NIGHT MOVEMENT -------------- DURING A NIGHT TURN, SIGHTING DISTANCE IS LIMITED TO 2 HEXES. AIRCV UNITS HAVE THEIR MOVEMENT ALLOWANCE HALVED. NIGHT TURNS ARE INDICATED BY WHITE TERRAIN, UNLESS THE "B" KEY IS HIT. THE TURN COUNTER IS INVERSE WHEN NIGHT IS OCCURING. NIGHT OCCURS ON TURNS: 5,6 & 11,12 & 17,18 COMBAT ------ WHEN AN ENEMY UNIT ENTERS AN ECH (ENEMY CONTROLLED HEX) OR CTRL-C IS HIT, COMBAT IS INITIATED. THE COMPUTER RESOLVES COMBAT CONSIDERING: THE NUMBER OF ENEMIES SIGHTING THE ATTACKER THE NUMBER OF FRIENDLY UNITS SIGHTING THE DEFENDER THE TERRAIN THE DEFENDER IS IN THE NUMBER OF FRIENDLY UNITS SUPPORTING THE ATTACKER THE NUMBER OF ENEMY UNITS SUPPORTING THE DEFENSE THE DISTANCE FROM COMBAT OF THE RESPECTIVE HQ UNITS THE EFFICIENCES, STRENGTHS, MODES, AND TYPERS OF THE UNITS ENGAGED THE AMOUNT OF ARTILLERY FIRE THE DEFENDER HAS SUFFERED ALL ADJACENT DEFENDING UNITS ARE ATTACKED FIRST BEFORE THE ATTACKING UNIT CAN SUFFER LOSES. A UNIT SUPPORTS THE ATTACK BY BEING IN SUPPRT MODE, WITHIN 3 HEXES OF ATTACKED, UNMOVED AND WITH NO ENEMY UNITS ADJACENT TO IT. VICE VERSA FOR DEFENDING UNITS. HQ UNITS SUPPORT THE ATTACK IF THEY ARE WITHIN 9 HEXES (BONUS AT 4 HEXES) AND ARE WITHOUT ANY ADJACENT ENEMY UNITS. ARTILLERY BONUS --------------- AN ENEMY UNIT HIT BY ARTILLERY WILL SUFFER A LOSS IN EFFICIENCY. FOR THE USE OF FRIENDLY COMBAT, ONLY THE FIRST 2 HITS HAVE ANY EFFECT. ARTILLERY WILL NOT AFFECT A RETREATED UNIT. RETREATS AFTER COMBAT --------------------- AFTER COMBAT, A DEFENDING UNIT MAY BE FORCED TO RETREAT. IN THAT CASE, IT WILL SWITCH TO NORM MODE (OR FIRE MODE FOR ARTILLERY) AND RETREAT. A RETREATING UNIT MUST FOLLOW NORMAL RULES AND NOT ABUSE IT'S MP'S A RETREATING UNIT CAN'T INITIATE COMBAT A RETREATING UNIT THAT FAILS TO RETREAT THE REQUIRED NUMBER OF HEXES, WILL SUFFER ADDITIONAL LOSES AND MAY BE DESTROYED. IF THE UNIT CAN NOT RETREAT 1 HEX, IT WILL ENTER DEFENSE MODE. A UNIT MAY RETREAT ONLY ONCE DURING A TURN. IF IT IS REQUIRED TO RETREAT AGAIN, IT WILL INSTEAD SUFFER LOSES. DURING THE NEXT MOVEMENT PHASE, NOT INCLUDING AIRCV UNITS, THE UNIT WILL HAVE ONLY 1/2 NORMAL MP'S. COMBAT DISPLAY -------------- DURING COMBAT, THE FOLLOWING WILL BE DISPLAYED: UNIT: TYPE STRN: OF THE DEFENDER (LIGHT, MEDIUM, OR HEAVY) RSLT: (RESULT) SEE LATER IN DOCS FOR EXPLANATION OF COMBAT RESOLUTION ARTILLERY --------- A UNIT MAY BE FIRED BY: PRESS "O" AND THEN "F" BEING CALLED INTO SUPPORT WHEN IN SUPPRT MODE OPERATED MANUALLY BY ENTERING FIRE MODE AND HITTING CTRL-F, POSITIONING CURSOR, AND HITTING: CTRL-F: FIRE CTRL-S: SMOKE CTRL-X: RETURN TO MOVEMENT PHASE (WHEN IN THIS PHASE, THE COMMANDS WILL BE DISPLAYED IN INVERSE IF ILLEGAL) RUSSIAN NOTE: THE RUSSIANS MUST USE THE SAME DIVISION TO SIGHT AN ENEMY ARTILLERY SIGHTING ------------------ A UNIT MAY ONLY FIRE ON A SIGHTED ENEMY. ANY FRIENDLY UNIT MAY SIGHT FOR ARTILLERY. THE "O" "F" SEQUENCE WILL NOT FIRE ON HIDDEN UNITS, THE MANUAL APPROACH MUST BE USED TO DO THIS. AIR POWER --------- WHEN CTRL-A IS HIT, THE FOLLOWING WILL BE DISPLAYED: NATO: #:#: RUSSIAN :ALC:KEYS (A) SUPERIORTY :SPARE #: #: 0-9 (T)AC. SUPPORT :STRKE # # C/F #--A NUMBER BETWEEN 0-9 THE SIDE IN INVERSE HAS SUPERIORTY. IF BOTH SIDES ARE NORMAL, NEITHER HAS SUPERIORTY. AIR SUPERIORTY -------------- WHEN THE MENU IS DISPLAYED, THE PLAYER MAY ALLOCATE 0-9 POINTS. THIS IS DONE BY HITTING "A" AND THEN THE NUMBER. SUPERIORTY IS DECIDED BY THE SIDE WHICH HAS MORE POINTS. A PLAYER MAY GET 1-2 EXTRA POINTS IF HE HAS HELF SUPERIORTY FOR MORE THAN 2 TURNS. TACTICAL AIR STRIKES -------------------- IN TURNS 0-3, A PLAYED CAN ALLOCATE 3 STRIKES. THIS CAN BE CHANGED BY 1-2 DURING THE LATER TURNS. TO ALLOCATE THE STRIKES, HIT "T" AND MOVE THE CURSOR TO THE PLACE YOU WANT AND HIT CTRL-F TO PLACE THE CURSOR. ON THE PLAYER'S NEXT TURN, WHEN CTRL-A IS HIT, AIR STRIKE MARKERS WILL APPEAR AT THE DESIGNATED PLACES. THEY MAY THEN BE CALLED IN BY UNITS ORDERING SUPPORT WITHIN 3 HEXES. IF THE OPPONENT HAS AIR SUPERIORTY, THE STRIKES FAIL TO APPEAR. MINES AND NUCLEAR ----------------- THESE OPTIONS MAY BE CALLED IN LATER IN THE GAME REINFORCEMENTS -------------- DURING THE COURSE OF THE GAME, BOTH SIDES WILL RECIEVE REINFORCEMENTS AT SPECIFIED PLACES. THE REINFORCEMENTS WILL ARRIVE IN AN OVERSIZED STACK WHICH IS MOVED AWAY. REORGANIZATION -------------- MOST UNITS (NATO AND RUSSIAN) AT A RATE DECIDED UPON BY THE DISTANCE FROM THE HQ. THE UNIT WILL INCREASE ITS STENGTH AND EFFICIENCY BY: 3 IF WITH 0-4 HEXES (OR IS AN HQ) 2 IF WITHIN 5-9 HEXES FROM HQ 1 IF DISTANCE IF 10+ FROM HQ A UNIT WILL FAIL TO REORGANIZE OF IT IS ADJACENT TO AN ENEMY UNIT. A HIDDEN UNIT IN REOR MODE HAS A SIGHTING DISTANCE OF 2 HEXES A UNIT WILL INCREASE TO A MAXIMUM OF 12 STRENGTH POINTS AND 7 EFFICIENCY. BRIDGING -------- THE ENGINEER UNIT CAN BE USED TO AID UNITS CROSSING A RIVER. TANK------<< NEW POSITION RIVER -------- ^ \ ^ \ ENGIN \ <----TANK \ \ SAVING THE GAME --------------- TO SAVE THE GAME AT ANY TIME, JUST HIT CTRL-B. A SPECIAL SSI SAVE DISK MUST BE INITIALIZED TO DO THIS. TO RELOAD THE GAME, REPEAT THE CTRL-B PROCESS, BUT POSITION THE ARROWS NEXT TO A NAME AND HIT . YOU CAN ALSO USE THE RESTART GAME FEATURE ON THE MAIN MENU. LEVEL STRUCTURE --------------- THERE ARE 3 LEVELS OF PLAY. I SUGGEST THAT YOU START OUT ON THE EASIEST LEVEL OR THE COMPUTER WILL BEAT THE CRAP OUT OF YOU. CHANCES ARE IT WILL DO THAT ANYWAY. SCENARIOS --------- GAME WILL END AFTER THE 20,21, OR 22 TURN. THE IS A 50% CHANCE IT WILL END ON TURN 21, AND A 25% CHANCE FOR TURNS 20 AND 22. ADVANCE TO COMBAT: NEITHER PLAYER CAN GET AIR SUPERIORITY FOR THE FIRST 2 TURNS INVASION: THE RUSSIAN PLAYER HAS AIR SUPERIORITY FOR THE FIRST 2 TURNS. IN TURN 0, THE NATO PLAYER HAS THE OPTION OF SETTING UP HIS FORCES. THE RUSSIAN SIDE PLACES 2 DROP ZONES FOR PARATROOPERS. IT IS A GOOD IDEA TO PLACE THESE APART, BECAUSE IF A UNIT ATTEMPTS TO LAND ON A STACK, IT WILL FAIL TO ARRIVE AND BE LOST FOREVER. VICTORY ------- VICTORY IS ATTAINED BY WHO CONTROLS THE MOST VILLAGES, TOWN, ETC. USUALLY, WHEN YOU ARE PLAYING AND ONE SIDE IS KILLING THE OTHER, IT IS BORING TO CONTINUE ANYHOW. TYPE MODE TABLE --------------- Y = LEGAL N = ILLEGAL NATO: DEF SUPT NORM TRAN RIV ATT REOR FIRE ----------------------------------- TNK Y Y Y Y Y Y Y Y SPG N Y N Y Y N N Y APC Y Y Y Y Y Y Y Y AIR N Y N Y N N N Y REC N N Y Y Y N N N ENG N N Y Y Y N N N RUSSIAN: DEF SUPT NORM TRAN RIV ATT REOR FIRE ----------------------------------- TNK Y Y Y Y Y Y Y Y BMP Y Y Y Y Y Y Y Y ART N Y N Y Y N N Y KAT N Y N Y Y N N Y INF Y Y Y Y Y Y Y Y ENG N N Y Y Y N N N TERRAIN SHIFT TABLE ------------------- OPEN 0 L. ROUGH 1 VILLAGE 2 ROUGH 3 TOWN 3 FOREST 2 SAND 1 SWAMP 1 RIVER 0 MODE SHIFT TABLE ---------------- RETREAT ATTACK DEFENSE ARTILLERY -------------------------------- DEFN 0 0 8 0 SUPRT 3 3 4 3 NORM 2 5 5 2 TRANS 4 2 2 4 RIVER 4 2 2 5 ATTCK 3 8 2 3 REOR 5 0 0 5 FIRE 3 3 3 3 TYPE VS TYPE TABLE ------------------ NATO: TANK BMP ARTLY KATSH INF ENG --------------------------------- TANK 0 1 3 3 -1 -1 SPG -3 -3 -2 -2 -3 -3 APC -1 0 2 2 1 -1 AIRCV -4 -3 -5 -5 -5 -5 RECON -4 -3 -2 -2 -4 -5 ENG 1 1 4 4 1 1 RUSSIAN: TANK SPG APC AIR RECON ENG ------------------------------- TANK 0 3 1 4 5 -1 BMP -1 2 0 3 4 -1 ARTLY -4 -3 -4 -2 -2 -5 KATSH -4 -3 -4 -2 -2 -5 INF 0 3 0 3 3 -1 ENG 1 4 1 5 4 0 THIS CONCLUDES THE GERMANY 1985 DOCS.