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README
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1995-10-17
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TIGERS ON THE PROWL VERSION 1.26 DISK/UPGRADE
This file contains the complete set of TOP files. As such, it may be used
to upgrade ANY previous revision of TOP to version 1.26. The Errata
section likewise list ALL changes made since the initial release version.
However, almost all of the changes occured in version 1.2 and before.
Versions after 1.2 are primarily maintenance releases which correct problems
as they were reported.
To install this version, type "INSTALL" at the A:> or B:> prompt.
TIGERS ON THE PROWL VERSION 1.26 ERRATA
The changes will be broken down into two main categories: Interface and
game mechanics - just as in the manual. To better help players "jump right
in" with the new changes, however, a short summary of all the changes will
be presented before the individual modifications are covered in detail.
I. MAJOR CHANGES, INTERFACE:
1.) NEW ORDERS ROUTINE. (Mouse only) Now you can click on a unit with
the flashing map cursor and have a new orders menu pop up on the screen.
2.) NEW ORDERS MENU. (Mouse only) A new orders menu that allows units to
be given any applicable command from a single menu, after clicking on the
unit (above). Orders shown in gray may not be selected for that unit.
3.) NEW ARTILLERY MENU. (Mouse only) A new menu showing all aspects of
an artillery mission on a single window. This menu pops up when
"ARTILLERY" is selected from the new orders menu (above). Where ammo
quantities are shown, "t" represents the total on-hand quantity, and "a"
indicates the number of rounds allocated to other missions (for that specific
ammo type).
4.) CLICK TO SCROLL. Clicking the LMB on an empty edge hex scrolls the
map in that direction.
5.) RMB TO ZOOM. Clicking the RMB with the flashing map cursor over an
unoccupied hex brings up the Zoom menu.
6.) CMB TO CHECK LOS. Clicking the CMB with the flashing map cursor
brings up the LOS menu.
7.) TARGET HEXES FOR DF. Hexes (without a sighted enemy unit) may be
sighted for DF (area) fire from the normal targeting routines.
8.) LOOK AT MAP. From the map selection screen (new game), hitting [L] or
the RMB displays the highlighted map.
9.) BACK-UP MOVEMENT. Vehicle units may be given orders to back up one
hex in reverse gear (keeping their facing unchanged). The back-up command
is only accessible from "HEX BY HEX" movement routine. When a unit (which
must not be towing another unit) is given orders to back-up, the command delay
is zero and all existing movement commands for that unit are erased.
10.) EXIT/PAUSE COMBAT REPLAY. When viewing the combat replay, hit [Q],
[Esc], or the RMB to QUIT viewing, or [P]/CMB to PAUSE.
12.) VIEW HQ CHAIN OF COMMAND. Select "HQs" from the new orders menu
(above) for a display and summary of all the HQ units in the current unit's
chain of command (including substitute HQ's). Values shown in red
indicate that an additional delay penalty is being added at that step.
13.) [ESC] OR RMB TO QUIT MENU. Most menus can be exited by hitting [Esc]
or the RMB in addition to [F1] or selecting the "DONE" option.
14.) NEW LOS CROSS SECTION DISPLAY. Whenever a single LOS is determined
("Point to Point" LOS check, or when selecting a target), a cross section
of the LOS will be displayed at the bottom of the screen. The base ground
elevation along the LOS is shown in brown, with trees, buildings, and other
obstacles shown as scale "blocks" above the ground level. The vertical
elevation scale is variably expanded by a factor of 100 or more to the
horizontal.
15.) MODIFIED ARTILLERY/AIR QUEUE INFO. The artillery queue info box now
displays more information concerning the mission status and delay for out of
the ordinary situations. When a mission is waiting for the end of friendly
airstrikes, "AIR DELAY" will be displayed. Other messages indicate if the
artillery unit is firing at a DF target, reloading, or moving (all which
prevent the unit from firing an IF mission). Likewise, the in the airstrike
box, "+ATM" appears after the delay value when additional delays are likely to
be caused by bad atmospheric conditions.
16.) NEW FORCE CHARACTERISTICS. Force TRAINING/SKILLS, BUTTONED-UP and DUD
RATE levels have been added, and may be set normally in the Advanced game.
17.) EXPANDED FORCE SUMMARY. The force summary displayed at the start of
each turn now includes unit weapon types, HQ units, and highlights units that
are broken.
18.) SHOW ALL MOVES. This is a new option in the QUEUE INFO menu that allows
players to view the objectives and/or movement paths of all their units.
II. MAJOR CHANGES, GAME MECHANICS
1.) SILHOUETTED TARGETS. The LOS routines now determine when targets are
silhouetted (against the sky). Normally, this occurs for units on
hilltops or ridge lines, although it can occur in other terrain configurations
as well. Silhouetted targets are much easier to spot and target with DF.
2.) CHAIN OF COMMAND. The chain of command has been modified along more
rigid lines. The 1st Battalion now controls A, B, and C Companies; 2nd Bn has
D, E, and F Co's, and the 3rd Bn gets G, H, and I Co's. Only unbroken units
may act as HQ's. The computer will automatically assign "acting" HQ's as
necessary as units break or are destroyed.
3.) IF ADJUSTMENT. IF missions may be adjusted ("walked") in any direction
by one hex (100m) per turn. The adjustment is automatically handled by the
computer each turn, starting with the initial target hex.
4.) IF DISPERSION. IF missions may be dispersed around the target hex by one
or two hexes. When dispersed by one hex (+/- 100m) it is known as AREA fire,
when by 2 hexes (+/- 200m) it is called WIDE fire. Rounds will generally land
randomly within the dispersion area, with an adjustment for the wind.
5.) MINIMUM IF RANGE. The minimum IF range is determined as 1/10th of the
maximum weapon range for rockets; 1/15th maximum range for mortars (or 100
meters, whichever is greater), and 1/20th the maximum range for other weapons.
Off-map units add 1000 meters to the range to the target.
6.) ROCKET RESTRICTIONS. Rocket missions may only be assigned and fired as
unspotted, unadjusted, WIDE (+/- 200m) fire.
7.) TRAINING LEVEL. The new force Training Level is used in a wide number of
routines, including those that determine the probability of spotting enemy
units, DF and IF accuracy, actual ROF's, overrun efficiency, quantity of PPD
targets, airstrike "awry" probability, and CB fire.
8.) DUD RATE. The dud rate is used to determine if a round misfires ("in the
chamber") or when an explosive type round impacts on the target but does not
detonate. The dud rate is also used to ascertain if an artillery round goes
"wild" - under or over shooting the target by a large margin (normally under).
9.) BUTTONED-UP DEFAULT. If this value is set to yes, all AFV's for that
force remain buttoned-up at all times during the game. In game terms, this
means each AFV maintains 30 suppression points, and suffers all of the effects
caused by this suppression level. Morale losses from IF/DF are halved for
buttoned-up units, and the risk of losing TC's (tank commanders) is zero.
10.) RECON UNITS. Recon type units receive a 30% bonus when attempting to
sight enemy units. Additionally, recon units assigned to D/S (reporting
directly to the TF HQ) enjoy a special delay of zero at all times.
11.) SPECIAL COMBAT MOVE. Units NEAR a unit under fire, but not themselves
under fire, may now be eligible for the special combat move. For a unit to be
eligible, either the unit under fire must be in the same company, and within
475 meters, or within 250 meters and in LOS of the first unit. Eligible units
will have a black (instead of red) target displayed in the upper right corner
of their unit info box. The combat move delay is always zero, and the maximum
path length will be between 3 and 6 hexes - depending on the force training
level.
12.) INCREASED SPOTTING PROB/FIRING UNITS. Units that fire have their
spotting probability increased over the values outlined in the manual: 15%
for Personnel; 30% for Guns; 50% for Vehicles; 100% for Aircraft
13.) INCREASED VP ON OBJECTIVE. Units on/adjacent to an on-map objective get
5 times the normal VP points, if there are no enemy units within 475 meters of
the objective (was 4 times normal).
14.) INCREASED MAXIMUM ARTILLERY UNITS. A maximum of 20 artillery units may
appear in the IF mission selection menu. If a force contains more than 20
artillery units, only the first 20 (in company order, starting with A Co) may
be selected to fire IF. The others will never appear in the selection menu,
so they can not be assigned IF missions. However, the "extra" units perform
all other combat functions normally.
III. DETAILED DESCRIPTIONS OF CHANGES
The detailed descriptions use the same numbering system as the manual, and the
conventions used in previous errata.
T.0 GENERAL DESCRIPTION OF THE TRAINING LEVEL. (Addition)
A large number of changes were caused by the inclusion of the training level
throughout the entire program. To increase clarity, the changes will
be discussed in this single section rather than in many small pieces through
the errata.
In the following calculations, the average of the force morale and training
level is used (instead of only the morale level as described in the manual):
1.) Spotting enemy units and enemy IP's, mines, and other field works.
2.) Accuracy increase for spotted IF missions.
3.) Number of rounds per hex per turn in a barrage.
4.) Artillery accuracy.
5.) Airstrike going "awry" probability.
6.) DF accuracy.
7.) Overrun combat factors.
In the following calculations, the force training level replaces the morale
level completely:
1.) Quantity of PPD targets available to the force.
In the following calculations, the training level is added as indicated:
1.) The number of CB points is reduced (multiplied) by the training
level percentage after the other calculations are complete.
2.) The actual number of rounds that are fired by a unit in DF and IF is
multiplied by the training level (proportional).
3.) A low training level (less than 60) makes it easier to spot that
force's units.
4.) One-fifth of the training level is added to the defending overrun
factor calculation.
5.) The training level is the probability that a sighted IF mission
which loses its LOS will be fired unspotted instead of cancelled.
6.) In the special combat move, the number of commands that may be given
to the unit is 3 plus the training level divided by 30 (fractions
rounded down).
D.0 GENERAL DESCRIPTION OF THE DUD LEVEL. (Addition)
The dud level is a measure of the reliability of a force's ammunition.
Because the dud rate can have serious consequences on play, players should be
careful when changing the default values. However, players should be aware
that in real life the dud rate was often influenced by weather, temperature,
and other conditions. So, some player modifications may be necessary to
accurately portray a historical battle or situation.
D.1 MISFIRES
Misfires occur when a round does not expend from the firing weapon. In
soldier's terms, you've got a "hot round in the chamber". With automatic
weapons, a meaningful misfire is caused by a jam in the weapon feed. For
other weapon types, the round in the chamber just doesn't go off.
For non-automatic projectile weapons, the probability of a misfire is 1/2
the standard dud rate. For example, if the dud rate is 3% the probability of
a misfire is 1-1/2%, or about one round in 67. Automatic weapons have a
misfire rate of between one tenth and one thirtieth the non-automatic rate.
Flame weapons have a misfire rate of 3 times the normal force dud rate.
When a misfire occurs, that particular round is not fired and some (or all)
of that weapon's remaining rounds to be fired in the turn are not fired
either. The misfire affects only the ROF of specific weapon in which it
occurred. It does not cause other weapons in the same unit to have a lower
ROF as well.
In the case of automatic and flame weapons, a misfire may cause the weapon
to be put out of action for the remainder of the game. However, the
probability of this happening is very small.
D.2 PARTIAL MISFIRES
A partial misfire occurs when a round expends improperly or in a non-
standard manner from the firing weapon. For example, when a self-contained
round has less propellent than it should, or the propellent is contaminated,
or the projectile is damaged, or the quality control of the ammunition is
substandard.
In the case of a partial misfire, the round is fired at the target but the
accuracy is greatly reduced. In the case of IF fire, the round will most
likely under shoot the target (and often by a considerable distance).
Partial misfires occur only to rounds 40mm or larger. The probability of a
partial misfire is 10 times the dud rate squared. Using the above example
with a dud rate of 3%, about 9 rounds in a thousand will be partial misfires
(10 times (.03 times .03)).
D.3 DUDS
Duds are rounds that expend normally from the firing weapon, but do not
react as expected upon reaching the target. In most cases this means that the
shell fails to explode, generate smoke, or ignite as an incendiary. As such,
being a "dud" round does not affect AP, APC, small arms, beehive, or flame
round types.
When a round is determined to be a dud, it will have no effect on the
target.
BU.0 GENERAL DESCRIPTION OF BUTTONED-UP DOCTRINE (Addition)
Most of the national forces in World War II fought "unbuttoned" to a large
degree, in that their vehicle commanders exposed themselves outside of the
vehicle to better see the battlefield. Only at the last minute would the
commander "button up" by withdrawing into the vehicle and closing the hatch.
The primary exception were the Soviets (especially in the first few years of
the war), who normally fought an entire engagement "buttoned-up" from the very
beginning.
The primary trade off between being buttoned-up vs. open was increased crew
protection and lower leader losses vs. reduced combat effectiveness.
TOP uses the suppression game mechanism to handicap a buttoned-up force by
allocating 30 suppression points (the maximum) to each AFV each turn. The
suppression has all of the standard effects just as if it was caused by enemy
fire. The "suppressed" units will move slower, suffer reduced DF accuracy and
sighting abilities, and have a somewhat greater morale loss every turn they
move than if they were "unsuppressed".
However, under fire the "buttoned-up" units suffer only 50% of the normal
morale losses, and the risk of having the vehicle commander killed is zero.
SECTION 8.2.9 (Addition)
To look at a map before selecting it, from the map selection screen hit the
<L> key or the RMB. Once the map has been drawn on the screen, hit any key to
return to the map selection screen. Note that in the map preview it is only
possible to view the map at zoom level 1. None of the other commands are
active.
SECTION 8.4 (Addition)
Three new force characteristics have been added: TRAINING LEVEL, DUD RATE,
and BUTTONED-UP. The first two are percent values between 0 and 100%, while
BUTTONED-UP is either "YES" or "NO".
The TRAINING level is separate from the morale level, and reflects the
training and experience of the force as opposed to its "willingness to
fight". The DUD RATE is simply a measure of ammunition quality, and is the
percentage of rounds that can be expected to malfunction in some way.
BUTTONED-UP reflects doctrine or SOP in which a force's AFV's keep their
personnel inside the vehicle and the hatches closed for the duration of the
game.
SECTION 4.1.5 (Clarification)
Streams are shown as thin blue lines, rivers as thick blue lines, and
gullies are solid dark brown lines.
SECTION 5.3 (Addition)
Once at least one game has been started, the Main Menu will have a
fourth choice: CONTINUE LAST GAME. If this option is selected, the last
game being played will be automatically loaded in. The game will start
at the point at which it was last ended - WHETHER OR NOT THE GAME WAS
MANUALLY SAVED.
This option makes it convenient to pick up where you left off,
especially in cases where a system failure occurs in the middle of a
turn, or a player forgets to save the game.
Saved game files may now be deleted. First, select LOAD SAVED GAME from
the Main Menu. From the list of saved game files that will appear,
highlight the game to delete and hit the <D> key. A confirmation window
pops up as a double check before the file is actually deleted.
SECTION 8.2.10 (Addition)
The game length may be set by selecting "GAME LENGTH" menu choice. The
game length may be set from 20 to 220 turns where each turn is 1 minute.
SECTION 8.5 (Addition)
An option for the computer to pick the human player's force has been
added.
When this option is selected, the computer will select the entire force
for the human player. Before the selection begins, however, the human
player is given the option of setting the aggressiveness level of the
computer when selecting the formations.
Human players are always able to change the computer's selections once
they have been completed.
SECTION 8.6 (Addition)
A "running" Victory Point total for the units currently selected has been
added at the upper right corner of the FORCE SELECTION screen.
SECTION 8.6.2 (Addition)
A new feature has been added to change an entire company's weapon type at
once. This feature is especially useful when the majority of the force
has one type of weapon, but a few companies contain another. For example,
a German tank force may contain 6 companies of Pz IV tanks, and one
company each of Tigers and Panthers.
To change a company's weapon type, select the company box at the far left.
From the pop-up menu, select CHANGE WEAPON TYPE, which usually appears
near the bottom of the menu, just below the last formation line.
Note that the company MUST EXIST before using this command. So, in the
above example, a player would first create 8 Pz IV tank companies, and
then go back and change the weapon type of two of them to Tigers and
Panthers.
SECTION 8.6.4 (Addition)
When selecting a weapon type from the SELECT WEAPON pop-up menu, the
<Page Up> <Page Down>, <Home>, and <End> keys can now be used to scroll
the list up a page, down a page, to the first page, and to the end,
respectively.
SECTION 8.9 (Addition)
An additional feature has been added to TOP that allows players to modify
the execution delays for each player. When used, the new value overrides
the standard delay in all circumstances. The override value also entirely
eliminates the use of the chain of command routines, including the
considerations concerning a unit's distance from a HQ.
The TF HQ delay is not affected by the override. It remains zero. Also,
the override value really does not affect detachments, since they may
never be given movement orders.
This option is provided in the interests of "getting to the action"
quickly. The overrides are not historical, and may drastically affect the
balance of play. Players are also cautioned that the initial VP's were
determined before the overrides were set, based on the standard
(historical) delays. These values are not recalculated when the override
is set.
SECTION 8.9 (Addition)
An additional "Free Set-up" option has been added which lets players
dispense with the normal start line placement restrictions. When a side
uses Free Set-up, that player's units, detachments, IP's, wire, and mines
may be placed ANYWHERE on the map.
Free Set-up is not suggested for computer controlled forces. The
placement AI routines have not been modified to accommodate the increased
flexibility. Note also that by using Free Set-up, units from the opposing
forces may inadvertently start the game in the same hex (because unit
locations are NEVER disclosed to the other side before the start of the
game).
Barrages will not be fired against a force that used Free Set-up (since
there is no start line hex column on which to begin the barrage fire).
SECTION 9 (Addition)
In an PBM/PBeM game, player #1 (red) always sets up and moves first,
irrespective of the mission.
Version 1.14 allows players the option of selecting on-map objectives for
the attacking force.
This option can only be used when a HUMAN player is attacking. The
defending player may be either human or computer controlled. This option
may not be used in a meeting engagement.
The objective selection menu will appear on the screen just after the
"READY FOR SETUP" message. Normally, the first player to set up will
select from this menu. However, in games against a computer defender,
the human player always makes the selection.
The menu choices are: FAR MAP EDGE: The default objective from the
original version; COMPUTER ASSIGNS OBJECTIVE: The computer picks 3
"possible" objectives, and then selects 1 as the actual objective;
ATTACKER SELECTS (ONE OF 3): The computer chooses 3 "possible"
objectives, and the attacking (human) player picks which is the actual;
CURRENT PLAYER PICKS A HEX: The current player (whether attacking or
defending) chooses any hex on the map as the actual objective of the
attacking force.
Normally, players should select one of the first two options - to maintain
play balance and "fog of war".
SECTION 9.1 (Addition)
Whenever the flashing map cursor is displayed (both in the setup phase and
during game turns), the following mouse actions are available:
a.) Click the LMB to ZOOM in or out.
b.) Click the CMB to check LOS's.
c.) Click on an unoccupied edge hex to scroll the map.
To show the attacking force's objective, select the "V" (for Victory
objective) box in the lower right corner of the screen or hit the <V> key.
If the current player is the attacking player, the actual objective will
be highlighted on the map (or a message stating the objective is the
opposite map edge will be displayed).
The defender, however, is not shown the actual objective. In cases where
the computer picked 3 "possible" objectives (and one was selected by
either the computer or attacker as the actual objective), these 3 hexes
will be highlighted. But, no indication will be given as to which is the
actual objective. Or, in cases where the attacker picked a specific hex,
the location is not shown.
SECTION 9.3.4 (Clarification)
Off-map artillery is assumed to be placed 1000 meters behind the map edge.
When firing IF onto the map, the range for off-map artillery units is
calculated as the range from the center (top to bottom) edge hex on the
friendly side of the map to the target hex, plus 1000 meters.
SECTION 9.10 (Addition)
At the conclusion of the set-up phases, players are given an option to
"cycle" back through the set-up procedure. When this option is selected,
the sequence will return to the unit placement sub-phase, and will proceed
normally through the other set-up sub-phases.
Current set-up values (unit locations, mine placements, etc.) are NOT
reset - they remain as initially positioned.
After both sides are set up, the game may be saved as a normal game file
("xx.OPS"). The current turn of the saved set-up will be 1. To "reload"
the saved set-up, follow the standard saved game procedure.
SECTION 10.2 (Clarification)
In the unit strength summary, original unit strength values are equal to
quantities before detachments are released. So, whenever a unit provides
one or more detachments, the unit will appear under strength from the very
first turn.
The FORCE STRENGTH REPORT now displays statistics for HQ and D/S units, as
well as showing the weapon type for each unit. Additionally, broken units are
highlighted in yellow.
SECTION 10.3 (Addition)
When viewing the COMBAT REPLY, click the RMB or hit the <Esc> or <Q> keys to
quit viewing the replay and return to the orders phase. To pause the replay,
click the CMB or hit the <P> key. To un-pause hit or click any key or button.
SECTION 10.5 (Addition)
The <Tab> key is now used to cycle through the seven Command Line options.
The four arrow keys scroll the map.
SECTION 10.7 (Addition)
A new "AREA" LOS feature has been added, which highlights hexes NOT in
sight over an area of the map as seen from a single spotting hex. To use
this new feature, select LOS CHECK from the main menu, and then AREA from
the LOS type menu (POINT TO POINT is the "normal" method described in the
user manual). Select the spotting hex, and the general direction of the
LOS (to the RIGHT, LEFT, UP, OR DOWN). The area shown will be limited by
the direction, and the portion of the map shown on the screen.
The results of the AREA check are:
Hexes NOT in LOS are darkened in.
Hexes in LOS are unchanged.
Hexes on the LOS area border are outlined in red (if in LOS).
The AREA check NEVER shows LOS percent degradation values. If an LOS has
less than 10 blocking points, the AREA check shows the LOS to the hex as
valid. Otherwise the LOS is completely blocked and the hex is darkened.
So, even though a hex has a "good" LOS, friendly units may not be able to
actually spot an enemy unit in the hex, or effectively target it.
SECTION 10.7.1 LOS Cross Section Display. (Addition)
Whenever a single LOS is sighted between two hexes (point to point LOS
check, targeting DF, or sighting IF), a cross section of the LOS will be
displayed at the bottom of the screen. This display shows the relationships
between the ground level, blocking terrain, and actual LOS. The intent is to
better help players visualize the "lay of the land", and determine why LOS's
are blocked or degraded in complicated situations.
The ground level (to the closest meter) along the LOS is shown in brown.
Ground level values are computed to the nearest meter at 10 meter (horizontal)
intervals. The vertical scale is exaggerated between 30 and 100 times to
better bring out features and elevation changes.
Blocking terrain types are displayed as colored "blocks" above the ground
level. A key identifying which terrain types are represented by which colors
is shown to the right of the cross section. The height of a terrain "block"
corresponds to its actual height (with the exaggeration factored in).
The actual LOS path is normally shown by a red line between the spotting and
target locations. However, if the LOS involves an aircraft unit the LOS line
will not be drawn, and "AIR/GROUND" will appear to the left of the cross
section display. This limitation is necessary due to the vertical scale
exaggeration, which would place the aircraft end of the LOS up in the map
area.
The LOS calculations are more exact than the resolution allows for on the
display. This means that in certain instances, the LOS my look open or closed
on the display, but in reality may be the opposite. Players also need to
remember blocking points are added from things not shown on the display -
namely: range; smoke; and dust.
If a unit in the LOS's target hex would be silhouetted, a message to that
effect will be shown to the left of the cross section display. Silhouetted
units are on average twice as easy to spot, and have the accuracy of DF
directed against them increased 50%.
Targets are considered silhouetted if, after reaching the target hex, the
sighting LOS does not pass through the ground or any blocking terrain for at
least 1500 meters beyond the hex (or until the LOS goes off the edge of the
map).
SPECIAL NOTE: The TOP maps are basically identical to 10 meter interval
topographic maps. The main difference is that where a topographic map keeps
the basic terrain color the same between contour lines, TOP shades each
interval a different color and does not display the constant elevation
(contour) line. If contour lines were drawn on the TOP map, they would run
along all of the intersections between different elevation levels. The
elevation of each contour line would be the elevation level value of the
higher hex at the intersection. For example, at the intersection of a level 3
(30 meter) and level 4 (40 meter) hex, the contour line would be 40 meters.
Only at these edges, as along a contour line, is the exact ground elevation
known from the map. This is an important consideration, because the "lay of
the land" is almost never a series of flat steps, except perhaps in the case
of cliffs. Instead, the ground surface slopes relatively evenly between the
higher and lower elevations. With the elevation resolution of both the TOP
and topographic presentation methods limited to 10 meters, it is impossible to
tell the EXACT elevation of any point between contour lines closer than this -
except as a "seat of the pants" guess somewhere between the elevations of the
bracketing contour line values. This even holds true "inside" a TOP hex -
since elevation changes are calculated horizontally every 10 meters across the
hex's entire width.
The key thing to remember is that a TOP "elevation" means only that all
points within that hex will be within a given 10 meter interval (except at
cliffs). So, under normal conditions a level 5 hex could contain locations
with elevations anywhere from 50 to 59 meters. The only way to see the actual
elevations for sure is to run a LOS check and view the cross section display.
SECTION 10.8 (Addition)
A "+" after the delay value in the QUEUE INFO box indicates that the
displayed mission is "on hold" because it is behind another mission in the
queue for the firing unit. Once the priority (first) mission has been
completed, the delay countdown will resume normally for the second one.
Note that there is always a 2 turn delay imposed on a firing unit between
missions to realign the guns and set up the fire. So, the delay on all but
priority missions will be at least 2.
In certain cases, messages may appear in the QUEUE INFO box in place of
the mission delay. When the conditions of these messages occur, the mission
delay is not decreased in that turn.
FIRING DF! - The firing unit is currently engaging a target by DF.
UNIT MOVING - The firing unit is currently moving.
AIR DELAY! - A friendly airstrike has put all fire missions on "hold".
UNIT BROKEN - The firing unit is broken.
Once the conditions are removed, the delay countdown (or fire mission)
resumes normally.
SECTION 10.8.2 (Addition)
In cases where an airstrike is likely to experience additional delays due to
atmosphere (weather) conditions, "+ATM" will appear after the delay value in
the queue box.
SECTION 10.8.3 Show All Moves. (Addition)
The SHOW ALL MOVEMENT ORDERS selection allows players to see the movement
objectives and/or movement paths for all of their units. This routine
automatically cycles through all of the force's units, beginning with unit A0,
and proceeds in numerical sequence through the line companies, D/S units and
TF/Bn HQ's.
There are two options for this command: SHOW ONLY OBJECTIVES and SHOW ALL
PATH HEXES. If the SHOW ONLY OBJECTIVES option is chosen the current unit's
location will flash a couple of time in white on the screen, followed by its
ultimate movement objective hex in red. If the SHOW ALL PATH HEXES option is
selected, the current unit will flash in white, followed by having each hex in
the movement path highlighted, and finally the objective will be shown in red.
In either case, the standard UNIT INFO BOX for the current unit will be shown
at the bottom of the screen just as the unit location begins flashing.
At any time, players may pause or exit the display, or issue orders to the
current unit. To pause, hit the <P> key or click the CMB. To exit, hit the
<E> key or click the RMB. To give the current unit orders, hit the <O> key,
or click the LMB.
Units selected for "Orders" may be given any and all orders normally. When
the player is done issuing orders, the movement display will continue cycling
from where it left off.
SECTION 10.10.5 (Note)
If the FOUR UNIT SYMBOLS PER HEX display option is used, unit symbols may
overflow into adjacent hexes. Often, when the hex is redrawn/highlighted/
un-highlighted, outlines of the symbols will remain in the adjoining hexes.
To remove these outlines, use the "R" (redraw) feature to refresh the map
screen.
SECTION 11 (Addition)
This addition is probably one of the biggest changes in version 1.2, at
least in terms of making the game easier to use. In addition to issuing
orders by the method described in the manual (select the order first - THEN
the unit), orders may now be given by selecting the unit first directly from
the map. To do this, just click the LMB when the flashing map cursor is over
the desired unit(s).
A pop up menu will appear that shows all of the unit's current orders and
settings, and allows for additional orders to be given to the unit. Only
those orders displayed in blue may be selected, the others are not applicable
to or for the unit.
In most cases, once an order has been selected the sequence will be the same
as in the previous versions, and discussed in the manual. The menu's
functional area groupings are:
MOVE ORDERS. From this area units may be given movement and loading
orders. Click LMB to select highlighted order.
SPEED. This sets the speed as a percent of the unit maximum speed.
Move slide to the desired value and click the LMB to change.
FACING. The unit's current facing is shown in red. Move the mouse
cursor to the desired new facing and click the LMB to change.
TARGET. The unit's current target will be shown, either an enemy unit
or a hex number (for area fire). Click the LMB to change.
DEFAULTS. The unit's current engagement range is shown by the slide on
top. The unit's maximum weapon range is determined automatically by the
computer for either the main weapon "(M)", or a secondary one "(S)" -
depending on gun ranges and ammo availability. Move the slide as desired
and click the LMB to change. To change the other targeting defaults,
highlight the value and click the LMB.
WEAPON. The current weapon to fire is shown on top ("M"=Main,
"S"=Secondary). The ammo to fire is shown below. Click the LMB to
change.
FIRE SUPPORT. These choices are used to call in artillery and
airstrikes. Click the LMB to select.
DETAILED INFO. The first three selections call up the detailed weapon
information charts - "GEN" for Weapon Technical Data, "WPN" for the Ammo
Characteristics, and "PEN" for the Penetration. "HQ's" displays the
chain of command. Click the LMB to select.
To exit the orders menu, click the RMB or select DONE from the bottom of the
menu.
An option has been added which allows players to cycle through their units
one at a time while giving most orders. If this option is available for
a given order, a pop up menu will appear. Select YES to auto-cycle
through the force, or NO to select units individually.
The unit cycle always begins at unit "A0", and proceeds sequentially to
"A1", "A2", etc., through all the on-map (only) units.
SECTION 11.1 (Note)
It is always a good idea to use intermediate unit movement objectives when
moving units by the COMPANY ROUTE or UNIT OBJECTIVE methods. Intermediate
objectives are used by merely selecting 3 objectives each 600 meters apart
rather than a single objective 1800 meters away.
There is no additional penalty for using intermediate objectives other
than the little bit of extra time it takes to issue multiple orders
instead of a single one. But, the benefit is much greater control over
the movement path.
Since the computer tends to spread units out to avoid presenting a
attractive concentration to the enemy, intermediate objectives are
especially appropriate if you want your units to follow a fairly limited
route. Intermediate objectives are also a good idea on areas of the map
with a lot of roads, elevation changes and/or cover terrain, since the
computer will often devise roundabout routes to take advantage of these
features.
SECTION 11.1.3 (Addition)
A "B" in the movement command display box at the bottom of the screen
indicates the unit is backing-up in reverse gear.
SECTION 11.1.5 (Addition)
Units not directly under fire may also be eligible for the special combat
move. In particular, units not under fire could often be in a position to
know that friendly units nearby WERE under fire, and could adjust plans
accordingly.
For a unit not under fire to be eligible for the special combat move, the
unit under fire must not be an aircraft, and one of the following two
conditions must be met:
1.) The unit not under fire is in the same company as the unit under
fire, and the units are within 475 meters (4 hexes) of each other.
2.) The unit not under fire is from a different company than the unit
under fire (or either/both of the units is a D/S or Bn/TF HQ unit), and
the units are within 250 meters of each other, and the unit not under
fire has a valid LOS to the unit under fire.
Units eligible for this move when not under fire will have a black (instead
of red) target symbol in the upper right corner of their unit info box.
The maximum path length of the special combat move is no longer fixed at
three hexes. Instead, it may be anywhere from 3 to 6 hexes - calculated as 3
hexes plus the force training level divided by 30 (fractions rounded down).
SECTION 11.1.6. Back-up Movement (Addition)
Backing up in reverse gear is frequently used by vehicles to get out of an
unexpected situation. Such situations include taking unanticipated or
unusually heavy enemy fire, sighting a previously hidden threat, or having the
forward movement path blocked by combat action. By backing up, the vehicle
can react to the situation while keeping the more protective front armor
towards the enemy.
The drawbacks to backing up are that the reverse gears are much slower than
the forward ones and more prone to mechanical failure, and that normally it is
much harder to see where you are going in reverse. As such, movement in
reverse was normally only used for short distances and in critical situations
and only just long enough to get out of trouble.
Vehicle units may be given orders to back-up in reverse gear one hex. When
this command is issued, any existing movement commands for the unit are
erased. The facing of the unit at the time the order is issued determines in
which direction the back-up movement will take place.
The delay for back-up movement is always zero, so the unit will begin
backing up on the next movement phase. Units will back up only one hex at a
time. If you want unit to continue to back-up, you will need to issue new
back up orders each turn.
Carrier units towing another unit and non-vehicular unit types may not be
given orders to back up.
To issue a unit with back-up orders, select the "HEX BY HEX" movement
routines. Then, instead of issuing orders, hit the <B> key, or use the mouse
to click on the "B" which appears in the lower right corner info box (with the
arrows). The unit's path will be cleared, and the back-up order shown.
NOTE: Because the unit's current path is erased when it is given a back-up
order, there is no way to "undo" the back-up order once it is issued, unless
the unit's command delay is zero. So be careful. Once you issue the back-up
order - you're stuck with it.
SECTION 11.2.2 (Addition)
Hexes may be selected as DF targets even if they do not contain a sighted
enemy unit. Selecting a hex for DF instead of an enemy unit is a technique
generally known as "recon by fire", or more properly "area fire".
Whenever a target hex is chosen by hand, the computer first looks for a
sighted enemy unit in the hex. If this condition is met, then the fire is
targeted at that unit. If there is more than one such unit in the hex, the
player selects the specific target. However, if this condition is not met,
the computer targets the hex with area fire.
Area fire may be directed at any hex on the map within range of the firing
unit - including hexes with friendly units. Of course, it may also be
directed against hexes with UNSPOTTED enemy units as well.
SECTION 11.3 (Addition)
Version 1.2 includes a new artillery mission menu that allows all facets of
a mission to be set and changed from a single screen. This new menu is
accessed by clicking on "ARTILLERY" on the new unit orders menu.
The new menu MUST be used in order to set the mission dispersion or
adjustment. The old method (from the command line pull-down orders menu) have
not been modified to offer an opportunity to change these values.
The major functional areas of the menu are:
TARGET. Identified as HEX, PPD or UNIT. Click LMB to change.
SPOTTER. If spotted, the LOS efficiency is shown. Otherwise NONE. The
spotting unit is always the calling unit. Click LMB to change.
CALLING UNIT. Click LMB to change.
DISPERSION. NONE, AREA, or WIDE. Click LMB to change.
ADJUSTMENT. NONE, or direction (arrow). Click LMB to change.
FIRING UNIT. Defaults to first unit without a mission. LMB to change.
AMMO TYPE. Defaults to first available for firing unit. LMB to change.
FFE QUANTITY. Shows number of rounds allocated to mission (defaults to
25% of available), total rounds (t), and number of rounds allocated to
other missions (a). Click LMB to change.
ROF. Shows the rate of fire in rounds per tube/weapon. LMB to change.
IN QUEUE. Shows number of missions already assigned to firing unit.
Click LMB to cycle through these missions - displaying them on screen.
ACCEPT MISSION. This line displays the delay (in turns) before the
mission is fired as currently configured. Click the LMB to accept the
IF mission as shown and enter it into the FDC queue.
CANCEL MISSION. Cancel mission and return to the unit orders menu.
Clicking the RMB/<Esc> key at any time will cancel the mission and return to
the orders menu.
SECTION 11.3.4 (Clarification)
A maximum of 20 IF-capable units can be shown and selected from the "PICK
FIRING UNIT" menu. The units are displayed in company order, beginning with A
Co and ending with the D/S units. If a force has more than 20 IF-capable
units, some of the units will not be shown on this menu and thus may never be
selected to fire IF.
Players should keep this limitation in mind when selecting their force,
remembering also that light mortar units (often a component of the line
companies) are IF-capable.
SECTION 11.3.7 IF Mission Dispersion. ( [1.2] Addition)
Artillery missions may now be fired with varying degrees of planned
dispersion. This feature is useful to saturate area targets, or when firing
smoke to cover a wide zone. The dispersion pattern is handled automatically
by the computer at the time of firing, so players select only the "center"
target hex. There are two levels of dispersion: AREA and WIDE.
AREA dispersion (+/- 100 meters) increases the target area one hex in each
direction from center target hex (7 hexes total). WIDE dispersion ( +/- 200
meters) increases the area to two hexes in each direction (19 hexes total).
Rounds (that do not misfire in some fashion) land randomly within the entire
target area, with a slight preference based upon the wind direction and speed.
Therefore, as an example, a mission should fire at least 20-25 rounds per turn
if the player desires to put at least one round per turn into each hex in a
WIDE target area.
Rocket missions are always fired with WIDE target areas.
SECTION 11.3.8 IF Mission Adjustment. ( [1.2] Addition)
The artillery mission adjustment option allows the target to be shifted each
turn in a specific direction. This is also known as "shifting" or "walking"
the fire.
When an adjustment direction is set for a mission, the target will be
automatically moved one hex (100 meters) in that direction at the conclusion
of each IF fire phase in which the mission fired FFE. This automatic
adjustment is handled by the computer, and is completely outside the control
of the owning player.
Any of the six hex directions may be used for the adjustment direction - N,
NE, SE, S, SW, and NW. If the adjustment direction is not set (NONE), then
the mission will fire the entire FFE quantity at the primary target hex or
area.
Adjustment can not be used for missions against UNIT targets, or missions
fired by rocket artillery.
SECTION 11.3.9 IF Minimum Ranges. ( [1.2] Addition/Clarification)
IF targets must be farther the firing unit's minimum range. Minimum range
is determined depending on the firing weapon type as follows:
Rockets: 1/10 th maximum range
Mortars: 1/15 th maximum range
Others: 1/20 th maximum range
SECTION 11.3.10 Off-map Unit IF Range. ( [1.2] Clarification)
Ranges for off-map units are calculated as the range from the middle hex (on
the vertical axis) along the friendly map edge to the target hex, plus 1000
meters.
SECTION 11.7 ( [1.1] Addition)
After setting a unit's weapon defaults, the same settings can be given to
all other units (of the same type) in the company formation. This option
applies only the line companies (A-I), and only to units of the same type
as the unit initially given the order. For example, if TANK unit "A1" is
given the default order, and the company option is selected, then all
other TANK units in "A" company (including the CO HQ) will have their
weapon defaults set to the same values as "A1".
SECTION 11.7.4 ( [1.14] Addition)
Non-turreted vehicles (Assault Guns, Tank Destroyers, SP Artillery),
mortars, rockets, and AT Guns can not fire while moving. Note that to be
moving, the unit's current speed must be greater than zero. If a unit is
paused, or merely "waiting" to execute movement commands, it is stopped
and may fire normally.
If one of these unit types is currently moving and then assigned a target,
the PAUSE TO ENGAGE should be set to "YES", or the unit's speed should be
set to zero. In either of these cases, the unit will halt at it's current
position, and engage the desired target. Otherwise, the unit will continue
to move and will not fire until it reaches a pause in the movement commands
or completes it's entire movement path.
Likewise, if a stationary unit is given movement orders, the unit will
cease firing in the turn it begins to move. Again, unless the unit's
speed is set to zero, or the PAUSE TO ENGAGE is "YES".
The default PAUSE TO ENGAGE setting for these types of units is "YES".
SECTION 11.10 Display Chain Of Command. ( [1.2] Addition)
The "HQ's" command from the new unit orders menu displays information about
the current chain of command for the unit. Each HQ in the chain will be
highlighted on the map, and a summary will be displayed at the bottom of the
screen.
The summary shows each step in the unit's chain of command individually.
For each step, the following information is provided: the higher HQ unit ID,
the distance to the next higher HQ, and the delay assessed at that step.
Values shown in red signify that an additional penalty is being added for some
reason due to that value. Examples of red values might be an acting HQ
replacing the normal HQ, or an excess range to the next higher HQ.
When an additional delay penalty is added at a given step, the penalty
amount is shown to the far right after a "+" sign. This overview helps
players to decide if it is worth trying to rearrange units to lower the
penalty for a given unit.
SECTION 12.3 ( [1.2] Clarification)
In cases where a spotting unit loses the LOS to the target, the mission may
be cancelled or fired unspotted at the current target hex. The probability of
cancellation vs. firing the mission unspotted is the force training level.
The higher the training level, the higher the probability that the mission
will be fired unspotted.
SECTION 12.7 (Addition)
In games where both sides are controlled by the computer, unit moves may
be shown (hex by hex) during the activity phase. Just set the message
detail level to 3 or 4. Otherwise, the computer units will not be shown
except when firing (or being fired at).
In one-player games, the human player's units' movement may also be shown
during the movement phase. Select OPTIONS from the Command Line Menu, and
SHOW MOVEMENT to toggle this setting on and off as desired.
SECTION 14.2 (Addition)
When scrolling around the map, the mouse buttons may be used to bring up
unit information for unit(s) in the current hex. For single units,
clicking the RMB calls up the detailed WEAPON TECHNICAL DATA box. Clicking
the LMB or CMB will cause the UNIT INFORMATION window to page up or down.
For hexes with multiple units, clicking the LMB identifies the units. To
get the detailed weapon information about a particular unit, highlight the
unit and click the RMB. To remove the unit display, click the LMB on any
unit line or the DONE (F1).
SECTION 14.2.1 (Addition)
In the UNIT INFORMATION BOX, a speed value of "0P" indicates that the unit
has paused to fire at an enemy target. The unit will begin moving again
automatically once it ceases firing. Alternately, setting the PAUSE TO
ENGAGE value to NO or clearing the target will also cause the unit to
begin moving.
Broken units have their morale shown as either "BRO" for BROKEN or "BER"
for BERSERK, instead of the normal numeric value.
(Note)
The unit speed reflected in the UNIT INFORMATION box is determined using
current values at the time the box is displayed. Thus, the speed shown may
not correspond to how fast the unit is actually going to travel in the
Movement Phase. In particular, the unit may take suppression and/or other
effects in the Combat Phase which will affect its speed in the subsequent
Movement Phase.
If you have units that show a speed greater than zero, but never seem to
move, this could be what is happening (since suppression is adjusted AFTER
the Movement Phase, but before the next Orders Phase).
SECTION 14.2.2 ( [1.2] Addition)
When a unit has lost the LOS to its DF target, "LOST LOS" will be displayed
in the second page of the UNIT INFO BOX instead of the acquisition level
(which reverts to zero).
If an "0L" appears as the unit speed, it means the unit is stopped and is
loading or unloading another unit. If a "B" appears after the speed value, it
indicates that the unit is backing up in reverse gear.
SECTION 14.3 (Addition)
The WEAPON TECHNICAL DATA and AMMO CHARACTERISTICS displays are not
described in the manual, although they are shown on page 1-9. The WEAPON
TECHNICAL DATA box is self-explanatory, and lists all of the primary
combat related values for the weapon system.
The AMMO CHARACTERISTICS box is brought up by pressing the RMB or <F3>
while the WEAPON TECHNICAL DATA box is displayed. This box gives the
general characteristics for the ammunition types that may be used by the
weapon's primary and secondary armaments. Note that the primary weapon
may have up to 4 ammunition types, while the secondary and tertiary have
only one each.
At the top of the box, the main weapon system name is shown (in black),
with the primary armament to the right (in red). The secondary gun is
listed below the system name (in blue), and the tertiary gun is under the
primary (in black).
The ammunition types are listed underneath the armament names. "MV" is
the muzzle velocity in meters per second, "WGT" is the projectile weight
in grams, and "APF" is the shell's Anti-Personnel Factor. For HEAT rounds
(only), the "APF" value is the normal armor penetration in mm. All HEAT
warheads have an actual Anti-Personnel value of 5.
These displays can also be displayed during the unit selection process,
either while over an existing unit box, or when selecting a weapon type.
A new PENETRATION display has been added to the other data tables
discussed above. This is one of the most interesting new features in TOP,
and I encourage all players to use the PENETRATION charts to get a feel
for how well the various weapons perform, and the advantages of each
ammunition type.
The chart uses colored bars to indicate the penetration of each ammunition
type at several different ranges. Each ammunition type is represented by
a different color. The height of the colored bars correspond to the
penetration in mm (read against the left side of the graph). Some ammo
types may have constant penetration at all ranges (HEAT and some HE),
while others may have no penetration at all (ILLUM).
To access the PENETRATION display, hit the <F3> key or RMB while the AMMO
CHARACTERISTICS chart is displayed.
SECTION 16.5 (Correction)
The manual gives an incorrect DOS command to create the file "MIKE_1.IN".
The command should be: "COPY PBMFILE.OPS MIKE_1.IN <ENTER>".
SECTION 17.4 ( [1.2] Addition)
Recon units should normally be assigned as D/S units, so they can benefit
from the zero turn delay bonus.
SECTION 17.10 ( [1.2] Addition)
Rocket missions are always fired unspotted and impact in a wide area.
SECTION 18.5 ( [1.11] Addition)
Generally, units will not surrender unless they took direct fire in the
previous turn. This is not to say that they will never surrender from
mine or artillery attacks alone, just that the chance is much less.
Units surrender only to KNOWN (sighted) enemy units. If a unit would
surrender but there are no sighted enemy units nearby, it will break
instead.
SECTION 19.2.1 ( [1.14] Change)
The battalion Chain of Command is structured along historical lines.
Except for two special cases, the chain of command appears:
1st battalion (*1) HQ: A, B, C Companies
2nd battalion (*2) HQ: D, E, F Companies
3rd battalion (*3) HQ: G, H, I Companies
The first exception is if the force contains 4 companies. In this case
A and B company are under the 1st Bn, while C and D are assigned to the 2nd
Battalion.
The other exception is for a force of 7 companies, where A, B, and C
are 1st Battalion, D and E are 2nd Battalion, and F and G are 3rd
Battalion.
Players should remember these arrangements during the initial force
selection phase.
The chain of command delay for a unit is calculated as a series of
individual steps back to the TF HQ. Each step has a "standard" delay time,
which is then adjusted depending on circumstances. For example, from the line
platoon "A1", the delay would be calculated as the sum of three steps: from
"A1" back to "A0" (it's company HQ), from "A0" back to "*1" (1st Bn HQ), and
from "*1" to the TF HQ.
A unit may hold multiple HQ functions. As an example, a company HQ may also
be an acting Bn HQ. However, in these cases additional delay penalties as
mentioned below will be applied.
SECTION 19.2.1 TF to Bn ( [1.2] Change/Clarification)
The command delay from the battalion HQ to the TF HQ is the standard force
delay. If the TF HQ has been replaced by an acting HQ, the delay is twice
normal.
SECTION 19.2.2 Bn to Co ( [1.2] Change/Clarification)
If a company HQ is acting as the battalion HQ, one turn is added to the
delay for this step. If a line unit (#1-9) is acting as the Battalion HQ, two
turns are added.
SECTION 19.2.3 Co to unit ( [1.2] Change/Clarification)
If a line unit is acting as the company HQ, two turns are added to the delay
for this step.
SECTION 19.2.4 Acting HQ's. ( [1.2] Clarification)
When HQ units in the chain of command break or are destroyed, they are
replaced by an "acting HQ". The acting HQ is selected in the following order
of precedence:
1 Bn, 2 Bn, 3 Bn; A0, B0, C0, ... ; A1, A2, A3, ... , B1, B2, B3, ...
An acting HQ must belong to the same formation as the HQ is taking over for.
For example, when a Battalion HQ is being replaced the acting HQ must be in
one of the companies assigned to that battalion. Likewise, only units from
the same company may replace a company HQ.
D/S units will never be assigned as an acting HQ under any circumstances.
SECTION 19.3 ( [1.2] Addition)
Recon type units assigned directly to the task force HQ (as a D/S unit),
receive the same delay reduction bonus as aircraft, for the same reasons.
Recon units assigned to a lettered line company do not receive any bonus, and
use the standard delay for the company.
SECTION 19.4 ( [1.14] Clarification)
Mission delays are reduced by 1 each turn, unless the scheduled
artillery unit is moving, broken, or firing DF. In these cases, the
mission delay remains unchanged until the artillery unit's status changes.
At that point, the delay countdown resumes normally.
SECTION 21.2.2 ( [1.2] Change)
Blocking terrain in a spotting hex adds 60% of the normal terrain block
point value to the LOS (increased from 40%).
When determining if an LOS passes through blocking terrain, the terrain
"heights" above ground level have been modified as follows:
Woods +15 meters
Lt. Woods +10 meters
Bldgs 2/3 +10 meters
Bldgs 1 +5 meters
Rubble +2 meters
Crops +2 meters
SECTION 22.4.9 ( [1.2] Addition)
In addition to having their sighting probability doubled, units that fired
in the preceding turn have their sighting probability increased further as
follows:
Personnel +15%
Guns +30%
Vehicles +50%
Aircraft x 2
SECTION 22.4.10 Target Silhouetted. ( [1.2] Addition)
On average, if the target is silhouetted the sighting probability is
doubled. However, this effect is greatly reduced for units in level 1 and
level 2 IP's.
SECTION 22.5.6 Recon Units.
Recon units were as a rule better trained and equipped to sight the enemy
than other combat units. As such, they receive a special spotting bonus of
30% whenever they attempt to sight an enemy unit. This proportional bonus to
the sighting probability is applied after ALL other applicable modifications
have been made.
SECTION 23.1 (Omission)
Suppression reduces a unit's actual speed. The amount of the speed
reduction is equal to the suppression level. For example, a unit with a
suppression level of 25 will have its speed reduced 25%, after all other
factors are taken into account. Units having a suppression level greater
than 100% will not move at all.
Armored vehicles may never have their speed reduced by more than 30%
(their maximum suppression level). Semi-armored vehicles with a
suppression level between 30 and 100 suffer a "standard" speed reduction
of 30%. If the suppression level of a semi-armored vehicle is greater than
100, the speed reduction is calculated as one half the suppression level.
SECTION 23.1.1 ( [1.1] Change)
The stacking limits have been increased from those shown in the manual.
The new stacking limits are:
NORMAL ABSOLUTE
AIR 3 3 (per hex)
VEHICLE 8 14
TROOPS 47 60
GUNS 8 12
SECTION 23.14.3 Special Close Support ( [1.2] Addition)
By the second half of 1944, the German Nahvertidigungswaffe (literally
translated as "close support weapon") was a standard armament of many common
AFV models. The weapon itself resembled a flare gun, mounted into a small
cupola on the roof of the tank turret. The weapon fired 26mm smoke, flare,
and HE rounds out a distance of 7-10 meters. At the scale of TOP, the primary
impact of the weapon was as close defense protection for the tanks against
enemy infantry using the HE/FRAG rounds.
The following AFV's may be issued with the Nahvertidigungswaffe:
Pz V G Panther
JPz V JgPanther
Pz VI E Tiger
Pz VI B K Tiger
JPz VI JgTiger
StG III G
StH 42 G
These vehicles will automatically be issued with the Nahvertidigungswaffe in
1945. In 1944, the weapon availability is based upon the wind direction.
Before going any further, understand that the wind direction actually has
nothing to do with the weapon or its use. In this case, the wind direction is
used only as a "flag" (that players may set, or leave random) which indicates
whether or not the Nahvertidigungswaffe will be issued. If the wind direction
is to the South (SW, S, or SE), the Nahvertidigungswaffe will be issued. If
the wind direction is to the North (NW, N, NE), it will not.
The Nahvertidigungswaffe is used only in close combat against enemy
personnel. Its use is automatic, and the weapon can not be selected by the
owning player. The Nahvertidigungswaffe attack is conducted immediately after
the German AFV's standard overrun fire (either in attack or defense), and is
separate from it. The Nahvertidigungswaffe attack is expressed in factors,
like the standard attack, but these factors are applied as if an artillery
HE/FRAG round of that size hit the hex. Losses from the weapon are applied to
the enemy units immediately.
SECTION 23.9 ( [1.14] Clarification)
Units that have their speed set above 50% suffer a marked increase in
their breakdown probability. Compared to the breakdown probability at
50%, the chance of being disabled doubles at 75% and triples at 90%.
SECTION 23.15 (Clarification)
Many armored vehicles are given the capability to tow other units.
Normally, tanks and other combat AFV's did not tow artillery pieces, rocket
trailers, etc. However, in certain cases of extreme need they were used
in this capacity. Players may voluntarily limit AFV carrying capacities to
historical values, if so desired.
SECTION 23.16 (Addition)
Mud and Heavy mud ground conditions eliminate dust trails. Frozen ground
reduces dusts levels by 50%. Snow and heavy snow reduce dust levels by
70%.
SECTION 23.17 PAUSE TO FIRE ( [1.15 Clarification)
If a unit has orders to "PAUSE TO FIRE" (as selected from the unit DEFAULT
menu), it will normally stop moving to engage a target. Assault guns,
self-propelled artillery, and tank destroyers will ALWAYS stop to fire if
the PAUSE TO FIRE setting is YES (otherwise they will NOT fire at all).
However, if the unit is firing a machine gun or other small arms weapon
type the probability of halting to fire may be reduced. This reduction
does not apply to assault guns, self-propelled artillery, or tank
destroyers, which will always halt to fire. Otherwise, if the unit is a
vehicle the probability of stopping to fire a small arms weapon is only
approximately 25%. For types other than vehicles it is about 50%.
If the unit has orders NOT to halt to fire (fire on the move), it will
continue to move normally in all cases. However, sometimes the unit's
movement will prevent proper sighting or targeting of the enemy unit. In
these cases the unit will hold fire.
SECTION 23.18 Towing Another Unit. ( [1.2] Addition)
A carrier unit towing another unit has its forward speed reduced by 50% from
normal (using the current speed setting). The breakdown probability, however,
remains as if the unit's was moving at its designated speed setting.
Carrier/towed unit combinations can not use back-up movement.
SECTION 23.19 Backing-up. ( [1.2] Addition)
Units that are backing up always move at 1/5 the maximum weapon system
speed, regardless of the unit's actual speed setting. The breakdown
probability is taken as if the unit was moving at the maximum forward speed.
All terrain modifiers and suppression effects are applied normally.
Units backing-up do not change their facing.
SECTION 24.4 MOVEMENT INTO KNOWN MINEFIELDS ( [1.14] Addition)
Aside from very specific (and normally infrequent) cases, units were not
ordered to move through known minefields. And, even in cases where they
were, the higher command normally had to make special arrangements to see
that these orders were carried out. Further, in cases where a minefield
was discovered by a leading ("point") unit, the trailing units would stop
before becoming caught in the obstacle.
In TOP, units with speed settings of less than 100% will never enter known
minefields. Instead, their movement command path will be cleared, and the
unit will hold fast until given new orders. Units with their speed set to
100% will enter minefields normally. The speed setting is determined at
the instant the unit attempts to move into the minefield, so this value
may be adjusted by the player in any friendly orders phase up to and
including the one immediately preceding the unit's movement into the
minefield hex.
Note that the game scale of TOP does not allow for deliberate minefield
clearance efforts by individual units (which can take an hour or more per
100 meters in real life). Instead, these rules are designed around normal
movement.
SECTION 25.5.6 NON-TURRETED VEHICLES ( [1.14] Addition)
Assault Guns, Tank Destroyers, and SP Artillery vehicles suffer a 50%
reduction in their base sighting probability while moving. Stationary
units sight normally.
SECTION 26 (Addition)
Vehicles moving through wire obstacles may cause the wire to be
eliminated. The probability of removing wire (per vehicle passing through
the hex) depends on the vehicle type: TRACKED 30%; HALFTRACKED 20%;
WHEELED 10%. Note that the wire is not reduced by one or two levels from
the vehicle movement. It is either completely eliminated from the hex, or
remains unaffected.
SECTION 27.1.12 Target Silhouetted. ( [1.2] Addition)
If a target is silhouetted, the DF accuracy is normally increased by 50%.
The only exceptions are if the unit is in a level 1 or level 2 IP, in which
case the accuracy increases are reduced to 10% and 30%, respectively.
SECTION 27.1.13 Area Fire. ( [1.2] Addition)
Area fire uses the standard accuracy adjustments outlined above for DF
against unit targets. However, by its very nature area fire is more dispersed
than targeted fire. To better reflect this, area fire may often "spill over"
into adjacent hexes. The probability that a given round will impact in an
adjacent hex increases for cover terrain in the target hex, and for
increasingly degraded firing unit LOS to the target.
SECTION 27.8 ( [1.14] Addition) SPECIAL DF EFFECTS
Non-turreted vehicles (Tank Destroyers, SP Artillery, Assault Guns) and
towed guns always must face their targets. If, at the beginning of the
Activity Phase, one of these unit types has targeted an enemy unit for the
upcoming DF phase it will be automatically rotated to face that target.
This facing adjustment is automatic, and is accomplished even if for some
reason no rounds are eventually actually fired at the target. The
adjustment imposes no other penalty or effect on the unit.
SECTION 28.5.1 (Correction)
The "near miss" footprint is calculated incorrectly, in that the "direct
hit" area was not subtracted from the value. Instead of 77 square meters,
the actual area is only 56 square meters (77 minus 21).
SECTION 29.4.1 ( [1.2] Clarification)
AA fire may not be directed against aircraft in the same hex as the firing
unit (straight up).
SECTION 29.7 Other Delays. ( [1.2] Clarification)
The airstrike delay may be prolonged by bad weather or reduced light
conditions. This extra delay represents the increased difficulty for the
pilots in performing the mission, taking into account such things as locating
a break in the clouds and picking out a suitable target in limited light.
The probability of the strike being delayed is determined on a turn by turn
basis, so the friendly player will never be able to tell in advance exactly
when (or even if) the strike will occur. The probability of a strike being
delayed increases exponentially with decreasing light, and is decreased
further for overcast or light rain/snow conditions. Dawn and dusk conditions
also greatly increase the delay probability (due to shadow and color effects).
Strikes are prohibited in fog, heavy rain, and heavy snow conditions, and at
night.
SECTION 34.1.1 (Correction)
The VP cost of vehicles is increased from the value shown in the table by
one point (per vehicle) for each 10mm of main gun caliber.
(Note) Improved Position and Mine points are not affected by supply or
morale considerations. For VP calculations, lanes count as mines.
SECTION 34.2.1 ( [1.14] Addition)
The game ends automatically when either side has no maneuver units left
on the map (detachments do not count as maneuver units).
If the attacker has eliminated all of the defending units, then the
victory locations may be modified. If the objective is the map edge, then
the "objective area" is increased from the standard 5 hexes along the edge
by one hex for each 3 turns remaining in the game (fractions rounded down).
For example, if the attacker eliminates the last defending unit at a point
with 13 turns remaining in the game, the attacker will get VP's for all
units within 9 hexes of the map edge ( 5+(13/3) = 5+4 = 9 ).
If the attacker has an on-map objective, the distances used for VP
calculations are increased by 100 meters for each 3 turns remaining. For
the above example, a unit would be considered "on the objective" if is it
was within 500 meters of the objective when the game ended (Normally 100
meters, and add 400 meters). Also, in this case, the "secondary zone" would
be extended from 350 meters to 750 meters. The final distance values may
never exceed 1/2 the width of the map.
SECTION 34.2.2 ( [1.14] Addition)
When on-map objectives are used (instead of the map edge), Victory Point
totals are calculated as follows:
* If the DEFENDER has at least one unit ON or NEXT TO the objective:
-The Attacker gets 25% of the normal VP value for any units on or next
to the objective. No points are received for the remaining units.
-The Defender gets 4 times the normal VP value for units on or next to
the objective, 2 times normal VP for units within 350 meters of the
objective, and normal VP for all other units.
*If the DEFENDER has at least ONE unit within 350 m of the objective
-The Attacker receives the normal VP value for units on or next to the
objective, and 1/2 normal for units within 350 meters of the objective.
-The Defender receives 2 times normal points for units within 350 meters
of the objective, normal value for all other units.
*If the DEFENDER has NO units within 350 m of the objective
-The Attacker receives 5 times the normal VP value for units on or next
to the objective, and 2 times normal for units within 350 meters of
the objective.
-The Defender receives normal VP value for all units.
Only unbroken, non-detachment units count towards these conditions.
SECTION 35.2 (Correction)
The second quote was incorrectly attributed to Erwin Rommel. Instead, it
is more correctly associated with von Moltke (the elder).
APPENDIX A.8 (Addition)
At the conclusion of each turn, the game is automatically saved to the
file 'QZRTL.OPS'. If for some reason you need to access this file (the
program locks up, the power is knocked out, etc.), copy QZRTL.OPS to
ZZ.OPS (in DOS use the command: "copy qzrtl.ops zz.ops <ENTER>").
Rebooting your computer (in the case of a lock-up) will have no effects on
the QZRTL.OPS file.
After copying the file, run TOP normally. Select SAVED GAME from the
menu. Your saved game (ZZ.OPS) will normally be the last one displayed,
and will show the current turn number. Of course, it's always a good idea
to save games every so often - just in case.
APPENDIX B.4.3 (Clarification)
Maps made with ADC for TOP may be less than 80 x 50 hexes (8 Km x 5 Km).
However, all maps MUST measure AT LEAST 16 x 8 (16 hexes left to right and
8 top to bottom). Maps smaller than this will produce a TOP error
message, and the game will exit automatically.
************************ SCENARIO INFORMATION ************************
The TOP scenarios are for the most part historically correct. In some
cases, slight modifications have been made to the force structures in the
interests of improving play. All named TOP maps (including the scenario
maps) are entered directly from the German General Staff maps of the Eastern
Front published 1941-44. The scenario forces and situations were taken
from a variety of sources, including several regimental histories, official
military reports, and war memoirs.
I'd like to thank my wife, Elisa, for her time and efforts entering all of
the TOP maps in from the originals (using ADC).
In order to maintain some mystery surrounding the forces involved in each
scenario, exact strength and size values will not be used. Instead, only a
very general description will be given for each side.
The scenarios begin with the units of both forces already deployed on the
map. Players are always given an opportunity to modify these set-ups at the
start of a game. Units are NOT always loaded at the start of the game, even
if they are located in the same hex as a carrier unit. When issuing
movement commands during the first orders phase, always check if the
passenger units are loaded before giving movement commands to the carrier.
LOWICZ, Poland. 1939.
In this scenario, elements of the Polish Poznan Army, surrounded West of
the Bzura River, are attempting to break out in the direction of Warsaw.
The attack is being launched from a Polish bridgehead at Lowicz on the
east bank of the Bzura. Defending against the attack are elements of the
German 30th Infantry Division.
At the time, the Polish attack caught the German command almost completely
by surprise. In fact, the drive on Warsaw was temporarily halted to
release forces to contain the Polish breakthroughs. In the scenario, the
German player will be hard pressed to stop the Polish advance. The key
for both sides is in the effective use of fire support and mobile reserves.
Orienting the TOP map, North is towards the upper right corner. The
Polish force is attacking left to right (west to east).
ADAMOW, Poland. 1939.
At Adamow, southeast of Warsaw, the tables were turned. In this case the
German 13th Motorized Division found itself cut off and made an attempt to
break through to the west to link up with the 29th Division. Standing in
the way were elements of the Polish "Brzoza" Division.
This scenario is a hard-fought infantry battle. It is very unlikely that
the German forces will be able to reach the left map edge within the game
limit of 90 turns. In real life, the Germans did reach the west edge, but
just barely and only after a half-day battle. By then, the Poles had
brought up reinforcements in the form of the "Kmicica" Brigade. The German
attack ground to a halt, and eventually the Poles managed to regain some
of the lost ground.
Because this scenario contains very few mobile units, the game play is
fairly slow. New players should probably skip it in favor of one of the
more "exciting" scenarios.
On the map, north is at the top. The German forces are attacking right to
left (east to west).
DOROGOBUSH, Russia, USSR. 1941.
Dorogobush was the site of the last significant Soviet delaying action in
front of Smolensk. With orders to hold at all costs, elements of the
Soviet Sixteenth Army vainly tried to halt the advance of the German 29th
Motorized Division.
While this scenario is primarily an infantry battle, the motorized German
force possesses a high degree of mobility. Because of this, the Soviet
player probably can not block the German advance completely. Even so, the
German player must be careful - the Soviet force does have the ability to
inflict significant losses.
On the map, north is at the top. The Germans are attacking from left to
right (west to east).
W. BIRJUKOFF, Ukraine, USSR. 1942.
In late December, 1942, the Soviets launched an offensive against the
sector held by the Italian Eighth Army. This offensive was designed in
conjunction operation "URANUS", the encirclement of Stalingrad to the
south, with the objective of destroying the German Southern flank.
For the most part, the Italian units were overwhelmed and quickly
disintegrated under the onslaught of the superior Soviet forces. However,
at isolated locations some Italian units managed to make a stand - if only
for a short time. This scenario represents one of those stands, made by
part of the Celere Division against the advance elements of the Soviet
197th Guards Rifle Division in the broken terrain east of Meshkoff.
This scenario is an almost exclusively infantry battle. However, the
Soviet force includes some good fire support. If used effectively, the
Italian player will have his hands full. Normally, this game can hang in
the balance until the very end.
On the map, North is towards the top. The Soviets are attacking from
right to left (east to west).
GERESHENOWKA, Ukraine, USSR. 1944.
A battle in the general "mud offensive" in the Spring of 1944, this
scenario recreates the last ditch effort of the Germans to keep the Soviets
from capturing the critical supply base at Uman. Unfortunately for the
Germans, the defending force of stragglers and rear echelon troops (mostly
from the VII Corps) was no match against the advancing Soviet XVI Tank
Corps. This battle took place on 9 March. The Soviets captured Uman the
next day.
This scenario is notable for the fact that it takes place during the mud
season. In a large measure, the mud reduces the Soviet edge in mobility,
at least for off road movement.
Historical note: The German armor in this scenario is comprised of small
"ad-hoc" units. These units were hastily improvised from vehicles in the
Uman maintenance shops and men returning from leave or on duty in Uman.
North is at the top of the map. The Soviets are attacking from right to
left (east to west).
BUKRIN, Ukraine, USSR. 1943.
In the late summer of 1943, the German forces in the Ukraine pulled back
behind the Dnieper River. Even though the German forces prevented the
Soviets from using any the five major bridges across the river, the
Soviets managed to push units onto the west bank none the less. As the
Germans soon learned, if these small bridgeheads were not eliminated
immediately the Soviets would continue to pour in troops and equipment.
Within the space of only a few days, or at most a week, the bridgehead
became impregnable. Soon after that, the force would be strong enough to
break out, and thereby in most cases force the Germans off the entire
river line. With the stakes high for both sides, the "battles for the
bridgeheads" were exceptionally fierce actions, but conducted with only
what forces could be scraped together quickly.
The Bukrin bridgehead over the Dnieper (south of Kiev) was established on
the 23rd of September by the 8th Guards Rifle and 69th Mechanized Brigades.
This scenario represents the action on 28 September. The 69th Mech
Brigade was attacking to expand the bridgehead to the south, and ran into
the 19th Panzer Division attacking to the north.
North is towards the left side of the map. The Soviets are attacking
from left to right (north to south), and the Germans from right to left
(south to north). The river along the east edge (top) is the Dnieper.
Playability Note: This scenario is set up as a meeting engagement. As
such, it may take 20 or more turns for the respective forces to come into
contact. Players looking for a quick game should either play another
scenario, or use the FAST TURN MODE option.
RYMANOW, Poland. 1944.
This action is part of the initial Soviet offensive to capture the Dukla
Pass at the Czech-Polish border. On 10 September the IV Guards Tank Corps
and the I Czech Corps attacked south on both sides of the German 208th
Infantry Division. On the 12th, the pincers met south of Rymanow, trapping
part of the German force, and setting the stage for a further advance.
This scenario takes place on the far right of the 208th Division's lines
along the Wistok River. The Soviet attack is being delivered by parts of
the IV Guards Tank Corps.
North is towards the right. The Soviet forces are attacking from right to
left (north to south).
PROKHORVKA, Russia, USSR. 1943.
The best has been saved for last. With clearly more tanks engaged than
at any other time in the battle of Kursk, the meeting engagement around
Prokhorvka was the greatest tank battle in history. On 12 July 1943, the
II SS Panzer Corps and the Fifth Guards Tank Army simultaneously attacked
(the Germans to the north, and the Soviets to the south). The resulting
head-on collision initiated a wild melee, the likes of which has never been
seen before or since. When the smoke and dust cleared, both sides had
suffered huge losses and were exhausted. But, the German attack had been
stopped in its tracks. The failure of this attack sealed the fate of
Citadele, and along with it, ultimately doomed the Third Reich.
This scenario recreates the meeting engagement between the Liebstandarte
Adolph Hitler (1st SS Panzer Division) and the 18th and 29th Soviet Tank
Corps. Like the battle, this scenario is enormous - with over 400 tanks
and vehicles on the map at the start!
Because of the large number of tanks and units compressed into such a
relatively small area, a number of historical and mechanical modifications
have been made to this scenario. First, infantry forces are basically not
included. While infantry units were present on the battlefield, during
this very deadly and mobile engagement their importance was much less
than the tanks and AFV's.
Secondly, the normal TOP force structures have been changed to accommodate
almost the entire LAH and 29th Tank Corps. For the most part, this was
accomplished by making what would normally be a company (HQ + 3 platoons)
into a battalion (9 platoons + HQ).
While perhaps not completely historical, this scenario provides a very
good "feel" for the intensity and destruction of that day's unique action.
On the map, North is to the upper right corner. The Germans are attacking
left to right (southwest to northeast), and the Soviets right to left
(northeast to southwest).
Playability note: This scenario, Because of its size, takes quite a long
time to get going and complete. Once the action starts, the game speed may
be increased by reducing the message detail levels and delay. Even so, if
you're looking for a quick game THIS IS NOT IT!
********************* GENERAL MAP DESCRIPTIONS ********************
Note: The named maps included with TOP all measure 80 hexes by 50 hexes.
They were entered directly from the German General Staff and Stavka
maps, and within this context are completely and historically accurate.
The numbered maps are smaller than 80 x 50, and in most cases are not
translated from actual topography. The numbered map sizes are shown
in parenthesis, with the first number being the horizontal measurement,
and the second the vertical (north-south).
The smaller numbered maps are provided to facilitate quick games, or
those with limited forces. To keep a manageable force ratio, generally
allow AT LEAST 10 hexes (1 Km) of north-south frontage for each
battalion (of the larger force). Otherwise, there will not be
enough room to maneuver without the units becoming hopelessly
entangled.
LOWICZ (AA.MAP) West Central Poland:
Terrain is very flat. Some woods and crop cover terrain, about 10%.
Good east-west roads along the top half of the map.
ADAMOW (AB.MAP) East Central Poland:
Terrain is hilly, with heavy woods (50%) on west side. The east side
is flat and clear, with a small built up area.
DOROGOBUSH (AC.MAP) West of Smolensk:
Fairly hilly terrain links forms an east-west ridge across the map.
The map includes quite a bit of cover (75%), and a fair number of
roads, which are mostly north-south.
RYSHKOWO (AD.MAP) East of Veliki Luki:
Two parallel north-south ridges are the primary map features. Cover is
light, 10% or so. One road and one railroad run east-west across the
map.
W. BIRJUKOFF (AE.MAP) South of Voronezh (along the Don):
Rolling hills on each side of an east-west stream. Very little cover, less
than 10%.
GERESHENOWKA (AF.MAP) Just east of Uman:
Several ridges meet in the middle of the map, each coming in from a
different angle. In between the ridges run 2 streams (one west to east
and one north to south) which meet in the lower center of the map, and
continue off to the southeast. There is one east-west road. Cover is
light, about 10%.
BUKRIN (AG.MAP) South of Kiev (along the Dnieper):
Very rugged terrain including several hilltops of maximum elevation,
and steep cliffs and ravines. The map is traversed by a few east-west
roads and trails. Cover is light, about 10%.
RYMANOW (AH.MAP) Southern Poland:
Very rugged topography, with ravines and cliffs. Very little cover,
less than 10%. The road net is mostly north-south, but is connected by
a number of secondary east-west trails.
PERKJARWI (AI.MAP) North of Leningrad:
Mostly flat, but very heavily wooded (75%). One east west railroad,
which runs along an alternating series of east-west roads and trails.
PROKHOROVKA (AJ.MAP) South of Kursk:
Hilly terrain broken by a series of ravines. Very little cover, less
than 10%. No east-west roads or trails.
OBERNDORF (AK.MAP) Austria (near Salzburg):
A river flood plain cuts the map in half diagonally (northwest to
southeast), with hills to the southwest and northeast. The river is
crossed by one bridge and one ford. Cover is moderate, about 20%.
S. ROSSOSCHKA (AL.MAP) West of Stalingrad:
Sloping terrain with almost no cover (less than 10%). There is only a
single east-west trail.
MAP #1 (40 x 20) (BA.MAP):
Are includes a gentle north-south slope across the entire map. There
is a good east-west trial network, but virtually no cover (less than
10%).
MAP #2 (40 x 20) (BB.MAP):
Flat terrain, with a single east-west trail. Cover is moderate, about
30%.
MAP #3 (40 x 20) (BC.MAP):
This map includes a large hill mass that begins near the western edge,
and increases in elevation to the east. There is light cover, of
about 10%, and a single east-west road runs along the bottom of the map.
MAP #4 (65 x 15) (BD.MAP):
This map includes several parallel low ridges running north-south
across the grain. A small stream runs north-south down the middle of
the map, in between two of the ridge lines. A single road runs
perpendicular to these features in an east-west direction, and crosses
the stream at a bridge. Cover is very light, less than 10%.
MAP #5 (25 x 35) (BE.MAP):
Very flat map, divided by an east-west stream. A single north-south
road and an east-west trail meet in the center of the map inside a
village. The map contains a good deal of crop cover, about 30%.
MAP #6 (20 x 20) (BF.MAP):
Perfect for small infantry battles, this map is a small segment of a
north-south ridge line. The map contains no cover or roads.