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-
- <<<< A TACTICAL COMBAT SIMULATOR >>>>
-
- <<<<********ADVANCE RULES********>>>>
-
- >>>>Copyright 1989<<<<
-
- By: Michael J. Feldhake
-
-
- ************************************************************
- ******** A Shareware program for wargamers ********
- ******** ********
- ******** If you like this program. Send $15.00 to: ********
- ******** ********
- ******** Michael J. Feldhake ********
- ******** P.O. Box 47054 ********
- ******** Indianapolis, IN 46247-0054 ********
- ************************************************************
-
-
- These advance rules were written so that you may get the
- most out of TCS. There are several topics discussed here.
- Some are tricks on using TCS and some are ideas. The ideas
- are only one of many ways to handle things. With a little
- time, you will soon begin to come up with your own.
-
-
-
- TOPICS COVERED:
-
- 1>>...............Maps
- 2>>...............Hexagonal Maps
- 3>>...............Unit Numbering
- 4>>...............Safe Zone
- 5>>...............Deployment And Rally Points
- 6>>...............Airborne Ops.
- 7>>...............Artillery
- 8>>...............Transports
- 9>>...............Spotting Locations
- 10>>...............Zones
- 11>>...............Scouts
- 12>>...............Combat
- 13>>...............Scale And Century
-
-
-
- 1>> MAPS:
-
- There are two types of maps that can be used in TCS. The
- first one is a Square Grid map. Or you can use a Hexagonal Grid
- map. Both of these could be premade or created by yourselves.
- The square grid map is the one I have been using to describe
- TCS's functions. I will also tell you how I made one of these
- below. To find out how to correctly work with a hexagonal map.
- See the section after this one titled Hexagonal Maps.
-
- Since a premade map does not come with TCS. You will have
- to make your own. The way I have handled this was to draw a
- fictitious map. I included all terrain, towns, rivers and
- bridges on the map. I then overlaid some adhesive plastic so
- I could write on it with china markers.
-
- I made two sets of these. One for my opponent and one for
- me. Since you may have up to 4.3 billion ( 65535 X 65535 )
- square grids. I also broke my map into four pieces. Each map
- one corner of the large map. I started numbering each map on
- the bottom left corner to correspond to the location it
- would represent. For example. My large map went to 0 to 56
- North and 0 to 76 West. My top right small map started at 29
- North and 39 West (on the bottom left.)
-
- You can have any kind of terrain you want. You could have
- from deserts to oceans. This way, you can design the map to
- meat you scenario. With a little honesty -meaning you have
- the ability to tell an armored unit to move out somewhere in
- a lake- you can use this and have as many maps as you want.
-
-
- 2>> HEXAGONAL MAPS:
-
- You might want to use TCS to play a game like Panzer Leader,
- that already has a map. Panzer Leader like many others, uses a
- Hexagonal map. You can, following these directions, use TCS to
- keep track of all your units on your game's hexagonal map.
-
- TCS was geared to play on a square grid map. And, if you
- decide to design your own map. I suggest using that method.
- The only difference using a hexagonal grid map is the way you
- number the map. If you noticed my examples of the zones
- discussed in the basic manual. You will find that the North
- coordinates are along the Y axis and the West coordinates are
- along the X axis. This no longer applies to a hexagonal map.
- Please study the display below before continuing on.
-
- Nc/
- 19/ \'Wc
- 18/ u1 \'20
- 17/ / \ \'19
- 16/ / \ \'18
- 15/ / \ \'17
- 14/ / / / / / / / \ / / / / / \'16
- 13 12 11 10 9 8 7 6 5 4 3 2 1 \'15
- \ \ \ \ \ \ \ \ \ \ \ \ \ '14
- '1 '2 '3 '4 '5 '6 '7 '8 '9 '10 '11 '12 '13
-
- Their are two sets of numbers here. The first set is 1-19
- and the second set is '1-'20 (NOTE THE "'"!) The two sets of
- numbers represent a coordinate. The 1-19 set MUST be the North
- coordinate and the '1-'20 set MUST be the West coordinate. For
- each number, you see a "\" or a "/" on top of it. These are the
- directions in which the coordinate is going. These IMAGINARY
- lines form the hexagonal grid system of you map.
-
- Notice how the sets of numbers bends when they get to the
- edge of the map. This is very important. The display is also
- trying to show you a unit and its location. Although this is
- very vague, it will have to do. The unit (u1) has a location of
- 8 North 9 West (NOTE the slashes representing the imaginary grid
- lines.)
-
- The only real problem using hexagonal grids is that the unit's
- control zones that are discussed later are somewhat smushed at
- the top and bottom. But besides that, TCS will handle this grid
- system just like the other.
-
-
- 3>> UNIT NUMBERING:
-
- The way you number your units could make the game a little
- more interesting. Say you had one armored brigade. This brigade
- has one infantry battalion and two armored battalions. It also
- has three support companies. If you follow the numbering scam
- below. Your opponent could tell through intelligence, how you
- are organized. Now, as grazy as that sounds, most of the time,
- real intelligence could tell what company belongs to what
- battalion of what brigade anyway.
-
-
- 23 Armored Brigade <HQ>
-
- 231 Infantry Bat.
- 2311 Inf Co.
- 2312 Inf Co.
- 2313 Inf Co.
- 2314 Inf Co.
- 2310 Transport Co.
-
- 232 Armored Bat.
- 2321 Mobile Inf Co.
- 2322 Arm Co.
- 2323 Arm Co.
- 2320 Mobile Fuel Co.
-
- 233 Armored Bat.
- 2331 Mobile Inf Co.
- 2332 Mobile Inf Co.
- 2333 Arm Co.
- 2334 Arm Co.
- 2330 Mobile Fuel Co.
-
- 2301 Communications Co.
- 2302 Light Artillery Co.
- 2303 Light Transport Co.
-
- Notice the numbering scam. The companies are sequencialy
- numbered to have the first two digits of the brigade, the third
- digit is the battalion, and the last is the company number.
- Also, note that the brigade also has a brigade HQ. Since it is
- common practice to have your battalion HQ with your first
- company (meaning company one or company 'A' is usually named HQ
- & ALPHA Co.) You will not need a HQ for the battalions.
-
- You can use a numbering system to your advantage. If you and
- your partner agree. You can add in special units to your primary
- units in advance. For example. Say you had a Ranger Co. attached
- to a regular airborne brigade. You could give this Ranger Co.
- the number of 2391 and make unit type INFANTRY. The first two
- digits is again the brigade. The '9' is a 'special' number
- (meaning the unit is a special unit) and the '1' is the unit
- number. When and if your opponent comes in contact with this
- unit. He will know that it is a special unit.
-
-
- 4>> SAFE ZONE:
-
- The safe zone in the game is the coordinate 0 North 0 West.
- This means that the program does nothing to those units that
- are in that zone. It happens to be only one grid. But you may
- have as many units as you want in there.
-
- You will find a good use for this zone. Since both players
- have access to it. And after some experience with TCS. You will
- find it a very useful spot.
-
- Remember though, as long as a of yours unit is in that zone.
- It cannot see or come in contact with any other unit on the board
- or in the zone itself.
-
-
- 5>> DEPLOYMENTS AND RALLY POINTS:
-
- The deployment of a unit is also a very useful tool. If one
- of your units have to control more than one grid. You can deploy
- the unit into a line or a semi circle. You will have to program
- in all the points directly. From then on, until you assemble the
- unit, the unit can not move.
-
- When you deploy the unit. You will notice that a RALLY =>
- marker will be displayed beside the unit's LOCATION North and
- West coordinate. The rally point is where the unit will assemble
- when you tell it to. During a deployment of a unit. You can move
- the rally point where you wish. This will give you control of
- where you want the unit to assemble if and when there is trouble.
-
- In actuality. You could move the rally point anywhere on the
- map you wish. It will assemble there so that same move, you
- could move the unit to another place. This seems easy to take
- advantage of. It is, but if your opponent found out. I am sure
- he'd get steamed and call your number.
-
-
- 6>> AIRBORNE OPS:
-
- Airborne ops can be handle in this way. Start your airborne
- units in 0 North 0 West. When you decide you need them. Use your
- air transports to transfer them from the safe zone to the LZ
- (Landing Zone.) You can only transport one unit at a time with
- transports. So have enough to complement your AB units.
-
- A smart tactic is this. Since your opponent can see all of
- your air activity. Send in your AB Scouts first to recon the LZ.
- Have them set up AREA type zones around the LZ. Then bring in the
- troops. You could also determine units of crack troops (like
- Rangers and Green Berets) at the beginning of the game and bring
- them in and have them deploy around the LZ for security.
-
-
- 7>> ARTILLERY:
-
- Artillery units are good for support. Like real war. Some
- artillery units could be well off the theater of war. TCS can
- handle that too. If you place all your artillery units that are
- supposed to be off the map into the safe zone. You can call in
- artillery strikes from there.
-
- When and if you assign the artillery unit a fire-mission.
- The display will highlight the unit type and diplay a '!'
- beside it. It will also show the target info (i.e. 12N-5W)
- in the column next to the unit type.
-
- If your scenario calls for naval artillery. Assign a unit
- number to it and place it in the safe zone. Make the unit type
- HEAVY ARTILLERY.
-
- One note to artillery. There are two types of artillery fire
- in this game. The first was discussed above. It is 'preplanned
- fire missions.' The other type of mission is 'on call.' If you
- do not wish to pre-plan a strike. Then you can give the program
- a target at 0N 0W to delete any strike. This will give you the
- ability to call that unit's strength -in fire power- when and
- where you want it during your combat phase. Although it is
- possible to call in fire from an artillery unit almost
- immediately. This could not be said about large caliber weapons
- like naval guns. Usually these have to be preplaned.
-
- Also, the light artillery and mortar units can not move
- without the help of transports. The heavy artillery units may
- move by themselfs.
-
-
- 8>> TRANSPORTS:
-
- Transports are important in this game. Since your infantry
- units can move only one grid at a time. And your light
- artillery and mortar units can not move at all by themselfs.
- You will have to supply enough transports to help your
- organization.
-
- The ENTER UNITS screen again, will display all your units. It
- will also display your transport units and status. If they are
- presently transporting a unit. The unit type will be display
- with a '^' beside it. It will also display the unit ID# of the
- unit it is transporting in '<<xxx>>' in the next column. Also,
- the unit that is being transported, will be displayed with a '^'
- beside it.
-
- Each transport has its limits. Light transports would not be
- able to carry tanks. So the list below gives what each
- transport type can carry.
-
- Light Transports;
- Infantry
- Airborne
- Light Artillery
- Mortar
-
- Heavy Transport;
- Infantry
- Airborne
- Mobile Infantry
- Airborne
- Light Artillery
- Mortar
-
- Air Transports;
- **ALL UNITS**
-
-
- The thing to remember about transport units is, that to pick
- up a unit, the transport must occupy the same grid as the unit
- you wish to transport. When you drop off the unit, the transport
- will set the unit to the present location of the transport unit.
- You may now give commands to the transported unit.
-
-
- 9>> SPOTTING LOCATIONS:
-
- During the move phase of your game, TCS will move all your
- units and alert the proper player when an if there is contact
- made. Each unit has its own zone of control. That is, if any
- opponent comes within the control zone, TCS will alert the
- player that contact has been made.
-
- TCS has two different control zones. The first one is for
- all units except the SCOUT and the SPOTTER PLANE. This control
- zone is defined as the unit's present location and all
- surrounding grids. See zone for 'u1' at the display below.
-
- The second zone is and extension of the first one. It is
- again the present location of the unit and the next TWO grids
- outward of that location, except at the corners. See zone for
- u2 below.
-
-
- WEST
- 20 21 22 23 24 25 26 27
-
- 13
- N
- 12 * * * * * *
- O
- 11 * u1 * * * * * *
- R
- 10 * * * * * u2 * *
- T
- 9 * * * * *
- H
- 8 * * *
-
- 7
-
-
- This is a graphical representation of the two control zones
- of TCS. u1 is all the units except the SCOUT and the SPOTTER PLANE.
- Note all of the surrounding '*'. These represent the grids that u1
- can see. u2 is for the SCOUT and the SPOTTER PLANE. Note that for
- u2, it can not see the four far corners of its zone.
-
-
- 10>> ZONES:
-
- Zones can make or break you in this game. If you can keep up
- with you zones and stay current (meaning to keep creating zones
- when you push forward or get pushed back.) You can make life a
- whole lot better for you and your troops.
-
- If you are still not comprehending the concept of zones, then
- try this. A zone is defined as: Predetermined points on a map, in
- which you have determined by defining the zone, that you can
- see all of the opponents units that come on those points.
-
- There is no limit on overlaping these zones. It might be
- beneficial to you to place overlaping zones someplaces on the map.
- Say you wanted to create two zones that are based differently
- but overlap. This way if one base is overrun. You could still
- see what is in that zone.
-
- Zones can not be based at points that you do not occupy at
- the time you create them. So when you see a "ILLEGAL ZONE BASE!"
- message blink at you. Then you know you can not set that zone
- at that location. The program can not tell if you have created a
- zone to look into trees. Use good sound morals when using them.
- I have a policy for my own use about tree lines. You can see the
- first grid into trees. That way, you can see the edges of little
- or big forests.
-
-
- 11>> SCOUTS:
-
- Scouts can be very helpful in your game. They can serve you
- in many ways. The most prominent way is in the reporting of units
- and their locations. Another use for these is to scout out zone
- bases. If a scout finds an opponents zone base. The program will
- tell you that a scout reports a 'SPOTTER' at a location given.
- You may now move in units to occupy that grid so the program will
- delete that zone clearing that section of the map for your use.
-
- NOTE: A zone base refers to the base of a zone (Area or
- Line type) of your opponents.
-
-
- 12>> COMBAT:
-
- A combat result section was not provided with TCS because of
- the unlikely event that all situations could not be provided for.
- Since TCS is very versatile, the magnitude of a result section
- would be ridiculous.
-
- However, there are many ways you can resolve your combat. The
- best way is to use miniatures. That would make the war even more
- realistic. You can use your own method too. When one of your
- units gets crushed. Just use TCS to delete the unit. You can do
- this by entering the ENTER UNITS section, picking the unit and
- press <e> to delete. This will mark the unit with a '999' for
- its unit ID#.
-
-
- 13>> SCALE AND CENTURY:
-
- Another use of TCS is using TCS for any scale of battle and
- time. Now, be careful, I do not recommend using TCS with unit
- sizes over brigades. Because when you get to that level.
- Intelligence starts to play a larger role. TCS was geared for
- company size units. But that is not a rule.
-
- Time wise, you can always use TCS for any time in history.
- With a little imagination. You can fight the war between
- Constantine and Maxentius (312 AD.) To the battle of Khe Sanh
- (Vietnam war 21 January 1968.)
-
- Use TCS as you like. It is a very useful tool. If I get
- enough feedback on this utility. I might come up with an updated
- version.
-
-
- **************************THE END******************************
-
-