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1994-06-03
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Dear Tigers On the Prowl customer:
After TOP was released last month, I received reports of random program
crashes, incorrect combat results, and other inconsistancies.
While the total number of TOP problem reports has been moderate relative to
the number of sales, I decided that the nature of the problems warranted
the release of a new version of TOP, VERSION 1.1.
In accordance with my firm belief in customer support, this VERSION 1.1
patch/upgrade is being provided free of charge to all registered owners
of TOP VERSION 1.0.
The diskette containing this document also contains the files that have
changed between VERSION 1.0 and VERSION 1.1. Note that it does NOT contain
the entire set of program files - only those that have been modified.
Therefore, DO NOT DELETE the exisitng files from VERSION 1.0 on your hard
disk or the orginal program diskette. Instead, simply copy the files on
this diskette over the old files by using the DOS "COPY" command.
For example, if your floppy diskette drive is "A", and your TOP program
files are on hard drive "C" in a directory named "TOP", use the following
DOS command:
COPY A:*.* C:\TOP <ENTER>
In addition to fixing all known problems, VERSION 1.1 adds the following
significant new features:
* CONTINUE LAST GAME option.
* Running Victory Point total when selecting units.
* End of game equipment summaries and map view.
* Air unit info box when setting up airstrikes.
* Option to show movement in a single human player game.
* Option to set target/weapon defaults for an entire company at once.
* Area LOS check.
* Utility to delete game files.
* Weapon/ammunition penetration graph as a function of range.
* Auto-cycle through all units capability when issuing orders.
* Ability to change an entire company's weapons at once (in set up).
* Option to choose "MOST COMMON" weapon types for force.
* Option for auto-pick of entire human player's force by computer.
* Faster AI routines in Basic and Intermediate level games.
* Six new maps of less than 80x50 hexes - for faster and/or smaller games.
* Brief descriptions of all 18 maps (in this document).
These changes and additions are documented in the revised erratta which
follows this introduction.
I sincerely apologize for any inconvenience and frustration caused by
the previous version, and I appreciate your patience and continued support.
-Scott Hamilton
Tigers On the Prowl VERSION 1.1
This file contains scenario information, general map descriptions,
and errata, changes and notes to the Tigers On the Prowl manual.
Changes made to versions after 1.0 are identified by having the
version number displayed in brackets before the comment type. For
example, a heading of: ( [1.1] Clarification) denotes a change added
in version 1.1.
******************** ERRATA & NOTES TO MANUAL ********************
SECTION 4.1.5 (Clarification)
Streams are shown as thin blue line, rivers as thick blue lines.
Gullies are solid dark brown lines.
SECTION 5.3 ( [1.1] Addition)
Once at least one game has been started, the Main Menu will
have a fourth choice: CONTINUE LAST GAME. If this option is
selected, the last game being played will be automatically loaded in.
The game will start at the point at which it was last ended - WHETHER
OR NOT THE GAME WAS MANUALLY SAVED.
This option makes it convenient to pick up where you left off,
especially in cases where a system failure occurs in the middle of a
turn, or a player forgets to save the game.
Saved game files may now be deleted. First, select LOAD SAVED GAME
from the Main Menu. From the list of saved game files that will
appear, highlight the game to delete and hit the <D> key. A
confirmation window pops up as a double check before the file is
actually deleted.
SECTION 8.5 ( [1.1] Addition)
An option for the computer to pick the human player's force has
been added.
When this option is selected, the computer will select the
entire force for the human player. Before the selection begins, however,
the human player is given the option of setting the aggressiveness level
of the computer when selecting the formations.
Human players are always able to change the computer's selections once
they have been completed.
SECTION 8.6 ( [1.1] Addition)
A "running" Victory Point total for the units currently selected has been
added at the upper right corner of the FORCE SELECTION screen.
SECTION 8.6.2 ( [1.1] Addition)
A new feature has been added to change an entire company's weapon type at
once. This feature is especially useful when the majority of the force
has one type of weapon, but a few companies contain another.
For example, a German tank force may contain 6 companies of Pz IV tanks,
and one company each of Tigers and Panthers.
To change a company's weapon type, select the company box at the far left.
From the pop-up menu, select CHANGE WEAPON TYPE, which usually appears
near the bottom of the menu, just below the last formation line.
Note that the company MUST EXIST before using this command. So, in the
above example, a player would first create 8 Pz IV tank companies, and
then go back and change the weapon type of two of them to Tigers and
Panthers.
SECTION 8.6.4 ( [1.1] Addition)
When selecting a weapon type from the SELECT WEAPON pop-up menu, the
<Page Up> <Page Down>, <Home>, and <End> keys can now be used to scroll
the list up a page, down a page, to the first page, and to the end,
respectively.
SECTION 8.9 (Addition)
An additional feature has been added to TOP that allows players to modify
the execution delays for each player. When used, the new value overrides
the standard delay in all circumstances. The override value also entirely
eliminates the use of the chain of command routines, including the
considerations concerning a unit's distance from a HQ.
The TF HQ delay is not affected by the override. It remains zero. Also,
the override value really does not affect detachments, since they may
never be given movement orders.
This option is provided in the interests of "getting to the action"
quickly. The overrides are not historical, and may drastically affect the
balance of play. Players are also cautioned that the initial VP's were
determined before the overrides were set, based on the standard
(historical) delays. These values are not recalculated when the override
is set.
SECTION 9 (Clarification)
In an PBM/PBeM game, player #1 (red) always sets up and moves first,
irrespective of the mission.
SECTION 9.10 ( [1.1] Addition)
At the conclusion of the set-up phases, players are given an option to
"cycle" back through the set-up procedure. When this option is selected,
the sequence will return to the unit placement sub-phase, and will
proceed normally through the other set-up sub-phases.
Current set-up values (unit locations, mine placements, etc.) are NOT
reset - they remain as initially positioned.
SECTION 10.2 (Clarification)
In the unit strength summary, original unit strength values are equal to
quantities before detachments are released. So, whenever a unit provides
one or more detachments, the unit will appear under strength from the very
first turn.
SECTION 10.7 ( [1.1] Addition)
A new "AREA" LOS feature has been added, which highlights hexes NOT in
sight over an area of the map as seen from a single spotting hex. To
use this new feature, select LOS CHECK from the main menu, and then AREA
from the LOS type menu (POINT TO POINT is the "normal" method described
in the user manual). Select the spotting hex, and the general direction
of the LOS (to the RIGHT, LEFT, UP, OR DOWN). The area shown will be
limited by the direction, and the portion of the map shown on the screen.
The results of the AREA check are:
Hexes NOT in LOS are darkened in.
Hexes in LOS are unchanged.
Hexes on the LOS area border are outlined in red (if in LOS).
The AREA check NEVER shows LOS percent degradation values. If an LOS has
less than 10 blocking points, the AREA check shows the LOS to the hex as
valid. Otherwise the LOS is completely blocked and the hex is darkened.
So, even though a hex has a "good" LOS, friendly units may not be able to
actually spot an enemy unit in the hex, or effectively target it.
SECTION 10.10.5 (Note)
If the FOUR UNIT SYMBOLS PER HEX display option is used, unit symbols may
overflow into adjacent hexes. Often, when the hex is redrawn/highlighted/
un-highlighted, outlines of the symbols will remain in the adjoining hexes.
To remove these outlines, use the "R" (redraw) feature to refresh the map
screen.
SECTION 11 ( [1.1] Addition)
An option has been added which allows players to cycle through their units
one at a time while giving most orders. If this option is available for
a given order, a pop up menu will appear. Select YES to auto-cycle
through the force, or NO to select units individually.
The unit cycle always begins at unit "A0", and proceeds sequentially
to "A1", "A2", etc., through all the on-map (only) units.
SECTION 11.1 (Note)
It is always a good idea to use intermediate unit movement objectives when
moving units by the COMPANY ROUTE or UNIT OBJECTIVE methods. Intermediate
objectives are used by merely selecting 3 objectives each 600 meters
apart rather than a single objective 1800 meters away.
There is no additional penalty for using intermediate objectives other
than the little bit of extra time it takes to issue multiple orders
instead of a single one. But, the benefit is much greater control over
the movement path.
Since the computer tends to spread units out to avoid presenting a
attractive concentration to the enemy, intermediate objectives are
especially appropriate if you want your units to follow a fairly limited
route. Intermediate objectives are also a good idea on areas of the map
with a lot of roads, elevation changes and/or cover terrain, since the
computer will often devise roundabout routes to take advantage of these
features.
SECTION 11.7 ( [1.1] Addition)
After setting a unit's weapon defaults, the same settings can be given to
all other units (of the same type) in the company formation.
This option applies only the line companies (A-I), and only to units of
the same type as the unit initially given the order. For example, if TANK
unit "A1" is given the default order, and the company option is selected,
then all other TANK units in "A" company (including the CO HQ) will have
their weapon defaults set to the same values as "A1".
SECTION 12.7 (Addition)
In games where both sides are controlled by the computer, unit moves may be
shown (hex by hex) during the activity phase. Just set the message detail
level to 3 or 4. Otherwise, the computer units will not be shown
except when firing (or being fired at).
In one-player games, the human player's units' movement may also be shown
during the movement phase. Select OPTIONS from the Command Line Menu, and
SHOW MOVEMENT to toggle this setting on and off as desired.
SECTION 14.2 (Addition)
When scrolling around the map, the mouse buttons may be used to bring up
unit information for unit(s) in the current hex. For single units,
clicking the RMB calls up the detailed WEAPON TECHNICAL DATA box. Clicking
the LMB or CMB will cause the UNIT INFORMATION window to page up or down.
For hexes with multiple units, clicking the LMB identifies the units.
To get the detailed weapon information about a particular unit, highlight
the unit and click the RMB. To remove the unit display, click the LMB
on any unit line or the DONE (F1).
SECTION 14.2.1 (Addition)
In the UNIT INFORMATION BOX, a speed value of "0P" indicates that the unit
has paused to fire at an enemy target. The unit will begin moving again
automatically once it ceases firing. Alternately, setting the PAUSE TO
ENGAGE value to NO or clearing the target will also cause the unit to
begin moving.
Broken units have their morale shown as either "BRO" for BROKEN or
"BER" for BERSERK, instead of the normal numeric value.
(Note)
The unit speed refelcted in the UNIT INFORMATION box is determined using
current values at the time the box is displayed. Thus, the speed shown may
not correspond to how fast the unit is actually going to travel in the
Movement Phase. In particular, the unit may take suppression and/or other
effects in the Combat Phase which will affect its speed in the susequent
Movement Phase.
If you have units that show a speed greter than zero, but never seem to
move, this could be what is happening (since suppression is adjusted AFTER
the Movement Phase, but before the next Orders Phase).
SECTION 14.3 (Addition)
The WEAPON TECHNICAL DATA and AMMO CHARACTERISTICS displays are not
described in the manual, although they are shown on page 1-9. The WEAPON
TECHNICAL DATA box is self-explanatory, and lists all of the primary
combat related values for the weapon system.
The AMMO CHARACTERISTICS box is brought up by pressing the RMB or <F3>
while the WEAPON TECHNICAL DATA box is displayed. This box gives the
general characteristics for the ammunition types that may be used by the
weapon's primary and secondary armaments. Note that the primary weapon
may have up to 4 ammunition types, while the secondary and tertiary have
only one each.
At the top of the box, the main weapon system name is shown (in black),
with the primary armament to the right (in red). The secondary gun is
listed below the system name (in blue), and the tertiary gun is under
the primary (in black).
The ammunition types are listed underneath the armament names. "MV" is
the muzzle velocity in meters per second, "WGT" is the projectile
weight in grams, and "APF" is the shell's Anti-Personnel Factor. For HEAT
rounds (only), the "APF" value is the normal armor penetration in mm. All
HEAT warheads have an actual Anti-Personnel value of 5.
These displays can also be displayed during the unit selection process,
either while over an existing unit box, or when selecting a weapon type.
SECTION 14.3 ( [1.1] Addition)
A new PENETRATION display has been added to the other data tables discussed
above. This is one of the most interesting new features in TOP, and I
encourage all players to use the PENETRATION charts to get a feel for how
well the various weapons perform, and the advantages of each ammunition
type.
The chart uses colored bars to indicate the penetration of each ammunition
type at several different ranges. Each ammunition type is represented by
a different color. The height of the colored bars correspond to the
penetration in mm (read against the left side of the graph).
Some ammo types may have constant penetration at all ranges (HEAT and some
HE), while others may have no penetration at all (ILLUM).
To access the PENETRATION display, hit the <F3> key or RMB while the AMMO
CHARACTERISTICS chart is displayed.
SECTION 16.5 (Correction)
The manual gives an incorrect DOS command to create the file "MIKE_1.IN".
The command should be: "COPY PBMFILE.OPS MIKE_1.IN <ENTER>".
SECTION 19.2.1 ( [1.1] Addition)
Unlike company chain of commands, battalion grouping assignments are
not dependant on the force structure. Instead, battalion HQ's are
assigned companies during the set-up phase - based upon the distance
between the company HQ's and the battalion HQ's. Generally, battalion
HQ's are assigned to command the closest companies.
In all cases, the companies are divided up amongst the available BN HQ's
so that no BN HQ controls more than one company above the number
controlled by the other BN HQ's. For example, if there are three BN HQ's
for 9 companies, each BN HQ will be assigned 3 companies. If there were
only 8 companies, one HQ would have 2, and the other HQ's 3.
Company assignments may be changed at random during the game when the
computer determines it is advantageous to do so. Like the initial
assignments, reassignments are based upon range considerations. There
MAY be a special one turn delay imposed during a turn in which reassignment
occurs. The probability of the extra delay is based upon the force morale
level, and is never more than 50%.
SECTION 23.1 (Omission)
Suppression reduces a unit's actual speed. The amount of the speed
reduction is equal to the suppression level. For example, a unit with a
suppression level of 25 will have its speed reduced 25%, after all other
factors are taken into account. Units having a suppression level greater
than 100% will not move at all.
Armored vehicles may never have their speed reduced by more than 30%
(their maximum suppression level). Semi-armored vehicles with a
suppression level between 30 and 100 suffer a "standard" speed reduction
of 30%. If the suppression level of a semi-armored vehicle is greater than
100, the speed reduction is calculated as one half the suppression level.
SECTION 23.15 (Clarification)
Many armored vehicles are given the capability to tow other units.
Normally, tanks and other combat AFV's did not tow artillery pieces, rocket
trailers, etc. However, in certain cases of extreme need they were used
in this capacity. Players may voluntarily limit AFV carrying capacities to
historical values, if so desired.
SECTION 23.16 (Addition)
Mud and Heavy mud ground conditions eliminate dust trails. Frozen ground
reduces dusts levels by 50%. Snow and heavy snow reduce dust levels by
70%.
SECTION 26 (Addition)
Vehicles moving through wire obstacles may cause the wire to be eliminated.
The probability of removing wire (per vehicle passing through the hex)
depends on the vehicle type: TRACKED 30%; HALFTRACKED 20%; WHEELED 10%.
Note that the wire is not reduced by one or two levels from the vehicle
movement. It is either completely eliminated from the hex, or remains
unaffected.
SECTION 28.5.1 (Correction)
The "near miss" footprint is calculated incorrectly, in that the "direct
hit" area was not subtracted from the value. Instead of 77 square meters,
the actual area is only 56 square meters (77 minus 21).
SECTION 34.1.1 (Correction)
The VP cost of vehicles is increased from the value shown in the table by
one point (per vehicle) for each 10mm of main gun caliber.
(Note) Improved Position and Mine points are not affected by supply or
morale considerations. For VP calculations, lanes count as mines.
SECTION 34.2 (Addition)
The game ends automatically when either side has no maneuver units left
on the map (detachments do not count as maneuver units).
SECTION 35.2 (Correction)
The second quote was incorrectly attributed to Erwin Rommel. Instead, it
is more correctly associated with von Moltke (the elder).
APPENDIX A.8 (Addition)
At the conclusion of each turn, the game is automatically saved to the
file 'QZRTL.OPS'. If for some reason you need to access this file (the
program locks up, the power is knocked out, etc.), copy QZRTL.OPS to
ZZ.OPS (in DOS use the command: "copy qzrtl.ops zz.ops <ENTER>").
Rebooting your computer (in the case of a lock-up) will have no effects
on the QZRTL.OPS file.
After copying the file, run TOP normally. Select SAVED GAME from the
menu. Your saved game (ZZ.OPS) will normally be the last one displayed,
and will show the current turn number. Of course, it's always a good
idea to save games every so often - just in case.
APPENDIX B.4.3 (Clarification)
Maps made with ADC for TOP may be less than 80 x 50 hexes (8 Km x 5 Km).
However, all maps MUST measure AT LEAST 16 x 8 (16 hexes left to right
and 8 top to bottom). Maps smaller than this will produce a TOP error
message, and the game will exit automatically.
************************ SCENARIO INFORMATION ************************
The TOP scenarios are for the most part historically correct. In
some cases, slight modifications have been made to the force structures in
the interests of improving play. All named TOP maps (including the scenario
maps) are entered directly from the German General Staff maps of the
Eastern Front published 1941-44. The scenario forces and situations were
taken from a variety of sources, including several regimental histories,
official military reports, and war memoirs.
I'd like to thank my wife, Elisa, for her time and efforts entering all of
the TOP maps in from the originals (using ADC).
In order to maintain some mystery surrounding the forces involved in each
scenario, exact strength and size values will not be used. Instead, only a
very general description will be given for each side.
The scenarios begin with the units of both forces already deployed on the map.
Players are always given an opportunity to modify these set-ups at the start
of a game. Units are NOT always loaded at the start of the game, even if
they are located in the same hex as a carrier unit. When issuing movement
commands during the first orders phase, always check if the passenger
units are loaded before giving movement commands to the carrier.
LOWICZ, Poland. 1939.
In this scenario, elements of the Polish Poznan Army, surrounded West of
the Bzura River, are attempting to break out in the direction of Warsaw.
The attack is being launched from a Polish bridgehead at Lowicz on the
east bank of the Bzura. Defending against the attack are elements of the
German 30th Infantry Division.
At the time, the Polish attack caught the German command almost completely
by surprise. In fact, the drive on Warsaw was temporarily halted to
release forces to contain the Polish breakthroughs. In the scenario, the
German player will be hard pressed to stop the Polish advance. The key
for both sides is in the effective use of fire support and mobile reserves.
Orienting the TOP map, North is towards the upper right corner. The
Polish force is attacking left to right (west to east).
ADAMOW, Poland. 1939.
At Adamow, southeast of Warsaw, the tables were turned. In this case the
German 13th Motorized Division found itself cut off and made an attempt to
break through to the west to link up with the 29th Division. Standing in
the way were elements of the Polish "Brzoza" Division.
This scenario is a hard-fought infantry battle. It is very unlikely that
the German forces will be able to reach the left map edge within the game
limit of 90 turns. In real life, the Germans did reach the west edge, but
just barely and only after a half-day battle. By then, the Poles had
brought up reinforcements in the form of the "Kmicica" Brigade. The
German attack ground to a halt, and eventually the Poles managed to regain
some of the lost ground.
Because this scenario contains very few mobile units, the game play is
fairly slow. New players should probably skip it in favor of one of the
more "exciting" scenarios.
On the map, north is at the top. The German forces are attacking right to
left (east to west).
DOROGOBUSH, Russia, USSR. 1941.
Dorogobush was the site of the last significant Soviet delaying action in
front of Smolensk. With orders to hold at all costs, elements of the
Soviet Sixteenth Army vainly tried to halt the advance of the German 29th
Motorized Division.
While this scenario is primarily an infantry battle, the motorized German
force possesses a high degree of mobility. Because of this, the Soviet
player probably can not block the German advance completely. Even so,
the German player must be careful - the Soviet force does have the ability
to inflict significant losses.
On the map, north is at the top. The Germans are attacking from left to
right (west to east).
W. BIRJUKOFF, Ukraine, USSR. 1942.
In late December, 1942, the Soviets launched an offensive against the
sector held by the Italian Eighth Army. This offensive was designed in
conjunction operation "URANUS", the encirclement of Stalingrad to the
south, with the objective of destroying the German Southern flank.
For the most part, the Italian units were overwhelmed and quickly
disintegrated under the onslaught of the superior Soviet forces.
However, at isolated locations some Italian units managed to make a stand -
if only for a short time. This scenario represents one of those stands,
made by part of the Celere Division against the advance elements of the
Soviet 197th Guards Rifle Division in the broken terrain east of Meshkoff.
This scenario is an almost exclusively infantry battle. However, the
Soviet force includes some good fire support. If used effectively, the
Italian player will have his hands full. Normally, this game can hang in
the balance until the very end.
On the map, North is towards the top. The Soviets are attacking from right
to left (east to west).
GERESHENOWKA, Ukraine, USSR. 1944.
A battle in the general "mud offensive" in the Spring of 1944, this
scenario recreates the last ditch effort of the Germans to keep the Soviets
from capturing the critical supply base at Uman. Unfortunately for the
Germans, the defending force of stragglers and rear echelon troops (mostly
from the VII Corps) was no match against the advancing Soviet XVI Tank
Corps. This battle took place on 9 March. The Soviets captured Uman the
next day.
This scenario is notable for the fact that it takes place during the mud
season. In a large measure, the mud reduces the Soviet edge in mobility,
at least for off road movement.
Historical note: The German armor in this scenario is comprised of small
"ad-hoc" units. These units were hastily improvised from vehicles in the
Uman maintenance shops and men returning from leave or on duty in Uman.
North is at the top of the map. The Soviets are attacking from right to
left (east to west).
BUKRIN, Ukraine, USSR. 1943.
In the late summer of 1943, the German forces in the Ukraine pulled
back behind the Dnieper River. Even though the German forces prevented
the Soviets from using any the five major bridges across the river, the
Soviets managed to push units onto the west bank none the less. As the
Germans soon learned, if these small bridgeheads were not eliminated
immediately the Soviets would continue to pour in troops and equipment.
Within the space of only a few days, or at most a week, the bridgehead
became impregnable. Soon after that, the force would be strong enough to
break out, and thereby in most cases force the Germans off the entire
river line. With the stakes high for both sides, the "battles for the
bridgeheads" were exceptionally fierce actions, but conducted with only
what forces could be scraped together quickly.
The Bukrin bridgehead over the Dnieper (south of Kiev) was established on
the 23rd of September by the 8th Guards Rifle and 69th Mechanized Brigades.
This scenario represents the action on 28 September. The 69th Mech
Brigade was attacking to expand the bridgehead to the south, and ran into
the 19th Panzer Division attacking to the north.
North is towards the left side of the map. The Soviets are attacking
from left to right (north to south), and the Germans from right to left
(south to north). The river along the east edge (top) is the Dnieper.
Playability Note: This scenario is set up as a meeting engagement. As
such, it may take 20 or more turns for the respective forces to come
into contact. Players looking for a quick game should either play another
scenario, or use the FAST TURN MODE option.
RYMANOW, Poland. 1944.
This action is part of the initial Soviet offensive to capture the Dukla
Pass at the Czech-Polish border. On 10 September the IV Guards Tank Corps
and the I Czech Corps attacked south on both sides of the German 208th
Infantry Division. On the 12th, the pincers met south of Rymanow, trapping
part of the German force, and setting the stage for a further advance.
This scenario takes place on the far right of the 208th Division's lines
along the Wistok River. The Soviet attack is being delivered by parts of
the IV Guards Tank Corps.
North is towards the right. The Soviet forces are attacking from right to
left (north to south).
PROKHORVKA, Russia, USSR. 1943.
The best has been saved for last. With clearly more tanks engaged than
at any other time in the battle of Kursk, the meeting engagement around
Prokhorvka was the greatest tank battle in history. On 12 July 1943, the
II SS Panzer Corps and the Fifth Guards Tank Army simultaneously attacked
(the Germans to the north, and the Soviets to the south). The resulting
head-on collision initiated a wild melee, the likes of which has never been
seen before or since. When the smoke and dust cleared, both sides had
suffered huge losses and were exhausted. But, the German attack had been
stopped in its tracks. The failure of this attack sealed the fate of
Citadele, and along with it, ultimately doomed the Third Reich.
This scenario recreates the meeting engagement between the Liebstandarte
Adolph Hitler (1st SS Panzer Division) and the 18th and 29th Soviet Tank
Corps. Like the battle, this scenario is enormous - with over 400 tanks
and vehicles on the map at the start!
Because of the large number of tanks and units compressed into such a
relatively small area, a number of historical and mechanical modifications
have been made to this scenario. First, infantry forces are basically not
included. While infantry units were present on the battlefield, during
this very deadly and mobile engagement their importance was much less
than the tanks and AFV's.
Secondly, the normal TOP force structures have been changed to accommodate
almost the entire LAH and 29th Tank Corps. For the most part, this was
accomplished by making what would normally be a company (HQ + 3 platoons)
into a battalion (9 platoons + HQ).
While perhaps not completely historical, this scenario provides a very good
"feel" for the intensity and destruction of that day's unique action.
On the map, North is to the upper right corner. The Germans are attacking
left to right (southwest to northeast), and the Soviets right to left
(northeast to southwest).
Playability note: This scenario, Because of its size, takes quite a long
time to get going and complete. Once the action starts, the game speed may
be increased by reducing the message detail levels and delay. Even so, if
you're looking for a quick game THIS IS NOT IT!
********************* GENERAL MAP DESCRIPTIONS ********************
Note: The named maps included with TOP all measure 80 hexes by 50 hexes.
They were entered directly from the German General Staff and Stavka
maps, and within this context are completely and historically accurate.
The numbered maps are smaller than 80 x 50, and in most cases are not
translated from actual topography. The numbered map sizes are shown
in parenthesis, with the first number being the horizontal measurement,
and the second the vertical (north-south).
The smaller numbered maps are provided to facilitate quick games, or
those with limited forces. To keep a manageable force ratio, generally
allow AT LEAST 10 hexes (1 Km) of north-south frontage for each battalion
(of the larger force). Otherwise, there will not be enough room to
maneuver without the units becoming hopelessly entangled.
LOWICZ (AA.MAP) West Central Poland:
Terrain is very flat. Some woods and crop cover terrain, about 10%.
Good east-west roads along the top half of the map.
ADAMOW (AB.MAP) East Central Poland:
Terrain is hilly, with heavy woods (50%) on west side. The east side
is flat and clear, with a small built up area.
DOROGOBUSH (AC.MAP) West of Smolensk:
Fairly hilly terrain links forms an east-west ridge across the map. The
map includes quite a bit of cover (75%), and a fair number of roads,
which are mostly north-south.
RYSHKOWO (AD.MAP) East of Veliki Luki:
Two parallel north-south ridges are the primary map features. Cover is
light, 10% or so. One road and one railroad run east-west across the
map.
W. BIRJUKOFF (AE.MAP) South of Voronezh (along the Don):
Rolling hills on each side of an east-west stream. Very little cover,
less than 10%.
GERESHENOWKA (AF.MAP) Just east of Uman:
Several ridges meet in the middle of the map, each coming in from a
different angle. In between the ridges run 2 streams (one west to east
and one north to south) which meet in the lower center of the map, and
continue off to the southeast. There is one east-west road. Cover is
light, about 10%.
BUKRIN (AG.MAP) South of Kiev (along the Dnieper):
Very rugged terrain including several hilltops of maximum elevation, and
steep cliffs and ravines. The map is traversed by a few east-west roads
and trails. Cover is light, about 10%.
RYMANOW (AH.MAP) Southern Poland:
Very rugged topography, with ravines and cliffs. Very little cover,
less than 10%. The road net is mostly north-south, but is connected by
a number of secondary east-west trails.
PERKJARWI (AI.MAP) North of Leningrad:
Mostly flat, but very heavily wooded (75%). One east west railroad,
which runs along an alternating series of east-west roads and trails.
PROKHOROVKA (AJ.MAP) South of Kursk:
Hilly terrain broken by a series of ravines. Very little cover, less
than 10%. No east-west roads or trails.
OBERNDORF (AK.MAP) Austria (near Salzburg):
A river flood plain cuts the map in half diagonally (northwest to
southeast), with hills to the southwest and northeast. The river
is crossed by one bridge and one ford. Cover is moderate, about 20%.
S. ROSSOSCHKA (AL.MAP) West of Stalingrad:
Sloping terrain with almost no cover (less than 10%). There is only a
single east-west trail.
MAP #1 (40 x 20) (BA.MAP):
Are includes a gentle north-south slope across the entire map. There is
a good east-west trial network, but virtually no cover (less than 10%).
MAP #2 (40 x 20) (BB.MAP):
Flat terrain, with a single east-west trail. Cover is moderate, about
30%.
MAP #3 (40 x 20) (BC.MAP):
This map includes a large hill mass that begins near the western edge,
and increases in elevation to the east. There is light cover, of
about 10%, and a single east-west road runs along the bottom of the map.
MAP #4 (65 x 15) (BD.MAP):
This map includes several parallel low ridges running north-south across
the grain. A small stream runs north-south down the middle of the map,
in between two of the ridge lines. A single road runs perpendicular to
these features in an east-west direction, and crosses the stream at a
bridge. Cover is very light, less than 10%.
MAP #5 (25 x 35) (BE.MAP):
Very flat map, divided by an east-west stream. A single north-south
road and an east-west trail meet in the center of the map inside a
village. The map contains a good deal of crop cover, about 30%.
MAP #6 (20 x 20) (BF.MAP):
Perfect for small infantry battles, this map is a small segment of a
north-south ridge line. The map contains no cover or roads.