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               #         GERMANY 1985 DOCS           #
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               #                                     #
               #     THESE DOCS WERE WRITTEN BY      #
               #                                     #
               #       D*I*R*T*Y   H*A*R*R*Y         #
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GERMANY 1985
------------

GERMANY 1985 IS A SIMULATION OF A BATTLE FIELD IN WEST GERMANY BETWEEN
NATO  AND RUSSIAN FORCES.  THE 39 X 28 GRID REPRESENTS 1 MILE PRE HEX.
EACH TURN REPRESENTS 4 HOURS OF TIME WITH NIGHT REQUIRING 2 TURNS. 

UNITS
-----

DUE TO THE LIMITATION OF THE TEXT SCREEN,  I  CAN  NOT  GIVE  ACCURATE
PICTURES OF THE UNITS. 

NATO: 

TANK   BATTALION  ARMOURED  INFANTRY  BATTALION  (APC)  SELF-PROPELLED
ARTILLERY  (SPG)  RECONNAISSANCE  BATTALION  ENGINEER  BATTALION   AIR
CAVALRY UNIT

RUSSIAN: 

TANK BATTALION MECHANIZED INFANTRY BATTALION (BMP) ARTILLERY BATTALION
KATUSHKA BATTALION INFANTRY BATTALION ENGINEER BATTALION

A  NATE  MARKER IS ALWAYS SOLID, WHILE THE RUSSIANS ARE OUTLINED.  THE
SYMBOL FOR 2 PIECES ON TOP OF EACH OTHER IS AN S (FOR STACK)

COMMAND KEYS
------------

                 1

             6       2
                 *
                 *
             5       3

                 4 

GLOBAL KEYS
-----------
THESE KEYS CAN BE USED WHEN THE CURSOR IS FLASHING ON THE SCREEN

B: 
NIGHT TURNS WILL BE INDICATED BY WHITE TERRAIN UNLESS THIS IS HIT

F: 
SWITCH TO TEXT/FULL SCREEN

P: 
DRAW THE STRATEGIC (FULL) MAP

T: 
CLEAR UNITS AND SMOKE FROM SCREEN

D: 
CAUSES UNITS OF THE SAME DIVISION TO CHANGE COLOR AND THE HQ TO FLASH

<-: 
SPEEDS UP COMPUTER MOVEMENT

->: 
SLOWS DOWN COMPUTER MOVEMENT

CTRL-S: 
SOUND ON/OFF

CTRL-P: 
COMBAT PAUSE ON/OFF

CTRL-L: 
GLOBAL LEAVE (CYCLE ROUND ALL UNITS)

CTRL-D: 
DIVISIONAL LEAVE (CYCLE AROUND DIVISION)

NOTICE: 
THE SPACE BAR WILL NEVER DO ANYTHING FATAL

NORMAL GAME KEYS
----------------

1-6: 
MOVEMENT KEYS (SEE ABOVE)

O: 
CENTER CURSOR ON SCREEN

S: 
SCROLL

1-9,A-C: 
CENTER CURSOR ON THESE SCREENS

O: 
CENTER SCREEN ON CURSOR

I,J,K,M: 
MOVE SCREEN IN DIRECTION

SPC: 
EXITS FROM SCROLL

E: 
EXAMINE THE CHARACTERISTICS OF THE FRIENDLY UNIT THE CURSOR IS ON WILL
BE DISPLAYED

M: 
MOVE THE UNIT THE CURSOR IS ON WILL ENTER THE MOVEMENT PHASE

(ESC): 
WILL ENTER THE AUTO-MOVE PHASE AND  COMPUTER  WILL  FIND  THE  NEAREST
NON-MOVED UNIT

CTRL-A: 
ACTIVATE AIR POWER PHASE

CTRL-B: 
ACTIVATE SAVE GAME OPTION

CTRL-E: 
END PLAYED TURN

CTRL-V: 
WILL INDICATE STATUS OF ENEMY, FRIEND, OR NEUTRAL UNIT

MOVEMENT KEYS
-------------

THE FOLLOWING KEYS ARE USED WHEN A UNIT IS BEING MOVED

M: 
SWITCH  MOVEMENT  TO  THE  OTHER  UNIT  IN  THE STACK (IF POSSIBLE, OF
COURSE)

1-6: 
MOVEMENT KEYS (SEE ABOVE)

O: 
CENTER UNIT ON SCREEN

S: 
SCROLL (SEE ABOVE FOR DETAILS)

Q: 
WILL EXIT FROM MOVEMENT PHASE

(ESC): 
WILL EXIT FROM MOVEMENT PHASE, BUT IF UNIT HAS NOT MOVED, IT  WILL  BE
ABLE TO MOVE LATER

C: 
ALLOW A UNIT TO CHANGE MODE

L: 
ALLOW AN UNMOVED UNIT TO BE LEFT

O: 
ALLOWS PLAYER TO ISSUE ORDER TO UNIT

CTRL-C: 
ALLOWS CONTINUED COMBAT WITHOUT MOVING

CTRL-H: 
HIDES/EXPOSES AND UNIT

SEQUENCE
--------

NATO PLAYED ALWAYS GOES FIRST DURING MOVEMENT PHASE, A PLAYED MAY MOVE
AS  MANY  UNITS  AS  HE  LIKE.  BUT, A UNIT CAN ONLY BE MOVED ONCE PER
TURN!  IF UNIT ENTERS ENEMY CONTROLLED HEX (ECH)  IT  MUST  ENGAGE  IN
COMBAT,  AND IF IT STILL HAS THE MOVEMENT POINTS (MP) AFTER COMBAT, IT
CAN  CONTINUE  MOVING  DURING  THE  MOVEMENT  PHASE,   THE   FOLLOWING
INFORMATION IS DISPLAYED: 

TERN: 
TERRAIN

TYPE: 
TYPE OF UNIT MOVING

MODE: 
MODE OF UNIT MOVING

TURN: 
THE TURN OF GAME (THIS NUMBER IS INVERSE AT NIGHT)

SM:MN:NC: 
INDICATES  (IF  INVERSE)  IF  HEX  CONTAINS  SMOKE,  MINES, OR NUCLEAR
CONTAMINATION

EF: 
EFFICIENCY OF UNIT

HQ: 
DISTANCE TO HQ (* IF IT IS HQ, "-" IF OVER 9 HEXES)

MVL: 
MP'S REMAINING

STN: 
STRENGTH OF UNIT

RAN: 
RANGE OF ARTILLERY FIRE

ON THE RIGHT HAND SIDE OF THE  SCREEN,  THE  POSSIBLE  DIRECTIONS  ARE
DISPLAYED: 

NORMAL: 
MOVEMENT IS POSSIBLE

INVERSE: 
MOVEMENT IS IMPOSSIBLE

FLASHING: 
HEX IS AND ECH

MOVEMENT POINTS
---------------

THE FOLLOWING ARE THE MAXIMUM MP'S ALLOWED TO A UNIT

NATO      MP        RUSSIAN     MP
---------------------------------------
TANK      25        TANK        25
APC       25        BMP         25
SPG       20        ARTLY       18
AIRCV     30        KATCH       18
RECON     30        INF         15
ENG       20        ENG         20

NOTE:
AIRCV HAVE MP'S OF 15 AT NIGHT

THE  ACTUAL NUMBER OF MP'S DEPENDS WHAT MODE IT IS IN, AND WHETHER ITS
MAXIMUM MOVEMENT HAS BEEN HALVED.  THE FOLLOWING RATIOS  ARE  USED  TO
CALCULATE THE INITIAL MOVEMENT ALLOWANCE. (IE. TANK IN NORM MODE WOULD
HAVE 25*(3/4) OR 18 MP'S)

MODE      RATIO    MODE     RATIO
---------------------------------------
DEFN      0        RIVER    1/2
REOR      1/4      FIRE     1/2
SUPORT    1/4      NORM     3/4
ATTCK     1/2      TRANS    1

MODE CHANGE
-----------

THE CHANGE MODES, A UNIT MUST EXPEND MP'S BASED ON ITS EFFICIENCY AND THE
NUMBER OF SIGHTING ENEMY UNITS (SEU)

EFFICIENCY         COST
---------------------------------
6-7                SEU/2
3-5                SEU + 1
0-3                SEU * 2 + 1

WHEN CHANGING MODES, THE * INDICATES THEY THE UNIT CAN'T CHANGE TO THAT
MODE.

NEW MOVEMENT ALLOWANCE:
(MAX MP'S - CHANGE COST)*(NEW MODE RATIO)*(NUMBER MP'S LEFT / NUMBER OF
MP'S AT START)

IN OTHER WORDS (HA!) THE MORE ENEMIES AROUND, THE HARDER IT IS TO
DO ANYTHING

MODES
-----

DEFN:
(DEFENSE)  ALLOWS A UNIT TO JUST DEFEND ITSELF 

SUPPRT:
(SUPPORT) ALLOWS A UNIT TO SUPPORT THE DEFENSE/OFFENSE OF A
UNIT FROM THE SAME DIVISION

NORMAL:
OBVIOUS (I HOPE)

TRANS:
(TRANSPORT) INDICATES THAT A UNIT IS USING A ROAD AND IS
VULNERABLE TO COMBAT

RIVER:
ALLOWS A UNIT TO CROSS A RIVER

ATTCK:
(ATTACK)  GIVES INCREASED COMBAT ABILITY, BUT LOSES WILL INCREASE

FIRE:
ALLOWS ANY UNIT WITH AN ARTILLERY
RANGE ABOVE 0 TO FIRE

REOR:
(REORGANIZE) INDICATES THAT A 
UNIT IS REFITTING AND IS 
INCREASING ITS STRENGTH AND
EFFICIENCY)

TERRAIN
-------

                    SIGHTING    COMBAT
TERRAIN    MP'S     DISTANCE    BONUS
---------------------------------------
OPEN       2        5           0
L. ROUGH   3        3           1
ROUGH      4        2           3
FOREST     4        2           2
SWAMP      5        3           1
VILLAGE    3        3           2
TOWN       4        2           3
SAND       3        3           1
RIVER      4        5           0

AIRFIELDS  AND  NUMBERED  HEXES  ARE  TREATED AS OPEN FOR MOVEMENT AND
COMBAT PURPOSES

MOVEMENT IN TRANS MODE COSTS 1MP/HEX AIRCV PAYS 1MP/HEX IN ANY TERRAIN

+2 MP'S TO ENTER SMOKE HEX

+1 MP (+2 IF IN TRANS) FOR EACH SEU

+1 MP IF IN TRANS MODE AND ENEMY HAS AIR SUPPERIORITY

ORDER PHASE -----------

WHEN MOVING A UNIT, ONE CAN GIVE AND ORDER BY HITTING "C"

1-C: 
WILL MOVE UNIT TO  APPROPRIATE  POINT  USING  ROAD  NET  (PRESENCE  OF
ENEMIES NEGATES THIS ORDER)

D: 
CAUSES UNITS IN NORM AND FIRE MODE TO MOVE AND FIRE DURING THE ENEMIES
MOVING PHASE

X: 
WILL  CAUSE  THE INIT TO EXIT THE MAP WITH A 25% CHANCE OF COMING BACK
AS A REINFORCEMENT  AT  THE  SAME  SPOT  1-3  TURNS  LATER,  OR  BEING
ELIMINATED

V: 
WILL  CAUSE  THE  UNIT  TO  CAPTURE  ANY  VILLAGES  WITHIN 5 HEXES AND
CONTINUE (ENEMIES PRESENT NEGATE THIS ORDER)

F: 
WILL CAUSE THE UNIT TO FIRE AT THE BEST TARGET WITHIN RANGE

R: 
WILL CAUSE THE UNIT TO RUN UNTIL OUT OF SIGHTING RANGE WHERE  IT  WILL
CHANGE TO REOR MODE IF POSSIBLE

S: 
WILL  CALL  IN  FIRE FROM ARTILLERY AND AIRSTRIKES WITHIN RANGE ON ALL
ENEMY UNITS WITHIN 3 HEXES OF THE MOVING UNIT

M: 
WILL CAUSE THE UNIT TO ADVANCE AND FIRE ON ENEMY UNITS

N: 
WILL CAUSE THE UNIT TO ADVANCE AND ATTACK ENEMY UNITS

IF THE ORDER CAN NOT BE CARRIED OUT, THE ANNOYING BEEP WILL SOUND  AND
CONTROL  WILL  BE  PASSED  BACK  TO THE PLAYER (NO EFFECT WILL BE TAKE
AGAINST THE UNIT)

HIDDEN MOVEMENT
---------------

ANY UNIT MAY BE HIDDEN DURING ITS MOVEMENT PHASE PROVIDED THAT: 

IT IS NOT STACKED
NOT ADJACENT TO A UNIT
NOT IN TRANS MODE
NOT SIGHTED BY AN ENEMY UNIT

COMMAND TO HIDE: 
CTRL-H (OR <-)

IF A HIDDEN UNIT ENTERS TRANS MODE OR FIRES, IT WILL BE "UNHIDDEN"

SIGHTING
--------

A HIDDEN UNIT THAT IS SIGHTED BY AND ENEMY UNIT OR MOVES  ADJACENT  TO
AND  ENEMY  HIDDEN  UNIT WILL BECOME EXPOSED THE DISTANCE UPON WHICH A
HIDDEN UNIT BECOMES SIGHTED DEPENDS ON: 

TERRAIN
NIGHT (MAXIMUM OF 2 HEXES)
IN SMOKE
IF IT IS IN DEFN (1 HEX) OR REOR (2) MODE

WHEN A UNIT IS SIGHTED, THE SPEAKER MAKE A BEEP

DELAYED MOVE
------------

A UNIT GIVEN A DELAYED MOVE IN THE ORDER PHASE OF ITS  TURN  MAY  MOVE
DURING  THE  ENEMIES TURN.  UNITS IN FIRE MODE WILL ATTEMPT TO FIRE AT
OTHERS AND UNITS IN NORM MODE WILL ATTACK.  THE  PROBABILITY  THAT  AN
ENEMY  UNIT WILL ACTIVATE AN ENEMY UNIT IN DELAYED MOVE DEPENDS IN THE
NUMBER OF DELAYED UNITS WITHIN 5 HEXES. 

L KEY
-----

WHEN MOVING UNITS, IF YOU CHOOSE TO MOVE A UNIT AND THEN HAVE NOT DONE
ANYTHING WITH IT, YOU CAN HIT "L" AND CYCLE AROUND TO  THE  NEXT  UNIT
WHILE COMING AROUND TO THE OTHER ONE LATER. 

MOVEMENT RESTRICTIONS
---------------------

NO MORE THEN 2 UNITS IN A HEX

NO UNIT MAY ENTER A UNIT OCCUPIED BY A HIDDEN UNIT

AIRCV'S  CAN NOT ENTER RUSSIAN CONTROLLED VILLAGES, TOWNS, OR AIRFIELD
HEXES

UNITS IN TRANS MODE MAY ONLY TRAVEL IN ROADS,  OPEN  TERRAIN,  OR  NON
ENEMY CONTROLLED VILLAGES, TOWNS, AND AIRFIELDS

UNITS IN DEFN MODE MAY NOT MOVE