581 lines
28 KiB
Groff
581 lines
28 KiB
Groff
.nf
|
||
.na
|
||
|
||
RUSSIA
|
||
|
||
The great war in the east 1941-1945
|
||
|
||
|
||
A Strata-Cracker release
|
||
|
||
Dox Typed By:
|
||
Disk Muncher
|
||
|
||
1. INTRODUCTION
|
||
|
||
.fi
|
||
Russia is a simulation of the greatest military struggle in the history
|
||
of mankind. Almost 50 million fighting men participated in the four-
|
||
year conflict and more than 20 million of them were casualities.
|
||
|
||
You may take the role of supreme commander for either the Axis or Soviet
|
||
forces or you may choose to accpet a subordinate role and command a single
|
||
theatre of operations. Or again, you may choose to combine the roles and
|
||
command a number of positions. The choice is yours. Your computer will
|
||
control those forces not assigned to human hands.
|
||
|
||
|
||
2. WHATS IT ALL ABOUT?
|
||
|
||
Before asking you to go through the introductory tutorials, we recommend
|
||
you read the next two chapters.
|
||
|
||
The German war effort in Russia was directed by the OKH (Oberkommando
|
||
des Heeres) which, as the war progressed, and his distrust of generals
|
||
grew, increasingly came to mean Hitler himself. Its Soviet counterpart
|
||
was STAVKA (formally Stavka Glavnovo Komandovaniya or Headquarters
|
||
High Command), which was always run by Stalin, who trusted no one.
|
||
|
||
OKH and Stavka form the strategic level of play in Russia. The decisions
|
||
made at this level include allocation of reserves and reinforcements and
|
||
issuing directives to the subordinate Army Groups and Theatres. The strategic
|
||
turn occurs once per month.
|
||
|
||
Of course, neither Hitler or Stalin were abble to restrict themselves to
|
||
the lofty plane of strategic command, and interfered constantly in
|
||
operational matters. You will be able to do likewise.
|
||
|
||
Operational command in Russia is represented in weekly turns and consists
|
||
of decisions made at three levels of military hierarchy.
|
||
|
||
Directly controlled by the OKH are three Army Groups, known for most of
|
||
the war as Army Group North, Army Group Centre and Army Group South. Each
|
||
Army Group can command 1 to 6 Armees and each Armee can command from 1 to
|
||
6 Korps. The armies under each Army Group are written in the German Armee,
|
||
to avoid confusion with Russian formations of a different level. Thus a
|
||
partial chain of command for the Germans might run as follows: Army Group
|
||
North - 4th Panzer Armee - 41st Panzer Korps. For the Germans, the Korps is
|
||
the unit represented on the map and doing all the fighting.
|
||
|
||
For the Russians, the commands immediately below Stavka are called
|
||
Theatres A,B and C. Each theatre commands from 1 to 6 Fronts and each
|
||
Front commands 1 to 6 Armies. You will notice that for the Russians the
|
||
unit of combat and maneuver is the Army, which is equivalent to the
|
||
German Korps, while the German Armee is equivalent to the Russian Front.
|
||
For the Russians, a partial chain of command might run as follows:
|
||
Theatre A - Leningrad Front - 23rd Army.
|
||
|
||
While the Korps/Army is the basic formation for organizing and moving
|
||
troops, each Korps is actually composed of a number of divisions. These
|
||
divisions never appear on the map and are always either included in a
|
||
Korps/Army formation or held in a HQ reserve. There are three basic types
|
||
of divisions: Infantry , Motorised and Armoured.
|
||
|
||
In the campiaign game the player can choose to play OKH/Stavka and/or
|
||
any or all of the Army Group/Theatre commands. Playing an Army Group/
|
||
Theatre involves directing all of its subordinate formations.
|
||
|
||
In a scenario, there is no strategic command (I.E. No OKH/Stavka) and
|
||
only one Army Group/Theatre per side.
|
||
|
||
There are three scenarios included in the game. They cover the inital
|
||
drive of Army Group North to capture Leningrad in the summer of 1941,
|
||
the Axis attempt to capture Stalingrad and the subsequent Soviet counter-
|
||
attack in 1942 and the climactic armour clash, and its aftermath, at
|
||
Kursk in 1943. The Leningrad scenerio, being the smallest, is used as
|
||
an introductory tutorial to make you familiar with operational decision
|
||
making.
|
||
|
||
The campaign game covers the entire conflict from June 1941 until May
|
||
1945 or until a conclusion is reached whether it be in 1943 or 1947!
|
||
The opening months of the campaign game are used as an introductory
|
||
tutorial to give you some experience with the strategic decisions you
|
||
will have to make in the course of the war.
|
||
|
||
Futhermore, the powerful Game Design Kit we have developed will allow
|
||
you to customize any of the set scenarios or the campaign game. You may
|
||
even create entirely new scenerios of campaign games, beginning them
|
||
from any time between 1939 and 1945.
|
||
|
||
SPECIAL NOTE:
|
||
|
||
Russia actually involves four levels of military hierarchy. For the
|
||
Germans they are OKH/Army Group/Armee/Korps. For the Russians, they are
|
||
Stavka/Theatre/Front/Army. In order to avoid confusion we will use the
|
||
German terms throughout these rules. Unless otherwise stated, a rule
|
||
which describes a German formation will be applicable to the corresponding
|
||
Soviet force. For example, the statement that two corps can not occupy
|
||
the same hex at the end of movement should also be read as meaning that
|
||
two Armies may not do so either.
|
||
|
||
|
||
3. HOW A SCENARIO PLAYS
|
||
|
||
This chapter should be read before starting the scenerio tutorial.
|
||
|
||
A scenario (not a campaign game) of Russia goes something like this.
|
||
|
||
Choose the scenario you wish to play. Experienced players may wish to
|
||
vary an exsisting scenario or to create an entirely new one.
|
||
|
||
Choose a handicap level for the game. Handicap levels in Russia act as
|
||
a multiplier on the points accumulated by either player. They do not
|
||
affect the artificial intelligence or the combat performance of the
|
||
protagonists.
|
||
|
||
Choose whether the game will be played between two humans, one human
|
||
(either Axis or Soviet player) or no humans.
|
||
|
||
Each scenario lasts for a number of turns; up to 31. Each turn represents
|
||
about one week of real time so that the maximum scenario length is 8 months.
|
||
|
||
The military forces at your command are Korps size units for the Axis and
|
||
Army size units for the Soviet. These are your basic formations for
|
||
organizing and moving troops. Each Korps or Army, depending on the type,
|
||
will contain several infantry, motorized and/or armoured divisions.
|
||
|
||
In a scenario there will be only one Army Group and Theatre involved.
|
||
|
||
Each Korps/Army will contain a variable number of divisions, based on
|
||
availability, the type of Korps and its current order. A divisional
|
||
reserve is maintained at each Armee/Front as well as a variable number of
|
||
ground support assets (artillery, anti-tank etc.) and air support assets.
|
||
These assets are apportioned out of each turn to those Korps/Armies in need
|
||
of them. A further reserve of divisions and assets are maintained at Army/
|
||
Group/Theatre level. Finally, a replacement pool is available to both sides
|
||
to rebuild depleted divisions in the field provided they meet the eligility
|
||
criteria. Korps (Armies) are defined by type (E.G. SS Panzer, GDS Tank,
|
||
Siberian, etc.) and these ratings, together with their current order, largely
|
||
determine their exact divisional composition.
|
||
|
||
The battlefield on which you fight is a field of hexagons divided into
|
||
blocks of 9x9 hexes. The campaign map is composed of twelve of these blocks.
|
||
A scenario map will use some of these. The ground scale is approxamately
|
||
40 miles per hex. Different types of terrain are represented by different
|
||
terrain icons. Railways and cities are shown and victory points are awarded
|
||
for control of the latter.
|
||
|
||
It is your job as Army Group/Theatre commander to use this time, these
|
||
forces and these conditions to capture and hold as many cities as you can,
|
||
to destroy as many of the enemy formations as you can get your hands on and,
|
||
of course, to prevent your opponent from doing this to you. The player who
|
||
has scored the most number of points by the end of the scenario is the
|
||
winner.
|
||
|
||
Your interface with the game is a structured set of menus which become very
|
||
easy to use. These menus give you the power to maneuver and deploy your
|
||
formations, to send them into battle and to refit and reorganize them when
|
||
necessary. Each Armee, (Front) has its doctrine specified however, and
|
||
individual Korps (Armies) may be given orders relating to their tactical
|
||
situation. Ground and air assets are allocated to Korps (Armies) in contact
|
||
with the enemy.
|
||
|
||
Only one Korps/Army can occupy a single hex at the end of a turn. This
|
||
does not prevent them from moving through each other when executing your
|
||
orders.
|
||
|
||
Railways play an important part in supplying troops and the rail nets
|
||
in the game are differentiated into Axis and Soviet gauges (I.E. Narrow
|
||
and Wide gauge).
|
||
|
||
You have only limited control over the positioning of individual Korps/
|
||
Armies. The orders given to Armees/Fronts will determine the response of
|
||
their component Korps/Armies.
|
||
|
||
You can examine a variety of reports, including area weather conditions
|
||
, which will provide the information to base your decisions on.
|
||
|
||
All orders are issued before any action takes place. Combat between
|
||
opposing forces is resolved and described by a short report. Othr orders
|
||
are then executed.
|
||
|
||
This manual contains a short briefing for each scenario which will give
|
||
you some idea of what must be accomplished in order to win.
|
||
|
||
On average you can expect a scenario of four months length to take 60
|
||
minutes to finish in solitaire mode; a little longer if your opponent
|
||
is human.
|
||
|
||
Victory Points (VP's) are accumulated weekly in a scenario.
|
||
|
||
A scenario is won by the side with the greatest number of VP's on the
|
||
final turn. Note that an automatic victory is awarded in a scenario when
|
||
the city containing the enemy's Army Group HQ (Theatre) is captured.
|
||
|
||
|
||
4. PLAYING YOUR FIRST SCENARIO
|
||
|
||
As a warm up to your adventure in Russia, we invite you to spend the next
|
||
forty minutes reliving the first frantic months of the German drive to
|
||
capture the vital Baltic Prot of Leningrad. You will take the role of General
|
||
Von Leeb and command Army Group North in its dash to reach Leningrad before
|
||
the combination of Soviet reinforcements and bad weather can stall your
|
||
offensive. You have only twelve weeks (turns) to get the job done! You cant
|
||
afford to waste a moment!
|
||
|
||
|
||
STARTING UP
|
||
|
||
Start up your computer. Menu A (Start-Up menu) appears to the right of
|
||
the title page. As is the case with every menu in the game, you use the
|
||
arrow keys to locate your choice from the menu, and then type [RET] to
|
||
select it.
|
||
|
||
If you select the wrong menu, dont worry. Type [ESC] to go back to the
|
||
previous menu.
|
||
|
||
|
||
SELECTING THE LENINGRAD SCENARIO
|
||
|
||
Before we can start play, we have to select the Leningrad scenario,
|
||
tell the computer to control the Russian forces and decide whether
|
||
we wish to use a handicap.
|
||
|
||
Use either arrow key to locate the <GAME> line and type [RET] to go to
|
||
menu B (Location Select).
|
||
|
||
Use an arrow key to locate the <SCENARIO> line and type [RET] to go to
|
||
menu C (Scenario Menu). Apple owners will have to turn the disk to the
|
||
scenario side.
|
||
|
||
Use an arrow key and locate the <LENINGRAD> line and press [RET] to go to
|
||
Menu E (Edit Utility). The scenario briefing screen is displayed to the
|
||
left of the menu window.
|
||
|
||
Use an arrow key to locate the <EDIT> line and type [RET] to go to menu
|
||
F (Handicap Utility). We must now decide whether to use a handicap. Lets
|
||
give ourselves all the help we can get. The handicaps below the <NO EFFECT>
|
||
line benefit the Soviet Player; those above benefit the Axis Player.
|
||
|
||
Use the arrow keys to select the <MAJOR> Axis line and type [RET] to go
|
||
to Menu G (Player Select). You must assign human or computer control to
|
||
each player in the game. The panle above the menu window displays the name
|
||
of the command position. You will be asked to assign control for
|
||
<AG NORTH>. This is you, so use the arrow keys to locate the <HUMAN> line
|
||
and type [RET]. You will now be asked to assign control for Theatre A (The
|
||
Soviet Command). Use the arrow keys to locate the <COMPUTER> line and press
|
||
[RET].
|
||
|
||
Once all the command positions have been assigned, the cursor is thrown
|
||
into the briefing screen and you have the opportunity to change the
|
||
commanders names. Do this if you wish, otherwise type [RET] until you get
|
||
back to Menu E (Edit Utility).
|
||
|
||
Use an arrow key to locate the <START> line and type [RET] to go to menu
|
||
H (Game Master). Apple owners will have to turn the disk back to the
|
||
master side.
|
||
|
||
Thats the preliminaries over with. Were just about ready to play.
|
||
|
||
|
||
REVIEWING YOUR FORCES
|
||
|
||
The date and a current turn briefing appear above the menu window. It is
|
||
week 4 of June, 1941. This is the first of the twelve weeks for which the
|
||
game will run. Below the menu window is a small weather summary map. Each
|
||
of the twelve map sections is clear. Its the middle of summer. There is a
|
||
chance that the more northerly map sectors will have some mud remaining
|
||
from the previous winter. The map area displayed is the Riga Sector.
|
||
The Riga Sector is the second from the left of the top row.
|
||
|
||
The <SOVIET> and <RUN 5> lines in the menu have been overprinted with
|
||
a solid bar to show that you can not access them. The solid bar will
|
||
disappear from the <RUN 5> line after the <AXIS> line has been accessed.
|
||
This is to guard against accidentally selecting <RUN5> before issuing your
|
||
orders. The <SOVIET> line will always be overprinted in this game (due to
|
||
the fact it is a solo game) the computer does not want you to see what
|
||
it is doing.
|
||
|
||
Locate the <AXIS> line and type [RET] to bring up menu 2 (Operations
|
||
Master). This map is updated by the addition of the axis gauge rail net
|
||
(I.E. Narrow gauge). Date, turn number and current victory point total
|
||
are displayed below the menu window.
|
||
|
||
HISTORICAL NOTE: In case you are wondering why the Axis rail net extends
|
||
into Russia, here is the explanation. In 1939, in conjunction with the
|
||
Axis-Soviet dismemberment of Poland, the Soviet Union annexed the
|
||
Baltic States of Latvia, Lithuania and Estonia as well as a large hunk
|
||
of eastern Rumania. The rail systems of these countries were, by and large,
|
||
compatable with europe rather than Russia. By the time of the Axis invasion,
|
||
only a small part of these rail nets had been converted to the wider
|
||
Soviet gauge. Once Axis forces capture these narrow gauge rail hexes,
|
||
they can be used immediately for transportation.
|
||
|
||
|
||
Before issuing any orders to our men, we will review our forces and the
|
||
environment in which they will have to fight.
|
||
|
||
The four Axis units in the bottom left hand corner of the map are ours.
|
||
They are opposed by three units from the Soviet Baltic Front immediately
|
||
to the right.
|
||
|
||
Select the <REPORTS> line from menu 2 and type [RET] to bring up menu 4
|
||
(General Reports). This is just a branch menu. Select the <STATUS> line
|
||
to bring up menu 5 (Unit Status).
|
||
|
||
The map has been replaced with a full screen display showing the condition
|
||
of every unit under your command. There are two pages to this report. Type
|
||
[RET] to bring up the second page. The length of the report is determined
|
||
by the size of your force.
|
||
|
||
Look at the first page. The top line identifies Army Group North, displays
|
||
the date and the number of pages in this report.
|
||
|
||
There are 4 Armees attached to AG North; 4 Pz, 18th, 16th and 9th Armees.
|
||
Note that Armee was historically part of AG Centre. For the purposes of
|
||
this scenario, however, it has been detached to AG North.
|
||
|
||
Four Korps are attached to 4Pz Armee; 10 (Inf), 39 (Pz), 56 (Pz), and
|
||
41 (Pz). Only 41 Pz begins the game deployed on the map. The other three
|
||
arrive as reinforcements at specified times. Type [ESC] to exit this report.
|
||
|
||
Dont worry about memorizing all the information on this screen. As you
|
||
become familiar with the game, youll get more and more use from it.
|
||
|
||
Return to Menu 4 and select Menu 6 (Map Walk). This menu contains a
|
||
variety of information which we can have a brief look at. At the moment
|
||
the cursor will be flashing on the map. You may use the arrow keys,
|
||
the 1 - 6 keys or the I,J,K,M keys to move the cursor over the map. The
|
||
map will scroll when you reach the edge. You may type (0) to centre the
|
||
screen on the cursor. This works on any screen where the cursor is flashing.
|
||
|
||
Position the cursor over the Axis armour unit at the bottom of the screen.
|
||
An arrow flashes alternately with the unit symbol to indicate the targeted
|
||
enemy unit. A unit must be adjacent to an enemy unit to be targeted. The
|
||
right hand column of the screen displays the identity and condition of the
|
||
friendly unit.
|
||
|
||
Position the cursor over an enemy unit. You are told the units Front and
|
||
Army designation and its level of activity in the previous week.
|
||
|
||
Position the cursor over the city of Riga. Now move the cursor to Pskov.
|
||
Pskov is the trigger city for an off-board region. That region is named and
|
||
the bonus VP's awarded for its capture are displayed above the city data.
|
||
Its not necessary to worry about the details now; read chapter 8 when you
|
||
have finished the tutorial for a complete description of the Map Walk
|
||
routines.
|
||
|
||
Type [RET] to move on to the menu window.
|
||
|
||
To turn on a display, use the arrow keys to select which piece of
|
||
information you wish to examine. Type [RET] again and the cursor will return
|
||
to the map and the screen will display the information requested.
|
||
|
||
To turn off a display, type [RET] to move the cursor to the menu window,
|
||
select the display you wish to turn off and type [RET].
|
||
|
||
While more than one display can be on at any time, very often information
|
||
from one display will be concealed by another display. For this reason we
|
||
recommend you examine one display at a time; at least for your first few
|
||
games.
|
||
|
||
The <CITIES> options work slightly differently. They allow you to examine
|
||
any city on the map. Select <NAME> and a box containing a square cursor
|
||
will appear above the menu window. Type in the name of the city you wish
|
||
to go to. As soon as you have entered enough characters for the computer to
|
||
recognize the city, the screen will center on it and information concerning
|
||
its stauts will appear to the right of the screen. Type [RET] to go back
|
||
to the menu window. Select <CYCLE> and the cursor will return to the
|
||
nearest city on the map. Use the arrow keys to examine each city in turn.
|
||
Type [ESC] to exit the cycle routine.
|
||
|
||
Type [ESC] to exit the menu. All displays will automatically be turned off.
|
||
|
||
<CONTROL> allows you to examine which side controls each hex on the map.
|
||
|
||
<CLEAR MAP> allows you to examine the terrain uncluttered by units. For
|
||
example, to examine cities occupied by units, you must first switch on the
|
||
<CLEAR MAP> routine before positioning the cursor over the chosen city.
|
||
|
||
<RAIL NET> superimposes a full display of all rail lines, regardless of
|
||
gauge or control.
|
||
|
||
<COMMUNS> superimposes the communication value of each hex. Basically,
|
||
communications affect the performance of your logistic net. Have a look
|
||
at the communications map on the reverse of the terrain map. What this means
|
||
is that it is much harder to supply your forces in the wilderness.
|
||
|
||
<WEATHER> superimposes an icon representing the current sector weather
|
||
in each hex.
|
||
|
||
All of these reports and displays are fully explained in chapter 8
|
||
(The Game Menus Described).
|
||
|
||
Have a look through them for a few minutes, then type [ESC] until you get
|
||
back to Menu 2 (Operations Master).
|
||
|
||
|
||
THE WEATHER AND ARMY GROUP SUMMARY
|
||
|
||
The next item in the menu is the weather report. Return to Menu 2 and select
|
||
<WEATHER>. There are five seperate displays on this screen. Below the menu
|
||
window is an active map display. Map sectors in play are identified by a
|
||
square, others by a plus sign (+). The square containing your Army Group HQ
|
||
is solid, other squares are hollow.
|
||
|
||
Four seperate displays have replaced the sector map. The top two displays
|
||
repeat the turn and weather details described earlier. The bottom left display
|
||
describes Army Group North, its HQ location, the total VP value of all cities
|
||
on the map and the number of these currently controlled. The bottom right
|
||
display is a breakdown of the military forces attached to Army Group North.
|
||
Only those Korps and Armees in play are recorded; reinforcements are not.
|
||
KIA's are casualties currently absorbed by AG North.
|
||
|
||
An Air Support Point (ASP) is approximately equivalent to an Axis
|
||
Geschwader (30-40 aircraft) or two Soviet Air Regiments (40-50 aircraft).
|
||
|
||
A Ground Support Point (GSP) is approximately equivalent to a regiment-
|
||
sized artillary, anti-tank or equivalent HQ asset.
|
||
|
||
Divisions are your basic fighting units and come in three types; armour,
|
||
motorized and infantry. Further specialization of types is handled by the
|
||
Korps type to which the division is assigned; for example, the inf divisions
|
||
in a Soviet Cavalry Army are considered calvary divisions and are treated as
|
||
such for all game purposes. Historically, a division could contain from
|
||
9000 to 16000 men at full strength; much less when depleted. Soviet tank and
|
||
mechanized corps are treated as division-sized units.
|
||
|
||
Replacements are regiment-sized bodies of men, organized in the same
|
||
catagories as your divisions. They are never present on the map. They
|
||
provide on the spot reinforcement for divisions depleted by battle or
|
||
attrition. While you have no direct mechanism to assign them, their avail-
|
||
ability for use is determined by the logistic and administrative condition
|
||
of the units that need them. You can never have too many replacements.
|
||
|
||
For comparison, three replacements are the manpower equivalent of one
|
||
full strength division. Casualties (KIAs) are taken in regiment sized
|
||
steps.
|
||
|
||
|
||
THE REINFORCEMENT SCHEDULE
|
||
|
||
Go back to menu 2 and select Menu 7 (Reinforcement Schedule).
|
||
|
||
Each line shows the reinforcements to be expected on a specific turn.
|
||
Arrival dates for reinforcements are every fortnight. Reinforcements will
|
||
arrive at the Army Group North HQ (i.e. as reserves) and be distributed
|
||
from there as necessary. The combat value of each division type and the
|
||
size of the replacement pools are displayed above the schedule.
|
||
|
||
Note that reinforcing Korps and Armees are handled differently. They
|
||
arrive on their assigned hexes in the particular week specified in the
|
||
creation routines. Sooner or later we hope you will get around to having
|
||
a look at the design features of the game; this distinction will then become
|
||
obvious.
|
||
|
||
And now we can start operations against the pesky Russians in earnest.
|
||
|
||
|
||
CHOOSING ARMY DOCTRINE
|
||
|
||
Select Menu 8 (Army Group Operations). Friendly units have their general
|
||
symbol replaced with their specific symbol.
|
||
|
||
Above the menu window, we see that the AG North is at moderate activity.
|
||
It wont be after weve given our orders. Below the menu window, we are told
|
||
the AG HQ is at Konigsburg, where it will stay for the duration of the
|
||
scenario. (Army Group and Theatre HQs can only be moved in campaigns) Supply
|
||
and Admin are at 7 each (the maximum) , all GSPs have been allocated to
|
||
Armee HQs, 16 ASPs are present and three infantry divisions are being held
|
||
in reserve. There is a sma;; chance tht these numbers will be slightly
|
||
different from game to game. The mechanisms handling unit organization
|
||
within an Army Group are explained in more detail in Chapter 10 (Game
|
||
Mechanics and Tactics).
|
||
|
||
We will set the doctrine and objectives for each Armee in our command.
|
||
Locate the <DOCTRINE> line and type [RET] to select Menu 9 (Select Armee).
|
||
The 16 Armee display appears on the right of the screen and only those Korps
|
||
belonging to the 16 Armess are represented by their specific symbol. 16
|
||
Armee has 1 Korps attached (a second Korps will arrive on the next turn),
|
||
normal doctrine, its HQ is in Tilsit, a line of supply is open to the AG
|
||
HQ, supply and admin are 7,3 GSPs are available, 16 ASPs may be drawn upon and two infantry divisions are in reserve.
|
||
|
||
Note that since Axis ASPs are allocated from the Army Group HQ rather than
|
||
an Armee HQ, every Armee can call upon the Army Group pool of ASPs.
|
||
|
||
Use the arrow keys to cycle through the three Armees attached to AG North.
|
||
The 9 Armee will appear on turn four. Dont worry about the orders displayed
|
||
for Armees and Korps; they are default values and well soon sort them out.
|
||
|
||
Locate the 4 Pz Armee and type [RET] to go to Menu 10 (Select Doctrine).
|
||
In order to advance upon an enemy held objective, an Armee must have Main
|
||
Effort doctrine. Select <MN EFFORT>. The cursor has been thrown into the map
|
||
and we have been asked to select an objective. I prefer to send the tanks
|
||
to Dvinsk initially and leave Riga to be captured by the Infantry Armees.
|
||
Use the arrow keys to select Dvinsk and type [RET]. You have been thrown
|
||
back to Menu 9 (Select Armee). The doctrine for 4 Pz Armee now reads
|
||
<MN EFFORT> and its objective is Dvinsk.
|
||
|
||
Use the arrow keys to locate 18 Armee, tpye [RET] and set it to <MN EFFORT>
|
||
with Riga as its objective. Put 16 Armee on <MN EFFORT> with Vilna as its
|
||
objective. Type [ESC] to go back to menu 8. The Army Group activity is now
|
||
high.
|
||
|
||
|
||
CHOOSING KORPS ORDERS
|
||
|
||
Locate the <ORDERS> line and type [RET] to select Menu 13 (Select Korps).
|
||
The arrow keys will cycle you through every Korps. The top four lines of
|
||
text repeat the Armee doctrine; all other information refers to the Korps
|
||
currently identified by the cursor. Locate the 41 Pz Korps. You are told the
|
||
Korps designation, its type, its last order (a default value in this case)
|
||
its status (experience, fatigue and losses) a LOS is open to the 4 PzA HQ,
|
||
supply and admin are 7, GSPs and ASPs are not allocated as yet and the Korps
|
||
contains two armoured and one motorized division.
|
||
|
||
The cursor alternates between the specific Korps symbol and a directional
|
||
arrow showing the Korps' intended target. The computer determines which enemy
|
||
unit each Korps will target upon; the factors which influence its decision
|
||
are listed in Chapter 10 (Game Mechanics and Tactics).
|
||
|
||
The 41 Pz Korps will have either the enemy unit north or north-east of
|
||
itself as its target. Type [RET] to bring up Menu 16 (Allocate Ground and
|
||
Air Support). Were going to attack. Allocate all the GSPs and one-third of the
|
||
ASPs. Once this is done, Menu 17 (Contact Orders) will appear. Select
|
||
<ASSAULT>. You will be returned to Menu 13 and the updated Korps display will
|
||
confirm the orders you have just issued. A description on the type and
|
||
condition of the target appears in the top panel of information. Wherever
|
||
possible, confine your attacks to vunerable targets.
|
||
|
||
Give the 17 Korps half of the 18 Armees GSPs, half of the remaining ASPs
|
||
and an <ASSAULT> order. Give the 28 Korps the other half of the 18 Armees
|
||
GSPs, all the remaining ASPs and an <ASSAULT> order. Finally, give the 1
|
||
Korps an <ADVANCE> order. Korps not adjacent to enemy units cannot use
|
||
GSPs or ASPs and there isno mechanism for you to give them any.
|
||
|
||
Thats everything you need to do to complete the turn. The invasion surprise
|
||
flag is in effect so that you can confidently expect to hand out a thorough
|
||
thrashing to the enemy arrayed against you.
|
||
|
||
Go back to Menu H (Game Master) and select <RUN 5>. Each battle is
|
||
identified and described by a report. Press the <SPACE BAR> to examine the
|
||
outcome of the next battle. Once all battles have been resolved, the computer
|
||
will execute the movement orders of each unit.
|
||
|
||
Its a little hard to predict where each unit will end up; even which units
|
||
will still be around. Fight as hard as you can for Riga; the sooner you
|
||
control it the better. Once you have reached an objective, the Armees
|
||
doctrine will change to normal. You will not be allowed to go to main effort
|
||
again until the sum of the Armees supply and admin is at least eight, nor is
|
||
it a good idea to do so unless the objective is undefended. For an enemy
|
||
city to be a legitimate objective, it must be within 7 hexes of the Armee
|
||
HQ. This distance is reduced to 4 to 5 hexes in mud and snow weather
|
||
respectively. Armees with normal orders can transfer their HQs to friendly
|
||
controlled cities within 7 hexes. Armees may only go on rest in supplied
|
||
cities.
|
||
|
||
Play through the rest of the scenario and dont worry if certain orders
|
||
are denied you at times or if things happen you dont understand. What you
|
||
are attempting to do is capture Pskov as quickly as possible. An attack
|
||
on Leningrad itself is impractical from any oter jump-off point. When you
|
||
finish the scenario read through chapters 8 and 10 and then have another
|
||
go at the scenario.
|
||
|
||
You may also like to play a scenario a third time taking command of the
|
||
Russian forces.
|
||
|
||
Please dont start playing the campaign until you have played all the
|
||
scenarios; the wait will be worthwhile and youll enjoy it all the more.
|
||
|
||
|
||
End of Part I |