BATTLEFRONT
Strategic Studies Group (SSG)

[The Definitive Wargame Collection from SSI contains SSG's 
Battlefront Game System engine from Panzer Battles, as well 
as all scenarios from the other three Battlefront Games: Rommel,
Macarthur's War, and Halls of Montezuma.  All scenarios can
be accessed by selecting "Battlefront: Panzer Battles" from the
main menu of The Definitive Wargame Collection and then 
selecting the appropriate scenario of your choice as per the
instructions below.]


PLAYING THE GAME

1. THE BATTLEFRONT GAME SYSTEM
The  Battlefront Game System is Strategic Studies Group's
multi-award  winning land combat simulation system.  This
manual  covers all games that use the Battlefront system.
Computer  specific information, scenario details  and  an
introductory  tutorial  are  contained  in  the  Scenario
Booklet.
To  get  started  with the game, we  recommend  that  you
complete the following steps:
(i).  Read the computer specific information for  details
on installation and start-up.
(ii). Read Chapters Two of this manual for an overview of
the game system.
(iii).  Play  the introductory tutorial included  in  the
Scenario Booklet.
(iv). Select any scenario and start playing, referring to
this  manual  as necessary. You should read the  Player's
Notes for a particular scenario before playing it for the
first time as they contain useful background information.
This  manual contains two major sections. Part  One,  The
Game  Routines explains the operation of the game  system
and  contains all that you need to know to play  a  game.
Part  Two,  WarPlan  explains  the  operations  of   the
scenario design routines, including WarPaint, SSG's icon
and  terrain editor. While you do not need to  read  this
section  to play the game, it will provide some  insights
into the deeper workings of the game system. In addition,
we  would encourage everyone to find out just how easy it
is to modify scenarios with WarPlan.

2. HOW THE GAME PLAYS
Before   asking  you  to  go  through  the   introductory
tutorial, which you will find in the scenario booklet, we
recommend you read this chapter.
Choose the scenario you wish to play. Experienced players
may  wish  to vary an existing scenario or to  create  an
entirely new one.
Select  a  normal or enhanced game. Enhanced  games  give
random  but  powerful  benefits to any  computer  player.
Choose a handicap level for the game. Handicap levels act
as  a  multiplier  on  the points accumulated  by  either
player.  Unlike  Enhancement,  they  do  not  affect  the
artificial intelligence or the combat performance of  the
protagonists.
Choose  sides;  i.e.  whether the  game  will  be  played
between  two  humans, one human (either as  the  Axis  or
Allied player) or no humans. Note the <OBSERVE> mode is a
very  useful tool for historical analysis and for testing
original  scenarios. You may also edit the names  of  the
opposing commanders at this stage.
The game is now ready to play.
Each scenario lasts for a set number of turns; up to  99.
There  are four turns to each day (am, noon, pm and nite)
so that the maximum length of a scenario is 25 days.
The military forces at your command range from battalion-
size  units  to  division-size units,  depending  on  the
scenario.  These are your basic fighting  men.  They  are
organised  into  larger formations to  reflect  a  proper
military hierarchy.
The battlefield on which you fight is a field of hexagons
up to 39 across and 28 down. The ground scale varies from
scenario  to scenario, ranging from 500 metres to  8  kms
(0.3  to  5  miles).  Different  types  of  terrain   are
represented  by  different terrain icons. Roads,  rivers,
forts   and   cities   are  shown.  Places   of   special
significance  are  designated  as  objective  hexes,  and
victory  points  are  awarded for  control  of  these  at
different times in the game.
It  is  your  job  as Commander to use this  time,  these
forces  and these conditions to capture and hold as  many
of  your objectives as you can, to destroy as many of the
enemy  units as you can get your hands on and, of course,
to prevent your opponent from doing this to you.
The  player who has scored the most number of  points  by
the end of the game is the winner.

3. THE TYPES OF GAME MENUS
The  order menus which drive the game can be divided into
four types.
(a)  Branch  Menus - These menus signpost  the  route  to
other menus [2, 4, 8, 9, 13, 14]. Note that most of  them
also provide some information.
(b)  Information  Menus  - These menus  provide  specific
information  on the various forces and functions  in  the
game [5, 6, 7, 15].
(c) Action Menus - These menus are the centre of the game
system.  All  of  the orders used in the game  are  given
through them [3, 10, 11, 12, 16, 17, 18, 19].
(d) Single Function Menus - [1].

4. THE GAME MENUS DESCRIBED
Menu H (Game Master)
This screen always appears at the beginning of each turn.
It  is common to both players. It is the first screen you
will  see after completing the scenario selection details
and selecting <START>.
You  are told the turn number, the time of day and  date,
the  atmospheric  weather for this turn and  the  weather
forecast.
In  a  two (human) player game you will be able to select
either <AXIS> or <ALLIED>. In a one (human) player game a
solid  bar  will  be overprinted across  the  nationality
controlled  by  the  computer. The arrow  keys  will  not
access a line overprinted with a solid bar.
<RUN  5>  is  the key which activates the  turn.  Do  not
select it until all players have issued their orders.  In
daylight turns, the <RUN 5> line will be overprinted with
a solid bar until all players have accessed at least Menu
1.  In night turns, there is no insurance on the <RUN  5>
line  since it is usual (and advisable) to let  your  men
get some sleep.
The  <DISK> line can be accessed at any time and  is  the
means  by  which the `save game' routines  are  utilised.
Please see Menu 3 (Save Game Utility) for full details of
these routines.
The  <EXIT> line allows IBM users to return to  the  main
menu or DOS.

Menu 1 (Save Game Utility)
This  is a single function menu which allows you to  load
or  save a game, change the DOS path to the current  disk
or directory or load an 'auto saved game' if present.
To  save  a  game, locate the <SAVE GAME> line  with  the
arrow  keys  and  type  (RET).  A  large  catalog  window
displays a list of current save game files. Use an  arrow
key  to move the cursor bar to the location in which  you
wish  to  save  the  game. If that location  contains  an
existing  file, then the current game will be saved  over
that  file. Empty slots are marked 'free'. When you  have
chosen a location, type (RET).
The  menu window now displays the <COMMENT> and <SAVE IT>
lines.  Choosing <COMMENT> allows you to  edit  both  the
name of the game and a three line synopsis. When you  are
ready, locate the <SAVE IT> line and type (RET).
To load a game, choose <LOAD>. Use the arrow keys to move
the  cursor  bar  to the desired game location  and  type
(RET). The chosen game will be loaded.
The  <PATH> command allows you to change the current disk
or directory for loading and/or saving games. The default
is the directory from which the game was run. When typing
disk identifiers, please type a colon (:) after the drive
letter (e. g. B:). The path is limited to 26 characters.
Save game disks must be formatted by DOS before use.
The  <LOAD AUTO> command will load an auto saved game  if
one is present.

Menu 2 (Operations)
This  is a branch menu. The information which appears  to
the  left  of  the menu window displays your nationality,
parent  unit formation, the commander's name, the  number
of  victory points accumulated by your side to  date  and
whether your force is night capable.
You  should  decide  whether you  want  to  look  at  the
available information before giving your orders.
If  you select <REPORTS> you will be given access to four
categories  of information. Menus 5-7 will give  you  all
the details.
If  you  select <ORDERS> you will be given access to  the
decision making (or action) menus of the game. Menus 8-19
will give you all the details.
We  recommend  that  you make use of the  <REPORTS>  menu
every  turn  and then issue your orders. A  list  of  the
things  you  should  keep an eye on is  included  in  the
description of each report menu.
If  you  select <OPTIONS>, IBM users will be given access
to  five optional features. Menu 3 will give you all  the
details.  Apple  II/C-64 users have  the  <OPTIONS>  line
replaced  with <RESIGN>. The <RESIGN> option is  for  use
when, for whatever reason, you wish to end the game.  The
game  will  stop  and  the end of  game  screen  will  be
printed.   You  will  be  prompted  to  avoid  accidental
resignations.
The  <ACTIVATE> line appears only during night turns.  In
most  circumstances you will want to  rest  your  men  at
night.  To  issue orders you will first  have  to  select
<ACTIVATE>,  which will then display the  <ORDERS>  line.
This  additional step has been included as  a  precaution
against accidentally committing your forces at night.
All men on both sides will normally sleep at night unless
specifically  given  an  order. You  may  carry  out  all
actions  up  to actually issuing an order without  waking
them  up. Orders issued through Menus 16-18 will activate
the   junior  HQ  for  the  night.  This  is   the   only
irreversible  decision you can make  except,  of  course,
selecting <RUN 5>. You should not attack at night  unless
you have very good reasons. See Chapter 9 (Tactics).

Menu 3 (Options)
There are five options available.
The  <RESULTS> line will tell you the final score if  the
scenario were to end at this point. Hit any key to return
to the options menu.
The <ADVICE> line will display a couple of paragraphs  of
handy  hints for the scenario. Hit any key to  return  to
the options menu.
The  <RESIGN> line operates as explained in the  previous
section.
The <SOUND> line toggles the sound on/off.
The  <AUTO  SAVE> line activates the Auto  Save  feature.
When  Auto Save is on, the scenario in play will be saved
at  the end of each turn. Only one file is maintained and
it  is over-written each turn with the current turn. This
file  can  be loaded using the <LOAD AUTO> line in  Start
Menu C.

Menu 4 (General Reports)
This  is  a branch menu that directs you to each  of  the
three  report  menus. Use the arrow keys  to  select  the
required report and then type (RET).

Menu 5 (Unit Status)
This is an information menu. Use the arrow keys to locate
a  particular friendly senior HQ (usually a division) and
type  (RET). The map is replaced with a full screen  text
display of the current state of the chosen senior HQ.
At  the top of the screen are the displays for the senior
HQ's  assets.  The remaining units in the  formation  are
grouped  under  junior HQs. The junior  HQ  I.D.  appears
inside a box on the left of the screen together with  its
combat state and supply state. Both of these concepts are
explained in detail in subsequent menus.
The value of this information is that it will give you  a
concise  summary  of the condition of  every  unit  in  a
senior  HQ  on  a  single  screen.  It  complements   the
information available on the <UNITS> line of Menus 16-18.

Menu 6 (Examine Objectives)
This  is an information menu. Use the arrow keys to cycle
through  each friendly objective. Alternatively, you  can
type the name of a particular objective which you want to
examine.  A  box will appear in the bottom  left  of  the
screen containing the name as you type it. When you  have
typed  enough  letters for the computer to distinguish  a
unique  name, the cursor will move to that objective  and
information on it will be displayed.
The  centre section of the display shows a row  of  icons
which  illustrates the terrain type, shows  who  controls
the  objective and reveals the presence of  known  forts,
cities  and  minefields. The terrain type is named  above
the  icons while the name of the objective appears  below
the  icons. IBM users will be given the identity  of  any
senior HQ assigned to that objective.
The  left  section of the display shows which  turns  the
objective is active for, how many VPs are earned for  its
occupation each turn and at game's end and the number  of
turns the objective has been held to date.
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.
Knowing  where  your  objectives are and  their  relative
value  to you in victory points will make it much  easier
for  you to deploy your forces. Whenever possible, secure
every  objective within reach and be prepared  to  defend
them for as long as possible.
Frequent  checking of this menu will ensure, for example,
that  you  don't defend a particular objective  too  long
(i.e.  past  the expiry point for earning VPs).  It  will
also  keep  you aware of when an objective  needs  to  be
secured in time to get the most VPs from it.

Menu 7 (Map Walk)
This is an information menu. You are given control of the
cursor  which may be moved at will around the map by  the
use  of  the 1-6 keys or the I,J,K,M keys. 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.  Friendly
objectives are identified as flashing objective icons.
You can (and should) use this menu to get information  on
enemy  units.  It  is also useful for examining  terrain,
especially in active portions of the map, and as  another
source of information on the condition of friendly units.
Position the cursor over an enemy unit. In the lower left
of  the  screen you will be told the type of  enemy  unit
identified  (either infantry, armour, artillery  or  HQ),
whether  it  is  contacted or not and, if  contacted,  an
indication  of the size of the enemy unit.  Type  (0)  to
centre  the screen on the cursor. In the lower centre  of
the  screen you will be told the type of terrain occupied
by  the  enemy  unit,  and shown the icons  for  terrain,
control,  city  or  mine, and forts. If  the  hex  is  an
objective its name will appear below the icons.
You  may  also position the cursor over a friendly  unit.
The  information presented on the unit is in exactly  the
same format as the information available to you when  you
select Menu 15 (Examine Friendly Units). Please see  that
section for full details.
If   you  position  the  cursor  over  an  objective  hex
unoccupied   by  any  units,  you  will  get   the   same
information on the objective as you received  in  Menu  6
(Examine  Friendly Objective). Please see that  menu  for
full details.
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.
Typing (RET) brings up a menu in the bottom right of  the
screen.  There are three options which may be toggled  on
or   off.  <CONTROL>  will  define  the  front  line   by
displaying  a  line  of  friendly control  markers  which
define the territory controlled by each player. Note that
forts and minefields may take some time to clear. When an
enemy fort or minefield has been cleared the fort or mine
symbol will disappear.
<ROADS> clears all roads and forts from the map.
<CLEAR MAP> removes all unit icons from the map.
These  effects  are cumulative. For instance,  if  <CLEAR
MAP> is selected, all unit icons are removed.

Menu 8 (Senior HQ Select)
This is primarily a branch menu for the selection of your
senior  HQs.  To the left of the menu, each  senior  HQ's
current order (if any) is displayed for IBM users;  Apple
II/C-64 users are told the senior HQ's identity. Use  the
arrow keys to locate a particular senior HQ and then type
(RET) to select it. Note that senior HQs not in the  game
will  be  overprinted with a solid bar and not accessible
to the arrow keys.

Menu 9 (Senior HQ Order)
This  is  primarily a branch menu for  the  selection  of
senior  HQ orders. To the left of the menu, a description
of the formation is provided.
You  are  told  the name and type of the  formation,  the
quality  of  its  leadership, administration  and  supply
(poor,  fair, good or excell't) and a percentage estimate
of  total losses suffered to date. IBM users are told the
number  of  units in the formation and how many  of  them
have been KIA'd (killed in action) to date.
Senior  HQ leadership is important in combat. It  remains
fixed throughout the game.
Senior  HQ  administration  is  important  in  junior  HQ
resupply, obtaining replacements and ease of movement. It
remains  fixed  throughout the  game,  unlike  junior  HQ
administration which fluctuates with the  course  of  the
battle.
Senior  HQ  supply is the major determinant of junior  HQ
resupply.  It  remains fixed throughout the game,  unlike
junior HQ supply which fluctuates with the course of  the
battle.
Use  the arrow keys to locate a particular line from  the
menu  and then type (RET) to select it. Note that  orders
which  are currently not available for selection will  be
overprinted  with a solid bar and not accessible  to  the
arrow keys.
IBM  users have an additional item in the menu. They  may
select  <STATUS> to review the condition  of  the  entire
formation. This status display is identical to the one in
Menu 5.

Menu 10 (Move Senior HQ)
This  is  an action menu. The cursor is centred over  the
senior  HQ. Friendly objectives are indicated by flashing
target symbols.
Use  the  1-6  keys  or the I,J,K,M keys  to  select  the
location you wish the HQ to move to and then type  (RET).
If  this location is illegal (i.e. the computer can't get
there), the cursor will return to the <MOVE> line. If the
HQ  has  no movement points a message `No Movement'  will
appear  in  the bottom left of the screen and  the  error
beep  will sound. Otherwise, you will be returned to Menu
10  and  the word <moving> will appear next to the supply
rating. HQs cannot be ordered to an enemy controlled  hex
and  are  not  allowed to move through  enemy  controlled
hexes.
In  subsequent movement phases, the HQ will move as  best
it   can  toward  its  objective.  Once  it  reaches  its
destination, it will move no further until given a  fresh
order.
In  any  subsequent turn, a new objective can be assigned
to  a  senior HQ. The old objective is voided and the  HQ
will try to move to the new destination.
A  senior HQ has an important role in the game. It is the
source  of  supply for its junior HQs, the administrative
centre   determining   how   efficiently   supplies   and
replacements are delivered and a major factor in the ease
of troop movement.
These  are  the  only units in the game  over  which  the
player has direct control; i.e. which can be directed  to
a specific hex. When deciding where to place a senior HQ,
keep the following points in mind.
Units  given reserve orders (either junior HQs or assets)
will  head for their senior HQ and deploy once  they  get
within three hexes of it. Junior HQs must trace a line of
supply  (LOS)  to  their senior HQ each turn  to  receive
supplies and/or replacements. We recommend you keep  your
senior  HQs  about 6-10 hexes away from enemy  units  and
directly to the rear of friendly units. Once you've had a
bit  of  experience  with their placement,  you  can  try
something more adventurous.
A  senior  HQ  functions more efficiently if  it  is  not
moved. As far as possible, endeavour to keep to a minimum
the  number of times you must move it. Don't forget  your
senior  HQs! They never move of their own volition unless
they are on the edge of the map or within two hexes of an
enemy  unit. You must place them where you want them.  It
is  easy to overlook them in the heat of battle. There is
nothing  worse than finding your senior HQ in  the  front
line  and  realising too late that all those  troops  you
thought were refitting in the rear have been caught  with
their proverbial pants down.
It  is especially important to keep an eye on your senior
HQs  when  you  are expecting them as reinforcements.  No
matter  what  mode  they arrive in  they  should  be  put
somewhere safe and useful immediately. If your junior HQs
have  no LOS you should check the location of the  senior
HQ.  IBM  users should note that senior HQs in  dangerous
situations may shatter. This means the HQ will rout  back
to the nearest friendly objective.

Menu 11 (Assign Assets)
This  is  an action menu. Use the arrow keys to locate  a
particular asset. If the asset is currently attached to a
junior   HQ,  all  units  in  that  junior  HQ  will   be
highlighted with their specific unit icon.
In  the  lower  centre of the screen,  the  identity  and
current attachment of each asset is displayed.
In the lower left of the screen, the current state of the
asset unit is displayed. You are told the unit I.D., unit
type (INFantry, ARMour or ARTillery), equipment used  (e.
g.  50mm  AT),  fatigue  condition  (exh'd,  tired,  fit,
fresh), experience (green, trained, veteran, elite),  and
percentage  casualties to date. IBM users  are  told  the
current  order  of the junior HQ (if any)  to  which  the
asset is attached.
Once  you  have located the chosen asset, type  (RET)  to
select it. The unit may be either assigned to a junior HQ
or  placed  into  reserve. Use the arrow keys  to  select
between  <RESERVE> and <JNR HQ>. If you select <JNR  HQ>,
you  are  then  asked which one. Use the arrow  keys  and
(RET)  to  make  your  decision.  IBM  users  can  select
<RESERVE> or the particular junior HQ from the same menu.
Assets  should be allocated to the junior HQs which  need
them  the most. In general, this will be junior HQs  with
attack  orders or those in tight situations. Each  senior
HQ can control up to four assets. Note that the assets of
one  senior HQ are not transferable to another senior HQ.
The type of asset is important when deciding assignments.
For   example,   assault  guns,  assault  engineers   and
artillery are very useful in attack while anti-tank guns,
tank  destroyers and the ubiquitous artillery will be  of
use in defence.
Keep a careful eye on the condition of your assets. Place
them  into  reserve  when they become  ineffective;  i.e.
their losses exceed 50% and/or they are exhausted. Assets
assume  the supply state of whichever junior HQ they  are
attached to.
Assets  placed in reserve will head for their  senior  HQ
and  deploy once they are within three hexes of  it.  The
assignment  of assets does not become irreversible  until
<RUN 5> is selected. Until that point, you may return  to
this menu and reassign any or all of the assets.

Menu 12 (Allocate Support)
This  is  an action menu. The information to the left  of
the  screen  tells  you the time of day,  the  date,  the
current  air power situation (i.e. which player  controls
the  air  and  to what degree), the number  of  off-board
support  points  (OBS)  which may be  allocated  and  the
number  still to be allocated this turn. IBM users cannot
access this menu unless they begin the turn with at least
1 support point available.
Use  the arrow keys to locate a particular junior HQ  and
then  enter  the  number of support points  you  wish  to
allocate  to that formation. You can cancel an  entry  by
hitting  the space bar or by going back to the junior  HQ
and re-entering a new number. You will not be allowed  to
allocate more support points than you have available  nor
will you be able to access junior HQs not yet active.
In  general,  junior  HQs with attack orders  (especially
assault)  should  get  the most support.  Junior  HQs  in
tough/desperate defensive situations also  need  all  the
help  they  can  get. However, support  points  are  most
effective  when  assaulting  or  exploiting,   and   less
effective in all other situations.
Correctly proportioning support to your junior  HQs  will
have  a  major effect on the outcome of most battles.  Be
careful  not  to forget that you have up to three  senior
HQs;  don't allocate all your support points to just  one
of them without good reason.
As  with  all the menus in this game, the decisions  made
here do not become final until you go back to Menu H  and
select <RUN 5>. Up until that point, you can come back to
this  menu (or any other for that matter) and re-allocate
the support points as many times as you wish.

Menu 13 (Junior HQ Select)
This  is  a branch menu. Use the arrow keys to  locate  a
particular  junior HQ and then type (RET) to  select  it.
Junior  HQs  not  in play (either not present  or  future
reinforcements) will be overprinted with a solid bar  and
not accessible by the arrow keys.
Each  junior  HQ's I.D. and current order appear  in  the
lower  centre of the screen on the line corresponding  to
their  position  in  the menu. If  all  the  units  in  a
particular junior HQ have 0 MPs, then IBM users are  told
that the formation is static.

Menu 14 (Junior HQ Action)
This  is a branch menu. The information displayed to  the
left of the menu tells you the senior and junior HQ I.D.,
the   type   of   junior   HQ,  junior   HQ   leadership,
administration  and  supply  state  (poor,  fair,   good,
excel't), percentage losses to date, the number of  units
in  the  junior HQ and the brittleness level if  one  has
been set.
The  junior  HQ  is attached to a single  unit  from  the
formation,  usually the one farthest  from  enemy  units.
Throughout the game, the location of the junior  HQ  will
shift  from unit to unit in response to the ebb and  flow
of  battle. There is nothing the player can do to  affect
the  location of the junior HQ. They cannot be  destroyed
until the last unit from the formation is destroyed. Note
that  the junior HQ can be located with an asset assigned
to the formation.
At every stage of the game, an active junior HQ (i.e. one
with  at  least one unit on the map) will be  in  one  of
three states. These are <READY>, <CONTACT> and <ENGAGED>.
The  computer  determines which state the  junior  HQ  is
currently in. The current state of a junior HQ determines
which actions it may perform.
A  junior HQ in an <ENGAGED> state is more or less toe to
toe  with the enemy. As a useful rule of thumb, a  junior
HQ  will  count as engaged whenever two or  more  of  its
units are within two hexes of the same enemy unit.
A junior HQ in a <CONTACT> state is in proximity to enemy
units. At least one unit is within two hexes of an  enemy
unit.
The enemy unit responsible for triggering an <ENGAGED> or
<CONTACT> state is identified by the target icon.
An  asset cannot trigger the <ENGAGED> or <CONTACT> state
unless  there  are  no  surviving,  non-artillery   units
organic to the junior HQ.
In  other  circumstances, a junior HQ  is  in  a  <READY>
state.
Thus,  only  one  of  the  three  junior  HQ  actions  is
available  to  the player. The other two are  overprinted
with  a  solid  bar and are not accessible to  the  arrow
keys.
A  junior HQ will keep the same action from turn to  turn
unless  you step in and issue new orders or circumstances
change.  If  the  combat state does change  (e.  g.  from
<READY> to <CONTACT>), then the default actions for  each
of  the  three  states  are <READY>  (deploy),  <CONTACT>
(defend)  and  <ENGAGED> (defend). In this  circumstance,
the  computer will select the default action for  you  if
you don't issue an order yourself.
The <UNITS> line is always available. It is used to get a
detailed breakdown of the condition of each unit  in  the
junior HQ, including assigned assets.
Use  the  arrow  keys to locate the available  junior  HQ
action  line or the <UNITS> line and type (RET) to select
it.
IBM users can access the <MAP WALK> routines as described
earlier.

Menu 15 (Detailed OB)
This  is an information menu. Use the arrow keys to cycle
through each unit. All of the units in the junior HQ  are
identified by their specific unit icons. Assets  attached
to  the  junior  HQ from the senior HQ reserve  are  also
included.
The  information  presented here  is  identical  to  that
obtained  for friendly units under the map walk routines.
For  each unit you are told the I.D., the unit type (INF,
ARM  or  ART), its equipment, its fatigue (exh'd,  tired,
fit or fresh) and experience (green, trained, veteran  or
elite),  its  percentage loss to date  and  its  movement
class (mech, non-mech or static).
It is a good idea to have a careful look through your OBs
on the first turn and at regular intervals throughout the
game.  Once  a  junior HQ's average casualties  start  to
mount,  you must plan to have it relieved before  a  real
disaster can occur.
Never  forget  that the worst casualty rates  occur  when
your  men are worn out, hungry and have already sustained
substantial losses.

Menu 16 (Ready Action)
This is an action menu. Use the arrow keys to locate  the
action of your choice and then type (RET). There are four
actions  which may be made by a junior HQ in the  <READY>
state. Note that the information to the left of the  menu
will depend upon which action is selected.
(a).  Reserve.  A  junior HQ given  reserve  orders  will
attempt to move its units behind its senior HQ and deploy
them  there. A unit with a deploy instruction  will  seek
out the best defensive terrain in the immediate vicinity.
A junior HQ in reserve is more likely to recover fatigue,
receive  replacements, be resupplied and to  re-establish
its  administrative routine than a junior HQ in any other
state.  This  refitting procedure will be  much  enhanced
when  the component units of the junior HQ are more  than
two hexes from enemy units.
The   reserve  state  is  an  inefficient  formation  for
fighting  so  you  have to be careful when  issuing  this
order.  It  is always a bit tricky to rescue a junior  HQ
from  a  tight combat situation. Please see the notes  on
the  <RESERVE> action under Menus 17 (Contact Action) and
18 (Engaged Action).
Selecting  a  <RESERVE> state under the <READY>  menu  is
usually pretty safe. Just make sure your senior HQ is out
of harm's way and 6-10 hexes clear of enemy units.
(b).  Obj'tive. Use the arrow keys to locate the friendly
objective  of your choice and then type (RET)  to  select
it.  As each objective is located, information describing
it  appears to the left of the menu. IBM users  will  see
the  name  of  any senior HQ assigned to that  objective.
Please  see  the notes under Menu 6 (Examine  Objectives)
for full details.
Once  an objective is chosen, the component units of  the
junior  HQ  (including any assets) will move towards  it,
generally  selecting the quickest route. This  action  is
the  principal means of manoeuvre for uncommitted  junior
HQs.  Use it to get your men into position to engage  the
enemy.
(c).  Enemy. Use the arrow keys to locate the enemy  unit
of  your choice and then type (RET) to select it. As each
enemy  unit is located, information describing it appears
to  the left of the menu. Please see the notes under Menu
7  (Examine Map/Units) for full details. Only those enemy
units  within 8 hexes of the friendly unit to  which  the
junior  HQ is currently attached can be selected by  this
action.
Once an enemy unit is chosen, the component units of  the
junior  HQ  (including any assets) will move towards  it,
following  the most direct route. You use this action  to
send your units into battle!
(d). Deploy. This action is chosen in those circumstances
where  there  are no enemy units nearby but  nevertheless
you wish the junior HQ to remain in place, presumably  to
counter  a future threat. Individual units will seek  out
the  best  defensive locations in the immediate  vicinity
within  supporting distance of each other and await  your
further instructions.
Remember  that  <DEPLOY> is the default  action  for  the
<READY>  state.  This  means that a  junior  HQ  given  a
<RESERVE> order while in the <CONTACT> state will  revert
to  a <DEPLOY> order if its state changes to <READY>. You
should  check on the state of junior HQs given  <RESERVE>
orders if you wish them to remain in reserve. See Menu 14
(Junior HQ Action) for full details.

Menu 17 (Contact Action)
This is an action menu. Use the arrow keys to locate  the
action of your choice and then type (RET). There are four
actions which may be made by a junior HQ in the <CONTACT>
state.
(a).  Reserve. This action has the same effect as it does
in  the  preceding menu (and the following one  for  that
matter).  You just have to be more careful when using  it
as enemy units will be much closer to you.
If at all possible, commit a fresh junior HQ to the front
before withdrawing a worn out one. Sometimes this is  not
possible and you'll just have to hope that your  men  can
outrun  their  pursuers.  Remember  the  enemy  will   be
operating in hostile territory while you will (hopefully)
be in friendly territory.
(b).  Defend.  This action is basically self-explanatory.
Units  within  two hexes of enemy units dig  in  in  situ
while  others  in  the  junior  HQ  deploy  to  the  best
defensive terrain in their immediate vicinity. It is  the
safest formation and when in danger (or in doubt), select
it.  Remember that <DEFEND> is the default action for the
<CONTACT> state. See Menu 15 (Junior HQ Action) for  full
details.
(c).  Support.  This action is a more  vigorous  type  of
defence.  Units within two hexes of enemy units will  dig
in  as  they  do with the <DEFEND> action;  however,  all
other  units  from the junior HQ (including assets)  will
move  up to support the contacted unit/s. This action  is
chosen  either  to stiffen the defence  of  a  particular
sector  or  to  assemble the junior  HQ's  components  in
preparation for a planned future offensive. Don't  select
it   when   you're  heavily  outnumbered  and  short   of
reinforcements/reserves. If you  don't  want  anybody  to
move, use <DEFEND>.
(d). Probe. This is the most aggressive response you  can
make  while in the <CONTACT> state. Rather than  dig  in,
those  units  within two hexes of enemy units immediately
launch  a  limited attack while the other units from  the
junior  HQ  move  up  into supporting  positions  in  the
expectation  of contributing to the battle  in  the  next
turn.
This   action  should  not  be  taken  unless  you   have
considerable  superiority and a pressing  need  for  some
decisive  achievement or for concentration  of  your  own
men.

Menu 18 (Engaged Action)
This is an action menu. Use the arrow keys to locate  the
action of your choice and then type (RET). There are four
actions which may be made by a junior HQ in the <ENGAGED>
state.
(a)  Reserve.  Please  refer to  the  notes  in  the  two
previous menus.
(b).  Defend.  Please refer to the notes in the  previous
menu.
Remember  that  <DEFEND> is the default  action  for  the
<ENGAGED> state. See Menu 15 (Junior HQ Action) for  full
details.
(c).  Delay.  If the junior HQ is subjected  to  a  major
attack,  it will withdraw in the direction of its  senior
HQ.  This  action  will minimise losses from  full  scale
assaults  at  the price of conceding ground.  Uncontacted
units  from  that junior HQ will move up to  support  the
engaged unit/s.
(d).  Attack. This action is not an operative command  in
itself.  It directs you to a subsidiary menu wherein  you
choose  the  type of attack you wish to launch.  When  it
comes  time to get the job done, you'll have to hit  this
key!

Menu 19 (Attack Action)
This  is the ultimate action menu. The decisions you make
here  will  be  vital in determining the outcome  of  the
battle. The type of attack you should choose will  depend
on  the  current circumstances. The single most important
thing  to  remember is that the <ASSAULT> action  is  not
automatically  the most effective way of destroying  your
opponent!
Use  the  arrow keys to locate the action of your  choice
and then type (RET). There are four actions which may  be
made by a junior HQ in the <ATTACK> state.
(a).  Probe. This is a conservative and exploratory  type
of  attack.  It reduces your losses to the minimum  while
giving  you a good idea of your opponent's strength.  You
won't  do much damage to the enemy. Should you experience
a  simultaneous attack from your opponent, you will be in
the  best  condition (given that you  are  attacking)  to
receive  it.  It has the same effect as a  <PROBE>  under
Menu 17.
(b).  Prepare. To all intents and purposes, this  appears
to  be  another <PROBE> attack. However, it is  simply  a
diversion while the junior HQ prepares to launch  a  full
scale  assault. You will inflict the same level of damage
on  the enemy as you would with a <PROBE> attack but  you
are  much more vulnerable to a counter-attack. Junior HQs
attacked while executing a <PREPARE> order can get  quite
badly chewed up.
The  value  of  this order is that it makes a  subsequent
assault  very  much more effective. You really  must  use
prepared assaults against tough enemy opposition.
A  <PREPARE>  done on the pm turn may be effective  (i.e.
assist  an <ASSAULT>) on the following am turn, but  this
is   not  certain.  A  <PREPARE>  has  no  bonus  for  an
<EXPLOIT>.
(c).  Assault. These are full scale attacks  using  every
component  of  the junior HQ which is in a  condition  to
participate.  They  can result in horrendous  losses  for
both  sides.  Make  sure you allocate as  much  off-board
support and as many assets as you can spare. Every little
bit helps!
(d).  Exploit.  This  type of attack should  be  launched
against a weak enemy position. It gives the attacker  the
greatest  opportunity to advance after the  fighting.  It
will only be truly effective if your opponent is KIA'd or
routed.  Do  not  use it against a tough enemy  position;
your losses could well reach unacceptable levels.


5. THE COMBAT ROUTINES
(a).  Major  Combat. There are two types of  combat.  For
convenience,  they are referred to as  major  combat  and
minor combat.
The  effective  combat radius of all units  is  2  hexes,
regardless of type. Certain ranged units can be effective
up  to  15 hexes from their target. It is quite important
to  remember  that the exact positions  of  the  opposing
units matter only insofar as units must be within 2 hexes
or  within  range of an enemy unit to fight. We  consider
this  type  of  arrangement  to  be  preferable  to   the
difficulty  of  showing  units  stacked  up  on  a   two-
dimensional display.
A  unit  under  attack can receive support from  friendly
units within 2 hexes (or range) of itself. Units with the
same  junior  HQ  I.D. are much more  likely  to  provide
support.  Try to keep your formations as concentrated  as
possible.
As  a  result  of major combat, units will lose  strength
points  and  become fatigued. They may even rout  if  the
battle  goes  too badly against them. Rout is  a  general
term  used  here  to cover a number of different  states.
Essentially it means units unable to undertake  organised
activities within the normal military framework. For  any
given  combat state, the higher the experience of a  unit
the  less likely it is to rout, and the quicker it is  to
recover.  Elite  troops  are  very  hard  to  shift   and
reorganise  very  quickly.  Routing  units  are   readily
identified on the screen by their distinctive icons.
The  supply, and to a lesser extent, the admin values  of
the  junior HQ are reduced in proportion to the intensity
of the battle.
In  addition, each side may have a brittleness level  set
when  the  scenario was created. If a formation has  been
flagged  as  brittle and its losses are greater  than  or
equal  to the brittleness level then its supply and admin
values  will  be  zeroed  and the units  themselves  will
suffer  attrition. This is to simulate the total loss  of
higher organisation, even though the men may still be  in
the  field.  Naturally units in this condition  are  more
likely to rout.
Even  if  a brittleness level is set, not every formation
need  be  brittle.  A  brittle formation  will  have  the
brittleness   level  indicated  to  the  right   of   the
leadership factor in Menu 14. If the casualty level below
it  equals or exceeds the brittleness factor you  are  in
trouble.  A  brittle senior HQ affects senior HQ  supply,
admin  and assets. A brittle junior HQ affects junior  HQ
supply, admin and all component units.
Whenever  a junior HQ executes an attack order  you  will
receive  a report providing you with the details.  Losses
will  be  specified  as  Light,  Medium  or  Heavy.  This
represents  the  strength point loss as a  proportion  of
current  strength  and  is thus a  relative  measurement.
Attackers losses are calculated on the total strength  of
all attackers.
The  combat report also shows the orders for attacker and
defender  and  if  OBS is allocated it  is  described  as
Light, Medium or Heavy (LT, MED, HVY). Fatigue losses are
not  shown in the combat report but you should  check  on
them through the various status reports. You must hit the
space bar to proceed.
IBM  users should note the following changes. The  combat
display  has  been extensively revised.  Icons  show  the
nationality of the combatants and the levels of off-board
support  added.  Casualties are shown  by  icons  with  a
triple  'death's  head'  icon  informing  you  that   the
luckless unit in question has been KIA'd.
The  following features are available with our new "full-
map"  graphics. The defending unit is identified  by  the
target  icon  while all attacking units are  shown,  even
those   not  able  to  contribute  to  the  fight.  Units
highlighted with black/red marching ants are taking  part
in   the  battle.  Units  highlighted  with  black/purple
marching  ants  are  too far away to  take  part  in  the
battle. Units highlighted with black/bluish marching ants
are  too  exhausted and/or feeble to  take  part  in  the
battle.
(b).  Minor Combat. In addition to the battles  displayed
in  the  combat  reports referred  to  above,  all  other
opposing units adjacent to each other are subject to  the
minor combat routine. The results of this routine are not
displayed on the screen. Units may suffer fatigue  and/or
strength point losses as a result of minor combat.  Minor
combat ignores the presence of OBS points.
For  IBM  users, all units suffering at least 1  SP  loss
from   minor   combat  are  sequentially  identified   by
black/yellow marching ants.
The  higher  the  experience level of a  unit,  the  more
damage  it  can  cause and the less it takes  from  minor
combat.  Adverse  factors for minor combat  are  lack  of
supply,  high fatigue and high numbers of adjacent  enemy
units.
Minor combat does not occur at night, unless a side  been
flagged as night capable. Night capable units meeting the
normal  minor combat conditions will conduct minor combat
at  night. This simulates aggressive night patrolling and
combat.  In  all  other respects they  are  identical  to
normal units.
Night capability is indicated under the reports menu.
(c).  Mines  and  Forts.  Mines  and  forts  affect  both
movement  and  combat.  A  unit  moving  onto  an   enemy
minefield  or  fort  cannot move any further  that  turn.
Minefields and forts are automatically cleared at the end
of  turn, unless the unit conducts or is the target of  a
major  combat,  in  which case it has  a  50%  chance  of
clearing  the  minefield  or fort.  Even  if  a  fort  or
minefield  is  cleared in one turn, the  unit's  movement
allowance  for  the next turn is zeroed.  A  unit  on  an
uncleared  mine or fort hex blocks movement through  that
hex.  An  enemy  fort or minefield will  not  be  removed
unless  it  is cleared by a friendly unit.  Until  it  is
cleared, an enemy fort or minefield hex will remain enemy
controlled.
Minefields  (but not forts) cause losses in strength  and
fatigue,  and  will continue to cause these losses  until
cleared.  In  any  turn,  a unit  on  an  enemy  fort  or
minefield  is also very vulnerable to minor  combat,  and
incapable of inflicting minor combat losses on the enemy.
Friendly  minefields have no effect. Friendly  forts  use
the  combat  effects defined for them in the construction
kit. In a major combat against a fort, any engineer units
(only) treat the terrain as being combat effectiveness 7;
i.e. the easiest terrain for combat.
Routed  units cannot clear minefields nor do they  suffer
any  extra penalties for being in a minefield. Any  enemy
minefield  or  fort hexes occupied but  not  cleared  are
automatically cleared at the end of the game. This  means
you will receive victory points for those hexes.
These  routines mean undefended minefields or forts  slow
movement  without doing much damage. Defended minefields,
or  worse  still, minefields with defended  forts  behind
them can cause a lot of grief.
(d).   Special  Units.  These  are  units   showing   the
parachute,  glider or landing craft icon.  While  showing
this  icon,  parachute  or glider  units  are  especially
vulnerable  to minor combat. They only show the  icon  on
the  first turn that they land. Landing craft will suffer
special attrition if there was space for them to land  at
the  beginning  of the turn and there was an  enemy  unit
within  two hexes. If there was no space they are  deemed
to  be keeping a prudent distance off-shore until such  a
space arises.

6. THE MOVEMENT ROUTINES
Once  the  last  combat report has  been  displayed,  the
movement  routines are activated. The computer determines
in  which order the regiments will move. This is based on
admin, experience, supply, leadership, current order  and
a small random component.
If necessary, the movement routine will be divided into a
series  of pulses. This is to ensure that no single  unit
moves  more than 4 hexes (or 8 along a road) before every
unit has had a chance to execute its order.
Objectives may have been allocated to a particular senior
HQ  during  the  creation process. A computer  controlled
force  will  attempt to take or re-take those  objectives
with  the  specified  senior  HQ.  A  human  player   can
naturally  issue  any orders he wishes.  However,  if  an
enemy  unit  is KIA'd, your units will move after  combat
towards  a  senior HQ objective, if one exists. Therefore
you  should either co-operate with the computer or remove
the senior HQ objective allocation from the data base  by
using WarPlan. The current senior HQ objectives will  be
listed on the bottom left of the screen under the reports
menu.
The   menu   window  will  display  the  word   <running>
throughout  the  duration of the movement  routines.  The
screen  will  centre on each unit as it moves.  Once  all
movement is complete, the turn is over and the next  turn
will begin.

7. WINNING THE GAME
The  game  will end with the completion of  the  movement
routine on the last turn. It is always a pm turn.
The victory screen will appear and summarise the players'
performance.

8. TACTICS
Some  parts  of  the  game are so  vital  to  playing  it
properly  that  they need to be specified  in  one  place
rather  than  scattered throughout the menu explanations.
They are combat and supply.
(a)  Combat. There are many factors in the game that  are
considered  in  the  resolution  of  combat.   The   most
important of these are the fatigue state, casualty level,
and  supply state of the troops. Deficiencies in any  one
of  these  areas can make a serious difference to  combat
performance.  These  are variables that  are  immediately
affected  by  your  command decisions  and  deserve  your
closest attention.
Tired or exhausted men cannot fight effectively. A combat
result can cause loss of strength, fatigue or both.  Thus
men  can lose fatigue points in combat in both attack and
defence. Each attack can cost fatigue points and repeated
assaults  without  a break will cause extra  fatigue  and
supply losses.
Fatigue  is  recovered  best at night  by  sleeping,  and
attacking  at  night will certainly cause fatigue  losses
and  should  only  be done where really necessary.  There
are,  however, some good reasons for attacking at  night.
These  would  include having large amounts  of  off-board
support,  the  fact that your opponents air  power  makes
attacking  during the day very difficult,  or  having  so
many men that you can afford to have some attack at night
to keep up constant pressure on the enemy. The main point
is  that  troops fighting both day and night will rapidly
become exhausted.
Night  capable troops will conduct minor combat at  night
without fatigue loss. Moreover, any OBS allocated to them
for  a  major  combat automatically arrives  as  it  does
during the day. Non-night capable units have only  a  50%
chance  of  receiving allocated OBS. Night capable  units
still  receive normal fatigue penalties for major  combat
at night.
Junior  HQs  in reserve will recover fatigue much  faster
than  those in any other state and tired units should  be
placed in reserve to allow more rapid recovery. Attacking
with units that are tired or exhausted invites disaster.
Units  lose effectiveness as their casualty level mounts,
over  and  above the actual loss of strength points.  Any
unit with over 20% casualties is a definite candidate for
reserve, and units with over 50%, even if they remain  on
the  battlefield,  are  not very  useful.  If  units  are
brittle  you  must  try  to  keep  casualties  below  the
brittleness  level. Brittle units will never recover  and
will eventually die of attrition, even if they are not in
combat.
Casualty levels are not the absolute totals of killed and
wounded. Rather they reflect the steady lowering  of  the
number  of  men  willing and able  to  fight  effectively
against  the  enemy. Most of the casualties will  not  be
hurt at all but are out of contact, cut off, confused  or
leaderless, pinned down or otherwise ineffective.
Putting  such  a  formation in  reserve  will  allow  re-
organisation and replacement and will eventually  restore
it  to  a reasonable fighting condition. A unit committed
to  battle  and taking too many casualties may break  and
rout.  A routed unit is no longer effective as a fighting
force and will usually retreat towards its senior HQ.
Routed units can be targeted for major combat if no other
enemy  units  are  in range and in any case  will  suffer
extra losses if adjacent to enemy units at the end  of  a
turn.  Any  unit  suffering overwhelming  casualties  may
cease to exist for game purposes. It is noted as KIA  and
disappears from the game.
(b).  Supply.  The  toughest  unit  is  helpless  without
bullets  and useless without food. The junior  HQ  supply
level  is  used  for combat purposes. Its  likelihood  of
replenishment is related to its current order (reserve is
best,  assault is worst), the senior HQ supply value  and
both HQs' admin values.
The  senior HQ supply and admin values do not change!  If
these  are  low you have to be extra careful in selecting
an attack philosophy. Although a junior HQ may start with
decent  supplies,  resupply will be a  chancy  procedure.
Naturally,  attacks  use  a  lot  of  supply,  so   avoid
unnecessary combat.
Even  if  senior HQ supply is good, each junior  HQ  must
trace  a line of friendly controlled hexes to the  senior
HQ  to establish resupply. You will be told if the LOS is
open  or  cut.  If it is cut, you may have to  move  your
junior  HQ formation or your senior HQ or both. Placement
of the senior HQ is critical.
As  a special concession to amphibious operations, junior
HQs  can  trace  supply to senior HQs located  off-shore;
i.e.  showing  the special landing craft icon.  Once  the
senior  HQ  has  landed the normal rules  apply.  Terrain
prohibited to mech units and the presence of enemy  units
may  also block supply. If your LOS is blocked you cannot
afford to wait too long before unblocking it.
(c).  Management. There is no such thing as a lucky turn.
A  good  technique can overcome most reverses.  Bad  play
turns reverse into disaster. A few principles to help you
avoid disaster are set out below.
Keep  a  reserve. Your senior HQ has to be about 6  hexes
away  from the enemy to make this possible. If you  don't
have  that  room,  fight like crazy to create  it.  Don't
commit your reserve until you have made provision  for  a
replacement.
Use  the  right men for the job. Historically,  the  best
formations got more than their share of tough  jobs,  for
very  good  reasons. You will find those reasons  equally
compelling.
Give  the right job to the men. Even inferior troops  who
are strategically on the defensive can and should attack,
at least occasionally. Judicious use of probes will cause
extra  fatigue  and supply losses to the attackers.  They
will probably win anyway but be in worse shape after  the
victory  than  if  a  purely  passive  defence  had  been
maintained.  If your probe catches an attacker  during  a
prepare he will certainly suffer.
Manage  your  assets. In one sense all  your  troops  are
assets  and your job is to use them correctly. The senior
HQ  assets  provide a useful illustration of  this.  They
should  be  checked every turn to ensure  that  they  are
being  used  in  the most efficient manner possible.  The
techniques  for managing them successfully apply  to  the
rest  of your troops. Apply those consistently and you'll
be hard to beat.
