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- ---------------------------
- 3]BULLRUN: Civil War Game
- By DAVID TOWNSEND
- 1]---------------------------
-
- 3] (EDITOR'S NOTE: This program requires that you boot the Amiga using
- 3]Workbench 1.2. Otherwise, it may signal an error.
-
-
- 1] BULL RUN is a simple wargame that recreates the battle of First Bull
- Run, the first major battle of the American Civil War. You can take the
- side of either the Confederacy or the Union, and the computer will
- direct the opposing forces.
-
- 3]STARTING THE GAME
- 1] Double click the BullRun Drawer, and then double-click the
- BullRun icon. The program will start and you will see the game's title
- screen.
-
- 3]CHOOSING A SIDE
- 1] Decide which side you want to play, and then click on the
- appropriately-labeled flag.
-
- 3]UNDERSTANDING THE DISPLAY
- 1] The screen shows a map of the battlefield divided into squares. The
- green patches represent woods, blue lines are rivers, and black dots are
- towns. Bull Run is the large river that divides the map in half. It is
- only crossable at fords, denoted by black lines crossing the river.
- Your playing pieces are the red (Confederate) or blue (Union) squares,
- each marked with a two-letter identity code. Enemy units are the unmarked
- flags.
- The current game time is displayed at the top of the screen. Each turn
- represents half an hour of real time.
-
- 3]HOW TO WIN
- 1] The object of the game is to capture an enemy town. The town must be
- occupied throughout a turn to win. The Union player has only one town to
- defend -- Centreville, in the northeast corner of the map. The Confederates
- have two towns -- Manassas to the south and New Market to the west.
- If neither player wins by the 7:00 PM turn, the game ends and the
- computer decides who wins, based on relative casualties and how close each
- side came to their objective.
-
- 3]PLAYING THE GAME
- 1] To get more information on your units, move the pointer over a unit and
- click the left mouse button. The title bar will show the full name of the
- unit's commander, the unit's "mode" and the current/original number of men
- in the unit.
- If you hold the button down, you will notice that the pointer changes
- to a "target." To give a unit orders to move, you
- -- move the pointer to the unit
- -- hold down the left mouse button (the pointer will change to a target)
- -- move the target to the square that you want to set as the destination
- for the unit
- -- release the left mouse button.
-
- You can give movement orders to each of your units every turn. Orders
- stay in effect until the unit reaches its destination or it is given other
- orders. You can always cancel a unit's orders by clicking on the unit and
- then choosing "Cancel Move" from the ORDERS menu (or, equivalently, pressing
- function key F6).
- In addition to movement orders, you can also set the "mode" of the unit
- by clicking on the unit and then using the MODES menu. There are five
- different modes: Charge, Attack, Skirmish, Defend, and Withdraw, with
- Charge being the most aggressive and Withdraw being the least. The mode
- of a unit affects how it will perform in combat: units with more aggressive
- modes will have a better chance of forcing the enemy to retreat, but will
- take more casualties than units with less aggressive modes.
- When you are finished giving orders to your units, choose Execute Turn
- from the ORDERS menu. The computer will then begin moving the armies based
- on your orders. Notice that enemy units may move also; the computer is
- directing the enemy forces and is giving orders to the enemy at the same
- time as you.
-
- 3]ZONES OF CONTROL
- 1] No unit may move from one square adjacent to an enemy unit directly
- to another square adjacent to the SAME enemy unit. For experienced
- wargamers, note that this is a variation on the usual ZOC rule.
-
- 3]SIGHTING
- 1] Not all of enemy units will be visible at all times -- they must be
- "sighted" by friendly forces. Units on ford squares, or units on the
- enemy side of the river, are ALWAYS sighted. Otherwise, to sight the
- enemy you must have a unit on the same side of the river (or on a ford)
- and within three squares of the enemy. Unsighted units do not appear on
- the map, but sighting is checked whenever a unit moves, not just at the
- end of a turn.
-
- 3]COMBAT
- 1] Combat is caused by a unit trying to move into an enemy-occupied
- square. A window will appear, telling you which units are involved and
- what casualties are sustained. A blinking arrow on the map will appear,
- showing exactly which unit is attacking and the direction of the attack.
- The size of the arrow shows the aggressiveness of the attack. When you are
- done seeing the combat results, hit any key or click the left mouse button
- to continue.
-
- 3]SHATTERED UNITS
- 1] Units which take too many casualties can become "shattered." A
- shattered unit is marked with an asterisk in the title bar when you click on
- it. Shattered units cannot be in any mode other than Defend or Withdraw.
-
- 3]ROUTED UNITS
- 1] If a unit takes excessive casualties, it may be "routed." Routed units
- are removed from the map and take no further part in the game.
-
- 3]REINFORCEMENTS
- 1] At the beginning of the 11:00 AM turn, the Confederate player receives
- the "Smith" unit at the town of Manassas, unless the town is enemy occupied.
- Once the Smith unit appears on the map, it is treated as any other unit
- and may immediately be put to use by the Confederate player.
- -----
-
- BULL RUN is a "freeware" or "shareware" program -- please feel free to
- distribute it to your friends. If you enjoy this program, please send a
- contribution of $20 to:
-
- David Townsend
- 12111 Galena Rd.
- Rockville, MD 20852
-
- In return, I will send you a complete User's Manual, a keyboard template
- for the function keys, and a disk containing the complete source code for
- the program.
-
- Have fun!
-
- 3] EDITOR'S NOTE: The program and allied files may be moved to another
- 3]disk wholesale by clicking and dragging the BullRun drawer from the main J:
- 3]window and releasing it in the main window of the new disk that will hold
- 3]it. This copies the program and its files from JUMPDISK and also leaves them
- 3]intact on JUMPDISK.
-
- 1]END OF TEXT
-
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