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Text File | 1991-11-16 | 90.0 KB | 2,378 lines |
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- TABLE OF CONTENTS (Version 2.01, First Edition)
- page page
- 1.1 INTRODUCTION.......... 1 4.1 INPUT DEVICES...................... 13
- 1.2 Getting Started....... 1 4.2 Keyboard........................... 13
- 1.3 Introductory Screen... 1 4.3 Joystick........................... 14
- 4.4 Mouse.............................. 14
- 2.1 THE GAME SCREEN....... 2 4.5 Multiple Methods................... 14
- 2.2 The Game Map.......... 2
- 2.3 Special Terrain....... 3 5.1 ROUTINE OF PLAY.................... 15
- 2.4 Control............... 5 5.2 Phase I- Count and display VP's.... 15
- 2.5 Movement Restrictions. 5 5.3 Phase II- Allocate Military Points. 16
- 2.6 Date.................. 6 5.4 Phase III- Initial Supply Check.... 17
- 2.7 Player Turn........... 6 5.5 Phase IV- Military Operations Query 18
- 2.8 Text Window........... 6 5.6 Phase V- Build and Deployment Phase 20
- 2.9 SCROLL button......... 6 5.7 Phase VI- Surrender and Demobilize. 22
- 2.10 DIRECTION Button..... 6 5.8 Phase VII- Destroy Unsupplied Units 22
- 2.11 END Button........... 7 5.9 Defensive Air and Navy Options..... 22
- 2.12 NEXT Button.......... 7 5.10 Military Aid Convoy............... 23
- 2.13 Defensive Air, Navy.. 7
- 2.14 Military Points...... 7 6.1 COMBAT............................. 24
- 6.2 Combat Results..................... 24
- 3.1 UNIT DESCRIPTIONS..... 7 6.3 Automatic Retreats................. 25
- 3.2 Ground Units.......... 8 6.4 Combat Modifiers................... 25
- 3.3 Zone-of-Control (ZOC). 8 6.5 Ground Support..................... 26
- 3.4 Air Units.............10 6.6 French, Italian Incompetence....... 26
- 3.5 Sea Units............ 11 6.7 Anglo-Franco non-cooperation....... 26
- 3.6 Troop Transport...... 12 6.8 Russian Winter..................... 26
- 3.7 ID Numbers........... 12 6.9 Rommel's Tactical Genius........... 26
- 3.8 Stack Counters....... 12 6.10 Combat Results Tables............. 26
- 3.9 MC- Mission Completed 12 6.11 Amphibious Assault................ 27
-
- HARDWARE REQUIREMENTS: 7.1 NEUTRALS........................... 27
- ----------------------------- 7.2 Italy Enters the War............... 28
- IBM(tm) PC or 100% Compatible 7.3 Soviets Enter the War.............. 28
- CGA, EGA or VGA graphics card 7.4 USA Enters the War................. 28
- 512K memory
- Supports Mouse and Joystick(s) 8.0 SCENARIO 1-3.................... 29-31
- Hard Drive required
- 9.0 GLOSSARY, SHORT CUTS, EXHIBIT... 32-34
- Version 1.03 is available to
- users without a hard drive. 10.0 SCENARIOS 4-13, SCENARIO EDITOR..35-45
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- (i)
-
- PREFACE
-
- Changes From Version 1.02 to 2.01.
-
- 1) Version 2.01 supports VGA/EGA (16 color) and CGA (4 color).
- The 16 color capability forced us to transfer some of the
- memory requirements to disk. BIG THREE now creates between
- 40 and 108 temporary storage files with the extension *.BRD.
- They are automatically erased upon exiting BIG THREE.
-
- 2) On the GAME SCREEN, the SKIP and LATER buttons have been
- replaced with END and NEXT, respectively. These are more
- accurate descriptions of the buttons actual purpose. Also,
- use the "N" button (for NEXT) in all places where you would
- normally have used the "L" button (for LATER).
-
- 3) The automatic scrolling function should now work properly.
-
- 4) All players can now use the mouse as an input device. Defensive
- Air and Navy may be activated by moving the cursor over their
- respective buttons and pressing the 1st button on the input
- device.
-
- 5) If Italy is still neutral, Italian troops cannot enter Germany
- or other Axis countries. German troops cannot enter Italy or
- Lybia.
-
- 6) The amphibious assault subroutine had several errors that have
- been fixed.
-
- 7) Several other minor error corrections and changes were made
- that are not worth documenting.
-
- NOTE:
-
- Several users reported "ghost" units. That is, units that
- appear on the map but are not really there. I tried to
- recreate this error but could not. If ghost units appear,
- simply return to the MAIN MENU, SAVE the game, LOAD and
- START.
-
- BUG AND ERROR REPORTING
-
- Users are the best source of bug detection due to BIG THREE's
- complex nature. Please contact us by letter or phone and
- give as detailed a description of the bug as possible.
-
- BIG THREE copyright (c) 1991 by SDJ Enterprises, Inc., (v 2.01)
-
- All rights reserved. No part of this publication may be reproduced,
- stored in a retrieval system, or transmitted, in any form or by any
- means, electronic, mechanical, photocopying, recording, or otherwise,
- without the express, prior written permission of SDJ Enterprises, Inc.
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- (1)
-
- 1.1 INTRODUCTION
-
- BIG THREE is the ultimate WWII strategy game. You control
- all the action from the desolate fiords of Norway to the
- scorching sands of Egypt, from the strategic Rock of
- Gibralter to the frozen streets of Moscow. Recreate the
- epic and fiercely fought battles of Tobruk and Stalingrad.
- Decide to open your second front in Normandy or the "soft
- underbelly" of Europe (Italy). Build bombers to hit your
- opponent's cities or build tanks and fighters to encircle
- and destroy his armies at the front. BIG THREE gives you
- all this in an easy-to-use format plus excellent graphics.
-
- Each player assumes supreme command of the Axis, Allied or
- Soviet forces in Europe during 1939-1945. Players can
- choose from three scenarios (register today and receive four
- addition scenarios plus a scenario editor) or a previously
- saved game. Players that perform better than their
- historical counterparts will normally win and those that
- under perform will normally lose.
-
- 1.2 Getting Started
-
- Boot up DOS 2.0 or higher and put the Start-Up disk into
- the default drive. Type BIGTHREE and press [ENTER]. Wait
- for the program to load. After the copyright and donation
- request screens appears, follow the instructions.
-
- BIG THREE will often ask you to press the 1st or 2nd button
- to accomplish a task. When using the keyboard, the 1st
- button is the space bar (or Enter key) and the 2nd button is
- the "L" key. When using a joystick, the 1st button is the
- main trigger button and the 2nd button is the secondary
- trigger button. When using a mouse, the 1st button is the
- left button and the 2nd button is the right button. The
- "Esc" key can be used to cancel erroneous input or halt
- combat.
-
- 1.3 Introductory Screen
-
- The Introductory screen has a picture of the original big
- three, Winston Churchill of Great Britain, Franklin D.
- Roosevelt of the United States and Joseph Stalin of the
- Soviet Union. The Introductory screen also displays a
- message stating which input devices are available, which one
- is currently active and the Main Menu (see below).
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- (2)
- MAIN
- MENU FUNCTION
- ---- ------------------
- New Loads and briefly describes one of seven scenarios.
- Load Loads a previously saved game into memory.
- Save Saves the current game in progress (filename.WW2)
- Start Starts the currently loaded scenario or saved game.
- Input Displays the input menu (see below).
- Quit Quit the game and exit to DOS.
- F1 key Toggles the sound "on" and "off".
- F2 key Toggles automatic game save (autosave) "on" and "off".
- F9 key Temporarily exits to DOS (COMMAND.COM must be present
- in default drive or accessible through PATH command).
- Type "EXIT" at DOS prompt to return to the MAIN MENU.
-
- While playing a scenario, you may want to return to the
- MAIN MENU to start a new scenario or save the current
- scenario. To do so, press the "Esc" key at the Display
- Victory Points Phase (after the music stops playing.)
-
- INPUT
- MENU FUNCTION
- ----- ------------------
- Active Displays and changes the current active input device.
- Player Displays a player's input device. Also allows that
- player to change devices using DEVICE (see below).
- Device Changes a player's input device (if available).
- Exit Returns to the MAIN MENU.
-
- 2.1 THE GAME SCREEN
-
- After selecting a pre-made scenario or loading a saved game,
- move the highlighter over START and hit the 1st or 2nd
- button. Wait for BIG THREE to load the game map and unit
- locations into memory. After it's done loading, BIG THREE
- will display the game screen.
-
- The game screen (see exhibit on page 34) presents the game
- map, date, player turn, text window, SCROLL button, six
- DIRECTION buttons, the END button, the NEXT button, the
- DEFENSIVE AIR and NAVY buttons, and each player's current
- military points (MP). Each of these are described in detail
- below.
-
- 2.2 The Game Map
-
- The game map depicts Europe, North Africa and the Middle
- East at the start of World War II. Due to space
- limitations, most of the countries' names are abbreviated
- (see glossary for list of abbreviations). Axis countries
- and colonies are grey, allied countries and colonies are
- dark green (blue in EGA), the Soviet Union is red, neutral
- countries are white, prohibited areas are white with black
- dots, and sea areas are green (blue in EGA).
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- Some scenarios only use a subset of the game map, leaving
- the rest of the map inaccessible. Also, some areas that
- normally aren't considered prohibited may be designated that
- way, depending on the scenario. Players are urged to
- familiarize themselves with the game map at the start of
- each scenario by entering the SCROLL mode (see below).
-
- The game map is superimposed over a hexagonal grid of
- eighteen rows and eighteen columns, for a total of 324
- areas. (Register today and receive a complementary game
- map.) Each area is about 200 kilometers in diameter. Only
- ten rows and twelve columns can appear at any one time. To
- see the rest, enter the SCROLL mode (see below).
-
- For geographic, logistic and political reasons, the game map
- is divided into three fronts- western, eastern and
- Mediterranean. A heavy red line delineates the division
- between fronts. The western front encompasses the USA,
- Great Britain, France, Germany, etc. The Eastern Front
- includes the USSR, Poland, Finland, etc. The Mediterranean
- Front includes Italy, Yugoslavia, Greece, Spain, Turkey,
- North Africa, etc.
-
- 2.3 Special Terrain
-
- Many areas have special terrain, such as capitals
- (designated by a flag), ports (an anchor), industry (a
- factory), mountains (black inverted v's), forts (a jagged
- edge) and marsh (green inverted v's). Note, some areas are
- a combination of terrains (e.g., port and industry).
-
- CAPITALS - There are eight capital areas, two Axis,
- three Allied and three Soviet. Each capital is
- designated by a flag representing either Germany, Italy,
- Great Britain, France, the United States or the Soviet
- Union. Occupying an enemy capital will normally force
- that country to surrender and demobilize its troops.
- (Exception: the Axis must simultaneous control all three
- Soviet capitals to force surrender. Also, the United
- States cannot be forced to surrender.) Note, a country
- always has one season to counter-attack before being
- forced to surrender and demobilize.
-
- Capitals are the main source of supply. Units inside
- them cannot be destroyed due to a lack of supply. Excep-
- tion: Soviet capitals can only supply Soviet units. Cap-
- itals are difficult to attack because of their numerous
- reinforced buildings. All attacks against capitals are
- at -1. Defenders cannot be forced to retreat from a
- capital during attrition operations.
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- Friendly capitals are worth 3 VP's each while occupied
- enemy capitals are worth only 1 VP each. (Exception:
- Moscow, the middle Soviet capital, is worth 2 VP's to
- the Soviet player while the other two capitals are worth
- only 1 VP each. Also, the United States' capital is
- worth 6 VP's.)
-
- PORTS - All fleets must return to a port by the end of
- the season or be destroyed. (Exception: defensive fleets
- may stay at sea until the end of the owning player's
- next turn.) Defending units cannot be forced to retreat
- from a port during attrition operations.
-
- A Port may be converted into a bridgehead after a
- successful amphibious assault or when a fleet enters a
- friendly, unsupplied port during an offensive operation.
- Also, some ports may start the scenario as a bridgehead.
- Bridgeheads cost 2 MP's to build and serve as a source
- of supply. All attacks against bridgeheads are at -1.
- Enemy ground units automatically destroy a bridgehead
- (convert it back to a port) by moving onto it.
-
- INDUSTRY - Industrial areas provide materiel to sustain
- the war effort. Also, they are harder to attack because
- of their numerous reinforced buildings. All attacks
- against industrial areas are at -1. All industrial
- areas are worth 1 VP each. (Exception: the United
- States' industrial areas are worth 2 VP's each.)
- Defending units cannot be forced to retreat from an
- industrial area during attrition operations.
-
- MOUNTAINS - Mountain areas are difficult to move in and
- attack. All attacks against mountain areas are at -1.
-
- FORTS - Forts are entrenched, reinforced fortifications.
- All attacks against fortress areas are at -3. Also,
- units inside forts cannot be destroyed due to lack of
- supply.
-
- The Maginot Line (the only fortress in France) ceases to
- be a fortress after it's occupied by Axis ground units
- or after France falls.
-
- MARSH - Marsh areas are difficult to move in and afford
- the defender much protection. All attacks against marsh
- areas are at -1.
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- BLACK ARROWS - The game map has three solid black
- arrows. One is located in the north next to Norway,
- another in the southwest next to French North Africa,
- and another in the southeast just below the Suez canal.
-
- The arrow in the north (To Mur.) represents the
- direction Allied fleets must move when trying to deliver
- military supplies to the Soviets via Murmansk. Fleets
- can only deliver military supplies during non-winter
- turns in the deployment phase.
-
- The arrow in the southwest (To Suez) represents the
- direction units must be moved to go around the southern
- tip of Africa to the Suez canal. The arrow in the
- southeast (To Atl.) represents the direction units must
- move to go to the Atlantic. Note, you must use the
- direction buttons (see section 2.10) to move a unit off
- th map in the direction of the arrows. Units can only
- move around Africa during the deployment phase. Only
- Allied units can move around Africa.
-
- 2.4 Control
-
- All non-prohibited land areas start out being controlled by
- the either the Axis, Allied, or Soviet player, or a neutral
- country. No player can ever control a prohibited or sea
- area. To gain control of an area, simply move an infantry
- or armored unit into it. Also, an airborne unit can gain
- control by ending Phase IV (Military Operations Query) in an
- unoccupied, enemy controlled area.
-
- Only controlled areas can be in supply during your turn.
- Only controlled areas and sea areas can be moved through
- during deployment. (Exception: fighters and bombers can move
- over enemy controlled areas but will be destroyed if they
- end the season there.) During offensive operations, fighters
- can only move over controlled areas. Fleets can only enter
- land areas that are controlled and have a port. (Exception:
- Fleets transporting infantry or armor may launch amphibious
- assaults against unoccupied, enemy ports or islands.)
-
- 2.5 Movement Restrictions
-
- Axis units can never enter the USA. Allied units can't enter
- Soviet areas if they are occupied by a Soviet unit. Also,
- the Soviets cannot enter Allied areas if occupied by an
- Allied unit. British ground units cannot enter the French
- capital unless France has already surrendered.
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- 2.6 Date
-
- The current season (spring, summer or winter) and year
- (1939-1945). Note, Spring runs from March to June, Summer
- runs from July to October, and Winter runs from November to
- February.
-
- 2.7 Player Turn
-
- The current player turn - Axis, Allied or Soviet. Note, the
- enemy player(s) is called the defensive player.
-
- 2.8 Text Window
-
- The Text window displays a variety of messages to
- communicate what's going on to the players.
-
- 2.9 SCROLL button
-
- Press the SCROLL button to enter the scroll mode. Then,
- press one of the DIRECTION keys to move the map in the
- desired direction. To exit the SCROLL mode, press the
- SCROLL button or the 2nd button.
-
- The scroll mode also allows you to gather information about
- a particular area. Move the cursor over the area and press
- the 1st button. The text window displays who controls the
- area, its supply status and any special terrain, such as
- capital, industry, port or island.
-
- You can also enter the scroll mode during the military
- operations query by pressing the 2nd button. Finally, the
- game map will automatically scroll when you move a unit off
- the "edge" using a DIRECTION button.
-
- 2.10 DIRECTION Button
-
- There are six direction buttons located immediately below
- the SCROLL button. You can move a unit or scroll the game
- map (if you're in the scroll mode) by moving the cursor over
- the desired DIRECTION button and pressing the 1st button.
- Note, when your enter the scroll mode, END and NEXT are
- replaced with the UP and DOWN DIRECTION buttons. END and
- NEXT will return upon exiting the scroll mode.
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- 2.11 END Button
-
- The END button ends the blinking unit's movement for the
- remainder of the military operation and causes a new unit to
- start blinking.
-
- 2.12 NEXT Button
-
- The NEXT button causes a new unit to start blinking. Note,
- pressing the 2nd button or "N" key accomplishes the same thing.
-
- 2.13 Defensive Air and Navy Buttons
-
- The defensive air button allows a player to move his
- fighters during the enemies' turn. The defensive navy
- button allows a player to move his fleets during the
- enemies' turn. These buttons are important when trying to
- thwart an enemy attack. (See section 5.9 for details.)
-
- 2.14 Military Points
-
- The bottom right hand corner of the game map displays each
- player's current number of Military Points (MP's). The Axis
- player's MP's are next to the German and Italian hybrid flag
- (top). The Allied player's MP's are next to the British,
- French and USA hybrid flag (middle). The Soviet MP's are
- next to the Soviet flag (hammer and sickle on the bottom).
-
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- 3.1 UNIT DESCRIPTIONS
-
- All infantry, armor, fighters, fleets, airborne, bombers and
- U-boats are collectively known as "units". An area is
- considered occupied if it contains any units.
-
- Each scenario has it's own unique set of units and when they
- are available. Players should refer to the Scenario
- description for details. Each player's armies are a
- coalition of the following:
-
- Axis
-
- In CGA, German, Finnish, Romanian, and other unspecified minor
- allies are black and white with blue borders. Italian units
- are black and blue with red borders. In EGA, German, Finnish,
- and Romanian units are grey and black with blue borders and
- Italian units are black and gold with red borders.
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- (8)
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- Allied
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- Britain's army is a diverse combination from Canada,
- Australia, India, Poland, New Zealand, Free French and
- others. In CGA, they are light green and black with black
- borders. In EGA they are brown and white with black borders.
- In CGA, French units are green and black with red borders. In
- EGA, French units are blue and white with red borders. USA
- units are green and black with black borders in both EGA and CGA.
-
- Soviet
-
- In EGA and CGA, Soviet units are red and black with black borders.
-
- Neutral
-
- Swedish, Spanish, Yugoslavian, Greek and Turkish units are
- white and black with black borders.
-
- 3.2 Ground Units
-
- Ground units include all infantry and armor units. They may
- not stack with other ground units and cannot move across
- water except when transported by a fleet. (Exceptions:
- ground units may stack with friendly Neutral units. Also,
- ground units can move back and forth from the Italian
- mainland to Sicily, the triangular island at the end of the
- boot. Finally, ground units can move across water into
- adjacent land areas during deployment.)
-
- Ground units must advance into an unoccupied area vacated by
- a retreating or destroyed enemy unit.
-
- 3.3 Zone-of-Control (ZOC)
-
- Ground units exert a ZOC into adjacent land areas. A ZOC
- interferes with enemy movement, retreat and supply. Note, a
- ZOC has no effect on friendly units.
-
- Infantry cannot move from one ZOC to another ZOC. Armor can
- move from ZOC to ZOC but must expend two movements to do so.
- Important: during offensive operations, armored units can
- still move from ZOC to ZOC even if they only have one move
- remaining (i.e., They can exceed their 3 move allowance.)
-
- A line of supply can be traced into a ZOC but not through
- it.
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- Cost Type Summary
- ---- ------ ------------------
- 1 Infantry -Depicted by a rifle or machine gun.
- -Two moves during offensive or attrition
- operations.
- -Attacks vs. armor at -1.
- -Cannot move from one ZOC to another ZOC.
- -Exert ZOC on adjacent areas.
- -Destroyed if not kept in supply.
- -Must advance into unoccupied, enemy areas after
- defender destroyed or defender retreat.
- -Cannot stack with other ground units, except
- neutrals.
- -Cannot move during strategic operations.
- -Can be loaded onto fleets during deployment
- and then transported across sea areas during
- deployment or offensive operations.
- -Have no moves left after amphibious assault. Have
- one move left after unloading at friendly port.
-
- 2 Armor -Depicted by a tank.
- -Three moves during offensive or attrition
- operations.
- -During offensive operations, attacks
- resulting in a defender destroyed or defender
- retreat allow the armor one additional
- movement. Only applicable once per season.
- -Attacks vs. infantry at +1.
- -Required to expend two moves when going from ZOC
- to ZOC. Note, during offensive operations, armored
- units can still move from ZOC to ZOC even if they
- only have one move left.
- -Exert ZOC on adjacent areas.
- -Destroyed if not kept in supply.
- -Must advance into unoccupied, enemy areas after
- defender destroyed or defender retreat.
- -Cannot stack with other ground units, except
- neutrals.
- -Cannot move during strategic operations.
- -Can be loaded onto fleets during deployment
- and then transported across sea areas during
- deployment or offensive operations.
- -Have one move left after amphibious assault. Have
- two moves left after unloading at friendly port.
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- 3.4 Air Units
-
- Air units can move across sea areas. Air units may stack
- with other units. During strategic operations, fighters and
- bombers can move over enemy controlled areas. Air units are
- destroyed if they end movement over a sea area or if they
- end the season over an enemy occupied area. Fighters and
- bombers will also be destroyed if they are left over enemy
- controlled areas.
-
- Cost Type Summary
- ---- ------ ------------------
- 3 Fighters -Depicted by the front of an airplane.
- -During offensive or strategic operations,
- five moves before combat, two moves after
- combat. Exception: USA fighters, after
- 1942, have four moves after combat.
- -During offensive operations, cannot move
- into enemy controlled areas.
- -Cannot move during attrition operations.
- -Cannot attack or defend if they start the season
- in an unsupplied area.
- -Not required to advance into a vacated enemy
- area after defender destroyed or defender retreat.
- -Have a better chance than ground units of
- surviving an attack on the enemy.
- -During offensive operations, must be stacked
- with supplied ground unit or fleet to
- attack enemy ground units.
- -Can only conduct one mission per season.
- Missions include attacks on other units and
- attacks from other units. Exception: Bombers
- moving into fighters must always enter combat.
- - Can attack and destroy U-boat during offensive
- operations.
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- 4 Bombers -Depicted by the front of a large airplane.
- -Allowed 12 moves during strategic operations.
- -Cannot move during offensive or attrition
- operations.
- -Cannot conduct bombing missions if they start
- the season in an unsupplied area.
- -Destroy 1 enemy MP by moving over enemy
- capitals or enemy home industrial areas.
- (Exception: the Axis can only bomb the British
- or French capitals.) The bombs are dropped
- when the bomber tries to exit the area.
- -Can only conduct one bombing mission per season.
- -Each enemy capital or home industrial area
- can only be bombed once per season.
- -Bombers moving into enemy fighters must enter
- combat even if fighter already conducted a mission.
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- 3 Airborne -Depicted by a parachute.
- -Allowed 3 moves during offensive operations.
- -Can't move during attrition or strategic operations.
- -During offensive operations, can move over
- enemy occupied or enemy controlled areas.
- -Can take control of unoccupied, enemy controlled
- areas at the end of Phase IV - Military Operations
- Query (i.e., after all other combat has occurred)
- -Destroyed if not kept in supply.
- -Defend at -2 vs. armor, -1 against everything else.
- -Once per season during an offensive operation, if
- a friendly airborne unit is in the same area as an
- enemy ground unit or where your amphibious assault
- occurs, add +1 to the attack. Note, afterward, the
- airborne can't move for the rest of the operation.
- -Destroyed if it ends movement over a sea area or
- if ends season over enemy occupied area.
- -Cannot be rebuilt if destroyed by "out of supply".
-
- HINT: Airborne units can successfully invade unoccupied islands
- by moving over the island during offensive operations, and then
- withdrawing during the subsequent deployment phase.
-
- 3.5 Sea Units
-
- Sea units cannot move across land except into a port. They
- cannot end the season out of port or they will be destroyed.
- (Exception: defensive fleets may end their opponent's turn
- out of port.) Sea units may freely stack with other units.
-
- Cost Type Summary
- ---- ------ ------------------
- 5 Fleet -Depicted by a battleship.
- -During offensive operations, allowed fifty moves.
- -Cannot move during attrition or strategic operations.
- -Can load ground units during deployment if no other
- missions were conducted that season.
- -Can transport ground units across sea areas and
- unload at friendly ports during deployment or
- offensive operations.
- -Can attack ground units with shore bombardment.
- -If transporting amphibious infantry or armor,
- fleets can launch amphibious assaults against
- unoccupied, enemy ports or islands.
- -During offensive operations, can provide supply to
- port or island or may build bridgeheads in unsupplied,
- friendly ports (must have at least 2 MP's to do so).
- -Can deliver military aid to the Soviets via
- Murmansk during non-winter deployments or via
- Suez if Persia is under Allied control.
- -Allied fleets can sail around Africa during deployment.
- -Can only conduct one mission per season. Missions
- include shore bombardment, loading ground units,
- delivery of Soviet military aid, and attacks on units.
- -Can attack U-boat during offensive operations.
- -Attack at -1 (cumulatively) for every three areas
- moved during the current season.
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-
- Cost Type Summary
- ---- ------ ------------------
- 3 U-boat -Depicted by a submarine.
- -Can only move during deployment.
- -Can destroy allied MP's by ending the allied
- turn in the Atlantic Ocean. Some locations
- destroy no MP's, others 1 or 2 MP's (depending
- on a random number). You be the judge of the
- best areas to hunt.
-
- 3.6 Troop Transport
-
- To load ground units, be sure that the ground unit and fleet
- are occupying adjacent areas and that one of them is in a
- friendly port. (Exception: ground units on an island don't
- need to have a port nearby to load up.) Then, during
- deployment, simply move the ground unit into the same area
- as the fleet and answer "Yes" to the question prompt, "Want
- to load troops?"
-
- IMPORTANT: Fleets that have already conducted a mission
- that season may not load any troops. To unload ground units,
- move the fleet into a friendly port and answer "Yes" to the
- question prompt, "Want to unload troops?"
-
- After unloading at a friendly port, infantry have one move
- left and armored units have two moves left.
-
- 3.7 ID Numbers
-
- Each unit has an ID number to help the player's keep track
- of their units. The ID number appears in the second line of
- the text window (to the far right, inside parenthesis)
- during offensive, attrition and strategic operations and
- during deployment. It also appears to the right of the
- current buildable unit (underneath the BUILD function).
-
- 3.8 Stack Counters
-
- When more than one unit occupies the same area, a small
- number appears in the lower right hand corner of the top
- unit. This number represents the total number of units
- "stacked" in the area and is meant to help the players keep
- track of where their units are.
-
- 3.9 MC (Mission Completed)
-
- To help the players keep track of which fighters, bombers
- and fleets have already completed a mission (and are thus
- unable to make further attacks), an MC (mission completed)
- appears in the text area next to the unit type.
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-
- 4.1 INPUT DEVICES
-
- BIG THREE features an easy to use "point and click" input
- system that allows players to concentrate their energy on
- developing and implementing a winning strategy. Each player
- needs only one input device (mouse, joystick or keyboard) to
- play the entire game (Exception: players may periodically
- need to use the "Esc" key to cancel erroneous input.) The
- program automatically checks to see which devices are
- available and assigns one to each player. To find out which
- device each player is assigned, use the INPUT function on
- the MAIN Menu and then the PLAYER function. To change input
- devices, use the DEVICE function.
-
- If the keyboard is the only available device, BIG THREE
- allows all the players to share the keyboard. If only two
- devices are available, the Allied and Soviet player should
- share the keyboard.
-
- BIG THREE supports four different input devices; the
- keyboard, joystick A, joystick B and the Microsoft (tm)
- mouse. (To use mouse, install mouse software first.)
-
- 4.2 Keyboard
-
- During your turn, use the numeric keypad to move the
- highlighter or the cursor in the desired direction.
- Depending on the circumstances, pressing the space bar will
- erase the text window and continue the game, or initiate the
- highlighted option, or move the blinking unit towards the
- cursor, etc. Pressing the "L" key will also erase the text
- window and continue the game, or cause a new unit to start
- blinking, or exit the SCROLL or DEPLOY modes, or enter the
- SCROLL mode at the military option text window, etc.
-
- During your opponent's turn, pressing the "Q" key will
- highlight the Defensive Air option. Pressing the "Z" key
- will highlight the Defensive Navy option. The Axis or
- Allied player activates the highlighted option by pressing
- the "A" key; the Soviet by pressing the "S" key. After
- you've activated one of the Defensive options, pressing the
- "L" key will cause a new unit to start blinking. After all
- defensive units have had a chance to move, control
- automatically returns to the player whose turn it is.
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- 4.3 Joystick
-
- During your turn, tilt the joystick to move the highlighter
- or cursor in the desired direction. Pressing the main
- trigger button is equivalent to pressing the space bar (see
- above). Pressing the secondary trigger button is equivalent
- to pressing the "L" key (see above).
-
- During your opponent's turn, tilting the joystick up will
- highlight the Defensive Air option. Tilting it down will
- highlight the Defensive Navy option. Pressing the 1st or
- 2nd button will activate the highlighted option. After
- you've activated one of the Defensive options, pressing the
- secondary trigger button will cause a new unit to start
- blinking.
-
- 4.4 Mouse
-
- During your turn, rolling the mouse will move the
- highlighter or cursor in the desired direction. Pressing
- the left mouse button is equivalent to pressing the space
- bar (see above). Pressing the right mouse button is
- equivalent to pressing the "L" key (see above).
-
- During your opponent's turn, rolling the mouse upward will
- highlight the Defensive Air option. Rolling it downward
- will highlight the Defensive Navy option. Pressing the left
- mouse button will activate the highlighted option. After
- you've activated one of the Defensive option, pressing the
- right mouse button will cause a new unit to start blinking.
-
- 4.5 Multiple Methods
-
- To provide flexibility, BIG THREE offers several different
- ways to accomplish most tasks. (Exception: the END button
- is unique.) For example, players can move their units by
- pressing a direction button on the game map, or by putting
- the cursor on an unoccupied area and pressing the 1st
- button. Also, players may cause a different unit to blink
- (prepare to move) by moving the cursor over the NEXT button
- on the game map and pressing the 1st button, or by pressing
- the 2nd button, or by moving the cursor over the desired
- unit and pressing the 1st button. (Note, the latter method
- only works if the desired unit is more than one area away
- from the current blinking unit.)
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-
- 5.1 ROUTINE OF PLAY
-
- Each player has one turn per season. The Axis goes first,
- followed by the Allies and then the Soviets. (Note, some
- scenarios don't include the Allies and others don't include
- the Soviets.) Each player's turn is divided into the
- following seven phases :
-
- Phase I - Count and display VP's.
- Phase II - Allocate MP's (spring season only).
- Phase III- Initial Supply Check.
- Phase IV - Military Operations Query
- (Offensive, Attrition and Strategic Operations)
- Phase V - Build and Deployment Phase.
- Phase VI - Surrender and Demobilize Troops (if applicable).
- Phase VII- Destroy Unsupplied Units (if applicable).
-
- Each of these phases is described in detail below.
-
- After completing Phase VII, the next player takes his turn,
- and so on. After each player has had a turn, the season
- will change. After the winter season, the year will change.
-
- 5.2 Phase I - Count and display VP's.
-
- If the autosave is on, BIG THREE will automatically save the
- current game in progress under the file name SAVEGAME.WW2.
-
- At the beginning of each player's turn, BIG THREE counts and
- prints his current VP total in the text window while playing
- the musical theme. It also highlights the corresponding
- level of victory. Note, if your level of victory is an
- Absolute Defeat, nothing will be highlighted.
-
- At the end of the musical theme, if you want to change input
- devices, start a NEW game or SAVE the current game, press
- the "Esc" button to return to the main menu. Select the
- START option to return to the current game. WARNING: if you
- press NEW or LOAD you will erase the current game in memory.
-
- Victory Points (VP's) are awarded by occupying capitals,
- industrial areas and the Suez Canal (the port in Egypt with
- two rings). Friendly capitals are worth 3 VP's each,
- occupied enemy capitals and all industrial areas are worth 1
- VP each and the Suez canal is worth 2 VP's. (Exceptions: The
- middle Soviet capital, Moscow, is worth 2 VP's to the Soviet
- player while the other two Soviet capitals are worth only 1
- VP each. Also, the USA capital is worth 6 VP's and the USA
- industrial areas are worth 2 VP's each.)
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-
- There are six levels of victory.
-
- Absolute Victory (AV)- The results are good enough to have
- changed the outcome of the war and its aftermath.
-
- Strategic Victory (SV)- The results are good enough to have
- changed the course of the war but not its outcome or
- aftermath.
-
- Tactical Victory (TV)- The results are good but not good
- enough to have altered the course of the war or its
- aftermath.
-
- Tactical Defeat (TD)- The results are bad, but not bad
- enough to have altered the course of the war or its
- aftermath.
-
- Strategic Defeat (SD)- The results are bad enough to have
- changed the course of the war but not its outcome or
- aftermath.
-
- Absolute Defeat- The results are bad enough to have changed
- the outcome of the war and its aftermath. (Note, an
- absolute defeat has no corresponding level of VP's. It
- occurs automatically when a player has less than the
- required number of VP's for a strategic defeat.)
-
- At the end of the game, the player with the highest level of
- victory is the winner. If the players have the same level
- of victory, the game is considered a draw.
-
- In many scenarios, one side starts with a military
- advantage. To make for balanced play, the superior side
- usually starts at a lower level of victory. So don't be
- discouraged if your side starts with a strategic or absolute
- defeat. It's only a reflection of your superior military
- strength. Also realize the onus of attack rests with you.
- Likewise, an inferior military force usually starts with
- enough VP's for an absolute or strategic victory. However,
- maintaining it against a superior military force for the
- entire scenario is not easy.
-
- 5.3 Phase II - Allocate Military Points (Spring Season Only)
-
- In spring, each player is allocated one Military Point (MP)
- for each VP plus 1 MP for every three unspent MP's from the
- prior year. (Exception: The Soviet player receives 1 MP for
- every four unspent MP's.) Military Points are needed to
- initiate offensive operations, declare war and build units.
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-
- 5.4 Phase III - Initial Supply Check
-
- Armies require an enormous amount of food, fuel, ammunition
- and medicine just to function normally. Losing this "life
- line", for even a short period of time, can destroy a unit's
- ability to attack and defend. Units are considered to be
- in supply if they begin their turn in a supplied area.
-
- An area is supplied if you can trace a contiguous path of
- controlled areas, free of enemy units and enemy ZOC, back to
- a controlled supply source. Note, supply can be traced into
- an enemy ZOC but not through it. (Exception: supply can al-
- ways be traced through a friendly infantry or armored unit
- regardless of the presence of enemy ZOC.) Supply lines can-
- not exceed 18 areas in length.
-
- Supply sources include friendly and occupied capitals, areas
- with both a port and supply (also called bridgeheads), the
- two areas on the game map that contain both a port and an
- industry (one is in southern France and the other is in
- Sweden), and the eastern-most land areas of the Soviet Union
- (areas 2,18 4,18 6,18 and 8,18). Important: supply sources
- inside the Soviet Union can only supply Soviet units. Enter
- the SCROLL mode to check an areas' current supply status and
- for supply sources.
-
- All infantry, armor and airborne units that start their turn
- in an unsupplied area cannot move or attack for the entire
- season. If they are still out of supply at the end of the
- season (Phase VII), they are destroyed. Fighters and bombers
- that start their turn in an uncontrolled area cannot conduct
- any missions (however, they can move) until their next turn.
-
- Units on islands or in unsupplied areas next to a controlled
- port can be supplied during offensive operations by moving a
- fleet into the island or port. Unsupplied ground units still
- cannot move or attack during the season, but at least they
- won't be destroyed at the end of Phase VII. Note, Sicily
- (area 14,8) is a unique island because it can be supplied
- from either Malta (area 15,9) or the Italian mainland.
-
- The Axis can supply only one German unit in Africa so long
- as the Allies control Malta (area 15,9). If more than one
- German unit is in Africa then the unit with the largest ID
- number gets supplied and the others don't. Note, there is
- no limit to the number of Italian units that can be supplied
- in Africa. This rule only applies to German units in Africa
- that are west of the Suez canal.
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-
- 5.5 Phase IV - Military Operations Query
-
- You must choose one military operation for each of the three
- fronts. Exceptions: You won't be queried about a front if
- no units are present on that front, or if the units are
- incapable of moving during a particular operation. Also,
- players with no MP's remaining will not be queried about
- offensive operations. Finally, strategic operations involve
- all three fronts simultaneously. In other words, during
- strategic operations, all fighters and bombers can move and
- attack regardless of which front they're on.
-
- Units move one front at a time. All units on the western
- front move and attack first, followed by all units on the
- eastern front and then the Mediterranean front.
-
- Note, only infantry and armor can move and attack during
- attrition operations. Bombers are only allowed to move and
- attack during strategic operations. The U-boat can't move
- at all except during deployment.
-
- The Query
-
- There are four different military operations: Offensive,
- Attrition, Pass and Strategic.
-
- Offensive - Costs one MP and allows the player to move and
- attack with infantry, armor, fighters, fleets and airborne.
- Also, the defensive player may move his fighters and fleets
- using the defensive air and defensive navy options. Note,
- fighters and fleets that attack in an offensive operation
- cannot be used in the next Defensive Phase (during your
- opponent's next turn).
-
- Attrition - Allows the player to only move and attack with
- infantry and armor. This operation usually inflicts less
- damage on your opponent, but also holds your casualties to a
- minimum. Also, no defensive air or naval movement is
- allowed.
-
- Pass - Neither of the above operations is selected.
-
- Strategic - Allows the player to move and attack with his
- fighters and bombers in an attempt to bomb enemy cities.
- Also, the defensive player may move his fighters using the
- defensive air option. Note, strategic operations encompass
- all three fronts. That is, all fighters and bombers can
- move and attack regardless of which front they're on.
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- At the military operations query, you can press the 2nd
- button, instead of Yes or No, to enter the SCROLL mode and
- look around the map. This may help you arrive at a decision.
-
- If you accidentally bypass your desired military operation
- or select the wrong operation, press "Esc" before moving any
- units. This should return you to the top of the query and
- return any spent MP's.
-
- The Blinking Unit
-
- After you've chosen a military operation for a given front,
- one of the units on that front will automatically start to
- blink. The blinking unit is the only unit that can move.
- To make a different unit blink, press the 2nd button, or
- move the cursor over the NEXT button on the game map and
- press the 1st button, or place the cursor over a another
- unit and press the 1st button. (Note, the latter method
- will only work if the blinking unit is not adjacent to the
- new unit or if both units are ground units.)
-
- Press the END button to end the blinking unit's movement
- for the rest of the operation and make a new unit blink.
-
- The text window displays the blinking units' description,
- moves remaining, mission completed status and ID number (in
- parenthesis).
-
- To move the blinking unit, move the cursor over the desired
- DIRECTION button and press the 1st button. Alternatively,
- put the cursor in an unoccupied, or enemy controlled, or
- adjacent area and press the 1st button.
-
- Normally, all air units on the screen blink first, followed
- by all ground units and sea units. After all units on the
- current screen have moved, BIG THREE automatically searches
- and scrolls for other units located in other parts of the
- game map.
-
- To enter combat, attempt to move the blinking unit into the
- same area as the enemy unit. This can be done by moving the
- unit one area at a time (the recommended way) or by putting
- the cursor over the desired enemy unit and pressing the 1st
- button. This will cause the unit to approach the enemy unit
- one area at a time, but not necessarily in the way you would
- like. Your unit may accidentally encounter a prohibited
- area or a different enemy unit than planned.
-
- Fighters or bombers that end the military operation over an
- uncontrolled, sea or prohibited area are destroyed. Airborne
- units that end over a sea or enemy occupied area are also
- destroyed.
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-
- If you accidentally move the blinking unit in the wrong
- direction, immediately press the "Esc" key. This should
- return your unit to it's original location and restore it's
- used moves.
-
- If you accidentally cause combat to occur, press the "Esc"
- key anytime before the final random number is generated.
- Your move and the combat will be cancelled. If you wait
- until after the final number has been generated, combat will
- occur.
-
- 5.6 Phase V - Build and Deployment Phase
-
- The build and deployment phase allows players to replace
- destroyed units, build new units and move some units to a
- new location. Note, if a player doesn't have any MP's
- remaining or any available units to build, the BUILD option
- is inaccessible.
-
- After first entering this phase a menu will appear with the
- following options: BUILD DEPLOY SCROLL END.
-
- If the player has units available to build and at least one
- MP remaining, then underneath the BUILD option appears a
- unit that can be built by moving the highlighter over BUILD
- and pressing the 1st button. You will also see the unit's
- ID number immediately to the right.
-
- Underneath the DEPLOY option, you'll see the number of
- deployments remaining. Every time you move a unit using
- DEPLOY, the number of deployments remaining decreases by
- one. (Exception: if a unit has already been moved this
- season using the DEPLOY option, you can go back and move it
- again without reducing your remaining deployments.)
-
- To enter the scroll mode, move the cursor over the SCROLL
- button and press the 1st button.
-
- To end the Build and Deployment Phase, move the highlighter
- over END and press the 1st button.
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-
- Building a Unit
-
- To build a unit, first move the highlighter over BUILD and
- select the desired unit. You may select the desired unit by
- scrolling up and down the list of available units with the
- "8" or "2" key (keyboard), tilting the joystick up or down
- (joystick) or rolling the mouse up or down (mouse). Keep an
- eye on the ID number to the right of the buildable units to
- keep track of them.
-
- After selecting a unit, press the 1st or 2nd button.
- Infantry cost 1 MP to build, armor cost 2 MP's, Fighters
- cost 3 MP's, Fleets cost 5 MP's, Airborne cost 2 MP's,
- Bombers cost 3 MP's and the U-boat cost 2 MP's. If you
- don't have enough MP's remaining to build the unit, an error
- message appears in the text window.
-
- If you make a mistake and accidentally build the wrong unit,
- immediately press the "Esc" key. This should remove the
- unit and replace your spent MP's.
-
- Building Infantry, Armor, Fighters, Airborne and Bombers
-
- The newly built unit automatically appears in the sponsoring
- countries' capital. (Exception: you must select which of the
- three Soviet capitals you want the new unit to appear in.)
- Normal stacking limits on ground units apply.
-
- Building Fleets and the U-boat.
-
- You must select a controlled home port to build the unit in.
- Exception: German and Italian units can only be built in one
- port and will automatically appear there. Otherwise, a home
- port is defined as a port located inside the sponsoring
- country that built the unit. Great Britain has three,
- France has four, the USA has three and the Soviets have
- four.
-
- Deployment
-
- During deployment, you can freely move units around the game
- map subject to the following restrictions. Ground and
- airborne units cannot enter or leave an enemy ZOC.
- (Exception: These units may always enter a capital or fort
- area. Also, they may always exit a capital or fort as long
- as they don't try to enter an enemy ZOC.) Ground units
- cannot cross sea areas unless first loaded on board a fleet.
- Note, to load a ground unit, the fleet must not have already
- conducted a mission. Figthers and bombers are allowed to
- cross over enemy controlled areas.
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- 5.7 Phase VI - Surrender and Demobilize Units
-
- At the end of the Axis turn only, if the German or Italian
- capital is occupied by the enemy, that country must
- surrender and demobilize its units.
-
- At the end of the Allied turn only, if the French or British
- capital is occupied by the enemy, that country must
- surrender and demobilize its units. The United States
- cannot be forced to surrender. If France surrenders, all of
- the unoccupied, Fr. N. Africa areas controlled by the allies
- are switched to Axis control.
-
- At the end of the Soviet turn only, if the Axis simultaneous
- control all three Soviet capitals, the Soviets are forced to
- surrender and demobilize their units.
-
- Demobilized units cannot be rebuilt for the remainder of the
- game.
-
- Note, just because a country surrenders, it doesn't mean all
- of its areas revert to the control of the conquering
- country. The remaining areas only become controlled by
- moving a ground unit into them.
-
- 5.8 Phase VII - Destroy Unsupplied Units
-
- Any fleets still at sea (out of port) are destroyed. Any
- fighters or bombers not over a controlled area are destroyed
- and any airborne units still over a sea or enemy occupied
- area are destroyed.
-
- Any infantry, armor and airborne units that began the season
- out of supply and are still out of supply are now destroyed.
-
- Units destroyed by lack of supply are available for
- rebuilding during the next build and deployment phase.
- Exception: Airborne units destroyed by lack of supply cannot
- be rebuilt.
-
- 5.9 Defensive Air and Navy Options
-
- During your opponent's offensive operation, you may activate
- the Defensive Air or Navy Options. This allows you to move
- your fighters and/or fleets in an effort to thwart your
- opponent's attack(s). Any of your fighters that initiated
- attacks or fleets that conducted missions during your
- previous turn cannot move during the defensive option. Also,
- newly built fighters and fleets cannot be moved. If no units
- are available to move on the current front, BIG THREE
- automatically recognizes this and ignores your request.
- Otherwise, units are allowed their full movement allowance.
-
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-
- To activate a defensive option, move the highlighter over
- the desired option and press the 1st or 2nd button.
- Exception: when using the keyboard, press the "Q" key to
- move the defensive cursor up and the "Z" key to move it
- down. Also, to activate the defensive option, the Axis and
- Allied players should press the "A" key while the Soviet
- should press the "S" key.
-
- Defensive fighters cannot initiate any attacks, even against
- other fighters. However, they can guard an area by moving
- over it and waiting for the enemy to attack. (Exception:
- during strategic operations, defensive fighters can attack
- enemy fighters and bombers.) Defensive fighters that have
- suffered a defender retreat can't move or defend that season.
-
- As a general rule, don't leave you defensive fighters over
- water or uncontrolled areas at the end of your opponent's
- turn. They will eventually be destroyed unless you save
- them by selecting an offensive operation during your next
- turn. Even then, they are considered out of supply and
- won't be allowed to attack.
-
- Defensive fleets are allowed to attack other fleets, but
- they cannot attack anything else. Once they attack an enemy
- fleet, they are stuck out at sea cannot move anymore until
- their next turn. You'll need to move them with an offensive
- operation or deployment to get them back safety to a port.
-
- Defensive fleets are better at blockading enemy fleets (i.e.
- forcing the enemy to enter combat unless they stay put) than
- attacking because of the -1 modifier for every 3 areas moved.
-
- 5.10 Military Aid Convoy
-
- Each season the Allied player may create a convoy containing
- 2 MP's in order to aid the Soviets. The Allied player is
- requested to select a fleet to escort the convoy. The
- convoy remains with the fleet until delivery via Murmansk or
- Persia. Fleets escorting a convoy may not also load or
- transport ground units. The military aid may be delivered
- to the Soviets either through Murmansk or Persia during the
- deployment phase.
-
- Military aid delivered through Murmansk is subject to attack
- from Axis fleets, fighters and U-boats stationed in Bergen
- (the only port in Norway). Allied fleets cannot be harmed
- by these attacks, only the military aid being escorted. To
- deliver military aid to the Soviets via Murmansk, attempt to
- move the escorting fleet off the edge of the map in the
- direction of the black arrow next to Norway. Note, you must
- use the direction arrow keys to accomplish this. Murmansk
- is closed during winter turns.
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-
- Military aid can only be delivered through Persia if the
- Persian industrial area and the Suez canal are under Allied
- control. To deliver aid to the Soviets via Persia, move the
- fleet escorting the aid into the Suez canal.
-
- 6.1 COMBAT
-
- Combat occurs when your unit attempts to enter an area
- occupied by an enemy unit. First, BIG THREE generates a
- random number between one and six (simulating the roll of a
- die). Then the appropriate combat modifiers are added to
- the random number to get the total and determine the
- battles' outcome. A total of less than one provides the
- same result as a one and a total above seven provides the
- same result as a seven. In general, a high total is better
- for the attacker and a low total is better for the defender.
-
- To stop combat from occurring, press the "Esc" key anytime
- before the last random number is generated. Otherwise,
- combat will proceed as normal.
-
- All attacks, whether successful or not, cumulatively add one
- to the die roll of further attacks on that unit for the
- remainder of the season.
-
- 6.2 Combat Results
-
- There are four possible outcomes to combat, attacker
- destroyed (A), Stalemate (S), Defender Retreat (R) and
- Defender Destroyed (D). Each of these is described in
- detail below.
-
- Attacker destroyed (A)- the attacking unit is eliminated.
-
- Stalemate (S)- neither the attacker or defender is destroyed.
-
- Defender retreat (R)- the defending unit must immediately
- retreat one area. It cannot retreat into an enemy unit, an
- enemy ZOC, an uncontrolled area, inhospitable terrain or a
- prohibited area. Also, normal stacking restrictions for
- ground units apply. If the defending unit doesn't have an
- acceptable area in which to retreat, it is destroyed.
-
- All ground units on islands suffering a defender retreat are
- automatically destroyed.
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- Infantry and armored units must advance into newly vacated,
- unoccupied enemy areas. Also, during offensive operations,
- attacking armor will be allowed one additional movement to
- either move or attack (only allowed once per season).
-
- During attrition operations, Defender Retreat has no effect
- (is treated like a stalemate) if the defender is in a
- capital, industrial area, fort, port or bridgehead.
-
- Neutral units are destroyed by a defender retreat result
- during offensive operations. They are not destroyed during
- attrition operations if they are in an industrial area.
-
- Fighters and fleets suffering a defender retreat cannot move
- during the Defensive air or naval option.
-
- Defender destroyed (D)- the defending unit is eliminated.
- If the attacking unit is infantry or armor, it will
- automatically advance into the newly vacated area. Also,
- during offensive operations, attacking armor will be allowed
- one additional movement to either move or attack.
-
- 6.3 Automatic Retreats
-
- The defending unit is automatically forced to retreat when:
- -a ground unit attacks a fighter during attrition operations;
- -a ground unit attacks a fleet or U-boat in port;
- -a ground unit attacks a fighter and the fighter doesn't
- have any ground support.
- -a ground unit, airborne or fleet attacks a bomber;
- -a fighter attacks a bomber during offensive operations;
- -a ground unit, fighter or fleet attacks a fighter that has
- already conducted a mission;
- -an Axis unit attacks a British fighter over a French ground
- unit or a French fighter over a British ground unit.
-
- 6.4 Combat Modifiers
-
- Positive modifiers benefit the attacker, negative the defender.
-
- Each previous attack on the defender this season adds +1.
- Infantry vs. armor at -1. Armor vs. infantry at +1.
- All attackers (except armor) vs. airborne at +1 (armor at +2).
- Defender in capital, industrial, mountain or marsh at -1.
- Defender in fortress at -3.
- Defender in port and supply source (bridgehead) at -1.
- Ground unit vs. fighter with ground support at -2.
- Fleets attack at -1 (cumulatively) for every 3 areas moved.
- Friendly airborne in enemy ground unit's area, add +1 (one time).
- See sections 6.6, 6.8 and 6.9 for special combat modifiers.
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- 6.5 Ground Support
-
- Fighters need ground support to effectively attack enemy
- ground units. A fighter has ground support if it is stacked
- with a friendly, supplied ground unit or a fleet. Neutral
- units don't qualify as ground support.
-
- A ground unit attacking a fighter that doesn't have ground
- support results in automatic defender retreat.
-
- Airborne vs. fighter without ground support results in
- automatic retreat.
-
- 6.6 French and Italian Incompetence
-
- Due to the low morale of the Italian troops and incompetence
- of the French and Italian high command, all attacks by the
- French and Italians are at -1. All attacks against the
- French and Italians are at +1. For your convenience, French
- and Italian units have a red border.
-
- 6.7 Anglo-Franco non-cooperation
-
- British fighters cannot provide defensive air protection for
- French ground units, nor can they make attacks using French
- ground support. Conversely, French fighters cannot protect
- British ground units nor make attacks with British ground
- support. Also, British ground units cannot enter the French
- capital prior to the surrender of France.
-
- 6.8 Russian Winter
-
- The Axis troops were sorely unprepared for the terrible
- Russian winter. To reflect this, in the winter of 1940 and
- 1941, Axis attacks are made at -3 while Soviet attacks are
- made at +3. In the winter of 1942, Axis attacks are made at
- -2 while the Soviets attack at +2. In the winter of 1943,
- Axis attacks are made at -1 while the Soviets attack at +1.
- Note, this rule only effects Axis units inside the USSR.
-
- 6.9 Rommel's Tactical Genius
-
- Prior to 1943, all German armor units in North Africa (west
- of the Suez canal) attack at +1 and defend at -1. Note, the
- Axis can only supply one German unit in North Africa as long
- as the Allies control Malta (section 5.4, paragraph 6).
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- 6.10 Combat Results Tables
-
- Attrition Operations
-
- Ground unit vs. Ground unit.. 1S 2S 3S 4S 5S 6R 7R
-
- Defenders in capital, industrial, port and fortress areas
- may ignore defender retreat (treat it like a stalemate.)
-
- Offensive Operations
-
- Ground unit vs. Ground unit.. 1A 2A 3S 4S 5R 6R 7D
-
- Fighter vs. Ground Unit...... 1A 2S 3S 4S 5R 6R 7D
- Fighter vs. Fighter.......... 1A 2A 3S 4R 5D 6D 7D
- Fighter vs. Fleet............ 1A 2A 3A 4S 5D 6D 7D
- Fighter vs. Bomber........... 1S 2D 3D 4D 5D 6D 7D
- Fighter vs. U-boat........... 1S 2S 3S 4S 5S 6D 7D (+3 after 1943)
-
- Fleet vs. ground unit........ 1A 2S 3S 4S 5R 6R 7D
- Fleet vs. fighter............ 1A 2A 3S 4S 5D 6D 7D
- Fleet vs. fleet.............. 1S 2S 3A 4D 5A 6D 7D (-1 every 2 moves)
- Fleet vs. U-boat............. 1S 2S 3S 4S 5S 6D 7D (+3 after 1943)
- Amphibious Assault........... 1A 2A 3D 4D 5D 6D 7D (+1 vs. Norway,
- if neutral)
- Bomber vs. Fighter........... 1A 2A 3A 4A 5S 6S 7S
-
- 6.11 Amphibious Assault
-
- Players may launch amphibious assaults against unoccupied,
- enemy controlled ports or islands by moving a fleet that's
- transporting an infantry or armored unit into the area. The
- assault gets no benefit from previous attacks. Friendly
- airborne in the port adds +1 to the attack (once a season).
-
- If you launch a successful amphibious assault on a port and
- have at least 2 MP's, you may build a bridgehead. Bridge-
- heads cost two MP's to build and change an ordinary port
- into a port and supply source. Bridgehead defend at -1 and
- continue to serve as a source of supply until captured by
- the enemy. At that point, they revert to a normal port.
- (Exception: the Suez canal will remain a bridgehead even if
- captured by the enemy.) Note, in several scenarios, some
- ports start out as bridgeheads and in others they don't.
- Enter the Scroll mode to find out for sure.
-
- If the amphibious assault is successful, the transported
- ground unit will automatically be unloaded into the port or
- island. Unloaded infantry have no moves left and armored
- units have one move left.
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- 7.1 NEUTRALS
-
- The following neutral countries- Sweden, Spain, Yugoslavia,
- Greece and Turkey- have garrisons and special rules when
- they are attacked. Due to space constraints, many small
- countries' names, like Bulgaria and Portugal, don't appear
- on the game map.
-
- Sweden, Yugoslavia and Greece have a garrison of one
- infantry unit each. Spain and Turkey have two infantry units
- each protecting them.
-
- When first entering an area controlled by one of the above
- neutral countries, you will be asked whether or not you want
- to declare war on that neutral. If you answer no, then your
- move is ignored. If yes, and you are the Axis player, then
- the neutral joins the Allies. If you're the Allies, then
- the neutral joins the Axis. When a neutral country joins
- your side, you gain control of the countries' armies and all
- of the areas under its control.
-
- 7.2 Italy Enters the War
-
- In some scenarios, Italy starts out as a neutral country.
- If Italian troops attack the Allies, the Axis player must
- pay 2 MP's for a declaration of war. Likewise, if the
- Allied player attacks Italy, the Allies must pay 2 MP's.
-
- 7.3 Soviets Enter the War
-
- In some scenarios, the Soviets start out as a neutral power.
- They cannot enter any uncontrolled areas before 1941. This
- reflects Stalin's rebuilding of the Soviet military
- following his ruthless purges of the 1930's. After 1940,
- the Soviet player may attack the Axis player but must pay 2
- MP's for a declaration of war. The Soviets may attack
- neutral areas at no cost. The Axis may attack the Soviets
- anytime at a cost of 2 MP's.
-
- 7.4 USA Enters the War
-
- The United States randomly enters the war on or about the
- Winter of 1941. The American forces cannot move or attack
- until they declare war.
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- It is recommended that the scenarios be played in order.
-
- SCENARIO 1- NO MORE PHONEY WAR (WESTERN FRONT 1940)
-
- Situation: In 1939, Hitler started one of the worst, yet
- most fascinating, periods in human history by launching a
- surprise attack on Poland. The new German battle tactics,
- known as "blitzkrieg", quickly encircled and destroyed all
- organized resistance within the beleaguered nation. To make
- matters worse, Joseph Stalin, the Soviet dictator, made a
- secret pact with Hitler to simultaneously invade from the
- east. While the Allies sat helplessly by, the short-lived
- independent Polish nation was crushed. Meanwhile, the
- situation on the Western front was quite peaceful. Hence,
- this period was dubbed the "phoney war". The allies seemed
- content to sit by and let the Germans make the first move.
- In the spring of 1940, they did.
-
- Start: Winter, 1939 End: Winter, 1940
-
- Players: Starting Starting Victory Points
- MP's Deployments SD TD TV SV AV
- Axis 0 7 10 11 12 13 14
- Allied 0 8 4 5 6 7 8
-
- Germany: At War
- At Start 1940
- -------- ----
- Infantry 3 3
- Armor 3
- Fighters 3
-
- British: At War French: At War
- At Start At Start
- -------- --------
- Armor 1 Infantry 2
- Fighters 1 Armor 1
- Fighters 1
-
- Aftermath: In short, the whole campaign was a brilliant
- success for the Germans and a debacle for the French and
- British. The Axis correctly surmised that if they attacked
- Belgium, the allies would quickly send their best troops
- northward to its defense. The Germans would then punch a
- hole in the Allied lines farther to the south and send their
- newly formed armored units on a race to the sea, thereby
- cutting the best allied troops off and leaving the road to
- Paris wide open. The plan worked perfectly and France was
- soon forced to surrender. Worst still, the bulk of the
- British force was trapped at the French port of Dunkirk.
- Only German bungling and a daring sea rescue saved them from
- total destruction.
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- SCENARIO 2- AFTER THE 1ST THAW (EASTERN FRONT 1942-44)
-
- Situation: In the summer of 1941, Germany launched a
- surprise attack on the Soviet Union. The blitz carried deep
- inside Russia, costing the Soviets dearly as whole armies
- were surrounded and destroyed. But the terrible Russian
- winter halted the Axis drive at the very gates of Moscow.
- Hitler's refusal to withdraw his troops to winter quarters
- almost caused the collapse of the entire front as the
- Russians pressed their winter counter-offensive. But
- somehow the lines held and the Germans began preparing for
- their spring offensive. Instead of striking towards Moscow
- again, Hitler moved his armored units south toward the
- fateful city of Stalingrad.
-
- Start: Spring, 1942 End: Winter, 1944
-
- Players: Starting Starting Victory Points
- MP's Deployments SD TD TV SV AV
- Axis 0 6 10 11 12 13 14
- Soviet 0 5 5 6 8 9 10
-
- Germany: At War
- At Start
- --------
- Infantry 6
- Armor 3
- Fighters 2
-
- Soviet: At War
- At Start 1940 1941 1942
- -------- ---- ---- ----
- Infantry 5 3
- Armor 1 2
- Fighters 1
-
- Aftermath: With the coming of Spring, the Germans were
- quickly on the march. They gobbled up immense chucks of
- Soviet territory in the south while playing a waiting game
- in the north. However, their southern offensive finally
- stalled at the city of Stalingrad in the face of fanatical
- Soviet resistance. The Soviets managed to tie down an
- entire German army in vicious hand-to-hand and street-
- to-street combat. Hitler, once again ignoring the advice of
- his generals, discounted reports of a large Soviet buildup
- to the north and south of the city. Instead, he ordered his
- troops to dig in and hold the city at all costs. When the
- inevitable Soviet winter offensive came, the Germans found
- themselves hopelessly trapped behind enemy lines. It was a
- defeat from which the Germans would never recover.
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-
- SCENARIO 3- AFRIKA KORPS (MEDITERRANEAN FRONT 1940-42)
-
- Situation:
-
- In the summer of 1940, France capitulated and Britain stood
- alone against the Axis juggernaut. By winter, the "Battle
- of Britain" was raging in the skies above London and Winston
- Churchill, the British Prime Minister, desperately needed a
- victory to boost sagging morale.
-
- Start: Winter, 1940 End: Winter, 1942
-
- Players: Starting Starting Victory Points
- MP's Deployments SD TD TV SV AV
- Axis 3 4 8 9 10 11 12
- Allied 3 4 5 6 7 8 9
-
- Germany: At War Italy: At War
- At Start 1940 At Start
- -------- ---- --------
- Infantry 1 1 Infantry 3
- Armor - 1 Fighters 1
- Airborne - 1 Fleets 3
-
- British: At War
- At Start 1940
- -------- ----
- Infantry 1 1
- Armor 1
- Fighters 1 1
- Fleets 4
-
- Aftermath: Churchill got the victory he so desperately
- needed in the far off deserts of North Africa. The British
- army routed the Italians, capturing thousands of prisoners.
- Meanwhile, the Italians launched a surprise attack on Greece
- and suffered another humiliating defeat. The Germans
- intervened and quickly conquered the ill-fated country.
- Next, the Axis struck at Yugoslavia and sent General Erwin
- Rommell, the "Desert Fox", to stabilize the rapidly
- deteriorating situation in North Africa. To nearly
- everyone's surprise, Rommell struck quickly and drove the
- British all the way back to where they had started from.
- Afterwards, the battle for North Africa see-sawed back and
- forth, but in the end, the lack of supplies and
- reinforcements and the entry of the United States into the
- war eventually forced the Axis from the continent for good.
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-
- GLOSSARY
-
- Major Powers Abbreviations (printed in all capitals)
-
- GER. - Germany
- IT. - Italy
- BR. - Great Britain
- FR. - France
- USA - United States
- USSR - Soviet Union
-
- Neutral Country and Other Abbreviations
-
- Fin. - Finland
- Fr. N. Africa- French North Africa (Morroco, Tunis, Algeria)
- Gr. - Greece
- Norw. - Norway
- Pol. - Poland
- Rum. - Romania
- Sp. - Spain
- Swed. - Sweden
- Turk. - Turkey
- Yug. - Yugoslavia
-
- Other Abbreviations and definitions:
-
- Br. - British island, colony or port
- Fr. - French island, colony or port
- It. - Italian island, colony or port
-
- To Mur. - To Murmansk (deployment only, not allowed in winter).
- To Suez - To the Suez canal around the southern tip of Africa
- (during deployment only).
- To Atl. - To the Atlantic Ocean around the southern tip of
- Africa (during deployment only).
-
- MP or MP's - Military Points are needed to build new units
- or rebuild destroyed units, to declare war or
- conduct offensive operations. MP's can be
- destroyed during enemy strategic operations.
-
- VP or VP's - Victory Points determine a players level of
- victory and therefore the winner.
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-
- 1st button - On mouse is the left button.
- On joystick is the main trigger button.
- On keyboard is the space bar.
-
- 2nd button - On mouse is the right button.
- On joystick is the secondary trigger button.
- On keyboard is the "L" key.
-
- "Esc" key - The escape key on the keyboard.
-
- SHORT CUTS
-
- Most input requirements are well documented in order to keep
- the game flowing smoothly. However, due to time and space
- constraints, some useful short cut keys are not well
- documented. Therefore, please take note of the following
- list.
-
- 1) Press the "Esc" key at the Display Victory Points Phase
- (phase I) to return to the Main Menu. Note, if the sound
- is on, you must wait until it stops playing before
- pressing the "Esc" key.
-
- 2) While at the Main Menu, the F1 key toggles the sound on
- and off, the F2 key toggles autosave on and off, and the
- F9 key temporarily exits to DOS.
-
- 3) Press the "Esc" key during offensive, attrition or
- strategic operations to cancel erroneous or accidental
- movement. Or press the "Esc" key before any units have
- been moved to exit an erroneous military operation.
-
- 4) To make another unit blink during offensive, attrition or
- strategic operations, move the cursor over the desired
- unit and press the first button. Or, press the 2nd button
- and the next unit (according to the ID number) will blink.
-
- 5) Press the 2nd button during the military operations
- query to enter the SCROLL mode.
-
-
- Copyright (c) 1989 by SDJ Enterprises, Inc., St. Louis, MO 63131
-
- All rights reserved. No part of this publication may be reproduced,
- stored in a retrieval system, or transmitted, in any form or by any
- means, electronic, mechanical, photocopying, recording, or otherwise,
- without the express, prior written permission of SDJ Enterprises, Inc.
-
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-
- Exhibit 1- The Game Screen
- ┌───────────────────────────────────────────────╥─────────╖
- │ ║BIG THREE║
- │ ║ SDJ ║
- │ ╠═════════╣
- │ ║ SCROLL ║\
- │ ╠════╦════╣ \
- │ ║ \ ║ / ║ \
- │ ╠════╬════╣ \
- │ ║ <- ║ -> ║ \
- │ ╠════╬════╣ \
- │ (Game Map) ║ / ║ \ ║ Button
- │ (Area) ╠════╬════╣ Area
- │ ║End ║Next║ /
- │ ╠════╩════╣ /
- │ ║Def. Air ║ /
- │ ╠═════════╣ /
- │ ║Def. Navy║/
- │ ╠═════════╣
- │ ║ MP ║\
- │ ║Axis ║ \
- │ ║ ║Military
- ╞════════╤════════╤═════════════════════════════╣Allied ║ Point
- │ (Date) │(Player)│ (Text) ║ ║ Area
- │ (Area) │ (Turn) │ (Area) ║Soviet ║ /
- └────────┴────────┴─────────────────────────────╨─────────╜/
-
- Game Map Area (Section 2.2)....... European theatre of operations.
-
- Date Area (Section 2.6)........... The current season and year.
-
- Player Turn (Section 2.7)......... The current player turn.
-
- Text Window (Section 2.8)......... Displays a variety of messages.
-
- SCROLL button (Section 2.9)....... Press to enter the scroll mode.
-
- DIRECTION Button (Section 2.10)... Move a unit or scroll game map.
-
- END Button (Section 2.11)........ Ends the blinking unit's movement.
-
- NEXT Button (Section 2.12)....... Causes a new unit to blink.
-
- Defensive Air (Section 2.13)...... Move defensive player's fighters.
-
- Defensive Navy (Section 2.13)..... Move defensive player's fleets.
-
- Military Points (Section 2.14).... Each player's Military Points.
-
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