGs may not be placed in road mode if they are currently adjacent to
|
|
an enemy CG.
|
|
|
|
6.3 Road Movement:
|
|
-----------------
|
|
Only CGs in road mode may employ road movement. When using road movement, a CG
|
|
may only enter autobahn or city hexes. CGs may never move adjacent to an
|
|
enemy CG when using road movement. A CG may never enter a hex that is
|
|
currently occupied by TWO friendly CGs. CGs may never use road movement across
|
|
an unbridged river hexside. Soviet units in road mode may not enter a NATO
|
|
controlled city.
|
|
It is possible to use part of a CG's road movement allowance, then move or
|
|
plot other groups, and finish the CG's movement later in the turn.
|
|
CGs may not enter ROAD MOVE or use road movement prior the 5/10/88 AM turn
|
|
(see 5.5).
|
|
|
|
6.4 Plotting Tactical Movement:
|
|
------------------------------
|
|
All movement except road movement must be planned in advance (plotted) during
|
|
the TACTICAL PLOT - ROAD MOVEMENT PHASE. CGs perform their planned moves
|
|
during the TACTICAL EXECUTION & COMBAT PHASE.
|
|
A tactical plot consists of from 1 to 3 number with each number representing
|
|
an instruction to move in a particular direction during a particular TACTICAL
|
|
EXECUTION segment. There are 3 movement segments during the TACTICAL EXECUTION
|
|
& COMBAT PHASE. The first number in the tactical plot instructs the CG to move
|
|
in a particular direction during the first movement segment, the second number
|
|
in the tactical plot refers to the second segments, etc.
|
|
Listed in the next columns a summary of the legal movement plots.
|
|
|
|
1 move north
|
|
2 move northeast
|
|
3 move southeast
|
|
4 move south
|
|
5 move southwest
|
|
6 move northwest
|
|
0 do not move this segment
|
|
|
|
EXAMPLE: PLOT 032
|
|
|
|
In the example tactical plot shown above the CG would not move during segment
|
|
1, would move southeast during segment 2 and northeast during segment 3.
|
|
Only CGs in assault or mobile mode may perform tactical movement. The
|
|
number of hexes that may be moved using tactical movement is affected by the
|
|
CG's mode. Tactical movement allowances are shown below:
|
|
|
|
assault 1
|
|
mobile 3
|
|
|
|
CGs in assault mode may execute their 1 move during any of the three movement
|
|
segments (a plot of 003 would instruct a CG to save its move until the 3rd
|
|
movement segment).
|
|
The AFB RHEIN-MAIN unit may never be moved.
|
|
|
|
6.5 Combat Situations:
|
|
---------------------
|
|
Combat situations will occur whenever a CG attempts to execute a tactical move
|
|
into a hex occupied by an enemy CG. If more than one friendly CG attempt to
|
|
enter a particular enemy occupied hex during the same movement segment then
|
|
these friendly CGs will combine their combat strengths to attack the enemy
|
|
CG(s) in the hex.
|
|
An "S" command may be inserted at the end of a CG's tactical plot if you
|
|
want to CG to attack in a particular direction but no move or advance. The S
|
|
should be the last figure in the tactical plot, any instructions that appear
|
|
after the S will be ignored. The S command will affect only the last segments
|
|
in which movement is plotted.
|
|
|
|
EXAMPLE: PLOT 111S
|
|
|
|
In the example, the CG would move north during segments 1 & 2. During segment
|
|
3 the CG would attack if the hex to the north is enemy occuped but would not
|
|
move on advance after combat.
|
|
The maximum length of a tactical plot is four symbols.
|
|
|
|
6.6 Plotting Bombardments:
|
|
-------------------------
|
|
Only CGs in static mode may perform bombardments. To perform a bombardment a
|
|
CG must contain long-range weapon systems:
|
|
|
|
M107 M109 M110 110RL
|
|
122SPH 152SPH 122FH 152FH
|
|
|
|
122RL 203RL 204RL
|
|
130FH 180FH
|
|
|
|
Eligible CGs may bombard enemy CG either 1 or 2 hexes away.
|
|
Bombardments are plotted the same as tactical movement bombardment of plots
|
|
must start with a "B" symbol. The 2nd (and 3rd) sysmbol(s) indicate the
|
|
direction the guns are firing.
|
|
|
|
EXAMPLE: PLOT B12
|
|
|
|
In the example plot the target hex is located 2 hexes away one hex in direction
|
|
1 and one hex in direction 2.
|
|
|
|
EXAMPLE: PLOT B3
|
|
|
|
In the example plot the target hex is located one hex in direction 3.
|
|
|
|
6.7 Plotting Recon Missions:
|
|
---------------------------
|
|
CGs may perform recon missions to "observe" the contents of an adjacent hex.
|
|
Recon plots must start with an "R" symbol. The second symbol indicates the
|
|
direction (from the recon CG) to be searched.
|
|
|
|
EXAMPLE: PLOT R4
|
|
|
|
In the example plot, the CG will search the adjacent hex to the south.
|
|
Recon missions are executed BEFORE the tactical movement segments.
|
|
|
|
6.8 Plotting Bridge Demolition:
|
|
------------------------------
|
|
Players may attempt to destroy bridge hexsides by plotting bridge demolition
|
|
missions for their CGs. A bridge demolition plot must start with an "X" symbol
|
|
followed by a number (1-6) representing the direction of the bridge hexside
|
|
relative to the CG.
|
|
|
|
EXAMPLE: PLOT X3
|
|
|
|
In the example shown above bridge demolition has been plotted for the bridge
|
|
hexside located southeast of the plotting CG.
|
|
CGs that do not contain engineer battalions will have a 30% chance of
|
|
destroying the bridge hexside. CGs that contain an engineer battalion will
|
|
have their chance of destroying the bridge enhanced (95% for a full strength
|
|
and undisrupted engineer battalion).
|
|
|
|
6.9 Plotting Bridge Construction:
|
|
--------------------------------
|
|
CGs that contain engineer battalions may plot a bridge construction mission. A
|
|
bridge construction plot must start with a "C" symbol followed by a number (1-
|
|
6) representing the direction of the river hexside to be bridged relative to
|
|
the building CG.
|
|
|
|
EXAMPLE: PLOT C4
|
|
|
|
In the example shown above the CG will attempt to construct a bridge across the
|
|
river hexside located to the south.
|
|
A full strength and undisrupted NATO engineer battalion will have a 90%
|
|
chance of successfully constructing the bridge hexside. A full strength and
|
|
undisrupted Warsaw Pact engineer battalion will have a 70% chance. The chance
|
|
of success will be reduced if the engineer battalion has suffered losses and/or
|
|
disruption.
|
|
|
|
|
|
7.0 AIR MISSIONS
|
|
================
|
|
The players may assign friendly air group (squadrons/regiments) to fly air
|
|
superiority group attack air recon or bridge attack missions. The Warsaw Pact
|
|
may assign its three airborne regiments to be air dropped.
|
|
|
|
7.1 Air Superiority Missions:
|
|
----------------------------
|
|
At the start of the Air Missions Phase, the players may assign air groups to
|
|
air superiority missions. The computer will display the air group one at the
|
|
time, showing the type and quantity of aircraft. The player may assign the
|
|
group to air superiority by pressing the <A> key. If the <N> key to pressed
|
|
the current group will NOT be assigned to air superiority and the computer will
|
|
display the next air group. If the <S> key is pressed, the current group will
|
|
NOT be assigned and the computer will skip past all remaining groups with the
|
|
same aircraft type as the current group if the <E> key is press then the
|
|
computer will EXIT the air superiority selection routine.
|
|
|
|
7.2 Planning Airstrikes:
|
|
-----------------------
|
|
Each player may plan up to 10 airstrikes each turn. The player may move the
|
|
cursor to the desired target by pressing 1-6 directional keys. Press the
|
|
(S)ELECT TARGET key when the cursor is over the hex you wish to attack. Air
|
|
groups are assigned to stike missions in the same manner that they are
|
|
assigned to air superiority missions.
|
|
After all air groups have been assigned to a particular strike, press the
|
|
<E> key to EXIT the group assignment routine. The computer will allow you to
|
|
choose either BRIDGE, RECON or GROUND ATTACK in the target hex. To attack a
|
|
bridge hexside in the target hex press a numeric key (1-6) to indicate the
|
|
direction of the bridge hexside from the target cursor. Air Recon missions
|
|
will attempt to sight enemy CGs within two hexes of the "target" hex (see 7.6).
|
|
|
|
7.3 Combat Aircraft:
|
|
-------------------
|
|
Combat aircraft included in the game are listed below including their ratings
|
|
for air superiority (AS), ground attack (GA), defense (DF) and all-weather
|
|
avionics (AW):
|
|
|
|
|
|
F-15 12 10 9 6
|
|
F-16 10 6 7 4
|
|
PHANTOM 7 12 7 6
|
|
TORNADO 9 14 8 9
|
|
F-111 3 20 8 9
|
|
A-10 2 16 2 3
|
|
PAH-1 0 6 3 1
|
|
AH-64 0 10 8 5
|
|
RF-4 1 0 14 9
|
|
|
|
MIG-29 9 6 7 5
|
|
MIG-23 8 1 4 4
|
|
SU-25 3 8 5 4
|
|
SU-24 3 10 6 7
|
|
SU-17 2 6 4 4
|
|
MIG-27 4 7 6 6
|
|
MI-8 0 1 2 1
|
|
MI-24 0 5 4 1
|
|
MIG-25R 1 0 8 6
|
|
|
|
Aircraft with an AS rating of zero are helicopters. Aircraft with a GA rating
|
|
of zero are recon naissance aircraft. It is strongly suggested that the NATO
|
|
player use his F-15, F-16, PHANTOM, and TORNADO aircraft on air superiority
|
|
missions until an advantage over the Warsaw Pact is achieved. The Warsaw Pact
|
|
player should use his MIG aircraft on air superiority missions.
|
|
|
|
7.4 Flying Conditions:
|
|
---------------------
|
|
The ability of the aircraft to perform the missions may be affected by two
|
|
element time of day (AM/PM) and the weather (clear, overcast). These two
|
|
elements are combine to form the following conditions:
|
|
|
|
GOOD AM & CLEAR weathter
|
|
FAIR AM & OVERCAST weather
|
|
FAIR PM & CLEAR weather
|
|
POOR PM & OVERCAST weather
|
|
|
|
When conditions are GOOD all aircraft perform at 100% effectiveness. When
|
|
condition are FAIR or POOR aircraft will preform at only a fraction of their
|
|
normal effectiveness a determined by their all-weather (AW) ratings.
|
|
|
|
AW FAIR POOR
|
|
9 90% 81%
|
|
8 80% 64%
|
|
7 70% 49%
|
|
6 60% 36%
|
|
5 50% 25%
|
|
4 40% 16%
|
|
3 30% 9%
|
|
2 20% 4%
|
|
1 10% 1%
|
|
|
|
The weather is determined at the start of each turn. There is a 50% chance
|
|
that the weather will be OVERCAST.
|
|
|
|
7.5 Airborne Missions:
|
|
---------------------
|
|
The Warsaw Pact has three airborne regiments that may be air dropped onto the
|
|
map. Selection of the drop zone is similar to selecting an airstrike target
|
|
hex. Airborne regiments may not be air dropped into NATO controlled cities or
|
|
hexes occupied by NATO CGs (if attempted the drop will be aborted).
|
|
|
|
7.6 Air Recon Missions:
|
|
----------------------
|
|
Recon missions are flown for the purpose of sighting enemy CGs. Recon missions
|
|
count towards the maximum limit of 10 airstrikes per turn. ANY TYPE OF
|
|
AIRCRAFT MAY FLY RECON MISSIONS. The specialized recon aircraft (RF-4 and MIG-
|
|
25R) are best suited for the reconnaissance role. Aircraft with higher AW
|
|
ratings will have the best chance of sighting enemy CGs. FAIR or POOR flying
|
|
conditions will reduce the chance of sighting enemy CGs.
|
|
|
|
|
|
8.0 COMBAT RESULTS CALCULATIONS
|
|
===============================
|
|
There aer 5 types of combat that occur in the game: (1) airstrike, (2)
|
|
bombardment, (3) opportunity fire, (4) defensive fire, (5) offensive fire. All
|
|
forms of combat use the same general method for calculating casualities ATTACK
|
|
STRENGTH/DEFENSE STRENGTH = CASUALTIES. The attack and defense strengths may
|
|
be modified according to the type of combat terrain, or CG mode. Also a random
|
|
factor is added to all combat calculations.
|
|
|
|
8.1 Weapon Systems:
|
|
------------------
|
|
Listed below are the weapon systems used in the game including their attack
|
|
strength (AS), defense strength (DS) and weapon type (WT):
|
|
|
|
|
|
tanks
|
|
ARRAMS
|
|
M60A3
|
|
LEOPRD
|
|
T-80
|
|
T-72
|
|
T-55
|
|
ASU-85
|
|
LUCHS
|
|
BRDM
|
|
|
|
anti-tank guns
|
|
100AT
|
|
SPG-9
|
|
|
|
atgm systems
|
|
M-901
|
|
JPZ-RK
|
|
SAGGER
|
|
SPANDL
|
|
DRAGON
|
|
MILAN
|
|
apc
|
|
M-2
|
|
M-3
|
|
M-113
|
|
MARDER
|
|
BMP
|
|
BMP-R
|
|
BMD
|
|
BTR-70
|
|
ENGR
|
|
short range artillery
|
|
120M
|
|
M-106
|
|
M-125
|
|
82M
|
|
140RL
|
|
long range artillery
|
|
110RL
|
|
122RL
|
|
203RL
|
|
240RL
|
|
M-107
|
|
M-109
|
|
122SPH
|
|
152SPH
|
|
122FH
|
|
152FH
|
|
130FH
|
|
180FH
|
|
short range anti-aircraft
|
|
STINGR
|
|
DIVAD
|
|
CHAP
|
|
GEPARD
|
|
ROLAND
|
|
ZSU-23
|
|
23AA
|
|
SA-7
|
|
SA-9
|
|
SA-8
|
|
long range anti-aircraft
|
|
HAWK
|
|
PATR'T
|
|
SA-4
|
|
SA-6
|
|
infantry-disembarked
|
|
INF
|
|
ENGR
|
|
|
|
|
|
All systems that have a DS greater than 3 are considered to be HARD target
|
|
types. Systems with a DS less than 4 are considered to be SOFT target types AP
|
|
and GM type weapons are designed to destroy HARD targets while HE and I type
|
|
weapons are designed to destroy SOFT targets. AP and GM weapons are assumed to
|
|
have an AS of 1 when attacking SOFT targets. HE and I weapons are assumed to
|
|
have an AS of 1 when attacking HARD targets.
|
|
Armored Personnel Carriers (APCs) each carry one squad of infantry. When a
|
|
CG is in STATIC or ASSAULT mode then its APCs will have DISMOUNTED INFANTRY and
|
|
will be treated as SOFT targets. When a CG is in MOBILE or ROAD mode then its
|
|
APCs will have their infantry embarked and will be treated as HARD targets.
|
|
Dismounted infantry may perform an active combat role, embarked infantry will
|
|
add nothing to combat situations.
|
|
Weapons that have a DF of 4 are defined as PROTECTED WEAPONS. Protected
|
|
weapons are treated as HARD targets if their CG is in MOBILE or ROAD mode.
|
|
Protected weapons are treated as SOFT targets if their CG is in STATIC or
|
|
ASSAULT mode. Protected weapons are most effective in their SOFT target
|
|
configuration.
|
|
TANK type weapons are assumed to have an AS of 6 when using OFFENSIVE FIRE
|
|
against SOFT targets.
|
|
I type weapons have their AS enhanced when using DEFENSIVE FIRE against
|
|
TANKS IF ,the attacking TANKS outnumber the attacking DISMOUNTED INFANTRY squads
|
|
(the degreee of enhancement varies with the attacking TANK to DISMOUNTED
|
|
INFANTRY ratio).
|
|
CGs in road mode may only fire with their tanks.
|
|
CGs in static mode have their AS DOUBLED.
|
|
During OPPORTUNITY FIRE, HE and AP type weapons may fire using 1/2 of their
|
|
normal AS. GM type weapons fire using their normal AS. I type weapons may not
|
|
perform opportunity fire.
|
|
|
|
8.2 Disruption:
|
|
--------------
|
|
In addition to taking casualties, a CG will suffer "disruption" when attacked.
|
|
The disruption will be equal to the ATTACK STRENGTH/TOTAL TARGETS.
|
|
CGs that are attacked more than once in a turn will accumulate disruption
|
|
points (up to 99). At the start of each turn all CGs will have their
|
|
disruption points returned to ZERO.
|
|
After combat, assaulting CGs will have their disruption level reduced by
|
|
their morale rating (if the morale rating is 80 then the disruption level is
|
|
reduced by 80%).
|
|
|
|
8.3 Disrutpion Effects:
|
|
----------------------
|
|
Following OFFENSIVE FIRE, if a defending CG's disruption level is greater than
|
|
its morale rating and the attacker disruption level is less than 90, then the
|
|
defending CG will be forced to retreat (unless the attacker has insufficient AP
|
|
strength to match the defender's number of tanks).
|
|
If a CG's disruption level is greater than its morale rating then it will be
|
|
unable to move any further that turn.
|
|
When firing a CG's attack strength will be reduced by its disruption level
|
|
(if the disruption level is 50 then the AS is reduced by 50%).
|
|
|
|
8.4 Terrain Effects:
|
|
-------------------
|
|
HARD targets defending in a WOODS ROUGH or CITY hex will have their defense
|
|
strength DOUBLED SOFT targets defending in a CITY or ROUGH hex will have their
|
|
defense strength QUADRUPLED. SOFT targets defending in WOODS have their
|
|
defense strength DOUBLED.
|
|
CGs may only cross river hexsides if they are in ASSAULT or ROAD mode. CGs
|
|
in ROAD mode may only cross bridged river hexsides. CGs in ASSAULT mode gain
|
|
between 25 and 100 disruption points when moving or attackin across a river
|
|
hexside.
|
|
Warsaw Pact CGs may only enter a NATO controlled city hex using tactical
|
|
movement. After a Warsaw Pact CG enters the city hex it becoms an OVERRUN CITY
|
|
and its symbol on the map will change.
|
|
|
|
8.5 Zones of Control:
|
|
--------------------
|
|
Evely CG has a zone of control (ZOC) that consists of the hex that it occupies
|
|
and the six adjacent hexes.
|
|
Friendly depots or CGs in road mode may never enter an enemy ZOC. If a CG
|
|
moves directly from one enemy ZOC into another enemy ZOC (except as a result of
|
|
a forced retreat from combat), then that CG may be attacked by enemy
|
|
OPPORTUNITY FIRE (see 9.4). CGs may not retreat into an enemy ZOC unless the
|
|
retreat hex is currently occupies by a friendly CG in either static or assault
|
|
mode.
|
|
|
|
8.6 Attacks Strength Allocation:
|
|
-------------------------------
|
|
In most combat situations, the CG being attacked will consist of several
|
|
different weapon systems in calculating combat results the total attack
|
|
strength is divided to attack each weapon system sperately. The percentage
|
|
of the total attack strength to attack each weapon system is equal to NUMBER
|
|
IN WEAPON SYSTEM/TOTAL TARGETS
|
|
|
|
EXAMPLE: DEFENDING CG CONTAINS
|
|
30 T-80 20-T72
|
|
|
|
In the example, 60% of the total attack strength would be used against the
|
|
T-80s and 40% would be use again the T-72s.
|
|
|
|
8.7 Morale Reduction:
|
|
--------------------
|
|
CGs have their morale rating reduced by 1 point each time they perform an
|
|
assault or are attacked CGs with a morale less than 50 will gain 1 morale point
|
|
at the start of each trun.
|
|
Additional morale reduction may occur as at result of bombardments or
|
|
airstrikes using chemical weapons.
|
|
|
|
8.8 Chemical Warfare:
|
|
--------------------
|
|
After chemical warefare has been declared effectiveness of a airstrikes and
|
|
bombbardments will be enhanced. Only Warsaw Pact airstrikes and bombardments
|
|
will be enhanced on the turn chemical warfare is declared. The effectiveness
|
|
of chemical air strikes and bombardments is adjusted as follows.
|
|
(1) DOUBLED
|
|
(2) DOUBLED on the turn chemical warfare is declared
|
|
(3) DOUBLED when used against American CGs (only for the first two times
|
|
that the unit experiences a chemical attack).
|
|
(4) HALVED when used against a CG that has previously experienced a chemical
|
|
attack.
|
|
|
|
The adjustments shown above are cumulative
|
|
CGs will suffer a 4-point morale loss the first time they are attacked with
|
|
chemical weapons and a 2-pont morale loss for any subsequent chemical attack.
|
|
American CGs will suffer a 10-point morale loss for the first, a 4-point morale
|
|
loss for the second and a 2-point morale loss for any subsequent chemical
|
|
attack.
|
|
|
|
8.9 Sighting Enemy Forces:
|
|
-------------------------
|
|
Enemy CGs may only be sighted during the Combat Phase. Enemy CGs will be
|
|
sighted as follows:
|
|
|
|
(1) successful air reconnaissance
|
|
(2) enemy CG moves adjacent to friendly CG
|
|
(3) enemy CG uses OFFENSIVE, DEFENSIVE or OPPORTUNITY FIRE
|
|
(4) enemy CG adjacent to friendly CG at the end of the Combat Phase
|
|
|
|
Enemy CGs sighted during the Combat Phase will remain "visible" for the
|
|
duration of the following turn.
|
|
|
|
|
|
9.0 TACTICAL EXECUTION & COMBAT PHASE
|
|
=====================================
|
|
During the tactical execution & combat phase (TEC phase), movement and combat
|
|
functions are performed in the following sequence:
|
|
|
|
1. air superiority airstrike & air recon resolution
|
|
2. air drop, bombardment, construction, demolition & land recon resolution
|
|
3. segment 1
|
|
a. NATO movement
|
|
b. NATO attack resolution
|
|
c. Warsaw Pact movement
|
|
d. Warsaw Pact attack resolution
|
|
4. segment 2
|
|
5. segment 3
|
|
|
|
There is a 20% chance that the Warsaw Pact will move and attack before NATO
|
|
when playing at solitaire level 3. This chance is increased by 20% per level
|
|
as the solitaire level is DECREASED.
|
|
|
|
9.1A Air superiority Resolution:
|
|
-------------------------------
|
|
During air superiority combat the total air wuperiority points (TASP) for each
|
|
side are used to attack the enemy air superiority squadrons/regiments. Air-to-
|
|
air forces for each air group are equal to ENEMY TASP/(NUMBER FRIENDLY AIR
|
|
SUPERIORITY GROUPS x DEFENSE STRENGTH). A random factor is included in the
|
|
calculation of aircraft losses.
|
|
The interception points (IP) are equal to one-half of the difference between
|
|
NATO and Warsaw pact TASP.
|
|
|
|
EXAMPLE: TASP NATO = 1200
|
|
WARSAW PACT = 1000
|
|
IP = NATO + 100
|
|
((1200 - 1000)/2 = 100)
|
|
|
|
The IP will intercept each enemy airstrike
|
|
|
|
9.1B Airstrike Resolution:
|
|
-------------------------
|
|
Prior to attacking the target each air group in the airstrike must be attacked
|
|
by the enemy IP and the area flak strength (AFS). AFS is equal to the combined
|
|
attack strengths of air short range anti-aircraft weapons in the target hex
|
|
plus all long range anti-aircraft weapons within two hexes of the target hex.
|
|
The IP and AFS are used to destroy the bombing aircraft and/or reduce their
|
|
effectiveness. The percentage of effectiveness loss is equal to (IP+AFS)/1000.
|
|
Airstrikes will cause casualties and disruption in the target CS(s).
|
|
Targets which are highly concentrated (over 300 weapons systems) will suffer
|
|
additional losses. The greater the number of weapons systems, the larger the
|
|
amount or additional losses. Airstrikes directed against bridge hexsides
|
|
should include 250 ground attack points (adjusted for weather etc.) to have a
|
|
50% chance of success.
|
|
|
|
9.1R Air Recon Resolution:
|
|
-------------------------
|
|
Recon aircraft may be destroyed or reduced in effectiveness by flak/intercept-
|
|
ion in the same manner as bombing aircraft. Surviving recon aircraft will
|
|
search the area within two hexes of the target. The SEARCH ABILITY of the
|
|
recon mission is euqal to NUMBER AIRCRAFT x AW RATING. Search effectiveness
|
|
is also reduced by FAIR or POOR flying conditions.
|
|
|
|
9.1X Non-Combat Aircraft Losses:
|
|
-------------------------------
|
|
Air groups will suffer 5% losses (on the average) each turn that they fly a
|
|
combat mission.
|
|
|
|
9.2A Air Drop Resolution:
|
|
------------------------
|
|
Airborne Groups that are "dropped" onto the map will suffer casualties and
|
|
disruption from the terrain they land in, NATO flak and interception and/or
|
|
adverse flying conditions.
|
|
|
|
rough 200 night (PM) 200
|
|
woods 100 overcast 100
|
|
|
|
The above numbers are added to the NATO interception points and flak strength
|
|
to "attack" the air-dropped CG (the attack has the same effect as an airstrike)
|
|
|
|
9.2B Bombardment Resolution:
|
|
---------------------------
|
|
Only the long range artillery (LRA) type weapons may fire bombardments. During
|
|
PM turns, bombardment effectiveness will be HALVED Bombardments cause
|
|
casualties and disruption in the target CG(s). The effectiveness of the
|
|
bombardment may be reduced if the firing CG had been previously hit by air-
|
|
strikes or bombardments. Target which are hihgly concentrated will suffer
|
|
additional losses (see section 9.1B).
|
|
|
|
9.2C Bridge Construction:
|
|
------------------------
|
|
Bridge Construction is resolved during the TEC phase. The chance of consturct-
|
|
ion may be reduced by casualities/disruption that occur during prior airstrikes
|
|
/bombardments.
|
|
|
|
9.2D Bridge Demolition:
|
|
----------------------
|
|
Bridge demolition occurs during the TEC phase. The chance or demolition may be
|
|
reduced by casualities/disruption that occur during prior airstrikes/bombard-
|
|
ments.
|
|
|
|
9.2R Recon Reports:
|
|
------------------
|
|
For each recon mission the computer will display the approximate number of
|
|
TANKS, G/M, and APCs in the searched hex. all artillery and AA systems will be
|
|
included in the G/M total.
|
|
|
|
9.3 Tactical Movement:
|
|
---------------------
|
|
CGs will execute tactical movement in accordance with their tactical plots.
|
|
Tactical movement may initiate OPPORTUNITY FIRE or ASSAULT COMBAT.
|
|
CGs that have a disruption level greater than their morale rating will be
|
|
unable to execute their remaining tactical plots. A CG may not move into a
|
|
hex that is currently occupied by TWO friendly CGs (its remaining tactical plot
|
|
will be aborted).
|
|
|
|
9.4 Opportunity Fire:
|
|
--------------------
|
|
If a CG moves directly from one enemy ZOC into another enemy ZOC the the CG may
|
|
be targeted for OPPORTUNITY FIRE. Enemy CGs may fire if they are adjacent to
|
|
the hex in which the moving CG started AND adjacent to the hex that the moving
|
|
CG enters. CGs in road mode may not use opportunity fire.
|
|
Only AP, HE and GM type weapon systems will perform opportunity fire.
|
|
Opportunity fire is resolved at 1/4 of the normal attack strength for AP and HE
|
|
weapons and at 1/2 for GM weapons. During PM turns, opportunity fire attack
|
|
strengths will be HALVED.
|
|
During opportunity fire the computer will display the ANTI-SOFT/ANTI-HARD
|
|
attack strengths of the firing CGs.
|
|
|
|
9.5 Assault Combat:
|
|
------------------
|
|
Assault combat is initiated whenever a CG attempts to enter a hex occupied by
|
|
an enemy CG. Assault combat is resolved at the end of the movement segment.
|
|
All CGs that attempted to enter the same enemy hex will combine their attack
|
|
strengths.
|
|
Assault combat consists of (1) defensive fire, and (2) offensive fire. The
|
|
CG(s) in the "enemy" hex combine their attack strengths to perform defensive
|
|
fire. During offensive fire all weapon systems except tanks and dismounted
|
|
infantry will have their attack strengths halved.
|
|
Offensive and defensive fire are resolved simultaneously.
|
|
|
|
9.6 Retreats:
|
|
------------
|
|
Following assault combat, defending CGs will be forced to retreat if their
|
|
disruption level is greater than their morale rating and the attackers'
|
|
disruption is less than 90. CGs may not retreat into a hex that is currently
|
|
occupied by TWO friendly CGs. CGs may not retreat if they have less than 3
|
|
supply points if the defending CG(s) are unable to retreat then they will be
|
|
destroyed instead.
|
|
|
|
9.7 Advance After Combat:
|
|
------------------------
|
|
Following assault combat, if the defender was forced to retreat then the
|
|
attacking CG(s) may advance into the vacated hex. CGs may not advance if their
|
|
disruption level is greater than their morale rating. A maximum of TWO of the
|
|
attacking CGs may advance after combat. CGs that FAIL to advance after assault
|
|
combat will have the remainder of their tactical plot canceled. CGs that
|
|
advance after combat will have their disruption level reduced according to
|
|
their morale rating (if the morale rating is 80 then the disruption level is
|
|
reduced by 80%).
|
|
|
|
9.8 Combat Reports:
|
|
------------------
|
|
As each type of attack is being resolved the computer will display the DISRUPT-
|
|
ION points added to the defending and attacking forces.
|
|
|
|
9.9 NATO Cities:
|
|
---------------
|
|
Whenever a Soviet unit enters a city hex the city is considered to have been
|
|
overrun. A city once overrun is no longer considered to be NATO controlled.
|
|
The NATO player may never regain control of a city that has been overrun.
|
|
|
|
10.0 WEATHER
|
|
============
|
|
The weather may be either CLEAR or OVERCAST. The weather is subject to change
|
|
at the start of each turn. There is a 50% chance of OVERCAST each turn when
|
|
playing as solitaire level 3. The chance of OVERCAST is decreased 10% per
|
|
level as the solitaire level is decreased.
|
|
|
|
11.0 VICTORY DETERMINATION
|
|
==========================
|
|
At the end of the game the computer calculates the score. Victory is
|
|
determined based upon point differentials.
|
|
|
|
11.1 Scoring:
|
|
------------
|
|
Victory Points (VPs) are awarded for the control of cities and for surviving
|
|
combat forces. NATO receives 2000 VPs for each NATO controlled city hex.
|
|
Warsaw Pact scores 100000 VPs for destroying the Rhein-Main AFB. The Warsaw
|
|
Pact is awarded 50000 VPs if chemical warfare is not declared during the game.
|
|
In the surprise attack scenario the NATO player will receive 25,000 points.
|
|
Points awarded for each surviving WEAPON are equal to the weapon's AS plus
|
|
its DS.
|
|
|
|
EXAMPLE T-80 = 24 VP (13 + 11)
|
|
157FH = 5 VP (4 + 1)
|
|
|
|
VPs are awarded for surviving aircraft equal to the aircraft's AS + GA + DF +
|
|
AW ratings.
|
|
Warsaw Pact will have their points per weapon system multiplied for CGs that
|
|
have advanced west of hex column 21. The MULTIPLE will be equal to 3/(((X-1)/
|
|
10)+1) with X being the x-coordinate of the CG.
|
|
|
|
11.2 Victory Levels:
|
|
-------------------
|
|
To determine the victory level, subtract the total NATO VPs from the total
|
|
Warsaw Pact VPs and compare the result to the following table.
|
|
|
|
0 or less NATO decisive
|
|
1 - 25000 NATO substantive
|
|
25001 - 50000 NATO marginal
|
|
50001 - 75000 Draw
|
|
75001 - 100000 WP marginal
|
|
100001 - 125000 WP substantive
|
|
125001 or more WP decisive
|
|
|
|
|
|
12.0 SOLITAIRE PLAY
|
|
===================
|
|
When playing solitaire games the computer will command the Warsaw Pact forces.
|
|
There are 4 levels of solitaire difficulty. The level of difficulty is
|
|
determined when starting a new game and may be altered when restarting a saved
|
|
game. As the level number is DECREASED, the balance of air power will shift in
|
|
favor of the Warsaw Pact. CLEAR weather will occur more frequently NATO
|
|
reinforcements will arrive later thatn normal. Warsaw Pact reinforcements will
|
|
arrive earlier than normal and NATO will receive fewer replacements. These
|
|
levels may be used to handicap a two player game if desired Level 3 is
|
|
considered the "historical" level.
|
|
It is possible to start a game in solitaire mode, save it and restart it as
|
|
a two-player game. To do this set the main menu to two-player mode before
|
|
reloading the saved game data.
|
|
|
|
|
|
13.0 ORDER OF BATTLE
|
|
====================
|
|
|
|
NATO
|
|
----
|
|
|
|
WEST GERMAN III CORPS:
|
|
---------------------
|
|
2nd Panzergrenadier Divison:
|
|
4 x Pz Bn, 5 x PzG Bn, 1 x Recon Bn,
|
|
3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn
|
|
|
|
5th Panzer Division:
|
|
5 x Pz Bn, 4 x PzG Bn, 1 x Recon Bn,
|
|
3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn
|
|
|
|
12th Panzer Division:
|
|
5 x Pz Bn, 4 x PzG Bn, 1 x Recon Bn,
|
|
3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn
|
|
|
|
III Corps Artillery:
|
|
2 x Art Bn
|
|
|
|
US ARMY V CORPS:
|
|
---------------
|
|
11th Armored Cavalry Regiment:
|
|
3 x Cav Sqn, 1 x Art Bn
|
|
|
|
3rd Armored Division:
|
|
6 x Amor Bn, 5 x Mech Inf Bn, 1 x Cav Sqn,
|
|
4 x Art Bn, 1 x Engineer Bn
|
|
|
|
4th Mechanized Division (-):
|
|
1 x Armor Bn, 2 x Mech Inf Bn, 1 x Art Bn
|
|
|
|
V Corps Artillery:
|
|
3 x Art Bn
|
|
|
|
4th Mechanized Division Reinforcements:
|
|
May 10 1 x Armor Bn, 2 x Mech Inf Bn
|
|
(Entry Hex C) 1 x Art Bn
|
|
May 12 1 x Armor Bn, 2 x Mech Inf Bn
|
|
(Entry Hex C)
|
|
|
|
Rhein-Main AFB:
|
|
1 x Art Def Bn
|
|
|
|
NATO AIR SQUADRONS:
|
|
------------------
|
|
4 x F-15, 4 x F-16, 3 x PHANTOM
|
|
4 x TORNADO, 4 x F-111, 4 x A-10
|
|
3 x PAH-1, 3 x AH-64, 5 x RF-4
|
|
|
|
|
|
WARSAW PACT
|
|
-----------
|
|
|
|
SOVIET 8th GUARDS ARMY:
|
|
----------------------
|
|
79th Guards Tank Divsion:
|
|
3 x Tank Rgt, 1 x Mot Rif Rgt, 1 x Recon Bn,
|
|
1 x Engineer Bn, 1 x Art Rgt
|
|
|
|
20th Guards Motorized Rifle Division:
|
|
1 x Tank Rgt, 3 x Mot Rif Rgt, 1 x Tank Bn,
|
|
1 x Recon Bn, 1 x Engineer Bn, 1 x Art Rgt
|
|
|
|
39th Guards Motorized Rifle Division:
|
|
(same as 20 GMRD)
|
|
|
|
57th Guards Motorized Rifle Division:
|
|
(same as 25 GMRD)
|
|
|
|
8th Guards Army Artillery:
|
|
1 x Art Bde
|
|
|
|
|
|
EAST GERMAN 3rd ARMY:
|
|
--------------------
|
|
7th East German Tank Divsion:
|
|
(same as 79 GTD)
|
|
|
|
4th East German Motorized Rifle Division:
|
|
(same as 20 GMRD)
|
|
|
|
11th East German Motorized Rifle Division:
|
|
(same as 20 GMRD)
|
|
|
|
|
|
WARSAW PACT REINFORCEMENTS:
|
|
--------------------------
|
|
|
|
SOVIET 1st GUARDS TANK ARMY:
|
|
---------------------------
|
|
7th Guards Tank Division (May 12)
|
|
Entry Hex A:
|
|
(same as 79 GTD)
|
|
|
|
11th Guards Tank Division (May 11)
|
|
Entry Hex A:
|
|
(same as 79 GTD)
|
|
|
|
9th Tank Division (May 11) Entry Hex B:
|
|
(same as 79 GTD)
|
|
|
|
34th Artillery Division (-) (May 13)
|
|
Entry Hex B:
|
|
1 x Art Det
|
|
|
|
103rd Guards Airborne Division (air drop)
|
|
3 x Airborne Rgt
|
|
|
|
|
|
WARSAW PACT AIR REGIMENTS:
|
|
-------------------------
|
|
3 x MIG-29, 9 x MIG-23, 3 x SU-25,
|
|
3 x SU-24, 6 x SU-17, 3 x MIG-27, 6 x MI-8
|
|
3 x MI-24, 5 x MIG-25R
|
|
|
|
|
|
SUPPLY COSTS AND RESTRICTIONS
|
|
=============================
|
|
|
|
COST MINIMUM
|
|
road move 1 1
|
|
tactical move 3 3
|
|
retreat 3 3
|
|
opportunity fire 2 6
|
|
offensive fire 3 6
|
|
defensive fire 3 6
|
|
1/2 def fire 0 0
|
|
bombardment 6 12
|
|
build bridge 6 12
|
|
|
|
|
|
COMBAT AIRCRAFT RATINGS
|
|
=======================
|
|
|
|
AS GA DF AW
|
|
F-15 12 10 9 6
|
|
F-16 10 6 7 4
|
|
PHANTOM 7 12 7 6
|
|
TORNADO 9 14 8 9
|
|
F-111 3 20 8 9
|
|
A-10 2 16 2 3
|
|
PAH-1 0 6 3 1
|
|
AH-64 0 10 8 5
|
|
RF-4 1 0 14 9
|
|
|
|
MIG-29 9 6 7 5
|
|
MIG-23 8 1 4 4
|
|
SU-25 3 8 5 4
|
|
SU-24 3 10 6 7
|
|
SU-17 2 6 4 4
|
|
MIG-27 4 7 6 6
|
|
MI-8 0 1 2 1
|
|
MI-24 0 5 4 1
|
|
MIG-25R 1 0 8 6
|
|
|
|
(AS) = air superiority
|
|
(GA) = ground attack
|
|
(DF) = defense
|
|
(AW) = air-weather avionics
|
|
|
|
|
|
WEAPON SYSTEMS
|
|
==============
|
|
|
|
AS DS WT AS DS WT
|
|
|
|
tanks long range artillery
|
|
ABRAMS 13 12 AP 110RL 4 1 HE
|
|
M60A3 12 9 AP 122RL 4 1 HE
|
|
LEOPRD 14 11 AP 203RL 7 1 HE
|
|
T-80 13 11 AP 240RL 8 1 HE
|
|
T-22 11 10 AP M-107 4 4 HE
|
|
T-55 8 7 AP M-109 4 4 HE
|
|
ASU-85 5 6 AP 122SPH 3 4 HE
|
|
LUCHS 1 5 AP 152SPH 4 4 HE
|
|
BRDM 1 5 HE 122FH 3 1 HE
|
|
anti-tank guns 152FH 4 1 HE
|
|
100AT 6 1 AP 130FH 3 1 HE
|
|
SPG-9 5 4 AP 180FH 5 1 HE
|
|
atgm systems short range anti-aircraft
|
|
M-901 11 5 GM STINGR 3 4 AA
|
|
JPZ-RK 11 5 GM DIVAD 6 4 AA
|
|
SAGGER 8 5 GM CHAP 4 1 AA
|
|
SPANDL 11 5 GM GEPARD 5 4 AA
|
|
DRAGON 9 4 GM ROLAND 8 1 AA
|
|
MILAN 11 4 GM ZSU-23 5 4 AA
|
|
23AA 1 1 AA
|
|
apc SA-7 1 4 AA
|
|
M-2 4 7 HE/I SA-9 4 1 AA
|
|
M-3 4 7 HE/I SA-8 8 1 AA
|
|
M-113 1 4 HE/I long range anti-aircraft
|
|
MARDER 4 7 HE/I HAWK 12 4 AA
|
|
BMP 8 6 GM/I PATRT 18 4 AA
|
|
BMP-R 8 6 GM/I SA-4 4 1 AA
|
|
BMD 8 6 GM/I SA-6 7 1 AA
|
|
BTR-70 1 5 HE/I infantry-disembarked
|
|
short range artillery INF 3 3 I
|
|
120M 2 4 HE ENGR 3 3 I
|
|
M-106 2 4 HE
|
|
M-125 1 4 HE
|
|
82M 1 2 HE
|
|
140RL 5 1 HE
|
|
|
|
(AS) = attack strength
|
|
(DS) = defense strength
|
|
(WT) = weapon type
|
|
|