Dragoon

Quick Start and Installation Guide

SYSTEM REQUIREMENTS:

Minimum: Windows 95 or NT 4.0; 486 w/16 MB RAM; 4 megs hard drive space; mouse.

Recommended: 486/66 or better; Sound card; Windows set to more than 256 colors. (For best results, set your windows display to 16-bit color.)

 

INSTALLATION:

1) Start your computer using Windows 95.

2) Insert Dragoon Disk 1 into your floppy drive.

3) From the Desktop, click on the "Start" button on the Taskbar and select "Run".

4) When the "Run" window appears, type A:\SETUP and click "OK". (If your floppy drive is not A:, then substitute the appropriate letter.)

5) Follow the on-screen prompts.

 

TO START THE GAME:

1) From the Desktop, click on the Start button on the Taskbar and select "Programs".

2) Find the item "Boku Strategy Games," then "Dragoon". Click on Dragoon to begin.

3) Once the game starts, go to the File menu and select "Load." Select the battle you'd like to play and click "Okay."

TO SAVE A GAME:

1) From the File menu, select "Save." Your current game will be saved under its current name with an extension of ".dsv." For example, if you're playing the Kolin scenario, a straight save will save the game as "Kolin.dsv." Or,

2) From the File menu, select "Save As," then type in the name under which you'd like to save your game. For example, if you type the word "Game," your current game will be saved as "Game.dsv."

TO LOAD A GAME:

1) Once the game starts, go to the File menu and select "Load." Select the battle or saved game you'd like to play and click "Okay." Dragoon battles have the extension .drg, while Dragoon saved games have the extension .dsv.

 

SCENARIOS: Dragoon BATTLE PACK 1

The Battle of Kolin: Kolin.drg

The Battle of Hohenfriedberg: Hohenfriedberg.drg

The Battle of Mollwitz: Mollwitz.drg

Advance Guard: AdvanceGuard.drg

Dogs of War: Dogs.drg

No Quarter: NoQuarter.drg

The Cauldron: Cauldron.drg

For your first game you should choose either "Mollwitz" or "Dogs of War." In both cases, choose to play Side A (Prussia). The computer should be Side B (Austria).

 

TO VIEW OR PRINT THE RULEBOOK

The rulebook is located in a file which can be accessed during play through the HELP menu.

1) Start the game according to the instructions above.

2) Select HELP from the row of buttons along the top of the screen, then select PLAYERS MANUAL. The Rulebook will open. You can read it online or print it out for later study.

 

THE DRAGOON SCREEN

There are 2 columns of buttons along the right-hand side of the screen. The left-hand column are the Info Buttons. The right-hand column are Action buttons.

 

The Info Buttons (from top to bottom)

1) Show Active Leader's Radius: Highlights the Command Radius of the active leader. Leaders can only command units that are within this range.

2) Show Active Leader's Units: Highlights every combat unit attached to the active leader. Leaders can only command units that are attached to them (with a few exceptions).

3) Show Deferred Leaders: Highlights friendly deferred leaders.

4) Show Disrupted Units: Highlights every friendly unit that has a Disruption level of 5 or greater.

5) Show Shaken Units: Highlights every friendly unit that has a Morale level of 5 or less.

6) Show Finished Units: Highlights every friendly unit that has undertaken an Action Phase this turn. Units can only undertake an Action Phase once per turn.

7) 25: Zoom Out to view the map at 25% of its normal size.

8) 100: View the map at 100% of its normal size.

9) 400: View the map at 400% of its normal size.

 

The Action Buttons (from top to bottom)

1) Turn Left: The selected unit will turn to its left (not your left, necessarily).

2) Turn Right: The selected unit will turn to its right.

3) Make Top Unit: The selected unit will become the Top unit in a stack.

4) Recover Disruption (Drum): The selected unit will attempt to lose Disruption Levels. The cost is Movement Points.

5) Change Formation (Line of soldiers): The selected unit will change formation.

6) Rally (Flag): The selected leader can rally sub units within his range.

7) Charge (crossed swords): The selected cavalry unit will launch a charge.

8) Disengage: The selected unit will move out of an enemy's Zone of Control.

9) Prussian Assault Move: The selected Prussian infantry unit (not light infantry) will launch an Assault Move.

 

The Controls Menu

Controls: Allows you to set preferences, as follows.

1) Animation Speed. This ranges from None to Super Fast.

2) Scrolling Speed: This ranges from None to Super Fast.

3) Show Dead Guys: When units take losses, battle carnage will appear in the hex.

4) Sound: Turn sound on or off.

5) Auto-Rally: When the Rally action is selected, Auto-Rally gives you the option to have the highlighted leader automatically attempt to Rally all eligible units up to the selected level. For example, if you set Auto-Rally to 6, the leader will Rally all eligible units that have a morale level below 6. He will Rally a unit only until its morale level equals 6, then he will attempt to Rally the next unit.

6) Facing Changes: Normally when you select an adjacent hex during movement, the highlighted unit will automatically change its facing and move into the selected hex. Using this option you can make it so that a click on an adjacent hex will only change the unit's facing. The unit will face the selected hex but will not enter it unless it is already facing it.

7) Fog of War: An option to give you less information about enemy units.

 

PLAYING THE GAME (Phase-by-Phase)

General: Right-clicking on a unit or hex brings up information about that unit or hex.

BOMBARDMENT PHASE

Both players participate in this phase.

1) Left-click on a friendly unlimbered (ready to shoot) artillery unit. Every hex it can fire at will be highlighted in red.

2) Left-click on a red highlighted hex. A smoke cloud appears in the hex, indicating that it is a target of bombardment.

3) When both players are done, select "Finished Targeting" to enter the Review Phase.

4) Left-click on "smoke" hex to view the combat results.

5) When finished select "Review Combat" or "Skip Review."

 

COMMAND TURN PHASE (occurs only once every 4 turns)

Each side's Overall Leader (OA) parcels out additional Command Points to their subordinate leaders within range. Every eligible subordinate leader will be highlighted in purple. Out-of-range sub leaders are highlighted by a dashed purple hex outline. Both players participate.

1) Left-click on your Overall Leader (single mounted figure). He will be highlighted in yellow.

2) Right-click on an eligible Corps Leader (single standing figure).

3) A dialogue box will appear. Specify the number of additional Command Points you want to give this Corps Leader by using the number keys on your keyboard.

4) When finished select "End Phase."

 

ACTIVATION PHASE

The computer determines which leader has the initiative and attempts to activate him. If one of your leaders has the initiative (i.e., he has the highest Command Rating as modified during the Command Turn Phase), you are given the opportunity of deferring his activation until a later time. Select "Yes" to defer a leader. You can choose to Activate during any subsequent Activation Phase.

If a leader fails activation, he is done for the turn. He and all of his attached units can take no action. Note that the Overall Leader can command any units on his side within his range. So if one of your leaders fails activation, you can still command his units with your Overall Commander. When a leader is activated, he immediately conducts an Action Phase.

 

ACTION PHASE

The Action Phase is broken down into a number of subphases.

1) 1st Fire Phase: Any active units adjacent to enemy units may fire.

    1) Click on an eligible friendly unit.

    2) Click on an adjacent enemy unit. That unit is targeted for fire combat.

    3) Follow this procedure for each unit that will fire.

    4) Follow the directions given under Bombardment Phase for viewing the results of combat.

2) Movement Phase: Move and Rally units and perform all other non-combat actions.

A) To Move a unit: 1) Click on an eligible unit, then click on the adjacent hex you want the unit to enter.

B) To Recover from Disruption: 1) Click on an eligible unit, then click on the "Drum" action button. The unit will attempt to recover from Disruption (i.e., lose Disruption levels). Units gain Disruption levels by moving and in combat. Attempting to recover costs Movement Points.

C) To manually Rally a unit: 1) Click on the active leader, then click on the unit to be rallied, To be rallied, the unit must be within the leader's; it must have a morale level less than 10; and it must be attached to the leader making the rally attempt. (OA can rally any friendly unit.)

D) To launch a Cavalry Charge: 1) Move the Cavalry unit to within 4 hexes of an enemy unit, then click on the Charge button (crossed swords). 2) The Cavalry must enter an adjacent yellow or red hex. Click on an adjacent highlighted hex. 3) Continue to move the unit into highlighted hexes until it enters a red hex (adjacent to the enemy). The Cavalry unit will assume the Charge posture and will engage in combat during the following Assault Phase. (Note: No other action may be performed during a Charge. A unit that reaches a Disruption Level of 10 cannot charge. You should launch a charge from a 2-hex range or less. Charging costs no Movement Points.)

E) To Change Formation: 1) Select the unit to change formation, then click the "Formation" button on the screen (a picture of soldiers standing in a line). 2) A dialogue box will appear asking you which direction the unit would like to face in relation to its current facing, left or right. Make your selection, and the unit will change formation and will face in the direction you selected.

See the Action Buttons description for other actions during a Movement Phase.

3) Defensive Fire Phase: Units fire at adjacent Active enemy units.

    1) Click on a friendly unit adjacent to an Active enemy unit. The Active unit must have fired or moved this turn.

    2) Click on the enemy unit.

    3) Follow this procedure for each unit that will fire.

    4) Select "Finished Targeting" and view the results of combat.

4) 2nd Fire Phase: Units that moved may now fire.

    1) Click on the unit to fire (must be an active friendly unit that just moved).

    2) Click on the enemy unit.

    3) Follow this procedure for each unit that will fire.

    4) Select "Finished Targeting" and view the results of combat.

5) Assault Phase: Active units engage enemy units in close combat. Cavalry Charges are executed.

    1) Click on the unit to initiate Assault combat. A smoke cloud appears on every enemy hex this unit will assault. (A unit must assault every enemy hex in its front. The more units targeting a hex, the bigger the smoke cloud.)

    2) Follow this procedure for each unit that will assault.

    3) Select "Finished Targeting" and view the results of combat.

END OF ACTION PHASE

The computer finds the next leader to activate, or if there are no more leaders, proceeds to the next phase.

WITHDRAWAL PHASE

Routed units are moved by the computer.

To Contact Art of War Publishing:

By Mail: Art of War Publishing, 12 Metric Road, Iowa City, IA 52240

By Phone: (319) 351-5396

By E-Mail: Artwar@Juno.com

Website: http://www.boku.simplenet.com

 

LIMITED WARRANTY

Neither Art of War Publishing nor any dealer or distributor makes any warranty, express of implied, with respect to the manual, the disk or any related item, their quality, performance, merchantability or fitness for any purpose. It is the responsibility solely of the purchaser to determine thesuitability of the product for any purpose.

In no case will Art of War Publishing be held liable for direct, indirect or incidental damages resulting from any defect or omission in the product, manual, or other related items and processes, including, but not limited to, any interruption of service, loss of business, anticipated profit, or other

consequential damages.

Art of War Publishing does warrant the original purchaser that the disk(s) on which the program is copied to be free from defects in materials for a period of 90 days from the date of purchase. If during the first 90 days after purchase a defect in the media should occur, the software may be returned to Art of War Publishing who will replace the media at no charge.

This warranty gives you specific legal rights, you may also have other rightswhich vary from state to state.