RED LIGHTNING Typed in by SHAIHULUD. Edited by PARASITE. INTRODUCTION Red Lightning is a game for one or two players. Players will assume the roles of commanders of NATO and Warsaw Pact military forces during a hypothetical general war in central Europe in the early 1990's. Each game turn represents twelve hours of action. The military units represented in the game are regiments, brigades, divisions, corps, and corps or army headquarters. Units and air forces may be examined to the level of individual vehicles, squads, and heavy weapons. Almost every tank, gun, and tactical aircraft deployed in central Europe is available for inspection. 1.0 STARTUP Before beginning play, you should make a back-up copy of your Red Lightning disks and place your masters in a safe place. You should always play off copies of your masters, thus providing for a backup in case of damage to your play disks. 1.3 The Map The map shows central Europe for northern Denmark to central Austria and from central Belgium to central Poland / Czechoslovakia. Military units (when detected) will be displayed on the map as standard NATO military symbols (see appendix A), Hex scale is twenty five kilometers. The primary display shows an area fourteen hexes wide and seven high (about 40% of the total map area). Scrolling is accomplished by selecting any of the top six buttons at the right of the screen. Holding down the mouse button or number key will repeat the scroll in the selected direction. The other three buttons shown on the map screen perform the following functions: * Enable/Disable display of unit icons. This allows you to remove the units from the map to allow unobstructed viewing of the map. Pressing the key again will return the units to the map. *

Enable/Disable display of hex possession and para / amphibious target hex information. This function shows which side controls a given hex by putting a colored dot in the lower left corner of all hexes on the map. When enabled, Warsaw Pact hexes will be shown with a red dot, neutral hexes (Austria) with a white dot, and NATO owned hexes with a blue dot. If displayed area, it will be indicated by an outlined "check" mark. * Invoke the strategic overview display. The unit and possession selections described above remain in effect. the entire game map will be displayed at a greatly reduced scale. To exit, you must select a location on the overview display. The standard map display will reappear centered on the selected area. You may also select any hex on the standard map display for additional information (displayed below the map) on terrain and units in the hex. This is accomplished by pressing the left mouse button while the map cursor is in the desired hex. If a hex containing a unit is selected, that unit and any other units belonging to its corps (NATO) or army (Pact) will be marked with a small rectangle in the lower left corner of the unit icon. Full unit information will only be available for friendly and neutral hexes. 1.4 Saving a Game At the beginning of each turn, you will be given the chance to save the game in progress. A formatted disk, hard disk, or ramdisk (on machines with RAm in excess of the game requirements) is required. You need only to follow the prompts in order to save the game. Saved games may be restored at the saved point whenever the game is booted. 1.5 The README File Your game disk may include a README file. If so, then there have been important changes or additions to these rules. Please exaine any README file on your game disk before beginning play. 2.0 PLAYING THE GAME Each game of Red Lightning consists of 20 or 60 turns representing the first 10 or 30 days of WWIII in Central Europe. Each turn represents 12 hours (either AM or PM) of time. Before each turn is resolved, both players may move all of their units (or give attack orders), plot all their air missions, assign special forces teams to targets, and even allocate a paratroop or marine unit to land somewhere. Then, after all these functions have been completed by both players, the turn is resolved with a combat phase. The players watch as the combat unfolds, and the casualties are counted. Score is then calculated and displayed indicating that another turn is about to begin. Before beginning a game of Red Lightning, it is strongly recommended that you carefully read section 3.24(movement) and 4.0(combat). These two sections will let you know the basics of how to play. There are two players in a game of Red Lightning and either (but not both) can be controlled by the computer. Thus, the options are: *NATO Solitaire: A human player controls the forces of NATO against a Warsaw Pact computer player. *Pact Solitaire: A human player controls the forces of the Warsaw Pact against a NATO computer player. *Two Player: Human players control both sides. 2.1 Pre-Game Selections Before starting a game of Red Lightning, you will be asked if you wish to load a previously saved game. If you do wish to load a saved game, the program will display a standard selector box. Simply select the saved game file as indicated to begin play. If you have not loaded a saved game, you will be presented with the following menu: Scenerio Selection Scenerio: Red Lightning "Lions & Tigers & Bears..." A Gathering of Hosts Scenerio Length: Long or Short General Selection Chemical Weapons : Yes or No Season: Summer, Autumn, Winter, or Spring Pact Competence Level: Pushover, Moderate, challenging, Hairy, Hideous, or Random Play Mode: NATO Solitaire, Pact Solitaire, or Two Players Control Levels North Atlantic/Special ops: On or Off Air Campaign: On or Off Sub Divisional Deployments: On or Off Limited Intelligence: On or Off 2.11 Effects of Menu Selections Under the Scenerio Selection section of the menu, you may choose which of the three scenerios you will play and what scenerio length you want. If you choose the long scenerio, you will play for 60 turns or until one side is declared victorious (by knocking the other side out of the war). The short scenerio lasts only 20 turns. General Selections control the following items: Chemical weapons: If "yes", then chemical warfare is assumed to be in effect. Warsaw Pact, US, and French artillery factors will be modified (generally increased in effectiveness) depending upon current weather conditions (see section 4.2). Units will also fatique more rapidly in combat under these conditions. Warsaw Pact SSM attacks on NATO airfields and depots will tend to be more effective. Setting this selection to "no" will strongly tilt play balance to favor NATO. Season: The time of year may be selected. This will have a significant effect on the game. Airpower and chemical weapons are very much affected by weather conditions. Pact Competence Level: This sets the following: 1. Rate of recovery from combat fatique for Pact ground and air units forces (see section 5.3) 2. Combat modifier for Pact ground units. (See section 4.2) 3. Intelligence of the computer player in solitaire games. At higher levels, the Warsaw Pact computer player plays a "smarter" and more aggressive game and at lower levels a NATO computer player plays a "smarter" and more careful defensive game. *Play Mode: This selects for two player or solitaire (human vs. computer) modes of play. Control Levels are ON/OFF that either enable or disable certain features of the game. A "historical" game will be with all four selections set to "on". However, it is suggested that you learn the game with the Air Campaign and North Atlantic/Special Ops levels set to "off". *North Atlantic/Special Ops: This selects whether you will have any input into the conduct of the North Atlantic campaign or use of special forces and SSM's (see sections 3.22 and 5.1). If "on", you will have full access to theater reserve units, special forces, and SSM forces. If governing these functions, and these functions will be ignored by the program. The North Atlantic campaign will still be resolved assuming only the deployment of default units (USMC, Canadian, Norwegian, and other NATO forces, Soviet 6th Army and Northern Fleet marine forces) to Norway. There will be no Iceland invasion (see section 5.1). Since the warsaw Pact has significant advantaged in these areas, setting this selection to "off" will strongly upset play balance to favor NATO. *Air Campaign: This selects whether you will have access to the menus controlling air operations. If "on", you will have full control of your air forces. If "off", the program will control both players' air forces. This function doesn't favor either player, and turning it off will simplify the game. *Sub Divisional deployments: This selects whether you will have control over the deployments of individual regiments and brigades within larger units(see section 3.13). It should be noted that turning this function "off" can actually make the game more difficult as you can not force units in critical spots into a desired deployment mode. If set to "off", the computer will control the deployments of both players' subordinate (part of a larger unit) regiments and brigades. The computer will set sub unit deplyments immediately before the combat phase. Units adjacent to enemy units will have a large proportion of their units scheduled to attack will be almost entirely set to forward deployments. Units in "safe" areas will tend to be set to rest and reserve deployments. The sub unit screen (see section 3.13) will be those selected by the computer before the last turn's combat phase. If set to "on", you have full control over these deployments. *Limited intelligence: This selects how much information is available to you on the location of enemy forces. If "on", you will only know of any units spotted by electronic, airborne, and satellite recce, and any information gained from special and regular forces during their normal duties. If "off", both players will be completely informed fof the location of all enemy forces at all times. The computer players always function in a limited intelligence mode, so setting this selection "off" will upset play balance to favor human players. Exit Selections allows you to terminate the selection prcess and begin playing the game. 2.2 Turn Sequence Each game turn will proceed in the following order: A. Game Save Opportunity (section 1.4) B. Warsaw Pact Orders Phase (section 3.0) C. NATO Orders Phase (section 3.0) D. Joint Air Combat Phase (section 4.1) E. Joint Ground Combat & Movement Phase (section 4.2) F. General Resolutions Phase (section 5.0) 3.0 THE ORDERS PHASE Orders will be issued to the military and air forces of both alliances by use of the Orders menu (see section 3.2). At the beginning of each turn, Warsaw Pact player will be given the option to invading Austria. Warsaw Pact units may not enter Austria unless an invasion is declared. NATO units may not enter Austria unless Austria request NATO aid. 3.1 The Info Menu The Info Menu gives you access to the following game functions: 3.11 Strategic Report 3.14 Weather Report 3.12 Political Report 3.15 Supply Net Map 3.13 Full Hex Report 3.11 Strategic Report Selection of Strategic report will present you with a display of the overall strategic situation. Territory held by both players is listed, and the progress of the North Atlantic campaign is detailed. The Central Europe box list s territory held by each alliance as well as the current supply stockpile levels of both alliances. The North Atlantic box gives the status of Norway, Iceland, and the naval situation at sea. The three possibilities for the status of each are are "Control Contested", "NATO Control", or "Campaign Conluded:Pact (or) NATO Victory". "Control Contested" means that fighting is still going on while "Campaign Concluded" means that the battle is over and the listed side has been victorious. "Nato Control" indicates that the area has not been attacked yet. Control of Norway or Iceland will effect the outcome of the naval campaign. The status of the naval campaign ("at sea") has a significant impact on the attrition of convoys carrying supplies and reinforcements, in turn, can have a definite effect on the outcome of the conflict in Central Europe. The Recent News Reports box displays a list of significant events affecting the outcome of the war. 3.12 Political Report Selection of Political Report will present you with a list of public morale and political allignment (NATO, Warsaw Pact, or neutral) for all of the countries in the area. When a country reaches zero morale, it may (50% chance per turn) engotiate a separate peace and withdraw from the war. Calculation of morale levels is explained in section 5.5. 3.13 Full Hex Report When this function is selected, you will be asked to select a friendly hex for examination. This is accomplished by clicking the mouse on any displayed friendly map hex. Only friendly hexes may be chosen for this function. The hex information and orders screen gives a geographic description and list of combat modifiers for the selected hex as well as a list of military units present in the hex. You may either examine any units in the hex (see below) or exit back to the main map screen. If a unit is selected for examination, you will be presented with a detailed list of equipment for each of the sub units of the selected unit (i.e. regiments for a selected Motorized Rifle Division). Also displayed will be the deployment and readiness information for all sub units of the unit. The effects of deployment and readiness of sub units on combat capabilities of a unit are detailed in section 4.0. If sub unit deployments are under player control (see section 2.1), they may be changed by clicking on the deployment buttons associated with the sub units. Any changes in the combat strength of the unit will be shown immediately. The ability to change the deployment of each brigade within a division gives you maximum control of your forces. If you really have to hold deployment and hope for the best. Units that are on "forward" deployment are not going to recover lost efficiency very quickly and will quickly dwindle in combat power if moved around much. If you don't expect to fight with a unit, the brigades on "rest" status to enable fast recovery of efficiency. The strengths of the units are displayed at the bottom of the screen with lethality (the ability to damage enemy units) on the left of a slash, and survivability (the ability to resist damage) on the right. Artillery strength is a measure of the unit's ability to conduct artillery bombardments on enemy units. The displayed strengths are fully modified current strengths; they include the effects of terrain, sub unit deployments, and readiness. Mobile strengths will be used during combat if the unit has moved at any time during the turn or has an average sub unit readiness of less that 75. Static strengths will be used for combats if the unit has not moved in a given turn. This reflects the effects of prepared defensive positions. A previous/subsequent unit selection allows you to examine other units. This allows you to select each units in play for your side one at a time to insure that none were missed. 3.14 Weather Report Current conditions and a condesed summary of their effects on air operations, unit readiness in combat operations, and effectiveness of chemical weapons will be displayed. Weather forecasts are also available. A 12 hour (next turn) forecast is 90% accurate. The 24 hour forecast (turn after next) is 80% acurate, and the 36 hour forecast is 70% accurate. See section 5.6 for an explanation of weather determination and effects. 3.15 Supply Net Map This calls for a calculation and display of current NATO and Warsaw Pact supply nets. A theater level map (same scale as the Strategic Overview map) showing the current supplied areas will be displayed. This is a complicated calculation and will take a few seconds to process. Area shown as dots are unsupplied while solid areas are supplied. 3.2 THE ORDERS MENU The Orders Menu gives you access to the following gamefunctions: 3.21 Air Operations 3.24 Unit Movement 3.22 Special Operations 3.25 End Player Turn 3.23 Para/Amphibious Hex 3.21 Air Operations Selection of Air Operations agives you access to the Air Oeprations planning screen. At the screen left is a list of aircraft types. One of these types is highlighted. Details on the highlighted type are currently displayed in the Mission Allotment Orders and Aircraft Description boxes. The displayed aircraft may be changed by selecting any other type on the list. Recce aircraft may not be selected if the limited intelligence control selection is "off". The Aircraft Description shows a drawing of the most numerous or distinctive aircraft in the selected type. Below the drawing is a list of characteristics for the type (these are an average if multiple or distinctive aircraft models are bumped together). Characteristics include air superiority, strike capability, close air support capability, avionics capability, and survivability. Additionally, the readiness of the force and the number of aircraft of that type available are shown. Air superiority strike capability, and close air support capability display he aircraft's ability to accomplish these missions. Avionics capability indicates the ability of the aircraft type to operate in less than ideal conditions. Survivability is a measure of the ability to resist attrition while on a mission. Force readiness, like the readiness level of a ground sub unit, is a modifier to the ability of the force to carry out its mission. The total aircraft listing gives the total number of aircraft in the selected (highlighted) category. Allocations of aircraft to various missions is accomplished by selecting buttons in the Mission Allotment Orders box. Selecting "All rest" will assign all aircraft of the selected type to rest for the turn. This should be done when the readiness falls below an acceptable level or when environmental conditions would prevent effective accomplishment of assigned missions (i.e. Mig-21's flying on a PM/Storm turn). At the bottom of the Mission Allotment Orders box is a flight conditions indicator. Aircraft effectiveness for each condition is: Very Good ----- 100% Good ---------- 20% * avionics Poor ---------- 15% * avionics Very Poor ----- 10% * avionics This is essentially a force multiplier. Example: 100 Su-24 aircraft (avionics = 4) operating under "poor" flight conditions will function with the effectiveness of 60 (15% * 4 * 100) Su-24 operating under "very good" flight conditions. Survivability is not affected by flight conditions. Flight conditions are based on weather and time of day as follows: Fair weather/AM ------------ very good Fair weather/PM or Cloudy weather/AM ---------- good CLoudy weather/PM or Storms/AM ------------------ poor Storms/PM ------------------ very poor Whenever any part of a force is flown (assigned a mission), that force will have its readiness decreased by 10% * fraction of force flown. Example: if 65 aircraft of a 120 aircraft force are assigned missions on a given turn, then the loss of readiness experienced by that force would be : 10% * 65/120 = 5%. Air forces recover abou 5% readiness on any given turn, and there are no attacks on airbases (which also affects force readiness), force readiness will remain constant. 3.22 Special Operations Special Operations include all uses of airborne and marine forces, special forces teams, and Surface-to-Surface Battlefield Missiles (SSMs)- (Pact player nly). These functions are handled through the Special Operations Menu Option. If selected, this option will present you with the main special operations screen, From this screen you may exit back to the map, examine theater level airborne & marine forces, examine special forces & SSM's, or examine Norway and Iceland deployments of theater reserve units. 3.221 Theater Level Airborne and Marine Forces If you examine theater level airborne and marine forces, you will get a new screen with a list of all currently available theater level airborne and marine units and their unit strengths. Any unit may be selected for deployment by selecting the button to the left of a unit name. Pressing the button again "deselects" the unit. Only one unit may be selected for deployment on any given turn. The selected unit will be deployed to the area indicated at the bottom of the screen. Selecting the "Unit deployment area" button will toggle deployments sites for selected units from a map hex on the central front (see below) to/from Norway or Iceland. (iceland may only be selected as a deployment area once either the "at sea" or Norway campaigns have been concluded with a Warsaw Pact victory.) 3.222 Special Forces Teams and SSMs Examining the Special Forces and SSMs will lead you to another screen where you may assign special forces teams and SSMs to specific missions. The missions will be accomplished at the end of the turn. These missions represent actions by company size teams or small salvos of tactical battefield missiles (SSMs). Allowed missions are: * Airfield suppresion... each airfield suppresion mission will have the following effect: One enemy aircraft type is selected. From 1 to 10 of the selected type are destroyed, and the force readiness is decreased by 5%. (This is the same effect as an airstrike on an airfield) * Port/POMCUS/railway suppression... Each such mission will attack one enemy reinforcement unit as it enters the map. The entering unit will suffer a 20 point reduction in readiness of all sub units. If no enemy units enter the map this turn, the mission is cancelled without loss to the special forces team. * Rear area harassment... Each such mission will have a stockpile / 1000 chance of reducing the enemy supply stockpile by one. * Intelligence gathering... Each such mission will add a 10% chance to spot enemy forces during recce resolution at the end of the turn. (See section 5.4) This option may not be chosen if the limited intelligence control selection is "off". For each mission accomplished, one special forces team is expended and removed from the game. Selected actions may be cancelled by selecting the "Cancel all actions" button. the SSM menu is sued to assign fire missions to Warsaw Pact SSM's. NATO has no similiar capability. Each fire mission represents the launch of 12 missiles. Missions are the same as for special forces with teh exception that SSM's also have the further limitation that if chemical warfare is not in effect, each fire mission has only a 50% chance of being efective. 3.223 Norway and Iceland Deployments A list of all units deployed frome ach player's theater reserve to Norway and Iceland is displayed. Note that the Warsaw Pact player need not deploy units to Norway in order to have a chance of victory as there are units assumed to be deployed there automatically. However, there will be no Iceland campaign unless the Warsaw Pact player deploys at least one theater reserve unit to Iceland.(There are assumed to be no Pact default forces sent to Iceland. The decision to initiate an Iceland invasion is up to the Warsaw Pact player once he controls Norway or wins the campaign "at sea".) 3.23 Para/Amphibious Hex Any unit selected for deployment to the central front(the are covered by the game map) will be deployed to the hex shown in the special operations screens (see section 3.221). The target hex for an airborne or amphibious deployment of a theater reserve unit may be changed using the Para/Amphibious Hex menu option. After selecting a hex on the main map display. This hex will become the new target hex. Only hexes adjacent to ocean hexes may be selected for amphibious operations. Marine units targeted to inland hexes will abort their assigned missions. Only airborne units may be dropped into inland hexes. 3.24 Unit Movement When you select the Unit Movement item, you will be asked to select a hex containing a friendly unit. Once a hex is chosen, you will choose which unit to move (if more than one is in the hex), and which type of movement you wish to order for the unit. There are two movement modes for units: 3.241 Travel Movement Travel Movement allows you to move a unit freely across the map the the limit of the unit's movement capability. This is accomplished by selecting any hex adjacent to the moving unit. If the unit has enough remaining movement allowance to enter the hx, it will do so. A list of movement costs follows. Units may not be moved into an enemy occupied hex. Movement need not be completed for a unit in a single operation. You may exit and then return to units and continue moving them until they are out of movement points. Since knowledge of enemy positions may be gained immediately during travel movement, you may not retract a travel move order once it has been executed. This is very important to remember as you can cause difficult traffic jams if you are not paying attention. A special case of travel movement applies to the Danish ferry and Dutch highway routes. In order to transit these routes, your alliance must own (have possession of both ends of the route and there may be no units in the destination hex of the route. The moving unit must have at least 10 movement points remaining. All remaining movement allowance for the unit is expended in the move. Since the entire movement allowance of a unit is expended in transiting the route, this effectively imposes a one unit per turn rate of movement across each route. The moving unit must be in one of the end hexes of the route. When you select the enarest hex of the route, the unit will be moved from the start hex to the destination hex of the route. Example: The Sjaelland ferry route connects hexes 24,17 and 26,15. In order to move a unit from 24,17 to 26,15, you would select hex 25,17 (the nearest hex of the route). Moving a unit from 26,15 to 24,17 would require that you select movement for the unit into hex 26,16. TRAVEL MODE MOVEMENT COSTS (Cost to enter hex unless otherwiese specified) cost Terrain (in movement points) ------------------------------------------------------------------- Open ------------------------------------------------- 3 Road(all terrain except rough) ----------------------- 1 Road(rough terrain) ---------------------------------- 2 Urban ------------------------------------------------ 2 Marsh ------------------------------------------------ 4 Forest ----------------------------------------------- 3 Rough ------------------------------------------------ 4 Mountain --------------------------------------------- N/A Sea/Lake --------------------------------------------- N/A Ferry ------------------------------------------------ 10-12 Dutch Highway ---------------------------------------- 10-12 Exit River hex to a non friendly, non road hex ------- +3 Entering friendly hex which already contains another unit ---------------------------------- +1 Entering non friendly hex ---------------------------- +1 PM turn (per hex) ------------------------------------ +1 Exiting from a hex adjacent to an enemy unit --------- +4 Road(non rough) hex on cold/storm turn --------------- +1 Road(non rough) hex (NATO only): --------------------- +1 Red Lightning scenerio (turn 1-6) "Lion & Tigers & Bears..." scenerio (turn 1-5) Sub unit readiness will decline by one for each movement point expended by the parent unit. All units in supplied areas begin each turn with 10 or 12 movement points (see section 5.3). Note that road hexes will give their movement benefits even if entered from non road hex. This means that the road net on the map is more extensive than it first appears. 3.242 Maneuver Movement Maneuver Movement allows you to plan movement for units to execute during the joint movement and combat resolution phase. This is accomplished by selecting any adjacent hex(an arrow will be drawn into the selected hex). A second maneuver move may be selected for any hex adjacent to the first plotted hex(again, an arrow will be drawn into the plotted hex). Each hex pf plotted maneuver movement costs 6 movement points and will fatique the plotted units by 6 points(when the move is executed later in the turn). Since no knowledge of enemy positions may be gained by the simple act of plotting maneuver movement, you may freely re-plot such movement or cancel maneuver movement without penalty(regaining the expended movement points). The main purpose of Maneuver Movement is to attack enemy units. If you are simply trying to move your unit, you will usually use Travel Movement. Don't forget that units will not advance after combat unless one of the sub units is deployed in "reserve" mode (see section 3.13) 3.243 General Movement and Stacking Rules Travel and Maneuver movement may be combined to the limit of available movement points although plots for maneuver movement must be made after travel movement. Any travel move made with a unit will cancell any previously plotted Maneuver movement for the unit. It is also very important to remember that units may take back Maneuver moves but not Travel moves. Because of the general superiority of NATO command, control, and communications, NATO executes all travel movement and plots all maneuver movement after the Pact player has finished his movement. This allows the NATO player to effectively "watch" the Pact player move and then respond to his movement. If the Pact player masses for an attack, the NATO player may simply withdraw rather than let the Pact player smash him. Of course, this means that the NATO player can simply avoid combat by retreating in travel movement before the combat phase. The side effect of this is the loss of the hexes. Winning the game as the NATO player requires the holding of terrain, so flight is the answer only when the alternative is loss of the units in question as well as the hex. Unit stacking restriction: The presence of two units in the same hex is traditionally referred to as stacking. At no time may more than two units occupy(be stacked in) the same hex. 3.25 End Player Turn You use this selection to end your player turn and turn control over to the other player or to following phases. When playing against the computer, this option ends the turn and leads to te Combat Phase. 3.3 The General Menu The Geenral menu allows access to a number of functions: * Quit Game allows you to stop playing the game and return to the desktop in a controlled manner. You will be asked again if this is the option you wish to choose, preventing accidental exiting of the program. * Erase Screen is a way to immediately clear the screen in case your opponent walks into the room. * Draw Screen is a function for the ST that will immediately restore the screen to the primary mapd isplay. This is useful for recovery from Erase Map. The program should recover automatically from accessory induced graphics difficulties. * End Game gives you an opportunity to end the game with a count of current victory levels. The general Resolutions Phase and certain menu selections are disabled, and the game is placed in a limited two player mode for ease of inspection of the computer player's situation after a solitaire game. 4.0 COMBAT PHASE Each turn, after both sides have moved(or plotted moved for) all desired units, the game proceeds into teh combat phase to resolve all air and ground combats. Air combat consists of Air Superiority Ground Support, and Air Strike mission. Ground combat occurs whenever units belonging to one side attempt to enter a hex occupied by the other side's units. 4.1 Joint Air Combat Phase Once into the combat phase, all Air Combat is resolved first(as air combat may heavily affect ground combat and then all ground combat is resolved. The air combat resolution starts with Air Superiority missions and then proceeds to Ground Support and Strike missions. The results of the Joint Air Combat Phase are listed in the information window at the bottom of the screen. NATO and Warsaw pact aircraft with Air Superiority missions will add their combat capability to a base value capability(due to anti aircraft fire) of their respective alliance. This capability number translates to a loss ratio that causes casualties among enemy aircraft flying that turn. The number of claimed kills will be displayed at the bottom of the screen. (Displayed kills will approximate actuall kills by a factor of 1.2 to 2.0). The actual algorithm used in calculating the umber of aircraft destoryed is listed in appendix E. Ground Support missions create additional artillery points at rate based on the capability of the assigned aircraft. The number of points created are listed during the Joint Air Combat Phase on the "Close Air Support" line. The artillery points created by a given force is listed in appendix E. The artillery points created are added to all units on the friendly side. Airstrikes are assigned by the appropriate player to attack airbases, supply blines, or troop concentrations. Each strike on an airbase will select(randomly) one enemy aircraft type, destroy 1-10 of the type, and decrease the readiness of the type by 5%. Every supply line strike, on the other hand, has a stockpile/1000 chance of reducing the enemy supply level by one. Each strike against troop concentraitons will have a 1% chance of striking each enemy sub unit(unit subordinate to a larger unit). Each piece of equipment in the inventory of the sub unit has a chance of surviving the attack. In addition tot eh loss of equipment, the sub unit will have its readiness decreased by 1 to 20 points. Any units so affected will be listed below the map. 4.2 Joint Ground Combat & Movement Phase All amneuver movements plotted during the orders phase are executed in a random order with one corps/army moving all of its units before units of the next corps/army move its units. Movement alternates between NATO and Warsaw Pact with one Pact army moving, then one NATO corps. ALl units of each player's theater reserve are considered to belong to one corps for this purpose. If a unit attempts to enter a hex already occupied by an enemy unit, combat will occur. If the defending unit began the turn with an average sub unit readiness of at least 75 and did not expend any movement points during the turn, the attack is treated as an assault, and the defending unit expended any movement points this turn, a meeting engagement is assumed, and the defending units defend with mobile strengths. 4.21 Ground Combat Strength Modifiers The numbers that are displayed during a full hex report(see section 3.13) are the strengths of the units. They will be modified by terrain and chemical warfare(see charts below). In addition, the pact competence level selection will modify the combat ability of Pact units: Pact Competence Strength Multiplier: Pushover ------------- 0.8 Moderate ------------- 0.9 Challenging ---------- 1.0 Hairy ---------------- 1.1 Hideous -------------- 1.2 Terrain Effects On Unit Combat Strengths: Terrain Type Lethality Light Units Survivability ----------------------------------------------------------- Open 1.0 1.0 1.0 Forest 1.0 2.0 1.5 Rough 1.0 2.0 1.5 Marsh 1.0 2.0 1.0 Urban 1.0 3.0 2.0 River 0.75 1.0 1.0 The light units modifier applies only to units listed as having a survivability of one or two in Appendix B. Survivability modifiers are cumulative, thus increasing the survivability of light units in urban terrain six-fold. Weather Effects on Chemical Weapons: Additional Weather Artillery Mod Readiness Loss ----------------------------------------------------------- fair/warm 1.1 4 fair/mild 1.2 2 fair/cold 1.2 2 cloudy/warm 1.3 4 cloudy/mild 1.3 2 cloudy/cold 1.0 2 storms 1.0 (no effect) Thus all artillery factors are multiplied by 1.1 on a fair/warm day and all combats result in an additional 4 points of readiness being lost. 4.22 Ground Combat Resolution Ground combat is resolved in a three-step process that ends up displaying the battle results in a Battle Result Display. This display shows the % of the attacking and defending forces that must check for elimination. Note that this percentage does not necessarily match the percentage of equipment that had to check for loss. The steps are the Artillery Combat Step, the Ground COmbat Step, and the Elimination/Retreat/Advance Step. Artillery Combat All units attempting to enter or hold the hex will sum their artillery values. If the corps/army headquarters or any corps/army artillery units belonging to the involoved corps/army are within two hexes of the combat hex, they will contribute 1/2 of their combined artillery and non-artillery factors as artillery strength in support of the combat. Only units not scheduled to perform their own maneuver combats will be available for ranged artillery support. Artillery units scheduled for manuever combats will be treated as normal combat units and will contribute their entire artillery values to their plotted combat. When chemical weapons are in use, the total artillery value may be multiplied by a factor of 1.1 to 1.3 depending upon the weather. Only Warsaw Pact, US, and French units receive a chemical warfare advantage. Finally, close air support is added to the attacking player's artillery value. This gives a final "Artillery Value", which is then converted into a "Loss Ratio". This "Loss Ratio" is applied to enemy forces and causes losses that are calculated from the survivability of forces are in static or mobile modes(mobile forces suffer greater losses from artillery combat). Ground Combat After artillery combat, ground combat is resolved. Ground combat is ver similiar to artillery combat except that the non-artillery lethality of the forces involved is used instead of the artillery factors, and there is no contribution to the combat from air support or artillery units. Remember that the lethality of static units is higher than that of mobile units, and that the lethality of units attacking from river terrain is multiplied by .75. Eliminations, Retreats, and Advances After Combat After losses are applied to both sides, a check is made to determine whether any units have been eliminated. If so, those units are removed from the map. Surviving defending units are then checked to see of they will retreat. The chance that a unit will retreat is equal to the loss ratio from non-artillery combat. This number is shown in the Battle Result Display during the combat resolution phase and will range from 2% to 100%. NATO units will only retreat north, northwest, southwest, or south. Warsaw Pact units will only retreat north, northeast, southeast or south. Units will retreat into a random friendly hex if one is available. If a unit attempts to retreat and no retreat route is available, teh unit will stay in place and suffer an additional 5% equipment loss and readiness decrease. If all defending units retreat from the hex, attacking units may advance into the hex. The chance for a unit to advance is equal to the average readiness of the unit's sub units divided by 100%. A unit with a low average readiness level is unlikely to advance after combat. Also, a unit can only advance after combat if at least one of its sub units has a "reserve" deployment. 4.23 Combat Summary The combat strength of a unit is based upon the type of equipment assigned to the unit, the readiness of its sub units, and the deployments of those sub units. Large quantities of lethal, survivable weapon systems will lead to lethal, survivable units. High readiness rates lead to high combat strengths. Poor equipment and readiness rates lead to weak units. Forward deployments will maximize your unit strength (at the expense of limiting the rate at which the unit can recover from combat). A unit will only advance after a successful combat if at least one sub unit assigned to it has a reserve deployment. Units will cause fewer casualties to your opponent if they are forced to fight from open terrain. You can maximize the combat power of your units by defending in rough, urban, or forested terrain. Non artillery units will launch weaker attacks than normal formal river hexes. Units will defend better after they have been in a hex for at least a turn. Atillery and HQ units will contribute strength to any combats within two hexes of their location. Close air support contributes to the strength of your units in both attacks and defences. 4.3 Airborne & Amphibious Operations Airborne and amphibious landings of theater reserve units will proceed without difficulty if the target hex is not occupied by enemy units, and if the hex is not already occupied by two friendly units. The unit being deployed will however suffer some losses in the process. (If the hex is already occupied by two friendly units, the drop will be aborted without losses.) Units will lose more equipment during AM drops due to increased chance for interception, but night drops impose a greater loss of readiness. The losses are also affected by the size of the enemy air force and the X coordinate of the airdrop target hex. If the target hex is occupied by enemy units, a standard combat (as described in section 4.1) will occur. On the turn of a drop, the airborne or marine unit's lethalities and any friendly close air support which applies to the combat drop will be multiplied by 1.66. If the defending unit is not forced to retreat from the hex, the dropped theater reserve will be destroyed. If the defending unit does retreat, the dropped theater reserve unit will be placed in the target hex as planned. Airborne and marine units may not be deployed to the central front during the last 10 turns of any game. They may still be deployed "out of theater". 5.0 GENERAL RESOLUTION PHASE After all movement and combat is resolved, the computer will resolve the current turn's actions in the following areas: 5.1 The North Atlantic Campaign 5.2 Reinforcements 5.3 Resupply Operations 5.4 Intelligence Gathering 5.5 National Morale Determination 5.6 Weather Determination 5.7 End of Game Test 5.1 The North Atlantic Campaign The North Atlantic Campaign is divided into three parts: Norway, Iceland and the naval campaign "At Sea". Players may deploy units from their theater reserve forces in attempts to influence the outcome of the campaign. The results of the campaign will in turn influence the outcome of the "big show" on the central front. When checking for victory in the three areas, the conputer always checks for a Warsaw Pact victory first. If the Warsaw Pact fails to win in an area, then NATO player is checked to see if he wins. * Norway: Most of the forces involved in this area are invisible to players. Warsaw Pact (default) forces include the Soviet 6th Army, with support from Northern Fleet naval infantry, and air units based near Norway. NATO (default) forces include Norwegian army and air force, as well as contingents of USMC, (British) Royal Marines, and Canadian army troops. The Warsaw Pact has an advantage here that can only be countered by NATO reserve units. If the NATO player commits nothing, the Warsaw Pact has a base 3.33% chance of victory each turn compared with a 0-2% chance for NATO. *Iceland: An Iceland invasion can only occur if Warsaw Pact player deploys an airborne or the marine unit to Iceland. This can only happen if the Warsaw Pact player wins either "At Sea" or in Norway. The Warsaw Pact have no default forces for this campaign while the NATO defenses on Iceland are the NATO defaults. The Chance of victory for the Warsaw Pact is based on the lethality of the forces both players commit to the campaign while the NATO chance of victory is 0-10% (depending on the current status of the "At Sea" campaign). Any enemy forces adjacent to friendly units at any time will be spotted. Orbital, airborne and special forces recce are cummulative: Chance of Spotting units in an enemy controlled hex: Orbital recce(fair weather) ------------- 20% Orbital recce(cloudy weather) ----------- 10% Orbital recce(storms) ------------------- 0% Special forces recce -------------------- +10% * number of missions Airborne recce -------------------------- see below Airborne recce for each side is divided into three geograhic regions: Region NATO WARSAW PACT ---------------------------------------------------------------- Tactical recce: hexrows 0-28 hexrows 23-54 Deep recce: hexrows 28-42 hexrows 12-22 Strategic recce: hexrows 43-54 hexrows 0-11 Airborne recce will occur in each region for which aircraft were assigned missions earlier in the turn. Airborne recce is the primary method of gaining information on enemy deployments. The percentage effectiveness of such recce is based on the effectiveness of the aircraft, the capability of the aircraft, the readiness of the aircraft, and the number of recce aircraft committed. "Maskirovka": The Soviet military devotes considerable resources to deceptive counter-intelligence. Each turn, several(generally from oen to 10) false Soviet units may appear on NATO's map display. As these units aren't erally there at all, any NATO unit moving next to such a ghost unit will remove it from the map. False units have no direct effect on play. 5.5 National Morale Determination & Effects All countries except the Soviet Union will be affected to some extent by troop losses. Each sub unit lost in combat will decrease national morale for the owning nation by (1/starting number of sub units). Each unit lost by a small army will have a large effect on the owner's national morale. For every 30 non urban or 6 urban hexes lost or gained by an alliance, all member of the alliance will lose or gain 1% national morale. In addition, loss of the following cities to enemy occupation will subtract 20% from the national morale of losing nation. This morale is regained if the city is re-taken. Major City Morale Losses: City(Hex) Owner ------------------------------------- Vienna(43,46) ----------------- Austria Brussels(0,30) ---------------- Belgium Prague(36,37) ----------------- Czechoslovakia Copenhagen(29,10) ------------- Denmark Strasbourg(12,44) ------------- France Berlin(33,26) ----------------- GDR (East Germany) Bonn(10,33) ------------------- FRG(West Germany) Lodz(53,29)-------------------- Poland For each country which concludes a separate peace(surrender), all countries in the original alliance will lose 5% of national morale. Finally, national morale is affected by the outcome of the North Atlantic Campaign(see section 5.1). If the national morale of a country reaches 0, there is a 50% chance each turn that the country will conclude a separate peace with the enemy alliance. When this happens, all of that country's military units will be removed from the map. Some countries will also withdraw air forces. If the US, West Germany or Soviet Union conclude a separate peace, the war(and the game) ends immediately. Air Force Withdrawals by Country: *Czechoslovakia: 20% of Pact MiG-21 force *German Democratic Republic: 20% of Pact MiG-21 force *Poland: 30% of Pact MiG-21 force *Belgium: 10% of NATO F-16/F-18/Mirage F1 force *France: 10% of NATO Jaguar/A-7/Harrier force 40% of NATO F-15/Mirage 2000 force *Netherland: 10% of NATO F-16/F-18/Mirage F1 force *Great Britain: 20% of NATO Jaguar/A-7/Harrier force 30% of NATO F-4/Tornado Force 5.6 Weather Determination & Effects Weather conditions are updated each turn. Forecasts are also updated to prohect weather three turns in advance. Weather is dependent upon the season: Weather Probability by Season: Season Cold/Mild/Warm Fair/Cloudy/Storms --------------------------------------------------------------- Winter: 60%/40%/0% 30%/60%/10% Spring: 30%/60%/10% 40%/50%/10% Summer: 0%/60%/20% 50%/40%/10% Autumn: 20%/60%/20% 30%/60%/10% Weather has significant effects on air operations(see section 3.21) chemical weapons(see section 4.2) and intelligence gathering (see section 5.4) 5.7 End of Game Test The computer tests to see if either alliance has collapsed, or if the final turn of a scenerio has been reached. If so, the game ends and victory is awarded; otherwise, the game continues. Most short scenerio are concluded at the end of the day 10(pm) turn. Most long scenerios will continue until the end of the day 30(pm) turn. The Lions & Tigers & Bears scenerio will end day 11(am) or day 31(am) turn. 6.0 SOLITAIRE AND TWO PLAYER PLAY In two player mode, the game will pause and display an alert box before beginning the next player/s phase. This allows the players to exchange places at the computer without either player seeing any information he shouldn't see. All unit location information etc, is erased before the alert box is displayed, and the next player's information is not displayed until the alert box(begin) button is selected. When a saved game is resumed, it will continue with all play selections as they were made when the game was begun. Solitaire games will be restarted in a solitaire mode while two player games will restart in a two player mode. 7.0 SCENERIOS AND VICTORY CONDITIONS Scenerios may be either short or long. Long scenerios last for 60 turns(30 days), and short scenerios last for 20 turns(10 days). Victory is determined solely by relative alliance morale level. Victory level = Pact average morale - NATO average morale. 7.1 Red Lightning Mobilization during hostilities. This situation assumes no prior mobilization by either side and complete strategic surprise by the Warsaw Pact. NATO wakes up just in time to put up air defenses and order troops out of barracks as the Warsaw Pact units cross the borders into Norway and West Germany. Convoys will arrive on the following turns: day 8(am), day 15(am), day 22(am), day 29(am). Short Scenerio Victory Levels: Victory level < 20 NATO victory Victory level > 30 Pact victory Any other result is a stalemate(draw) 7.2 "LIONS & TIGERS & BEARS..." Some mobilization has occurred. Most of NATO's European forces are mobilized, although US army reinforcements from North America are just beginning to arrive. While western leadership realizes that there is a high probability of a Pact invasion, most NATO units remain garrison positions in an "unprovocative" deployment. Pact units from the western USSR are beginning to arrive. Most Pact "first echolon" units have moved to invasion staging areas. Convoys will arrive on the following turns: day 4(am), day 11(am), day 18(am), day 25(am). Short Secenerio Victory Levels: Victory level < 12 NATO victory Victory level > 22 Pact victory Any other result is a stalemate(draw) Long Scenerio Victory Levels: Victory level < 15 NATO victory Victory level > 45 Pact victory Any other result is a stalemate(draw) 7.3 A GATHERING OF HOSTS All of the forces of both alliance are fully mobilized and in wartime deployments. A few Pact units have not yet arrived, but almost everything each side has that can be committed to central Europe is "in the shop window". Convoys will arrive on the following turns: day 3(am), day 10(am), day 17(am), day 24(am). Short Scenerio Victory Levels: Victory level < 4 NATO victory Victory level > 14 Pact victory Any other result is a stalemate(draw) Long Scenerio Victory Levels: Victory level < 10 NATO victory Victory level > 40 Pact victory Any other result is a stalemate(draw). 8.0 TACTICS TIPS You should probably play your first few games with the Air Campaign control selection set to "off". You will lose a bit of flexibility this way, but the game will be much easier to play. The Limited intelligence option is a matter of personal taset. Playing with limited intel is only a little more difficult than with unlimited intel, and it gives a more accurate and interesting game. The ability to painlessly stimulate "fog of war" is one of the great strengths of computer wargames. The North Atlantic/Special Ops control selection should probably be set to "off" for your first game, and "on" thereafter. This option adds relatively little complexity to game, but it does add a great deal of realism. Each scenerio presents different prblems for both players. The first order of business is creating a coherent defense or attack out of chaotic garrison deployments. This will generally be more of a problem for NATO than for the Pact. Don't try to confront an organized enemy force with mixed and incomplete corps or armies. Give up ground if necessary in order to gain time to organize your forces. Corps HQ and artillery support, movement coordination, and stacking restrictions will combine to give a strong advantage to the player who keeps his corps or armies intact. In a general sense, most Warsaw Pact formations are similiar in capability. This is not true of NATO's units. You should not expect a French or Belgian division to do the work of a British, German or American division. Examine your units in detail before committing them. If one of the countries in your alliance is heading for zero morale, pull that country's units out of the line as much as possible. Remember that when a country leaves the war, it takes its army and air force with it. The units are going to go away anyway if the country goes neutral. At least if they're still on the map, you can use them as a last ditch reserve. The most effective way to kill large numbers of enemy aircraft(assuming that they come out to play) is t o commit large forces to air superiority missions. This is not the best way to reduce the overall effectiveness of the enemy air force. Aircraft lost in air superiority combat tend to be older, less survivable types. Airfield strikes will affect all types equally, regardless of survivability. Also, strikes on airfields will keep enemy aircraft grounded due to decreased readiness. It doesn't matter how many aircraft the other guy has if he can't fly them. Flying low readiness forces is a losing proposition. You won't accomplish much, but you will generally lose a minimum of 2.5% of your committed force even if the other player doesn't fly a single air superiority mission. The air over central Europe will be filled with surface to air missiles. The Warsaw Pact: The Pact player should concentrate his forces and follow Pact doctrine. Keep up the tempo of the attack. Remember that unless you are facing fresh units, NATO's outfits are as badly fatiqued as your own. Ignore losses if you have a second echelon army ready to take up the advance. Reinforce success, not failure. Unless a tremendous hole opens up in your front, NATO does not have the units to exploit breakthroughs into your rear ares. On the other hand, if you manage to break through NATO lines, head west at top speed. Don't lose any sleep over a lack of defense for you flanks. This is particulary true if NATO has already committed his entire force. Head for the concentration of urban hexes near the Dutch/West German border. Occupation of this area will almost certainly force West Germany and the Nertherlands out of the war, resluting in a political collapse of NATO. Be sure to take out the Berlin garrison as soon as possible. If you dedicate a large enough force, this can be done with a minimum of casualities. The Berlin garrison is not a threat, but it does lie directly in the center of your main road net. Don't use all of your reserve forces in Norway. Thet are very useful in Denmark, and along NATO's lines of communications in Germany. If you have an opportunity, drop at least an airborne division on Iceland. Nothing will ruin NATO's day as quickly as the loss of all three phases of the North Atlantic campaign. Try to keep at least a couple of reserve units uncommitted until the very end of the game. The NATO player will be forced to keep reserves behind the lines to counter surprise airborne or amphibious operations. Use your tremendous special operations capability to keep the NATO air force from getting out of hand. NATO air is a real threat to your advance on the ground. NATO: The NATO player should be very careful to defend only in favorable terrain wherever possible. Trade tanks one for one in open terrain is not a good idea. Set up your defenses as far east as possible, but be sure to give your units at least a turn to "dig in" before the bad guys get there. Use your theater reserve units only in urban and rough terrain. Keep Copenhagen stacked with two units. Most of your reserve force should be used in the North Atlantic. If you like being supplied, and if you want to get all of your US III corps reinforcements, you don't want to lose the North Atlantic. Be sure to keep as large an uncommitted reserve as possible. In the initial stages of all scenerios, keep the French units lined up on the roads in West Germany. The French won't be much good on the line against full strength Pact units, but a rested, intact French corps makes a dandy offensive stopper against an understrength or heavily fatique Pact army. On the local level, keep a few units near but not in the front line. Whenever possible, rotate tired units out and replace them with fresh ones. Use the bulk of your air force for air superiority and airbase strike missions early on, then switch to hitting troop concentrations. Proper use of the NATO air force will severely damage the Pact. 9.0 DESIGNER'S NOTES (This part is omitted as it does not contain any information relevant to the game) NOTE: Finally, all other data including the APPENDIXES have been omitted due to the fact that it will take a lot of times just to type down all the information data concerning the aircraft info, forces info, etc. Some of the informations have been included in the README file in your disk that comes from SSI.