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STRATEGIC SIMULATIONS, INC. © 1985 by , Inc. All Lights reserved. LIMITED WARRANTY

Strategic Simulations, Inc. (“SSI”) warrants that the diskette on which the enclosed program is re- corded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the diskette proves defective in any way, you may return it to Strategic Simulations, Inc., 1046 N. Rengstorff Ave., Mountain View, CA 94043-1716 and SSI will replace it free of charge. In addition, if the diskette proves defective at any time after the first 30 days, return the diskette to SSI and SSI will replace it for a charge of $10.00. Please allow about four weeks for delivery.

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PUR- POSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE |S WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, IN- DIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)

The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule Book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, without prior written consent from SSI. The program accompanying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased.

© 1985 by Strategic Simulations, Inc. All Rights Reserved.

lf you are unable to make a backup copy of your disk (most of our games have some form of copy- protection), you may purchase a backup disk from SSI for $10 plus $2 for shipping and handling. California residents, add applicable sales tax.

What to do if you have a defective disk Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover, and correct, any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning. Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our receipt of the defective disk. Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the program error, we will return an updated disk to you. Always make sure to include your name, address, and daytime telephone number with any corre- spondence. We will do our best to see that any problems are corrected as soon as possible. TABLE OF CONTENTS

ê هو و و cee و مو یه یا هی و TTR eh 1.0 Description of Action ¢ Talking to the Computer e Saving a Game The Map ® Starting the Game (Apple) ¢ Starting the Game (Atari) Starting the Game (Commodore) ¢ Sound EAC ERAS Oa ea o a معو فم يف 12099200000 0810111 2:0 Parts Inventory e Abbreviations هو و اه ee Sag و اب و هه ی STARTING Tie :3.0 Determining Conditions of Play e Player Determination e Handicap Level Delay Length e Selecting a Scenario e Building the Map Selecting the Type of Battle e Selecting NATO Nationality ¢ Selecting Forces هب اقل وي cC هاو اج هنو اش جم یه طال می 21 با هاو و ع ام 131213190100 4.0 Combat Formations © The Map Display e Unit Symbols Map Display Menu e Unit Deployment Menu ¢ The Objective Area Saving the Set-Up ® Entrenchments e Changing the Map Changing Weapon Types of Armored Vehicles ¢ Visibility Level EEN e هم ی وام ممد ی مهم ORDERS FRADE oi sci 5.0 Map Display Menu e Unit Orders Menu ¢ All-Units Mode e Embarking Units Movement Objectives e Requesting Artillery Bombardments Setting Target Selection Range ©» The Inspect Routine ¢ Ending the Game Time e Execution Delays e Command Control 6:0: WEAPON DTS aioe Sekai oie spe apens adnan ttes sect gbbebeebeees ev Genes remade. Special Infantry Weapons wie اا ا ل و COMBA Fee 70 Searching ¢ Selecting Targets e Direct Fire vs. Vehicles and Helicopters Direct Fire vs. Non-Vehicle Targets ¢ Indirect Fire e Suppression Movement ¢ Disembarking Under Fireو Suppression Effects e Ammunition Combat Reports ¢ Sighting Firing Units e Smoke e Helicopters eee BA Sas tg 4 wie یا و هام یوم هد و ی ی و Do CINE و جم یه هه و و اه هام دم موم و HISTORICAL MENANI 90 General Custer Rides Again (FULDA May 8, 1990) Hold the Line (WURZBURG May 11, 1990) The Tide Begins to Turn (KARLSRUHE May 25, 1990) Into the Jaws (OLDENBURG May 26, 1990) 10.0 GAME LENGTH AND VICTORY CONDITIONS ...... cccccccccescccccccscseccce Ending the Game e Victory Conditions eae a والف معاج 6 امام حط هاف SRK E مو ای و هم نع ا و TLO WO TOT RT ها ها ها ام هه و ها هوم هام نوه اف ی STRATEN 12.0 Deployment ¢ Command Control ¢ Firing on the Move APC’s, Infantry, and Smoke ¢ Smoke e Weapons ¢ Helicopters Special Infantry Weapons ۶ Suppression ¢ The Combined Arms Concept PPT VOT ie ch b Neda gs cies ie be EAO AAAA a a SESلا APPENSA APPENDIX 2: Program to Determine Kill Probabilities for Direct Fire vs. Armored Vehicles .... ٠ م eee ae EROS ae مد م م وان مما 226 060 عيل يم وه APPENDIX: 32: Tetra: DyGROOUG 66 s ©

1.0 INTRODUCTION computer to boot the game. After you have 3.2 Player Determination: deployed your forces (or after you have may be played by either MECH BRIGADE is a platoon level tactical selected to play a historical scenario), the zero, one, or two players, and this is game of hypothetical future combat between computer will ask you to insert the Game determined by the option selected on the the forces of NATO and the Soviet Union. side of your disk. menu. For example, if you wished to watch a computer controlled NATO force face a 1.1 Description of Action: 1.7 Starting the Game (Commodore) : Each game turn consists of two phases. In To begin the game, insert the game disk into computer controlled Russian force, you should select the option BOTH COMPUTER. the orders phase, the players, one at a time, your disk drive. Type give orders to the units which they control. LOAD”*”,8 and press . When 3.3 Handicap Level: In the joint combat phase all units carry out READY appears, type RUN and press At the start of the game the players must these orders, one unit at a time. The combat . determine the handicap level (1-5). The phase represents two minutes of action, effects of the handicap levels are listed broken down into four 30-second pulses. 1.8 Sound: below: During the combat phase players may toggle 1.2 Talking to the Computer: the sound ON/OFF by pressing the “S” key. To enter a response to the computer that Level 1: NATO strength reduced 50% consists of numbers, type the number into Level 2: NATO strength reduced 25% the computer and press the 2.0 GENERAL DESCRIPTION Level 3: No reduction key. To select a routine from a menu or Level 4: Soviet strength reduced 25% answer a Yes/No question, just press the 2.1 Parts Inventory: Level 5: Soviet strength reduced 50% desired key. a. Game box c. 51⁄4” game disk b. Rule book d. One data card EXAMPLE: At level 1 the number of wea- WHERE THE EXIT COMMAND IS NOT pons in NATO platoons would be reduced SPECIFIED, PRESS TO EXIT THE 2.2 Abbreviations: by approximately 50%. MENU. Abbreviations used in the game are listed The handicap level will not affect the 1.3 Saving a Game: below: four “historical scenarios”, as the computer At the end of the DEPLOYMENT PHASE BDE brigade will automatically assign a handicap level and at the end of each COMBAT PHASE, CO company of 3 when these scenarios are played. the computer will allow the player(s) to BN battalion save the game in progress. You will need a MECH mechanized 3.4 Delay Length: scratch disk to store the save game data. MOT motorized The delay length affects messages displayed Save game disks may be initialized for SSI PZG panzergrenadier during the Combat Phase. The greater the use during a game by following instructions PZ panzer delay length, the longer these messages will included in the game program. Each save JPZ jagdpanzer (tank destroyer) remain displayed during the Combat Phase. disk will hold approximately 4-6 games. INF infantry A delay length of 0 will speed up the game, (Warning: the program will not inform you RIF rifle but will cause the messages to be virtually when you have exceeded the disk space on your ART artillery unreadable. A delay length of 9 will slow save game disk.) Once a game is saved you AT anti-tank the game considerably, but will allow the will be able to restart it at the point you MOR mortar player maximum time to study the various left off. HOW howitzer reports provided during the Combat Phase. WHEN RESTARTING A SAVED GAME ATGM anti-tank guided missile Any integer between 0 to 9 may be entered. YOU MUST SET THE CORRECT NUMBER surface-to-air missile GS general support 3.5 Selecting a Scenario: OF PLAYERS ON THE OPENING MENU. You may select one of the four historical CS close support scenarios (see section 8.0), or you may elect 1.4 The Map: AD air defense to build your own scenario. If you select a The MECH BRIGADE map is a 60 X 40 AH attack helicopter square grid with each square measuring historical scenario, the computer will skip 200 yards across. At the start of each game the deployment phase and go directly to the terrain is randomized in accordance 3.0 STARTING THE GAME turn 1. If you elect to build your own with parameters determined by the players. scenario you will be asked several questions 3.1 Determining Conditions of Play: (see sections 3.6-3.9). New players are 1.5 Starting the Game (Apple): At the start of the game the player(s) must advised to begin by playing scenarios they To begin the game, boot side one and the determine the conditions under which the have created. Creating and playing a small game will begin automatically. If you are game will be played. On the Apple® version meeting engagement is recommended. Do using an Apple II with Pascal you must first the conditions may be changed by entering not attempt to play the historical scenarios use your BASICS disk. If you are using an the following numbers: until you are completely familiar with the Apple III you must first go into Apple II (1) NEW GAME or SAVED GAME game. emulation mode. If you elect to play a (2) 1 DISK DRIVE or 2 DISK DRIVES historical scenario, the computer will ask 3.6 Building the Map: (3) SOLITAIRE or TWO PLAYERS At the start of the game the computer will you to insert side two of the disk so that it (4) HANDICAP LEVEL may read in the scenario data. When this is generate a new map. Prior to generating the (5) DELAY LENGTH map the computer will allow the player(s) complete the computer will instruct you to (6) SELECT SCENARIO reinsert side one for the remainder of to input parameters that influence the nature the game. On the ATARI® and ™ of the terrain: (1) INCLUDE RIVER Y/N 1.6 Starting the Game (Atari): versions: (2) COVER TERRAIN DENSITY (0-9) To begin the game, boot the Scenario side of (1) NEW GAME or SAVED GAME your disk. Before beginning remove all (2) SOLITAIRE or TWO PLAYERS If option (1) is answered “Y” then the map cartridges from your computer. Owners of (3) HANDICAP LEVEL will include a river. Option (2) allows the the 800XL will have to hold down the (4) DELAY LENGTH players to control quantity of woods and OPTION key when they turn on their (5) SELECT SCENARIO broken terrain included on the map. A “0”

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would allow no woods/broken terrain on the game begins to optimize their attack or 4.4 Map Display Menu: the map; a “9” would mean heavy woods/ defense. Soviet units may not be deployed The map display menu lists the following broken terrain density. Any number be- west (left) of their “start line” and NATO routines: units may not be deployed east (right) of tween 0 and 9 may be entered. (1-8) Move cursor. their “start line”. If the AUTO-DEPLOY 3.7 Selecting the Type of Battle: routine is used, then the computer will (9) Build entrenchment (only before The player(s) may select from five different automatically deploy the units on the map. ASSAULT type battles). types of battle: AUTO-DEPLOY will not provide the best (0) Use auto-deploy routine. (1) NATO PURSUIT possible deployment; it represents a “hasty” (A-T) Select unit. Press formation letter A small Soviet force fights a rear-guard deployment. If the AUTO-DEPLOY routine followed by unit index number action against a large NATO force. is not used, the players will find their units — computer will shift to UNIT (2) NATO ASSAULT at the top of the map. ORDERS MENU. (If a unit has an index number of 10, press the A large NATO force attacks a medium 4.1 Combat Formations: Soviet force. Both sides may use off-map All units in the game are organized into (T) key.) artillery. combat formations (CFs). CFs consist of a (U) Change terrain in square (see (3) MEETING ENGAGEMENT headquarters (HQ) unit with from 1 to 8 appendix 3 for terrain key). Opposing forces of equal strength advance attached combat units. (V) View. Inverses all squares with a on the same objective. CFs are each assigned an identification line of sight to the cursor location. (4) SOVIET ASSAULT letter (A-U). The units attached to a CF are (W) Move cursor to OBJECTIVE AREA A large Soviet force attacks a medium each assigned an index number (0-10). The (see 4.6) then START LINE. NATO force. Both sides may use off-map formation letter and the index number are (X) Exit deployment phase. artillery. combined to form the unit ID. (Y) Clear units and smoke from (5) SOVIET PURSUIT screen to view terrain. A small NATO force fights a rear-guard EXAMPLE: the 3rd unit in formation C would have C3 as its UNIT ID. (Z) Examine friendly units at cursor action against a large Soviet force. location. The player(s) must also determine the The HQ unit in all CFs will be assigned 4.5 Unit Deployment Menu: size of the battle: index number “0”. (1) LARGE The unit described at the top of the text (2) SMALL window is the “current unit”. The following 4.2. The Map Display: routines may be used to adjust the starting In a “small” battle the quantity of units on The map display used in MECH BRIGADE location or inspect the status of the current both sides will be reduced by approxi- is a 60 X 40 square grid. Only a fraction of unit: mately 50%. the map (20 squares wide by 10 squares Move cursor. 3.8 Selecting NATO Nationality: high) may be viewed at one time. By (1-8) pressing the keys 1-8 the cursor can be (9) Change weapon type of armored The NATO player may choose to use the moved around the map (1-N, 2-NE, 3-E, vehicle. equipment and organizations of the fol- 4-SE, 5-S, 6-SW, 7-W, 8-NW). If the cursor (D) Disembark unit. If unit is a vehicle lowing countries: (1) U.S. (2) WEST GER- is moved to the edge of the display then the MANY (3) GREAT BRITAIN (4) FRANCE. then it will unload all of its pas- map will scroll to reveal the hidden portions sengers; if the unit is a passenger 3.9 Selecting Forces: of the map. then only that unit will unload. First the players must decide to use either When playing an assault type battle, (E) Embark unit. Order must be given OLD or NEW EQUIPMENT. The player the map is reduced to 60 X 20 (60 spaces to a vehicle unit — the computer will receive 25 additional selection points if east-west by 20 spaces north-south). will request the ID of the unit to he chooses OLD equipment. be embarked. The players have a limited number of 4.3 Unit Symbols: (L) Look for unit. The cursor will selection points (SPs) that they may use to All units on the map are identified by move to the unit’s location. “buy” various types of companies, battalions symbols that describe their function and or regiments. The computer will only allow nationality. (M) Move unit. The unit will move to the cursor location. the selection of formations that are appro- SOVIET VEHICLES are represented by priate for the type of force selected. vehicle silhouettes facing west. (N) Next unit. The next higher num- Before each game, the computer will bered unit will become the SOVIET INFANTRY is represented by randomly determine which player has air current unit. symbols of two men underlined. superiority. That player will be allowed to (P) List passengers. Will list the units purchase up to one attack helicopter squad- SOVIET ARTILLERY is represented by an embarked aboard the current unit. underlined weapon symbol. ron (AH squadron). (Q) Quit the orders menu. Return to The player(s) will receive 20 victory SOVIET STACK is represented by two the map display menu. points for each SP that is not used to buy overlapping white squares. (V) View. Inverses all squares that may formations. A maximum of 250 points may NATO VEHICLES are represented by be seen from the cursor location. be received in this manner. vehicle silhouettes facing east. If the AUTO-SELECT routine is used, (X) Exit the unit orders menu. Return NATO INFANTRY is represented by sym- to the map display menu. then the computer will select a force to suit bols of two men (no underline). the type of battle. The AUTO-SELECT will NATO ARTILLERY is represented by a never purchase helicopter or independent 4.6 The Objective Area: weapon symbol (no underline). air-defense units. The objective area may be located by pres- NATO STACK is represented by two hollow sing the (W) key on the map display menu. overlapping squares. The cursor will move to the CENTER of the 4.0 DEPLOYMENT CONFLICT (opposing forces on same objective area. The objective area is a When creating a new scenario, the player(s) square) is represented by an SU/ NA 19 X 19 square area. In some scenarios the may arrange their units on the map before symbol. players will score points for each infantry

2 ج e man, gun or vehicle that ends the game in unit will be the “current unit”. unit as the spotter). Assigning the objective area. (If a unit has an index number a priority target with the (I)nspect 4.7 Saving the Set-Up: of 10, press the (T) key.) order will cause a range order to At the conclusion of the deployment phase (V) View. The computer will inverse be given if the target is outside the computer will allow you to save the set- all squares that can be seen from of the set maximum range, with up on a disk initialized for SSI use (disks the cursor location. the maximum firing range being may be initialized at this time). (W) Move cursor to center of objective set equal to the distance to the new target (see section 5.8). 4.8 Entrenchments: area. If the type of battle is a SOVIET ASSAULT (X) Exit orders phase. (K)* Cancel all orders. Allows the cur- rent unit to cancel all movement or NATO ASSAULT then the players may (Y) Clear units and smoke from and bombardment orders. “build” entrenchments for their units. En- screen to view terrain. (L) Look for unit. Moves the cursor trenchments are built by moving the cursor (Z) Examine friendly or visible enemy to the current unit’s location. over a clear terrain square and pressing the units at cursor location. “9” key when the computer is in MAP (M)* Move unit. Orders the unit to DISPLAY MODE. 5.2 Unit Orders Menu: move to the cursor location (see Players may build a maximum of 50 Upon selecting a unit from the map menu it section 5.5). will be displayed beneath the map showing entrenchments. Entrenchments may only (N) Next unit. The next higher num- its composition (number and type of vehi- be built on the friendly side of the start line. bered unit will become the cur- cles or weapons), ammunition (shown as rent unit. 4.9 Changing the Map: A, in pulses of firing remaining), facing During the deployment phase, players may (shown as a compass direction), speed (in (O) Check movement objectives. use the U key to create any terrain desired movement point rate, it is also miles per Moves the cursor to the move- on any square of the map. This allows hour), and whether it’s loaded (an L is ment objective location(s) of the players to create any map desired. More the displayed when loaded). The following current unit; also lists the cursor to the square you wish to change, routines may be used to assign orders to or command control delay (see sec- type U, and then type the number of the inspect the status of the current unit: tion 5.5). terrain (see appendix 3 for a list of terrain (P) List passengers. Lists all units em- (1-8) Move cursor. types). When designing a map, keep in barked aboard the current unit. (A)* Advance. This command is only mind that often the computer intelligence (Q) Quit the unit orders menu. Return cannot deal with river terrain. used when the computer is in all- to the map display menu. units mode; the formation HQ 4.10 Changing Weapon Types of will move to the cursor location, (R)* Set maximum firing range at Armored Vehicles: other units in the formation will which the current unit will select Players wishing to create their own scenarios move in such a way as to retain targets (see section 5.7). may change the weapon type of any of the their current position relative to (S)* Set movement speed for the cur- armored vehicles. To change a unit’s weap- the HQ. rent unit. Helicopter speeds will ons go to the unit orders menu, type 9, and be in increments of 10. This rou- then type the number of the weapon de- (B) Bombard. The cursor location is the target square; the current unit tine will allow helicopters to sired for the current unit (see section 6.0 for change altitude before setting weapon numbers). Warning: A unit's ammu- is the spotter; the computer will list the artillery units eligible their speed. nition will not change when a weapon type is to bombard the target (see sec- (T) Inspect the target that the current changed. Also, use caution when changing to or unit has selected. from weapons that use ATGM’s or SAM’s. Do not tion 5.6). change a rifle platoon into another weapon type. (C) Center. The map is centered (V) View. The computer will inverse around the cursor. all squares that the current unit 4.11 Visibility Level: can see with its current facing. At the end of the deployment phase of each (D) Disembark. If the current unit is a vehicle then it will unload all (X) Exit the unit orders menu. Return game, the computer will randomly deter- to the map display menu. mine the visibility level. The visibility level of its passengers; if the current will be set between 7 and 20 and will remain unit is a passenger then only that (Z) Shift to all-units mode. constant throughout the game. The visibility unit will unload; unloaded pas- level is the maximum range at which units sengers will have a suppression 5.3 All-Units Mode: Certain orders may be given to all of the may spot and direct fire at enemy units. level of 80. (E) Embark. Order must be given to units of a particular formation. These orders 5.0 ORDERS PHASE a vehicle unit — the computer are followed by an “*” in the listing in 5.2. will request the ID of the unit to The computer may be placed in “all-units During the orders phase the player(s) may be embarked (see section 5.4). mode” by pressing the letter “A” instead of review the status of their units and assign (F)* Change unit facing. the unit index number when selecting a movement, bombardment and targeting unit from the map display menu. From the orders. (H) Find unit’s HQ. Cursor moves to unit orders menu the player may shift to unit’s HQ location; computer 5.1 Map Display Menu: “all-units mode” by pressing the (Z) key. The map display menu used during the determines if a “command control” link exists between the current EXAMPLE: If the current unit is C4 and the orders phase is similar to the one used (Z) key is pressed, then the computer will during the deployment phase. unit and the HQ; the HQ be- comes the new current unit. shift to all-units mode for formation C. (1-8) Move cursor. (I) Inspect. Allows the player to in- C-ALL will be shown at the top of the text (0) End game. spect all enemy units that can be window and CO will become the new (A-U) Select unit. Press formation letter seen by the current unit; allows current unit. followed by unit index number the current unit to designate a When the computer is in all-units mode — computer will shift to UNIT priority target and/or request a then the current unit will always be the ORDERS MENU; the selected bombardment (with the current formation HQ. The computer may not be یوم r placed in all-units mode if the formation displayed artillery unit then press the (N) any time. The computer will automatically HQ has been destroyed. key. If you wish to exit the bombardment end the game after turn 20 for assault scenar- routine press the (Q) key. ios and after turn 15 for all other scenarios. 5.4 Embarking Units: For each artillery unit displayed during Players who wish to continue playing a game All vehicle units may embark infantry type the bombardment routine, the computer beyond its normal limits may do so. If you units. Only APC units may embark artillery will display the DELAY required before the elect not to continue the game, the computer or ATGM type units. Each vehicle may artillery can start firing. The delay is depen- will reset the game as a two-player game in carry a maximum of 10 transport points. dent on the relationship between the re- order to allow you to examine both side’s Transport costs for each type of passenger questing unit and the artillery unit: units. unit are listed in the WEAPONS DATA TABLE. (1) if the requesting unit is an HQ 5.10 Time: and the artillery unit is part of the During the combat phase, 2 minutes of EXAMPLE: a platoon with 30 RIFLEs would same formation then there will actions are resolved. The combat phase is require 3 vehicles to transport. be a 2 pulse delay. divided into 4 PULSES of 30 seconds each. EXAMPLE: a battery of 8 MILAN ATGMs (2) if the requestor is a non-HQ but 5.11 Execution Delays: would require 2 APCs to transport. the artillery is part of the same When units receive new movement or The following command/recon vehicles formation then there will be a 4 bombardment orders there will be a delay, may be used as APCs for transport pur- pulse delay. expressed in PULSES, before the orders poses: VAB, BRDM. (3) if the requestor is the COM- can be executed (see 5.5, 5.6, 5.12). Units After giving the (E)MBARK command MAND HQ then there will be a 4 that use the (K) cancel routine will have a the player must enter the ID of the unit to be pulse delay. 1-pulse delay added. embarked. The embarking unit must be in If none of the above cases apply, then there the same square as the vehicle unit. It is will be an 8 pulse delay. If more than one of 5.12 Command Control: possible to instruct an APC to embark all of the above cases apply, then the one with the Both players will start the game with a its attached units. Type the letter “A” shortest delay will be used. Off-map artil- COMMAND HQ unit. For the Soviets, instead of the index number of the pas- lery is considered to be in the same forma- French and British this will be a division senger unit. tion as the COMMAND HQ. unit with an “xx” symbol. For the U.S. and West Germans this will be a brigade unit 5.5 Movement Objectives: When a unit is ordered to bombard, or when a mortar unit begins to fire, the unit’s with an “x” symbol. Movement objectives may be assigned to A unit is considered to be “in command the current unit by moving the cursor to the maximum firing range is set to zero. Do not change this until the bombardment is com- control” if an unbroken “chain of command” desired objective location, pressing the (M) exists between the unit and the COMMAND key and then entering the desired speed. pleted; otherwise the unit may cancel its bombardment. HQ. To determine command control the Each unit may store up to 2 movement computer will examine each link in the objectives. The FIRST OBJECTIVE will 5.7 Setting Target Selection Range: chain of command. always be the first objective assigned and Units will automatically select direct fire To establish a command control link the SECOND OBJECTIVE will always be targets during the combat phase. The players between a non-HQ unit and its formation the LAST one assigned. When a unit com- may prevent their units from selecting HQ, the unit may not be more than 10 pletes its move to the first objective loca- targets at extreme ranges by adjusting the spaces from the HQ. If the unit cannot “see” tion then the second objective will become unit’s target selection range. The target the HQ, then the maximum distance is the NEW first objective. If a new objective is selection range may be adjusted by using 5 spaces. assigned to a unit that already has two the (R) routine. All units begin with their A command control link between an objectives, then the new objective will target selection range set to 0. HQ unit and its next higher HQ will always replace the old second objective. EXAMPLE: A T-72 tank unit has its selection exist until one of the units is destroyed. Command control movement delays range set to 5; the unit will only select targets are imposed each time a new movement EXAMPLE: For an infantry platoon to be in at ranges of 5 or less even though the T-72 command control it would have to establish objective is assigned. Delays are not cumula- weapon has a maximum range of 18. tive; the new delay will replace any existing a command control link with its company delay. When a unit fires an ATGM, the unit HQ, the company HQ would have to be Movement objectives for the current will automatically set its target selection linked with its battalion HQ and the bat- unit may be reviewed by pressing the (O) range to the weapon’s maximum range. talion HQ would have to be linked to the key. Movement objectives for the current command HQ. unit may be cancelled by pressing the (K) 5.8 The Inspect Routine: To determine the chain of command key. The (INSPECT routine may be used to for any unit, use the (H) routine from the review all enemy units that can be seen by unit orders menu. Continue pressing the 5.6 Requesting Artillery Bombardments: the current unit. The cursor will move to (H) key until the cursor moves to the com- Indirect-fire artillery bombardments may the position of each sighted enemy unit and mand HQ. be performed by all mortars, self-propelled the player will be allowed to request a Units that receive new movement or- artillery, and towed artillery. Any unit on bombardment or designate the enemy unit ders will be delayed a number of pulses the map may REQUEST a bombardment. asa PRIORITY TARGET for the current unit. before they start moving. The length of the To request a bombardment move the The priority target feature allows the delay varies with the command control sta- cursor to the desired target square and player(s) the option of controlling the target tus and nationality of the unit. NATO units press the (B) key. The computer will list selection of their units. If the priority target that are “in command control” will have a units that are in range and capable of feature is not used then the units will 1-pulse delay. NATO units that are “out of performing bombardments. If you wish to automatically select targets during the command control” will have a 5-pulse delay. assign the displayed unit to a bombard- combat phase. Soviet units that are “in command control” ment mission press the (B) key. If you wish will have a 3-pulse delay. Soviet units that to assign the displayed unit to a smoke 5.9 Ending the Game: are “out of command control” will have a mission press the (S) key. If you wish to The player(s) may use the (0) routine on 7-pulse delay. Helicopter units never incur skip to the next unit without assigning the the map display menu to end the game at movement delays. صج بنات

The weapons used in MECH BRIGADE are listed below.

US/BR-A _ = سم =- م - TO US-O 63 LAW 0 12 3 10 س COBRA 12 50 27 = WEA-ا - - APACHE 18 50 30 HE US-N 64 PZF44 0 12 3 I5 PAH-2 12 50 27 HO WG-A 66 RIFLE (NATO) 2 ۵ BOONE ICEL N US ANOR - - ~ SUAضLYNX-3 12 50 22 TO BR-A 65 RPG-7 UR 4 0

SI SU-A 67 RIFLE (Soviet) E Oi pa OTANI ek ee ae ريحتببد ںی WNNeرد WN Nمټ بد 50 26 o OS Nrمعد HIND-D gi au 12 WN NNN Beبد )و ©

68 130 GUN E E E E E 0 ee 69 180 GUN u 9 6 0 3 10 2 N SURA

50 RAPIER 30 0 5 80 0 2 10 4 N BRA 51 STINGER Ge OL a ee AN IER M60A3 18 44 50 15 19 US-O 52 BLWPIPE 6 0 3 20.5 8 2 l N BRA ABRAMS 18 48 50 28 36 12 US-N 53 7 S20) 2 l ae oe en eee ee LEOPRD1 14 36 30 20 20 WG-O LEOPRD2 18 48 50 28 36 12 WG-N

VI Ng o O CHIEFTN 20 48 50 15 24 BR-O CHALNGR 20 48 50 20 36 12 BR-N 11 T-55 14 30 20 15 15 SU-O 12 T-62 14 34 20 15 16 SU-A 54 DRAGON ©) ee: we 8 6.32. k OR PA

13 T-72 18 45 50 20 20 g N SU-A 55 03 1 19 50 70 4 7 3 1 PUURS

Ze ZeeZeZee SU-N 56 HELLFRE 2 20 OF: BOs 3. 6 3 E E US 12 36 منمبحيمزعتمعد 1# د T-80 18 45 50 20 14 57 MILAN 1 10 3 60 5 8 2 1 M WOE 15 M150 50 20 TO US-O 58 HOT ELI AS T a GS TO WGA 16 M901 50 20 TO US-N 59 SWGFIRE 1 20 30 30 3 é 5 1+ SW BRA 17 JAGUARI 50 20 HO WG-A 60 SAGGER FOS TID. GOA CL ORIG 18 FV438 50 16 SW BR-A 61 SPANDRL 1 5 O0 650 3 6 ? 1I SF SON تا 57 ی را و BRDM-2 50 12 SA SU-O 62 SPIRAL 19

SP SU-N 056نم ريح ۵ و ج Cm 50 12وome CO نسلنآبدنتBRDM-3 uo gi 20

21 M577 50 20 US-A LR = minimum range 22 LUCHS 50 12 WG-A MR = maximum range; *- indicates max range of 99 when 23 . SPARTAN 50 24 BR-A firing indirect 24 SCIMITR 50 24 BR-A MP = maximum penetration 25 SCORPON 20 24 BR-A

YD A NNN A 2eZ SU-A SS = shell size 12 50 )سسRK ےسمسنوسبقےن مننسلآالااقانالنآ لا PN N e س vionرزیا| BRDM SNS 26 AC = accuracy, ATGMs will have 99 accuracy when firing 27 M113 50 20 US/WG-O at greater than minimum range 28 BRADLEY 10 50 28 10 TO US-N 29 MARDER 50 21 10 N WG-N SP = speed 30 FV-432 12 50 16 N BR-O MG = secondary machine guns 31 MCV80 12 50 20 10 N BR-N FA = frontal armor 32 BMP-1 N 10 18 SA SU-O BA = side/rear armor SP SU-N 20 30 رحريحمعيعدعت مد BMP-2 sg 33 DF = defense rating M106 28 20 US-A CC = transport cost 35 M125 24 20 US-A 36 FV432M 25 16 BR-A SL = silhouette 37 M113-M 28 16 WG-A GM = type of ATGM system ,oe2 SU-A USE = using countries; N,O,A indicates if used in NEW 2 ريح WYميمزمق N NY PنياادريحمعدنيOO WNمنريش OUمياربمقمننيا مد منارح esنص رج e < 3 on o e oSامانميرمقمع سقف omnرساف onn OC"| مغ 8 5 13و ۱8 COربح .BTR-50M 28 gi ao 38 OLD or ALL formations 39 M107 ic 16 WG-A 40 M109 12* 17 US/WG/BR-A 41 M110 12 16 US/WG/BR-A 42 ABBOT 1 15 BR-A All infantry PLATOONS in the game are armed with one of 43 M-1974 in” 14 SU-A the following Special Infantry Weapons (SIWs): LAW, . ۳ zZz ZEZA SU-Aچ uf. AaچWwردںدتی بد جنداWYبدWDاد NwWW WwW(3 یچWwندںدنت رد SUIںتنيںد چھ مبمهeSمي ONENA N NY ]3 186۵ سس ه G œ 13 0 9 SنومGk co نس 89 6 ر M-1973 ta 3 0 44 PZF-44, RPG-7. SIWs will only be used when firing at ZERO RANGE against ARMORED VEHICLES. SIWs will be fired 45 SG. YORK 15 > 40 15 o US-A

46 GEPARD 15 NN 50 20 18 6 + WG-A instead of the platoon’s normal RIFLE weapons. When using 47 ZSU23/4 15 50 14 ZZ SU-A SIWs, the number of weapons firing is equal to NUMBER OF MEN in the platoon DIVIDED BY 3. 49 ROLAND 25 80 21 N US/WG-A When SIWs are fired the target unit will automatically 48 SA-8 35 80 12 N SU-A suffer 50 suppression. = r

7.0 COMBAT PHASE 7.2 Selecting Targets (7) Accuracy is reduced when firing through The combat phase of each turn represents 2 After searching, a unit will automatically cover terrain and/or smoke. The accuracy minutes of real time. The combat phase is attempt to select a target. A target must bea adjustment equals ACCURACY X 2/ (2 + divided into four 30-second pulses. During sighted enemy unit that is within target BLOCKING POINTS). Blocking points for each pulse units may search, select targets, selection range (see 5.7). If there is more cover terrain are: TOWN = 4, WOODS = 2. fire their weapons and/or move. Before than one available target, then the nearest Blocking points for smoke equals the smoke each pulse the computer selects one player’s unit will be targeted. If the searching unit level in the square (0-3). Cover terrain in units to move and fire first, with each side has a heavy armor-piercing weapon (MP the attacker’s or target’s square will not add having a 50% chance of being first each rating greater than 30), then it will select the blocking points. Smoke in the attacker’s or pulse. nearest TANK, if one is in range. target’s square does add blocking points. Units armed with ATGMs will fire (8) Accuracy is divided by 10 against helli- 7.1 Searching those weapons only at vehicle targets. copters unless the firing unit is a SAM or At the start of each pulse, eligible units will ATGM attacks will be resolved ONE PULSE Flak unit. attempt to spot enemy units within their AFTER they are fired. When a unit fires an “field of vision”. The field of vision is ATGM, the unit will automatically set its ATGM ACCURACY: determined by the unit’s facing and its target selection range to the weapons’ maxi- (1) Equals weapon accuracy rating X 2. If movement status. Moving units have a 90 mum range. Ifthe ATGM launch was sighted firing at a range GREATER than the weapon's degree field of vision in the direction they by the defending unit then that unit will MINIMUM range then the weapon accuracy are facing. Non-moving units have a 180 automatically target the firing ATGM unit rating will be 99. If firing at a range EQUAL degree field of vision in the direction they (but it will only return fire if the attacking to the weapon’s MINIMUM range then use are facing. Flak and SAM units will always unit is within the defending unit’s target the accuracy rating listed in 6.0. have a 360 degree field of vision. selection range). The defending unit will not (2) If the ATGM’s suppression is greater target the firing ATGM if it also has an ATGM. than 25 then accuracy will be QUARTERED. SAM units may only select helicopters (3) Accuracy adjustments 3, 4, 6 and 7 for as targets. Flak units may select non- CANNON weapons also apply to ATGMs. helicopter targets if there are no helicopter targets available. KILLS: Units will attempt to select another tar- get if their current target is an infantry unit (1) Armored vehicles are rated for both with a suppression level of 200 at a range front and back armor. Front armor (FA) protects the front 90 degrees of the vehicle greater than zero (in some cases, this can lead units to temporarily cease fire). A unit (see diagram). Back armor protects the remaining 270 degrees of the vehicle. When will automatically change targets in order to shoot at an enemy unit that enters its square. Once a target has been selected, it will never be lost as a target due to a change in the facing of the firing unit.

7.3 Direct Fire vs. Vehicles and Helicopters ie et Direct fire may kill or suppress vehicles or سال helicopters. The effectiveness of direct fire ot is determined by (1) weapon accuracy, (2) the number of weapons in the firing unit, Units here fire at back armor (3) shell size, and (4) armor vs. penetration. a 3 ATGMs may not fire at helicopters. firing at a range of zero, it is assumed that CANNON AND SAM ACCURACY: the fire is directed at the back armor of the (1) At zero range accuracy will be (90 + target. The enemy unit will be spotted if (1) it (WEAPON ACCURACY X TURNS FIRED (2) Weapons are rated for maximum pen- is within the searching unit’s field of vision, AT TARGET) )SQUARED/100. etration (MP). MP ratings are modified by (2) there is an unobstructed line-of-sight (2) At maximum range accuracy will be range and shell size (SS) into an ADJUSTED and (3) the enemy unit is within sighting (1 + (WEAPON ACCURACY X TURNS PENETRATION FACTOR (APF). The for- range. FIRED AT TARGET) )SQUARED/100. Wea- mula for APF is: ((SS X SS) / 4) + MP — The SIGHTING RANGE equals the pon accuracy ratings are listed in section 6.0. (MP X (RANGE / MAX RANGE) / 2). enemy unit’s SL rating plus 1. If the enemy (3) Accuracy is DIVIDED BY 3 if the target (3) The APF may not exceed 2 X ARMOR. unit is in cover terrain then the sighting unit occupies a TOWN, WOODS or EN- (4) If the APF is less than 1.25 X ARMOR range is divided by 3. If the enemy unit is in TRENCHMENT terrain square and has its then the ACCURACY is HALVED. If the “smoke” then the sighting range is divided current speed set to 0. Accuracy is not DI- APF is less than ARMOR then the ACCU- by 2. If the enemy unit is moving then the VIDED BY 3 when firing at helicopters flying RACY is HALVED again. sighting range is tripled. All sighting range over cover terrain. adjustments are cumulative. The sighting (5) The number of KILLS equals APF X (4) If the target unit is moving, then accu- range may never exceed Visibility Level ACCURACY X NUMBER OF WEAPONS racy will be divided by 2 + (speed/10). FIRING / (ARMOR X 1000). (set at the start of the game). Units that previously selected a target (5) Ifthe firing unit is moving, then accuracy EXAMPLE: Let’s assume that 5 M60A3 will not search if they are still eligible to fire will be divided by 2 + (speed/10). tanks and 10 T-72 tanks are in clear terrain at that target. Units may be unable to search (6) Accuracy is multiplied times the TAR- exchanging fire at a range of 6, with each due to suppression. GET SILHOUETTE / 4. target’s front armor facing the enemy and a

6 ج wee R level 2 smoke square in between the two level is greater than 99%, then the target For suppression purposes the ACCURACY units. The ACCURACY of the M60A3’s is: will defend with a DEFENSE of 1 and the will always be at least 10. = ( ( ( (12/18) X 90) + (50 X 1))?)/100 attacker’s accuracy is multiplied by 2. At the end of each pulse the suppression = (110 X 110)/100 (3) If the firing unit is an armored vehicle level of each unit will be halved. == EZI and the range is less than 6 then attacker will add its MG strength to enhance the 7.7 Suppression Effects This accuracy is adjusted by the target attack. Suppression may affect a unit’s ability to silhouette which is 3, so the adjusted ac- search, fire or move. curacy is equal to 90.75 (121 X (3/4) ). Due 7.5 Indirect Fire SEARCH: Units with greater than 99% to the smoke square the accuracy is adjusted All bombardments and mortar fire constitute suppression may not search. If suppression to 45.38 (90.75 X 2/ (2 + 2) ).The APF of indirect fire. Indirect fire will not yield is less than 100% then there is a percentage the M60A3’s is: reports of kills and suppression; however it chance, equal to the suppression level, that = ( (5 X 5)/4) + 44 — ( (44 X (5/18) )/2) will report when a unit has been eliminated. the unit will fail to search. Units will always = 29/4 + 44 110/18 The effectiveness of indirect fire is search the square they occupy. = 44.14 determined by (1) the view of the spotter, (2) shell size, and (3) target defense strength FIRE: The effectiveness of fire is reduced Since the APF is greater than 2 times the or armor. For indirect fire, armored vehicles by 1/3 the level of suppression (i.e. a unit armor of the T-72, the APF is set to 40 have ARMOR equal to (BACK ARMOR + with a suppression of 180% will have its fire (2 X 20). The number of kills due to the fire FRONT ARMOR) / 3. effectiveness reduced by 180/3 or 60%). In of the M60A3’s is: addition, ATGMs will have their weapon ACCURACY: Calculated the same as 7.3 accuracy rating QUARTERED if suppression = 40 X 45.38 X 5/(20 X 1000) and 7.4 except for the following: = 4538 is greater than 25. (1) The range is always considered to be This means that there is roughly a 45.38% MOVE: Units with greater than 50% sup- the weapon’s maximum range for the pur- pression will be pinned down and unable chance that one T-72 will be destroyed. pose of calculating accuracy. If the same calculation was made for to move. Note that armored vehicles will (2) The pulses fired at the target equals never have greater than 50% suppression. the fire of the 10 T-72’s the result would bea zero if the spotter unit does not have a line kill number of 1.51 which would usually of sight to the target square. lead to the destruction of 1 M60A3 and a 7.8 Ammunition (3) The pulses fired equals 1 if the spotter 51% chance of the destruction of a second Most units will start the game with 40 units unit cannot see the enemy unit in the target M60A3. Due to the large silhouette of the of ammunition. Units will expend one unit square. M60A3, and the fact that they are out- of ammunition each time they fire. Units numbered 2 to 1, an engagement of this (4) The pulses fired equals 4 if the spotter will be unable to fire if their ammunition type would quickly lead to a NATO defeat. unit can see an enemy unit in the target reaches zero. Specialized ATGM vehicles If, however, the NATO player had 5 square. will carry 16 missiles. Other ATGM units ABRAMS, they would fire with a kill number KILLS: Calculated the same as in 7.3 or 7.4. will carry only 4 missiles. If a vehicle is of .454 while the T-72’s would fire with a kill armed with both cannon and ATGM wea- Indirect fire attacks each enemy unit in the number of .368. This is a much better pons then the computer will account for target square. Ifa friendly unit is present in situation for the NATO player, although he both types of ammunition (only the missiles the target square then the indirect fire might still need to bring up another platoon will be displayed until they have been ex- mission will be canceled immediately. of tanks to win the engagement. pended after which the cannon or machine- If the spotter is unable to see the target gun ammo will be displayed). square then the fire will “drift” into an Helicopters will carry 4 ATGMs and 16 7.4 Direct Fire vs. Non-Vehicle Targets adjacent square which will become the new ammo except for the APACHE which carries The effectiveness of direct fire against non- target. Smoke target squares will always 16 ATGMs and 16 ammo. armored targets is determined by (1) wea- drift in this manner. pon accuracy, (2) the number of weapons in Indirect fire missions will normally 7.9 Movement the firing unit, (3) shell size, and (4) target continue firing for 4 pulses after which the defense strength. At the end of each pulse, eligible units with firing units will become available for movement objectives will move. Units that ACCURACY: Calculated the same as cannon reassignment. fired ATGMs or indirect fire or were pinned accuracy in 7.3 with the following exceptions: Smoke will never destroy or suppress during the pulse will not move. (1) When firing at MOVING non-vehicle enemy units in the target square. Smoke At the end of each pulse, moving units targets, the accuracy is DOUBLED. will inhibit sighting and reduce direct fire accumulate movement points equal to their accuracy. (2) Accuracy is DIVIDED BY 6 if the target SP rating (see 6.0). Units will spend move- Indirect fire will never affect helicopter is defending in WOODS, TOWN or EN- ment points to ENTER each square on their units. TRENCHMENT terrain, irrespective of the path. Listed below are the costs to enter unit’s current speed setting. 7.6 Suppression each type of terrain for each type of unit: (3) Silhouette ratings do not affect accuracy Suppression will occur during most direct TRACK WHEEL FOOT when firing at non-armored targets. and indirect fire attacks. Non-armored clear 13 13 13 (4) The accuracy is not squared and is not targets may receive up to 200% suppression. divided by 100. Vehicle targets may receive a maximum of road 7 3 10 50% suppression. If a unit is attacked more town 10 8 12 KILLS: than once in a pulse then its suppression road-slope 10 5 12 will be cumulative. Suppression will not (1) Number of KILLS equals SS X SS X entrenchment 20 2 ‘7 ACCURACY X NUMBER OF WEAPONS occur if ATGM weapons fire at armored FIRING / (DEFENSE X 1000). targets. woods 20 27 17 The level of suppression added by an (2) Ifthe firing unit is in the same square as attack is equal to (SS X SS X ACCURACY X slope 20 27 17 the target unit and the target’s suppression ACCURACY X WEAPONS FIRING) / 200. ford 30 40 20

7 یوم ولرم

All units with SP greater than 12 are indirect fire KILLS or SUPPRESSION will 8.0 LINE OF SIGHT TRACKed vehicles. All units with SP equal not be displayed. The ability of a unit to see another unit on to 12 are WHEELed vehicles. Units with SP 7.12 Sighting Firing Units the map is affected by the terrain that lies less than 12 are FOOT units. between them. To determine if one unit can Helicopters may enter any type of Any unit on the map that employs direct or observe another, the computer will follow terrain at a cost of 1.3 per square. Helicopter indirect fire has a random chance of being the procedures listed below: speeds are displayed in increments of 10. sighted. The chance of sighting is equal to 2 Helicopters flying at altitudes less than 2 X TURNS FIRED AT SAME TARGET / (1) Determine the straight line path from will have a maximum speed of 9 (90 mph). RANGE. the sighting unit to the target unit. The SP rating given to each unit is very This path is the “line of sight” (LOS). close to being equal to the unit’s maximum 7.13 Smoke (2) Determine if the range to the target miles per hour speed in clear terrain; when Smoke may be placed by any artillery that is unit is greater than the visibility setting speed for the unit you should consider capable of indirect fire. There are three level, in which case the unit cannot the SP rating to be equal to miles per hour. levels of smoke (1-3), with level 1 re- be seen. presenting light smoke and level 3 re- 7.10 Disembarking Under Fire presenting heavy smoke. Artillery delivered (3) Determine if the LOS is blocked When vehicles carrying passengers come smoke will be at level 3 on the turn it is (preventing observation) or clear under fire they may be forced to unload placed. At the end of each pulse there is a (permitting observation). If any during the combat phase. Any vehicle that random chance that the smoke will be square on the LOS path contains suffers 1 or more KILLS must immediately reduced one level or removed from the “blocking” terrain then there is a unload its passengers. If a vehicle other map. Listed below are the percentage possibility the LOS will be blocked. than an APC suffers 50% suppression while chances for reducing smoke at each level: (4) There are two types of blocking carrying infantry then it must immediately LEVEL 3 90% terrain: ELEVATED terrain and unload. LEVEL 2 70% COVER terrain. Elevated terrain is If a loaded vehicle suffers KILLS then LEVEL 1 50% any terrain on the LOS path that has a higher altitude level than both the some or all of the passengers may also be If level 1 smoke is reduced then it will be killed prior to unloading. sighting and target units. Cover ter- removed from the map. If a vehicle is rain consists of TOWN and WOODS destroyed in a square that contains no 7.11 Combat Reports terrain squares. SMOKE may have smoke then a level 1 smoke will be placed in the same effect as cover terrain. During the combat phase the computer will the square. describe the occurrence of direct or indirect If smoke exists in a square then a (5) Elevated terrain will always block fire. The computer will report the size and smoke symbol will appear in the square a line of sight. A LOS may be traced type of shell being fired and in most instances unless the square is occupied by VISIBLE through 2 BLOCKING POINTS of the KILL and/or SUPPRESSION results. units. If visible units occupy a square with cover terrain and/or smoke. Block- ing points for cover terrain are: Listed below are the criteria for des- smoke in it then the unit symbol will be cribing the size and type of shell being TOWN = 4, WOODS = 2. Blocking displayed instead of the smoke symbol. fired: Smoke is considered to have a height points for smoke equals the smoke level in the squares. Blocking points SMALL ARMS FIRE: RIFLE, of 3 from the base height of the terrain in the CANNON square. Thus smoke in a level 1/2 forest for cover terrain and smoke in the shell size = 1 square would be considered to occupy the same square are cumulative. A LOS starts in the sighting unit’s square LIGHT ARTILLERY FIRE: MOR shell size height levels of 2, 3, and 4 (see section 8). <=4 and moves towards the target unit’s MEDIUM ARTILLERY FIRE: GUN, HOW, 7.14 Helicopters square; blocking points may be ac- MOR shell size cumulated in each square the LOS =5 Helicopters used in the game have special rules covering their greater mobility, and passes through. The LOS will stop in HEAVY ARTILLERY FIRE: GUN, HOW the square in which the total blocking shell size > = 6 ability to change altitudes. Speed ratings for points EXCEEDS 2. A target unit LIGHT CANNON FIRE: CANNON helicopters are listed as multiples of 10 shell size = 2 (25 = 250 mph). Each time a helicopter MAY be sighted in the square in or 3 unit changes a movement objective or its which the LOS STOPs. MEDIUM CANNON FIRE: CANNON speed then it will be required to reset its (6) If the LOS is not blocked and the two shell size = 4 altitude level (1-9). The level of altitude units are on the same altitude level, HEAVY CANNON FIRE: CANNON then they may observe each other. shell size > = 5 (1 level = 50 meters) represents the height ATGM LAUNCH: ATGM launch of the helicopters above the terrain in the (7) If the LOS is not blocked by ELE- sighted by de- same square. Thus a helicopter unit flying VATED terrain and the two units are fending unit at level 7 over a level 5/6 town would at different altitude levels, then the ATGM ATTACK: ATGM attack actually be at level 12 (see section 8). following formula is used to deter- resolution Helicopters with their altitude set at 1 will mine if a LOS exists: SIW ATTACK: SIW attacking have a maximum speed of 9 (90 mph). LOS is clear if [h — (dX H/D)]* > P vehicle units Flak and SAM units may fire normally Armored vehicles with an MP rating of zero at helicopters; all other units have their * Rounds off number to nearest integer. and an SS rating greater than 3 are assumed accuracy divided by 10 when firing at to be firing HOWitzer or mortar weapons. helicopters. Units armed with weapons that H = height of higher position minus Armored vehicles with an MP rating greater have a shell size greater than 3 may not fire height of lower position than zero are assumed to be firing CANNON these weapons at helicopters. Instead these D = distance from higher position weapons. Vehicles with an MP rating of units will employ “small arms fire” against to lower position zero and an SS rating of 1 are assumed to be the helicopters (similar in effect to RIFLE h = height of higher unit firing machine guns. fire). When ground units fire at helicopters d = distance from potential During direct fire any KILLS or SUP- 1 will be added to the RANGE for every 3 obstacle to higher position PRESSION will always be displayed. During levels of helicopter altitude. P = height of potential obstacle Each square on the path from the higher calculating the value of “O” in the above The computer is the final judge in unit to the lower unit is a potential obstacle. formula. The following diagram shows the determining LOS. Players may use the Cover terrain will increase the altitude level heights of various terrain types on a typical (V)iew key to determine which squares are of a square by 1 additional level when map. visible from any particular square.

ا | = SLOPE = TOWNا aoe O ۱ | يلم[: i WOODS = FORD i 2 45 Tr. =e

ROAD = BRIDGE = — رس 1 ا e~ 9 ف 5 ~ ted BaisPee ۱كم ry erا es 1 دو GE Ts N = RIVER SMOKE ۱ lS o E BER Ez = ENTRENCHMENT

BE # = height level of terrain for purposes of blocking line of sight

2 #/# = (height level of unit in square)/ a Nees SA (height level of terrain for blocking 3 :SES ESpe tut ieee. ye lt ا erte line of sight) (#) = height of smoke

N i ES $ Aare Sais ۱ 0 :PA 4 + rhe y, o ۹ 7-2 9.0 HISTORICAL SCENARIOS 9.1 General Custer Rides Again (FULDA May 8, 1990) This is a Soviet pursuit with a game length of 15 turns. The NATO player begins with 250 victory points, and the Soviet player begins with 1 victory point. On the border of the two Germanys, 25 kilometers west of Fulda, elements of an American armored cavalry regiment defend against an early morning Russian attack. Like General Custer before him, the American cavalry command- er gives the command “take no prisoners”. 9.2 Hold the Line (WURZBURG May 11, 1990) This is a Soviet assault with a game length of 20 turns. The NATO player begins with 1 victory point, and the Soviet player begins with 1 victory point. Just northeast of Wurz- burg, the 1st mech battalion of the 3rd mech division deploys in a defense in depth in order to gain time for the coming Reforger units, for the longer the delay, the stronger were sent from England to reinforce Bremen, NATO becomes. The time has come to hold but at the last moment they were redirected the line. to engage a recon unit of a Soviet motorized rifle division which had broken through 9.3 The Tide Begins to Turn and was threatening to capture Oldenburg (KARLSRUHE May 25, 1990) and cut off NATO forces in Bremen. This is a NATO assault with a game length of 20 turns. The NATO player begins with 9.5 After Action Reports 1 victory point, and the Soviet player begins Fulda — The Soviets broke through at with 2 victory point. Soviet forces advance Hilders after suffering severe losses. The on the Rhine at Karlsruhe, only to be faced cavalry commander’s widow was notified at with a counterattack that begins to encircle 1243 hours. them from Stuttgart and Heidelberg. As Wurzburg — American forces took heavy part of the counterattack, a West German losses but delayed the Soviets long enough armored battalion reinforced with support- to allow NATO to regroup for the coming ing U.S. Apache helicopters lunges east counterattack. from Karlsruhe at a startled Soviet mecha- nized spearhead. Karlsruhe — West German forces spear- headed the first major NATO attack. Despite 9.4 Into the Jaws taking large losses, the Soviets are being (OLDENBURG May 26, 1990) driven back. This game is a meeting engagement with a game length of 15 turns. The NATO player Oldenburg — The Brits, suffering near fatal begins with 1 victory point, and the Soviet losses, are reorganizing at this very moment player begins with 1 victory point. A hodge- after repulsing a concerted Soviet attack. podge of units from the British 24th brigade ... further action reports later... 10.0 GAME LENGTH AND 10.2 Victory Conditions: players receive points for units in the At the end of the game victory points (VPs) objective area (both players are considered VICTORY CONDITIONS will be awarded as follows: to be the attacker). 10.1 Ending the Game: EACH UNUSED SELECTION After the victory points have been 20 totaled the defender’s points will be doubledو The game will automatically end after 15 PNT A kag Sy oe ay a turns (20 turns if an assault battle is being (maximum of 250 due to (points for unused selection value may be played). Players may also elect to end the unused selection points) doubled to a value no greater than 500). game early if they both agree (use the 0 FORCES IN THE OBJECTIVE AREA: The computer will divide the total NATO key), and they may also elect to continue a victory points by the total SOVIET victory points to arrive at a victory ratio. Compare 20 مه game that has ended. If they elect to continue ARMORED VEFUCLE this ratio to the following chart to determine 10 هه هم و و a game that has ended, the computer will 00000 :the victor 5 هم و never again end the game as this must be N RTT done by the players. EACH KILL:‏ 2.00 and above NATO Decisive Victory POUT UMNE i TRANSPORT COST 1.50 - 9 NATO Substantive Victory 10 1.10 — 1.49 NATO Marginal Victoryرم ARM OED VERGE plus FRONT ARMOR 0.92 — 1.09 Draw Only the attacking player receives points . 0.67 -1 SOVIET Marginal Victory for units in the objective area. When playing 0.51 — 0.66 SOVIET Substantive Victory a meeting engagement type battle both 0.50 and below SOVIET Decisive Victory

10 ج ee 11.0 WEAPON NOTES

NATO HELICOPTER NATO HELICOPTER NATO HELICOPTER

COBRA APACHE PAH-2 The US attack helicopter of the 70s US attack helicopter introduced in West German attack helicopter and early 80s. Armed with 4 TOW the mid 80s. Armed with 16 introduced in the mid 80s. Armed ATGMs and an assortment of Hellfire ATGMs and a 30mm chain with 4 HOT ATGMs and a 20mm rocket pods and mini-guns. gun. Armored to resist small SAMs cannon. and light cannon fire.

NATO HELICOPTER , NATO TANK NATO TANK

M60A3 M1 (ABRAMS) The most numerous US tank of The US tank of the 80s and 90s. LYNX-3 the 1980s. Armed with a 105mm Armed with a 120mm cannon and British attack helicopter introduced cannon with a laser range finder, a laser range finder; the Abrams in the early 80s. Armed with 4 the M60A3 can score consistent kills can kill any Soviet tank within TOW ATGMs and a 20mm cannon. against any Soviet tank. Its high 3500 yards. Advanced ‘Chobham’ silhouette, poor mobility and obso- armor and outstanding mobility lete armor make it a sitting duck make the M1 the most survivable on the modern battlefield. tank on the modern battlefield.

NATO TANK NATO TANK NATO TANK | i

LEOPARD 1 LEOPARD 2 CHIEFTAIN The most numerous NATO tank of The NATO tank of the 80s and 90s. The main British tank of the 70s the 1970s, the Leopard-1 has Designed to maximize compatability and 80s. Armed with a 120mm cannon and laser range finder, the become obsolete due to recent with the US Abrams, the ammuni- technological developments. Its tion and many of the parts will be Chieftain is still a potent anti-armor 105mm cannon may be ineffective interchangeable. Performance system. Poor mobility, a large sil- against the new Soviet T-80s. characteristics should also be very houette and conventional armor will similar to the Abrams. be a disadvantage on the modern battlefield.

NATO TANK NATO SELF-PROPELLED ATGM NATO SELF-PROPELLED ATGM

CHALLENGER The British replacement for the Chieftain first deployed in 1985. M150 M901 (Improved TOW Launcher) Features the same excellent weapon A TOW launcher mounted on an Similar to the M150. The TOW systems as its predecessor but now M113. Used in most US armored, launcher is periscope mounted to with Chobham armor and improved mechanized and cavalry battalions. permit firing while concealed. mobility.

11 NATO SELF-PROPELLED ATGM NATO SELF-PROPELLED ATGM NATO RECON/COMMAND VEHICLE

JAGUAR-1 FV438 M577 A HOT missile launcher mounted A Swingfire missile launcher An M113 modified to perform a on a tracked vehicle. Used in mounted on an FV432. Used in command, communications or divisional Jagdpanzer Companies. divisional anti-tank batteries. electronics role.

NATO RECON/COMMAND VEHICLE NATO RECON/COMMAND VEHICLE NATO RECON/COMMAND VEHICLE

LUCHS SPARTAN SCIMITAR A West German armored car A British armored vehicle used for A British light tank used in close armed with a 20mm cannon. Used command, communications or recon squadrons. Armed with a in Recon Platoons. reconnaissance. 20mm cannon.

NATO RECON/COMMAND VEHICLE NATO APC/MICV NATO APC/MICV

M2 (BRADLEY) Introduced in the mid 80s as the M113 first US MICV. Designed to replace The principal US APC of the 60s the M113 and perform a more SCORPION and 70s. Designed as basic aggressive combat role. Armed A British light tank used in transportation for infantry with with a 25mm chain gun and the medium recon squadrons. Armed limited protection against HE and TOW ATGM, the Bradley can slug with a 76mm cannon. small arms fire. Still widely used it out with Soviet BMPs or wait in by the US and most NATO allies. ambush for Soviet T-80s.

NATO APC/MICV NATO APC/MICV NATO APC/MICV

MARDER FV432 MCV80 A West German MICV introduced The principal British APC for the A British MICV introduced in the in the early 70s. Its 20mm cannon last 20 years. Many FV432s are mid 80s. Intended as a replacement is intended to support the infantry being rearmed with a 30mm for the FV432, the MCV80 has squad and kill BMPs. cannon to support the infantry superior protection and mobility squad and kill BMPs. and mounts the same 30mm cannon.

12 NATO SELF-PROPELLED MORTAR NATO SELF-PROPELLED MORTAR NATO SELF-PROPELLED MORTAR kame

M106 M125 FV432M A 107mm mortar mounted on an An 81mm mortar mounted on an An 81mm mortar mounted on an M113. Used in most US Army M113. Used in most US Army FV432. Used in British Mechanized armored, mechanized or cavalry armored, mechanized or cavalry Infantry Battalions. ۱ battalions. battalions.

NATO SELF-PROPELLED MORTAR NATO SELF-PROPELLED ARTILLERY NATO SELF-PROPELLED ARTILLERY kD

M113-M M107 (not to scale) M109 A 120mm mortar mounted on an A 175mm cannon mounted on a A 155mm howitzer mounted on a M113. Used in West German tracked vehicle. Used in West Ger- tracked vehicle. Used in most Panzergrenadier Batrtalions. man Artillery Regiments. NATO artillery formations.

NATO SELF-PROPELLED ARTILLERY NATO SELF-PROPELLED ARTILLERY NATO SELF- PROPELLED FLAK

= SGT. YORK A US high tech anti-aircraft system mounted on an old M48 chassis. M110 ABBOT Armed with twin 40mm cannons, A 203mm howitzer mounted ona A 105mm howitzer mounted ona radar sensors and computerized fire tracked vehicle. Used in most tracked vehicle. Used in British control. The Sgt. York is far too slow NATO artillery formations. close support artillery regiments. to keep up with the Abrams and Bradleys it is intended to protect.

NATO SELF-PROPELLED FLAK NATO SELF-PROPELLED SAM SYSTEM

GEPARD A West German battlefield air ROLAND defense system. Armed with twin A medium range air defense 35mm cannons and radar fire con- missile used by US and West trol. The Gepard is well armored German forces. and can be effective against ground targets.

13 SOVIET HELICOPTER SOVIET TANK SOVIET TANK

T-62 T-55 Replaced the T-55 in the mid 60s. The main Soviet tank of the 50s Mounts a 115mm cannon with a HIND-D and early 60s is still found in the primitive Stadia range finder. The Soviet attack helicopter introduced inventories of many Warsaw Pact T-62 has been withdrawn from in the early 80s. Armed with 4 countries. Inferior to modern tanks most Soviet divisions stationed in Spiral ATGMs and a 23mm cannon. in firepower, mobility and protec- Eastern Europe. It may still be used tion. Armed with a 100mm cannon. as a ‘replacement’ tank in Soviet independent tank battalions.

SOVIET TANK SOVIET TANK SOVIET SELF-PROPELLED ATGM

T-72 T-80 Introduced in the early 70s to Designed as the Soviet tank of the replace the troubled T-62. Armed 80s and 90s. Production has been with a 125mm cannon, laser range- slowed by Soviet attempts to BRDM-2 finder and automatic loader, the incorporate the advanced (Chob- A Sagger missile launcher mounted T-72 represents a technological ham) armor technology. Employs on a BRDM scout car. Used in leap in Soviet tank design. Will the same weapon and fire control Anti-tank batteries attached to the remain in frontline service into systems as the T-72. Motorized Rifle Regiments. the 1990s.

SOVIET SELF-PROPELLED ATGM SOVIET RECON/COMMAND VEHICLE SOVIET APC/MICV

BRDM-3 BRDM BMP-1 A Spandrel missile launcher A Soviet armored car used for The original MICV, introduced by mounted on a BRDM. It is command or reconnaissance. the Soviets in the mid 60s. Armed replacing the BRDM-2. with a 73mm cannon and the Sagger ATGM.

SOVIET APC/MICV SOVIET SELF-PROPELLED MORTAR SOVIET SELF-PROPELLED ARTILLERY

BMP-2 BTR-50m M-1974 A significant improvement over the A 120mm mortar mounted ona A 122mm howitzer mounted on a BMP-1. The BMP-2 features BTR-50 APC. Used in Soviet tracked vehicle. Used in Soviet improved protection, mobility, Motorized Rifle Battalions. Divisional Artillery Regiments. gun stabilizers and the new M-1974 Battalions may be attached Spandrel ATGM. to Soviet Tank or Motorized Rifle Regiments.

14 SOVIET SELF-PROPELLED ARTILLERY SOVIET SELF-PROPELLED FLAK SOVIET SELF-PROPELLED SAM SYSTEM

M-1973 ZSU23/4 SA-8 A 152mm howitzer mounted on a A Soviet flak system armed with A medium range air defense tracked vehicle. Used in Soviet quad 23mm cannons and radar fire missile used in Soviet Tank and Divisional Artillery Regiments. control. Motorized Rifle Divisions.

SOVIET TOWED ARTILLERY SOVIET TOWED ARTILLERY

130mm GUN 180mm GUN Used in Soviet independent artillery Used in Soviet heavy artillery regiments. battalions.

WEAPONS NOT SHOWN:

NATO ANTI-TANK GUIDED MISSILES SWINGFIRE SOVIET ANTI-TANK GUIDED MISSILES A wire-guided missile mounted on the DRAGON British FV438 tracked vehicle. May be in- SAGGER An infantry portable wire-guided missile A wire-guided missile mounted on the effective against the T-80. ~ used in US Mechanized Infantry Platoons. Soviet BMP-1 and BRDM-2 armored May be ineffective against the new T-80 tanks. vehicles. Ineffective against tanks with TOW3 NATO LIGHT ANTI-TANK WEAPONS chobham armor. A wire-guided missile mounted on the US LAW SPANDREL Army M150, M901 and Bradley tracked A light anti-tank rocket launcher used by A wire-guided missile mounted on the vehicles and the US Cobra and British US and British infantry squads. Soviet BMP-2 and BRDM-3 armored ve- Lynx-3 helicopters. Effective against all hicles. Limited effectiveness against tanks Soviet tanks. PZF44 with chobham armor. Similar to the LAW. Used in West German HELLFIRE infantry squads. SPIRAL A laser-guided missile carried by US A laser-guided missile carried by Soviet Apache helicopters. Effective against all Hind-D helicopters. Effective against all Soviet tanks. NATO AIR DEFENSE MISSILES tanks. RAPIER MILAN An infantry portable wire-guided missile A medium range SAM used in British Air SOVIET AIR DEFENSE MISSILE used in British and West German mech- Defense Regiments. SA-7 anized battalions. May be ineffective against STINGER A short range SAM used in Soviet infantry the T-80. A short range SAM used in US combat platoons. HOT support companies and West German anti- A wire-guided missile mounted on the aircraft battalions. SOVIET LIGHT ANTI-TANK WEAPON West German Jaguar-1 tracked vehicle and BLOWPIPE RPG-7 PAH-2 helicopter. Effective against all A short range SAM used in British Divi- A light anti-tank grenade launcher used by Soviet tanks. sional Air Defense Batteries. Soviet infantry squads.

15 =

12.0 STRATEGY NOTES target that may already have accumulated. Special Infantry Weapons APC’s, Infantry, and Smoke Infantry defending in cover terrain cannot Never allow moving infantry to be spotted be seen until either an enemy unit enters its by enemy forward observers. Artillery is square or the infantry unit opens fire. For Deployment much too powerful against moving infantry this reason it is often wise to set the target When deploying on defense, you should to allow this. Always move your infantry selection range of defending infantry to entrench your infantry near the forward forward in APC’s, only dismounting when zero. This will allow the infantry to ambush edge of the objective area in company size you are within small arms range of the enemy units that enter its square. The positions. Position your ATGM’s and some defending forces. Use of smoke to cover weakness of this strategy is that each de- of your armored vehicles behind this line infantry assaults is essential. Concentrate fending square, once discovered, can be by several squares. Place your mortars, on shielding your units from probable attacked piecemeal. When attacking against artillery and main HQ behind your lines observer positions. the 0 range strategy, it is best to send infantry one square ahead of the attacking near the edge of the board, preferably Smoke tanks, as it is much better to have your accompanied by several SAM and flak Smoke can be used to separate the defending infantry ambushed than your tanks. If you units. Place your artillery observers (artillery force into many small pieces, each to be don’t have time for a slow infantry advance, battalion HQ units) 5-10 squares behind the destroyed piecemeal. On defense, smoke be sure to put infantry on your tanks (or in infantry on hilltops which have clear fields can be used to block those attacking units accompanying APC’s), for if your tanks are of vision of probable approach routes. You that have stopped to provide covering fire ambushed, at least your infantry will dis- are attempting to create a situation in which for the moving attackers. The problem with mount and fire back in defense of the tanks. enemy tanks first encounter your infantry smoke is that you need a lot of it due to the positions, and then almost simultaneously lack of control of its scattering and its quick Suppression receive ATGM and heavy anti-tank fire. Try dissipation. But don’t forget that although In Mech Brigade, once a unit has been fully to keep at least one company of tanks in you can see through low levels of smoke, suppressed (100+), it may easily be de- reserve, committing them only once the fire accuracy will still be significantly stroyed by a unit entering its square. The axis of the main enemy attack is determined. reduced. key is to identify soft-targets, keep them When attacking, place your infantry in suppressed, and then send in at least one APC’s and set up in a tight formation no Weapons unit to close assault the defender. Using more than 5-10 squares wide. Consider At least 50% of the strategy in Mech Brigade small arms and artillery fire to suppress splitting off a task force of one tank company is derived from the differences between armored vehicles can also be useful, as it and one infantry company (or even bettera weapons systems. It is essential that you can help keep the vehicles from acquiring helicopter squadron) to flank the enemy study your weapons when beginning a new targets. defensive positions. scenario, as well as attempt to predict which weapons you will face. Try to establish at The Combined Arms Concept Mech Brigade rewards those who are able Command Control what range you will attempt to engage to use combined arms tactics. On the attack, Be sure to protect your main HQ by placing enemy tanks. For example if you have T-72 artillery should be used to cover the advance it in the rear, but keep it on a hilltop if tanks and expect to face Abrams tanks, it with smoke, suppress enemy infantry and possible so that it can call in artillery fire would be foolish to close to 1600 yards, stop ATGM teams, and help suppress enemy with a minimum delay if your forward and exchange fire. The sound strategy vehicles. Infantry is needed to suppress and observers are eliminated. Keep your HQ would be to close to within at most 1000 then assault defending infantry positions, units 1-2 squares behind the units they are yards before stopping to fire. The key is commanding. High level HQ’s such as as well as help in suppressing enemy understanding under what conditions your vehicles. Tanks can be used to destroy Soviet and British tank regiment HQ’s and weapons have an acceptable chance of enemy vehicles and overrun suppressed all infantry battalion HQ’s should only defeating the enemy. be committed to combat when absolutely enemy infantry and ATGM positions. Recon necessary. Helicopters vehicles and light tanks should be posi- Helicopters have three major functions. tioned several squares ahead of the assault Firing on the Move They can be used to recon enemy positions, elements in order to spot enemy positions In Mech Brigade, units can fire while moving, as they are especially useful at sighting and draw fire from anti-armor weapons, although with greatly reduced accuracy. If enemy attacking columns. They can be thus exposing them to your counter fire. On you wish to fire with full ability while taking used to fly around enemy positions in order defense, use infantry to ambush tanks and advantage of cover terrain in the unit's to destroy artillery units and HQ‘s hiding in suppress any units that come too close. square, but you also want to keep the unit’s rear areas. They can also be used as tank Artillery can be used to keep attacking current movement objective, set the unit’s hunting systems, first destroying enemy infantry pinned down. while ATGM systems speed to 0. Even if you don’t want to keep SAM and flak units and then taking their attack vehicles that are mixing it up with the the current movement objective, it is better time eliminating large numbers of helpless defending infantry. Tanks should be used as to set the speed to 0 than to use the enemy vehicles. If you expect your oppo- a mobile reserve, fighting off major armored (K)cancel command, since the cancel nent to use helicopters, it is wise to purchase thrusts or counterattacking unsupported command will eliminate any pulses fired at extra anti-aircraft units (you will need them). infantry attacks.

16 ج wie

APPENDIX 1: KILL PROBABILITIES

FIRING TARGET VEHICLE FIRING VEHICLE ABRAMS M60A3 BRADLEY mast | te | E Ey (Soviet) 800 1600 2400 800 1600 2400 (NATO) 93.7 35.8 26.6 |182.3 156.3 126.2 | 109.4 93.8 79.4 ABRAMS | 74.3 28.4 21.1]109.4 93.8 75.9] 72.9 62.5 9 SLO SO LSL AES 262 14.65 914.210.5129 M60A3 68.9 26.3 9.8)109.4 93.8 70.6 | 72.9 62.5 52.9 475 90 — 40.8 205 — BRADLEY 47.7 138 — Hit probability of one vehicle firing its cannon after having previously fired for at least 3 pulses. Target front armor is being fired at, targetin clear terrain and not moving with no intervening blocking points. Hit probabilities at 800, 1600, 2400 yards (i.e., a T-80 has a 93.7% chance of killing an ABRAMS at 800 yards range). APPENDIX 2: PROGRAM TO DETERMINE KILL PROBABILITIES FOR DIRECT FIRE VS. ARMORED VEHICLES We invite you to use the program shown below to calculate kill probabilities for cannon fire directed against armored vehicles. (Atari users: For lines 4-28, replace INPUT “X?” ; Y with PRINT “X” ; : INPUT Y.)

INPUT “RANGE TO TARGET?” ; A Input range to target.

© INPUT “MR?” ; B Input maximum range of gun.

Q0 INPUT “MP?” ; C Input maximum penetration of gun. 10 INPUT “SS?” ; D Input shell size of gun. 12 INPUT “AC?” ; E Input accuracy of gun. 14 INPUT “FIRING UNIT SPEED?” ; SF Input speed of firing unit. 16 INPUT “TARGET ARMOR?” ; F Input front or back armor of target. 18 INPUT “TARGET SPEED?” ; ST Input speed of target unit. 20 INPUT “SL?” : © Input silhouette of target. 22 INPUT “PULSES FIRED AT TARGET?” ; H Input pulses fired at target. 24 IF H> 4 THENH=4 Pulses fired at target cannot exceed 4. 26 INPUT “NUMBER OF BLOCKING POINTS?” ; BP Input number of blocking points between firing and target units. 28 INPUT “NUMBER OF WEAPONS FIRING?” ; N Input number of weapons firing. 30 IF B=0 THEN B= 1 Set B to avoid DIVIDE BY 0 error. 32 AC = ( ( (B — A) + 90 / B) + (H*E) )A 2/100 Calculate accuracy (C-64 users: Use Î key instead of (/)). 34 AC=AC+G/4 Adjust accuracy for silhouette size. 36 IF ST > 0 THEN AC = AC/ (2 + (ST /10)) Adjust accuracy for speed of target unit. 38 IF SF > 0 THEN AC = AC/ (2 + (SF / 10)) Adjust accuracy for speed of firing unit. 40 AC = AC+#2/ (2 + BP) Adjust accuracy for blocking terrain and/or smoke. 42 PE = ((D*D) /4) + — (C* (A/B) /2) Calculate adjusted penetration factor. 44 IF PE < F THEN AC= AC/2 Adjust accuracy if penetration is less than armor. 46 IF PE < F +1.25 THEN AC = AC/2 Adjust accuracy if penetration is less than (1.25 * ARMOR). 48 IF PE > 2 + F THEN PE =2 + F Adjusted penetration cannot be greater than (2 * ARMOR). 50 KI = (AC + PE + N) / (1000 » F) Calculate expected number of kills. KI = INT (1000 » (KI + .0005) ) : KI = KI / 1000 Round off expected number of kills. PRINT “EXPECTED NUMBER OF KILLS EQUALS ”; KI Print expected number of kills. — Divide the expected number of kills by 3 if the target is in cover terrain and has a current speed of 0. If the program above was executed, the result would look like the following example: RANGE TO TARGET? 12 MR? 18 MP? 45 59572 5 AC? 50 FIRING UNIT SPEED? 0 TARGET ARMOR? 36 TARGET SPEED? 0 SL? 4 PULSES FIRED AT TARGET? 4 NUMBER OF BLOCKING POINTS? 0 NUMBER OF WEAPONS FIRING? 10 EXPECTED NUMBER OF KILLS EQUALS 2.663 In this example, a company of ten T-80 tanks is firing at an enemy ABRAMS group. The range is 12 (2400 yards), and the shots are fired at the front armor of the ABRAMS’s. The expected result is that 2.663 ABRAMS tanks will be destroyed.

17 APPENDIX 3: TERRAIN SYMBOLS

Clear (Level 1) 20 River (Level 0) 40 Slope (Level 4)

(Road (Level 1) 21 River (Level 0) 41 Slope (Level 4 مح ©

N Road (Level 1) 22 River (Level 0) 42 Slope (Level 4)

Road (Level 1) 23 River (Level 0) 43 Slope (Level 4)

Road (Level 1) 24 River (Level 0) 44 Slope (Level 4)

Road (Level 1) 25 Bridge (Level 1) 45 Slope (Level 4)

(Bridge (Level 1) 46 Road/Slope (Level 4 26 4 اف تا (Road (Level 1 9

Road (Level 1) 27 Ford (Level 0) 47 Road/Slope (Level 4) HARMEN. Town (Level 1/2) 28 Ford (Level 0) 48 Clear (Level 5) ۱ Woods (Level 1/2) 5 29 Clear (Level 3) 49 Road (Level 5) 10 Entrenchment (Level 1/2) = 30 Road (Level 3) 50 Road (Level 5) 11 Slope (Level 2) T 31 Road (Level 3) 5 jà Road (Level 5) (Slope (Level 2) 5۹ 32 Road (Level 3) 52 Road (Level 5 12 13 Slope (Level 2) 2 33 Road (Level 3) 53 Road (Level 5) 14 Slope (Level 2) 4 34 Road (Level 3) 54 Road (Level 5) 15 Slope (Level 2) N 35 Road (Level 3) 55 Road (Level 5) 16 Slope (Level 2) + 36 Road (Level 3) 56 Town (Level 5/6) 17 Road/Slope (Level 2) 37 Town (Level 3/4) 57 Woods (Level 5/6)

18 Road/Slope (Level 2) 38 Woods (Level 3/4) 58 Entrenchment (Level 5/6)

19 River (Level 0) 39 Entrenchment (Level 3/4)

18 CREDITS

Game Design & Programming Game Development Apple Sound Effects Jack Avery Special Computer Graphics Tools Keith Brors Customized Disk Operating System (Apple Version) Roland Gustafsson

Historical Scenarios Mark Shaheen

بج Playtesting Mike Musser, Tom Cheche, Jeff Guy, Stewart Kosoy, Paul Murray, Mark Shaheen Art & Graphic Design ۱ Louis Hsu Saekow, Dave Boudreau & Kathryn Lee Typesetting ۱ Abra Type ۱ Printing A&a Printers and Lithographers

19 مسحر eee

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eS, UNIT ORDERS MENU TERRAIN COSTS

(1-8) Move cursor. a priority target with the (I)nspect TRACK WHEEL FOOT (A)* Advance. This command is only order will cause a range order to used when the computer is in all- be given if the target is outside a clear 13 BS) BS units mode. The formation HQ of the set maximum range, with will move to the cursor location; the maximum firing range being other units in the formation will set equal to the distance to the move in such a way as to retain new target (see section 5.8). H road 7 a ae their current position relative to (K)* Cancel all orders. Allows the cur- the HQ. rent unit to cancel all movement (B) Bombard. The cursor location is and bombardment orders. = town 10 5 4 the target square; the current unit (L) Look for unit. Moves the cursor is the spotter; the computer will to the current unit’s location. list the artillery units eligible M)* Move unit. Orders the unit to 511 ۲0۵0-06 10 a 4) to bombard the target (see sec- move to the cursor location (see tion 5.6). section 5.5). (C) Center. The map is centered (N) Next unit. The next higher num- around the cursor. bered unit will become the cur- entrenchment 20 See 2 Be (D) Disembark. If the current unit is rent unit. a vehicle then it will unload all (O) Check movement objectives. of its passengers; if the current Moves the cursor to the move- pa woods 20 a Ne unit is a passenger then only that ment objective location(s) of the unit will unload; unloaded pas- current unit; also lists the sengers will have a suppression command control delay (see level of 80. section 5.5). E slope 20 r 9 (E) Embark. Order must be given to (P) List passengers. Lists all units a vehicle unit — the computer embarked aboard the current unit. will request the ID of the unit to (Q) Quit the unit orders menu. Return ford 30 0 20 be embarked (see section 5.4). to the map display menu. (F)* Change unit facing. (R)* Set maximum firing range at Find unit’s HQ. Cursor moves to (H) which the current unit will select bridge 7 9 a unit’s HQ location; computer targets (see section 5.7). determines if a “command control” (S)* Set movement speed for the link exists between the current current unit. unit and the HQ; the HQ be- Inspect the target that the current smoke (no additional cost) comes the new current unit. (T) unit has selected. (1) Inspect. Allows the player to in- spect all enemy units that can be (V) View. The computer will inverse all squares that the current unit seen by the current unit; allows the current unit to designate a can see with its current facing. priority target and/or request a (X) Exit the unit orders menu. Return bombardment (with the current to the map display menu. If you have any questions or problems unit as the spotter). Assigning (Z) Shift to all-units mode. regarding the program or game, please send a self-addressed, stamped envelope with * This order may be given to all of the units of a particular formation. your question to: STRATEGIC SIMULA- TIONS, INC., 883 Stierlin Road, Bldg. A-200, Mountain View, CA 94043-1983. Or you can call our Hotline Number: MAP DISPLAY MENU HEADQUARTER SYMBOLS (415) 964-1200 every weekday, 9 to 5 (P.S.T.).

Move cursor. (1-8) division (0) End game. (A-U) Select unit. Press formation letter followed by unit index number brigade — computer will shift to UNIT ORDERS MENU; the selected unit will be the “current unit”. regiment (V) View. The computer will inverse all squares that can be seen from “a4 the cursor location. battalion (W) Move cursor to center of objective area. Exit orders phase. (X) company/squadron/troop/battery (Y) Clear units and smoke from STRATEGIC SIMULATIONS, INC. screen to view terrain. 883 Stierlin Road, Building A-200 Mountain View, CA 94043-1983 (Z) Examine friendly or visible enemy platoon units at cursor location. UH AAG (415) 964-1353