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