BATTLEFRONT - WARPLAN
Strategic Studies Group (SSG)

1. INTRODUCTION
The following notes are meant as a guide to WarPlan. The
information they contain will also provide some  insights
into how the game works, and should be read at some stage
even if you never construct your own scenarios.
Varying  an  existing scenario is fairly straight-forward
and the easiest way to get the most out of your game. All
of   the  scenarios  in  the  game  come  with  suggested
variations  which  can  be easily  implemented.  However,
designing  a  full  scenario will  require  a  reasonable
degree of familiarity with the game itself.
All  games  in the Battlefront Game System use  the  same
design  routines. We publish complete scenarios  for  the
Battlefront  Game  System in our magazine  Run  5.  These
contain  all the information required to create  complete
new  games using the construction kit. For details on our
Run 5 magazine, please see the enclosed mailing card.
design  routines. We publish complete scenarios  for  the
Battlefront  Game  System in our magazine  Run  5.  These
contain  all the information required to create  complete
new  games using the construction kit. For details on our
Run 5 magazine, please see the enclosed mailing card.

2. USING THE DESIGN MENUS
The  data card contains a schematic display of the design
menus.  They  operate in the same way as the  Game  Menus
that you have already used.
There  is  no distinction for editing purposes between  a
scenario  and a game in progress. A game can be saved  to
disk, edited as you see fit and then restarted. This is a
feature  to be used with restraint. While you can  change
sides  with the computer, for instance, it will generally
take until the end of the next game turn for the computer
to readjust.

3. PREPARING A DISK
Whether  making a variation to an historical scenario  or
creating   an   original  scenario,  the  procedure   for
preparing  a  save  game  disk is essentially  the  same.
Examine the Start and Design menus.
If  you have not formatted a save game disk, prepare  one
using  the procedure given in section 1 of Chapter  4  of
the Game Routines.
When  making  a change to an historical scenario,  select
the  <CREATE> line from Menu A and type (RET)  to  obtain
Menu B.
If  the  template which is providing the source  for  the
variation  is  on a scenario disk, select the  <SCENARIO>
line and type (RET). Select the chosen scenario from Menu
C. The computer will automatically process you through to
Menu J (Create Master).
If  the  template which is providing the source  for  the
variation is on a save game disk, select the <DISK>  line
and  type  (RET). Load the chosen file from Menu  D.  The
computer will automatically process you through to Menu J
(Create Master).
Use  WarPlan and WarPaint to make whatever changes  you
wish to the data and then come back to Menu J.
Select the <DISK> line to go to Menu D. Select the <SAVE>
line.  Locate  the desired save location in  the  catalog
with  the  arrow keys and then type (RET).  You  will  be
offered an opportunity to enter a comment. Use it if  you
wish,  otherwise  select the <SAVE GAME>  line  and  type
(RET).
IBM  users can store scenario and save games in the  same
catalog.  Therefore,  there is  no  Menu  D  in  the  IBM
routines.
When  you  wish to create your own scenario,  repeat  the
above  procedure but before entering data use the <CLEAR>
line in Menu J to erase the data bases.

4. THE WARPLAN DESIGN MENUS
This  section  describes the various  menus  in  WarPlan
together with explanations of their functions. The  order
in  which  they  are  presented represents  a  convenient
sequence for the creation of a new scenario.
4.1 MAP
4.11 Map Size/Data (Menu 8)
The  map  size is variable. Each map element is 13  hexes
wide  by  7 hexes deep. There may be up to three elements
across  and  four  down.  Thus, the  maximum  size  of  a
battlefield  is  39  by 28 hexes. At a  suggested  ground
scale of 1 kilometre per hex, this represents an area  of
a little over 1,000 square kilometres.
In  creating  a  scenario, map size must  be  set  before
anything  else.  Select the smallest map  size  that  can
comfortably  support the action you  wish  to  represent.
Apart from being less work, smaller maps will mean faster
games.
IBM  users  can make several additional entries  in  this
menu. The Axis and Allied forces can be identified with a
9  character  name. This will replace the <AXIS>/<ALLIED>
lines in the game menus. The colour of roads, rivers, the
coast-line, the cursor and the map edge can be changed to
any  of  the colours in the palette at the bottom of  the
screen.  Only rivers and the map-edge can be edited  when
using "full-map" graphics.
4.12 Define Terrain (Menu 7)
There   are  sixteen  terrain  shapes.  The  shapes   are
completely  editable with WarPaint. The  names  and  the
effects on both combat and movement for any terrain shape
can  be defined for each terrain type. It is possible  to
represent  the  ground conditions of any  battlefield  by
judicious  use of names and combat/movement effects.  Use
the (RET) key to advance the cursor through the screen.
Examine any (or all) of the game scenarios and the  blank
design  form  in Appendix A. For each terrain  shape  you
wish  to use, enter a 1-10 character name. IBM users  can
enter a 1-11 character name.
Every  unit in the game is assigned a movement  allowance
in  the Troop Creation routines. The movement section  of
this  display  is  used to determine  how  many  movement
points  each  type of terrain will cost  when  that  unit
enters a hex of that type.
Mechanised units are those primarily moved by tracked  or
wheeled vehicles. Non-mechanised units primarily move  on
foot  (or  horse). Enter a number between 0 and 31.  Note
that  0  signifies the hex is impassable to that type  of
unit and will appear on the screen as a dotted line.  The
terrain  symbol  on the top of the screen corresponds  to
the line currently being edited by the cursor.
Terrain affects combat by reducing the effectiveness with
which  an  enemy unit will attack a particular hex  type.
Since  armoured,  artillery and  infantry  units  play  a
different role in combat, there is a separate effect  for
each  type. Enter a value between 0 and 7. A value  of  7
means that the terrain has no adverse effect on combat. A
value of 0 means an incredibly tough position to assault.
4.13 Define Misc Factors (Menu 6)
There  are 3 components to this screen. Examine  any  (or
all)  of the game scenarios and the blank design form  in
Appendix A.
1.  Roads,  Forts, Bridges, Rivers and Cities  must  have
their movement and combat effects defined in the same way
as  terrain  types.  Note that forts  and  cities  cannot
affect   movement   and  roads  cannot   affect   combat.
Mechanised  units cannot cross rivers except at  bridges.
Notice  how  forts, as defined, can severely  reduce  the
combat effectiveness of all three troop types.
2.  Every hex on the map is controlled either by the Axis
or  Allied  player.  This is set  when  the  scenario  is
created. Control then changes when a unit enters an enemy
controlled hex. This change is automatic except for enemy
forts, cities and minefields. They take a variable amount
of  time to demolish/clear and until rendered ineffective
they will function as normal for their original owners.
In essence, you do not really control a fort or minefield
hex  until you have cleared that hex. Hexes occupied  but
uncleared  at  the  end  of the  game  are  automatically
cleared and will earn victory points. Progress is  always
slower  when  moving in enemy territory.  Just  how  much
slower  is determined by the values entered for  adjacent
enemy  controlled hexes. The parameters from (1)  to  (6)
are  the  number  of surrounding hexes  which  are  enemy
controlled.  The  values underneath each parameter  which
may range from 0 to 15 specify the movement point penalty
for entering a hex surrounded by any particular number of
enemy hexes. Note that the penalty is specified for  each
side.  Thus  the <AXIS> line specifies the penalties  for
Axis units in Allied controlled hexes and vice versa.
3.  The size of a unit is measured in strength points  as
described  in  the Troop Creation routines.  Each  player
receives   victory  points  for  destroying  enemy   unit
strength points. A value between 0 and 15 must be entered
for  both the mech and non-mech categories. The AXIS line
reflects  the  number of VPs earned  by  the  Allies  for
killing Axis strength points in each category.
4.14 Map Create Utility (Menu 9)
It's probably a good idea to make a draft version of your
battlefield before completing the rest of the  map  data.
However,  we  strongly advise you not  to  edit  the  map
screen  until all the information in Menus 6-8  has  been
compiled and entered into the program.
A  13 hex by 7 hex section of the map will appear with  a
flashing  cursor. In the bottom left of  the  screen  you
will  find  the  hex co-ordinate of the cursor's  current
location.  The middle section contains the  terrain  name
and  the  icons applicable to the current  hex,  as  they
appear  in  the map walk routines. If the  hex  has  been
defined as an objective the name appears at the bottom of
this section. There is a schematic display of the map  in
the  lower  right which indicates the map  size  and  the
current  location of the cursor in relation to  the  full
map.
There  are  16 terrain types which can be entered.  River
and bridge hex-sides can be entered. Roads, cities, forts
and  minefields can be added to a hex in any combination.
Every   hex   must  be  identified  as  Axis  or   Allied
controlled.
The  I,J,K,M and 1-6 keys will move the cursor around the
chosen  battlefield.  0 will centre  the  screen  on  the
cursor.  IBM users can use the f1-f10 keys to  move  from
one  13 x 7 section of the map to another; f1 corresponds
to the top left sector, f2 to the top centre sector, etc.
To create a terrain type in a hex, type (T)(n) where n  =
a  number between 0 and 15. Please see the blank  terrain
effects chart in Appendix A. Note that the second terrain
type  requires  you  to type (T) (1) (RET).  This  is  to
distinguish it from terrain types T10-T15. IBM users must
type  T(n)(RET) for all terrain types. IBM users can  use
the  + and - keys to change the terrain type to the  next
higher or lower type.
To  add a road, city, fort or minefield to the hex,  type
(R),  (C), (F) or (X) while the cursor is over  the  hex.
Type the same letter to remove the feature. IBM users can
type (E) or (H) to add ersatz (phoney) or hidden roads to
a hex. An ersatz road is not treated by the computer as a
road  for movement calculations. They should be  used  to
stop  the  computer  becoming confused  by  dead-ends.  A
hidden road will be masked from view by the terrain  type
in  the  hex. Use hidden roads where no real road  exists
but  you  wish  to  create a channel for troop  movement.
Another  use  is  when the terrain type  is  particularly
significant or unique and you wish it to be displayed.  A
unit  travelling on an ersatz road will pay road movement
costs. A unit travelling on a hidden road will pay normal
terrain costs.
To  create a river hex-side, Apple II/C64 users must type
three keys. The first is (S). This identifies a hex-side.
The  second  is a number between 1 and 3. This identifies
north,    north-eastern   and   south-eastern   hex-sides
respectively. Note that the south hex-side of one hex  is
the  north hex-side of the hex directly below it. In this
way, all 6 hex-sides can be edited. The third is a number
between 1 and 2. (1) identifies a river. (2) identifies a
bridge.  Type  (S0)  to  clear  all  hex-sides   from   a
particular hex.
IBM  users  must  follow a slightly different  procedure.
Type (S) (n) to signal you wish to edit a particular hex-
side. If n = 0, all hex-sides will be cleared. If n =  1-
3,  you have chosen to edit the north, north-eastern  and
south-eastern hex-sides respectively. Note that the south
hex-side  of  one hex is the north hex-side  of  the  hex
directly  below it. In this way, all 6 hex-sides  can  be
edited.  Now type another number from 0-3. 0 = null  hex-
side.  1 = river hex-side. 2 = bridge hex-side. 3 =  road
suppression  hex-side  (this means  that  the  two  hexes
separated by the hex-side will not display a road link.
To  set  control of a hex to Axis or Allied, Apple II/C64
users must type (RET) to bring up the map menu and select
<SET SIDES>. Select <AXIS> or <ALLIED> as appropriate.
The  map  menu for IBM users allows you to select  either
<SET AXIS> or <SET ALLIES>.
All  hexes,  except  T0s, will have  their  terrain  icon
replaced  by  the  Axis or Allied control  icon.  As  the
cursor  moves,  it will leave a trail of the  appropriate
control icons behind it. To change control, type (RET) to
bring  up  the map menu and select <RESET ALL>.  You  are
back at square one and can repeat the procedure using the
other  control  icon.  When  editing  hex  control   from
scratch, the default value is Axis.
For  convenience, you can set the cursor to automatically
produce a terrain shape. With the cursor flashing on  the
chosen  terrain, type (RET). This brings up the map  menu
in  the bottom right of the screen. Selecting <SET SHAPE>
from this menu will lock the current terrain shape to the
cursor.  You  may  now move the cursor and  the  selected
shape will be created wherever the cursor is moved.  Type
(RET) again to go back to the menu and select <RESET ALL>
to turn off the shape.
We suggest you keep the map size as small as possible for
your first original scenario.
All  maps  are compromises between the actuality  of  the
terrain and its representation. Do not feel afraid to  be
creative  with  terrain  to make the  map  work  properly
within the game system.
Important Note for IBM Users. If your IBM supports an EGA
or  VGA  card and you have a colour monitor, you will  be
able  to  use our "full-map" graphics. There  are  a  few
changes  you need to be aware of when you are building  a
new map. There are up to 250 full map icons which can  be
used to create the map. However, there are still only  15
different terrain types. In other words, the new graphics
are purely an overlay covering the basic terrain shapes.
What  you  must do is first create a map using the  basic
graphics  (i.e.  go  to  DOS and  re-enter  the  program,
disabling  the  "full-map" graphics). Build  up  the  map
using the standard graphics and save as normal. Return to
DOS and restart with the "full-map" graphics enabled. You
can   now  go  to  the  WarPaint  routines  and  prepare
brilliant, 16 colour terrain shapes and unit icons.
These icons are stored in a .lbm file and are DPAINT2 (c
Electronic  Arts) compatible. Note that  when  you  place
these  full-map  hexes on the map, the  original  terrain
type  and  name  will remain in the lower  right  of  the
screen.
4.2 UNIT DATA
4.21 Troop Creation (Menu 14)
Examine the blank formation roster in Appendix A. One  of
these  should be prepared for each senior HQ in the game.
Do  not  attempt to edit the screen until  these  rosters
have been completed.
Armed  with  your completed roster, you  can  create  the
units in the formation.
The  following notes will explain the factors which  must
be  valued or rated. A design perspective is attempted in
the Design Overview at the end of this section.
(a). HQs
HQ I.D. Enter a 1-8 character name to identify the senior
or junior HQ.
UNIT TYPE. Enter a 1-8 character name to describe the  HQ
type.
HQ  ADMIN.  Enter a value between 0 and 7. Admin  affects
the  efficiency of every function the HQ carries out. The
higher  the  value,  the better. Senior  HQ  admin  never
varies in the course of a game. Junior HQ admin rises and
falls in response to the current situation.
LEADERSHIP. Enter a value between 0 and 7. Leadership  is
always  important in battle. The higher  the  value,  the
better.  Neither  senior  HQ  leadership  nor  junior  HQ
leadership will change in the course of a game. Both  are
important to the effectiveness of a formation.
HQ  SUPPLY.  Enter  a value between 0 and  7.  Senior  HQ
supply  is  fixed  in  each scenario and  represents  the
overall supply status of the formation. Junior HQ  supply
usage   is  dependent  upon  combat  while  resupply   is
dependent upon the senior HQ supply value.
The  more  fighting, especially assaulting or exploiting,
that  a unit does the greater the supply consumption.  An
adequate  junior HQ supply level is vital  for  effective
combat.  Values between 4 and 7 are satisfactory for  all
purposes,  values  of  2  or 3  will  result  in  certain
penalties  in  combat  while  values  of  0  or   1   are
disastrous.  Thus a unit with very low senior  HQ  supply
value  will  be  severely restricted  in  the  amount  of
effective combat it can undertake.
BRITTLE.  Enter  a  value of 1  if  the  HQ  is  brittle.
Brittleness is a factor for senior and/or junior  HQs.  A
unit  suffers  the  effects of brittleness  only  if  its
parent  HQ  is  designated as brittle  and  its  casualty
figure  reaches the brittleness level set in the scenario
briefing. Once this happens then the senior and/or junior
HQ  supply and admin values are set to zero and  attached
units  suffer  attrition each turn. For senior  HQs,  the
affected units are the assets, while for junior HQs  they
are the regular units of that formation.
HQ  MOVEMENT. Enter a value between 0 and 31. Regular HQs
with  the  usual  provision  of  wheeled  or  horse-drawn
vehicles  should be given a movement allowance  at  least
equal to the mech. min. value, even if they are basically
leg  infantry formations. Only those formations  such  as
airborne  and marine which arrive by an air or amphibious
route  should  have a movement allowance lower  than  the
mech.  min.  Resupply  by  senior  HQs  with  a  movement
allowance lower than the mech. min. will not be  as  good
as  their  conventional brethren in  most  circumstances.
Resupply  across  rivers  (except  at  bridges)  is  less
restricted for senior HQs with a movement allowance lower
than the mech. min. If a unit was tied to a single supply
source  (such  as  Airborne  formations  and  their  drop
zones),  consideration should be given to  using  a  zero
movement point HQ to reflect this.
ARRIVAL  (SENIOR HQ ONLY). Enter a number between  0  and
99.  This  is the turn that the senior HQ will arrive  on
the  map. An arrival number of 0 means the HQ will  begin
the  game deployed on the map. Units without a senior  HQ
will have no line of supply. Delaying the arrival of a HQ
beyond  that  of  its  units is  a  very  useful  way  of
restricting  the operations of units until an appropriate
time.
LOCATION  (SENIOR  HQ  ONLY). Enter  the  x,  y  map  co-
ordinates of the HQs start or arrival hex.
(b). Units
UNIT  I.D.  Enter  a 1-3 character name to  identify  the
unit.
LOCATION.  Enter the x, y map co-ordinates of the  unit's
start or arrival hex. Note that amphibious reinforcements
must be given an ocean hex adjacent to the intended beach-
head. Do not place two units in the same hex unless  they
have different arrival turns. An exception to this is the
placement  of a string of reinforcements all arriving  on
the same map-edge hex on the same turn. The computer will
handle this satisfactorily.
CLASS.  Enter a number between 0 and 13. These 14 numbers
correspond to the fourteen different types of  units  you
may  create.  The  types  are; 0  =  leg  infantry,  1  =
motorised  infantry,  2  =  mechanised  infantry,   3   =
paratroopers  (airborne infantry), 4 = heavy  weapons  or
mortars, 5 = cavalry, 6 = reconnaissance, 7 = engineer, 8
=  anti-air,  9  = anti-tank, 10 = tank destroyer,  11  =
armour, 12 = assault gun, 13 = artillery.
Numbers  0,1 and 3-9 are INFantry types, 2 and 10-12  are
ARMour  types and 13 is an ARTillery type. These are  the
three types of units defined by the combat routines.
MODE.  Enter  a  number  between 0  and  3.  This  number
determines  the mode of entry of a unit. 0 = normal;  the
unit begins on the board or arrives as a reinforcement in
the  normal  fashion. 1 = airborne; the unit  begins  the
game   just   landed  by  air  drop  or  arrives   as   a
reinforcement  by  air drop. 2 = air  landing;  the  unit
begins  the game just landed by air transport or  arrives
as  a reinforcement by air transport. 3 = amphibious; the
unit  begins the game at sea adjacent to a beach-head  or
arrives as a reinforcement in an ocean hex.
Units  in  normal  mode will start  or  arrive  on  their
designated  entry hex. If it is blocked by another  unit,
they  will not arrive until the hex is vacated. Units  in
parachute  mode will arrive on any hex within  1  hex  of
their  designated entry hex. If there is  no  vacant  hex
inside  this  radius, they are destroyed.  Units  in  air
landing  mode  will start or arrive on  their  designated
entry  hex. If it is blocked by another unit,  they  will
not  arrive until the hex is vacated. Units in amphibious
mode  will  arrive on any coastal hex within 2  hexes  of
their  designated entry hex. If there is  no  vacant  hex
inside this radius, they will wait off-shore until  there
is one.
EQUIPMENT. In Menu 15 you are asked to describe, with a 1-
8  character name, the types of equipment/troops used  by
your  force.  This  facility makes the identification  of
friendly  units much easier. The name itself is not  used
by  the program; it is simply a mechanism to increase the
recognition level of a unit. There is space  to  list  31
items of equipment and/or troop types. Number 0 is always
blank.  Enter the number corresponding to the appropriate
equipment.
Once  you've had some experience with these routines,  we
recommend you prepare Menu 15 before Menu 14.
MOVEMENT.  Enter a number between 0 and 31. This  is  the
number  of  movement points the unit will have  available
for each turn. Note that you must co-ordinate this number
with  the mechanised minimum value from Menu 19 (Scenario
Details).  All  units with a movement  allowance  greater
than or equal to the chosen mechanised minimum value will
be  treated  as  mechanised units;  all  others  will  be
treated as non-mechanised.
ARRIVAL.  Enter a number between 0 and 99.  This  is  the
turn  that  the unit will arrive on the map.  An  arrival
number  of  0 means the unit begins the game deployed  on
the map.
MAXIMUM  STRENGTH. Enter a number between 1 and 15.  This
is  the maximum strength of the unit. In a scenario  with
battalion-size  units, a good approximation  of  strength
can  be  found by assigning 3 strength points  (SPs)  for
each  full strength company, 2 SPs for a depleted company
and  1 SP for remnants. For artillery battalions, 3 tubes
is  equal  to  1  SP. If the unit scale is  larger  (i.e.
regiment or division), a different rating system must  be
used. Look to the scenarios included with this game or to
our Run 5 magazine for detailed examples.
CURRENT STRENGTH. This must be less than or equal to  the
initial  strength.  For  various  reasons  it  is   often
desirable to start a unit under-strength. This allows you
to   do   just  that.  The  normal  game  processes   for
replacements will tend to bring a unit's strength back to
its maximum strength.
RATING. Enter a number between 0 and 15. This number is a
subjective evaluation of the quality of the equipment and
organisation of the unit. For example, the  rating  of  a
tiger  tank  battalion would be 12-15  depending  on  the
scenario while a Matilda tank would be lucky to rate 1 in
any circumstances.
Infantry, armour and artillery type units should be rated
on separate scales. The combat mechanics take care of the
inter-relationships. If you don't  like  the  ratings  of
your favourite hardware or unit, change them.
RANGE.  All direct attack types of infantry units  should
have a range of 0. All supporting types of infantry units
should  have a range of 1. All armour type units  (except
mechanised  infantry)  should have  a  range  of  1.  All
artillery  type units should have a range  equal  to  the
effective distance at which they could engage the  enemy.
The maximum range is 15.
FATIGUE.  Enter  a number between 0 and 7.  0  =  totally
exhausted, 7 = bright-eyed and bushy-tailed.
EXPERIENCE. Enter a number between 0 and 7. 0 = green and
pretty  well  useless, 7 = elite troops  of  the  highest
quality.  The  average  regular  unit  should   have   an
experience between 3 and 5.
ATTACHMENT (ASSETS ONLY). Enter a number between 0 and 4.
This  number will identify which junior HQ has  currently
been  assigned  the  particular  asset.  A  value  of   0
indicates that the asset is in reserve.
Note that all assets which are intended as reinforcements
should  be assigned to a junior HQ when created  and  not
placed in reserve. This will stop them from clogging up a
reinforcement hex while they get their bearings.
4.22 Equipment Roster (Menu 15)
The  use of this menu has already been explained  in  the
previous section.
4.23 Axis/Allied Objectives (Menu 16)
Axis  and Allied objectives are created in the same  way.
Examine  the  blank objective chart in Appendix  A.  Each
side  may  have a maximum of 12 objectives. The <FORWARD>
and <BACK> lines in the menu window are used to bring  up
the  next objective. The <EDIT> line is used to enter the
objective  and set its parameters. The <MAP> line  is  an
alternative  method of positioning the objective  on  the
map.
Each objective must be given a 1-11 character name and an
x, y map location. Apple II/C64 users must make sure that
there  is a character in the first space of the objective
name;  otherwise  the objective will not  appear  in  the
game.  IBM  users  must  assign at  least  1  VP  to  the
objective if they wish it to appear in the game.
An  objective  may  have a senior HQ, numbered  1  to  3,
assigned  to  it.  If a side is computer controlled,  the
computer will attempt to take an objective with a  junior
HQ  from the nominated senior HQ. This junior HQ will  be
assigned assets and will head for the objective at  every
opportunity. If a number of objectives are given  to  one
senior  HQ it will attempt the closest and work  its  way
through  the others as they arise. In this way a line  of
advance may be specified for a senior HQ.
This  control  is  only  valid  for  the  turns  that  an
objective  is  earning  points. If  an  objective  is  in
friendly territory, i.e. already controlled, then  it  is
ignored  and  the  senior HQ will seek  enemy  controlled
objectives or follow the normal rules. However,  if  such
an  objective  is taken by the enemy, then  the  computer
will make a concerted effort to recapture it.
In  addition, objectives which have a senior HQ  assigned
to  them may be designated as defensive objectives.  Only
the   specified  senior  HQ  will  be  affected  by  this
condition  and  it operates only while the  objective  is
under  friendly control. A junior HQ from  the  specified
senior  HQ will be despatched to the objective  and  will
defend it as long as the time window applies.
The  ability to control troops conferred by  the  use  of
objectives  is very important. Scenario creators  have  a
lot of power at their disposal.
Victory  points can be awarded for the possession  of  an
objective  on  a turn by turn basis throughout  the  game
and/or  at  the  end  of the game. When  awarding  points
throughout the game, you must select the turn that  point
scoring will begin and the turn on which it will end.
If  you  wish to create an objective simply as a signpost
for  the direction of your troops, assign just 1  VP  for
its  occupation at the end of the game. The Objective  or
Enemy commands are the only way to move men freely around
the  map.  If you want troops to be able to go somewhere,
put in an objective.

4.3 BRIEFING
4.31 Scenario Details (Menu 18)
The  blank  briefing form in Appendix A illustrates  this
routine.
Enter  a 1-16 character name for the scenario. There  are
up  to  three 26 character lines you can use for  a  sub-
title to the scenario.
Enter  the  turn, day, month, year and century  that  the
scenario begins.
Enter  the  number of days the scenario  will  last.  The
maximum is 25. Every game ends on a pm turn.
Enter  the  initial weather. 0 = precipitation  (rain  or
snow  as  appropriate), 1 = heavy  overcast,  2  =  light
overcast,  3  =  clear.  Note that  this  is  atmospheric
weather  only. To reflect the effect of mud  or  snow  on
ground  movement, you must make appropriate provision  in
the terrain effects routine.
Enter  the current weather forecast. 0,1 = stormy, 2,3  =
building, 4,5 = stable, 6,7 = clearing.
Enter  the  climate.  This sets the basic  parameters  on
which  the  weather forecast will operate to produce  the
weather.  The  default  type 0  is  European.  The  other
climates   are  Arid,  (suitable  for  desert   battles),
Monsoon,  Tropical, Arctic (clear only 25% of  the  time,
cloudy  or precipitation the rest) and Temperate (perfect
weather, just like Sydney).
Enter  the  Mech Min. All units with a movement allowance
greater  than  or  equal  to this number  pay  mechanised
terrain costs. All others use the non-mechanised values.
Enter  the separate casualty levels at which HQs of  each
side  become  brittle  (if  so  designated).  These   are
percentage casualties in increments of 10%.
Enter  for  each side whether it is night capable.  Night
capable  units conduct minor combat at night  and  always
receive their allocated OBS points.
4.32 Force- Details (Menu 19)
Examine the blank briefing form in Appendix A as well  as
any of the scenarios.
For each nationality you must enter a 1-16 character name
for the Side, the Force and the Commander.
Support  points  are  assigned in two  categories;  those
available in daylight turns and those available at night.
Each  point  of  air support is equivalent  to  1  SP  of
artillery.  Reliability measures how likely  the  support
points  are  to  be  available for use  each  turn.  0  =
unlikely, 3 = almost certain. Rating is a measure of  the
effectiveness of the support. Sixteen inch  naval  shells
deserve  the highest rating, 25 lb WWI surplus bombs  the
lowest.
Air superiority is measured on a scale of 0-7. 0 = strong
Axis,  7 = strong Allied. Reliability measures how likely
this   air  superiority  is  to  remain  throughout   the
scenario.  A  low  reliability means the air  superiority
condition  could  fluctuate  frequently  throughout   the
scenario. A reliability of 7 means there is little chance
of any change to the air superiority condition. IBM users
should note that a reliability of 0 means there is no air-
power effect in the game.
4.33 Minor Combat Effects (Menu 20) IBM Users Only
This  menu  allows  you  to  increase  or  decrease   the
effectiveness of minor combat in various situations.
(a).  Fort  Enhancement. Troops defending a fortification
can  be  made  tougher or weaker by  changing  the  minor
combat  value. Enter a value between 0 and  15.  Increase
the  value  to  toughen the unit. Decrease the  value  to
weaken the unit. The default value is 2.
(b).  City  Enhancement. Troops defending a city  can  be
made  tougher  or  weaker by changing  the  minor  combat
value. Enter a value between 0 and 15. Increase the value
to  toughen  the unit. Decrease the value to  weaken  the
unit. The default value is 0.
(c).  General  Enhancement.  Troops  defending  in  other
terrain  can  be made tougher or weaker by  changing  the
minor  combat  value. Enter a value  between  0  and  15.
Increase  the  value  to toughen the unit.  Decrease  the
value to weaken the unit. The default value is 5.

4.4 A DESIGN OVERVIEW
(a). Units. The process of creating a scenario should  be
regarded  as  an  art rather than a science.  While  some
armies   came   close  to  fighting  with  a  homogeneous
organisation,  a  lot did not. The circumstances  of  war
usually  bear little relation to paper organisations.  Do
not  be  afraid to combine units and manipulate strengths
and ratings to get the desired affect. A scenario is much
more than the sum of its parts.
(b).  Scale. The system works well with basic unit  sizes
ranging from battalion to division. The best results  are
obtained  when  all units in a scenario are approximately
the   same  organisational  size.  Exceptions   to   this
generalisation are fairly common, as can be seen  in  the
Panzer Battles game or many of the scenarios appearing in
Run 5.
(c).  Combat. The various unit types, as defined  by  the
CLASS   entry,  have  different  effects  in  the  combat
routines.  Choice  of the CLASS for a  unit  should  bear
these in mind. The types are listed below.
0  = leg infantry, 1 = motorised infantry, 2 = mechanised
infantry, 3 = paratroopers (airborne infantry), 4 = heavy
weapons or mortars, 5 = cavalry, 6 = reconnaissance, 7  =
engineer,  8  =  anti-air,  9  =  anti-tank,  10  =  tank
destroyer, 11 = armour, 12 = assault gun, 13 = artillery.
Numbers  0,1 and 3-9 are INFantry types, 2 and 10-12  are
ARMour types and 13 is an ARTillery type.
Any  combat  having both the INF types  0-3,5-7  and  ARM
types  11-12 gains a combined arms bonus. When defending,
there is an additional bonus for the presence of an anti-
tank type unit (8-10).
Any  unit  with a range greater than zero gains  a  bonus
when  used  in  conjunction with  a  0  range  unit.  For
example,  a  US infantry regiment usually mustered  three
infantry battalions and an artillery battalion. The heavy
weapons and mortars were in separate companies organic to
the infantry battalions. To represent the supporting fire
of  these companies, enter a range value of 1 for one  of
the  infantry  battalions.  This  will  ensure  that  the
combined  arms bonus is realised. Note that the artillery
bonus is in addition to the above.
The  presence  of  ART  or  OBS  also  confers  a  bonus,
irrespective of the actual effectiveness of those points.
ART  and OBS points work with full effectiveness only  in
<ASSAULT>  or  <EXPLOIT>. All other orders are  only  50%
effective.
Engineer units ignore terrain when they attack,  and  are
hence extremely useful for attacking forts.

5. WARPAINT
WarPaint  is entirely new to wargame construction.  Even
we are amazed at just how useful it is. Every icon in the
game can be edited, including all unit and terrain icons.
5.1 WARPAINT (Menu 21)
The  <GRAPHICS> line gives access to the icon editor. The
<STORE> and <RECALL> lines are used to install or extract
a graphics set from any save game or scenario disk.
To  transfer  the graphics from one scenario to  another,
you  would  execute the following steps. Load the  source
scenario,  and use the <STORE> line to load the graphics.
Remove  that disk and insert the destination  disk.  Load
the  destination scenario and use <RECALL>. The  graphics
that  were  in  the  source  scenario  are  now  in   the
destination scenario. Save the altered scenario  and  the
change is permanent.
The  <FULL MAP> line gives IBM users access to the "full-
map" graphic routines.
5.2 DESIGN GRAPHICS (Menu 22)
The  screen shows a large boxed section on the left. This
shows  a pixel by pixel representation of an icon.  Below
it  the  icon is shown in white and the allowable colours
as  it  would  look upon the screen. The icon  number  is
shown above the menu box. The current selected colour  is
shown below the menu box. Selecting the <EDIT> line shows
a  flashing cursor in the top left of the icon  box.  The
box  is fourteen elements across by 16 elements down. The
presence  of a pixel is shown by a white square  and  its
absence by a white dash.
The  I,  J, K, and M keys or the arrow keys are  used  to
move the cursor around the icon box. At any location  the
(RET)  key creates a pixel if none is present and removes
it  if one is. As you make changes in the large icon  box
these  are reflected in the small icons at the bottom  of
the screen.
The  rules for manipulating the screen icons are a trifle
complicated and may vary from computer to computer.  They
are explained in detail below.
After  using the edit function type (ESC) to leave. Apple
II/C64  users  will be asked to <SAVE> or <IGNORE>  their
changes  and  must make this choice before  returning  to
Menu  21.  Choosing <SAVE> incorporates any  changes  you
have made while <IGNORE> returns the icon to its previous
shape.  IBM  users  have access to  the  <CLIP>  function
described below.
The  <COLOR>  option  allows you to change  the  selected
colour  of  the  icon. The <STORE> and  <RECALL>  options
allow  you  transfer  an  icon  between  different   icon
numbers,  allowing  easy variations. The  <CLEAR>  option
blanks  the screen, and for IBM users, at the  same  time
transfers  the  previous image to the clip location.  The
<CLIP>   option  restores  the  screen  with  the   image
currently in the clip location.
5.3 "FULL-MAP" GRAPHICS (Menus 23-25)
These  notes offer some suggestions for the  use  of  the
"full-map"  graphics available to IBM users with  EGA  or
VGA cards and a colour monitor.
Users  with  EGA  or  VGA cards can access  our  enhanced
graphics  routines for the 250 icons which  make  up  the
different  terrain  shapes and the  60  odd  icons  which
represent units and other functions.
The   cumbersome  <SAVE>  and  <IGNORE>  lines  from  the
standard graphic routines have been replaced by a  'Clip'
feature. Whenever you edit a shape, the original shape is
transferred to the 'clip' window. To restore the original
shape, select <CLIP> from the menu window.
The   enhanced  graphics  routines  have  a   number   of
additional  features.  Select <PAINT>  to  bring  up  the
enhanced graphic menu.
<EDIT>  will take you into the icon image. Use the  arrow
keys  to  locate  the pixel you wish  to  edit.  Use  the
Tab/Shift Tab keys to select a colour from the palette at
the  bottom of the screen. Type <d> to set the drag  key.
This  will trail the chosen colour after the cursor. Type
<d> again to turn off the drag feature.
<TRIAL  MAP> will show you what your terrain  shape  will
look like on a full screen.
<CHNGE  CLR> allows you to change a particular colour  to
another.  Select <CHNGE CLR> and then use the arrow  keys
to  locate  on the terrain shape the colour you  wish  to
change.  Now  hit (ENTER) and use the arrow/tab  keys  to
locate   from  the  palette  the  colour  you   wish   to
substitute.
<SHIFT>   shunts  the  terrain  shape  in  the  direction
specified  by the chosen arrow key. Use this  feature  to
vary a particular terrain shape.
<FLIP HORZ> will flip the shape horizontally.
<FLIP VERT> will flip the shape vertically.
<MAKE  HEX> will bring in the corresponding terrain shape
from the standard graphic routines.
The  f1-f8  and Alt f1-f8 keys will select  a  particular
colour.  The  f9  key will select the  colour  under  the
cursor. Tab/Shift Tab and +/- will select the next colour
in either direction.
A  little familiarity with these routines will teach  you
all you need to know.
5.4 TECHNICAL NOTES
There are blank layout sheets for graphic design for both
the  Apple II family, the C64/IBM (CGA) and the IBM (EGA)
in  Appendix  A.  Make photocopies of  them  or  draw  up
something  similar; they are an essential aid to  graphic
design.
(a).  Apple II Users. Welcome to the wonderful  world  of
colour mixing. There are a number of restrictions in  the
Apple  graphics as some random experimentation will  make
obvious. Vertical white lines must be at least two pixels
wide,  otherwise  they turn out either  orange  or  blue.
Depending on which column they are in, vertical lines one
pixel wide can appear in two colours and are invisible in
the other two. Essentially, any shape that looks good  in
both  white and a colour must be multiples of two  pixels
across,  unless you like the weird colour mixing you  get
by  defying this rule. Some icons are designed to be used
only in white and so can ignore the weird colour effects.
Since the colour of a dot can change depending on exactly
where  on  the screen it happens to be located, designing
non white icons also demands care.
Continuing  icons  to the edges can cause  colour  mixing
problems, especially at the corners.
(b).  C-64/128  Users. The Commodore does  not  have  the
restrictions   of   the  Apple  with  regard   to   pixel
combinations.  However,  the  Commodore  does  have  some
colour mixing problems of its own, especially at the  top
and bottom of hexes.
(c).  IBM Users. IBM users have neither pixel nor colour-
mixing  problems! The CGA card has fewer  colour  choices
than  the  EGA card. Note that Tandy CGA users  have  the
same number of colour choices as an EGA user.
(d).   Icon   Functions.  All  icons  have  a  particular
function. In the case of the terrain icons (numbers 0  to
15),  the  functions  and the name  are  defined  in  the
terrain  menu. All other icons serve a particular purpose
which does not change. If you edit an infantry unit  icon
to  look  like a tank, the system still treats it  as  an
infantry unit.
