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READ.ME
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1995-01-20
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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.