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INSTRUCT.TXT
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Text File
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1995-06-15
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13KB
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255 lines
GRUNT FEST
-------------------
by Robert A. Dalton
VERSION 1.23
Copyright (c) 1994 & 1995
SITUATION
---------
Hooahh....It's head to head mechanized combat between the two most powerful
armies on earth! Journey to the near future somewhere between 1995 and
2005 where you will lead a mechanized Infantry Platoon in hypothetical
Combat against another force of similar strength or greater. The opponents
are the Russian Army (RUS) and the United States Army (USA). You are a
Lieutenant leading an augmented Mechanized Infantry Platoon consisting of
5 vehicles drawn at random from a deck of 54 army tracked/wheeled vehicles
encompassing Armored Personnel Carriers, Tanks, Scout Tracks and Anti-Tank
Tracks. Your computer opponent also has up to five vehicles from a different
deck of 54 tracked/wheeled vehicles drawn at random. Your goal is simple
- utterly destroy the other Platoon while trying to keep that fate from
happening to yours and make the Leaders Hall Of Fame. Sound easy ground
pounder? - think again!
GAME PLAY
---------
If the sysop has NOT registered the game you will be UNABLE to play the
U.S. Army side (USA) and there will be a small delay on start up of the
game. If the sysop HAS registered the game you will be able to play either
side in the game and the delay will be removed. Encourage your Sysop to
register the game, or better yet do it for the sysop, so that you and
everyone else may enjoy the additional fun of playing either side and not
have to suffer the game delay. If you need an explanation for ANY of the
abbreviated commands in the menu just hit the "shift-?-Enter" combination
of keys to get a full help menu which explains the command options.
General Flow Of The Game
------------------------
Both sides are initially dealt 5 tracked/wheeled vehicle cards at random
from their nations Vehicle Deck of 52, and 5 play cards from a master
play deck of 104 cards. The special event cards (Encounter Enemy Minefield,
Your Platoon Is Reinforced and Friendly Fire Hits Your Platoon) will NOT
be among the play cards initially dealt to either side. A coin is flipped
to decide who makes the first play. The first menu offers 1 basic play
choice; draw a card. Once you draw a card, and assuming it is not one of
the special event cards, you now have to decide if you are going to play
the card you drew, play another card, or discard a card. If the card you
draw is a Special event card then you are subjected to that action
immediately and it is then discarded and that is your play for this turn.
The play alternates between each side until either the master play deck
runs out of cards OR one side loses all their tracked/wheeled vehicles and
dismounted Infantry. At that point if you have won and you score is one of
the top six that have played the game then your name will be posted to the
Leaders Hall of Fame List.
First Some Abbreviations
------------------------
APC = <A>rmored <P>ersonnel <C>arrier
SCT = Scout
AT = <A>nt-<T>ank
CFV = <C>avalry <F>ighting <V>ehicle
ITV = <I>mproved <T>OW <V>ehicle
TOW = <T>ube launched <O>ptically tracked <W>ire guided Missile
RECON = Reconnaissance
TAC = Tactical
PLT = Platoon
Type of Play Cards
------------------
The following cards make up the master play deck:
TYPE QUANTITY IN DECK
---- ----------------
Receive Artillery Support Cards 3
Receive Tactical Air Support Cards 3
Encounter Enemy Minefield Cards 2
Your Platoon is Reinforced Cards 2
Friendly Fire Hits Your Platoon Cards 2
Weapon Attack Cards 92
(Random amounts of each weapons type
for all tracked vehicles - but always
totals 92)
Total Cards: 104
Type of Tracked Vehicle Cards (US Army)
---------------------------------------
MEN DESIGNATION TYPE QUANTITY IN DECK
----- ------------------------- ---- ----------------
4 M1A1 Abrams Tank TNK 6
10 M2 Bradley APC APC 38
4 M3 Bradley CFV SCT 4
4 M901 ITV AT 4
Total Cards: 52
Type of Tracked/Wheeled Vehicle Cards (Russian Army)
--------------------------------------------
MEN DESIGNATION TYPE QUANTITY IN DECK
----- ------------------------- ---- ----------------
4 T-80 Tank TNK 6
10 BMP-2 APC APC 38
4 BMP-R Recon SCT 4
4 BRDM-2 Spandrel AT 4
Total Cards: 52
WHAT EACH PLAY CARD DOES
------------------------
1. Receive Artillery Support Card: This gives you one artillery barrage
which you can target against an enemy unit. There is a 40% (65% for
dismounted Infantry) chance that it will be destroyed outright. You can
hold as one of your 5 play cards until needed or you can discard it.
2. Receive Tactical Air Support Card: This gives you one attack run from
a Tactical Airforce Ground Attack aircraft which you can target against an
enemy unit. There is a 40% (55% for dismounted Infantry) chance that it
will be destroyed outright. You can hold as one of your 5 play cards until
needed or you can discard it.
3. Encounter Enemy Minefield Card: Any vehicle or dismounted Infantry
you have in your hand will have a percentage chance of being destroyed or
damaged by mines in the minefield. This card is immediately played, you
take your lumps, and it is discarded and that is your play.
4. Your Platoon is Reinforced Card: Receive one tracked vehicle taken at
random from the remaining tracked vehicles of your national card deck. This
is the only way you can exceed the initial 5 tracked vehicles cards you
were dealt. This card is immediately played, you receive your
reinforcement vehicle and the card is discarded and that is your play.
5. Friendly Fire Hits Your Platoon Card: A single vehicle or dismounted
Infantry you have in your hand will have a percentage chance of being
destroyed or damaged by friendly fire from your own side. This card is
immediately played, you take your licks, and it is discarded and that is
your play. The bane of all fighting forces - firendly fire that isn't!!
6. Tank Main Gun Attack Card: This card may only be used if you have a
Tank <TNK> in your Platoon. Can only be used once then is discarded.
May be held until needed or you can discard it. Has the most powerful
attack capability. Excellent chance of destroying other vehicles out
right. Not very effective against dismounted infantry.
7. Anti-Tank Missile Attack Card: This card may only be used if you have
an APC <APC>, Scout <SCT> or Anti-Tank <AT> vehicle in your Platoon. Can
only be used once then is discarded. May be held until needed or you can
discard it. Very accurate and powerful, although not as much as a Tank
Main Gun Attack. Not very effective against dismounted infantry.
8. APC Cannon Attack Card: This card may only be used if you have a
APC <APC> or Scout <SCT> vehicle in your Platoon. Can only be used once
then is discarded. May be held until needed or you can discard it. Good
attack capability against APC, SCT or AT vehicles. Not as good against
Tanks but very effective against dismounted infantry.
9. Tank Machine Gun Attack Card: This card may only be used if you have a
Tank <TNK> in your Platoon. Can only be used once then is discarded.
May be held until needed or you can discard it. Not very effective
against other tanks and somewhat effective against APC, SCT or AT vehicles.
Best against dismounted Infantry.
10. Infantry Squad Attack Card: This card may only be used if you have a
APC <APC> or Dismounted Infantry Squad <INF> in your Platoon. Can only be
used once then is discarded. May be held until needed or you can discard
it. Best against dismounted Infantry. Good against APC, SCT or AT vehicles.
Not as good against Tanks as they are bright enough to try to never let
Infantry get that close!
OTHER RULES
-----------
1. Vehicle are destroyed only when their crew (MEN) are reduced to 0 or
below.
2. When APC vehicles are destroyed there is a 50% chance that the Infantry
Squad inside will survive. If that happens they will be reflected as
"Dismounted Infantry Sqd" in your hand. Dismounted Infantry can only
use Infantry Squad Attack Cards.
3. You can never have more then 5 playing cards in your hand at anyone
time. It is possible to have up to 7 tracked/wheeled vehicles in your
hand at anyone time though.
WHEN THE GAME IS OVER
---------------------
The game is over when one of the following occurs:
1. One side has destroyed ALL the vehicles and dismounted Infantry
in the opponents hand. When that happens a score is tallied for the winning
side. If the human player has won and his score is one of the ALL time 6
highest scores, then that player will be posted to the Leaders Hall Of
Fame List.
2. All the cards in the master deck are used up. If that happens the
strongest vehicle hand, assuming there is no tie, is declared the
winner. Ties are possible and garner you NO points.
About the Equipment
-------------------
M1A1 Abrams Tank: Weighs in at 60 tons, armed with a 120mm smoothbore
cannon and 40 main gun rounds. Heavily armored and also has two 7.62mm
Machine Guns and one .50 Cal Machine Gun. One tough tank!
M2 Bradley Armored Personnel Carrier: Weighs in at 25 tons, armed with
a 25mm Bushmaster Cannon, 2 TOW Anti-Tank Missile launchers and a 7.62
mm Coax Machine Gun. Carries 7 TOW anti-tank rounds and 900 25mm rounds.
Well armored, has a mean bite and is very fast on the move.
M3 Bradley Cavalry Fighting Vehicle: Similar to the M2 but used in a
scouting role. Carries more on board ammunition to replace the Infantry
not carried.
M901 Improved TOW Anti-Tank Vehicle: Weighs in at 13 tons and armed with
one twin elevating TOW Anti-Tank launcher and a 7.62mm Machine Gun. Carries
2 rounds in launcher and 10 more internally in the vehicle. Excellent
tank destroyer, but once seen by the other side it becomes a dead duck as
it is very lightly armored!
T-80 Tank: Weighs in at 48 tons, armed with a 125mm gun/missile launcher
and 48 main gun rounds. Heavily armored and also has one 7.62mm
Machine Guns and one 12.7mm Machine Gun. Low and mean!
BMP-2 Armored Personnel Carrier: Weighs in at 16 tons, armed with
a 30mm Bushmaster Cannon, 1 Spandrel Anti-Tank Missile launcher and a 7.62
mm Coax Machine Gun. Carries 4 anti-tank rounds and 500 30mm rounds.
Nasty if it get's near you.
BMP-R Reconnaissance Vehicle: Similar to the BMP-2 but armed with a
73 smooth bore cannon with 40 rounds and used in a scouting role. Carries
more on board ammunition to replace the Infantry not carried.
BRDM-2 Spandrel Anti-Tank Vehicle: Wheeled Vehicle weighing in at 8 tons
and armed with 5 anti-tank spandrel missile launchers and a total of
15 rounds. Good overall anti-tank vehicle but has a tendency to die
quickly when spotted by the other side as it is lightly armored and cannot
go places tracked vehicles can.