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BARBAR.TXT
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1988-09-25
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BARBAROSSA
The War in Russia
1941-44
from Ark Royal Games
for the Tandy 1000
the IBMPC and compatibles
THE COPYRIGHT NOTICE ON THIS PRODUCT AND IN THE DISK PROGRAM
MEANS THAT YOU MAY DO ANYTHING YOU WANT WITH THIS PROGRAM EXCEPT
SELL IT, OR OFFER ANY PART OF IT FOR SALE. BARBAROSSA IS OFFERED
AS SHAREWARE AND ARK ROYAL GAMES INVITES YOU TO GIVE COPIES TO
YOUR FRIENDS.
WE ASK THAT YOU REMEMBER THAT THE SHAREWARE PROGRAM, IN ORDER FOR
IT TO SURVIVE, MUST BE SUPPORTED. PLEASE SUPPORT THE SHAREWARE
CONCEPT AS WE HAVE BY SENDING $9 TO ARK ROYAL GAMES, POB 14806,
JACKSONVILLE, FL 32238.
===================
Barbarossa is a single-player WWII simulation program using high
resolution graphics. Player controls three German Armies and must
capture 16 Russian cities to win. Length of game runs roughly 3-5
hours. There is game save. Requires one disk drive, 128K and
graphics card.
LOADING
IMPORTANT: Commands in this text are shown in CAPS for clarity
and ease of reading only. During play, make certain that CAPS
key is off.
Bring up system and insert game disk into drive A. If logged
drive is not a then type a: <ENTER> or <RETURN>. Type BARBAR and
press <ENTER>. (From here on out the RETURN key will be
referenced as <ENTER>). All files load automatically. For New
game press <N>. For File (saved game) press <F> and answer the
query by pressing the single key file designator decided upon
when game was saved.
After loading, player may remove game disk and store in a safe
place. Player is also invited to make as many backup copies as
he desires.
P>lay S>ave E<x>it
Player is prompted with this screen before play starts and at the
end of every game turn. Player may save a game only at the end
of a turn. To Play, press <P>.
Play
The game screen is divided into two fields, battlefield and
command field. There are three battlefield screens , called
SECTORS, ( 1,2, and 3--game starts in sector 1). Each sector
consists of rough terrain (^ character), boarders (solid lines),
towns (buildings) and units. Russian units are red, German units
yellow. (These colors change during snow months.) Partisans are
green, which makes them often hard to locate. Terrain details
are green. At the top of the battlefield is a green line and two
small red half circles about 1/3 of the way from the start and
end of this line. These circles show the lateral (sideways)
movement limits of the three army groups, North, Central and
South. More on this later.
The command field (hereafter called CF) identifies the blinking
unit showing on the battlefield. The CF displays information
about the unit (number, name, army group, combat STRength), and
general information: supply factors remaining, weather and
SECtor. Weather information disappears in favor of movement
information when unit is moved.
Unit information is given as unit is called with SPACEBAR. Units
are called in order, from 1 to 34. After calling unit 34,
counting starts over. A unit may be skipped over and returned to
later. Only units that are not eliminated and have movement
remaining are displayed. Player may quickly jump over units of a
given group (or go back) by pressing the initial of the army
group-n,c,s. The first unit not eliminated or moved in the
called army group will be displayed. EX:
Units #1-6 have been moved. Player presses
<C>. Unit displayed is unit #10, first unit
in Army Group Central. Player skips to unit
#14 by pressing <SPACEBAR> four times. He
moves units #14-17 and then presses <N> to
return to Army Group north. Unit #7 is
displayed since #1-6 have already moved. If
player calls <C> again then unit #10 will be
displayed since it was skipped, not moved
before.
Commands that affect units will only affect unit displayed. From
this screen player may press <H> to call Help Screen which gives
an annotated listing of all commands.
COMMANDS
There are two types of commands, General and Unit. There are also subcommands of each. All commands are listed below for
reference.
A Air strike
B Blitzkrieg
D Detail/reinforce
E Ends movement
H Help
I Intelligence
M Move unit
P Patrol
Q Quit turn
T Transfer
Y City listing
General Commands
Detail: Pressing <D> displays a detail of all units under
player's command. Unit number, name and combat strength are
shown. For ease of location, armor unit names are displayed in
black, others in violet. Eliminated units are shown in red.
Flashing units are those in need of reinforcement. IF SUPPLY IS
200 OR GREATER, player may reinforce any non eliminated unit by
pressing <R> and then unit number of the unit being reinforced.
Armor units are reinforced to a strength of 24, others except
airflottes to a strength of 14. If unit is an SS unit, add two
to this amount. Airflottes may not be reinforced. Cost, in
supply factors (hereafter called SF) is 200 for armor units, 100
for other eligible units. Reinforced unit forfeits movement.
Supply amount is displayed in the upper right of the screen.
Press <ENTER> to return to battlefield screen.
Intelligence: By pressing <I> player may view his intelligence
screen. Many things are displayed including the initials of
Russian towns, the last patrol/contact report, the status of
fighting in a given town sector, the number of partisans
operating, airflotte combat strength and the total strength of
all his forces. Press <ENTER> to return to play.
Second Move: Second move occurs automatically after all units
have moved but only in clear weather months. Or player may call
2nd Move ahead of time by pressing <2>. Once in second movement
phase, however, player may not go back to 1st movement. Second
movement pertains only to heavy and light panzer units, and
mechanized infantry units. Second movement allows two free moves
in accordance with all the restrictions and conditions given
under normal movement above.
Note: During second move, or in months in which there is no
second move, date on CF will be red instead of green.
Transfer: Player may transfer a unit to its adjacent army group
by moving the unit as far toward the new army group as possible
then ending its movement. A low tone sounds and the letter "L" appears on the right of the CF to indicate this position to be
the horizontal limit. The next turn player presses <T> to
transfer that unit and then presses N,C,S, depending on the
initial of the new group. If player changes his mind he may press
<X>. It costs 100 SF's to transfer a unit each time it
transfers.
City listing: Press <Y>. The initials of Russian cities are
displayed on the screen over the towns. Red letters indicate
Russian control, Yellow letters (White in snow months) indicate
German control.
Unit Commands
Movement: Press <M> to place displayed unit in movement.
Moving unit flashes. Move unit with arrows. Unit's
remaining moves will display in CF. Armor and mechanized
movement through rough terrain or cities is at the rate of 1
move per turn. Armor and mechanized infantry may not cross
over or end their move on other units. Moving onto another
unit ends movement and causes them to retreat 1 move back
toward the bottom of the screen. Regular infantry may move
across other units but may not end move on another unit.
Moving next to a Russian unit (contact) causes combat which
ends movement for all units. Player may end movement early
by pressing <E> in movement phase.
IMPORTANT: Air units on an air strike are not restricted by
terrain or other units.
Blitzkrieg: Press <B> to place unit in Blitzkrieg operation.
Blitzkrieg is the same as Movement but gives unit a good
attack modifier for any contact it encounters but at greater
supply cost. Blitzkrieg may not be called if supply drops to
zero or below. Blitzkrieg has no affect on air strikes other
than to drastically reduce supply.
Patrol: Press <P>. Like movement except unit returns to
original position after moving and no more than three German
or Russian losses will occur during any combat.
Air strike: Press <A> during any unit's movement.
Airflotte in unit's army group may now be moved to any
target location within 15 moves of its starting
position as long as the target is NOT in another army
group. Move airflotte with arrow keys. Press <X> when
over target. Explosions occur in position beneath or
to the left or right of target. When strike is over,
airflotte returns to its starting location. Afterward,
both the airflotte and original unit are finished
moving that turn. Airflottes may suffer losses during
air strikes. Airflottes may called themselves to an
air strike.
During clear weather months airflottes may be moved
like any other unit. We'll refer to this as staging.
Staging airflottes may capture cities or experience
combat if moved next to an enemy unit. Airflottes may
not stage or be called to strike during mud or snow
months.
EX: Player places Unit #15 in movement phase by
pressing <M>. The weather is clear. He then presses
<A>. Airflotte #2 (Army Group Central) is now able to
move to any target in its group. Player presses <X>
when over target. At end of mission airflotte goes
back to its original position. By pressing <I>, player
sees that Airflotte #2's Combat Strength (hereafter
called str) is now 8, a loss of 2 from its original
str. Both the calling unit (#15) and Airflotte #2 are
finished moving that turn.
PLAY
The object of the game is to capture all Russian cities
before the January 1944 turn. To do this player must
battle Russian units, partisans, bad weather and
intermittent supply.
Units:
There are four logical symbols for all German units. The
large tanks represent heavy panzer units, small tanks the
light panzer units, the double-infantry graphic represent
infantry, mechanized infantry and panzer grenadier; and the
airplanes represent airflottes. Russian units (in red) are
designated by the large tank and the single running graphic.
This latter symbol is also used to represent partisans
(green). There is no Russian air power in the game.
Unit Movement & Weather & o/s*
clear mud snow o/s*
panzer 4 1 2 1
lt panzer 5 2 3 2
infantry 3 2 1 1
airflotte 4 none none none
mech infantry/grenadier=same as panzer
*out of supply
CITIES
BRE-Brest (1/300) DNE-Dnepropetrovsk (1/350)
KAR-Karkov (2/450) KIE-Kiev (2/400)
KUA-Kuanas (1/300) KUR-Kursk (2/450)
LEN-Leningrad (5/550) LWO-Lvow (1/150)
MIN-Minsk (2/400) MOS-Moscow (7/600)
ODE-Odessa (1/350) RIG-Riga (1/300) ROS-Rostov (1/300) SMO-Smolensk (3/500)
STG-Stalingrad (7/600) VIT-Vitebsk (1/300)
Chart lists initials of Russian city names shown when <Y> is
pressed during play. In parenthesis are victory point (hereafter
called VP) and supply allocations. Initials are RED when city is
under Russian control and Yellow/White when under German control.
EX:
Player captures KUAnas. He presses <I> and
notes that his VP's have increased by 1. On
the Command Screen he notes that his SF's
have increased by 300. After pressing <Y> he
sees that 'KUA' now appears in yellow (White
in snow months).
To capture a city, unit must END its movement on a city location
free of Russian units. (In larger cities this 'capture location'
may require some searching.) Armor and mechanized units automat-
ically stop when reaching a city but infantry and air units must
have their moves ended by pressing <E>. A high pitched tone is
generated when city is captured.
A City may only be captured once even if partisans move into it
later.
Quit
Usually turn ends automatically after all units have
completed their movement, but player may end turn any time
by pressing <Q> in place of another command. Player may
continue playing by pressing <P>, may exit the game by
pressing <X> or may save the game by pressing <S>.
Save
To say a game player must press <S> and then any key
(called file designator, or FD) for use in identifying
saved program. All files saved will be prefixed by the
FD. Player should save game on a blank disk.
Victory & Defeat
Game ends when player A) captures all Russian cities or B) the
game enters the January 1944 turn or C) the total strength of all
his units falls below 75. Only in (A) may the player achieve
victory.
An end of game screen will advise player of the victory condi-
tions.
Modifiers
A modifier is a constant value added to the combat randomizer
table which forces to odds to favor one combatant over the other.
Positive Modifiers favor player; negative Modifiers favor Russian
unit. Positive modifiers occur when German unit attacks from
above Russian unit or when in Blitzkrieg mode. Negative modifi-
ers occur during bad weather months and when supply reaches zero
or less.
EX: A German panzer unit Blitzkrieg attacks a
Russian unit from above. Two positive
modifiers are present. The Russian unit is
not eliminated and counterattacks. No
modifiers are present.
Combat
Most of the time Russian units will not 'stack' (be together in
the same location), but when they do stack player will note the
'shadow' the other unit beneath it. This is due to the sprite
like graphics used in this program.
Combat occurs when any unit moves next to a Russian unit. Losses
of both units are displayed briefly on the CF after the battle.
German units will retreat from all combat unless Russian unit is
eliminated. Occasionally Russian unit will counterattack. When
this happens all combat modifiers (including zero supply
modifier) are forgotten.
Russians tend to fight better and receive more reinforcements to
their cities in winter. Russians will not reinforce cities after
capture though partisans may appear there. Partisans, though not
the calibre of fighter as the Russian soldier, are a major factor
nevertheless and should be eliminated quickly.
SECTORS
BARBAROSSA uses three screens to provide the portion of the map
of Russia pertinent to the game. Note SEC 1 in CF at game's
start. Sectors are changed automatically when a German unit
moves off the top of the screen from sectors 1 and 2; and when it
moves off the bottom of the screen from sectors 2 and 3.
Supply
Much has been written about the German Wehrmacht in Russia.
Blame for its failure has been placed on everything: weather,
American aid and Hitler's blunders. But anyone even briefly studying the campaign will note that in spite of all the blunders
and snow and Ford trucks, the Germans, when properly supplied,
performed phenomenally. It was obvious then in designing
BARBAROSSA that supply had to play a major role.
Player starts with 2200 supply points. He gains supply by
capturing Russian cities and by surviving until the spring of the
following year. The latter starts in March, 1942 and repeats in
March, 1943. The amount of supply is fixed for the cities (see
city chart) and dependent on victory points in the latter.
Formula is: VP x 50 = new supply (added to total).
EX: Player has 1500 Supply points
and captures Karkov during the
February 1942 turn. His supply
total immediately increases by 450
to 1950. (We'll ignore supply
losses for combat, partisans, and
movement.) He now has a total of 11
victory points. During the turn
change to March, 1943, his supply
increases 550 (11 X 50) bringing
his total to 2500.
Player loses supply by a)movement {if unit strength is greater
than 3} b)combat c)transfer d)partisans. All but partisans have
been explained elsewhere.
Loss of supply to partisans is calculated upon the total
strength of the partisan unit(s) X 2. This information is
supplied after every move on the Intelligence Screen.
Player should check intelligence continuously. At the end of
the turn (not move) this amount is subtracted from total
supply.
Total loss of supply (supply may run negative) reduces movement
to a crawl (see chart). Loss of supply precludes 2nd movement and
Blitzkrieg; and also gives a terrible negative modifier to all
combat. Loss of supply penalties are initiated during turn
change and conversely are removed during the turn change follow-
ing supply's return to positive.
Weather
From March to August the weather will generally be clear, though
there is a slight chance it will be mud. From September to
December weather is usually mud; January and February are always
snow months. Screen colors change during changes in weather.
Clear = Gray, Mud = Brown, Snow = Off White. Unit colors remain
the same except in snow months when German units take on a white color and Russian units become a soft maroon. Partisans are
always the color of rough terrain.
Palette
In the event that the unit and weather/terrain colors do not suit
player's needs, he may change them with the following:
From the Battlefield Screen press:
l: (lower case L) to change unit colors. Continue pressing <l>
until satisfied.
g: (lower case G) to change terrain color. Press <g> until
satisfied.
Colors are saved during any game save and will be present from
then on--even if NEW game is started--until colors are changed
and saved again.
BARBAROSSA is a product of Ark Royal Games, P.O. Box 14806,
Jacksonville, Florida, 32238, Copyright (C) 1985, Phil Keller,
and is offered as SHAREWARE. Inquiries regarding this or any
other Ark Royal product should contain an SASE.