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                          []-> BALTIC 1985 <-[]
                               ^^^^^^^^^^^
          %%% DOCS WRITTEN BY: COMMANDER TOSH AND ALI-BABA %%%

INTRODUCTION TO BALTIC 1985: 
THE  SOVIET  OFFENSIVE  INTO  SOUTHERN  GERMANY HAS BEEN HALTED AT THE
RHINE AFTER BITTER FIGHTING.  IN THE PERSIAN GULF, THE BATTLE FOR  THE
OILFEILDS HAS PAUSED, AS BOTH SIDES RESUPPLY. 

SATELLITE   AND  OTHER  INTELLIGENCE  REPORTS  SHOW  WIDESPREAD  CIVIL
DISOBEDIENCE IN WARSAW, GDANSK, AND OTHER POLISH CITIES.  SOME EASTERN
EUROPEAN UNITS HAVE BEEN CLASSIFIED  AS  UNRELIABLE  BY  THEIR  SOVIET
ALLIES,   AND   SOVIET   RESERVES  HAVE  BEEN  SENT  TO  SUPPRESS  THE
REBELLIONS. 

RADIO REPORTS FROM BERLIN, BREAKING THROUGH  INTENSE  SOVIET  JAMMING,
SHOW  THAT  AMERICAN INFANTRY UNITS, BYPASSED BY THE SOVIET BLITZKRIEG
INTO SOUTHERN GERMANY, ARE STILL HOLDING OUT IN THE  SUBURBS  OF  WEST
BERLIN. 

IN  THE  NATO BATTLEFIELD HEADQUARTERS, THE NATO COMMANDER REVIEWS THE
INTELLIGENCE REPORTS, MEETS WITH HIS STAFF, AND ISSUES THESE ORDERS: 

NATO UNITS ARE TO DRIVE SOUTH EAST,  SEIZE  AND  HOLD  A  CORRIDOR  TO
BERLIN,  LINKING  UP  WITH THE NATO UNITS HOLDING OUT THERE, BEFORE HE
SOVIETS CAN BRING IN THEIR RESERVES. 

AT  0400  THE  NEXT  MORNING,  TACTICAL  AIR  SUPPORT   FIGHTERS   AND
FIGHTER-BOMBERS  TAKE  OFF FROM THEIR AIRFIELDS.  AIRBOURNE UNITS DROP
STRATEGICALLY ALONG THE CORRIDOR TO SEIZE KEY OBJECTIVES.   NATO  MAIN
BATTLE   TANKS   AND  ARMORED  PERSONNEL  CARRIERS  ROLL  THROUGH  THE
CHECKPOINT S AND THE WRE FENCES ALONG THE EAST GERMAN BORDER,  ON  THE
ROAD TO BERLIN. OPERATION BALTIC HAS BEGUN. 

[1.0] PLAYING THE FIRST GAME: 
WHEN  THE  GAME  STARTS,  YOU WILL BE PRESENTED WITH THE OPTIONS SHOWN
WHEN YOU BOOT THE PROGRAM UP. TO CHANGE ANY OPTION,  TYPE  THE  NUMBER
UNTIL  THE  OPTION  YOU WANT IS HIGHLIGHTED. WHEN YOU ARE READY, PRESS
THE SPACE BAR TO SEE A C00L TITLE PAGE. THE GAME WILL THEN BEGIN  WITH
THE NATO MOVE. 

[1.1] THE MAP SCALE: 
EACH HEXAGON ON THE ON THE 39 BY 28 HEX MAP REPRESENTS 3 MILES. ON THE
SCREEN,  YOU  SEE  ONE  SECTOR,  OR  1/12TH  OF THE TOTAL MAP.  SECTOR
NUMBERS AND LETTERS (1 TO 9; A, B, AND C) APPEAR ON THE MAP. 

TERRAIN: 
THE NORTH GERMAN TERRAIN IS SIMILAR  TO  THAT  IN  THE  GAME  "GERMANY
1985", WITH THESE ADDITIONS: (NOT TOO ACCCURATE!)
            ____ 
           /    \
           \____/  LAKE (ONLY AIR CAVALRY CAN CROSS)
          
            (*) NATO-HELD OBJECTIVE
            (O) SOVIET-HELD OBJECTIVE

[1.2] MOVING THE CURSOR: 
TO MOVE THE BLINKING CURSOR AROUND THE MAP, USE THE COMMAND KEYS SHOWN
IN THE DIAGRAM AT RIGHT: 
               
                        _____
                       /  1  \
                 _____ \_____/ _____
                /  6  \       /  2  \
                \_____/  [*]  \_____/ 
                /  5  \ _____ /  3  \                                   
                \_____//  4  \\_____/ 
                       \_____/   


[NOTE]:THE  CURSOR  ([*]) CAN MOVE UP, DOWN, OR DIAGONALY INTO ANY ONE
OF THE NUMBERED HEXES. 

[1.3] UNIT IDENTIFICATION: 
IN BALTIC 1985 THE NATO PLAYER HAS ONE ADDITIONAL UNIT TYPE:   NATO  &
PARATROOP INFANTRY. 

[1.4] MOVING UNITS: 
PRESS  [ESCAPE]  TO  FIND  YOUR  FIRST UNIT, AND TO ENTER ITS MOVEMENT
PHASE. MOVE THE UNIT THE SAME WAY YOU WOULD MOVE THE  CURSOR  (CONSULT
MAP  ABOVE).  WHEN  YOU  HAVE  MOVED YOUR LAST UNIT, THE CURSOR ON THE
SCREEN WILL BLINK. TYPE CTRL. E, AND THEN TYPE 'E' TO END YOUR MOVE. 

[1.5] THE SOVIET MOVE: 
THE COMPUTER WILL MOVE ALL THE SOVIET UNITS ONE  BY  ONE.  DURING  THE
SOVIET  MOVE,  YOU  CAN STOP THE COMPUTER BY HITTING THE [ESCAPE] KEY.
START THE MOVEMENT AGAIN WITH THE [SPACE BAR]. WHEN THE CURSOR  BLINKS
AGAIN,  THE  SOVIET MOVE IS FINISHED.  PRESS THE [ESCAPE] KEY TO START
YOUR SECOND MOVE. 

[2.1] MOVEMENT DISPLAY:  THE MOVEMENT DISPLAY IN BALTIC 1985 SHOWS THE
WORD "SMOKE":IF IT IS HIGHLIGHTED, THE UNIT IS IN A SMOKE-FILLED  HEX.
[MN]  (MINE)  AND  [NC] (NUCLEAR CONTAMINATION) DO NOT APPEAR, BECAUSE
THEY PLAY NO PA RT IN THIS SCENARIO. 

[2.5] AIR CAVALRY: 
AIR CAVALRY UNITS CANNOT ENTER ENEMY-OWNED TOWN,  URBAN  OR  OBJECTIVE
HEXES. 

[2.6] TRANSPORT MODE: 

[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPOST MODE. 

[%]  UNITS  IN  TRANSPORT MODE CANNOT ENTER ENEMY-OWNED URBAN, TOWN OR
OBJECTIVE HEXES. 

[2.8] RIVERS: 
REGULAR UNITS CAN CROSS A RIVER IN RIVER MODE.  AIR CAVALRY CAN  CROSS
A RIVER IN ANY MODE. 

[2.9] BRIDGING: 
NO  BRIDGING  IS NEEDED IN THIS SCENARIO. ENGINEER UNITS CAN CHANGE TO
RIVER MODE MORE EASILY THAN OTHER UNITS, BUT OTHERWISE HAVE NO SPECIAL
FUNCTIONS. 

[2.10] TERRAIN EFFECTS: 
LOOK AT THE TABLE AT THE END OF THE DOCS. 

[2.11] SMOKE: 
SMOKE FILLED HEXES COST AN EXTRA MOVEMENT POINT TO ENTER. 

[3.0] MODES: 
[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPORT MODE. 

[%] ENGINEER UNITS CAN CHANGE TO REORGANIZE MODE. 

[%] CHANGING TO RIVER MODE COSTS  REGULAR  UNITS  TWICE  THE  MOVEMENT
POINTS IT DID IN THE GAME "GERMANY 1985". ENGINEER UNITS CAN CHANGE TO
RIVER  MODE  AT  A  COST  HALF  THAT OF REGULAR UNITS, GIVING THEM THE
ABILITY TO CROSS RIVERS MORE RAPIDLY THEN OTHER UNITS. 

[4.0] THE ORDER PHASE: 

PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT THE ORDER PHASE (APPLE
MANOR). 

[5.0] ARTILLERY: 

ONCE AGAIN, PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT  ARTILLERY
RANGES. 

[6.0]  AIR  POWER:   [%]  THE SIDE WITH AIR SUPERIORITY HAS A POSSIBLE
MAXIMUM OF FIVE AIR STRIKES PER TURN. 

[%] THE NATO PLAYER HAS AIR SUPERIORITY FOR THE FIRST TWO TURNS. 

[9.0] REORGANIZATION: 
ENGINEER UNITS MAY REORGANIZE. 

[10.0] HIDDEN UNITS: 
ALL UNITS ARE EXPOSED WHEN THEY FIRST APPEAR ON THE MAP. HIDE EACH  OF
YOUR  UNITS  BY  TYPING  CTRL. H DURING ITS MOVEMENT PHASE. IF YOU ARE
PLAYING SOLITAIRE, AND YOU HAVE CHOSEN THE HIDDEN OPTION, THE COMPUTER
WILL AUTOMATICALLY HIDE ENEMY UNITS WHEN THEY MOVE. 

[11.0]  MINES  AND   NUCLEAR   CONTAMINATION:    MINES   AND   NUCLEAR
CONTAMINATION PLAY NO PART IN THIS SCENARIO. 

[13.0] %%% VICTORY! %%%

[13.1] VICTORY POINTS:  THE NATO PLAYER RECEIVES: 

[%] 1/2 POINT PER TURN FOR EACH OBJECTIVE HELD

[%]  1/2  POINT  FOR  EACH  SOVIET  UNIT  ELIMINATED THE SOVIET PLAYER
RECEIVES: 

[%] 1 POINT PER TURN FOR EACH OBJECTIVE HELD

[%] 1 POINT FOR EACH NATO UNIT ELIMINATED NOTE: AN  OBJECTIVE  HEX  IS
HELD  BY THE SIDE WHOSE UNIT LAST ENTERED THE HEX. (OR ORIGIONALLY WAS
HELD BY THE PLAYER.)

[13.2] THE VICTORY DISPLAY: 
TO SEE THE DISPLAY OF VICTORY POINTS EARNED BY EACH SIDE, TYPE CTRL. V
AT ANY TIME DURING YOUR  TURN.  (PLAYERS  CAN  ALSO  SEE  THE  VICTORY
DISPLAY DURING SOLITAIRE GAMES WHEN THE COMPUTER IS MOVING ENEMY
 UNITS.)

[13.3] END OF THE GAME:  BALTIC 1985 ENDS AUTOMATICALLY AFTER TURN 15,
16,  OR  17,  AT THE OPTION OF THE COMPUTER. THE COMPUTER WILL COMPARE
VICTORY POINTS AND DECLARE A WINNER. 

[16.0] TACTICS: 

[%] THE NATO PLAYER MUST MOVE QUICKLY TO TAKE ADVANTAGE OF HIS INITIAL
AIR SUPERIORITY AND NUMBERS.  THE RUSSIAN PLAYER STARTS WITH NO  SPARE
AIR  SUPERIORITY  POINTS  AND IT WILL BE SEVERAL TURNS BEFORE THE NATO
PLAYER CAN BE CHALLENGED IN THE AIR. 

[%] KEEP DIVISIONS TOGETHER. PROTECT,  AND,  WHENEVER  POSSIBLE,  HIDE
HEADQUARTERS UNITS IN THE REAR.  USE THE D KEY FREQUENTLY TO CHECK THE
LOCATION OF DIVISIONAL UNITS. 

[%]  WITHDRAW, HIDE AND REORGANIZE WEAKENED UNITS. THEY WILL BE NEEDED
LATER IN THIS SCENARIO, WHEN SOVIET REINFORCEMENTS ARRIVE,  AND  THEIR
LOSS COSTS VICTORY POINTS. 

[%]  HIDE  UNITS  WHENEVER  POSSIBLE.  THE  COMPUTER CANT SEE YOU, AND
AMBUSHES ARE AN EFFECTIVE TACTIC. 

[%] TAKE AND HOLD ONTO OBJECTIVES. YOU  RECEIVE  VICTORY  POINTS  EACH
TURN THEY ARE HELD. 

[%]  PREPARE ATTACKS CAREFULLY. USE A FEW SELECTED UNITS TO ATTACK AND
DEFEND, WITH NUMEROUS SUPPORTING UNITS AND HEADQUARTERS NEARBY. 

[%] AIR SUPERIORITY IS CRUCIAL, NOT JUST FOR SUPPORTING  AIR  STRIKES,
BUT  BECAUS E ENEMY AIR SUPERIORITY HINDERS YOUR MOVEMENT. USE CTRL. A
EACH TURN TO CHECK YOUR AIR POWER STSTUS, AND ALLOT POINTS FOR  FUTURE
SUPERIORITY. 
         
                       FREQUENTLY USED COMMANDS
                       ========================
         O-GIVE ORDERS TO UNIT
         C-CHANGE MODE OF UNIT
         L-LOOK AT OTHER UNMOVED UNITS IN THAT DIVISION
         Q-LEAVE UNIT WHERE IT IS
         D-HIGHLIGHT & BLINK ALL UNITS OF A DIVISION
         P-SHOW ENTIRE MAP
         CTRL.H-HIDE UNIT
         CTRL.C-ATTACK ADJACENT UNIT
         CTRL.A-SHOW AIR POWER DISPLAY
         CTRL.V-SHOW VICTORY POINTS
         [ESCAPE]-EXIT MOVEMENT PHASE
         
                       COMMANDS WHEN CURSOR IS BLINKING
                       ================================
         S-(FOLLOWED BY MAP SECTOR NUMBER OR LETTER)-SHOW THAT SECTOR OF MAP
         [SPACE BAR]-RETURN TO GAME PLAY
         CTRL.E-END TURN
         
                       COMMANDS DURING SOLITAIRE GAME
                       ==============================
         CTRL.P-TURN COMBAT PAUSE ON/OFF
         CTRL.V-SHOW VICTORY DISPLAY
         [LEFT ARROW]-SPEED UP COMPUTER MOVE
         [RIGHT ARROW]-SLOW DOWN COMPUTER MOVE
         [SPACE BAR]-RESUME PAUSED COMPUTER MOVE

                                  APPENDIX 
=========================================================================
 TERRAIN EFFECTS TABLE                | MAXIMUM MOVEMENT ALLOWANCES
                                      |
TERRAIN  MOVEMENT SIGHTING COMBAT     | NATO              SOVIET
-------  -------- -------- ------     | ----              ------
OPEN       2         4       0        | TANK 18           TANK 18              
L. ROUGH   3         3       2        | SPG 14            BMP 18
ROUGH      4         2       3        | APC 18            ARTY 12
FOREST     3         2       2        | AIRCAV 22         KATSH 12
TOWN       3         3       2        | INFAN 12          INFAN 12            
URBAN      4         2       4        | ENG 14            ENG 14
OBJECT.    3         2       3        |
LAKE       3         4       0        |
=========================================================================
=SECTOR NUMBERS:                      |
NOTE:SECTOR #'S 1-B ARE TREATED AS OPE
N 1-B     2       4       0           |
HEXES FOR ALL PURPOSES; SECTOR # C IS 
C       4       2       4             |
TREATED AS AN URBAN HEX.
=========================================================================
=                             TYPE VS TYPE TABLE
                             ------------------
SOVIET UNITS VS NATO INFANTRY:
TANK                  -3
BMP                   -2
ARTLY                 -10
KATSH                 -10
INF.                  -2
ENG                   -2

                      SOVIET TANK   BMP   ARTLY   KATSH   INF   ENG 
NATO INFANTRY VS:           2        2      4       4      1     1   

=========================================================================
=NATO UNITS VS SOVIET INFANTRY:
TANK                  -1
SPG                   -5
APC                    1
AIRCAV                -5
INFAN                  1
ENG                    1

                      NATO TANK   SPG   APC   AIRCAV   INFAN   ENG
SOVIET INFANTRY VS:       0        3     0       3      -2     -1      
=========================================================================