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NATO DEFENSE OF THE FULDA GAP REFORGER '88 MANUAL ============================= TABLE OF CONTENTS ----------------- 1.0 INTRODUCTION Description of Action Talking to the Computer Saving a Game The Map Starting the Game (Apple) Starting the Game (Atari) 2.0 GENERAL DESCRIPTION Pans Inventroy Abbreviations 3.0 SEQUENCE OF PLAY Determining Conditions of Play Historical Set-Up Sequence of Play Keeping Time Game Duration Limited Intelligence 4.0 GROUP ADJUSTMENT PHASE Combat Groups Combat Units Dividing Combat Groups Transfering Units The Map Display Ending the Game Renumbering Combat Groups Declaring Chemical Warfare Air Group Display Delay Adjustments Casualty Reports 5.0 SUPPLY PHASE Depot Movement Supply Distribution New Depots Supply Usage Refugees NATO Replacements 6.0 TACTICAL PLOT - ROAD MOVEMENT PHASE Selecting Combat Groups Mode Selection Road Movement Plotting Tactical Movement Combat Situations Plotting Bombardments Plotting Recon Missions Plotting Bridge Demolition Plotting Bridge Construction 7.0 AIR MISSIONS Air Superiority Missions Planning Airstrikes Combat Aircraft Flying Conditions Airborne Missions Air Recon Missions 8.0 COMBAT RESULTS CALCULATIONS Weapon Systems Disrutpion Disruption Effects Terrain Effects Zones of Control Attack Strength Allocation Morale Reduction Chemical Warfare Sighting Enemy Forces 9.0 TACTICAL EXECUTION & COMBAT PHASE Air Superiority Resolution Airstrike Resolution Air Recon Resolution Non-Combat Aircraft Losses Air Drop Resolution Bombardment Resolution Bridge Construction Bridge Demolition Recon Reports Tactical Movement Opportunity Fire Assault Combat Retreats Advance After Combat Combat Reports NATO Cities 10.0 WEATHER 11.0 VICTORY DETERMINATION Scoring Victory Levels 12.0 SOLITAIRE PLAY 13.0 ORDER OF BATTLE 1.0 INTRODUCTION ================ REFORGER '88 is a ground tactical game of combat between the forces of NATO and the Warsaw Pact which takes place at the Fulda Gap in the year 1988. The game covers the first week of the war. The Warsaw Pact attacks with 12 divisions in an attempt to capture Frankfort and destroy Rhein-Main Air Force Base, NATO defending with 5 divisions must fight a desperate delaying action. 1.10 Description of Action: -------------------------- Each game turn consists of 12 hours of operations. Operations consist of supplying and moving combat forces, changing formation, planning assaults, air strikes, airborne mission and artillery bombardments and resolving combat situations. 1.2 Talking to the Computer: --------------------------- To enter a response to the computer that consists of numbers (such as a unit ID number), type the number into the computer and press the <RETURN> key to select a routine from a menu or answer a Yes/No question just press the desired key. WHERE THE EXIT COMMAND IS NOT SPECIFIED. PRESS <RETURN> TO QUIT THE ROUTINE. 1.3 Saving the Game: ------------------- At the end of each player's ORDERS PHASE and at the end of each turn the computer will allow the player(s) to save the game in progress. You will need a scratch disk to store the saved game data. Save game disks for the Apple must be initialized for SSI use during a game by following instructions included in the game program. Atari users may use any disk that has been properly formatted for use on the Atari. Once a game is saved, you will be able to restart it at the point where you left off. WHEN RESTARTING A SAVED GAME YOU MUST SET THE CORRECT SOLITAIRE LEVEL AND NUMBER OF PLAYERS ON THE OPENING MENU. 1.4 The Map: ----------- The game map covers the battlefields in Central Germany from Kassel in the north to Wurzburg in the south. Movement around the map is controlled by a hexagon grid system (31 x 32 hexes) with each hexagon representing 6 kilo- meters. 1.5 Starting the Game (Apple): ----------------------------- To begin the game, boot your game disk and the game will begin automatically. If you are using an Apple II with Pascal you must first use your BASICs disk, if you are using an Apple III you must first go into Apple II emulation mode. 1.6 Starting the Game (Atari): ----------------------------- To begin the game, boot the Scenario side of your disk. After selecting the starting values for your game, you will be told to insert the Game side of your disk. Remove all cartidges from your computer before booting your disk. 2.0 GENERAL DESCRIPTION ======================= 2.1 Parts Inventory: ------------------- a. Game box b. Rule Book c. 5 1/4" game disk d. Two map/data cards 2.2 Abbreviations: ----------------- Abbreviations used in the game are listed below: DIV division BDE brigade DET detachment RGT regiment BN battalion GDS Guards MECH mechandized MOT motorized PZG panzergrenadier INF infantry RIF rifle ART artillery AT anti-tank SPH self-probelled howitzer FH field howitzer M mortar RL rocket launcher ENGR engineer APC armored personnel carrier G/M gun/missile systems AA anti-aircraft 3.0 SEQUENCE OF PLAY ==================== REFORGER '88 is a two-sided game: NATO vs Warsaw Pact. The NATO forces must be commanded by a human player. The Warsaw Pact forces may be commanded by either a human or the computer. 3.1 Determining Conditions of Play: ---------------------------------- At the start of the game the player(s) must determine the conditions under which the game will be played. On the Apple version, the conditions may be changed by entering the following numbers: (1) NEW GAME or SAVED GAME (2) 1 DISK DRIVE or 2 DISK DRIVES (3) SOLITAIRE or TWO PLAYERS (4) SOLITAIRE LEVEL OF DIFFICULTY (5) SCENARIO SUPPRISE or EARLY WARNING On the ATARI version: (1) NEW GAME or SAVED GAME (2) SOLITAIRE or TWO PLAYERS (3) SOLITAIRE LEVEL OF DIFFICULTY (4) SCENARIO SUPPRISE or EARLY WARNING 3.2 Historical Set-Up: --------------------- At the start of the game, the computer will assign air combat forces to their starting locations prior to the battle. 3.3 Sequence of Play: -------------------- 1 NATO Group Adjustment Phase 2 NATO Supply Phase 3 NATO Tactical Plot & Road Movement Phase 4 NATO Air Mission Allocation Phase 5 NATO Save Game Phase 6 Warsaw Pact Group Adjustment Phase 7 Warsaw Pact Supply Phase 8 Warsaw Pact Tactical Plot & Road Movement Phase 9 Warsaw Pact Air Mission Allocation Phase 10 Warsaw Pact Airborne Phase 11 Warsaw Pact Save Game Phase 12 Tactical Execution & Combat Phase 13 End of Turn Save Game Phase 3.4 Keeping Time: ---------------- Each game turn represents 12 hours, AM turns are daylight turns and PM turns are night turns. The calendar days adjusted at the start of each AM turn. The "Suprise" scenario starts on 5/8/88 AM. The "Early Warning" scenario starts on 5/8/88 PM. 3.5 Game Duration: ----------------- Either player may end the game during his GROUP ADJUSTMENT PHASE. Both players should agree when ending the game in this manner. The game will end automatic- ally at the end of the 5/15/88 AM turn. 3.6 Limited Intelligence: ------------------------ The players' knowledge of the opposing forces location and strength will be limited. Opposing forces will be displayed on the map only if they have been in contact with friendly ground forces or sighted by friendly recon aircraft. All NATO units are considered sighted on the first turn of the suprise attack scenario. 4.0 GROUP ADJUSTMENT PHASE ========================== During the group adjustment phase the player(s) may divide their combat groups, transfer units from one group to another, renumber their groups, view the map display, air group display, casually display, declare chemical warfare, adjust the delay loop or end the game. 4.1 Combat Groups: ----------------- Combat groups may contain from 1 to 5 brigades, regiments or battalions (units) . Each combat group (CG) has an identification number and a divisional designation. It is possible for more than one CG to have the same divisional designation. Different CGs will never have the same group idenification (ID) number. Group ID numbers 1-63 are reserved for NATO CGs. Group ID numbers 64-127 are reserved for Warsaw Pact CGs. EXAMPLE 12 PANZER GROUP 5 The example shows the CG's divisional designation and group ID number as it would appear on your display, 12 PANZER is the divisional designation and "5" is the group ID number. 4.2 Combat Units: ---------------- Each CG may contain from 1 to 5 combat units (CUs). CUs are given a descriptive name to reflect its basic function. Each CU may contain up to 6 different weapon systems. EXAMPLE PZG BN 36 MARDER 39 MILAN 6 120M 12 JPZ-RK In the example a CU is shown as it would appear on your display, PZG BN is the descriptive name. The CU contains 4 different weapon systems, 36 Marder armor- ed personnel carriers (each containing 1 squad of infantry), 39 Milan missile teams, 6 120mm mortar teams and 12 JPz Rakete self propelled missile systems. 4.3 Dividing Combat Groups: -------------------------- Enter the group ID number of the CG you wish to divide. The computer will automatically select the lowest numbered "empty" group to receive the divided units. The computer will then list the units in the dividing CG. Enter the unit number (0-4) for each unit you wish to transfer to the new CG. When you have completed your transfers just press <RETURN> to quit the routine. The newly formed CG will have the same divisional designation morale rating and supply level as the dividing CG. 4.4 Transferring Units: ---------------------- Units may be transferred between two CGs that occupy the same hexagon on the map. Both the "gaining" and "losing" CG must have the same divisional designation. Enter the group ID number of the losing CG. The computer will automatically select the other CG in the hex as the gaining CG. The procedure for transferr- ing units is the same as described in 4.3. A CG may never contain more than 5 units. If the morale rating of the gaining CG is greater than the morale rating of the losing CG, then the morale of the gaining CG will be reduced to the level of the losing CG. 4.5 The Map Display: ------------------- The map used in REFORGER '88 employs a hexagon grid 32 hexes high by 31 hexes wide. Only a fraction of the map (7 hexes high by 13 hexes wide) may be viewed at one time. By pressing the keys 1-6 the cursor can be moved around the map (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW). If the cursor is moved to the edge of the display then the map display will scroll to reveal the hidden portions of the map. West German combat group symbols contain the letters "GE", American combat group symbols will contain "US", Soviet combat group symbols contain the letters "SU", East German combat group symbols will contain the letters "EG". Two Warsaw Pact groups stacked together will contain the symbols "WP" or "W". Two NATO groups stacked together will contain the symbols "NA" or "N". All frinedly CGs will be shown on the display. Enemy CGs will be displayed only if they were "sighted" during the previous turn's Combat Phase. 4.6 Ending the Game: ------------------- The players may elect to end the game during the Group Adjustment Phase. The computer will display the final score. 4.7 Renumbering Combat Groups: ----------------------------- CGs may be renumbered using the RENUMBER GROUP routine. Enter the number of the CG you wish to renumber and the new number you wish to assign it. The new number may not duplicate the ID number of a CG currently on the map. 4.8 Declaring Chemical Warfare: ------------------------------ Only the Warsaw Pact player may declare chemical warfare. After chemical warfare has been declared the effects of all airstrikes and bombardments (both Warsaw Pact and NATO) will be enhanced (see 8.8). 4.9 Air Group Display: --------------------- The AIR GROUP DISPLAY routine may be used to view the current operational aircraft levels for each NATO squadron or Warsaw Pact air regiment available to the players. 4.10 Delay Adjustments: ---------------------- During the Tactical Execution and Combat Phase flexible delay loops have been inserted to allow the players to accelerate or slow the pace. The DELAY ADJUST routine may be used to alter the delays as desired. 4.11 Casualty Reports: --------------------- Players may look at a report listing friendly and enemy losses incurred during the previous turn. The report of friendly losses is accurate, but the report of enemy losses is usually exaggerated. Players may look at the report of enemy losses only once per turn. 5.0 SUPPLY PHASE ================ Supply points are used each time a CG moves or performs a combat function. During the supply phase the player(s) move their depots to the front line areas to replenish the supplies of their CGs. 5.1 Depot Movement: ------------------ NATO depots always start their movement on an autobahn hex on the west edge of the map. Warsaw Pact depots always start their movement on an autobahn hex on the east edge of the map. Depots always start their move with a supply level of 25. A depot's supply level represents the maximum number of supply points it may distribute to EACH friendly CG. Depots may be moved in the various directions by pressing keys 1-6 (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW). For each hex a depot moves its supply level will be decreased. The supply level reduction varies with the type of terrain entered as shown below: clear 1 woods 1 rough 4 city 1 autobahn 1/4 To qualify for the autobahn supply reduction rates the depot must be moving directly from one autobahn/city hex to another autobahn/city hex. The players may elect to use the AUTO-MOVE DEPOT function to move their depots near the front line. Auto-moved depots will always follow their programmed path until they are stopped by an enemy ZOC. A depot that moves adjacent to an enemy CG will be lost for the remainder of the turn (each player has 4 depots). Warsaw Pact depots may never enter a NATO controlled city hex. A depot may not cross an unbridged river hexside. 5.2 Supply Distribution: ----------------------- At any time during a depot's move the depot may distribute supplies by pressing the (S)UPPLY key. All friendly CGs within 2 hexes of the depot may receive supplies. CGs may only receive supplies once per supply phase. CGs that receive supplies will disappear from the map for the remainder of the supply phase. The number of supply points received by a CG will be equal to the supply level of the depot. 5.3 New Depots: -------------- The player(s) may request new depots at any time during the supply phase by pressing the (N)EW DEPOT key. The new depot will begin on the same side of the map, but on a different autobahn hex. NATO depots may enter on four different autobahn hexes on the west edge of the map. Warsaw Pact depots may enter on four different autobahn hexes on the east edge of the map. The entry autobahn hexes will be changed each time a new depot is requested. The player should continue pressing the (N) key until the depot begins in the desired area. 5.4 Supply Usage: ---------------- CGs use supply points for all movement and most fire missions. Supply costs and restrictions are listed below: COST MINIMUM road move 1 1 tactical move 3 3 retreat 3 3 opportunity fire 2 6 offensive fire 3 6 defensive fire 3 6 1/2 def fire 0 0 bombardment 6 12 build bridge 6 12 The number listed in the MINIMUM column is the number quantity of supplies a CG must have to perform a particular mission. Thus a CG must have 12 supply points to perform a bombardment even though it will only use 6 of them. Unsupplied CGs may not move or perform any fire missions except defensive fire (at 50% normal effectiveness). 5.5 Refugees: ------------ In the first two days of the war the Autobahns in West Germany will be jammed with relugees fleeing the war zone. Prior to the 5/10/88 AM game turn both the Warsaw Pact and NATO will be unable to use the autobahns to move supplies or combat groups Prior to 5/10/88, depots will not receive the road movement bonus. 5.6 NATO Replacements: --------------------- Starting 5/10/88 AM the NATO player may receive replacements for some of his depleted battalions. Replacements will be automatically added to depleted battalions during the supply distribution process. Replacement will be added under the following conditions: PANZER BATTALIONS with less then 37 LEOPARDs will receive 17 LEOPARDs TANK BATTALIONS with less than 37 ABRAMS will receive 17 ABRAMS PZG BATTALIONS with less than 25 MARDERs will receive 12 MARDERs and 12 MILANs MECH INF BATTALIONS with less than 19 M-2s will receive 9 M-2s and 9 DRAGONs The number or replacement weapon systems received each turn varies with the SOLITAIRE LEVEL as shown below: LEVEL 1 2 3 4 LEOPARD 0 12 34 51 MARDER 0 12 24 36 MILAN 0 12 24 36 M-2 0 9 18 27 DRAGON 0 9 18 27 Replacements will be distributed to the FIRST ELIGIBLE BATTALIONS that receive supplies during the turn. Unused replacements will be accumulated for use during later turns. 6.0 TACTICAL PLOT - ROAD MOVEMENT PHASE ======================================= During the tactical plot/road movement phase the player(s) may alter the mode of their CGs perform road movement with CGs in "road" mode, plot tactical movement for CGs in "assault" or "mobile" mode or plot bombardment fire for CGs in "static" mode. CGs may also plot recon, bridge demolition or bridge contruction missions. 6.1 Selecting Combat Groups: --------------------------- Move the cursor over the CG to be moved/plotted and press the (G)ET UNIT key. The computer will display the CG's designation, group ID number and mode. If there are two CGs in the hex and you wish to go to the other CG then press (Q)UIT key to get the bottom CG in the stack. When you have completed your movement/Plots for a CG you may hit the (Q)UIT key and move the cursor to get another friendly CG instead of the (Q)UIT key, you may hit the (N)EXT GROUP key and the computer will automatically "get" the CG with the next highest group ID number. 6.2 Mode Selection: ------------------ A CG's mode will affect its ability to move and fight during the current turn. CGs in road mode may fire only their tank type weapon system during the current turn. The movement rates and defense adjustments for each mode are shown below: MOVE DEFENSE static 0 x 1.5 assault 1 x 1.0 mobile 3 x .75 road 18 x .62 You may alter the current mode of a CG by pressing the S, A, M or R keys. A CG may not be placed in road mode unless it currently occupies an autobahn or city hex. CGs may not be placed in road mode if they are currently adjacent to an enemy CG. 6.3 Road Movement: ----------------- Only CGs in road mode may employ road movement. When using road movement, a CG may only enter autobahn or city hexes. CGs may never move adjacent to an enemy CG when using road movement. A CG may never enter a hex that is currently occupied by TWO friendly CGs. CGs may never use road movement across an unbridged river hexside. Soviet units in road mode may not enter a NATO controlled city. It is possible to use part of a CG's road movement allowance, then move or plot other groups, and finish the CG's movement later in the turn. CGs may not enter ROAD MOVE or use road movement prior the 5/10/88 AM turn (see 5.5). 6.4 Plotting Tactical Movement: ------------------------------ All movement except road movement must be planned in advance (plotted) during the TACTICAL PLOT - ROAD MOVEMENT PHASE. CGs perform their planned moves during the TACTICAL EXECUTION & COMBAT PHASE. A tactical plot consists of from 1 to 3 number with each number representing an instruction to move in a particular direction during a particular TACTICAL EXECUTION segment. There are 3 movement segments during the TACTICAL EXECUTION & COMBAT PHASE. The first number in the tactical plot instructs the CG to move in a particular direction during the first movement segment, the second number in the tactical plot refers to the second segments, etc. Listed in the next columns a summary of the legal movement plots. 1 move north 2 move northeast 3 move southeast 4 move south 5 move southwest 6 move northwest 0 do not move this segment EXAMPLE: PLOT 032 In the example tactical plot shown above the CG would not move during segment 1, would move southeast during segment 2 and northeast during segment 3. Only CGs in assault or mobile mode may perform tactical movement. The number of hexes that may be moved using tactical movement is affected by the CG's mode. Tactical movement allowances are shown below: assault 1 mobile 3 CGs in assault mode may execute their 1 move during any of the three movement segments (a plot of 003 would instruct a CG to save its move until the 3rd movement segment). The AFB RHEIN-MAIN unit may never be moved. 6.5 Combat Situations: --------------------- Combat situations will occur whenever a CG attempts to execute a tactical move into a hex occupied by an enemy CG. If more than one friendly CG attempt to enter a particular enemy occupied hex during the same movement segment then these friendly CGs will combine their combat strengths to attack the enemy CG(s) in the hex. An "S" command may be inserted at the end of a CG's tactical plot if you want to CG to attack in a particular direction but no move or advance. The S should be the last figure in the tactical plot, any instructions that appear after the S will be ignored. The S command will affect only the last segments in which movement is plotted. EXAMPLE: PLOT 111S In the example, the CG would move north during segments 1 & 2. During segment 3 the CG would attack if the hex to the north is enemy occuped but would not move on advance after combat. The maximum length of a tactical plot is four symbols. 6.6 Plotting Bombardments: ------------------------- Only CGs in static mode may perform bombardments. To perform a bombardment a CG must contain long-range weapon systems: M107 M109 M110 110RL 122SPH 152SPH 122FH 152FH 122RL 203RL 204RL 130FH 180FH Eligible CGs may bombard enemy CG either 1 or 2 hexes away. Bombardments are plotted the same as tactical movement bombardment of plots must start with a "B" symbol. The 2nd (and 3rd) sysmbol(s) indicate the direction the guns are firing. EXAMPLE: PLOT B12 In the example plot the target hex is located 2 hexes away one hex in direction 1 and one hex in direction 2. EXAMPLE: PLOT B3 In the example plot the target hex is located one hex in direction 3. 6.7 Plotting Recon Missions: --------------------------- CGs may perform recon missions to "observe" the contents of an adjacent hex. Recon plots must start with an "R" symbol. The second symbol indicates the direction (from the recon CG) to be searched. EXAMPLE: PLOT R4 In the example plot, the CG will search the adjacent hex to the south. Recon missions are executed BEFORE the tactical movement segments. 6.8 Plotting Bridge Demolition: ------------------------------ Players may attempt to destroy bridge hexsides by plotting bridge demolition missions for their CGs. A bridge demolition plot must start with an "X" symbol followed by a number (1-6) representing the direction of the bridge hexside relative to the CG. EXAMPLE: PLOT X3 In the example shown above bridge demolition has been plotted for the bridge hexside located southeast of the plotting CG. CGs that do not contain engineer battalions will have a 30% chance of destroying the bridge hexside. CGs that contain an engineer battalion will have their chance of destroying the bridge enhanced (95% for a full strength and undisrupted engineer battalion). 6.9 Plotting Bridge Construction: -------------------------------- CGs that contain engineer battalions may plot a bridge construction mission. A bridge construction plot must start with a "C" symbol followed by a number (1- 6) representing the direction of the river hexside to be bridged relative to the building CG. EXAMPLE: PLOT C4 In the example shown above the CG will attempt to construct a bridge across the river hexside located to the south. A full strength and undisrupted NATO engineer battalion will have a 90% chance of successfully constructing the bridge hexside. A full strength and undisrupted Warsaw Pact engineer battalion will have a 70% chance. The chance of success will be reduced if the engineer battalion has suffered losses and/or disruption. 7.0 AIR MISSIONS ================ The players may assign friendly air group (squadrons/regiments) to fly air superiority group attack air recon or bridge attack missions. The Warsaw Pact may assign its three airborne regiments to be air dropped. 7.1 Air Superiority Missions: ---------------------------- At the start of the Air Missions Phase, the players may assign air groups to air superiority missions. The computer will display the air group one at the time, showing the type and quantity of aircraft. The player may assign the group to air superiority by pressing the <A> key. If the <N> key to pressed the current group will NOT be assigned to air superiority and the computer will display the next air group. If the <S> key is pressed, the current group will NOT be assigned and the computer will skip past all remaining groups with the same aircraft type as the current group if the <E> key is press then the computer will EXIT the air superiority selection routine. 7.2 Planning Airstrikes: ----------------------- Each player may plan up to 10 airstrikes each turn. The player may move the cursor to the desired target by pressing 1-6 directional keys. Press the (S)ELECT TARGET key when the cursor is over the hex you wish to attack. Air groups are assigned to stike missions in the same manner that they are assigned to air superiority missions. After all air groups have been assigned to a particular strike, press the <E> key to EXIT the group assignment routine. The computer will allow you to choose either BRIDGE, RECON or GROUND ATTACK in the target hex. To attack a bridge hexside in the target hex press a numeric key (1-6) to indicate the direction of the bridge hexside from the target cursor. Air Recon missions will attempt to sight enemy CGs within two hexes of the "target" hex (see 7.6). 7.3 Combat Aircraft: ------------------- Combat aircraft included in the game are listed below including their ratings for air superiority (AS), ground attack (GA), defense (DF) and all-weather avionics (AW): F-15 12 10 9 6 F-16 10 6 7 4 PHANTOM 7 12 7 6 TORNADO 9 14 8 9 F-111 3 20 8 9 A-10 2 16 2 3 PAH-1 0 6 3 1 AH-64 0 10 8 5 RF-4 1 0 14 9 MIG-29 9 6 7 5 MIG-23 8 1 4 4 SU-25 3 8 5 4 SU-24 3 10 6 7 SU-17 2 6 4 4 MIG-27 4 7 6 6 MI-8 0 1 2 1 MI-24 0 5 4 1 MIG-25R 1 0 8 6 Aircraft with an AS rating of zero are helicopters. Aircraft with a GA rating of zero are recon naissance aircraft. It is strongly suggested that the NATO player use his F-15, F-16, PHANTOM, and TORNADO aircraft on air superiority missions until an advantage over the Warsaw Pact is achieved. The Warsaw Pact player should use his MIG aircraft on air superiority missions. 7.4 Flying Conditions: --------------------- The ability of the aircraft to perform the missions may be affected by two element time of day (AM/PM) and the weather (clear, overcast). These two elements are combine to form the following conditions: GOOD AM & CLEAR weathter FAIR AM & OVERCAST weather FAIR PM & CLEAR weather POOR PM & OVERCAST weather When conditions are GOOD all aircraft perform at 100% effectiveness. When condition are FAIR or POOR aircraft will preform at only a fraction of their normal effectiveness a determined by their all-weather (AW) ratings. AW FAIR POOR 9 90% 81% 8 80% 64% 7 70% 49% 6 60% 36% 5 50% 25% 4 40% 16% 3 30% 9% 2 20% 4% 1 10% 1% The weather is determined at the start of each turn. There is a 50% chance that the weather will be OVERCAST. 7.5 Airborne Missions: --------------------- The Warsaw Pact has three airborne regiments that may be air dropped onto the map. Selection of the drop zone is similar to selecting an airstrike target hex. Airborne regiments may not be air dropped into NATO controlled cities or hexes occupied by NATO CGs (if attempted the drop will be aborted). 7.6 Air Recon Missions: ---------------------- Recon missions are flown for the purpose of sighting enemy CGs. Recon missions count towards the maximum limit of 10 airstrikes per turn. ANY TYPE OF AIRCRAFT MAY FLY RECON MISSIONS. The specialized recon aircraft (RF-4 and MIG- 25R) are best suited for the reconnaissance role. Aircraft with higher AW ratings will have the best chance of sighting enemy CGs. FAIR or POOR flying conditions will reduce the chance of sighting enemy CGs. 8.0 COMBAT RESULTS CALCULATIONS =============================== There aer 5 types of combat that occur in the game: (1) airstrike, (2) bombardment, (3) opportunity fire, (4) defensive fire, (5) offensive fire. All forms of combat use the same general method for calculating casualities ATTACK STRENGTH/DEFENSE STRENGTH = CASUALTIES. The attack and defense strengths may be modified according to the type of combat terrain, or CG mode. Also a random factor is added to all combat calculations. 8.1 Weapon Systems: ------------------ Listed below are the weapon systems used in the game including their attack strength (AS), defense strength (DS) and weapon type (WT): tanks ARRAMS M60A3 LEOPRD T-80 T-72 T-55 ASU-85 LUCHS BRDM anti-tank guns 100AT SPG-9 atgm systems M-901 JPZ-RK SAGGER SPANDL DRAGON MILAN apc M-2 M-3 M-113 MARDER BMP BMP-R BMD BTR-70 ENGR short range artillery 120M M-106 M-125 82M 140RL long range artillery 110RL 122RL 203RL 240RL M-107 M-109 122SPH 152SPH 122FH 152FH 130FH 180FH short range anti-aircraft STINGR DIVAD CHAP GEPARD ROLAND ZSU-23 23AA SA-7 SA-9 SA-8 long range anti-aircraft HAWK PATR'T SA-4 SA-6 infantry-disembarked INF ENGR All systems that have a DS greater than 3 are considered to be HARD target types. Systems with a DS less than 4 are considered to be SOFT target types AP and GM type weapons are designed to destroy HARD targets while HE and I type weapons are designed to destroy SOFT targets. AP and GM weapons are assumed to have an AS of 1 when attacking SOFT targets. HE and I weapons are assumed to have an AS of 1 when attacking HARD targets. Armored Personnel Carriers (APCs) each carry one squad of infantry. When a CG is in STATIC or ASSAULT mode then its APCs will have DISMOUNTED INFANTRY and will be treated as SOFT targets. When a CG is in MOBILE or ROAD mode then its APCs will have their infantry embarked and will be treated as HARD targets. Dismounted infantry may perform an active combat role, embarked infantry will add nothing to combat situations. Weapons that have a DF of 4 are defined as PROTECTED WEAPONS. Protected weapons are treated as HARD targets if their CG is in MOBILE or ROAD mode. Protected weapons are treated as SOFT targets if their CG is in STATIC or ASSAULT mode. Protected weapons are most effective in their SOFT target configuration. TANK type weapons are assumed to have an AS of 6 when using OFFENSIVE FIRE against SOFT targets. I type weapons have their AS enhanced when using DEFENSIVE FIRE against TANKS IF ,the attacking TANKS outnumber the attacking DISMOUNTED INFANTRY squads (the degreee of enhancement varies with the attacking TANK to DISMOUNTED INFANTRY ratio). CGs in road mode may only fire with their tanks. CGs in static mode have their AS DOUBLED. During OPPORTUNITY FIRE, HE and AP type weapons may fire using 1/2 of their normal AS. GM type weapons fire using their normal AS. I type weapons may not perform opportunity fire. 8.2 Disruption: -------------- In addition to taking casualties, a CG will suffer "disruption" when attacked. The disruption will be equal to the ATTACK STRENGTH/TOTAL TARGETS. CGs that are attacked more than once in a turn will accumulate disruption points (up to 99). At the start of each turn all CGs will have their disruption points returned to ZERO. After combat, assaulting CGs will have their disruption level reduced by their morale rating (if the morale rating is 80 then the disruption level is reduced by 80%). 8.3 Disrutpion Effects: ---------------------- Following OFFENSIVE FIRE, if a defending CG's disruption level is greater than its morale rating and the attacker disruption level is less than 90, then the defending CG will be forced to retreat (unless the attacker has insufficient AP strength to match the defender's number of tanks). If a CG's disruption level is greater than its morale rating then it will be unable to move any further that turn. When firing a CG's attack strength will be reduced by its disruption level (if the disruption level is 50 then the AS is reduced by 50%). 8.4 Terrain Effects: ------------------- HARD targets defending in a WOODS ROUGH or CITY hex will have their defense strength DOUBLED SOFT targets defending in a CITY or ROUGH hex will have their defense strength QUADRUPLED. SOFT targets defending in WOODS have their defense strength DOUBLED. CGs may only cross river hexsides if they are in ASSAULT or ROAD mode. CGs in ROAD mode may only cross bridged river hexsides. CGs in ASSAULT mode gain between 25 and 100 disruption points when moving or attackin across a river hexside. Warsaw Pact CGs may only enter a NATO controlled city hex using tactical movement. After a Warsaw Pact CG enters the city hex it becoms an OVERRUN CITY and its symbol on the map will change. 8.5 Zones of Control: -------------------- Evely CG has a zone of control (ZOC) that consists of the hex that it occupies and the six adjacent hexes. Friendly depots or CGs in road mode may never enter an enemy ZOC. If a CG moves directly from one enemy ZOC into another enemy ZOC (except as a result of a forced retreat from combat), then that CG may be attacked by enemy OPPORTUNITY FIRE (see 9.4). CGs may not retreat into an enemy ZOC unless the retreat hex is currently occupies by a friendly CG in either static or assault mode. 8.6 Attacks Strength Allocation: ------------------------------- In most combat situations, the CG being attacked will consist of several different weapon systems in calculating combat results the total attack strength is divided to attack each weapon system sperately. The percentage of the total attack strength to attack each weapon system is equal to NUMBER IN WEAPON SYSTEM/TOTAL TARGETS EXAMPLE: DEFENDING CG CONTAINS 30 T-80 20-T72 In the example, 60% of the total attack strength would be used against the T-80s and 40% would be use again the T-72s. 8.7 Morale Reduction: -------------------- CGs have their morale rating reduced by 1 point each time they perform an assault or are attacked CGs with a morale less than 50 will gain 1 morale point at the start of each trun. Additional morale reduction may occur as at result of bombardments or airstrikes using chemical weapons. 8.8 Chemical Warfare: -------------------- After chemical warefare has been declared effectiveness of a airstrikes and bombbardments will be enhanced. Only Warsaw Pact airstrikes and bombardments will be enhanced on the turn chemical warfare is declared. The effectiveness of chemical air strikes and bombardments is adjusted as follows. (1) DOUBLED (2) DOUBLED on the turn chemical warfare is declared (3) DOUBLED when used against American CGs (only for the first two times that the unit experiences a chemical attack). (4) HALVED when used against a CG that has previously experienced a chemical attack. The adjustments shown above are cumulative CGs will suffer a 4-point morale loss the first time they are attacked with chemical weapons and a 2-pont morale loss for any subsequent chemical attack. American CGs will suffer a 10-point morale loss for the first, a 4-point morale loss for the second and a 2-point morale loss for any subsequent chemical attack. 8.9 Sighting Enemy Forces: ------------------------- Enemy CGs may only be sighted during the Combat Phase. Enemy CGs will be sighted as follows: (1) successful air reconnaissance (2) enemy CG moves adjacent to friendly CG (3) enemy CG uses OFFENSIVE, DEFENSIVE or OPPORTUNITY FIRE (4) enemy CG adjacent to friendly CG at the end of the Combat Phase Enemy CGs sighted during the Combat Phase will remain "visible" for the duration of the following turn. 9.0 TACTICAL EXECUTION & COMBAT PHASE ===================================== During the tactical execution & combat phase (TEC phase), movement and combat functions are performed in the following sequence: 1. air superiority airstrike & air recon resolution 2. air drop, bombardment, construction, demolition & land recon resolution 3. segment 1 a. NATO movement b. NATO attack resolution c. Warsaw Pact movement d. Warsaw Pact attack resolution 4. segment 2 5. segment 3 There is a 20% chance that the Warsaw Pact will move and attack before NATO when playing at solitaire level 3. This chance is increased by 20% per level as the solitaire level is DECREASED. 9.1A Air superiority Resolution: ------------------------------- During air superiority combat the total air wuperiority points (TASP) for each side are used to attack the enemy air superiority squadrons/regiments. Air-to- air forces for each air group are equal to ENEMY TASP/(NUMBER FRIENDLY AIR SUPERIORITY GROUPS x DEFENSE STRENGTH). A random factor is included in the calculation of aircraft losses. The interception points (IP) are equal to one-half of the difference between NATO and Warsaw pact TASP. EXAMPLE: TASP NATO = 1200 WARSAW PACT = 1000 IP = NATO + 100 ((1200 - 1000)/2 = 100) The IP will intercept each enemy airstrike 9.1B Airstrike Resolution: ------------------------- Prior to attacking the target each air group in the airstrike must be attacked by the enemy IP and the area flak strength (AFS). AFS is equal to the combined attack strengths of air short range anti-aircraft weapons in the target hex plus all long range anti-aircraft weapons within two hexes of the target hex. The IP and AFS are used to destroy the bombing aircraft and/or reduce their effectiveness. The percentage of effectiveness loss is equal to (IP+AFS)/1000. Airstrikes will cause casualties and disruption in the target CS(s). Targets which are highly concentrated (over 300 weapons systems) will suffer additional losses. The greater the number of weapons systems, the larger the amount or additional losses. Airstrikes directed against bridge hexsides should include 250 ground attack points (adjusted for weather etc.) to have a 50% chance of success. 9.1R Air Recon Resolution: ------------------------- Recon aircraft may be destroyed or reduced in effectiveness by flak/intercept- ion in the same manner as bombing aircraft. Surviving recon aircraft will search the area within two hexes of the target. The SEARCH ABILITY of the recon mission is euqal to NUMBER AIRCRAFT x AW RATING. Search effectiveness is also reduced by FAIR or POOR flying conditions. 9.1X Non-Combat Aircraft Losses: ------------------------------- Air groups will suffer 5% losses (on the average) each turn that they fly a combat mission. 9.2A Air Drop Resolution: ------------------------ Airborne Groups that are "dropped" onto the map will suffer casualties and disruption from the terrain they land in, NATO flak and interception and/or adverse flying conditions. rough 200 night (PM) 200 woods 100 overcast 100 The above numbers are added to the NATO interception points and flak strength to "attack" the air-dropped CG (the attack has the same effect as an airstrike) 9.2B Bombardment Resolution: --------------------------- Only the long range artillery (LRA) type weapons may fire bombardments. During PM turns, bombardment effectiveness will be HALVED Bombardments cause casualties and disruption in the target CG(s). The effectiveness of the bombardment may be reduced if the firing CG had been previously hit by air- strikes or bombardments. Target which are hihgly concentrated will suffer additional losses (see section 9.1B). 9.2C Bridge Construction: ------------------------ Bridge Construction is resolved during the TEC phase. The chance of consturct- ion may be reduced by casualities/disruption that occur during prior airstrikes /bombardments. 9.2D Bridge Demolition: ---------------------- Bridge demolition occurs during the TEC phase. The chance or demolition may be reduced by casualities/disruption that occur during prior airstrikes/bombard- ments. 9.2R Recon Reports: ------------------ For each recon mission the computer will display the approximate number of TANKS, G/M, and APCs in the searched hex. all artillery and AA systems will be included in the G/M total. 9.3 Tactical Movement: --------------------- CGs will execute tactical movement in accordance with their tactical plots. Tactical movement may initiate OPPORTUNITY FIRE or ASSAULT COMBAT. CGs that have a disruption level greater than their morale rating will be unable to execute their remaining tactical plots. A CG may not move into a hex that is currently occupied by TWO friendly CGs (its remaining tactical plot will be aborted). 9.4 Opportunity Fire: -------------------- If a CG moves directly from one enemy ZOC into another enemy ZOC the the CG may be targeted for OPPORTUNITY FIRE. Enemy CGs may fire if they are adjacent to the hex in which the moving CG started AND adjacent to the hex that the moving CG enters. CGs in road mode may not use opportunity fire. Only AP, HE and GM type weapon systems will perform opportunity fire. Opportunity fire is resolved at 1/4 of the normal attack strength for AP and HE weapons and at 1/2 for GM weapons. During PM turns, opportunity fire attack strengths will be HALVED. During opportunity fire the computer will display the ANTI-SOFT/ANTI-HARD attack strengths of the firing CGs. 9.5 Assault Combat: ------------------ Assault combat is initiated whenever a CG attempts to enter a hex occupied by an enemy CG. Assault combat is resolved at the end of the movement segment. All CGs that attempted to enter the same enemy hex will combine their attack strengths. Assault combat consists of (1) defensive fire, and (2) offensive fire. The CG(s) in the "enemy" hex combine their attack strengths to perform defensive fire. During offensive fire all weapon systems except tanks and dismounted infantry will have their attack strengths halved. Offensive and defensive fire are resolved simultaneously. 9.6 Retreats: ------------ Following assault combat, defending CGs will be forced to retreat if their disruption level is greater than their morale rating and the attackers' disruption is less than 90. CGs may not retreat into a hex that is currently occupied by TWO friendly CGs. CGs may not retreat if they have less than 3 supply points if the defending CG(s) are unable to retreat then they will be destroyed instead. 9.7 Advance After Combat: ------------------------ Following assault combat, if the defender was forced to retreat then the attacking CG(s) may advance into the vacated hex. CGs may not advance if their disruption level is greater than their morale rating. A maximum of TWO of the attacking CGs may advance after combat. CGs that FAIL to advance after assault combat will have the remainder of their tactical plot canceled. CGs that advance after combat will have their disruption level reduced according to their morale rating (if the morale rating is 80 then the disruption level is reduced by 80%). 9.8 Combat Reports: ------------------ As each type of attack is being resolved the computer will display the DISRUPT- ION points added to the defending and attacking forces. 9.9 NATO Cities: --------------- Whenever a Soviet unit enters a city hex the city is considered to have been overrun. A city once overrun is no longer considered to be NATO controlled. The NATO player may never regain control of a city that has been overrun. 10.0 WEATHER ============ The weather may be either CLEAR or OVERCAST. The weather is subject to change at the start of each turn. There is a 50% chance of OVERCAST each turn when playing as solitaire level 3. The chance of OVERCAST is decreased 10% per level as the solitaire level is decreased. 11.0 VICTORY DETERMINATION ========================== At the end of the game the computer calculates the score. Victory is determined based upon point differentials. 11.1 Scoring: ------------ Victory Points (VPs) are awarded for the control of cities and for surviving combat forces. NATO receives 2000 VPs for each NATO controlled city hex. Warsaw Pact scores 100000 VPs for destroying the Rhein-Main AFB. The Warsaw Pact is awarded 50000 VPs if chemical warfare is not declared during the game. In the surprise attack scenario the NATO player will receive 25,000 points. Points awarded for each surviving WEAPON are equal to the weapon's AS plus its DS. EXAMPLE T-80 = 24 VP (13 + 11) 157FH = 5 VP (4 + 1) VPs are awarded for surviving aircraft equal to the aircraft's AS + GA + DF + AW ratings. Warsaw Pact will have their points per weapon system multiplied for CGs that have advanced west of hex column 21. The MULTIPLE will be equal to 3/(((X-1)/ 10)+1) with X being the x-coordinate of the CG. 11.2 Victory Levels: ------------------- To determine the victory level, subtract the total NATO VPs from the total Warsaw Pact VPs and compare the result to the following table. 0 or less NATO decisive 1 - 25000 NATO substantive 25001 - 50000 NATO marginal 50001 - 75000 Draw 75001 - 100000 WP marginal 100001 - 125000 WP substantive 125001 or more WP decisive 12.0 SOLITAIRE PLAY =================== When playing solitaire games the computer will command the Warsaw Pact forces. There are 4 levels of solitaire difficulty. The level of difficulty is determined when starting a new game and may be altered when restarting a saved game. As the level number is DECREASED, the balance of air power will shift in favor of the Warsaw Pact. CLEAR weather will occur more frequently NATO reinforcements will arrive later thatn normal. Warsaw Pact reinforcements will arrive earlier than normal and NATO will receive fewer replacements. These levels may be used to handicap a two player game if desired Level 3 is considered the "historical" level. It is possible to start a game in solitaire mode, save it and restart it as a two-player game. To do this set the main menu to two-player mode before reloading the saved game data. 13.0 ORDER OF BATTLE ==================== NATO ---- WEST GERMAN III CORPS: --------------------- 2nd Panzergrenadier Divison: 4 x Pz Bn, 5 x PzG Bn, 1 x Recon Bn, 3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn 5th Panzer Division: 5 x Pz Bn, 4 x PzG Bn, 1 x Recon Bn, 3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn 12th Panzer Division: 5 x Pz Bn, 4 x PzG Bn, 1 x Recon Bn, 3 x Art Bn, 1 x Art Rgt, 1 x Engineer Bn III Corps Artillery: 2 x Art Bn US ARMY V CORPS: --------------- 11th Armored Cavalry Regiment: 3 x Cav Sqn, 1 x Art Bn 3rd Armored Division: 6 x Amor Bn, 5 x Mech Inf Bn, 1 x Cav Sqn, 4 x Art Bn, 1 x Engineer Bn 4th Mechanized Division (-): 1 x Armor Bn, 2 x Mech Inf Bn, 1 x Art Bn V Corps Artillery: 3 x Art Bn 4th Mechanized Division Reinforcements: May 10 1 x Armor Bn, 2 x Mech Inf Bn (Entry Hex C) 1 x Art Bn May 12 1 x Armor Bn, 2 x Mech Inf Bn (Entry Hex C) Rhein-Main AFB: 1 x Art Def Bn NATO AIR SQUADRONS: ------------------ 4 x F-15, 4 x F-16, 3 x PHANTOM 4 x TORNADO, 4 x F-111, 4 x A-10 3 x PAH-1, 3 x AH-64, 5 x RF-4 WARSAW PACT ----------- SOVIET 8th GUARDS ARMY: ---------------------- 79th Guards Tank Divsion: 3 x Tank Rgt, 1 x Mot Rif Rgt, 1 x Recon Bn, 1 x Engineer Bn, 1 x Art Rgt 20th Guards Motorized Rifle Division: 1 x Tank Rgt, 3 x Mot Rif Rgt, 1 x Tank Bn, 1 x Recon Bn, 1 x Engineer Bn, 1 x Art Rgt 39th Guards Motorized Rifle Division: (same as 20 GMRD) 57th Guards Motorized Rifle Division: (same as 25 GMRD) 8th Guards Army Artillery: 1 x Art Bde EAST GERMAN 3rd ARMY: -------------------- 7th East German Tank Divsion: (same as 79 GTD) 4th East German Motorized Rifle Division: (same as 20 GMRD) 11th East German Motorized Rifle Division: (same as 20 GMRD) WARSAW PACT REINFORCEMENTS: -------------------------- SOVIET 1st GUARDS TANK ARMY: --------------------------- 7th Guards Tank Division (May 12) Entry Hex A: (same as 79 GTD) 11th Guards Tank Division (May 11) Entry Hex A: (same as 79 GTD) 9th Tank Division (May 11) Entry Hex B: (same as 79 GTD) 34th Artillery Division (-) (May 13) Entry Hex B: 1 x Art Det 103rd Guards Airborne Division (air drop) 3 x Airborne Rgt WARSAW PACT AIR REGIMENTS: ------------------------- 3 x MIG-29, 9 x MIG-23, 3 x SU-25, 3 x SU-24, 6 x SU-17, 3 x MIG-27, 6 x MI-8 3 x MI-24, 5 x MIG-25R SUPPLY COSTS AND RESTRICTIONS ============================= COST MINIMUM road move 1 1 tactical move 3 3 retreat 3 3 opportunity fire 2 6 offensive fire 3 6 defensive fire 3 6 1/2 def fire 0 0 bombardment 6 12 build bridge 6 12 COMBAT AIRCRAFT RATINGS ======================= AS GA DF AW F-15 12 10 9 6 F-16 10 6 7 4 PHANTOM 7 12 7 6 TORNADO 9 14 8 9 F-111 3 20 8 9 A-10 2 16 2 3 PAH-1 0 6 3 1 AH-64 0 10 8 5 RF-4 1 0 14 9 MIG-29 9 6 7 5 MIG-23 8 1 4 4 SU-25 3 8 5 4 SU-24 3 10 6 7 SU-17 2 6 4 4 MIG-27 4 7 6 6 MI-8 0 1 2 1 MI-24 0 5 4 1 MIG-25R 1 0 8 6 (AS) = air superiority (GA) = ground attack (DF) = defense (AW) = air-weather avionics WEAPON SYSTEMS ============== AS DS WT AS DS WT tanks long range artillery ABRAMS 13 12 AP 110RL 4 1 HE M60A3 12 9 AP 122RL 4 1 HE LEOPRD 14 11 AP 203RL 7 1 HE T-80 13 11 AP 240RL 8 1 HE T-22 11 10 AP M-107 4 4 HE T-55 8 7 AP M-109 4 4 HE ASU-85 5 6 AP 122SPH 3 4 HE LUCHS 1 5 AP 152SPH 4 4 HE BRDM 1 5 HE 122FH 3 1 HE anti-tank guns 152FH 4 1 HE 100AT 6 1 AP 130FH 3 1 HE SPG-9 5 4 AP 180FH 5 1 HE atgm systems short range anti-aircraft M-901 11 5 GM STINGR 3 4 AA JPZ-RK 11 5 GM DIVAD 6 4 AA SAGGER 8 5 GM CHAP 4 1 AA SPANDL 11 5 GM GEPARD 5 4 AA DRAGON 9 4 GM ROLAND 8 1 AA MILAN 11 4 GM ZSU-23 5 4 AA 23AA 1 1 AA apc SA-7 1 4 AA M-2 4 7 HE/I SA-9 4 1 AA M-3 4 7 HE/I SA-8 8 1 AA M-113 1 4 HE/I long range anti-aircraft MARDER 4 7 HE/I HAWK 12 4 AA BMP 8 6 GM/I PATRT 18 4 AA BMP-R 8 6 GM/I SA-4 4 1 AA BMD 8 6 GM/I SA-6 7 1 AA BTR-70 1 5 HE/I infantry-disembarked short range artillery INF 3 3 I 120M 2 4 HE ENGR 3 3 I M-106 2 4 HE M-125 1 4 HE 82M 1 2 HE 140RL 5 1 HE (AS) = attack strength (DS) = defense strength (WT) = weapon type