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-
- -----------------------------FRONT LINES------------------------
- v1.00
-
- Copyright (c) 1995, Impressions
-
- FLOPPY
-
- =============
- Release Notes
- =============
-
-
- This file contains important information that wasn't available when the
- manual was printed. It also provides reference material that may be printed
- for your convenience.
-
-
- -----------------
- TABLE OF CONTENTS
- -----------------
-
- Section 1.0 Machine Performance
-
- Section 1.5 Memory Managers
-
- Section 1.7 Performance Hints and Tips
-
- Section 2.0 Game Switches
-
- Section 2.5 Running from Windows
-
- Section 3.0 Important Supplementary Manual Material
-
- 3.1 The Height Report
- 3.2 Ending a game early
- 3.3 Simultaneous Resolution for Two Players
- 3.4 When to set game defaults
- 3.5 Starting FRONT LINES
- 3.6 (% Kill) and (% Survive) Objectives
-
- Section 4.0 Scenario Descriptions
-
- Section 5.0 Unit Profiles
-
- Section 6.0 Trouble shooting
-
-
-
-
- *****************************************************************************
- 1.0 ************** MACHINE PERFORMANCE ********************
- *****************************************************************************
-
- FRONT LINES is a SVGA game that runs in protected mode and requires that
- your machine have at least 4 Megabytes of RAM . Two factors will affect the
- performance of FRONT LINES on your computer. The first is your machine's
- processor type and speed. The second is how much total RAM is installed. We
- recommend for optimal performance that you run FRONT LINES on a 486 DX with
- at least 8 Megabytes of RAM. If your machine has less than 8 Megs of
- RAM installed FRONT LINES will create a 4 Meg temporary swap file on
- your hard drive for virtual memory processing.
- This will slow the performance but on a 486 DX2 66 you shouldn't notice
- too much of a difference. If you have 8 Meg of RAM or more, no swap file will
- be created. This will mean fewer accesses to the hard drive and much faster
- performance in FRONT LINES.
-
-
-
- *****************************************************************************
- 1.5 ************** Memory Managers *******************
- *****************************************************************************
-
- EMM386.exe, QEMM, 386 Max and any other memory manager that allow the
- use of virtual memory as extended memory may conflict with FRONT LINES, it is
- recommeneded that these memory managers be disabled and the system started
- with a clean boot.
-
-
- ******************************************************************************
- 1.7 ********************** Performance Hints and Tips ********************
- *****************************************************************************
-
- Machines with 4 megs of ram.
- ----------------------------------------------------------------------------
- CONFIG.SYS
-
- Device=c:\dos\himem.sys
- files=25
- buffers=25
- lastdrive=z
- ----------------------------------------------------------------------------
- AUTOEXEC.BAT
-
- prompt=$p$g
- Path=c:\dos
- c:\video\vesa.com ( your SVGA/VESA driver goes here if needed)
- c:\mouse\mouse.com ( your mouse driver goes here)
- c:\dos\smartdrv.exe 128 (use this if you have Dos 6.20 or higher If you
- experience lockups or any strange behavior
- please disable this line(4 meg machines only)).
- -----------------------------------------------------------------------------
- Machines with 8 megs of ram.
- -----------------------------------------------------------------------------
- CONFIG.SYS
-
- Device=c:\dos\himem.sys
- files=25
- buffers=25
- lastdrive=z
- -----------------------------------------------------------------------------
- AUTOEXEC.BAT
-
- prompt=$p$g
- Path=c:\dos
- c:\video\vesa.com ( your SVGA/VESA driver goes here if needed)
- c:\mouse\mouse.com ( your mouse driver goes here)
- c:\dos\smartdrv.exe 256
- -----------------------------------------------------------------------------
-
-
- ******************************************************************************
- 2.0 *********************** GAME SWITCHES ********************************
- ******************************************************************************
-
- For your convenience, FRONT LINES will allow you to start up the program
- without sound, music, or the introduction sequence from the command line.
-
- The switches are:
-
- -i = no introduction
- -x = no music
- -s = no sound effects
-
- Example: C:\> FLINES -i -x -s
-
- There is no specific order that the switches must be in. The above example
- could have been typed FLINES -x -s -i and the results would be the same.
-
-
-
- ******************************************************************************
- 2.5 *********************** Windows 3.x *****************************
- *****************************************************************************
-
- FRONT LINES SHOULD NOT BE PLAYED FROM WINDOWS. Please be sure to EXIT
- Windows or ANY OTHER MENU PROGRAMS before running FRONT LINES.
-
-
-
-
- *****************************************************************************
- 3.0 ************ Important Supplementary Manual Material! *****************
- *****************************************************************************
-
-
- 3.1 ********************* THE HEIGHT REPORT ***********************
-
- When the LIMITED VISIBILITY option is active in the game, it is often
- the case that you will not be able to see all of your opponents pieces
- because they are obstructed from your view by hills, cities, or forests.
- You may wish to move your units into better positions to gain new
- Line of Sight information. We have provided the Height Report located in
- the Report Menu to use in conjunction with the Line of Sight rules in the
- your manual to help you determine where to move your units.
- The Height report will very simply display the height of each hex of
- terrain on your map.
-
-
-
- 3.2 ******************** ENDING THE GAME EARLY ********************
-
- It is possible that you may vanquish your foe by destroying all of
- his units before the all of the turns have expired. In this case FRONT
- LINES will provide you with option to finish the game at that point or
- continue on until all of the turns have run out. This may be important
- because though you have crushed your opponent you may need to finish your
- remaining objectives to beat him.
- At any time after you have been offered the option to conclude the
- game you may still end the game early by choosing the End Game option in
- the FILE menu.
-
-
- 3.3 ********* SIMULTANEOUS RESOLUTION FOR TWO PLAYERS *************
-
- Due to the nature of Simultaneous resolution, it is not practical
- to enforce the Limited Visibility rule for two players at one machine.
- Once two players playing at the same machine that have chosen the
- Simultaneous Resolution option the game will be played with the Limited
- Visibility rule OFF. Therefore, both players units will be visible
- at all times.
-
-
- 3.4 ***************** WHEN TO SET GAME DEFAULTS *********************
-
- The most convenient time to change game settings while playing FRONT
- LINES is during your turn. During the Computer's turn, access to the game
- settings are restricted. (However, should you wish, you can still changes
- these setting using the Hot Keys as indicated in your manual.
- If you know of any changes to the game settings that you wish to
- make you should try to make them during the Accept/Redeployment phase of
- the game.
- Should the Computer be first to play, FRONT LINES will indicate this
- and give you the opportunity to change any game setting before beginning
- the game.
-
-
- 3.5 ******************** Starting FRONT LINES ************************
-
- Each scenario in FRONT LINES comes with a default name for
- both Player 1 and Player 2's side. These names represent the countries,
- divisions, or people as described in the scenario briefing.
- When you start FRONT LINES, the manual says that you will be
- requested to chose what type of game you wish to play (New Scenario or
- a previous Saved Game). After that you would be asked for the number of
- players that would be playing, enter in the player's names, and so on.
- This has now changed! All you need to do now is to select the type
- of game that you wish to play and then you will be brought to the Main
- File screen. From here you can choose what scenario you wish to play and
- whether you will be facing a computer or human opponent.
- Once you have highlighted the scenario that you would like to play,
- you will see the default scenario player names as mentioned above. If you
- wish you can change those name and personalize them by clicking on the
- CHANGE NAME button beside each name.
-
-
- 3.6 ************* (% Kill) and (% Survive) Objectives ***************
-
- In the manual you will see reference to objective that require
- killing a certain percentage of enemy units or ensuring that a certain
- percentage of your units survive. These two objectives were once part
- of FRONT LINES but were removed.
-
-
- ****************************************************************************
- 4.0 *************** FRONT LINES Scenario Descriptions ********************
- ****************************************************************************
-
-
-
- TUTORIAL
-
- The scenario is dominated by a forest in the center of
- the map. Blue Team, the default human player, starts
- the game in control of one of his two Victory Point
- hexes, while Red Team starts in the Northwest corner of
- the map, with no Victory Point hexes in control.
-
- BLUE TEAM Play aggressively. You should advance
- on the Northern city with armor. Infantry should
- garrison your Victory Point hex. The rest of your units
- should set up an ambush near the forest. If time
- allows, advance and destroy the enemy HQ.
-
- RED TEAM Rely on speed. Send all the Ferrets and
- SCABs against one objective. If you send all your units
- through the forest toward the Southern city, you have a
- chance of overwhelming the enemy Headquarters and
- holding the city.
-
-
-
- MUDDY WATERS
-
- Relations have broken down between two border states.
- The fight is over the tariff imposed on goods traveling
- the Friendship Turnpike. Both sides wish to restrict
- the flow of traffic on the other's side of the highway,
- in the hopes of collecting tariffs. Talks have broken
- down and armed forces have been called in.
-
- BLUE TEAM The Border Treaty allowed both sides to
- keep equal sized reaction forces to deter piracy and
- keep the peace. You need to protect your engineer
- units, whose job it is to erect the secondary bridges
- and mine the enemy's roads.
-
- RED TEAM While protecting your own engineer
- units, you should use artillery to destroy the enemy's
- bridge. Hopefully, this will draw their engineers into
- the open, where they will be vulnerable.
-
-
-
- VOLCANO SACRIFICE
-
- In the mouth of this inactive volcano lies the base of
- the outpost for this sector. A small, fast strike team
- has just appeared. Being an outpost in a desolate area
- of this territory, it is not very heavily defended but
- is a key component in the Red team's early warning
- system. Success here will create a gap in their
- defenses.
-
- BLUE TEAM Speed is of the utmost importance here.
- The enemy has just become aware of your presence and
- has not had time to react. You need to take out the
- enemy HQ before they organize. Ignore losses and look
- to flank the enemy if you can.
-
- RED TEAM You only goal is to protect your HQ.
- Fall back as close as you can to the rim to prevent any
- access. Beware of their artillery capabilities.
-
-
-
- AMBUSH!!
-
- On the Italian coast, near Naples, members of the
- International Organization of Trade Rights (IOTR) have
- gathered for strategic planning. In a daring assault,
- members of the European Mobile Marines slip behind
- enemy lines, and assault the meeting. The party's
- over!
-
- BLUE TEAM Many Governments are glad for the excuse
- to risk such a bold attack and openly assault this
- group which has long been suspected of organized crime
- activities. Move in and attack the enemy Headquarters.
-
- RED TEAM Caught off guard, with only a mix of
- forces, you find yourself defending more than a meeting
- of IOTR, but also defending your bid at true power.
- Save your Headquarters, and kill as many of the
- bureaucrats as you can!
-
-
-
- BARRICADE
-
- Months of long fighting in Northeast Asia led to a
- spring assault by experienced units from the Pacific
- Rim Alliance, against the Asia Free Trade Cartel
- (AFTC). Battle focuses around the Stronghold of the
- China Steel Conglomerate.
-
- BLUE TEAM Heavy Recon Marines from the South
- Korean "Tiger Stripe" Battalion C, must destroy the
- central command post and city of the AFTC. A large
- scale covert operation is about to begin.
- Sophisticated systems contained in the stronghold may
- thwart this effort. Intelligence reports that the
- Headquarters is really a hardened bunker with defensive
- enhancements.
-
- RED TEAM Protect your stronghold at ALL costs.
- Your stronghold contains electronic and satellite
- tracking equipment that must survive. You have several
- older GSMs with limited movement.
-
-
-
- BLACK FOREST DELIGHT
-
- As the talks over trade sanctions fail to bring about a
- resolution, two Bavarian provinces have gone to war.
- Neither side can initiate an invasion until the city of
- Delight, which controls the road junctions through the
- Black Forest, is taken.
-
- BLUE TEAM You have only Tech Infantry and a single
- Heavy Artillery piece to complete your objective. The
- limited Line Of Sight within the forest makes your
- Infantry the perfect tank hunting weapon. Advance the
- Infantry on the city, take it, then split off a force
- to hunt the enemy's Headquarters.
-
- RED TEAM You should drive your forces into the
- city, where your armor will have clear Line Of Sight on
- any advancing Infantry units. If time permits, hunt
- down the enemy's artillery. Your armor is slow, but
- the Mega-Tank is useful against Infantry.
-
-
-
- CHARGE OF THE LIGHT MECH. BRIGADE
-
- This is a recreation of the engagement between Captain
- Custer's Light Mechanized Brigade and Major Buckley's
- Heavy Artillery Brigade. In reality, Captain Custer's
- Brigade was utterly destroyed after a brisk three
- minute barrage.
-
- BLUE TEAM You need to do only one thing, CHARGE.
- The faster that you get your forces into firing range
- the better. If you stop, you risk losing everything.
-
- RED TEAM Sit back and bombard the enemy as they
- advance. Concentrate on any disrupted units and finish
- them off.
-
-
-
- CHOKE POINT
-
- After three weeks of fighting, a security detachment of
- Supply Group B. EEC, encounters mixed forces from the
- European Conglomerate Coalition. Control of this
- crucial valley means control of the most efficient
- supply link between Eastern and Western Europe. This
- may determine the length or success of the war in the
- European Theater.
-
- BLUE TEAM Commander of Supply Group B, EEC: Using
- your security forces, and a few pieces of armor, you
- must secure the hills in the Fulda valley. Your only
- alternative is 100% elimination of enemy forces.
-
- RED TEAM Prevent the EEC in their effort to
- control this strategic valley. This is your only
- mission. You have GSMs, but as they are older models,
- they have limited movement.
-
-
-
- CROSSING THE RHONE
-
- Units from the United German Light Recon Battalion
- endeavor to take back control of key crossing points
- and cities along the Rhone. Control of the small
- cities represents access to heavy industry along the
- River.
-
- BLUE TEAM Quickly cross the Rhone and set up a
- defensive perimeter. Beware, you are evenly matched,
- and the enemy has some vicious artillery. Take
- control of the land bridge and donÆt allow the enemy to
- slip back to your side of the river.
-
- RED TEAM Get your units up and go in to set up a
- kill zone in the city and on the land bridge. DonÆt go
- too fast as you must protect your artillery from your
- enemy's Ferrets and fast units. Use your units on the
- front to spot for your artillery.
-
-
-
- GENERATION GAP
-
- This is a classic conflict of old versus new. The Blue
- Team is equipped with state-of -the-art units and
- intend to uproot the red team from their stronghold in
- the city. The Red Team is comprised of a powerful but
- older technology.
-
- BLUE TEAM Your objective is simply to capture the
- city currently held by the defenders. Speed is to your
- advantage.
-
- RED TEAM Your best strategy lies in the use of
- artillery to soften up the advancing forces. Avoid
- straying too far from the city perimeter. Take
- advantage of your fortified position.
-
-
-
- GEORGE'S ISLAND
-
- The island of George is under siege by forces from the
- mainland. The defender is outgunned, but has time on
- his side. Blue Team must succeed in capturing the
- island before reinforcements arrive. Red Team must
- grudgingly give ground while holding the key central
- cities on the island.
-
- BLUE TEAM You have a vast advantage in armor and
- hover units. You should use the hover forces to attack
- the flanks of the island, while the armored units drive
- down the center of the island and capture the large
- cities.
-
- RED TEAM You have to draw your forces into the
- center of the island to counter any flanking moves
- while keeping the center of the island under your
- control. Holding both the bridge and the bottom half of
- the island will assure victory.
-
-
-
- KING OF THE HILL
-
- These two cities have been enemiess since their
- founding. Each of the neighbors wishes to control its
- sister city. The focus of the conflict is located in
- the hills themselves. Areas of these hills hold deep
- cultural and religious significance. Neither city can
- permit the other to attain and control their holy
- ground.
-
- BLUE TEAM This is the big assault. Not only are
- you to secure your holy ground, but you must also
- conquer and reform your mistaken neighbors.
-
- RED TEAM This is the big assault. Not only are
- you to secure your holy ground, but you must also
- conquer and reform your mistaken neighbors.
-
- WARNING: ONLY HOVERCRAFT AND INFANTRY CAN CROSS RIVERS.
-
-
-
- LAKES
-
- Two nations struggle to occupy the ore rich hills
- surrounding the Farlane Lakes. The rugged terrain
- around the lakes will call for a two-pronged assault on
- your objectives. The hover units should sprint for the
- high ground, endeavoring to hold out until the armor
- arrives.
-
- BLUE TEAM You should consider sending a raiding
- force down the road in order to draw attention away
- from the lakes region. Sprint the hovercraft to the
- lakes and try to pin the enemy forces before they can
- reach their objectives.
-
- RED TEAM While the sides are about evenly
- balanced, you have the advantage of the large hill
- surrounding your HQ. The GSM on the mountain can
- barrage enemy forces in the open while remaining
- hidden.
-
-
-
- MORNING COMMUTE
-
- Every conflict in this region has tried to make this
- city, new Gothel, one of its prized goals. This area
- is rich in resources and would be a boon to whatever
- side controls it. Far too often such conflicts
- resulted in the decimation of New Gothel.
-
- BLUE TEAM Though you are close to the city, you
- have a potential bottleneck problem when trying to
- cross the bridges. It would be wise to build more
- bridges and send scouts to establish the enemy's
- whereabouts.
-
- RED TEAM Both sides have forces of equal
- strength, but you are further away from the goal than
- your opponent. You may wish to send a fast force to
- capture and hold position until the rest of your forces
- arrive.
-
-
-
- SLASHING ASSAULT
-
- Units of the 1st US Recon division, dash across the Rio
- Grande into rear echelon units from the private army of
- the South American Conglomerate of Heavy Industry.
-
- BLUE TEAM Take advantage of your position and
- seize your first objective: the land bridge. From this
- point you can organize an offensive on the
- headquarters. Try to maintain a high kill - ratio.
-
- RED TEAM Take some time to form an organized
- defensive perimeter and move forward cautiously. If
- done properly, your artillery can decimate the Recon
- division. Deny your opponent the land bridge, and
- protect your headquarters.
-
-
-
- TOURIST TRAP
-
- Several generations ago the territory of Cape Cob
- seceded from the larger commonwealth. Cape Cob has
- flourished under self rule but has piqued the interest
- of the commonwealth. The commonwealth would very much
- like Cape Cob to be a member once again, by martial law
- if need be.
-
- BLUE TEAM The only access to Cape Cob is across
- bridges. Avoid bottlenecks by building more bridges.
- Soften any areas you can with artillery fire before
- entering them.
-
- RED TEAM Destroy any bridges that give access to
- the Cape. Don't be afraid to lose some ground in order
- to lure the enemy into your sights. Take advantage of
- the cover that the cities provide and slow the enemy's
- advance with artillery. Buy as much time as you can.
- Defend your land till the very last man.
-
-
-
- CANAL BATTLE
-
- This scenario takes place in the Middle East. Two
- warring factions are planning a preemptive strike of
- each other's headquarters.
-
- BLUE TEAM Destroy the enemy headquarters while
- protecting your own. Use your transports to advance
- your artillery and move foward slowly. Be wary of the
- enemy's artillery. You will also need to destroy the
- bridge connecting the two lands.
-
- RED TEAM Destroy the enemy headquarters while
- protecting your own. Maintain and protect the bridges
- to the east.
-
-
-
- SHANGRI LA
-
- As Major Thanh's forces advanced through Tibet, they
- came across a remote, uncharted valley. Within lay
- lush green fields, a breathtaking glacial lake, and
- General Chin Mai's Mechanized strike force. The snake
- had entered the garden.
-
- BLUE TEAM You have a difficult choice to make: to
- force your armor through the forest, or use the hover
- units to try and draw the defenders out of the forest
- and into the flatlands.
-
- RED TEAM Rush reinforcements to the hot spots
- while keeping a reserve force available near the
- crossroads to counter the enemy's hovercraft.
-
-
-
- STALINGRAD
-
- The nations of the Ukraine and Russia have been at war
- since the spring thaw, fighting over the Caucasus Oil
- fields. As General Russelov leads the final Ukrainian
- drive on Volgograd, the Russian Parliament renames the
- city to Stalingrad, in the hopes of inspiring the
- defenders. Will history repeat ?
-
- BLUE TEAM You need to strike quickly and achieve
- several breakthroughs toward the river. Focus on
- getting your forces to the river as quickly as
- possible.
-
- RED TEAM Both players have a vast array of
- weapons with which to accomplish their mission, but
- you must trade ground for time. Defend the cities to
- the last man, while rushing troops across the river to
- deal with breakthroughs. Guard your shuttles well, they
- are your only way across the river.
-
-
-
- SUBURBAN ATTACK
-
- Dec., 10th: 2044, 0700, Suburbia, Texas: In the first
- major governmental offensive of the war, elements of
- the US 1st Armored Cavalry counterattack. Primary
- objective is control of the power plant and the
- surrounding city. Of almost equal importance for both
- sides is the preservation of friendly units and the
- disruption of enemy forces.
-
- BLUE TEAM Since this is the first major assault
- for government forces, it is vital that losses are kept
- to a minimum, while obtaining your objective.
-
- RED TEAM Not expecting a counterattack so soon,
- you now must try to gain a morale victory over
- government forces. If you can hold your position, and
- inflict heavy casualties, you will gain a significant
- political victory.
-
-
-
-
-
- ****************************************************************
- 5.0 ******************** Unit Profiles **********************
- ****************************************************************
-
-
-
- The S.C.A.B. (Surface Combat Airborne Battletank) is
- the latest in hover technology.The high speed 1150 hp
- Gas Turbine, Kevlar polymer armor and the Dire Wolf 120
- mm Anti-Tank gun system make this an effective tank
- hunter and fast reaction force vehicle. Its one
- weakness is the attachment point for the Typhoon 40 mm
- anti-personnel cupola, which is susceptible to shrapnel
- and can lead to damage to the lifting fan controls
- positioned next to the unit.
-
-
- The Ferret Mk 2 is the old Airborne Battle tank. It is
- a first generation Hovertank and suffers from many
- shortcomings.Crews often describe it as "The most
- comfortable coffin I've ever ridden in." The original
- idea for the Ferret came from a prototype of a civilian
- pleasure vehicle. To this model they added light armor
- and two 40 mm cannons. Its saving grace is its amazing
- speed, which in the hands of an experienced crew can
- often keep the Ferretfrom becoming a mass of smoking
- metal.
-
- The Guardian MK V1 is the epitome of the Heavy Battle
- Tanks. With the staying power of a Titanium Reinforced
- Command Bunker, the Furnace 1250 hp Gas-Turbine engine,
- twin 155 mm Screamer Anti-Tank guns, and 700 mm of
- ceramic-steel armor plating, this tank is capable of
- Break Through and Point Defense roles. However, its
- staggering cost of 12.3 Billion dollars prevents the
- armies of the world from owning many of these
- gargantuan tanks.
-
-
- The Assailant M21A6F2 MBT is the mainstay of most
- modern armies. Its current configuration offers
- nations an alternative to the Guardian Mk V1 tank, at a
- quarter of the price. The new upgraded 155 mm Banshee
- Anti-Tank gun will penetrate most other battlefield
- tanks' armor, while the Thor Anti-Personnel Gatling
- cannon will destroy most soft targets in a matter of
- seconds. As the model has been in production for over
- a decade, several versions of this MBT may be
- encountered in the field.
-
-
- The Mercury X-10 is last generation's MBT. However, now
- 20 years old, it is today obsolete in this role. The
- Serafino Tool Works took several of these obsolete
- tanks and modified them to perform as Recon Tanks. With
- the offered X-10 upgrade costing one tenth the price of
- a new tank, many nations jumped at the chance to
- utilize their otherwise obsolete equipment. The
- Mercury has the battle tested 105 mm Caesar Anti-Tank
- gun, Commander's 40 mm Mini-gun and laser sighting
- system, and the new 990 hp Terrier engine.This tank can
- attain speeds of over 65 mph. However, nothing could
- be done to upgrade the aging Phoenix plating, and the
- weapon system is highly vulnerable to the advanced
- weapon systems of most heavier MBTs.
-
-
- The Phantom SPA utilizes the new Howler dual purpose
- Dark Bolt 105 mm gun. Capable of firing both anti-tank
- and high explosive shells, this system has quickly
- become the preferred battlefield support weapon.
- Because of the Howler's two rapid fire Dark Bolt 105 mm
- guns, the system needs to be mounted on a vehicle to
- allow it to carry enough ordinance to be effective on
- the battlefield.
-
-
-
-
- The Hot Head Light Artillery is the dreamchild of the
- Whippet Gun Works. Whippet has been the largest
- producer of 75 mm Howitzers and munitions in the late
- 20th century. With the advent of the new quick firing
- 105 mm Howitzers, the company realized that it needed
- protect its market share in the world's arms market.
- In the span of only three months, the design team
- produced the Hot Head system. With triple the firing
- rate of their old models, the Hot Head makes up for its
- lack of shell weight with its ability to shower the
- area with huge numbers of shells in a frighteningly
- short amount of time.
-
-
- The latest in technology from the Wilding Labs, this
- system is the cutting edge of ballistic artillery. The
- twin Spiro 275 mm Howitzers will deliver 1050 kilos of
- high explosives two kilometers downfield in four
- seconds. The Cyclops Doppler radar system can link
- into any battlefield ranging system to supply the
- Armageddon target system with target coordinates for
- immediate fire support. The Wilding Labs have also
- supplied a wide variety of ordinance for this system
- allowing it to fulfill any fire support functions
- required on the battlefield. Its only drawback is its
- staggering size, which often leaves it lagging behind
- in quick moving fire fights.
-
-
- With the advent of the Guardian,Assailant, and the
- S.C.A.B., front line commanders were lamenting over the
- ineffectiveness of normal artillery versus these
- hulking armored brutes. Ever mindful of their military
- needs, Serafino Tool Works designed the ultimate in
- Ground Support weapons. The GSM (nicknamed the "Grunt
- Smashing Missile" by the ground commanders ), was
- designed to pin down any known battlefield unit, a job
- it performs superbly. Two Winged Avenger Missile
- Launchers mounted on the company's Happy Trails heavy
- duty trailer provide the 1000 kg Winged Avenger Surface
- to Surface missiles with a stable platform. The Crystal
- Ball radar system allows for guidance of the ordinance
- for over three kilometers.
-
-
- With the implementation of the Dire Wolf 120 mm
- anti-tank cannon, the last generation's Armored
- Personnel Carriers, or APC, became little more than
- mass coffins with treads. Shakedown Motors sent their
- engineers back to the drawing boards and came up with
- the Terrapin APC. The Terrapin offered striking power
- unheard of in an APC. The amphibious ability of this
- APC make it a must-have item in any army.
-
-
- When the Darkhand Transport Co. came to the
- military with a shuttle craft design capable of moving
- a squad of Assailant Battle Tanks at speeds almost
- rivaling the Ferret, it took the janitors a week to mop
- up all the drool. The twin Volcano 7800 hp gas turbine
- engines generate the power to lift any known
- battlefield weapon. In the testing stage of the
- Kangaroo, two 600 ton locomotives were loaded onto the
- craft to prove its ability to move any size load. The
- short barrel 75 mm howitzer and quad Shredder 20 mm
- cannon give this Kangaroo a serious punch. However, to
- achieve the cargo capacity promised, it was necessary
- to ensure that the Kangaroo is also the lightest
- armored vehicle present on the battlefield.
-
-
- This is a typical foot grunt supplied with weapons
- and fatigues. They are excellent for holding cities,
- but totally out of their element in the open as they
- are up against serious opposition. But they are easy to
- acquire and plentiful.
-
-
- Line Infantry are basically littlewalking tanks.
- The Second Chance Defense Co. introduced the Galahad
- Body armor system just five years ago, and it has
- quickly become the standard in Armored Infantry. With
- a built in Morning Star laser sighting system, a 30 mm
- semi-automatic Combat Grenade Launcher, and a full life
- support and first aid system built into the armor, the
- Second Chance Defense Co. has given Infantry a new
- lease on life on the battlefield.
-
-
- Your typical infantry man, but with aPh.D., and
- carrying enough equipment to buildor blow up a small
- town. The basic equipmentfor the Combat Engineer is
- the Foam Core Insta-Bridge and Force Field Generator,
- both from Li'L Giant Enterprises, and the Nova Corps
- new C41 Plasticene Demolition Chargesfrom Redmen Inc.
- The Sumar light semi-machine gun is the standard
- sidearm of these squads.
- The Titanium Reinforced Command Bunker is a self
- contained command center. The center is complete with
- satellite links, a fast scrambled communication
- computer and 3D Mirage Battlefield Imaging Table.
-
-
-
-
-
- *****************************************************************************
- 6.0 ********************** Trouble Shooting ****************************
- *****************************************************************************
-
- Question: "I've noticed several files that end in SWP taking up space in my
- FRONT LINES directory. Can I get rid of them?"
-
- Answer: Yes, you may. FRONT LINES creates *.SWP files on machines with 4 Meg
- of RAM. It refers to that file thought the game. Should FRONT
- LINES not be allowed exit properly. It may have to create a new
- *.SWP program. If it does not see the last valid SWP it was
- for, it will create a new one. So there is no danger in deleting
- them.
-