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- BATTLEFIELD VERSION 1.0
- COPYRIGHT 1991 JAMES A. SAUSVILLE
- ALL RIGHTS RESERVED
-
- Battlefield is a two player strategy game of tactical land combat. Please
- note this is a strategy game and not a military simulation. Any resemblance
- between this game and reality is purely coincidental.
-
- HARD DISK INSTALLATION
- ---------------------
- All Battlefield files should be copied to the same directory on your hard
- drive. This includes any map files you want to use with the game.
-
- FLOPPY DISK USERS
- -----------------
- All Battlefield files should be on the same floppy disk. You may move the map
- editor to a second floppy disk to make room for additional map files. To move
- the map editor, do the following:
- Make a copy of your Battlefield disk.
- Copy the following files to another blank disk.
- MAPEDITR.EXE
- BRUN45.EXE
- MAPICONS.BTF
- Delete MAPEDITR.EXE from the copy of your Battlefield disk.
- DO NOT delete BRUN45.EXE or MAPICONS.BTF.
-
- You now have a play disk (The one with BATTLE.EXE on it) and a map editor disk
- (The disk with MAPEDITR.EXE on it). You can create files on your map disk and
- then copy them to your play disk for use with the game.
-
- STARTING THE GAME
- -----------------
- To start Battlefield type BATTLE at the DOS prompt. If Battlefield is unable
- to find all of its support files, program execution will halt and Battlefield
- will tell you what file it was unable to find.
-
- The required files are:
- MAPICONS.BTF
- UNITICON.BTF
- TEXTDATA.BTF
- AUX1.BTF
- AUX2.BTF
- BRUN45.EXE (Battlefield will crash without this!)
-
- After the title screen, Battlefield will ask you if you want to use a joystick.
- If you don't have a joystick, please answer no to the prompt. If you answer
- yes, you will be asked to calibrate the joystick. Just follow the on screen
- messages. After calibration you are asked to enter the desired sensitivity on
- a scale of 1 to 20, where 1 is the least sensitve and 20 the most sensitive.
- While it is a matter of personal preference, lower values work better on most
- systems.
-
- You will next have the option of setting the cursor delay. Cursor delay affects
- how fast the joystick/keyboard can move the cursor. It is affected by both
- machine speed and personal preference. The program will auto-set the delay
- for you if you press [Enter] without typing a number. You may change the delay
- during the game by pressing [C] when the cursor is visible on the screen. It
- is recommend that 386 and 486 (and faster?) machines have "turbo mode" turned
- off. If the cursor is hard to see due to excessive flicker, then cursor delay
- is set too low for your machine. If the cursor moves too slowly then cursor
- delay is set too high.
-
- SETTING OPTIONS
- ---------------
- NOTE: In the shareware version the LOAD MAP and CUSTOM UNITS options have been
- disabled to encourage registration. A map editor is also included in the
- registered version.
-
- PRIMARY OPTIONS MENU
-
- From the primary options menu you can choose to load a custom map, buy custom
- units (based on a standard point system) or choose custom deployment of the
- standard units. If you choose custom units, you automatically get custom
- deployment. Press the number of the option you want to change, so that the
- arrow points at the desired option. When the options are set the way you want
- them, press the space bar to continue.
-
- LOADING A MAP
-
- If you chose the "load custom map" option from the primary options menu, you
- will now see a listing of map files Battlefield was able to find. Type in the
- name of the map you want to load and press [Enter]. The ".MAP" extension will
- be added for you.
-
- VICTORY/MOVEMENT OPTION MENU
-
- From this menu you can choose whether or not the destruction of the command
- unit counts as victory, how many objectives must be occupied for victory, and
- how many units on each side are allowed to move in a single turn. Select the
- options the same way you did for the primary option menu.
-
- If you choose the "command unit counts" option you can win the game by
- destroying the enemy command unit. The information on the number of victory
- objectives and their locations is loaded with the map. You can set how many of
- the objectives (out of the ones on the map) are needed for victory with the
- second option on the menu. The third option sets the maximum number of units
- a player can move during their turn.
-
- BUYING CUSTOM UNITS
- -------------------
- If you chose the custom unit option on the primary options menu, you will now
- be presented with the map. Study the map carefully and decide what types of
- units You'll require. For example, you may need to build bridges to reach the
- objective areas. If so, you will need to purchase engineer units. The terrain
- and your overall strategy will affect which units you choose. To see the
- objective areas of the map, press the [O] key. When you have finished studying
- the map, press [E] to exit to the purchase screen.
-
- At this juncture player 2 will be prompted to leave the room. It is important
- that the players leave the room when prompted to do so (or at least look
- somewhere besides the screen). Secret deployment and movement are important
- elements in this game.
-
- On the purchase units screen, all 25 units are displayed on the screen in 5
- rows of 5 with thier names printed below them. Below the units display is a
- line telling you how many units you have puchased and the number of selection
- points you have remaining. When the cursor is over a unit, the next line down
- will tell you how much the unit costs in selection points.
-
- A box near the bottom of the screen shows you what units you have already
- purchased. If you selected "command unit counts" from the victory/movement
- option menu, you should see that a free command unit has been provided for
- you. You cannot buy additional command units.
-
- Purchasing units is quite simple. Move the cursor over the unit you wish to
- puchase (note that its cost appears on the second line of text below the
- units). If you want to see information on the unit, press the [I] key. An info
- window will appear giving you most of the units vital statistics (see The Info
- Window Explained below). To buy the unit under the cursor, press the fire
- button or the Enter key (the Ins key works as well). There is a maximum limit
- of 50 units. The purchase units routine ends when you have bought 50 units or
- have used all of your selection points and pressed [E] to exit. If you don't
- like the units you have purchased, answer no (N) to the "Are these units
- acceptable?" prompt, and the phase will start over. You are not required to
- purchase 50 units, or use all of your selection points. The process will repeat
- for player 2.
-
- THE INFO WINDOW EXPLAINED
- -------------------------
- Anytime during the game when the cursor is over a unit you can press [I] to
- bring up the info window. At the top of the window is the units name. Below
- this are the units 7 major characteristics.
- The characteristics are as follows:
-
- ATTACK TYPE: This describes whether a unit can attack air units or ground units.
- There are two units, the AA Tank and the Humvee - Gun, which may attack
- both air units and ground units. The Main Battle Tank, for example, may
- only attack ground units, while a S.A.M. may only attack air units.
-
- ATTACK STRENGTH: The number of defense points destroyed in a single attack by
- this unit. For example; a Recon Tank has an attack strength of 4. If it
- attacks an undamaged Main Battle Tank (defense of 8), the tank would lose 4
- defense points, but would not be destroyed.
-
- BASE DEFENSE POINTS: The number of defense points a unit starts the game with.
- Attacker strength is subtracted from the number of defense points a unit
- has when it is hit. When a unit has no defense points remaining it is
- destroyed.
-
- BASE AMMUNITION: The amount of ammunition the unit starts the game with. Each
- time a unit fires, its' ammo is reduced by 1. When a unit has no ammunition
- it cannot fire. Engineers use 1 ammo when blowing a bridge or laying a
- minefield.
-
- MOVEMENT TYPE: Describes how a unit interacts with the terrain during movement.
- The three movement types are fly, tracks and wheels. A unit that flies
- ignores terrain as far as movement is concerned. A unit with tracks moves
- over all passible terrain as if it were the same. A unit with wheels,
- however, moves at double speed on roads and bridges, and half speed in rough
- and forest.
-
- MOVEMENT POINTS: The number of movement points a unit can expend in one turn.
- Flying and tracked units can move one space for each movement point they
- have. For wheeled units movement on different type of terrain cost varying
- amounts of points. See Terrain Cost Table below.
-
- Terrain Cost Table:
- The last part of the info window details the terrain cost for the unit. Each
- space a unit moves costs 1 movement point (MP) unless the unit has wheels.
- For wheeled units, road/bridge spaces cost .5 MP, open spaces cost 1 MP and
- rough/forest spaces cost 2 MP.
-
- custom deployment
- -----------------
- If you selected custom deployment from the primary option menu, or if you
- purchased custom units, you will be presented with the custom deployment
- screen. Player 2 is prompted to leave the room so player 1 may complete his
- deployment in secret. The deployment screen consists of a 3/4 view of the map
- and a box containing the player's units.
-
- To deploy a unit, move the cursor over one of the units in the box on the right
- side of the screen and press the fire button or the Enter key. The unit will
- disappear and you will be prompted to place the unit in the first two rows
- on the left side of the screen. Move the cursor to the desired position and
- press Fire/Enter. The unit should appear beneath the cursor, unless you
- attemped to place it on another unit or outside the first two rows. The unit
- is now deployed. If you are unhappy about its location, simply pick it up (as
- described above) and place it somewhere else.
-
- When all of your units are deployed, you will be asked if the deployment is
- acceptable. If you answer no (N), the deployment process will start over. The
- entire process repeats the same for player 2, except that player 2's units
- are in a box on the left side of the screen and must be deployed in the last
- two rows on the right.
-
- During deployment, when the cursor is over a unit, you can press [I] to see the
- unit's info window. You may press [O] during deployment to see the location
- of the victory objectives.
-
- MOVING YOUR UNITS
- -----------------
- When the game set up is completed, the main game screen will appear. There
- are 2 lines of text on the bottom of the screen that are worth mentioning. The
- top line is the information line. The information line tells you what type of
- terrain is beneath the cursor, and what unit (if any) is beneath the cursor.
- If a unit is beneath the cursor, the information line tells you who owns it,
- its current defense points and current ammunition. If a unit has been given
- move orders by you, the info line will tell you "unit already has move orders"
- instead of defense and ammo statistics. When a unit is "picked up" for movement
- the info line changes from blue to grey, and the stats displayed are for the
- unit you are moving, regardless of where you move the cursor.
-
- The second line of text is the message line. The message line will prompt you
- for input and display game messages. If a window appears in the center of the
- screen, its text has priority over what the message line is asking/telling you.
-
- Secret movement is an important element of the game. Because of this, players
- should leave the room when prompted to do so.
- Movement consists of 4 phases:
- Player 1 enters move orders.
- Player 2 enters move orders.
- Random initiative determination phase.
- Movement execution phase.
-
- The program will prompt you "select unit to move". To give movement orders to
- a unit, move the cursor over it and press Fire/Enter to pick it up. The prompt
- should change to "move to where" and tell you how many movement points the
- unit has. When you give movement orders, you are showing the unit what path you
- want it to follow. After you have picked up a unit, move the cursor to the
- first adjacent space you want it to move into and press Fire/Enter. Only
- horizontal and vertical movement is allowed. The unit should now appear in the
- space that you indicated, and its move points should be reduced. If the unit
- did not move, the terrain was impassible to that unit or the unit did not have
- enough move points to enter the terrain.
-
- Continue to move the unit, one space at a time (by indicating the space and
- pressing Fire/Enter), until you have used all of the units move points or
- reached the position where you want the unit to stop. If you have moved the
- unit to the space where you want it to be, without using all of its available
- movement points, then you must press [D] to drop the unit at its current
- location. You may abort the moving of a unit by pressing the space bar.
-
- Units may not be stacked. Because of this, no 2 units should be given the same
- space as a destination. If you do give 2 units the same destination, the first
- unit you gave move orders to will occupy the space, and the second unit will
- stop 1 space short of its destination.
-
- Ground units cannot move through each other. Air units may move over, but not
- stop on, other units. If your units do not move to their assigned destinations
- they may have been blocked by other units, possibly enemy units!
-
- Anytime the cursor is over a unit you can press [T] to see its potential
- targets. For both types of S.S.M.s, the M.R.L.S. and both rocket carriers, this
- routine will display their maximum range. You may also press [I] when the
- cursor is over a unit to see the units info window. Victory objectives may be
- viewed by pressing the [O] key.
-
- When you have moved the maximum number of units allowed the units are restored
- to their origional positions and player 2 enters his moves. You may end your
- movement without making the maximum number of moves by pressing [E] to end
- the phase. You are not required to make any moves during your turn.
-
- RANDOM INITIATIVE DETERMINATION PHASE
- -------------------------------------
- When both players are back in front of the computer, press the space bar to
- see who wins the initiative. Random intiative determines which players units
- will get to execute the first move. After the intiative window closes, units
- of both sides will execute their move orders. The player winning the
- initiative will have the first unit he gave movement orders to make the first
- move. The first unit with move orders of the player who lost the initiative
- will move next.
-
- MOVEMENT EXECUTION PHASE
- ------------------------
- After the initiative window closes the units will execute their move orders
- as described above. The units continue to alternate (winners first unit, losers
- first unit, winners second unit, etc.) until all units with move orders on both
- sides have moved. The program executes move orders very swiftly. On really
- fast machines, all units may appear to move simultaneously.
-
- Two types of combat can occur during movement. Bomber attacks and damage from
- minefields happen during movement execution. All units entering mined spaces
- (indicated by white x's) will suffer two points of damage for each mined
- space entered. Units with 0 defense points left after hitting the mines
- are destroyed. When an engineer unit enters a minefield it will remove the
- mines instead of taking damage.
-
- Bombers attack by destroying all the enemy units they fly over during their
- movement. After a bomber has moved during movement execution the enemy units
- it bombed will explode along with a "unit bombed" message at the bottom of the
- screen. Your bomber should be the first unit you move, if you intend to attack
- with it on a given turn. This prevents enemy units with move orders from
- escaping your bomber. A bomber with ammunition may end its movement on top of
- an enemy unit. The enemy unit will be destroyed, but no explosion will be
- observed.
-
- ENTER FIRING ORDERS PHASE
- -------------------------
- After the movement phase is completed, firng orders are entered. The program
- will ask you to select a unit to fire. As in the preceding phase, you may
- position the cursor over a unit and press [T] to see its potential targets and
- [I] to see its info window. To select a unit to give firing orders to, position
- the cursor over it and press Fire/Enter.
-
- The program will now ask you to select a target. Note that terrain blocks
- sighting to targets that otherwise would be in range. Also note that you may
- only fire in a straight line (most units), as indicated by the [T]arget
- routine. For the rocket carriers, you are indicating the center of the salvo
- area. For S.S.M.s, you are indicating the point of impact. The M.R.L.S. has an
- extremely large cursor that highlights all 16 squares that will be hit by its
- rockets.
-
- To select a target, move the cursor over the enemy unit and press Fire/Enter.
- The program should display "Firing orders acknowledged", and then change back
- to the "Select unit to fire" prompt indicating that you have successfully
- entered firing orders for that unit. If the program still displays the prompt
- "select a target ", then the attack was prohibited for some reason.
- Possible reasons include:
- 1. Sighting to target blocked. (by forests, buildings or moutains)
- 2. Target or target area beyond range.
- 3. Wrong fire type. Example: A tank may not fire at air units and a S.A.M.
- may not fire at ground units.
- 4. Target not in a straight line of sight. (as indicated by the [T]arget
- routine)
-
- You may abort without firing by pressing the space bar. Units may only fire
- once per firing phase. If you are unable to select a unit to fire, that unit
- may not have any ammo, or you may already have given it a firing order this
- turn. To see a units current ammo (and defense) status, move the cursor over
- it and look at the information line at the bottom of the map.
-
- After player 1 has given all the firing orders they desire, the process will
- repeat for player 2.
-
- ATTACK RESOLUTION PHASE
- -----------------------
- After both players have entered their attacks, the program will display all of
- the attacks and their results. An explosion symbol will appear on units that
- are hit by enemy fire. Explosions will also appear on squares hit by the
- rocket carriers, the S.S.M.s, and the M.R.L.S. even if no unit is present.
- Please note that the damage caused by the rockets and missiles of the above
- unit types is indiscriminate in nature. This means your units can be hit by
- "friendly fire" if you are not careful with your salvos of rockets and
- S.S.M.s.
-
- Every time a unit is hit the strength of the attack is subtracted from the
- the number of defense points the attacked unit has remaining. When a units
- defense points have reached 0 the unit is destroyed. All damage inflicted
- on a unit during the game is cumulative.
-
- When the program is done displaying the attacks it will then show which units
- have been destroyed. Units that are destroyed will have a skull and cross
- bones replace them on the map and the units will be removed from the game.
-
- VICTORY CONDITIONS (Winning the game.)
- ------------------
- If you selected "command unit counts" from the victory/movement option menu
- then destroying the enemy command unit will win the game. In the unlikely
- event that both command units are destroyed on the same turn, the program
- will declare a draw.
-
- Another way to win is to occupy the number of victory objectives specified
- at the beginning of the game. Pressing [O] while the cursor is visible will
- display the objectives for the map. It is important to note that the program
- tests for victory conditions AFTER the attack resolution phase. Victory
- objectives must be held by ground units. If neither side has sufficient
- ground units to occupy enough objectives for victory, the program will declare
- a draw.
-
- UNIT DESCRIPTIONS
- -----------------
- There are 25 types of units in the game. There is a brief desciption of each
- of them below. The units appear in the same order as they do on the "buy
- custom units" screen.
-
- ENGINEER- The most generic unit in the game, it is capable of destroying any
- ground unit at range 1. More important are the engineer's abilities to build
- and destroy bridges and to lay and clear minefields. To clear mines with an
- engineer, simply order it to move through the mined space(s). To access its
- other functions, select it during the firing phase. You may not build a bridge,
- destroy a bridge, or lay mines in a space occupied by a unit.
-
- MAIN BATTLE TANK- The toughest unit in the game with 8 defense points. Only
- another tank, the bomber, or an A.T.G.M. equipped unit, can destroy an
- undamaged tank with 1 shot. Though not based on any specific unit, its icon
- suggests a short barreled M-60.
-
- SELF PROPELLED CANNON- A self propelled armored atillery piece like the U.S.
- M109. It has the ability to fire over sight blocking terrain.
-
- RECON/LIGHT TANK- Similar to the British Scorpion light tank. Relatively
- inexpensive and wholly unremarkable in its capabilitites. Its most significant
- feature is a base defense of 6.
-
- ANTI-AIRCRAFT TANK (A.A. TANK)- Based on the Soviet ZSU 23/24 anti-aircraft
- tank. It is one of only 2 units which may fire at both air and ground units.
- An inexpensive unit whose primary drawback is its short range. It can kill
- any air unit with a single shot.
-
- TRACKED A.T.G.M. (Anti Tank Guided Missile)- Most NATO and Warsaw Pact armies
- have some type of amored personnel carrier that has been modified or designed
- to carry A.T.G.M.s . One example is the U.S. M901 TOW carrier (a modified
- M113). The unit in the game is representative of this type of weapon. It is
- capable of killing a tank or any type of ground unit with a single attack.
-
- TRACKED S.A.M. (Surface to Air Missile)- A short range mobile S.A.M. system
- similar to the U.S. Chaparral system (but with 8 missiles instead of 12). This
- unit has a defense of only 2 due to the vulnerability of the missiles to any
- type of attack. It can kill any air unit with a single attack.
-
- M.R.L.S. (Multiple Rocket Launcher System) - The M.R.L.S. is the U.S. newest
- heavy artillery. The unit in the game is like the real M.R.L.S. except that
- it fires a salvo of 16 rockets instead of 12. This units main disadvantage is
- that it may only fire once. It is the only unit that has the potential to
- kill 16 enemy units on the same turn (under ideal conditions).
-
- TRACKED S.S.M. (Surface to Surface Missile)- The most powerful and expensive
- unit in the game. Though not based on any specific weapon, it is
- representative of weapons like the new Army Tactical Missile System and other
- short range S.S.M.s . It has the longest range of any unit in the game. It
- will destroy any bridge it hits directly. The explosion of the S.S.M. does
- damage to units adjacent to the area hit.
- The damage is in a pattern like this: 2 4 2
- 4 8 4
- 2 4 2
- where 8 is the point of impact.
-
- TRACKED ROCKET CARRIER- Rocket launchers of various types have been in use
- since World War II. This unit is a generic, medium size launcher mounted on a
- lightly armored carrier. It fires 4 salvos of 9 rockets each. The rockets
- are less destructive and have a shorter range than those of the M.R.L.S.
-
- AMPHIBIOUS TANK- This unit is based loosely on the Soviet PT-76 amphibious
- tank. It has the same firepower as the recon/light tank, though it has 2 less
- defense points. It is the only ground unit that can cross a river without a
- bridge.
-
- HUMVEE (GENERAL)- For those of you who managed to miss the gulf war, the
- HMMWV ("Humvee" or "Hummer") has replaced the jeep as the Army's light utility
- vehicle. The Army has several armed variants which are the basis for the units
- in this game.
-
- HUMVEE GUN- The cheapest and weakest unit in the game, it is far from useless.
- It is capable of shooting air or ground units. It can be used to attack other
- (possibly more expensive) Humvees or it can "pick off" stray S.A.M. or S.S.M.
- carriers.
-
- HUMVEE RECOILESS- The recoiless rifle is the modern decendant of the WW II
- bazooka. The U.S. began to phase out the recoiless with the introduction of
- the T.O.W. anti-tank missile. Many armies since WW II have mounted recoiless
- rifles on jeep-type vehicles. The Humvee with a recoiless mounted on it
- seemed logical to fill the gap between the gun and A.T.G.M. equipped Humvees.
- With an attack strength of 4, this unit may destroy all lightly armored and
- unarmored units with a single shot.
-
- HUMVEE A.T.G.M.- Just like the real thing, this unit is a low cost tank killer.
- It can kill any ground unit with a single shot. Its only disadvantage is its'
- small ammo supply of 4 missiles.
-
- WHEELED RECON TANK- Statistically the same as the tracked version except with
- wheeled movement. Units with wheels move twice as fast down the roads, but
- only move at half speed through the rough and forest.
-
- WHEELED A.T.G.M.- Statistically the same as the tracked version except with
- wheeled movement. Units with wheels move twice as fast down the roads, but
- only move at half speed through the rough and forest.
-
- WHEELED S.A.M.- Statistically the same as the tracked version except with
- wheeled movement. Units with wheels move twice as fast down the roads, but
- only move at half speed through the rough and forest.
-
- WHEELED S.S.M.- Statistically the same as the tracked version except with
- wheeled movement. Units with wheels move twice as fast down the roads, but
- only move at half speed through the rough and forest.
-
- WHEELED ROCKET CARRIER- Statistically the same as the tracked version except
- with wheeled movement. Units with wheels move twice as fast down the roads,
- but only move at half speed through the rough and forest.
-
- HELO (GENERAL)- The helicopters in this game are not based on any specific
- type of helicopter. The only difference between the three types is the
- strength and range of their attacks.
-
- HELO GUN- The weakest air unit, but an air unit none the less. An inexpensive
- unit whose primary disadvantage is its short range 2 point attack. It can best
- be used to keep A.T.G.M. Humvees from hitting your tanks and other costly
- ground units. It may also be employed to snuff out enemy S.S.M.s, even if a
- Kamikaze mission is required!
-
- HELO ROCKET- This unit can destroy lightly armored and unarmored ground units
- with a single shot. "Mr. Joe Average" of the air units.
-
- HELO A.T.G.M.- The most effective tank killer of the game. This unit can kill
- any ground unit with a single shot.
-
- FIGHTER- A Harrier type V/TOL aircraft equipped with 8 air to air missiles. It
- is the fastest unit in the game. It is the best unit for defending your ground
- units against enemy A.T.G.M. helos and bombers.
-
- BOMBER- The only unit capable of killing six tanks in a single turn. It is a
- V/TOL aircraft similar to the fighter, but with a load of 16 laser guided
- bombs. The bomber is the only unit that attacks during movement. Any enemy
- unit the bomber flies over during movement is destroyed (up to its ammo limit).
- To keep enemy units from escaping, the bomber should always be the first unit
- you give movement orders to when you plan on attacking with it. Bombers are
- most effective on maps where there is enough terrain for them to hide behind
- when making their approach.
-
- COMMAND- An armored personnel carrier modified for command and control
- purposes like the U.S. M577 (another modified M113). This unit does not shoot.
- It is only important for victory considerations. You cannot purchase
- additional command units. If they are required for victory considerations you
- will be given one.
-
- ACKNOLEDGEMENTS
- ---------------
- I would like to dedicate this game to the former Soviet Union, without whom
- the arms race would not have been possible. (Grin)
-
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