home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
OS/2 Shareware BBS: 7 Games
/
07-Games.zip
/
aslt12a.zip
/
assault.HLP
(
.txt
)
< prev
next >
Wrap
OS/2 Help File
|
1995-04-20
|
14KB
|
334 lines
ΓòÉΓòÉΓòÉ 1. About Assault I : The Beginning ΓòÉΓòÉΓòÉ
Assault I: The Beginning is the first in a line of wargame/strategy simulations
from Land-J Technologies. It is a low-complexity struggle between two equally
matched forces to secure objectives as defined at the start of the game.
ΓòÉΓòÉΓòÉ 2. Game Options ΓòÉΓòÉΓòÉ
When starting a new game, the player has the option of selecting the win
criteria and visibility options for the game. (Only 1 game type is available
in the non-registered version). The following sections define what each of the
options means.
Note: if you are a registered player playing against an unregistered player,
you ARE permitted to choose the alternate game options, just be sure the
registered player is the server (the one who starts the game and picks
options).
Two Out of Five
The object of this game is to be the first player to capture two of the five
hexes deepest in the opponents territory. Capturing a hex is defined as
actually having a playing piece on a hex location.
If both players are down to one unit in play, the game is considered a draw.
General Elimination
The object of this game is to be the first player to capture of the the
opponents Generals, thus leaving the opposing side without any leadership.
If both players lose their final General in the same combat, the game is
considered a draw.
Total Destruction
The object of this game is to be the first player to eliminate ALL of the
opponents pieces.
If both players lose their final piece in the same combat, the game is
considered a draw.
Fog of War
This type of visibility severly limits your knownledge of where the opponent's
pieces are located. All opposing units are invisible to you until the come
within sighting range of one of your pieces. Sighting range for all units is 1
hex, except for the Scout which has a sighting range of 2 hexes. If a unit
comes within sighting range, you will be able to see the piece, but not the
type of piece it is. If a unit comes within 1 hex of a Scout, you will also be
able to see the type of piece it is.
All Units Visible
This type of visibility allows you to see the location of all enemy units, but
not the type of unit it is. This somewhat lowers the value of the Scout, but
the scout is still able to determine the type of unit when it comes within 1
hex of the scout.
All Units Visible and Known
This type of visibility allows you to see the location and type of all the
opponent's pieces. This severly limits the value of the Scout, since its
primary function (spotting other units) is no longer necessary.
ΓòÉΓòÉΓòÉ 3. Connecting To Another Player ΓòÉΓòÉΓòÉ
There is currently only one method of connecting to another player and that is
through a TCPIP link.
TIA users please note: you will only be able to make connections if you are
the client. A full SLIP or PPP connection is needed to start in server mode.
ΓòÉΓòÉΓòÉ 3.1. TCPIP Connections ΓòÉΓòÉΓòÉ
Before starting a game, the players should decide who will be the server and
who will be the client. The server is the only person able to begin a new
game.
The player selected to be the 'server' connection selects this menu item from
the menubar. A message stating that the server has been opened will appear in
the message box.
The player selected to be the 'client' connection selects this menu item from
the menubar. A dialog box will come up asking the player for the host name of
the server. The player should enter the full hostname of the server player
(ie. my.computer.edu), or the ip address (ie. 127.0.0.1).
The message box will inform the players when the connection has been
established. At this point both players may chat using the chat box, and the
server player may initiate a new game via the menubar item.
ΓòÉΓòÉΓòÉ 4. The Map ΓòÉΓòÉΓòÉ
The gaming map consists of a 10x10 arrangement of hexes, the partial hexes do
NOT count as hex locations and no unit may be placed in one nor move into one.
Each player sees the map with his army starting in the lower portion and the
enemy in the upper portion of the map.
ΓòÉΓòÉΓòÉ 5. Game Setup ΓòÉΓòÉΓòÉ
Once the communications link is established, a message will appear in the
message box indicating to begin placing your units. Both players may then
begin to place their units. You may only place units in the 2 hexes in each
column closest to the bottom of the screen. The message box informs you which
piece you are currently placing. To place a piece, simply left mouse click on
the hex you wish to put the piece.
The composition of your army consist of:
1 - 5 Star General
1 - 4 Star General
1 - 3 Star General
1 - 2 Star General
1 - 1 Star General
2 - Tanks
2 - 4 Stripe Infantry
2 - 3 Stripe Infantry
2 - 2 Stripe Infantry
2 - 1 Stripe Infantry
2 - Scouts
3 - Snipers
Once both players pieces have been placed, the game will begin, with one
player being randomly selected to start. The right side of the playing screen
informs you whose turn it currently is, and a sound will alert you when it is
your turn.
ΓòÉΓòÉΓòÉ 6. The Playing Pieces ΓòÉΓòÉΓòÉ
The following is a list of the playing pieces and any special abilities that
they possess.
Generals - The strongest pieces on the board. No other special abilties. They
are represented by a piece with 1 to 5 stars on it indicating the level of the
general.
Tanks - Tanks have the ability to move 2 hexes per turn, but are not permitted
to move through another playing unit (friendly or enemy). The are represented
by pieces with a small tank depicted.
Infantry - Infantry compose the core of your units, they are medium strength
units, and have no special abilities. The are represented by a piece with a
crouched soldier holding a rifle, with 1 to 4 red stripes underneath,
indicating the level of the infantry.
Scouts - Scouts have the ability to detect enemy units at a range of 2 hexes,
and also have the ability to determine the type of enemy units that are within
a 1 hex range. They are represented by a pair of glasses.
Snipers - Snipers are both strong and weak, snipers have the ability to kill
any enemy unit piece it attacks, or that attacks it, but always is eliminated
itself at the end of combat. They are represented by a piece with a bulls-eye
on it.
ΓòÉΓòÉΓòÉ 7. Movement ΓòÉΓòÉΓòÉ
Each player may move one piece per turn. Except for the tank each piece move
only move 1 hex. If a piece moves onto a hex that is occupied by an enemy
unit, combat takes place.
ΓòÉΓòÉΓòÉ 8. Combat ΓòÉΓòÉΓòÉ
Whenever a unit moves into a hex containing an enemy unit, combat takes place.
Combat will always result in 1 or both units being eliminated.
Of the two pieces in combat, the piece with the lower strength rating will be
eliminated. The relative ratings of the pieces are shown on the right hand
side of the board, with Generals at the top and Snipers at the bottom. A
General with more stars is more powerful than a general with less. In a
similiar fashion, an infantry with more stripes is more powerful than an
infantry with less.
If two units of the same strength are involved in combat both will be
eliminated. Any time a sniper is involved in combat, both the attacking and
defending unit will be eliminated.
ΓòÉΓòÉΓòÉ 9. Sighting Units ΓòÉΓòÉΓòÉ
You are not able to see enemy units unless they are in sighting range. Each
piece (except the scout) has a sighting range of 1 hex. Any enemy units in
this 1 hex range will become visible to you, although you will not be able to
determine its type without attacking.
The scout possesses the special ability to spot enemy units that are two hexes
away, and also to is able to determine the exact type of enemy units that are 1
hex away.
Please refer to the section on Game Options for more information on how the
Visibility Options selected affect the sighting of enemy units.
ΓòÉΓòÉΓòÉ 10. Loading and Saving a Game ΓòÉΓòÉΓòÉ
A game in progress may be saved for later play. To save, a game must be in
progress, and not in the middle of a player's turn (ie. not while a piece is
highlighted to move). Click on the 'Save Game' menu option, and type in the
name of the file you would like to save the game to.
Only a connected server may load a saved game. To load a game after having
established a connection to another player, select 'Load Game' from the menu
options. Select the game you would like to continue playing, and the saved
game will pick up at the point at which it was saved.
ΓòÉΓòÉΓòÉ 11. Records and Rank ΓòÉΓòÉΓòÉ
Once you register the game, a record of your games will be started. Every win,
loss, or draw will begin to affect your rank. Periodically you will receive a
promotion based on the number of 'experience points' you accumulate, with a win
or draw awarding more experience points than a loss.
ΓòÉΓòÉΓòÉ 12. Contacting the Author ΓòÉΓòÉΓòÉ
For bug reports, suggestions for features or improvements, or any other type of
non-registration information, feel free to email:
JLEHETT@IAG.NET
ΓòÉΓòÉΓòÉ 13. Registering The Program ΓòÉΓòÉΓòÉ
When you register, you will receive a registration code that corresponds with
your name. Enter both the name given, and the code to register your copy of
the game. The code/name combo you will be given will be valid for all future
updates to Assault I : The Beginning, so be sure to write it down.
Registration fee is $25. Feel free to print out the following registration
information, or refer to the file: REGISTER.TXT for information on how to
register.
Registration will allow access to the following features:
Save/Load games in progress
A record of wins/losses will be kept
Your rank will begin to advance
Your name will no longer be 'Unregistered User'
You will be able to select other win and visibility options
ΓòÉΓòÉΓòÉ 13.1. Registration Information ΓòÉΓòÉΓòÉ
Assault I : The Beginning
Mail Orders To: BMT Micro
452 Horn Road
Wilmington, NC 28412-2411
U.S.A.
Voice Orders: 8am - 7pm EST (-5 GMT)
(800) 414-4268 (Orders Only)
(910) 791-7052 (Orders, questions)
Fax Orders: (910) 350-2937 24 hours / 7 Days
Online Orders via modem: (910) 350-8061 10 lines, all 14.4K
(910) 799-0923 Direct 28.8K line
via Compuserve: Thomas Bradford, 74031,307
via Internet: orders@bmtmicro.com
We accept Visa, Mastercard, Discover, American Express, Optima,
Eurocard, money orders, cashiers checks and personal checks.
Please do not send cash in the mail. Personal checks are subject to
clearance.
We accept purchase orders from educational institutions,
governmental agencies and other verifiable businesses. Terms are
"Due Upon Receipt".
Each copy of the package includes:
Your name and registration key combo, which will activate
all of the registered version features.
Name ________________________________________________________________
Company _____________________________________________________________
Address _____________________________________________________________
_____________________________________________________________
Phone _______________________________________________________________
Email _______________________________________________________________
Product Quantity Price Number of copies
_________________________ ______________ ________________
Assault I : The Beginning $25.00
1st Class ................................. Free
Airborne (Next day most places, USA Only).. $ 7.00 US
Federal Express (USA Only)................. $ 13.00 US
Federal Express (Canada/Mexico)............ $ 25.00 US
Federal Express (Europe/Japan)............. $ 30.00 US
Express (Outside USA) ..................... $ 16.00 US
Total: $ _______
For credit card payment only
Circle one: VISA / Master / Discover
Credit card number: _____________________________________________
Expiration date: ________________________________________________
Authorization signature: ________________________________________