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S U D E T E N L A N D
A boardgame style, operational level DOS computer
game of a hypothetical German invasion of
Czechoslovakia in October, 1938.
Copyright 1996 Forgotten Fronts Simulations
Table of Contents
-----------------
I. Program Shareware License
and Disclaimer
II. Game Introduction
III. Computer Operations
IV. General Game Information
V. Game Elements
VI. Victory Conditions
VII. Program Registration
I. PROGRAM SHAREWARE LICENSE AND DISCLAIMER
This package is a "shareware program" and is provided at no
charge to the user for evaluation. Feel free to share it with
others, but you may not give it away altered or without all of
the file. The purpose of "user-supported" software is to
provide personal computer users with quality software without
high prices, and yet to provide incentive for programmers to
continue to develop new products. If you continue to use this
program after a trial period of 30 days, you must make a
registration payment to Forgotten Fronts Simulation (see
Section VII).
Users of this package must accept this disclaimer of
warranty: These programs are supplied as is. Forgotten Fronts
Simulations disclaims all warranties expressed or implied,
including, without limitation, the warranties of merchantability
and of fitness for any purpose. Forgotten Fronts Simulations
assumes no liability for damages, direct or consequential, which
may result from the use of these software programs.
You are encouraged to pass a copy of this package along to
other computer wargamers. Please encourage them to register
their copy if they continue to use it past the evaluation period.
II. INTRODUCTION
A. Game Overview
Sudetenland is a simulation of what military operations
might have been like if there had been no "Munich agreement"
and Germany invaded Czechoslovakia in 1938. In this shareware
version of the game you command the Czechoslovakian armed
forces against the computer-controlled German forces committed
to the planned operation ("Case Green"). The game covers the
period of October 1st through 30th, 1938.
The objective of the German player (computer-controlled)
is to quickly overrun western Czechoslovakia (Bohemia and Moravia)
while minimizing losses. Your objective, as the Czechoslovakian
player, is to maintain the Czechoslovakian army as an effective
force while holding as much territory as possible. The computer
wins the game through the destruction of Czechoslovakia as an
independent, political entity. You win the game by denying the
computer-controlled German player victory.
Note: The registered version of the game allows you to play each
side against the computer and also provides a 2-player
module and a play-by-Email module.
B. Strategic Plans
Germany
German plans developed by the Nazi administration envisioned
a two-pronged invasion of Czechoslovakia. One force would
assault the major fortifications at Ostrava while another would
cross the river line south of Brno. After penetration of the
Czechoslovakian border defenses by infantry divisions, the
mechanized units would advance westerly to Praha, in effect
overrunning the enemy's rear. By the fall of 1938, this plan was
altered significantly by the General Staff. The fortified
positions at Ostrava and south of Brno were deemed too strong to
be taken quickly by frontal assault. Accordingly, the main axis
of advance was set along a line originating at the far western
frontier of Czechoslovakia, then running easterly through Plzen
and Praha. Subsidiary attacks were slated for the mountain
passes north of Praha, and near Ceske Budejovice in southern
Bohemia.
The German objective was to overrun Bohemia and Moravia as
quickly as possible to present the French with a fait accompli in
the dismemberment of Czechoslovakia. (The Germans hoped that the
quick destruction of the Czechoslovakian armed forces and the
occupation of western Czechoslovakia would facilitate the
creation of a friendly state of Slovakia by Slovak nationalists,
in effect destroying Czechoslovakia. Hitler believed that if
Czechoslovakia was removed quickly from the European scene,
France would take no military action against Germany.) To
accomplish its mission, the German General Staff assigned
virtually the entire active duty army to operations against
Czechoslovakia. The western frontier with France was guarded by
only 4 active army divisions supported by 13 reserve divisions.
Of major importance to the German government was that
Czechoslovakia be taken with minimal German casualties. As noted
previously, a great deal of the Nazi government's popular support
came from its ability to achieve foreign policy objectives
without military conflict (and the casualties that warfare would
entail). A costly campaign in Czechoslovakia could adversely
affect both civilian and military morale which in turn might
necessitate a dampening of Germany's aggressive foreign policy.
Czechoslovakia
Czechoslovakian plans called for an active, forward defense
of the frontier until a German breakthrough was achieved. Once
the "crust was cracked" the army would consolidate and conduct a
fighting withdrawal eastward into the mountainous area of
Slovakia. The objective of this strategy was to keep the army
intact and the state viable until Czechoslovakian allies (most
notably France) and other European nations (Britain and the
Soviet Union) could pressure Germany into accepting an armistice
and a withdrawal of German forces. The Czechoslovakian
government also hoped for immediate military assistance from the
Soviet Union, primarily in the form of air support.
III. COMPUTER OPERATION
A. Game Files
The shareware version of Sudetenland consists of multiple
files. The program files are not copy-protected and you may make
as many backup copies as you feel necessary. Please see the
software license regarding use of the program files. The program
files are as follows:
dpmi16bi.ovl DOS extender overlay and runtime module necessary
rtm.exe for the running of all program files (*.exe).
redsud.exe Executable game program file for playing the
Czechoslovakian side against the computer
opponent. Requires data from red_sud.fil and
redunits.fil, or saved game files (*.sav).
red_sud.fil ASCII data files for starting a new game.
redunits.fil
sud_map.pcx Graphics file which contains the gameboard map.
You should copy all of the above program files to their own
subdirectory on the hard drive. These files are necessary to the
running of the game. The subdirectory to which you copy these
files may be given any name.
Other files included in the shareware distribution package
are described below:
see.exe Freeware file reader from Pinnacle Software.
readme.bat Batch file for using the "see" program to read and
print the readme.fil file.
readme.fil Description of the program, system requirements,
and general game instructions.
manual.bat Batch file for using the "see" program to read and
print the manual.doc file.
manual.doc File containing this material (the instruction
manual).
order.fil Order form for registration.
vendor.doc Information for shareware distributors.
file_id.diz Program description in BBS format.
amaze.doc Advertisement from Pinnacle Software (not
affiliated with Forgotten Fronts Simulations).
amaze.txt Order form for Pinnacle Software offer.
B. System Requirements
The game requires an IBM compatible PC with a 286 or faster
CPU (386 or faster recommended) and VGA color display. The game
runs under DOS version 4.0 or later and Windows 95 (DOS Prompt
Window). The game requires 4 MB of total random access memory.
See the "readme.fil" for important installation and configuration
information.
C. Program Operation
Using DOS commands, log the computer to the subdirectory
which contains the program files. To start the game from the
menu program type redsud then press the <Enter> key. In response
the runtime module and program files will be copied into memory,
program execution will begin, and the opening menu will be
displayed.
Select between starting a new game or loading and continuing
a saved game, and using limited intelligence or full
intelligence. The default selections are new game and limited
intelligence. Use the <N> and <S> keys to toggle between (N)ew
and (S)aved game, the <F> and <L> keys to toggle between (F)ull
Intelligence and (L)imited intelligence. The asterisks indicate
the selected option. Also at this menu you may select the
difficulty level by the pressing numeric key 1, 2, 3, or 4. 2 is
the default difficulty level. Press the <Enter> key when you're
ready to start the game.
Intelligence Options
Under the full intelligence option all units, including
opposing player units, are always displayed. Under the limited
intelligence option the computer displays enemy units if any one
of the following conditions is met.
A German unit is adjacent to a Czechoslovakian square with
a supply level of 7 or higher. Note: A supply level of 0 is
the lowest supply level, a supply level of 9 is the highest
supply level.
The enemy unit is adjacent to a friendly unit.
The enemy unit is uncovered through air strikes.
A German unit is in a Czechoslovakian city or town.
A German unit is in Leipzig, Wien (Vienna) or Dresden
(Czechoslovakian intelligence agents in place).
A Czechoslovakian unit is in Praha (Prague), Plzen (Pilsen),
or Ostrava (German intelligence agents in place).
A Czechoslovakian unit is in Germany and away from the
German-Czechoslovakian frontier.
A Czechoslovakian unit is uncovered through air
reconnaissance.
Saved Game Option
If you select the saved game option the program will search
the logged subdirectory or floppy disk for map data files having
the extension of "sav". All such files will then be displayed.
If there are no "sav" files the program will continue the opening
menu display.
The saved game file naming convention is as follows. The
first character of the file name indicates the player who saved
the game, "r" for red or Czechoslovakian, "b" for blue or German.
The next two characters (both digits) indicate the game turn
which was saved. For example, a file named "r12.sav" contains
the game data saved by the red player during move 12, while the
companion file "r12units.sav" contains the unit data saved by the
red player during move 12.
Select the game data file by typing its name. The program
is not case-sensitive, so you may enter upper-case or lower-case
letters. You need not type the extension name. For example, to
resume play with "r12.sav" just type in "r12". To correct any
mistakes use the <Backspace> key then retype. Press the <Enter>
key to continue. If you type a name for a file which does not
exist the program will not advance. Type a new file name over
the displayed erroneous name. Use the space bar to erase
extraneous characters.
You may return to the opening menu from the saved game
selection menu by pressing the <Enter> key when no file is
selected. Use the <Backspace> key or spacebar to clear a file
name from the file selection field.
Difficulty Option
When playing against the computer you may set a "difficulty"
level to improve play balance. The standard setting is 2.
Setting 1 makes it easier for you to win the game. Settings 3
and 4 make it more difficult for you to win the game. Play
balance is altered through changes to the combat results
calculations, air force effectiveness, unit recovery models, and
unit resiliency. For example, under a difficulty setting of 2 or
3 an attack by the human player at 3:1 odds may be treated by the
program as an attack at 2:1 odds.
IV. GENERAL GAME INFORMATION
A. Units
The playing pieces for Sudetenland are icons representing
six types of combat units (panzer, mobile, light armor, motorized
infantry, infantry, and mountain) and headquarters supply trains
(referred to as HQ or supply units). Czechoslovakian units are
red, German units are blue. Combat units are divisions or
division equivalents. The combat capabilities of higher
echelons, such as corps and field armies, are abstracted by
distributing such combat capabilities among the divisions. The
components of units are total troops, infantry (and infantry
equivalents), tanks, artillery guns, anti-tank guns ("ATGs"), and
armored cars ("ACs").
PANZER. These are German armored divisions. Each division
starts the game with 352 tanks, of which half are light Pz I
tanks, and 12,000 troops, of which only 2,800 are infantry
or infantry equivalents (such as combat engineers). Panzer
divisions, like all other units, have integral artillery.
Panzer divisions are "mechanized" units.
MOBILE. These are Czechoslovakian armored divisions. Three
of the mobile divisions start the game with 144 tanks and
13,000 troops, of which only 3,800 are infantry or infantry
equivalents. One of the mobile divisions (Slovakian
reserve) starts the game with 96 tanks and 12,000 troops.
Mobile divisions are "mechanized" units.
MOTORIZED INFANTRY. These are infantry divisions with
enough integral motor transport to motor-march the entire
unit. German motorized divisions have 16,000 troops (5,000
infantry) while Czechoslovakian motorized divisions have
14,000 troops (6,100 infantry). Motorized divisions each
have approximately 30 tanks attached. Motorized divisions
are "mechanized" units.
LIGHT ARMOR. These are reduced-strength German motorized
infantry divisions reinforced with a substantial complement
of tanks. Each light armor division has 88 tanks, of which
half are light Pz I tanks, and 11,000 troops, of which only
3,500 are infantry. Light divisions are "mechanized" units.
INFANTRY. Infantry divisions are the basic foot-soldier
units though, like all other divisions, they include
artillery. Some infantry divisions have tanks attached to
them. Czechoslovakian infantry "divisions" include Defense
Groups and Frontier Sector Divisions. Infantry divisions
contain anywhere from 10,000 to 18,000 troops (5,000 to
8,000 actual infantry or infantry equivalents).
MOUNTAIN. Mountain divisions are German infantry divisions
specially equipped and trained for operating in mountains,
hills, and rough terrain. Mountain divisions contain 17,000
troops of which 5,800 are infantry.
HQ/SUPPLY. These units represent the logistic support
provide by field army and army group echelons. They also
contain the combat capability equivalent to an infantry
brigade (approximately 2,000 infantry and 12 artillery
pieces). HQ/Supply units are not units per se; they simply
represent the ability of the headquarters' supply train
(logistics organization) to provide supplies for offensive
operations. Throughout the manual these units may be
described as either HQ units or supply units.
Each unit has a combat factor, a strength factor, and a
movement factor. The combat factor represents the unit's combat
capability, the strength factor represents the unit's relative
manning/equipping level, while the movement factor represents the
unit's movement capability (how far it may move in a given turn).
The combat factor represents a unit's basic combat
capability, both offensive and defensive. The combat factor is
first derived from the number of infantry, tanks, guns (artillery
and anti-tank), and armored cars existing in the unit. It is
then modified by the unit's equipping level (the number of heavy
weapons in infantry units, caliber of artillery pieces, etc.) and
the unit's capability level.
The strength factor represents a unit's manning/equipping
level relative to its authorized strength. All units start the
game at full strength and the initial strength factor is 10
(which is displayed as "F"). As a unit incurs casualties and
equipment losses, its strength factor declines. For example, a
unit at approximately 80% of its starting "combat strength" will
have a strength factor of 8; a unit at approximately 60% of its
starting "combat strength" will have a strength factor of 6.
When a unit's strength factor falls to a predetermined strength
"shatter point" (anywhere from 2 to 7 depending on the unit) the
unit becomes susceptible to being "shattered" and removed from
play.
The movement factor represents a unit's maximum movement
capability (movement across clear terrain). For example, a unit
with a movement factor of 3.0 can move through 3 clear terrain
squares in one turn while a unit with a movement factor of
6.0 can move through 6 clear terrain squares in one turn.
When the program identifies a friendly unit these factors,
are displayed as a set of three numbers. For example, the unit
information display may show 4-8-3.0 for a German infantry
division. This indicates a combat factor of 4, a strength factor
of 8 (80% of initial combat strength), and a movement factor of
3.0.
B. Map
The gameboard is a map consisting of 1,148 offset squares
representing western and central Czechoslovakia and adjacent
German, Polish, and Hungarian territory. The gameboard includes
the "major" cities of Leipzig, Dresden, Praha (Prague), and Wien
(Vienna). Each square represents an area of approximately 8 by 8
miles (which is about 13 square kilometers). The squares are
offset so that each borders on six other squares. The squares
are identified with "x" and "y" axis numbers. The x-axis
represents columns which are numbered left to right from 2 to 42.
The y-axis represents rows which are numbered top to bottom from
2 to 29. Column 1 and row 1 contain map edge squares which are
not playable. Following is a descriptive example of the map
layout and numbering system.
Map squares are distinguished by terrain icons and in the
case of clear terrain, a small black dot. Map square lines do
not appear on the computer display. The x,y coordinates for the
cursor map square position are displayed in the lower-left area
of the computer screen.
Terrain features are generally identified by symbols.
Off-white map squares with only a small black dot contain clear
terrain (plains, crop land, and fields). Minor city squares are
treated as clear terrain. Brown bordered, blue lines along
square edges represent rivers. Terrain affects movement, combat,
and in the case of mountains, supply. Terrain types in the game
are woods, hills/rough, hills/woods (combined woods and hills),
mountain, and major city .
WOODS. Woods terrain affects both combat and movement. HQ
and mechanized units must expend 2.0 movement factors to
enter a woods square. The combat effectiveness of tanks in
woods squares is halved. The overall defensive value of
units in woods squares is increased, after the tank factor
reduction, by 50%.
HILLS/ROUGH. Hills/Rough terrain affects both combat and
movement. HQ and mechanized units must expend 2.5 movement
factors to enter a hills/rough square. Infantry units must
expend 1.5 movement factors to enter a hills/rough square.
The combat effectiveness of tanks in hills/rough squares is
halved. The overall defensive value of units in hills/rough
squares is increased, after the tank factor reduction, by
50%. Mountain units attacking hills/rough squares have
their combat effectiveness increased 100% (doubled).
HILLS/WOODS. This terrain is the equivalent of both woods
and hills/rough. HQ and mechanized units must expend 3.0
movement factors to enter a hills/woods square. Infantry
and mountain units must expend 1.5 movement factors to enter
a hills/woods square. The combat effectiveness of tanks in
such squares is one-third of their regular capability. The
overall defensive value of units in hills/woods squares is
increased, after the tank factor reduction, by 50%.
MOUNTAIN. Mountain terrain affects movement, combat, and
supply. HQ and mechanized units may not move into mountain
squares. Infantry units must expend 2.5 movement factors
to enter a mountain square. Mountain units must expend 2.0
movement factors to enter a mountain square. Only one unit
is permitted to occupy a mountain square. The combat
capability of tanks attacking into, or defending from,
mountain squares is 0. The overall defensive value of units
in mountain squares is increased, after the tank factor
reduction, by 100% (doubled). Mountain units attacking
mountain squares have their combat effectiveness increased
100% (doubled). Units which must retreat after combat may
not retreat into mountain squares. Supply lines may not run
through mountain squares.
MAJOR CITY. Major cities affect combat only. Like with
mountain squares, the combat capability of tanks attacking
into, or defending from, major cities is 0. The overall
defensive value of units in major cities is increased, after
the tank factor reduction, by 30%.
MINOR CITY. Minor cities have no effect on combat or
movement. Minor cities are treated as clear terrain.
Rivers, as stated previously, are represented by brown
bordered, blue lines running along square sides. Rivers affect
movement, combat, and supply. HQ and mechanized units must
expend an additional movement factor to cross a river. Infantry
and mountain units must expend an additional half of a movement
point, 0.5, to cross a river. German mechanized units may not
cross rivers during the second movement phase. Units attacking
across rivers have their combat value halved. Units which must
retreat after combat may not retreat across rivers. For
supply-line interdiction and movement purposes, a unit's zone of
control does not extend across rivers.
Towns are represented by black crosses surrounded by
round-cornered black squares. Town squares retain their basic
terrain characteristics. For example, a hills square containing
a town is a hills square for all purposes.
Neutral territory, Poland and Hungary, is colored dark gray.
No movement is permitted into neutral territory. Movement is
also not permitted across Lake Neusiedler in Germany/Austria.
The railroad transportation network, used for supply and
unit rail movement, is shown by solid, dark gray, straight lines.
Combat engineering features are forts and prepared
positions. Only Czechoslovakia has such features.
FORTS. Czechoslovakian forts are represented by purple
diamonds. Fort squares retain their basic terrain
characteristics plus have additional features which depend
on the extent of the fortifications. Fort squares increase a
unit's defensive capability. Units defending in level 4
forts have their combat strength doubled; units defending in
level 3 forts have their combat strength increased by 50%.
Units defending in forts of all levels also benefit from a
2-column combat odds shift. For example, a 3:1 attack
against a fort square becomes a 1:1 attack, while a 2:1
attack against a fort square becomes a 1:2 attack. Units in
major fortifications (level 3 and 4) exert a "zone of
control" which blocks German supply lines. Major
fortifications also provide occupying units with supply.
Fort squares without units have an intrinsic defense value
which depends on the fort level. As forts sustain losses
through combat, their fort level decreases. When the fort
level is reduced to 0 the fort is destroyed.
PREPARED POSITIONS. Prepared Czechoslovakian positions are
represented by purple hash marks in each of the square's
corners. Czechoslovakian units in prepared positions have
their defense strength increased through a combat odds
shift. For example, a 4:1 attack against a unit in a
prepared position becomes a 3:1 attack. Prepared positions
are destroyed when entered by a German unit. The unit that
destroys a prepared position expends all of its remaining
movement factor upon entering the prepared position square.
C. Keyboard Controls
Game operation is controlled by the keyboard and, if
connected, a mouse. Cursor movement, unit movement, and combat
operations are controlled by the numeric keys 7-9, and 1-3 or a
Microsoft compatible mouse and mouse driver. Presence of an
active mouse will be detected by the program. If no active mouse
is detected then the NumLock function key will be activated and
movement will be controlled by the numeric keys. If an active
mouse is detected the NumLock function key will not be enabled
and you will not be able to use the numeric keys for movement and
combat operations. Functions other than unit operations and
cursor movement are controlled by the alphabetic keys. Following
is a description of all key functions.
M MENU. Brings up a menu of play options. Movement
phase options are end move (advance to air combat
phase), save game, game status, and quit (exit to DOS).
O OVERVIEW. Displays the full map showing square
possession. Functions during the movement phase only.
The city squares of Leipzig, Dresden, Wien, Praha,
Plzen, Brno, Ostrava, and Bratislava are represented by
solid black squares. The Czechoslovakian frontier is
represented by a white line.
P POSSESSION DISPLAY. Toggles on/off the display of
square possession markers. It is selectable during
the movement phase only. Czechoslovakian possession is
shown by a red dot, German possession is shown by a
blue dot.
T TRANSPORTATION NETWORK DISPLAY. Toggles on/off the
display of the rail transportation network. During the
rail movement phase squares that are part of the unit
movement network are shown with a circle. During the
unit movement phase, squares that are part of a
player's supply network are shown with a circle.
V VIEW UNIT. Brings up a detailed display of a player's
units (troops, tanks, guns, etc.). To view units place
the cursor over the selected unit then press the <V>
key.
Q W E AREA DISPLAY. These keys change the display by quickly
A S D moving the cursor to a different section of the
Z X C mapboard. For example, the <Q> key moves the cursor to
the upper-left section of the map, the <C> key moves
the cursor to the lower-right section of the map.
Keypad UNIT/CURSOR MOVEMENT. The numeric keys move the cursor
7 8 9 one square at a time. The cursor is usually a black box
1 2 3 which outlines the highlighted square. When a unit or
square is selected with the <Enter> key the cursor
color changes to yellow. The numeric keys move the
cursor as follows: 7-NW, 8-N, 9-NE, 1-SW, 2-S, 3-SE.
If an active mouse is detected then these keys are
disabled. You may either use mouse unit/cursor
movement or keyboard unit/cursor movement but not both.
U UNDO. Cancels, or "undoes" the movement of a unit.
The unit is returned to its starting position and its
movement allowance is restored. You must undo a unit's
move before you select another unit for movement. The
undo feature can't be used for units which moved
adjacent to enemy possessed squares. The undo feature
does not apply to rail movement or the German player's
second movement phase.
Alt-Q QUIT. During any phase when you press the <Q> key
while holding down the <Alt> key the program will
terminate and exit to DOS.
D. Mouse Control
To move the cursor (usually a black square), position the
white mouse pointer over the square to be selected. Press the
<LeftMouse> button and the cursor will move to the selected
square (the square on which the mouse pointer rests). To examine
or "select" the square on which the cursor now rests, press the
<RightMouse> button when the mouse pointer is on that square.
(In effect, the <RightMouse> button functions the same as the
keyboard <Enter> key.) Note: To choose between two friendly
units in a selected square, use the <LeftMouse> button to select
the top unit, the <RightMouse> button to select the bottom unit.
To scroll the map, place the mouse pointer on a fully
displayed map edge square (about 1/2 inch in from the map edge)
then press the <LeftMouse> button.
E. Play Sequence
Each game turn represents 36 hours and consists of a German
(blue) turn and a Czechoslovakian (red) turn. The game begins
with the Czecoslovakian player's turn. After completion of all
phases of the Czechoslovakian player's turn, the computer
controlled German turn begins. The game advances a full game
turn after completion of all phases of the Czechoslovakian
player's turn. The first full game turn of a new game represents
October 1/2. The second full game turn represents October 2/3.
The game continues, with alternating blue and red turns, through
October 29/30, 1938, game turn 20.
Each player turn consists of several stages called "phases."
The phase sequence is as follows: supply/unit recovery, rail
movement, unit movement, air strike, ground combat selection,
combat resolution. The German player gets a second movement
phase which takes place after combat resolution.
Supply
There are three supply states; attack-supplied, general-
supplied, and unsupplied. Units in attack-supply attack and
defend at full strength. Units in general-supply attack at half
strength and defend at full strength. Unsupplied units both
attack and defend at half strength.
The computer determines each unit's supply state at the
beginning of each player's turn. A unit is in general-supply if
there is a continuous line of friendly squares from the unit to a
supply base. Supply bases for the Czechoslovakian player are
Plzen, Praha, Brno, Ostrava, and Bratislava. Supply bases for
the German player are the north, west, and south map edge
squares. A supply base square does not function as a supply base
while it is possessed by the opposing side. Also, for Praha to
be a supply base both Praha squares must be possessed by the
Czechoslovakian player.
In addition to unit supply, there is also map square supply.
Each square has a supply value of from 0 (the lowest value) to 9
(the highest value). A square supply value of 3 is needed for a
unit in general-supply to be attack-supplied. Unsupplied squares
have a supply level of 0.
At the beginning of the game there is an exception to the
general supply rule. For the first four turns all units are in
attack-supply. This reflects the supplies carried by divisions
at the commencement of hostilities (approximately 1-week's worth
of munitions, fuel, food, etc.).
When a square changes possession it is assigned a supply
value of 2 less than the supply value of the square from which
the occupying unit moved. For example, when a German unit moves
from a square with a supply value of 6 to a square possessed by
the Czechoslovakian player, the Czechoslovakian square changes to
a German square and is given a temporary supply value of 4.
Supply is not reduced during movement to less than 1 unless the
moving unit started out unsupplied.
During the supply phase each square which is cut off from a
supply base has its supply level set to 0. Each square which is
in supply has its supply level increased by 1, up to the maximum
of 9. This increase in supply level represents the clearing of
roads and the repair of bridges and railroad track.
The maximum supply level of a square is determined by its
location in relation to the possessing player's rail
transportation network.
Unit Recovery
Unit recovery is performed by the program after completion
of the supply phase. During the unit recovery phase damaged
tanks are restored to units and certain units have their combat
capability improved.
Rail Movement
During this phase the Czechoslovakian player may move up to
two units by rail.
Movement
During this phase players may move some, none, or all of
their units. There are some unit movement restrictions. The
on-map Slovakian reserve units, 3rd Mobile Division and the 9th,
15th, and 39th Infantry Divisions, may not be moved by the
Czechoslovakian player until a square southwest of square 34,19
is in German possession. Also, you may not move unsupplied
Czechoslovakian units that are in fort squares.
Air Strikes
After completion of the movement phase, the moving player
may conduct air strikes up to the number of air attacks allowed.
Air strikes cause ground unit casualties, reveal undetected enemy
units (if using the limited intelligence option) disrupt the
Czechoslovakian (but not German) rail network for unit movement,
and reduce an attacked square's supply level.
Combat Selection
After completion of the air strike phase, the moving player
selects which if any units will attack enemy units. All attacks
are at the option of the moving player.
Combat Resolution
After the moving player completes the combat selection
phase, the game advances to the combat resolution phase. The
computer handles the resolution of all combat (losses, retreats,
and advances into vacated squares).
The result of each battle is displayed as a representation
of the attacked square and the six adjacent squares. Information
displayed includes the designation of the units involved in
combat, combat odds, combat results, and casualties/losses
incurred by both sides. Note that attack odds greater than 7:1
are treated as 7:1. Also, attacks at odds of less than 1:4 are
canceled unless the defender is in a fort square.
German Second Movement
After combat resolution, the German player may move
mechanized units (panzer, light, and motorized infantry) one
square regardless of movement cost. The only restrictions are
that mechanized units can't cross rivers or enter mountain
squares. This feature represents the limited and untested
blitzkrieg capability possessed by the German army in 1938.
V. GAME ELEMENTS
A. Czechoslovakian Morale
The basic morale level of the Czechoslovakian forces is set
through the difficulty level selection made at the menu screen
before the start of the game.
In addition to the initial morale setting, morale of the
Czechoslovakian ground forces will fall when both Praha is taken
by the Germans and Czechoslovakian total casualties (killed,
wounded, captured, and missing) exceed 100,000. Note that both
conditions must be present for this general decline in morale to
occur. This general decline in morale increases the shatter
factor of Czechoslovakian units by an additional 10 points.
B. Supply
General supply determination takes place prior to a player's
rail movement phase. Attack supply determination takes place
after the moving player's movement phase. As previously stated,
a unit is in general supply if there is a continuous line of
friendly squares from that unit to a supply base. An exception
to this rule is that supply lines cannot be traced through
mountain squares and squares within an enemy zone of control.
Czechoslovakian units in level 3 and 4 forts and all
mechanized units exert a zone of control which blocks enemy
supply paths. The zone of control consists of the six squares
adjacent to the unit exerting the zone of control. The
exceptions to this rule are that zones of control do not extend
across rivers or into mountain squares.
Unsupplied units have their combat factors reduced 50% when
attacking, and 50% when defending. Units in general supply, but
not in attack supply, have their combat factors reduced by 50%
when attacking.
During the first 4 game turns, all units in general supply
are automatically in attack supply. Beginning with game turn 5
(October 8/9), a unit is in attack supply only if at the time of
combat it is in a square with a supply level of 3 or higher.
A HQ unit may be used to increase the supply level of all
friendly, supplied squares within 2 squares of the HQ unit.
After the completion of a player's movement phase, all friendly
squares with a supply level of 1 or 2 which are within two
squares of a HQ unit, have their supply level raised to 3. In
other words, HQ units are used to provide attack supply for units
that are otherwise in general supply only. Keep in mind that
supply lines to HQ units may not be traced through enemy occupied
squares.
Isolated Czechoslovakian Units
An isolated, unsupplied Czechoslovakian unit more than 2
squares from another friendly unit "dissolves" if it becomes
adjacent to a supplied German unit. A dissolved unit is one that
falls apart through desertions and the formation of guerrilla
bands by more stalwart soldiers. Though dissolved units are
removed from the map, the Czechoslovakian player incurs no
casualty costs.
Bases
Supply bases for each side are described in Section IV. E.,
Play Sequence. Once a supply base square is occupied by an enemy
unit that square no longer functions as a supply base. The
square will again function as a supply base if it is reoccupied
by a friendly unit. Supply bases that are part of the
transportation network have a maximum supply level of 9.
Transportation Network and Maximum Supply
Supplies are moved from depots to units by railroad, truck,
and animal-drawn carts. Supplies move through a pipeline-like
network consisting of railroad lines. The closer a unit is to
this "pipeline" the faster it can receive the supplies necessary
to conduct operations (munitions, food, and animal fodder).
These logistics aspects of the campaign are embodied in the
transportation network rules.
The rail transportation network is represented by solid gray
lines. The maximum supply level for squares in this network is
9. Maximum supply is attained when the square is part of a
friendly network reaching back to a supply base square. The
maximum supply level that a square can have decreases by 2 for
each square it is distant from the transportation network. For
example, a square that is one square from the transportation
network has a maximum supply value of 7. A square that is two
squares from the transportation network has a maximum supply
value of 5. Squares that are four or more squares from the
transportation network have a maximum supply value of 1.
Forts
Czechoslovakian units in major forts (levels 3 and 4) always
have a minimum supply level of 3.
End of Game Supply Determination
At the end of the game supply levels are recalculated for
both German and Czechoslovakian forces. Unsupplied units are
eliminated and unsupplied squares change possession. For
example, if at the end of the Czechoslovakian player's final turn
(game turn 20) the German 7th Infantry Division is unsupplied in
square 20,13, then the 7th Infantry Division is eliminated and
possession of square 20,13 goes to the Czechoslovakian player.
C. Unit Recovery
During the program-controlled unit recovery phase certain
German units may "recover" their ability to hold positions when
they would otherwise be forced to retreat after being attacked.
German units eligible for "recovery" are the panzer divisions,
the motorized divisions other than the 9th Motorized Division,
and the 1st Mountain Division.
In addition to the above-described German unit recovery,
both Czechoslovakian and German units may receive recovered tanks
(previous losses) during the unit recovery phase. In order for a
Czechoslovakian unit to receive recovered tanks it must be in a
square with a supply level of at least 5 and not adjacent to an
enemy unit. Approximately 20% of Czechoslovakian tank losses may
be recovered. Tanks lost due to the destruction of a unit,
however, are not recoverable.
Tank recovery begins with game turn 6. On that turn and
each subsequent turn up to 20% of the tanks in the recovery pool
may be returned to units eligible to receive recovered tanks.
D. Rail Movement
All units are capable of rail movement. Rail movement takes
place during a player's rail movement phase. Units which move by
rail cannot be moved during the regular movement phase. Note:
You may "undo" a rail movement by returning the moving unit to
its starting position.
Czechoslovakian Rail Movement
The Czechoslovakian player may move up to two units by rail.
In order for a unit to be moved by rail it must be on a
transportation network square with a supply value of 9. Also,
the unit cannot not be adjacent to an enemy unit.
To move a unit by rail place the black cursor on the square
containing the unit. Select the square with the <Enter> key or
the <RightMouse> button. The cursor color will then change to
yellow. Move the unit along the rail transportation network.
Note that if the supply level of a transportation network square
was reduced to below 9 due to German air strikes, you cannot move
a unit into that square. Also, you cannot move a unit into a
square adjacent to an enemy unit or into a square containing two
Czechoslovakian units. After you have moved the unit to its
destination press the <Enter> key or the <RightMouse> button.
The cursor color will change to black and the rail movement will
be completed.
E. Unit Movement (Regular)
After completion of the rail movement phase, the game
advances to the unit movement phase. All units may be marched
(foot, vehicle, and horse movement). Each unit has a movement
allowance called a movement factor. Movement points are expended
from the movement factor as a unit moves across map squares.
After the movement factor is exhausted that unit can no longer
move. It costs 1 movement point to move into clear terrain and
city map squares. It costs HQ and mechanized units additional
movement points to move into hills, woods, and hills/woods
squares. It costs infantry units additional movement points to
move into hills, hills/woods, and mountain squares. It costs
mountain units additional movement points to move into
hills/woods and mountain squares. All units must expend
additional movement points to cross rivers, 1.0 for HQ and
mechanized units, 0.5 for all other units. Note that HQ and
mechanized units may not enter mountain squares.
Enemy unit zones of control also affect movement. During
the movement phase all enemy units exert a zone of control on
squares adjacent to the one in which it is in. The only
exception to this rule is that a zone of control does not extend
across a river. Whenever a unit moves into an enemy zone of
control an additional 1.5 movement points are subtracted from the
remaining movement factor at the end of the move. For example, a
German unit with a movement factor of 2.5 moves into a clear
terrain square adjacent to a Czechoslovakian unit. The German
unit expends one movement point to enter the square leaving a
movement factor of 1.5. This remaining movement factor of 1.5 is
then reduced to 0 after completion of the move. This reduction
is the 1.5 point subtraction for entering a zone of control.
Czechoslovakian prepared positions affect German movement.
After a German unit enters a Czechoslovakian prepared position
that unit may move no more that turn. Other German units,
however, may move through the now former prepared position
without any additional movement cost, other than the normal
terrain cost.
Generally, a unit must have a movement factor sufficient to
enter the map square into which the player wants to move that
unit. (Note that zone of control "cost" doesn't affect movement
into a square, only subsequent movement.) The exception to this
rule is that if a unit has not moved during a movement phase it
may move into any square by expending all of it's movement
points. For example, an infantry unit with a movement factor of
2.0 may be moved across a river into a mountain square (movement
cost of 3.0 points) so long as it is the first move for that
infantry unit during that movement phase.
To select a unit for movement, move the black cursor to that
unit's map square then press the <Enter> key or the <RightMouse>
button. The cursor color will change to yellow to show that the
map square has been selected. If the map square contains 2 units
then select either the top unit or bottom unit for movement by
pressing the <T> key / <LeftMouse> button or the <B> key /
<RightMouse> button.
Unit movement is accomplished by using the numeric keypad
keys (1,2,3 and 7,8,9) or the mouse pointer. To move a unit
using the mouse, place the mouse pointer over an adjacent square
then press the <LeftMouse> button. If the selected unit is
unable to enter the desired map square, then the cursor color or
mouse pointer will blink and the unit will not be moved.
To de-select a unit from movement press the <Enter> key or
the <RightMouse> button. In response the cursor color will
change from yellow to black.
F. Air War and Air Strikes
Air warfare (air force attrition) is handled by the game
program. Each side incurs aircraft losses as the game
progresses; however, the German side will achieve air supremacy.
The size and capability of each player's air force (and for the
Czechoslovakian player the number of friendly cities controlled)
determines the number and effectiveness of ground "air strikes"
players may make during their air strike phase.
Air War
As stated above, the air war is handled by the game program.
At the start of each turn losses are incurred by each side based
on the relative capabilities of each force. The Czechoslovakian
air force, smaller and less modern than the German air force,
will sustain more losses than the German air force. Losses to
each side are also affected by the Czechoslovakian morale level
and the game turn. At the end of the Czechoslovakian player's
turn, the results of air warfare are displayed on the "Changing
Sides" screen. Shown are the number of currently operational
aircraft, losses for the turn, and cumulative losses.
Air Strikes
After the movement phase and prior to the ground combat
selection phase, each player has an air strike phase. During
this phase you may attack from 0 to 9 squares by air, depending
on the number of air strikes available. The number of available
air strikes in turn is determined by the number of serviceable
aircraft available. During the first game turn the German player
gets to make five air strikes, the Czechoslovakian player gets to
make two air strikes. Note that air strikes are not combined
with ground unit attacks. This separation of air strikes and
ground unit attacks simulates the low level of air/ground attack
coordination that existed during 1938. (Remember, Sudetenland is
in many respects a World War I game played with World War II
toys.)
Air strikes cause targeted units to incur losses, reduce the
supply level of a square by 2, and, if playing with the limited
intelligence option, "uncover" enemy units which were previously
"invisible." Note that the supply level reduction will disrupt
Czechoslovakian rail movement if a Czechoslovakian rail
transportation network square is the target of an air strike.
The effectiveness (ability to cause enemy casualties and
equipment losses) of each air strike is determined by the number
of serviceable aircraft available, the game turn (effectiveness
declines as the campaign continues), and for the Czechoslovakian
player, the number of Czechoslovakian cities controlled.
The effectiveness of Czechoslovakian air strikes is reduced
20% cumulatively for each Czechoslovakian city, major and minor,
in German possession. For example, if one city is possessed by
the German side, then air strike effectiveness is reduced by
20% (80% of what it would have otherwise been). If two cities
are possessed by the German side, then air strike effectiveness
is reduced by 36% (64% of what it would have otherwise been).
Generally, each air strike is equivalent to an attack by an
infantry division (combat factor of 2 to 5).
To make air strikes, move the black cursor to the targeted
square then press the <Enter> key or the <RightMouse> button.
The selected square will become outlined in bright green
indicating it has been targeted. Continue selecting squares for
air strikes until no further air strikes are available. You may
de-select or cancel an air strike. To de-select a targeted
square place the cursor over that square; press the <Enter> key
or the <RightMouse> button; then press the <Y> key to select the
cancel attack option.
After all air strike selections are made, display the menu
by pressing the <M> key, then press the <Y> key. The game
program will then determine the results of the air strikes and
display the total casualties and losses incurred by the attacked
side.
G. Combat
The combat phase of a game turn follows the air strike
phase. During the combat phase, the moving player selects
friendly units to conduct attacks against enemy units and forts.
The moving player may select some, all, or none of the friendly
units to participate in attacks. Also, more than one unit may
attack a target; however, a unit may not attack more than one
enemy target. To end combat selection, display the game menu by
pressing the <M> key then press the <Y> key in response to the
"end selection" question. After attack orders are issued, the
computer calculates combat odds and resolves combat.
Combat Selection
To select a unit to conduct an attack, place the cursor over
the chosen unit; then press the <Enter> key or the <RightMouse>
button (in response the cursor color changes to yellow). Next
select the attack direction by using the numeric keys or the
mouse and the <LeftMouse> button (attack arrow displayed on the
screen). Then press the <Enter> key or <RightMouse> button to
store the combat selection. Note: You may not attack any map
edge squares (columns 2 and 42, rows 2 and 29).
To de-select a unit from attacking, place the cursor over
the chosen unit; press the <Enter> key or the <RightMouse>
button; then press the <Y> key to select the cancel attack
option.
An attacked square is defended by all of the units in that
square. The combat value of both units are taken into account in
the determination of the combat result. Also, if the attacked
square contains a fort, the fort's intrinsic defense value is
also taken into account.
Combat Resolution
The computer program resolves each attack taking into
account unit strength, terrain, defender entrenchment level, and
Czechoslovakian morale. Results are displayed separately for
each attack.
Up to six of the attacking units and all defending units are
identified in the combat resolution display. Combat values are
modified for terrain and supply conditions. Odds are rounded
down in favor of the defender. Attacks at odds of less then 1:4
are canceled unless the attacked square contains a fort.
As a result of an attack, a defending unit may be forced to
retreat. Retreats are handled by the computer. Retreats are not
permitted into mountain squares, attacked squares, squares
adjacent to attacking units, or across rivers. If a unit is
forced to retreat and there is no available square to retreat
into, the unit is destroyed (removed from play). If a unit is
destroyed then 80% of the surviving troops surrender while all of
the unit's equipment (tanks, guns, etc.) is lost.
Another result of combat is that an attacking or defending
unit may be shattered. A unit is shattered when its remaining
strength falls below a level set by the game program. For
Czechoslovakian units this level may be altered by changing the
morale setting at the start of play. A shattered unit is
considered no longer capable of combat operations and is removed
from play. If a unit is shattered then 40% of the surviving
troops surrender while 50% of the unit's artillery pieces and
anti-tank guns are lost; the shattered unit's tanks are placed
into the recovery pool.
If an attack against a fort square is successful, then the
fort level of that square is reduced. For example, a level 4
fort, if attacked successfully, may be reduced to a level 3 fort
or to a level 2 fort. If the fort level is reduced to 0 then the
fort is destroyed. Units in fort squares, however, are never
forced to retreat.
If an attacked square is vacated due to the shattering of
the defenders, destruction of the defenders, retreat of the
defenders, or in the case of an unoccupied fort square, the
destruction of that fort, one attacking unit will be advanced by
the game program into the attacked square. The only exception to
this rule is that a mechanized unit will not be advanced into a
mountain square. Preference for the advancement of units is
first given to top units of two-unit stacks. Preference is then
given on a clockwise basis (i.e. first to attackers north of the
attacked square, then to attackers northeast of the attacked
square, and so on).
Tank Superiority Odds Shift
If an attacked square is a clear terrain square (which
includes minor cities), then combat is subject to the tank
superiority rule. Should the combat strength of the attacking
tanks (excluding Pz I tanks) be 2.5 times that of the combat
strength of the defending tanks (excluding Pz I tanks) and
anti-tank guns, and the total number of attacking tanks
(including Pz I tanks) exceeds 75, then the combat odds are
shifted 3 columns in favor of the attacker. For example, if the
odds are 2:1 in favor of the attacker and the tank attack
conditions are satisfied, then the odds for the attack become 5:1
in favor of the attacker.
Combat Resolution Display
After the resolution of each individual attack, the game
displays the results of that attack. The combat resolution
screen shows a small portion of the map (the attacked square and
surrounding squares), identifies the attacking and defending
units, shows the aggregate combat factor for each side along with
the calculated odds and whether there was an odds shift, and
displays total casualties and equipment losses suffered by each
side. The combat resolution display will also identify units
shattered or destroyed as a result of the combat.
H. Entrenchment
As units remain in place they dig-in and improve their
overall defensive capability. Each unit is assigned an
entrenchment factor which reflects the extent of such defensive
preparation; 0 being the lowest level of preparation, 9 being the
highest level of preparation. A unit's entrenchment factor is
displayed alongside its combat, strength, and movement factors as
a single digit in parentheses.
A unit's entrenchment factor increases by 1 each turn it is
not moved. Whenever a unit is moved its entrenchment factor is
reduced to 0. An entrenchment factor of 2 increases defensive
capability by 10% while an entrenchment factor of 9 increases
defensive capability by 60%. The entrenchment level of units in
forts, however, has no effect on defensive capability.
I. German Second Movement
To reflect the nascent blitzkrieg tactics of 1938, as well
as the capabilities of German mechanized units, the German player
gets a special mechanized unit movement phase following the
resolution of all German initiated combat. During this movement
phase the German player may move any or all mechanized units
(panzer, light, and motorized infantry) one square. The only
restriction is that units may not cross rivers.
J. Fort-Frozen Czechoslovakian Units
Unsupplied Czechoslovakian units in forts cannot be moved.
K. Slovakian Reserve
The Czechoslovakian 9th, 15th, and 39th Infantry Divisions,
as well as the 3rd Mobile Division are part of the forces
assigned to defend Slovakia from either German or Hungarian
attack. The Czechoslovakian player cannot move these units until
a German unit crosses the Danube River or penetrates south of the
squares having the coordinates 34,19 through 38,19.
L. German Strategic Reserve
Should the Czechoslovakian forces threaten the capture of
Wien or Ratibor, German strategic reserve divisions will appear
to defend those cities. Four Landwehr (second-line reserve)
infantry divisions are available for the defense of Wien, while
three of such divisions are available for the defense of Ratibor.
VI. VICTORY CONDITIONS
As stated in the Introduction, the objective of the German
player is to quickly overrun western Czechoslovakia while
minimizing losses. The objective of the Czechoslovakian player
is to maintain the Czechoslovakian army as an effective force
while holding as much territory as possible.
A "sudden death" German victory occurs if at the end of any
player turn after turn 13 Praha and three of the four minor
Czechoslovakian cities (Plzen, Brno, Ostrava, and Bratislava) are
possessed by the German player. If German dead and wounded total
fewer than 100,000, then the victory is a "strategic" victory.
If German dead and wounded total more than 100,000 then the
victory is an "operational" victory. If no sudden death victory
occurs, then the game results are evaluated at the end of turn 20
as follows:
German Strategic Victory
The German player attains a strategic victory through
possession of Praha and three of the four minor Czechoslovakian
cities. Brno, Ostrava and Bratislava are each treated as
"possessed" by the German player if there are three or more
German units at the "rear" of those cities (squares 30,15, 31,15,
and 31,16 for Brno; squares 37,8, and 38,8 for Ostrava; squares
36,22 and 37,22 for Bratislava). The German player must also
incur no more than 100,000 dead and wounded to obtain a strategic
victory.
German Operational Victory
The German player attains only an operational victory if the
geographical requirements for a strategic victory are met but the
total of German dead and wounded exceeds 100,000.
The German player may also achieve operational victory by
possessing Plzen and Praha, having more than seven German units
east of Brno and having on the map more than twice as many units
as the Czechoslovakian player.
Czechoslovakian Strategic Victory
The Czechoslovakian player attains a strategic victory if
all Czechoslovakian cities remain in Czechoslovakian possession.
The Czechoslovakian player may also attain a strategic
victory by meeting all of the following requirements:
Brno, Ostrava, and Bratislava are in Czechoslovakian
possession.
There are fewer than four German units east of Brno.
There are 35 or more Czechoslovakian units on the map,
German dead and wounded exceed 100,000, and French
forces are positioned to invade Germany (see the Game
Status display).
Czechoslovakian Operational Victory
If none of the other victory conditions are met (German
strategic, German operational, and Czechoslovakian strategic),
then the Czechoslovakian player attains an operational victory.
Remember, unless the German player wins by "sudden death,"
victory is determined at the end of the game (after 20 game
turns). After the 20th game turn is completed, all unsupplied
squares (including city squares) "fall" to the enemy player. The
last game turn is October 29/30. After full completion of the
20th turn, a final game status report will be displayed. The
display shows the winning side and gives a plausible
politico-military result.
Keep in mind that casualties and unit losses affect the
extent of a victory. If the German player destroys
Czechoslovakia at too high a cost then the German victory is
simply "operational." If the Czechoslovakian player loses too
many units a "geographical victory" can turn into "political
defeat."
For comparison purposes, shown below are the approximate
casualties incurred in the German conquest of Poland (September,
1939 - 32 days) and the German conquest of the Netherlands,
Belgium, and France (May-June, 1940 - 46 days):
Germany Poland
16,000 Killed 66,000
32,000 Wounded 134,000
32,000 POW/MIA 587,000 *
* Captured by Germany. The Soviet Union
captured another 200,000 Polish troops.
Western
Germany Allies
27,000 Killed 107,000
111,000 Wounded 243,000
18,000 POW/MIA 1,950,000
VII. PROGRAM REGISTRATION
Though this shareware version of Sudetenland is a complete
game, it has been presented for evaluation purposes only. If you
enjoy the game and wish to keep it for more than 30 days, under
the terms of the shareware license you must register.
There are benefits to registration as the registered version
is a full-blown, commercial-style game provided to you at a price
far below that of traditionally marketed, commercial wargames.
Features included in the registered version are described below.
2-Player Game: You play the game against another person
on the same computer. One person plays
the German side, the other person plays
the Czechoslovakian side.
E-Mail Play: You play the game against another person
at a different location. After each
person plays a turn, an encrytped ASCII
file is created. This file is then sent
on disk by mail, or electronically (E-
Mail) to the person playing the opposing
side.
German Game: You play the German side against the
computer which plays the Czechoslovakian
side.
Variable Setup: For the 2-Player Game and E-Mail Play
each player may redeploy the available
units prior to the start of the game.
Registered users also receive an instruction booklet and printed
map of the gameboard (suitable for photocopying).
To register, simply complete the form provided at the end of
this manual and send it along with the registration fee of $28.00
to Forgotten Fronts Simulations, PO Box 635, Vienna, VA 22183.
(The order form is alos in the file "order.fil".) The
registration fee includes sales tax for Virginia residents.
There is no extra charge for "postage and handling." Payment
must be in U.S. funds by check drawn on a U.S. bank or by money
order. Do not send currency. Foreign subscribers may make
payment by international postal money order.
Prices quoted are in effect through December 31, 1997. If
you wish to register after this date, please write to Forgotten
Fronts Simulations to get the current prices and information on
all available games.
Other games currently available from Forgotten Fronts are:
August, 1914: A corp/division level game of the first 3
months of combat on the Western Front of
World War I (France, Belgium, Great Britain
and Germany).
East Front, 1914: Similar to August, 1914 but covers the
Eastern Front (Russia, Germany, and
Austria-Hungary).
Serbia, 1914: Introductory, brigade level game of the
first 3 weeks of combat on the Balkans
Front of World War I (Serbia against
Austria-Hungary).
ORDER FORM
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______________________________________________
______________________________________________
___
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