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- ΓòÉΓòÉΓòÉ 1. About Assault I : The Beginning ΓòÉΓòÉΓòÉ
-
- Assault I: The Beginning is the first in a line of wargame/strategy simulations
- from Land-J Technologies. It is a low-complexity struggle between two equally
- matched forces to secure objectives as defined at the start of the game.
-
-
- ΓòÉΓòÉΓòÉ 2. Game Options ΓòÉΓòÉΓòÉ
-
- When starting a new game, the player has the option of selecting the win
- criteria and visibility options for the game. (Only 1 game type is available
- in the non-registered version). The following sections define what each of the
- options means.
-
- Note: if you are a registered player playing against an unregistered player,
- you ARE permitted to choose the alternate game options, just be sure the
- registered player is the server (the one who starts the game and picks
- options).
-
- Two Out of Five
-
- The object of this game is to be the first player to capture two of the five
- hexes deepest in the opponents territory. Capturing a hex is defined as
- actually having a playing piece on a hex location.
-
- If both players are down to one unit in play, the game is considered a draw.
-
- General Elimination
-
- The object of this game is to be the first player to capture of the the
- opponents Generals, thus leaving the opposing side without any leadership.
-
- If both players lose their final General in the same combat, the game is
- considered a draw.
-
- Total Destruction
-
- The object of this game is to be the first player to eliminate ALL of the
- opponents pieces.
-
- If both players lose their final piece in the same combat, the game is
- considered a draw.
-
- Fog of War
-
- This type of visibility severly limits your knownledge of where the opponent's
- pieces are located. All opposing units are invisible to you until the come
- within sighting range of one of your pieces. Sighting range for all units is 1
- hex, except for the Scout which has a sighting range of 2 hexes. If a unit
- comes within sighting range, you will be able to see the piece, but not the
- type of piece it is. If a unit comes within 1 hex of a Scout, you will also be
- able to see the type of piece it is.
-
- All Units Visible
-
- This type of visibility allows you to see the location of all enemy units, but
- not the type of unit it is. This somewhat lowers the value of the Scout, but
- the scout is still able to determine the type of unit when it comes within 1
- hex of the scout.
-
- All Units Visible and Known
-
- This type of visibility allows you to see the location and type of all the
- opponent's pieces. This severly limits the value of the Scout, since its
- primary function (spotting other units) is no longer necessary.
-
-
- ΓòÉΓòÉΓòÉ 3. Connecting To Another Player ΓòÉΓòÉΓòÉ
-
- There is currently only one method of connecting to another player and that is
- through a TCPIP link.
-
- TIA users please note: you will only be able to make connections if you are
- the client. A full SLIP or PPP connection is needed to start in server mode.
-
-
- ΓòÉΓòÉΓòÉ 3.1. TCPIP Connections ΓòÉΓòÉΓòÉ
-
- Before starting a game, the players should decide who will be the server and
- who will be the client. The server is the only person able to begin a new
- game.
-
- The player selected to be the 'server' connection selects this menu item from
- the menubar. A message stating that the server has been opened will appear in
- the message box.
-
- The player selected to be the 'client' connection selects this menu item from
- the menubar. A dialog box will come up asking the player for the host name of
- the server. The player should enter the full hostname of the server player
- (ie. my.computer.edu), or the ip address (ie. 127.0.0.1).
-
- The message box will inform the players when the connection has been
- established. At this point both players may chat using the chat box, and the
- server player may initiate a new game via the menubar item.
-
-
- ΓòÉΓòÉΓòÉ 4. The Map ΓòÉΓòÉΓòÉ
-
- The gaming map consists of a 10x10 arrangement of hexes, the partial hexes do
- NOT count as hex locations and no unit may be placed in one nor move into one.
-
- Each player sees the map with his army starting in the lower portion and the
- enemy in the upper portion of the map.
-
-
- ΓòÉΓòÉΓòÉ 5. Game Setup ΓòÉΓòÉΓòÉ
-
- Once the communications link is established, a message will appear in the
- message box indicating to begin placing your units. Both players may then
- begin to place their units. You may only place units in the 2 hexes in each
- column closest to the bottom of the screen. The message box informs you which
- piece you are currently placing. To place a piece, simply left mouse click on
- the hex you wish to put the piece.
-
- The composition of your army consist of:
-
- 1 - 5 Star General
- 1 - 4 Star General
- 1 - 3 Star General
- 1 - 2 Star General
- 1 - 1 Star General
- 2 - Tanks
- 2 - 4 Stripe Infantry
- 2 - 3 Stripe Infantry
- 2 - 2 Stripe Infantry
- 2 - 1 Stripe Infantry
- 2 - Scouts
- 3 - Snipers
-
- Once both players pieces have been placed, the game will begin, with one
- player being randomly selected to start. The right side of the playing screen
- informs you whose turn it currently is, and a sound will alert you when it is
- your turn.
-
-
- ΓòÉΓòÉΓòÉ 6. The Playing Pieces ΓòÉΓòÉΓòÉ
-
- The following is a list of the playing pieces and any special abilities that
- they possess.
-
- Generals - The strongest pieces on the board. No other special abilties. They
- are represented by a piece with 1 to 5 stars on it indicating the level of the
- general.
-
- Tanks - Tanks have the ability to move 2 hexes per turn, but are not permitted
- to move through another playing unit (friendly or enemy). The are represented
- by pieces with a small tank depicted.
-
- Infantry - Infantry compose the core of your units, they are medium strength
- units, and have no special abilities. The are represented by a piece with a
- crouched soldier holding a rifle, with 1 to 4 red stripes underneath,
- indicating the level of the infantry.
-
- Scouts - Scouts have the ability to detect enemy units at a range of 2 hexes,
- and also have the ability to determine the type of enemy units that are within
- a 1 hex range. They are represented by a pair of glasses.
-
- Snipers - Snipers are both strong and weak, snipers have the ability to kill
- any enemy unit piece it attacks, or that attacks it, but always is eliminated
- itself at the end of combat. They are represented by a piece with a bulls-eye
- on it.
-
-
- ΓòÉΓòÉΓòÉ 7. Movement ΓòÉΓòÉΓòÉ
-
- Each player may move one piece per turn. Except for the tank each piece move
- only move 1 hex. If a piece moves onto a hex that is occupied by an enemy
- unit, combat takes place.
-
-
- ΓòÉΓòÉΓòÉ 8. Combat ΓòÉΓòÉΓòÉ
-
- Whenever a unit moves into a hex containing an enemy unit, combat takes place.
- Combat will always result in 1 or both units being eliminated.
-
- Of the two pieces in combat, the piece with the lower strength rating will be
- eliminated. The relative ratings of the pieces are shown on the right hand
- side of the board, with Generals at the top and Snipers at the bottom. A
- General with more stars is more powerful than a general with less. In a
- similiar fashion, an infantry with more stripes is more powerful than an
- infantry with less.
-
- If two units of the same strength are involved in combat both will be
- eliminated. Any time a sniper is involved in combat, both the attacking and
- defending unit will be eliminated.
-
-
- ΓòÉΓòÉΓòÉ 9. Sighting Units ΓòÉΓòÉΓòÉ
-
- You are not able to see enemy units unless they are in sighting range. Each
- piece (except the scout) has a sighting range of 1 hex. Any enemy units in
- this 1 hex range will become visible to you, although you will not be able to
- determine its type without attacking.
-
- The scout possesses the special ability to spot enemy units that are two hexes
- away, and also to is able to determine the exact type of enemy units that are 1
- hex away.
-
- Please refer to the section on Game Options for more information on how the
- Visibility Options selected affect the sighting of enemy units.
-
-
- ΓòÉΓòÉΓòÉ 10. Loading and Saving a Game ΓòÉΓòÉΓòÉ
-
- A game in progress may be saved for later play. To save, a game must be in
- progress, and not in the middle of a player's turn (ie. not while a piece is
- highlighted to move). Click on the 'Save Game' menu option, and type in the
- name of the file you would like to save the game to.
-
- Only a connected server may load a saved game. To load a game after having
- established a connection to another player, select 'Load Game' from the menu
- options. Select the game you would like to continue playing, and the saved
- game will pick up at the point at which it was saved.
-
-
- ΓòÉΓòÉΓòÉ 11. Records and Rank ΓòÉΓòÉΓòÉ
-
- Once you register the game, a record of your games will be started. Every win,
- loss, or draw will begin to affect your rank. Periodically you will receive a
- promotion based on the number of 'experience points' you accumulate, with a win
- or draw awarding more experience points than a loss.
-
-
- ΓòÉΓòÉΓòÉ 12. Contacting the Author ΓòÉΓòÉΓòÉ
-
- For bug reports, suggestions for features or improvements, or any other type of
- non-registration information, feel free to email:
-
- JLEHETT@IAG.NET
-
-
- ΓòÉΓòÉΓòÉ 13. Registering The Program ΓòÉΓòÉΓòÉ
-
- When you register, you will receive a registration code that corresponds with
- your name. Enter both the name given, and the code to register your copy of
- the game. The code/name combo you will be given will be valid for all future
- updates to Assault I : The Beginning, so be sure to write it down.
-
- Registration fee is $25. Feel free to print out the following registration
- information, or refer to the file: REGISTER.TXT for information on how to
- register.
-
- Registration will allow access to the following features:
-
- Save/Load games in progress
- A record of wins/losses will be kept
- Your rank will begin to advance
- Your name will no longer be 'Unregistered User'
- You will be able to select other win and visibility options
-
-
- ΓòÉΓòÉΓòÉ 13.1. Registration Information ΓòÉΓòÉΓòÉ
-
-
- Assault I : The Beginning
-
- Mail Orders To: BMT Micro
- 452 Horn Road
- Wilmington, NC 28412-2411
- U.S.A.
-
- Voice Orders: 8am - 7pm EST (-5 GMT)
- (800) 414-4268 (Orders Only)
- (910) 791-7052 (Orders, questions)
-
- Fax Orders: (910) 350-2937 24 hours / 7 Days
-
- Online Orders via modem: (910) 350-8061 10 lines, all 14.4K
- (910) 799-0923 Direct 28.8K line
-
- via Compuserve: Thomas Bradford, 74031,307
- via Internet: orders@bmtmicro.com
-
- We accept Visa, Mastercard, Discover, American Express, Optima,
- Eurocard, money orders, cashiers checks and personal checks.
- Please do not send cash in the mail. Personal checks are subject to
- clearance.
-
- We accept purchase orders from educational institutions,
- governmental agencies and other verifiable businesses. Terms are
- "Due Upon Receipt".
-
- Each copy of the package includes:
- Your name and registration key combo, which will activate
- all of the registered version features.
-
-
-
- Name ________________________________________________________________
-
- Company _____________________________________________________________
-
- Address _____________________________________________________________
-
- _____________________________________________________________
-
- Phone _______________________________________________________________
-
- Email _______________________________________________________________
-
-
-
-
-
-
- Product Quantity Price Number of copies
- _________________________ ______________ ________________
-
- Assault I : The Beginning $25.00
-
-
-
-
- 1st Class ................................. Free
- Airborne (Next day most places, USA Only).. $ 7.00 US
- Federal Express (USA Only)................. $ 13.00 US
- Federal Express (Canada/Mexico)............ $ 25.00 US
- Federal Express (Europe/Japan)............. $ 30.00 US
- Express (Outside USA) ..................... $ 16.00 US
-
- Total: $ _______
-
- For credit card payment only
-
- Circle one: VISA / Master / Discover
-
- Credit card number: _____________________________________________
-
- Expiration date: ________________________________________________
-
- Authorization signature: ________________________________________
-
-