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1991-03-31
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IRON RAINBOW SOFTWARE
---- WARGAME SIMULATIONS ----
presents
WWII
Version 5.04
(For general release)
by
Richard P. Allen
and
John E. Trybus
A Major Revision, Copyrights 1987, 1990
DISCLAIMER:
THIS SOFTWARE AND MANUAL ARE SOLD "AS IS" AND WITHOUT WARRANTIES
AS TO PERFORMANCE OR ANY OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED.
BECAUSE OF THE VARIOUS HARDWARE AND SOFTWARE ENVIRONMENTS INTO WHICH
THIS PROGRAM MAY BE PUT, NO WARRANTY OF FITNESS FOR A PARTICULAR PUR-
POSE IS OFFERED.
THE USER ASSUMES THE ENTIRE RISK OF USING THE PROGRAM. ANY LI-
ABILITY OF THE SELLER WILL BE LIMITED TO PRODUCT REPLACEMENT OR REFUND
OF PURCHASE PRICE.
REGISTERED USERS
If you are not a registered user, doing so entitles you to the
current version of the game, complete documentation on disk, and other
game screens. The CAMPAIGN program, for building new campaigns, or
modifying existing ones, and the WWLOG program, for reviewing past game
results will also be included.
LIMITED PLAY
If the game you have is not a registered version, there is a limit
to the number of transactions you may execute (from the Main menu only,
auxiliary menu actions are not counted). When the limiting count is
reached (usually 50), play will cease, and you will have an opportunity
to save the game in its present state. Then you will get a last look
at the STATUS report before a screen display giving the source for
program purchase.
If you want to become a registered user, send your name and ad-
dress, disk format preferred (3.5" or 5.25"), and $20.00 to either of
the following;
John E. Trybus Richard P. Allen
Box 560 8746 Baltimore
Lexington Park, MD 20653 Ft. Lewis, WA 98433
1. Introduction
OBJECT OF THE GAME: Your mission is to make a beach landing on the map
(beachheads only), then to move from the beach and capture the Main
enemy HQ after securing the area (i.e. clearing the area [5h X 3v
matrix] of all enemy units). As an alternative you may wish to try a
totally airborne assault on the objective, in which case you could get
a maximum of 25 Paratroop units, no reserves, and a maximum of 40
bombing missions. With the Air Mobile HQ, you can capture main HQ,
then you must prevent recapture by eliminating all enemy units. The
risk is that Paratroop units, although very mobile, tend to be over-
matched in battle with ground forces.
DOCUMENTATION
This represents the current complete document as intended. All
significant features are documented. However, certain features of the
play are only hinted at, while a few others are not mentioned. This
was done to enhance the challenge. If you are a registered user and
want a copy of the missing information, send a stamped, self-addressed
envelope to John Trybus or Ric Allen at the addresses given when you
enter ctlF2 from the main menu, or as they appear above in this docu-
ment.
1
2. System and Installation
2.1.System Requirements
An IBM PC or compatible running under MS-DOS or PC-DOS 2.1 or
greater. The game has been tested on a PC/XT and an AT without prob-
lems, also a Z-248 and a 386-based system. This version is designed
for use with any display unit, with emphasis on being functional for
non-graphic B&W terminals. If you have a graphics terminal, there is a
limited use of color, but no graphics. A fully graphics-oriented
version is in the making.
One double sided floppy drive and a version of PKUNZIP.EXE is all
that is necessary. A hard disk or two floppy drives make for conven-
ience. It is possible to get all the necessary programs and maps on
one double-sided, 5.25" floppy of 362K capacity. Load the program by
typing "WWII".
2.2. Release Disk Files
Your floppy should contain the following files;
Registered: Unregistered:
WWII.ZIP WWII.ZIP
consisting of; consisting of;
WWII.EXE WWII.EXE
CAMPAIGN.EXE IWO.PIC
WWLOG.EXE SIC.PIC
NOR.PIC NOR.PIC
IWO.PIC WWII.DOC
BAT.PIC READ.ME
ANZ.PIC
SIC.PIC
(As new campaigns are developed, the list of .PICs included may
vary to some degree)
DOC.ZIP
consisting of;
WWII.DOC, including a TOC and INDEX, and the
CAMPAIGN and WWLOG documentation
READ.ME
2
2.3. Installation
For your own protection, make a copy of the release floppy, store
the original, and use the copy to install WWII on your system.
HARD DISK:
Create the directory for the game. Any directory name is suit-
able. Make that directory current.
From the C: prompt, key in;
A:PKUNZIP a:*.zip
The files as listed above will be unpacked into your directory
The game may be started by typing in "WWII".
The documentation may be printed by typing in "PRINT WWIIDOC.PRN".
FLOPPY DRIVE:
Make two copies of the release disk. With the first copy in the
drive, key in, from the A: prompt;
DEL DOC.ZIP {to free space on the disk}
PKUNZIP WWII *.EXE *.PIC
the game, the map files and the map building program will be
unpacked on the disk. Next, delete the file WWII.ZIP. You now have
room on the disk to store new maps and "saved" games.
With the second copy in the drive, key in;
DEL WWII.ZIP {this will be your document disk}
PKUNZIP DOC.ZIP
the documentation, about 45-50 pages, plus table of contents
and index is now available to print or browse through.
3
3. An OJT Start-up
The game presents a bar menu at the top, offering;
"New.Campaign" "Old.Campaign" "Help" "Quit"
Move the highlight bar with the keypad and press Enter, or key the
boldface letter (N for New, O for Old, H for Help, Q for Quit).
F1 may also be used to call up the Help display.
ESC will also give you a choice of exiting the game.
Many situations provide a call-up Help screen, activated by F1.
When the game comes up, hit F1, read the box, go from there. You'll be
fighting the enemy in no time. One of the easier campaigns to try
while you're learning is IWO.
4
4. Start up
SCENARIO: You are the Supreme Allied Commander and you have to capture
enemy Main HQ in the campaign you have chosen. The day has arrived,
the weather is generally clear, and your forces are ready to go. Your
intelligence is adequate, and you have a good guess as to where the
opposing forces are arrayed in depth against your invasion. After
establishing a beachhead, (perhaps more than one) you will move across
enemy country, fighting and bombing, using artillery and armor to make
headway, building roads and bridges, clearing mines, establishing HQ
units with their supplies, sometimes sending paratroops behind enemy
lines to gather intelligence. Time will work against you. Enemy
paratroops and airstrikes will work against you. Keeping your units
too bunched together, or too isolated, will work against you. That you
are the invader will work against you. The make-up of your forces can
work for or against you. Experience will be the best teacher. An
Allied victory will not come easy. Or cheap.
You have a maximum combined total of 65 units and bombing missions
at your disposal, the standard force makeup being 30 infantry, 10
armor, and 10 airborne, 5 artillery, 5 Engineer and 5 bombing missions.
However, you may choose the composition of your force, and whether you
want an initial invasion force of 12 or 25 units, the larger number
allowing two-front invasions. You must establish a beachhead and place
an HQ (2 HQ's if you selected TWO-FRONT INVASION) before you can land
forces other than the original invasion force. Reinforcements come in
increments of 10-15 units every time you place a new HQ unit, up to the
number of units available. You are free to use your bombing missions
whenever and wherever you choose.
You must then fight your way to main enemy headquarters and cap-
ture it to secure a victory. Some of the enemy, meanwhile, will be
attacking your units and your HQ's. Others will lie in wait for your
attack.
NOTE: More detailed explanations of the rules and characteristics
of the game are found in section 7. (REFERENCE).
5
4.1. Starting a Game
The opening screen provides the game identification and a simple
bar menu at the top of the screen. The cursor is positioned on the
first choice, which is to start a new game. Hitting Enter will cause
display of a pulldown menu offering four choices; DIRECTORY, RANK,
HELP, and QUIT.
4.2. Directory
Choosing DIRECTORY (by cursor position or entering the letter 'D')
allows you to specify a Directory or SubDirectory which contains the
campaign maps (.PIC extension). Default is the current directory.
4.3. Rank Selection
There are three play levels; Private, Captain, or General.
For now, it's sufficient to know it's easier to win at the lower
ranks.
There is also a Quit selection. This will return you to DOS.
Having selected a rank, you will be presented a box asking for the
name you want to play under.
4.4. Name of player (1-12 chars)
Any character or combination of characters is acceptable. The
first character, if a letter, will be capitalized. This name will be
stored in the LOG record whenever you choose to make a LOG entry, or
whenever game conditions dictate a LOG entry to be made. Its purpose
is simply player identification.
If you hit Enter without entering at least one character the game
will cycle until you do enter at least one character.
Following the NAME entry, you are presented a "Welcome aboard
message, with a playback of the RANK and NAME you've chosen.
4.5. Campaign Selection
Next, you are presented a list of all files in the directory that
have the .PIC extension (up to a maximum of 30, at present), although
the extension does not appear in the list of names. At the bottom of
the screen you can enter one of the letters A through F, or Q.
A through E will give you one of the five major campaigns, as
follows:
A - Normandy, B - Iwo Jima, C - Sicily, D - Bataan, E - Anzio
The appropriate campaign map will be displayed immediately. If,
however, you choose F, you will be asked to key in the name of the
campaign you want (but don't key in the extension .PIC). If you mis-
spell the name, you will have another chance to enter the correct name.
That campaign map will then be displayed, then partially overlaid with
the UNIT SELECTION box.
Choosing Q will return you to DOS.
6
4.6. Unit Selection Box
You may choose the composition of your invasion force at this
point. The maximum number allowed is 65.
To request the default force, when asked the number of Engineer
units wanted, enter 98. Your campaign will be assigned the following
composition force, that is;
5 Engineer units
10 Paratroop units
5 Airstrikes (Bombing missions)
10 Armor units
5 Artillery units
30 Infantry units,
and you will next be asked if you intend a two-front invasion (see
below).
4.7. Two-front Invasion
Having selected your invasion force, you are asked in the same box
if you plan a two-front invasion. Answering 'N' allows you 12 units
for the initial invasion, after which you must be able to position your
first HQ to land additional units. Answering 'Y' allows 25 units to
invade, but no more will be allowed until the placement of your second
HQ
7
5. Order of Play
5.1. Initial Troop Landings
All ground units (Armor, Artillery, Infantry, Engineer) on the
initial invasion, that is, before an HQ has been placed, must land on
beachheads. The Paratroop units, of course, may be placed anywhere on
the map.
Prepare to POSition units by entering either 'P' or 'F6' from the main
menu. A box at the bottom of the screen will offer these
choices;
F3/I - Intell
F1 - Help
F4/Q - Quit (Quit POS, not the game)
F7/G - Position Ground Forces
F8/P - Position Paratroops,
If you are positioning Paratroops, signaled by entering F8 or P,
simply move the cursor to whatever coordinates you want, then hit F8 or
P again. A unit designator ('P') will be placed on the map. (Warning:
If you place the unit in a mine field, there may be casualties, depend-
ing on your rank.
If Positioning ground forces, signaled by entering F7 or G, move
the cursor to the appropriate coordinates and hit F8 or P to choose
that location. You will be asked the unit type to place, as follows;
F5/A - Armor (A)
F6/I - Infantry (I)
F7/R - Artillery (R)
F9/E - Engineer (E)
An appropriate unit designator (A, I, R, E) will be placed on the
map provided you have units of that type still available.
Once in place, use Intell (F3 or I) to reveal any hidden enemy
units or mine fields in the vicinity.
When done Positioning (or, if you've positioned your entire ini-
tial force, you are automatically returned to the Main menu), hit F4 or
Q to return to the main menu. If you have placed Artillery units, you
may want to go the MOVE function (F5 or M), or use F7 to fire Artillery
on the enemy before the battle starts.
NOTE: It is sometimes useful to hold several units of your initial
invasion force in reserve until you see how the battle is going, wheth-
er there is heavy mining for the Engineers to work on, etc..
5.2. Pre-Invasion Bombing Missions
An Allied airstrike can be used both before any battles have taken
8
place (Day 0) and at any time after. If you send in a bombing mission
on Day 0, the Battle phase will not automatically begin when the mis-
sion is done. At any other time, it will trigger the Battle phase.
Hitting enemy troops with bombs will usually cause casualties, on
occasion wiping out a unit entirely. Units on coordinates next to
their HQ will be much less vulnerable. If you drop bombs directly on
the enemy HQ, the bombing mission will be terminated immediately.
Dropping bombs on mine fields will sometimes detonate the mines. If
you drops bombs on your own troops (friendly fire), they too, will
suffer casualties.
5.3. Battle
Once you have positioned your invasion force or have completed
troop movements after D Day, and you are done with your artillery
shelling, the next required step is to do battle. This is accomplished
by hitting F10 or B. If it is beyond D Day+0, there is another way to
initiate battle. Perform a bombing mission. Immediately after, the
game will go into the battle phase, starting with enemy maneuvering,
then, possibly, sending an airstrike and/or airborne assault (see
below) at your troops, then, wherever your units are next to an enemy
unit, execute the battle phase. In the present edition of the game,
searching for opposing units in contact starts at coordinates 1,1,
proceeds down each column in turn to the end of the screen, performing
the battles in that order.
After the battle phase, a limited amount of unit resupply may take
place, and you are returned to the Main Menu.
5.4. Enemy Airstrikes
Prior to the battle phase, the enemy will often send out recon-
naissance missions to look for available targets for airstrikes and/or
paratroop drops. You will see a brief warning of such activity on the
screen. An airstrike may or may not follow. When no more air activity
is sensed from a particular enemy HQ, there is another brief 'All
Clear' display on the screen.
It is recommended you guard your lightly armed units and HQ's with
your fighting units.
If the enemy initiates a paratroop drop, then after the drop and
the subsequent battle, the paratroop units will travel overland back to
their original HQ, where they will become available for another air
attack.
5.5. Maneuvering And Artillery Use
Units may move once during any given 'Day', within their specific
movement capabilities, although the MANEUVER function may be entered
and reentered many times during one 'day', until there are no more
units to move. How a unit can accomplish its move and how the move is
monitored varies according to RANK. (SEE MANEUVERING/(MOVE))
If you move an Engineer unit into a minefield, they will be un-
harmed, and will clear the mines. Other unit types will suffer casual-
9
ties.
Hit F5 or M from the Main Menu to initiate maneuvering. If not
sure what to do next, hit F1 for on-line Help. Place the cursor on the
unit you wish to reposition, hit F7 or U (the unit designator disap-
pears), move the cursor to the new position, hit F8 or M to finish the
move of that unit. You can get an intelligence report by hitting F3, a
unit status report by hitting F5. F4 or Q will take you out of the
MOVE function for that unit.
When you have repositioned as many units as required, the maneu-
vering phase ends. Any combination of units may be moved during the
movement phase, and every unit is entitled to move once during the
phase.
Firing artillery barrages also takes place during this phase.
Hitting F6 or F will load for a barrage, after which you position the
cursor on the target (within a 4X4 matrix of the artillery unit).
Hitting alt-F6 or F fires the barrage, which falls in a diamond shape
around the aim point. At random intervals the artillery spotter may
announce the barrage to be falling on coordinates other than those
ordered by the commander. If you fire on your own troops (friendly
fire), they will take casualties. Firing directly on enemy HQ's is an
effective way to reduce the enemy's air assets.
Artillery, like bombs, can also be used to detonate mine fields.
5.6. Post-Invasion Unit Positioning
After you have placed at least one HQ (and the first one must be
within 3 spaces of a beachhead), units may be placed on land within a
8h X 4v matrix of any HQ, or on any beachhead. The paratroop units may
be placed anywhere, as above.
Mines are a danger, as noted above under MANEUVERING, but when an
HQ is placed, all mines within an 8h by 4v matrix are automatically
cleared.
5.7. Placement of Headquarters
Once your initial invasion force (12 or 25 units) has been placed
on the map, the only way you can add additional units is by placing an
HQ.
The basic rules of placement (as applied to a regular HQ);
a. the first HQ you place must be within 3 spaces of a beachhead.
b. an area 5h X 3v must be clear of enemy units ('secured area').
c. that same 5h by 3v area must be free of any other allied HQ.
d. placing your HQ on the enemy's HQ captures that HQ and elimi-
nates that HQ's airstrike capability. The number of airstrikes that
enemy HQ had at the time of capture is added to your inventory. The
enemy paratroops assigned to that HQ are considered 'captured'.
e. any of your units within 8h by 4v will be brought up to full
10
strength. Artillery units will be resupplied.
f. new units may be placed within that 8h by 4v area.
g. If the area is not secured, you will not be permitted to posi-
tion the HQ, a message to that effect will appear on line 25, the tally
of times you tried to position an HQ in an unsecured area will increase
by 1 (5 such tries and you lose the game), and you will be returned to
the main menu.
h. the object of the game is to capture the main enemy HQ.
5.8. The Game Status Report
Use this report to keep informed (F8 or T on the Main Menu) on the
status of your campaign. It tells you the score, the number of units
you have in various stages, the number of enemy units, losses, bombing
missions, artillery barrages, etc.
The top left section, labeled ' -Status-', gives a condensed
status of your campaign. It supplies the following;
a. D-DAY + - how many days into the campaign. Each BATTLE phase
is counted as one day.
b. RATING: the score (some versions show two scores - the left
hand score is the old, original computation, the other is the new. If
there is only one score, it represents the new.)
c. UNITS ACT/RES - How many units you've already placed / how many
more can be placed without adding a new HQ to the map.
d. ARTL - number of artillery barrages currently available, number
of enemy units eliminated with artillery fire, number of barrages fired
since game beginning.
e. AIROPS - number of bombing missions used, number still avail-
able (check this after capturing an enemy HQ), number of enemy units
eliminated by bombings.
f. HQ: number of HQ's you've placed, number of your HQ's captured
by the enemy, number of times you've tried to place an HQ in an unse-
cured area.
Many of the other sections are self-explanatory. Some are an
expansion of the data listed above. See the REFERENCE SECTION, STATUS
REPORT for details.
5.9. Miscellaneous
ACCESSING DOS - Hit alt-F3. Enter a command or transmit with no
characters to return to the game.
DISCARDING THIS GAME AND RESTORING A SAVED GAME - Hit alt-F2 and
follow instructions on the screen.
DISCARDING AND STARTING A NEW GAME - Hit alt-F5 or N, follow
instructions on the screen.
11
HELP - Hit F1, alt-F1 or ctl-F1 for various help screens.
RECOGNITION CHART - Hit F2.
SAVING A GAME FOR LATER PLAY - Hit alt-F4 and follow the instruc-
tions on the screen. You will have the options of continuing play or
terminating after the save.
12
6. Resuming A Previously Saved Game
By Menu
The opening screen provides the game identification and a simple
bar menu at the top of the screen. The cursor is positioned on the
first choice, which is to start a new game. Position the cursor on
"Restore Old Game", then hit Enter. A pulldown menu offers three
choices; DIRECTORY, GAME TO RESTORE, HELP.
Choosing DIRECTORY (by cursor position or entering the letter 'D')
allows you to specify a Directory or subDirectory which contains the
saved games (.WWS extension). Default is the current directory. To
keep the same directory, hit Enter without entering a directory name.
You are then returned to the pulldown menu. Select "GAME TO
RESTORE'. You are presented a list of all files in the directory that
have the .WWS extension (up to a maximum of 30, at present), although
the extension does not appear in the list of names. At the bottom of
the box, you enter the name of the game (without the .PIC extension) to
be restored, or Q, if you decide to quit the play.
By Run Time Parameters
WWII {name.WWS} {pathname}
WWII name.WWS - to go directly to the 'restore game
process', read in the given saved game, and execute.
or
WWII name.WWS pathname, if the named .WWS is not in the
default directory
13
7. Reference
7.1. Allied Forces
---------------------------------------------------------------------
ALLIED FORCES
STANDARD
UNIT UNIT MOVEMENT DEFAULT
ID STRENGTH FACTOR ASSIGNMENT
A ARMOR 5 5/2 10
I INFANTRY 4 3/2 30
P AIRBORNE 2 10/5 10
E ENGINEER 2 4/2 5
R ARTILLERY 2 4/2 5
(Artillery units start with rounds for three barrages)
chr(226) HQ N/A N/A N/A
chr(241) MOBILE HQ N/A N/A N/A
The second number in the 'movement' column is the movement factor for a
unit which has been reduced in strength to '1', due to combat. The
movement factor as well as the strength are returned to normal after
resupply takes place, when the unit is within the support area of an HQ
[8h x 4v].
There are two ways to keep informed on the condition of any unit
and its surroundings. One is to place the cursor on the unit and hit
F3 or I from either the Main Menu or the Maneuver Menu. See INTELLI-
GENCE REPORT, below.
The other way operates only from the Maneuver Menu. With the
cursor on the unit in question, enter F5. You'll get a short report as
follows;
/--------------------------------------------------------------------------\
|US pos: Col: 27 Row: 14 In support: TRUE |
|US str: 4 Intel reports: 0 Armor 0 Airborne 0 Infantry in your sector!!|
\--------------------------------------------------------------------------/
It tells you the unit coordinates, whether the unit is within the
influence of an Allied HQ (TRUE or FALSE). The second line gives the
unit strength and how many enemy units are within a 3h X 3v matrix.
If you're moving a unit and it touches your HQ (except, sometimes,
when the unit also contacts an enemy unit in the same move, the odds
are that the RESUPPLY will not take place), it will be resupplied as
follows;
14
All - unit strength restored.
for Artillery units;
Private - 3 rounds, can keep moving
Captain - 2 additional rounds, must halt
General - 1 additional round, must halt
7.1.1. Airstrikes
When you call for a bombing mission (F9 or A), you will be asked
to confirm the order, then requested to place the cursor at the coordi-
nates at which you want to start bombing, then hit alt-F9 or B. Then
you are asked the direction of the bombing run.
Bomb runs can be in any of the 8 main compass point directions.
When a bomb run is called for, you will be asked to specify the direc-
tion of the run using the keypad. Treat the keypad as though you were
looking at a compass, i. e., '8' is North, '2' is South, etc. The bomb
run will start at the point you have placed the cursor and will drop in
a 3 X 6 pattern from there, in the direction specified.
e. g. bombing East from cursor, it happens like this;
******
B*****
******
bombing SouthWest, like this;
*B*
***
***
***
***
*** , etc.
Following an bombing mission by the Allies, the day count ad-
vances, the enemy maneuvers its units, and the day's 'Battle' starts.
Direct hits on mine fields will destroy some mines.
Hits on structures will cause changes in the display but play no
part in the game.
Bombing can destroy bridges and roads. When this happens, the
terrain under the bridge becomes the character for river. An enemy
unit next to this area may rebuild the bridge, or conversely, destroy
bridges, depending on which way he's going and the stage of the game.
Without rebuilding, or having Allied engineers build a bridge, neither
Allies nor enemy can pass through.
Bombing missions leave various disfiguring blots on the landscape,
but there can still be an enemy unit hidden under the debris, which may
also attack in that guise.
Sometimes, heavy bombing of an area will create impassable areas.
15
Bombing missions are sometimes aborted due to bad weather, al-
though the day count will still advance and the enemy ground troops
will maneuver and 'Battle'.
Sometimes coordinates other than those you specified by cursor
position are used for bomb runs, about which you can do nothing except
watch.
If you bomb your own troops, there will be losses.
7.1.2. Armor
These are the main fighting units along with Infantry. They can
move 5 spaces at a turn, have a force value of 5 and are also used to
protect Engineers and Artillery units from air attack. They can also
stand guard duty to protect HQ's.
7.1.3. Artillery
These units can move 4 spaces at a turn, are lightly armed, gener-
ally should be protected, and are important to the overall battle
effectiveness of your forces.
To initiate an artillery barrage, go to the 'Move' menu by hitting
F5 or M (or, with the cursor on an artillery unit, from the main menu,
hit F7). Place the cursor on an artillery unit (R), hit F6 or F. You
will be asked to position the cursor on the target (within a 4x4 ma-
trix) and hit alt-F6 or F to fire the barrage.
Firing artillery produces a diamond-shaped hit spread, like this;
*
*F*
*
where the 'F' is the aim point
If you fire artillery on your own troops, there will be losses.
Careless key handling can cause your unit to shell itself!
Direct hits on minefields will destroy some mines. Use the Intell
screen to be sure.
Artillery leaves various disfiguring blots on the landscape, but
there can still be an enemy unit hidden under the debris, which may
attack in guise.
Artillery barrages, at times, will be fired using coordinates
other than those you ordered.
Artillery shelling of an enemy HQ - this is one way to reduce
enemy airstrike and airdrop capability.
If you're moving an artillery unit and it touches your HQ , it
16
will be resupplied as follows;
Private - 3 rounds, can keep moving
Captain - 2 additional rounds, must halt
General - 1 additional round, must halt
All - unit strength restored.
(Except, sometimes, when the unit also contacts an enemy unit in the
same move, the odds are that the resupply will not take place.)
7.1.4. Engineers
Engineers (SeaBee's, if you prefer) are valuable, can move 4
spaces at a turn, are lightly armed and very busy. They;
Defuse mines. If you move them into a minefield, the unit will
defuse the mines, but will be required to stay at that sector one day -
any other unit type risks destruction in the mine field.
Build roads through the mountains. If you move an engineer to a
mountain, you have a chance to build a road or back away. Unit will
stay on that sector for one day.
Build bridges across rivers - same as for mountains - one day to
build a bridge (which can be bombed out or blown with artillery -
although it's not easy or quick to do so.
Engineers may be needed to overcome terrain and mine problems to
allow ground units to get at the enemy around main HQ, depending on the
campaign configuration.
7.1.5. Infantry
These are the main fighting units along with Armor. They can move
3 spaces at a turn and have a force value of 4.
7.1.6. Paratroops
An auxiliary fighting unit, they can move 10 space at a turn, have
a force value of 2, and are particularly valuable for reconnaissance.
7.2. Battles
This phase is controlled by the computer, and is initiated by
hitting the F10 or 'B' key anytime the Main Menu is up. Any Allied
unit in contact with an enemy unit will be involved in battle with that
unit. The computer will resolve all battles based on the strength
point value of the units and a random percentage factor. Battles with
units not visible will also be resolved, the winning unit either being
left on the map in the case of the Allied units, or being revealed,
permanently, on the map in the case of the enemy unit, in any event
the losing unit is removed from the map. The winning unit's strength
is decreased by one strength point to simulate depletion of it's man-
power and supplies. (This will only affect the unit directly in combat
17
with the enemy, signified by blinking of the cursor under the battling
units).
At the close of a battle between two units, a display on line 25
gives a running total of all battles, as well as the winner of the most
recent battle, along with the relative strength of the involved units.
The relative strength is based on the total strength of all Allied
units in contact with the enemy being fought, and the total strength of
all enemy units in contact with the Allied unit being fought, for
example,
(where the character I represents Allied Infantry, A is Allied
Armor, i is enemy Infantry, a is enemy Armor, p is enemy Paratroop):
I ip
Aa Aa
The relative strengths in the above examples would be:
U.S.<9> enemy<7> U.S.<5> enemy<16>
strength - (I = 4, A = 5) (a = 7) (A = 5) (i = 5, p = 4, a = 7)
(Assuming all units are fresh, and this is their first battle.)
Having a relative strength greater than the enemy is a definite
advantage, but due to the use of a random number in deciding all bat-
tles, you may still lose the battle. This helps to simulate the oppos-
ing commander's ingenuity in the deployment of his resources against
long odds.
However, if you have an overwhelming advantage in strength, you
will win that battle, regardless.
For Privates, you need a 2-1 advantage, for Captains, 3-1, for
Generals, 4-1, keeping in mind this means strength, not number of
units.
During the battle phase you are also told on the 25th line if you
are in the resupply influence of any HQ unit on the map. If so, the
strength of the unit is effectively increased and may affect the out-
come of the battle, generally in your favor.
7.3. Understanding the campaign map
TERRAIN FEATURES: Some of the maps are approximations of original
battle scenes. Others are entirely fictional. On the screen you will
encounter the following features and obstacles.
(Characters may appear differently on different systems. Use F2 with
the game active to demonstrate the characters for your system.)
enemy infantry looks like this: chr(234)
enemy armor like this: chr(232)
enemy paratroops like this p
Hidden units look like this
Rivers /,\,chr(177)
Beachheads chr(176)
Ocean chr(178)
Mountains #
18
Allied HQ chr(226)
Allied Mobile HQ chr(241)
Enemy HQ chr(127)
Towns, runways, etc. various characters
Impassable areas chr(247)
( At times, repeated bombing will make an area impassable)
Movement on the map is affected in the following ways by the
various obstacles.
Feature or obstacle Identification Effect on Movement
alpha chars .............Location names........No effect
/,\,chr(177) .............Rivers................Need bridge
to cross.
(Note: narrow rivers may be forded by moving diagonally.)
chr(176) .............Beachheads............where units must
land for invasion
chr(178) .............Ocean.................can't enter
'=' .............Bridges, Roads........only way to cross
wide rivers or mountains.
chr(247) .............Impassable area.......can't enter
'#' .............Mountains.............Impassable until
Engineers build roads.
'*' .............Enemy mine field......Hidden, until
moved into. Action on unit depends on Rank.
'?' .............Objective.............Only an HQ unit
can be placed here.
various chars ............Cities, structures..........None
bases, bomb damage,
artillery damage
7.4. Choosing Your Forces
When asked to choose your forces, the first unit type you select
is Engineer. If you enter '99' you will be assigned 5 units as the
default standard, then you will be asked to select the next unit type.
If you instead entered '98' you would be assigned the default for
each unit type, and then asked whether you want a two-front invasion.
If, however, you enter the value '98' at a later point in the
selection process, the computer will assign the standard values to each
type until the assignment totals the 65 maximum. For example, say,
after entering '2' for Engineers, '3' for paratroops, 20 for bombing
missions, then entering '98' for Armor units, then the assignment would
19
proceed this way;
10 Armor units, (the default)
5 Artillery units, (the default)
25 Infantry units, (to bring total to 65)
for a total of 65 units, with the 5 fewer Infantry units, the 3 fewer
Engineer and 7 fewer Paratroops making up for the extra 15 bombing
missions.
If you enter the value '99', you will be assigned the default
value for the current unit type only (as displayed in the box), provid-
ed there are that many units still to be selected. Then you will be
asked how many units of the next type are wanted.
Any other number entered, provided it is less than or equal to the
number remaining to be selected will assign your campaign that number
of the type in question. You might consider experimenting after learn-
ing the basic game, for example, choosing 25 bombing missions, 25
paratroop units and the remaining 15 units from among the other types.
Or perhaps 65 bombing missions and you can try to bomb the enemy into
submission.
20
7.5. Commands From Main Menu
FUNCTION KEY TABLE
-----------------------------------------------------------------
With Alt With Ctl
F1 HELP HELP HELP
F2 RECOGNITION CHART RESTORE GAME ---
F3 INTELLIGENCE DOS ACCESS DISPLAY RELATIVE SPEED
F4 REFRESH SCREEN SAVE GAME DISPLAY RELATIVE CHALLENGE
F5 MANEUVER NEW GAME SPEED UP MESSAGES
F6 POSITION --- SLOW DOWN MESSAGES
F7 ARTILLERY FIRE --- ---
F8 STATUS REPORT --- ---
F9 BOMBING MISSION --- RAISE CHALLENGE
F10 BATTLE --- LOWER CHALLENGE
7.5.1. Airstrike/Bombing Mission
Initiate a bombing mission by the Allies. See above under
ALLIED FORCES.
7.5.2. Artillery Fire
With the cursor on an Artillery unit (R), fire a barrage. See
above under ALLIED FORCES.
7.5.3. Battle Command
Start the days battle. See BATTLES, above.
This sequence may also be initiated following bombing missions by
the Allies. See above under ALLIED FORCES.
7.5.4. Brief Report
Enter S. You will be asked whether you want a Brief or In-Depth
report. The In-Depth report (Enter I) is the same as STATUS REPORT,
described elsewhere.
Enter B for Brief. This is a sample of the report contents:
/---------------------------------------------------------------------------\
|Wins 15/Axis 17 Units used:20 avail:25 / Axis Units left: 66 HQ tries:0 |
|Your score is: 9700 Today is D-day + 5 |
\---------------------------------------------------------------------------/
It shows how many victories you've had, the number of enemy victo-
21
ries, how many units you've positioned, how many are still available,
how many enemy units are still in the battle, how many times you've
tried to place an HQ in an unsecured area. Line 2 gives the current
score and 'Day'.
7.5.5. Challenge
See below, DIFFICULTY OF PLAY.
7.5.6. Cursor Positioning
Move to different coordinates using the keypad (such as before
doing a 'POSITION', or HQ locate, or 'MANEUVER'. Line 25 provides a
display of the horizontal and vertical coordinates of the cursor.
After positioning the cursor where you wish, hit F4 or Q to return to
the main menu.
7.5.7. DOS Access
alt-F1 brings up the alt-F HELP screen.
alt-F3 saves the campaign screen, exits to DOS, allows other
program execution. On transmitting a blank line, the screen is restored
and play continues.
7.5.8. Help
Shows a list of all commands available from the Main Menu.
7.5.9. HQ Position
See HQ PLACEMENT, below.
7.5.10. Intelligence Report
With the cursor on an Allied unit or HQ, hit F3 or I. Two dis-
plays of an area 5h X 3v around that unit will reveal hidden enemy
units and minefields, and give the battle strength of all units within
the area.
If the cursor is not on one of your units, or your HQ, the display
is blank.
This facility can also be used in "FIRE", "MOVE", or "POS" mode,
where hitting F3 will provide the Intell report. Hitting any key will
remove the report from the screen. See INTELLIGENCE REPORTS, below.
7.5.11. Log Game Score
Save current score and details to file WWII.DAT. If the file
WWII.DAT doesn't exist, the program will create it at log time. Auto-
matic logging takes place if you win or lose, but no logging takes
place otherwise. You can choose to save current status at any time by
keying 'L'. The file WWII.DAT is processed by the program WWLOG. See
Appendices.
22
7.5.12. Message Delay
See DIFFICULTY OF PLAY, below.
7.5.13. Maneuvering/(MOVE)
Each units may move once during any given 'Day', within its' spe-
cific movement capabilities. The rank at which you are playing will
affect the way you can move a unit. It also affects casualties taken
when you move into a mine field. (SEE BELOW)
Hit F5 or M from the Main Menu to initiate maneuvering. Place the
cursor on the unit you wish to reposition, hit F7 or U (the unit desig-
nator disappears), move the cursor to the new position, hit F8 or M to
finish the move of that unit. You can get an intelligence report by
hitting F3, a unit status report by hitting F5, or, if an Artillery
unit, you can initiate a barrage by hitting F6 or F. F4 or Q will take
you out of the move function for that unit.
When you have repositioned as many units as required, the maneu-
verings phase ends. During or following maneuvering, you may need to
use your artillery to soften up the opposition. Following that, you
may wish to execute a bombing mission, keeping in mind that the bombing
mission is automatically followed by the Battle phase. Any combination
of units may be moved during the movement phase, and every unit is
entitled to move once during that movement phase. The BATTLE phase
must be executed before a unit may move again.
Firing of the artillery units also takes place during this phase.
Hitting F6 or F will load for a barrage, after which you position the
cursor on the target (within a 4X4 matrix of the artillery unit).
Hitting alt-F6 or F fires the barrage, which falls in a diamond shape
around the aim point. At random intervals the artillery spotter may
announce the barrage to be falling on coordinates other than those
ordered by the commander. If you fire on your own troops (friendly
fire), they will take casualties. Firing directly on enemy HQ's is an
effective way to reduce the enemy's air assets.
RANK and MOVEMENT, RANK and MINES;
After putting the cursor on a unit to move, hitting F7 or M, then,
If a PRIVATE;
you can move the cursor anywhere within the range of
movement for the unit. It's possible to move the cursor several times
around that area until you decide where to position the unit, or until
you contact an enemy unit. There are other liberties of movement a
Private may take. Experiment.
you will get a warning message that you are entering a
mine field. You have a choice of backing away or continuing on. If
you continue on, the mine field will detonate.
IMPORTANT:
Regardless of RANK, if the unit you move into a mine field is an
Engineer unit, they will be unharmed, and will clear the mines.
23
7.5.14. Position Troops
All ground units (Armor, Artillery, Infantry, Engineer) on the
initial invasion, that is, before an HQ has been placed, must land on
beachheads. The Paratroop units, of course, may be placed anywhere on
the map.
NOTE: The beachhead area character will vary from one system to the
next. Use F2 for a display relevant to your system. The beachhead
character is CHR(176). (Hold down the ALT key while typing on the
keypad, the numbers 1, 7, 6, to see what it looks like.)
Prepare to POSition units by entering either 'P' or 'F6' from the main
menu. A box at the bottom of the screen will offer these
choices;
F3/I - Intell
F1 - Help
F4/Q - Quit (Quit POS, not the game)
F7/G - Ground Forces
F8/P - Paratroops
If you are positioning Paratroops, signaled by entering F8 or P,
simply move the cursor to whatever coordinates you want, then hit F8 or
P again. A unit designator ('P') will be placed on the map. (Warning:
If you place the unit in a mine field, there may be casualties, depend-
ing on your rank. See the Reference section under MINES, also under
MANEUVERING.)
If Positioning ground forces, signaled by entering F7 or G, move
the cursor to the appropriate coordinates and hit F8 or P to choose
that location. You will be asked the unit type to place, as follows;
F5/A - Armor
F6/I - Infantry
F7/R - Artillery
F9/E - Engineer.
An appropriate unit designator (A, I, E, R) will be placed on the
map provided you have units of that type still available. The MINE
warning, as above, does not apply to beachhead landings, since there
are no mines hidden under beachheads. When you move inland, however,
mines can be almost anywhere.
If the cursor makes contact with an enemy unit, provided the
cursor is located on a beachhead, you are required to position one of
your units on that spot. A message appears on line 25.
As you Position your units, get in the habit of hitting the Intell
key (F3 or I) to reveal any hidden enemy units or mine fields in the
vicinity.
24
When done Positioning (or, if you've positioned your entire ini-
tial force, you are automatically returned to the Main menu), hit F4 or
Q to return to the main menu. If you have placed Artillery units, you
may want to go the MOVE function (F5 or M), or use F7 to fire on the
enemy before the battle starts.
NOTE: It is sometimes useful to hold several units of your initial
invasion force in reserve until you see how the battle is going, wheth-
er there is heavy mining, etc..
7.5.15. Quit Game
(See QUITTING THE PLAY)
7.5.16. Recognition Chart
To see how the various game tokens appear on your system, Hit F2.
A Recognition Chart is displayed on the left side of the screen. This
display is also available from the POS and MOVE menus.
7.5.17. Refresh Screen
F4 from the Main Menu causes the campaign map to be rewritten to
the screen.
7.5.18. Restore Game
From Main Menu, enter alt-F2. A window is displayed giving all
the elements in the current directory with a .WWS extension. You are
asked for the name to restore. If desired, you can specify another
path and name. In either case, do not key in the WWS extension. Enter
Q if you change your mind about restoring a game. This will take you
out of the game entirely.
Run Time Parameters
WWII {name.WWS} {pathname}
WWII name.WWS - to go directly to the 'restore game
process', read in the given saved game, and execute.
or
WWII name.WWS pathname, if the named .WWS is not in the
default directory
7.5.19. Save Game
.WWS is the save game extension
From the main menu, enter alt-F4. A window is displayed giving
all the elements in the current library with a WWS extension. You are
asked for a name to save the game under. If you specify a name already
in use, the original will be overwritten. You can also specify a
directory other than the default. In either case, do not key in the
25
WWS extension. Enter Q if you change your mind about saving the game.
7.5.20. Sound Toggle
The game comes up with the sound OFF. To activate the sounds,
Enter X - to deactivate, enter X again. (Game sounds are rudimentary
and under revision.)
7.5.21. Start New Game - Terminate Present Game
Enter alt-F5 or N. You will be asked to confirm the order. If
you answer Y, the present game will be abandoned. You are presented
with the campaign selection screen. See above, Section 4 - CAMPAIGN
SELECTION to continue.
7.5.22. Status Report
Has a 'STATUS' or Quick Reference section, upper left corner,
which tells you the day, your rating, units active/in reserve, artil-
lery rounds available + rounds used/kills, airstrikes used against
enemy, total available/kills, Allied HQ's in place/captured, enemy
HQ's captured. Much of the data in this block is redundant with other
parts of the display, its design being to give a quick look at what's
available to the invasion force.
The screen provides game, unit and enemy status, units available
and units lost by type for Allies and enemy, cause of losses, whether
battle, airstrike artillery, mines, or 'friendly fire', counts on roads
built, bridges built, mines cleared, your sign-on rank and name, the
campaign name, and a report on extent of mining.
See Reference Section, below, STATUS REPORT for more detail
or, Key in 'R' to display only the upper half of Report.
or, Key in 'Y' to display only the lower half of Report.
7.6. D-Day+
Each time you do battle, the day count advances - this is a meas-
uring and scoring factor. It is also used in the enemy movement algo-
rithm to decide when some units should start moving toward their HQ's.
7.7. Difficulty Of Play (Raise/Lower Challenge)
A way to make play EASIER or MORE DIFFICULT - ON THE FLY.
Using Ctl-F5 (Less delay) and Ctl-F6 (More delay) keys, you can
change the MESSAGE DELAY TIME up and down (to a minimum of 50ms, max of
9999ms). This makes the game only nominally easier or more difficult
since the only effect is to leave various messages on the screen for a
shorter or longer time. It's handy to shorten message time when you're
playing as a Private.
Using Ctl-F9 (More difficult) and Ctl-F10 (Easier), you can have a
significant affect on the level of challenge. As you raise or lower,
26
the following are affected;
battle win/lose percentages depending on strengths
frequency of enemy airstrikes as days pass
days at which enemy units start for main HQ
number of Paratroops and airstrikes available to enemy HQ's
number of Paratroop units that can be dropped during one attack
range of enemy airstrikes from HQ's
the score
As you raise or lower the challenge, line 25 will show the chang-
ing relative number.
Use ctl-F3 to display the current message delay time and difficul-
ty settings.
You will see something like this;
Msg Delay: 0 (relative) Delay: 250ms.
Challenge: 0 (relative)
Battle delay: 60ms.
where the relative msg delay can vary from 8 to -21, the challenge
can vary from -19 to +19, and the delay can be 50ms to 9999ms. The
battle delay can vary from 1ms to 300ms. The battle delay value, in
practice, is this value times 7, which means times beyond 50 to 75 ms
will become increasingly leisurely
7.8. Directories
At game's end, if you have chosen an ALTERNATE DIRECTORY at start-
up time, you will be returned to the directory you started in.
If you restart a saved game, at game end you will be returned to
whatever directory the player had been in when that game was saved.
7.9. Enemy Forces
UNIT UNIT MOVEMENT NUMBER
ID STRENGTH FACTOR AVAILABLE
chr(234) INFANTRY 5 1 VARIABLE
chr(232) ARMOR 7 1 VARIABLE
p PARATROOPS 4 Note 1 Note 2
* MINES - - VARIABLE
chr(127) HQ - - VARIABLE
Note 1 - one when on foot, varies when launching attack from HQ
Note 2 - will increase as long as HQ is secure
27
7.9.1. Airstrikes
There is an allocation of air assets to each enemy HQ, where main
HQ (#0) gets the highest number of paratroop units and airstrike capa-
bilities and the greatest strike range. Auxiliary HQ's get fewer
troops, fewer strikes, and operate within a smaller strike range.
The enemy may launch airstrikes alone, or airstrikes followed by
Paratroop drops.
After a drop of enemy paratroops and the subsequent battle, the
units will travel overland back to their original HQ, where they will
become available for another air attack.
Normally, main enemy HQ will not use any air assets until its
troops begin converging (SEE 'THRESHOLD DAY') on that main HQ. If,
however, there is only one enemy HQ on the map, it will have increased
air assets and range of strike, and will use its assets whenever the
invading forces come into strike range.
When an allied unit is 'killed' by an airstrike, the character
that replaces the unit is chr(254).
Occasionally, there may be a random increase in an enemy HQ's air
assets at game start-up.
AIR STRIKES AND AIR DROPS BY enemy
Whenever air activity is called for by the enemy, a recon is taken
for each HQ's area of influence. Depending on the relative strengths,
and the types of Allied units within range, either an Airstrike or an
Airdrop, or both, or neither, will be executed, provided also, that the
HQ in question has resources available. The Airstrike would go first,
represented by '*' on a matrix, starting on a particular Allied unit.
Any unit hit (including enemy units) will lose strength or be de-
stroyed.
7.9.2. Armor
Enemy Armor has a strength of 7.
7.9.3. Infantry
Enemy Infantry has a strength of 5.
7.9.4. Land Mines
Some campaigns are heavily mined, others not at all - the STATUS
REPORT (upper right) gives a rough estimate. Use the Intell facility
frequently as you place or maneuver your units to stay aware of mine-
fields.
When you place an HQ, all the MINES within the "resupply" (+-8h,
+-4v) matrix are CLEARED. Otherwise, use your Engineers.
7.9.5. Maneuvering
ALL units are mobile
The enemy units are in a defensive posture. This means they will
28
1) Hold their position at first
2) Move a short distance to attack an isolated Allied unit
3) Move to support each other when attacked or threatened
4) Move toward an Allied HQ within range, with the hope of
capturing that HQ
5) At certain points in the game the units assigned to a
particular enemy HQ will begin to move toward their HQ's, or, if within
range of same, will move toward bridges and Allied HQ's, and, if possi-
ble, blowing any bridges between themselves and oncoming Allied units.
Many of the units have the capability for building bridges, although
sometimes, narrow streams can be forded.
6) At another point, other units will begin moving toward
Main HQ, also on the alert for bridges, Allied units and Allied HQ's.
7.9.6. Paratroops
Paratroops have a strength of 4. How far they move to attack from
the air varies according to the HQ they are attached to.
After a paratroop drop and any battle action, the paratroops will
immediately head back, overland, at the rate of one sector per day, for
the HQ from which they came. When a 'p' unit arrives in a sector next
to the enemy HQ, the 'p' disappears and the unit is again available for
an airdrop. The count of enemy Paratroop units on the STATUS REPORT
varies, usually reflecting units on the ground.
7.10. Function Keys.
At main menu, F1 offers help.
When doing Position, Move, Fire artillery, Airstrike, either Alpha
keys or Function keys can be used - check information line at 25.
7.11 HQ Placement
This is accomplished by hitting the 'H' key from the Main Menu.
Position the cursor to the desired location and again hit the 'H' key.
If an area 5h X 3v around that point is free of enemy units, an HQ
token will be placed there. Otherwise, the placement will be negated,
and the count of attempts to place an HQ within an unsecured area is
increased by one. The main menu is then displayed.
Following a successful placement, all enemy mines within a 8h X 4v
matrix will be cleared.
The placement of the Headquarters units is essential in the play
to get replacements, resupply and to win the game. There is also a
limit as to how close the HQ units can be placed together. An HQ
cannot be placed within a 5h X 3v matrix of another HQ unit. In order
to win the game one of the first five HQ's units must be placed direct-
ly on top of the main enemy HQ.
Resupply occurs simultaneously with placement of HQ units. Any
U.S. unit in an area 8h X 4v around a placed HQ will be returned to
full strength. All artillery units will be issued the full
allocation of ammunition (3).
7.11.1. HQ Placement - chr(226)
29
When you position troops before establishing first HQ, all troops
must land at beachheads, identified by character chr(176).
First HQ placement must be close to beachhead chr(176).
Once the first HQ is established, you can land troops at ANY
beachhead at any time, or within suitable range on land of the HQ.
7.11.2. HQ - Air Mobile - chr(241)
an air-dropped Allied HQ (one per game) that can be placed any-
time, anywhere, except on a unit, on mountains, in impassable areas, or
in water. It's purpose is to capture an enemy HQ and its air assets.
Presence of enemy units or another Allied HQ within the 5h X 3v matrix
as above is not taken into account. This is offset by the fact this HQ
can't resupply troops, can only be accompanied by Paratroops, enemy
troops will come on the march immediately to retake it.
Your job would be to intercept and eliminate all enemy troops
before they can recapture it. There is no capability for flying in
Infantry, Armor, Engineer or Artillery units. These units have to come
overland.
You can later put a regular HQ on top of this one, provided you
have followed all the rules for placement of HQ's. The count of your
HQ usage will increase, although the effective result is just one HQ
located on that spot. You could also put a regular HQ right next to it
- although the purpose is merely decorative.
7.11.3. HQ Captures
If you capture an enemy HQ, then enemy units capture that Allied
HQ, the enemy HQ is restored.
Positioning a unit on an HQ is not allowed, nor will enemy units
position on an HQ.
7.11.4. Recapture By Enemy
The enemy recaptures their Main HQ.
You lose. Allied units on map surrender. Airstrikes are reduced
to 0. Unlike the usual losing situation, however, the loss is logged
and you cannot continue the play.
30
7.12. Intelligence Reports
Gives a 'map overlay' intelligence display based on the Allied
unit (or Allied HQ) on which the cursor is positioned. It consists of
two display blocks.
The example below is from the Iwo Jima campaign, though the repre-
sentation here is slightly different from what you would see on your
display. The lower case a's represent enemy Armor units, the lower
case i's representing enemy Infantry.
The Intell display covers an area 5h X 3v around the unit on which
the cursor is positioned. On the left is part of the campaign map as
seen on your screen. The inserts are the Intell report, and overlay
your map on the right side of the screen.
#####
############# ##/------------\ For this example, the
| |cursor was on the 'A', an
II A ?|########### |Allied Armor unit. The map
E I i | |does not show the enemy
Eoo |I A a |units to the right. The
Ioo ## | E Ia |Intell screens, however,
o| i ### |oo a |reveal, in the top screen,
-------- #### |Ioo |the location of the units.
o | ####\\------------/
o| a / \ / ## The bottom screen reveals
| / /------------\strength of the units, both
/ | |Allied and enemy.
/ |########### |
h / | |If there were mines present
/ |4 5 7 |they would be seen only in
/ | 2 47 |the top Intell screen, as
############## |oo 7 |asterisks
#####|4oo | The o's represent damage
\------------/from bombing missions
Hana
-F5 , Intell-F3, Quit-F4
31
7.13. Keyboard Entry
Any time the instructions call for alpha characters to be entered,
you may use either upper- or lowercase, as you prefer.
Cursor movement can be controlled by either the numeric keypad
(excluding the '5' key), or the number keys at the top of the keyboard.
7.14. Losing
if your only HQ is captured, you lose
if any 2 Allied HQ's are CAPTURED, you lose
Attempting to place an HQ unit in a unsecured area five times.
If your Mobile HQ is used to capture an enemy HQ, and the enemy
recaptures it, you lose.
if you capture Main enemy HQ, and it is recaptured by the enemy,
you lose
If you use all your assets without capturing Main enemy HQ, you
lose.
7.15. Quitting The Play
There are several ways to quit play. In most cases, you will be
asked to confirm that you do want to quit.
Some of the ways are;
from Rank pulldown menu
Position the cursor with the keypad and hit Enter, or key in "Q",
which will take you out of the game.
from Campaign selection menu
Entering Q will take you out of the game immediately.
from Main Menu
enter "Q". you will see a box providing choices;
Enter 'Y' to quit
Enter 'L' to log the results, then quit
Enter 'C' to return to the play
"Q" (or F4) is also used to quit many actions, such as POSITION,
MANEUVER, FIRE, etc. F4, however, does not initiate the QUIT action
from the Main Menu.
7.16. Rank As A Game Factor
The rank at which you are playing will affect both movement and the
dangers of mine fields.
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RANK and MANEUVERING, RANK and MINES;
After putting the cursor on a unit to move, hitting F7 or M, then,
If a PRIVATE;
you can move the cursor anywhere within the range of movement
for the unit. It's possible to move the cursor several times around
that area until you decide where to position the unit.
You can move your units over each other, or over the enemy,
anywhere within the unit's range, e. g., 5h x 5v (because armor has a
range of 5) for armor unit
If the cursor is placed in a sector touching on an enemy
unit, your unit will be locked into moving to that position.
you will get a warning message that you are entering a mine
field. You have a choice of backing away or continuing on. If you
continue on, the mine field will detonate.
Regardless of RANK, if the unit you move into a mine field is an
Engineer unit, they will be unharmed, and will clear the mines.
RANK AND ALLOCATION OF RESOURCES
Sign on as a Private;
approximately an 11% better chance than Generals of winning a
battle.
- as a Captain - a 5-6% better chance than Generals
enemy Air resources
The enemy air force and Paratroops aligned against you vary ac-
cording to the Rank at which you play, by HQ, occasionally by a random
factor. The higher your rank, the more resources and greater strike
range the enemy has.
However, if there is only one HQ, the enemy air assets at Main HQ
may be increased. The strike range is also increased.
7.17. Scoring
The score provides a relative measure of performance. The object
is to take your objective with the highest score possible. You start
with 10,000 points and will gain or lose points based on how efficient
your assault on the objective is. You gain points for every battle you
win, and you lose points for every battle you lose, as well as for
using the bombing missions, and for placing HQ units. Also factored in
are; days since D-Day, Artillery usage, 'Friendly Fire', losses to
Minefields, etc., etc. Ideally, if you can take your objective with
only one HQ, not use any bombing missions, and don't lose any battles,
you will get an excellent score. (However this is highly unlikely,
except for a lightly defended objective very close to a beachhead.)
In some releases, two versions of scoring are given on the STATUS
REPORT - the left hand score is the original method, on the right is
the new.
Some scoring factors;
If you capture Main enemy HQ, bonus 2500.
If you kill all enemy units, bonus 2500.
If you play as Private, penalty 4000.
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If you play as Captain, penalty 2000.
Bonus for making the play more difficult, penalty for lessen-
ing the challenge.
7.18. Status Report:
Use this report to keep informed on the status of your campaign.
It tells you the score, the number of units you have in various stages,
the number of enemy units, losses, bombing missions, artillery bar-
rages, etc.
The top left section, labeled ' -Status-', gives the following;
a. D-DAY + - how many days into the campaign
b. RATING: the score (some versions show two scores - the left
hand score is the old, original computation, the other is the new. If
there is only one score, it represents the new.
c. UNITS ACT/RES - How many units you've already placed / how many
more can be placed without adding a new HQ to the map.
d. ARTL - number of artillery barrages currently available, number
of enemy units eliminated with artillery fire, number of barrages fired
since game beginning.
e. AIROPS - number of bombing missions used, number still avail-
able (check this after capturing an enemy HQ), number of enemy units
eliminated by bombings.
f. HQ: number of HQ's you've placed, number of your HQ's captured
by the enemy, number of times you've tried to place an HQ in an unse-
cured area.
The next section, to the right, provides a count of each type of
unit - how many you've already placed on the map, how many have been
lost in action, how many remain in reserve.
To the far right is the count of enemy units and how many have
been eliminated (not always completely accurate). Also mine condi-
tions.
The next block down contains the player's name, the campaign name,
the name under which you've saved this game earlier in the play, if
applicable,, the name of the restored game, if applicable, and the
number of actions taken from the main menu.
The third section down compares allied and enemy strength. The
numbers, in order, represent;
1. number of units already placed
2. number currently active on the map
3. number already lost in action
4. total number still in reserve
5. total of 2, 3, and 4.
For the enemy forces, no figure is given for 1 or 4, since all
enemy units are committed, none in reserve.
NOTE: the count of enemy Paratroop units includes only those units
currently on the map. If a unit is attached to HQ waiting for action
it is not included in the count. There is no way to know the actual
count of Paratroop units or airstrikes available to the various HQ's.
The two cryptic labels to the far right are;
Rel Sp = Relative Speed or Message Delay explained in section 7
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under DIFFICULTY OF PLAY
The last section recaps how allied and enemy units have been
eliminated. (FrFi means Friendly Fire).
/---------------------------------------------------------------------------\
| -Status- | Com't Lost Res: | Act: Lost |
| D-Day + 0 | Armor : 0 0 10 | Armor : 63 0 |
|Rating: 10000 [ 10000]| Infantry 0 0 30 | Infantry 65 0 |
|Unts Act/Res. : 0/ 25 | Para 0 0 10 | Para 2 0 |
| Artl [ 0]- 0: 0] | Artillery 0 0 5 | Mines- L. to Med. |
| AirOps < 0/ 5-- 0 > | Engineers 0 0 5 | |
| HQ: 0/ 0 [0] | (Bridges: 0 Roads: 0 Mines Cleared: 0) |
/---------------------------------------------------------------------------\
| CO: Gen. Patton Campaign: SICILY |
| Save=[ ] Res=[ ] (Tcnt= 1) |
| ========================================================================= |
| US:Com't/Act/Lost/Rsrv/Tot/Max : 0/ 0/ 0/ 25/ 25/ 60 (Rel Sp: 0) |
| Ax: Act/Lost/ /Tot : 130/ 0/ /130 (Rel Df: 0) |
/---------------------------------------------------------------------------\
|US lost to: Enemy action: 0 AirStrike: 0/ 0 Mines: 0 FrFi: 0 |
|Ax lost to: Allies action: 0 AirStrike: 0/ 0 Artillery: 0: 0Rnds |
\---------------------------------------------------------------------------/
7.19. Threshold Day
The 'Day' enemy units will begin moving toward Main HQ for a
showdown in force.
Depending on Allied forces landed, this day can vary.
If you raise the Challenge factor, this day will be affected.
35
8. Hints
WINNING AND LOSING
Ways to definitively lose the game;
try to place HQ in unsecured areas too many times (as in the
original version), or
you have no troops and no air support left.
However, it is very easy to find yourself unable to win for
lack of enough ground units to battle enemy units close to enemy main
HQ (it's not necessary to capture all enemy HQ's in order to win, only
Main).
not capturing main HQ with one of your first five HQ's.
Win or lose, you will be asked if you want to quit. Thus, you may
capture main HQ and win, then keep playing in a mop-up mode and lose or
win that phase.
END OF GAME
At end of game, the STATUS REPORT, as in the F8 or T command,
above, will be displayed for a last look before signing off.
There are three skill levels in the game, Private, Captain, and
General. Some of the invasion campaigns are easier to win than others.
Start with an easy campaign until you are familiar with the play of the
game. Anytime you make a mistake or do something the game recognizes
as illegal you will get a message somewhere on the screen, usually
boxed, often on line 25 and will provide various simple sounds as a
warning. The 'X' key is a sound toggle.
It is advisable to save as many Paratroops as possible to use
throughout the play so that they can be 'dropped in' behind
enemy lines. There are areas on some of the screens that the only way
you can get more than a one on one battle is to use an air assault.
Armor units are also good to have near the end of your assault on the
objective, so use them sparingly.
Keep your units as spread out as possible, as this reduces chances
of an enemy airstrike. Isolated units will attract the enemy.
36