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Assassins - Ultimate CD Games Collection 1
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Assassins - Ultimate CD Games Collection (1994)(Weird Science)(Track 1 of 2)[!][Amiga-CD32-CDTV][CDD5332].iso
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wargame
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THE WARGAME V.1
Copyright W.Jordan 1991
All Rights Reserved
Melbourne Australia
Requires 1 Meg
Wargame is a multiplayer game. You may have up to 5 human or computer
opponents. You can even create a demonstration game by setting 6 computer
opponents against each other. If you wish, you can choose a player name
for each player (probably only for the human players). Pressing the return
key without typing anything will select the default name.
Each turn represents a year. The game starts in 1901.
To eliminate a player from the game capture all their territory.
The last remaining player is the winner.
Generally you will use the mouse to play the game, but in some cases you
will need to type something, in which case you can edit your input with
the backspace key and follow up by pressing the return key.
MAP
Wargame is played on a map loosely based on Europe, divided by a square grid.
Every second row of squares is shifted one square to the left, so that each
square has 6 squares adjacent to it, like a hexagonal grid.
Each square is called an area.
Different types of terrain are represented by different colours.
These are:
TYPE PROD COLOUR DEFENCE
Desert 1 Yellow X1
Mountain 2 Brown X3
Forest 3 Dark green X3
Arable 4 Light green X2
City 5 Grey X3
Sea Impassable by land units
UNITS
There are 3 classes of units, each including 3 types of units. They are
LAND Infantry Calvary Artillery
AIR Fighter Bomber Airdefence
SEA Navy Submarine Merchants
Land units are represented on the map. Several different types may be in
the same square. There is no limit to the number of units in a square.
All units in a square are involved in combat in that square.
There are no units at the start of the game, though each player begins
with one controlled territory.
The names of the different types of units will change as their TECH level
increases.
SYMBOLS
Symbols give some indication as to which is the most numerous land unit in
a square. This is basically a limited intelligence game, and you will not
get any really useful information until you attack a unit.
A cross represents infantry
A slash represents calvary
A dot represents artillery
A blank square means there is no dominant type.
TECHNOLOGY
Each turn, each player increases their tech level by 1 point in any field
they wish. This makes it possible to develop any type of army that you
want. A tech level cannot exceed 6.
A units combat strength is multiplied by its tech level. Note that tech
levels begin at zero, hence you cannot use a unit in combat till it has a
tech level of at least one.
INCOME
Each turn a player recieves production points based on the amount of
territory and type of owned.
Any merchant ships you own will add 1 production point each unless you are
blockaded by an opponent's navy. The merchant ship bonus cannot exceed
your territorial income. Merchant ships are not effected by bombing.
Merchant ship TECH level does not effect their income.
A bombing attack may have reduced your income, but by not more than half.
PRODUCTION
Costs to build are 1 point for each type of unit.
Only the land units, infantry, calvary and artillery are represented on
the map. Other units are represented abstractly offmap.
You may buy as many types and numbers of units as you can afford. You may
save money till a later turn, though you will generally wish to spend all
your money. You do not need to build units of the type you added the TECH
point to.
SUBMARINE
If you have any submarines, you may elect to attack an opponent's merchant
fleet. Combat is attrition. These merchants have escorts! The combat
strength of the merchant fleet is TECH level X merchants. If the merchant
fleet TECH level is 0, then no submarines will be sunk.
A merchant fleet can be attacked by any number of submarine fleets in a
turn.
NAVY
If you have a surface fleet you may attack an opponent's surface fleet.
Combat is attrition.
The largest fleet may blockade another player and prevent them from using
any merchant ships for that turn. A naval fleet cannot directly destroy
merchant ships.
FIGHTERS
If you have any fighters you may attack an opponent's fighters. Any of
your surviving aircraft can be used in air ground support. Fighters can be
used in any number of attacks, but only against the same player. Each
fighter has a strength of 5!
Fighters can be attacked by any number of players in a turn.
BOMBERS
If you have any bombers you may bomb an opponent. After attrition with
their air defences you may reduce their production by up to half.
A player can be bombed by any number of players in a turn.
REINFORCEMENTS
To choose an arrival point for your reinforcements, click on a friendly
square. Your forces will be displayed. By clicking on different squares
you can see where your forces are. By clicking on a square twice you will
confirm that square as your arrival point.
Spaces unoccuppied at the start of a game will contain a neutral army which
cannot move or attack, equal to the value of the terrain. These areas
cannot be occuppied until the neutral force has been eliminated.
MOVEMENT
In each turn, a human player chooses where to attack by first clicking
on the area to attack from and then clicking on an adjacent area.
You may keep attacking as long as you are sucessful. To end your turn
click on any sea area. A requester will then appear asking whether you
wish to end your turn or not. An unsucessful attack will end your turn.
Clicking on a non-adjacent square will display information on the type of
terrain in that square.
Clicking on a non-sea square more than 1 square away will display some
details about that type of terrain. Clicking again will continue the game.
If you have captured a territory, forces roughly equal to the value of the
terrain of where you attacked from are left behind. It is possible to
control a square without having any units in it at all.
You may exchange friendly forces by attacking a friendly square that is
adjacent. You may do this any number of times during a turn.
You may not move into the sea.
COMBAT
Combat strength is decided as follows:
attacking infantry X 2 defending infantry X 2
attacking calvary X 3 defending calvary X 1
attacking artillery X 1 defending artillery X 3
Plus the number of attacking supporting aircraft.
All the above values are multiplied by their respective tech levels.
If you have two types of land units involved your combat strength is
doubled, while if you have three types involved your combat strength is
tripled.
The defender is tripled if defending in city, mountain or forest and
doubled in arable.
Combat is random, but effected by combat strengths.
Losses are split evenly by type.
Generally you do not know the composition of opponent forces in an area
until you attack them.
TIPS
There is some chance in the combat, but as the setup is randomly
determined, some setups are much worse than others, especially with many
computer opponents.
If you are playing solo against the computer, reduce or increase the number
of opponents depending on whether you are winning or not.
You might like to control several players against the computer.
With several `human' players, you might like to add a couple of computer
players.
Computer players tend to attack whoever is winning.
You begin weak, and sometimes will not be able to capture a single neutral
area. If possible attack neutral desert, mountain or forest, as these are
defended with fewer points. (To check the value of terrain, click on a
square more than one square from your attacking force.) Within a few turns
you should be able to Risk-like steamroller a few neutrals, and later in
the game, you may well steamroller most of the map in a single turn.
You don't always need to be in a hurry to eliminate a player, as you have
more tech points to capture if you wait, particuarly if they are choosing
different tech points than you.
Each turn distribute your tech point carefully, you only get one!
You will probably want to spend all your money and build up your land
forces before you concentrate on other types. Sometimes you will not build
any units of the type you have increased the tech level of.
Calvary units are very strong offensively, but are highly vulnerable to
counterattack. Artillery are the opposite, while infantry are good all
rounders. A combination of all 3 land types is often the most effective
because combat strength is multiplied by the number of type of units.
It may sometimes pay to conserve strength by limiting your attacks,
particuarly if you can set up strong defensive points in strategic
positions. Some turns you may not wish to do any land attacks, but
concentrate on using your air and sea forces. (End a turn by clicking in
the sea.)
Redeploy large forces by `attacking your own squares'. Very quickly you
can move forces that were left behind, to the front line.
(While a computer player is doing this, there may be some delay. This is
shown by some flickering colours.)
Merchants can greatly increase your income, but are very vulnerable to
submarines.
Building a navy as well as submarines allows you to hit two merchant
fleets in one turn. Remember, one ship is all that is needed to blockade a
merchant fleet.
Bombers can greatly weaken an opponent, but are not that effective until
their tech level is about 3 or more and are perhaps best built later in
the game.
Build air defences in anticipation of a bombing attack. A strong air
defence can defeat several waves of bombers.
Fighters are very powerful, but cannot occupy territory. They should help
break even the toughest defence, but are perhaps best built later in the
game.
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THE WARGAME is an original game, but with features from some other games
such as RISK and DIPLOMACY.
This version of WARGAME is limited in its number of turns. This should
give you a good opportunity to see whether the game appeals to you.
You still will be able to finish some games within this turn limit.
I intend to polish up a few minor things, plus add some pictures and
possibly some sound.
For the complete (and latest) version send $25 to the below address.
Or alternatively, give me some feedback on the game. Feel free to ask any
questions about the rules etc.
It was written over a period of about six months and has undergone
considerable playtesting.
For enquiries: W.Jordan
25 King William St
Fitzroy, Vic 3065 (03)417-3521
Australia
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This program was compiled with AC/BASIC copyright Absoft Corp.1988
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