La Grande Armee manual - rules
- La Grande Armee
- manual
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TABLE OF CONTENTS (Version 1.01, Second Edition)
page page
1.1 INTRODUCTION............ 1 5.1 ROUTINE OF PLAY..................... 11
1.2 Getting Started......... 1 5.2 Phase I- Count and display VP's..... 12
1.3 Introductory Screen..... 1 5.3 Phase II- Allocate Military Points.. 13
5.4 Phase III- Supply Check and Muster.. 13
2.1 THE GAME SCREEN......... 2 MUSTER ROLL TABLE................... 14
2.2 The Game Map............ 2 5.5 Phase IV - Build/Rally Phase........ 14
2.3 Special Terrain......... 3 British Military Aid................ 14
2.4 Control................. 5 Building a Unit..................... 15
2.5 Movement Restrictions... 5 Rallying a Unit..................... 15
2.6 Date.................... 5 5.6 Phase V- Movement and Combat........ 16
2.7 Player Turn............. 5 5.61 The Blinking Unit.............. 16
2.8 Text Window............. 5 5.62 LONG MARCH FATIGUE TABLE....... 17
2.9 SCROLL button........... 6 5.63 Fog of War..................... 17
2.10 DIRECTION Buttons...... 6 5.64 Combat......................... 17
2.11 END Button............. 6 5.65 Reinforce and Withdraw......... 18
2.12 NEXT Button............ 6 5.66 Top Secret Movement (IMPORTANT).18
2.13 Reinforce and Withdraw. 6 5.67 REINFORCEMENT FOG OF WAR TABLE. 19
2.14 Military Points........ 7 5.7 Phase VI- Destroy Unsupplied Units.. 19
SIEGE TABLE......................... 19
3.1 HQ & UNIT DESCRIPTIONS.. 7
3.2 Zone-of-Control (ZOC)... 7 6.0 SCENARIO DESCRIPTIONS............ 20-26
3.3 Units................... 8
3.4 ID Numbers.............. 9 7.0 GLOSSARY, SHORT CUTS, EXHIBIT.... 27-28
3.5 Stacking................ 9
3.6 Garrisons............... 9
3.7 Morale and Fatigue...... 9
HARDWARE REQUIREMENTS:
4.1 INPUT DEVICES........... 9 -----------------------------
4.2 Keyboard............... 10 IBM(tm) PC and 100% Compatibles
4.3 Joystick............... 10 CGA, EGA or VGA graphics card
4.4 Mouse.................. 11 512K memory
4.5 Multiple Methods....... 11 Supports Mouse and Joystick(s)
(1)
1.1 INTRODUCTION
La Grande Arm‚e is the ultimate Napoleonic campaign game.
You control all the action from the inhospitable Iberian
peninsula to the frozen Russian hinterland. Recreate
the epic and fiercely fought battles of Friedland and
Waterloo. Build infantry, artillery and cavalry to
conduct campaigns abroad or defend your capital. Grande
Arm‚e gives you all this in an easy-to-use format plus
great graphics.
Each player assumes supreme command of the French, Allied
or Neutral forces in Europe during 1805-1816. Players
can choose from three scenarios (register today and get
4 addition scenarios) or a previously saved game. Players
that perform better than their historical counterparts
will normally win and those that under perform will lose.
1.2 Getting Started
Boot up DOS 2.0 or higher and put the START-UP diskette into
the default disk drive. Type GRANDE and press [ENTER].
Wait for the program to load. After the copyright and
donation request screens appears, follow the instructions.
La Grande Arm‚e will often ask you to press the 1st or 2nd
button to accomplish a task. When using the keyboard, the
1st button is the space bar (or Enter) and the 2nd button is
the "N" key. NOTE: This is a change from BIG THREE. The "N"
key replaces "L" key. I felt that "next" is more descriptive
than "later" on most of the operations being performed.
When using a joystick, the 1st button is the main trigger
button and the 2nd button is the secondary trigger button.
When using a mouse, the 1st button is the left button and
the 2nd button is the right button. The "Esc" key can be
used to cancel erroneous input or halt combat.
1.3 Introductory Screen
The Introductory screen shows a picture of a French Imperial
Guard cavalryman. The Introductory screen also shows a
message stating which input devices are available, which
one is currently active and the Main Menu (see below).
(2)
MAIN
MENU FUNCTION
---- ------------------
New Loads and briefly describes one of seven scenarios.
Load Loads a previously saved game into memory.
Save Saves the current game in progress (filename.GA)
Start Starts the currently loaded scenario or saved game.
Input Displays the input menu (see below).
Quit Quit the game and exit to DOS.
F1 key Toggles the sound "on" and "off".
F2 key Toggles automatic game save (autosave) "on" and "off".
F9 key Temporarily exits to DOS (COMMAND.COM must be present
in default drive or accessible through PATH command).
Type "EXIT" at DOS prompt to return to the MAIN MENU.
While playing a scenario, you may want to return to the
MAIN MENU to start a new scenario or save the current
scenario. To do so, press the "Esc" key at the Display
Victory Points Phase (after the music stops playing.)
INPUT
MENU FUNCTION
----- ------------------
Active Displays and changes the current active input device.
Player Displays a player's input device. Also allows that
player to change devices using DEVICE (see below).
Device Changes a player's input device (if available).
Exit Returns to the MAIN MENU.
2.1 THE GAME SCREEN
After selecting a pre-made scenario or loading a saved game,
move the highlighter over START and hit the 1st or 2nd
button. Wait for Grande Arm‚e to load the game map and unit
locations into memory. After it's done loading, Grande
Arm‚e will display the game screen.
The game screen (see Exhibit 1 on page 28) presents the game
map, date, player turn, text window, SCROLL button, six
DIRECTION buttons, the END button, the NEXT button, the
REINFORCE and WITHDRAWAL buttons, and each countries' MP's
(military points). Each of these are described in detail
below.
2.2 The Game Map
The game map depicts a broad swath of Europe, encompassing
all territories from Portugal in the west to Holy Russia in
the east. Due to space limitations, many of the smaller
countries' and cities' names are abbreviated (see glossary
for list of abbreviations) or omitted.
(3)
The Empire of France is tri-color (red, white and blue),
Spain and Austria are white, Prussia is black, Holy Russia
is green and Britain is red.
The Rhine is a loose Confederation of German states.
Some scenarios only use a subset of the game map, leaving
the rest of the map inaccessible. Also, some areas that
normally aren't considered prohibited may be designated that
way, depending on the scenario. Players are urged to
familiarize themselves with the game map at the start of
each scenario by entering the SCROLL mode (see below).
The game map is superimposed over a hexagonal grid of
ten rows and thirty columns, for a total of 300 areas.
(Register today and receive a complementary game map.)
Each area is about 100 kilometers in diameter. Only ten
rows and twelve columns can appear at any one time. To see
the rest of the map, enter the SCROLL mode (see below).
2.3 Special Terrain
Many areas have special terrain, such as capitals
(designated by a star), major cities (red circles), minor
cities (black circles), mountains, forests, marshes and sea.
Some areas are a combination of terrains (e.g., major city
and mountain).
CITIES- Cities include capitals, major and minor cities.
All cities can hold one infantry, militia or guard unit
as a garrison. All cities cost one movement to enter.
CAPITALS - There are seven capital areas, one French,
Spanish, Austrian, Prussian, British and two Russian.
Each capital is designated by a red star.
Capitals are the main source of supply. Units inside
them cannot be destroyed due to a lack of supply.
Paris is the only source of supply for all French units.
British and other allied countries can draw supply from
any allied capital. Exception: The Spanish capital
of Madrid is not a source of supply for allied units.
Spanish units are never out of supply and so don't need
a source of supply.
All new units must be built in a controlled Capital of the
host country (i.e., French units in Paris, British units in
London, etc.). Exception: Spanish units can be built in
any controlled Spanish city. Also, Russia has two capitals
to choose from.
(4)
Occupying an enemy countries' capital will prevent that
country from building any new units and eliminate it as
a source of supply.
Friendly capitals are worth 4 VP's each and occupied
enemy capitals are worth only 1 VP each.
Infantry and Militia units inside capitals add +3 to their
muster die roll (see section 5.4, or MUSTER ROLL TABLE on p.14)
MAJOR CITY - Major cities are shown as red circles. Friendly
major cities are worth 2 VP's each while occupied enemy
major cities are worth only 1 VP each.
Infantry and Militia units inside major cities add +2 to their
muster die roll.
MINOR CITY - Minor cities are black circles. Friendly minor
cities are worth zero VP's.
Infantry and Militia units inside minor cities add +2 to their
muster die roll.
PORTS- All major and minor cities along the coast that touch
the ocean are considered to be ports. Ports are a source
of supply for British and other allied units if a British
garrison is present in that city.
FOREST- Forests are depicted as trees. All forests cost two
movements to enter. Cavalry units don't operate very well in
forests. Therefore, cavalry units attack enemy units in
forests at -1 and defend at +1 in the forest.
MOUNTAINS - Mountain areas are difficult to move in and
attack. Mountains cost two moves to enter. All attacks
against enemy units in mountains are at -1.
Infantry and Militia units in mountains add -2 to their
muster die roll.
MARSH - Marsh areas are difficult to move in and afford
the defender little room for maneuver. All attacks against
enemy units in marsh areas are at +2. All attacks out of
marsh areas are at -2. Marsh areas cost two moves to enter.
Infantry and Militia units in marsh add -2 to their
muster die roll.
SEA AREA - Only British units can move across sea areas.
Entering (exiting) a sea area from (to) a land area requires
the expenditure of all remaining moves. However, once out
to sea, British units may enter other sea areas at no cost.
(5)
Infantry and Militia units on the sea are not subject to
a muster die roll.
BLACK ARROWS - The game map has two solid black
arrows. One is located north of Lisbon, Portugal and
the other is northwest of Gibralter (extreme SW corner).
The arrow north of Portugal (To Gibr) represents the
direction British units must move when trying to move around
Portugal to Gibralter. The arrow northwest of Gibralter
(To Atl) represents the direction units must be moved to go
around Portugal into the Atlantic Ocean.
2.4 Control
All non-prohibited land areas start out being controlled by
either the French, Allied or Neutral player. No player can
ever control a prohibited or sea area. To gain control of
an area, simply move an infantry, militia, cavalry or guard
unit into it.
Only controlled areas can be in supply during your turn.
2.5 Movement Restrictions
French units cannot enter the Russian Hinterland (column 30).
Note, Moscow is not part of the Russian Hinterland.
Spanish militia units can only move inside Spain and Portugal.
Note: The Spanish infantry may move outside Spain and Portugal.
Only British units may move into the Atlantic Ocean. British
units may not enter the Baltic Sea.
2.6 Date
The current season (spring, summer, autumn or winter) and year
(1805-1826). Note, Spring runs from March to May, Summer from
June to August, Autumn from September to November and Winter
from December to February.
2.7 Player Turn
The current player turn - French, Allied or Neutral. Note, the
enemy player is called the defensive player.
2.8 Text Window
The Text window displays a variety of messages to
communicate what's going on to the players.
(6)
2.9 SCROLL button
Press the SCROLL button to enter the scroll mode. Then,
press the left or right DIRECTION keys to move the map in
the desired direction. To exit the SCROLL mode, press
the SCROLL button or the 2nd button.
The scroll mode also allows you to gather information about
a particular area. Move the cursor over the area and press
the 1st button. The text window displays who controls the
area, its supply status and any special terrain, such as
capital, major city, or sea area.
You can also enter the scroll mode during the BUILD/RALLY
phase by highlighting SCROLL and pressing the 1st button. Also,
the game map will automatically scroll when you move a unit off
the "edge" using a DIRECTION button.
2.10 DIRECTION Button
There are six direction buttons located immediately below
the SCROLL button. You can move a unit or scroll the game
map (if you're in the scroll mode) by moving the cursor over
the desired DIRECTION button and pressing the 1st button.
Note, when your enter the SCROLL mode, the left and right
direction key are highlighted since they are the only direction
buttons that are applicable.
2.11 END Button
The END button ends the blinking unit's movement for the
remainder of the season and causes a new unit to start blinking.
2.12 NEXT Button
The NEXT button causes the next unit to start blinking. Note,
pressing the 2nd button accomplishes the same thing.
2.13 Reinforce and Withdraw
The Reinforce and Withdraw Buttons allow the defensive player
to move his units during the enemies' turn in an effort to
reinforce an area or retreat from an area. Reinforcing and
withdrawing units can only move one area and may only do it once
per season.
To move a defensive unit as a reinforcement, the unit must not
be in a ZOC and must end up in a ZOC. To move during withdraw,
the unit must be in a ZOC and cannot enter a ZOC. All defensive
movement must occur in controlled areas and is subject to normal
movement restrictions.
British units cannot move into sea areas during defensive movement.
(7)
Due to the fog of war, reinforcing units do not always arrive on
time and sometimes may not arrive at all. Therefore each reinforcing
unit must face a reinforcement fog of war roll.
Withdrawals can sometimes turn into routs if they are not
executed properly. A lot depends on the morale of the
withdrawing troops and the terrain they are moving in to.
Therefore each withdrawing unit must face a rout roll (see
section 5.65, or ROUT TABLE on page 19.)
Attacking enemy units cost no movement points. Exception:
attacking a withdrawing unit cost 2 movement points, thereby
limiting the number of potential attacks.
2.14 Military Points
The bottom right hand corner of the game map displays each
countries' current number of Military Points (MP's) next to its
respective flag.
3.1 HQ'S AND UNIT DESCRIPTIONS
Each scenario has it's own unique set of units and when they
are available. Players should refer to the Scenario
descriptions for details.
French units are tri-color (red, white and blue) with black
borders.
Spanish units have a white background with red foreground and
borders.
Austrian units have a white background with black foreground
and borders.
Prussian units have a black background with white foreground
and borders.
Russian units have a green background with red foreground and
black borders.
British units have a red background with black foreground and
borders.
3.2 Zone-of-Control (ZOC)
Units exert a ZOC into adjacent land areas. Exception:
garrisons do not exert a ZOC. A ZOC interferes with enemy
movement, retreat and supply. Note, a ZOC has no effect on
friendly units.
All units must expend an additional movement point to exit a
ZOC. Units cannot retreat into a ZOC.
A line of supply can be traced into a ZOC but not through it.
(8)
3.3 Units
All infantry, artillery, militia and cavalry are called
"units". HQ's are not in this group. An area is considered
occupied if it contains any friendly units.
Guard and artillery units are identical in every way except
for their name.
Cost to
Build Type Summary
----- ------ ------------------
9 Infantry - Depicted by a soldier.
- 5 moves maximum.
- Maximum Morale of 3.
- Destroyed if not kept in supply.
- May garrison cities.
- Subject to long march fatigue.
- Subject to rout during withdrawal.
10 Guard and - Depicted by a cannon.
artillery - 4 moves maximum.
- Maximum Morale of 4.
- Destroyed if not kept in supply.
- May garrison cities.
- Subject to long march fatigue.
- Not subject to rout during withdrawal.
7 Militia - Depicted by a soldier.
- 4 moves maximum.
- Maximum Morale of 2.
- Destroyed if not kept in supply.
- May garrison cities.
- Subject to long march fatigue.
- Subject to rout during withdrawal.
7 Cavalry - Depicted by a cavalryman.
- 7 moves maximum.
- Maximum Morale of 2.
- Destroyed if not kept in supply.
- Attack forests at -1, Defend forest at +1
- Attack garrisons at -2
- Subject to long march fatigue.
- Not subject to rout during withdrawal.
5 HQ's - Depicted by a flag.
- Effect combat by adding +1, +2 or +3 to die roll.
- 7 moves maximum.
- Maximum Morale of zero.
- Do not exert ZOC on adjacent areas.
- Cannot take control of an area.
- Destroyed if not kept in supply.
- Not subject to long march fatigue.
- Not subject to rout during withdrawal.
(9)
3.4 ID Numbers
Each unit has an ID name and/or number to help the player's
keep track of their units. The ID number appears in the 1st
line of the text window. The text window also shows the
unit's morale (shown as M#) and fatigue (shown as F#).
3.5 Stacking
There are no stacking restrictions. However, each city may
only have one garrison at a time.
When more than one unit occupies the same area, a small
number appears in the lower right hand corner of the top
unit. This number represents the total number of units
"stacked" in the area and is meant to help the players keep
track of where their units are. Exception: Cavalry units
were often used as "screens" to keep the enemy from learning
about troop strength and movement. Therefore, when a cavalry
unit is "on top" of the stack, the stacking number will not
appear. This effectively screens the units underneath from
your opponent.
When attacking a stack of enemy units, the "top" unit in the
stack is automatically the unit that gets attacked. Exceptions:
HQ's cannot be attacked until all other units are destroyed
and garrisons cannot be attacked until all other cavalry,
infantry, militia and artillery units are destroyed.
3.6 Garrisons
Only infantry, artillery and militia may garrison a city.
To become a garrison, press the END button while the unit
is blinking and in a city. Then answer YES to the prompt,
"Want to garrison city?". If the city already has a garrison,
you will not be given the prompt. To quit being a garrison,
the unit must move out of the area.
3.7 Morale and Fatigue
Each unit has a morale and fatigue number. Morale can go down dur-
ing combat or muster. It can only be raised during the RALLY phase.
Both the attacking and defending unit's fatigue increase by one
after each round of combat. Fatigue may also increase during a
long march. Your unit's fatigue is automatically reduced back
to zero at the start of your turn.
4.1 INPUT DEVICES
Grande Arm‚e features an easy to use "point and click" input
system that allows players to concentrate their energy on
developing and implementing a winning strategy. Each player
needs only one input device (mouse, joystick or keyboard) to
play the entire game Exception: players may periodically
need to use the "Esc" key to cancel erroneous input.
(10)
The program automatically checks to see which devices
are available and assigns one to each player. To find out
which device each player is assigned, use the INPUT function
on the MAIN Menu and then the PLAYER function. To change
input devices, use the DEVICE function.
Players may select to have the mouse as the only input device.
If the keyboard is the only available device, Grande Arm‚e
allows all the players to share the keyboard. If only two
devices are available, the Allied and Neutral player should
share the keyboard.
La Grande Arm‚e supports four different input devices;
the keyboard, joystick A, joystick B and the Microsoft (tm)
mouse. (To use mouse, install mouse software first.)
4.2 Keyboard
During your turn, use the numeric keypad to move the
highlighter or the cursor in the desired direction.
Depending on the circumstances, pressing the space bar will
erase the text window and continue the game, or initiate the
highlighted option, or move the blinking unit towards the
cursor, etc. Pressing the "N" key will also erase the text
window and continue the game, or cause a new unit to start
blinking, or exit the BUILD, RALLY or SCROLL modes.
During your opponent's turn, you may activate the Reinforce
or Withdraw option by moving the cursor over the option and
pressing the 1st button. Alternatively, you may press the
"Q" key to highlight the Reinforce option or press the
"Z" key to highlight the Withdraw option. You may
activate the highlighted option by pressing the "A" key.
After you've activated one of the Defensive options, you
must select a unit to move or press the second button to exit.
4.3 Joystick
During your turn, tilt the joystick to move the highlighter
or cursor in the desired direction. Pressing the main
trigger button is equivalent to pressing the space bar (see
above). Pressing the secondary trigger button is equivalent
to pressing the "N" key (see above).
During your opponent's turn, tilting the joystick up will
highlight the Reinforce option. Tilting it down will
highlight the Withdraw option. Pressing the 1st or
2nd button will activate the highlighted option. After
you've activated one of the Defensive options, you must select
a unit to move or press the second button to exit.
(11)
4.4 Mouse
During your turn, rolling the mouse will move the
highlighter or cursor in the desired direction. Pressing
the left mouse button is equivalent to pressing the space
bar (see above). Pressing the right mouse button is
equivalent to pressing the "N" key (see above).
During your opponent's turn, rolling the mouse upward will
highlight the Reinforce option option. Rolling it downward
will highlight the Withdraw option. Pressing the left
mouse button will activate the highlighted option. After
you've activated one of the Defensive option, you must select
a unit to move or press the second button to exit.
4.5 Multiple Methods
To provide flexibility, Grande Arm‚e offers several different
ways to accomplish most tasks. (Exception: the END button
is unique.) For example, players can move their units by
pressing a direction button on the game map, or by putting
the cursor on an unoccupied area and pressing the 1st
button. Also, players may cause a different unit to blink
(prepare to move) by moving the cursor over the NEXT button
on the game map and pressing the 1st button, or by pressing
the 2nd button, or by moving the cursor over the desired
unit and pressing the 1st button. (Note, the latter method
only works if the desired unit is more than one area away
from the current blinking unit.)
5.1 ROUTINE OF PLAY
Each player has one turn per season. Each player's turn is
divided into the following six phases:
Phase I - Count and display VP's.
Phase II - Allocate MP's (spring season only).
Phase III- Initial Supply Check and Muster.
Phase IV - Build/Rally Phase.
Phase V - Movement and Combat.
Phase VI - Destroy Unsupplied Units (if applicable).
Each of these phases is described in detail below.
After completing Phase VI, the next player takes his turn,
and so on. After each player has had a turn, the season
will change. After the winter season, the year will change.
At the start of each turn, all active player's units have
their fatigue reduced to zero.
(12)
5.2 Phase I - Count and display VP's.
If the autosave is on, Grande Arm‚e will automatically save the
current game in progress under the file name SAVEGAME.GA .
At the beginning of each player's turn, Grande Arm‚e counts and
prints his current VP total in the text window while playing
the musical theme. It also highlights the corresponding
level of victory. Note, if your level of victory is an
Absolute Defeat, nothing will be highlighted.
At the end of the musical theme, if you want to change input
devices, start a NEW game or SAVE the current game, press
the "Esc" button to return to the MAIN MENU. Select the
START option to return to the current game. WARNING: if you
press NEW or LOAD you will erase the current game in memory.
Victory Points (VP's) are awarded by occupying capitals
and major cities. Friendly capitals are worth 4 VP's each
and friendly major cities are worth 2 VP's each. All occupied
enemy capitals and major cities are worth 1 VP each.
There are six levels of victory.
Absolute Victory (AV)- The results are good enough to have
changed the outcome of the war and its aftermath.
Strategic Victory (SV)- The results are good enough to have
changed the course of the war but not its outcome or
aftermath.
Tactical Victory (TV)- The results are good but not good
enough to have altered the course of the war or its
aftermath.
Tactical Defeat (TD)- The results are bad, but not bad
enough to have altered the course of the war or its
aftermath.
Strategic Defeat (SD)- The results are bad enough to have
changed the course of the war but not its outcome or
aftermath.
Absolute Defeat- The results are bad enough to have changed
the outcome of the war and its aftermath. (Note, an
absolute defeat has no corresponding level of VP's. It
occurs automatically when a player has less than the
required number of VP's for a strategic defeat.)
At the end of the game, the player with the highest level of
victory is the winner. If the players have the same level
of victory, the game is considered a draw.
(13)
In many scenarios, one side starts with a military
advantage. To make for balanced play, the superior side
usually starts at a lower level of victory. So don't be
discouraged if your side starts with a strategic or absolute
defeat. It's only a reflection of your superior military
strength. Also realize the onus of attack rests with you.
Likewise, an inferior military force usually starts with
enough VP's for an absolute or strategic victory. However,
maintaining it against a superior military force for the
entire scenario is not easy.
5.3 Phase II - Allocate Military Points (Spring Season Only)
In spring, each player is allocated one Military Point (MP)
for each VP plus 1 MP for every four unspent MP's from the
prior year. Military Points are needed to build and rally
units.
Austria, Prussia, Russian and Spain only get MP's equal to
the number of VP's within their respective borders. Any
military points accruing from occupying The Rhine, Holland
or other minor countries will automatically go to Britain.
Britain may then give MP's back to other allied countries
via military aid.
5.4 Phase III - Supply Check and Muster.
Armies in the field require continuous communication and enormous
amounts of food and ammunition to function normally. Units are
considered to be in supply if they begin their turn in a supplied
area.
An area is supplied if you can trace a contiguous path of
controlled areas, free of enemy units and enemy ZOC, back to
a controlled supply source. Note, supply can be traced into
an enemy ZOC but not through it.
IMPORTANT: supply CANNOT be traced through a ZOC even if a
friendly unit is present.
Garrison units do not exert a ZOC and therefore can only block
supply through the area they occupy.
Supply sources include friendly capitals and garrisoned
port cities (British only). Enter the SCROLL mode to
check an areas' current supply status and for supply sources.
All units that start their turn in an unsupplied area cannot
move or attack for the entire season. If they are still out
of supply at the end of the season (Phase VI), they are
destroyed. Exception: Garrisons may survive (see section 5.7,
or SIEGE TABLE on page 19).
Russian units in the Russian Hinterland are always in supply.
(14)
Muster
All friendly units must undergo a muster subject to the
following modifiers.
MUSTER ROLL TABLE
-----------------
Die Roll plus modifiers (below) 1 2 3 4 5 6
Muster Results M2 M2 M1 M1 M0 M0
Where M# equals a subtraction of # from the unit's morale.
Modifiers
+ Unit's Morale
-2 if winter
+3 if unit is in a capital, major city or major city with mountains
+2 if unit is in a minor city or minor city with mountains
-1 if unit is in a forest
-2 if unit is in mountains
-3 if unit is in a marsh
-2 if in unsupplied area
-1 if French unit inside Russia, Spain or Portugal
5.5 Phase IV - Build/Rally Phase.
British Military Aid (if applicable)
If Britain is active in the scenario, Britain may transfer
MP's to any other allied country by moving the highlighter
over the countries' flag and pressing the 1st button. Press
the 2nd button to exit.
Build/Rally Phase
The Build/Rally phase allows players to replace destroyed
units, build new units and rally demoralized units. Note, if
a player doesn't have any MP's remaining or any available
units to build, the BUILD option is inaccessible.
After first entering this phase a menu will appear with the
following options: BUILD RALLY SCROLL END.
If the player has units available to build and at least five
MP's remaining, then underneath the BUILD option appears a
unit that may be built by moving the highlighter over BUILD
and pressing the 1st button. You will also see the unit's
ID number immediately to the right.
To enter the scroll mode, move the cursor over the SCROLL
button and press the 1st button. Press the 2nd button to exit.
To end the Build/Rally Phase, move the highlighter over END
and press the 1st button.
(15)
Building a Unit
To build a unit, first move the highlighter over BUILD and
select the desired unit. You may select the desired unit by
scrolling up and down the list of available units with the
"8" or "2" key (keyboard), tilting the joystick up or down
(joystick) or rolling the mouse up or down (mouse). Keep an
eye on the ID number to the right of the buildable units to
keep track of them.
After selecting a unit, press the 1st or 2nd button.
Infantry cost 9 MP to build, militia and cavalry cost 7
MP's, artillery cost 10 MP's and HQ's cost 3 MP's. If you
don't have enough MP's remaining to build the unit, an error
message appears in the text window.
If you make a mistake and accidentally build the wrong unit,
immediately press the "Esc" key. This should remove the
unit and replace your spent MP's.
Rallying a Unit
To rally a unit, move the cursor over the unit and press the
1st button to start it blinking. Then move the cursor over
the Rally button and press the 1st button again. To exit the
RALLY phase, press the 2nd button.
The lower a unit's morale the more expensive it is to rally.
To increase a unit's morale from zero (demoralized) to one
costs 4 MP's. To increase it from one to two costs 3 MP's.
To increase it from two to three costs 2 MP's. To increase
morale from three to four (guard and artillery only) cost 1
MP.
INCREASE UNIT'S MORALE:
from to MP COST
---- --- -------
0 1 4
1 2 3
2 3 2
3 4 1
Units may only be rallied once per season. The message "UNIT
ALREADY RALLIED" will appear at the end of the first line in the
text window if the unit has already been rallied this season.
(16)
5.6 Phase V - Movement and Combat.
5.61 The Blinking Unit
One of the units on the game screen will automatically start
to blink. The blinking unit is the only unit that can move.
To make a different unit blink, press the 2nd button, or
move the cursor over the NEXT button on the game map and
press the 1st button, or place the cursor over a another
unit and press the 1st button. (Note, the latter method
will only work if the blinking unit is not adjacent to the
new unit.)
Press the END button to end the blinking unit's movement
for the rest of the season and make the next unit blink.
The text window displays the blinking units' description,
morale, fatigue, moves remaining and if the unit is a garrison.
To move the blinking unit, move the cursor over the desired
DIRECTION button and press the 1st button. Alternatively,
put the cursor in an unoccupied, or enemy controlled, or
adjacent area and press the 1st button.
Normally, all infantry on the screen blink first, followed
by the militia, artillery, HQ's and cavalry. After all units
on the current screen have moved, Grande Arm‚e automatically
searches and scrolls for other units located in other parts
of the game map.
To enter combat, attempt to move the blinking unit into the
same area as an enemy unit. This can be done by moving the
unit one area at a time (the recommended way) or by putting
the cursor over the desired enemy unit and pressing the 1st
button. This will cause the unit to approach the enemy unit
one area at a time (but not necessarily in the way you would
like. Your unit may accidentally encounter a prohibited
area or a different enemy unit than planned.)
If you accidentally move the blinking unit in the wrong
direction, immediately press the "Esc" key. This should
return your unit to it's original location and restore it's
used moves.
If you accidentally cause combat to occur, press the "Esc"
key anytime before the final random number is generated.
Your move and the combat will be cancelled. If you wait
until after the final number has been generated, combat will
occur.
All units that use their entire movement allowance are
subject to a long march fatigue roll.
(17)
5.62 LONG MARCH FATIGUE TABLE
-----------------------------
Die Roll plus modifiers (below) 1 2 3 4 5 6
Fatigue Results F2 F2 F1 F1 F0 F0
Where F# equals an addition of # to the unit's fatigue.
Modifiers
- Unit's current fatigue
-2 if winter
5.63 Fog of War
All units may lose part or all of their remaining moves due
to the "fog of war". For every move, a unit faces a 2% chance of
losing all remaining moves and a 3% chance of losing just 1
move.
5.64 Combat
Combat occurs when your unit attempts to enter an area
occupied by an enemy unit. Note, demoralized units (morale
of zero) cannot initiate attacks. First, Grande Arm‚e generates
a random number between one and six (simulating the roll of a
die). Then the appropriate combat modifiers are added to
the random number to get the total and determine the
battles' outcome. A total of less than one provides the
same result as a one and a total above seven provides the
same result as a seven.
In general, a high total is better for the attacker and a
low total is better for the defender.
To stop combat from occurring, press the "Esc" key anytime
before the last random number is generated. Otherwise,
combat will proceed as normal.
Combat Results Table
Die Roll plus combat modifiers 1 2 3 4 5 6 7
Combat Results A3 A2 A1 S1 D1 D2 D3
A# - Attacker loses # morale
S1 - Attacker and Defender both lose one morale each
D# - Defender loses # morale
After each attack, both the attacker and defender's fatigue
is increased by one.
(18)
Combat Modifiers
Positive modifiers benefit the attacker, negative the defender.
+ Attackers Morale
- Attackers Fatigue
- Defenders Morale
+ Defenders Fatigue
+ attackers HQ's modifier (must be in attacker's area)
- defenders HQ's modifier (must be in defender's area)
-2 if attacking a garrison (no modifiers below apply)
-1 if attacking across a river
-1 if cavalry attacking into forest
+1 if cavalry defending in forest
+2 if cavalry is attacking a unit with lower morale
-2 if cavalry attacking a garrison
-1 if attacking into mountains
+2 if attacking into marshes
-2 if attacking from marshes
If a unit's morale is reduced to zero, it is demoralized (DEM)
and may not initiate any combat until rallied. If a unit's
morale falls below zero, it is destroyed and can only reappear
if rebuilt.
5.65 Reinforce and Withdraw
During your opponent's turn, you may activate the Reinforce
or Withdraw option. This allows you to move your units or
change the unit that is "on top" (See section 3.5 Stacking,
paragraph 3) All fatigue from your prior turn remains in effect.
Units and leaders are allowed only 1 defensive move per season.
To activate a defensive option, move the highlighter over
the desired option and press the 1st or 2nd button.
Exception: when using the keyboard, press the "Q" key to
move the defensive cursor up and the "Z" key to move it
down. To activate the defensive option, press the "A" key.
Defensive units cannot initiate any attacks.
5.66 Top Secret Movement (IMPORTANT)
The defensive player is not allowed to look at the screen
until after the offensive player makes his first attack.
If the offensive player hasn't yet made an attack, Grande
Arm‚e automatically recognizes this and ignores both the
REINFORCE and WITHDRAW options.
After the offensive player makes his first attack, the
REINFORCE and WITHDRAW options may be activated at any
time.
(19)
5.67 REINFORCEMENT FOG OF WAR TABLE
-----------------------------------
Due to the fog of war, reinforcing units do not always arrive on
time and sometimes may not arrive at all. Therefore each reinforcing
unit must face a reinforcement fog of war roll.
Die Roll plus modifiers (below) 1 2 3 4 5 6
Rout Results X X X X X
Where X means the unit fails to reinforce.
Modifiers
+ Unit's morale
-2 if militia
+1 if cavalry
ROUT TABLE
----------
Withdrawing under fire can be dangerous unless executed
properly. Many withdrawals have turned into routs. Each
withdrawing unit must face a rout roll.
Die Roll plus modifiers (below) 1 2 3 4 5 6
Rout Results M2 M2 M1 M1 M0 M0
Where M# equals a subtraction of # from the unit's morale.
Modifiers
+ Unit's morale
-2 if over river
-2 if into marsh
Attacks against units after they withdraw cost the attacker
two movement points. Normally, attacks cost no movement points.
5.7 Phase VI - Destroy Unsupplied Units (if applicable).
Any friendly units that began the season out of supply
and are still out of supply are now destroyed. Exception:
Unsupplied garrisoned units are subject to a siege roll.
SIEGE TABLE
-----------
Die Roll 1 2 3 4 5 6
Results M5 M4 M4 M3 M3 M2
Where M# equals a subtraction of # from the unit's morale.
Units destroyed by lack of supply are available for
rebuilding during the next BUILD/RALLY phase.
(20)
6.0 SCENARIO DESCRIPTIONS
It is recommended that the scenarios be played in order.
SCENARIO 1- AUSTRIAN CHALLENGE, 1805-1806
Situation: In 1805, the recently self-crowned Emperor of
France, Napoleon, and his army sat alongside the English
channel preparing for an invasion of Britain. Meanwhile,
the Allied governments of Austria, Russia and Britain plotted
how best to deal with Napoleon's growing power. To this end,
they dispatched Archduke Charles and 120,000 troops towards
Italy and 70,000 troops under General Mack to Ulm (near
Stuttgart). From the east, Russia sent 100,000 troops under
Kutusov to join the battle. Napoleon was somewhat caught off
guard but knew he had to act quickly.
Start: Summer, 1805 End: Summer, 1806
Players: Starting Victory Points
MP's SD TD TV SV AV
French 8 13 15 18 20 22 (French)
Austria 8
Russian 4
Britain 2 8 10 14 15 18 (Allied)
France: At War
At Start 1805
-------- ----
Infantry 9
Militia 2
Artillery 2
Cavalry 2
HQ's: NAPOLEON +2, DAVOUT +1, LANNES +1
Austria: At War Russia: At War
At Start At Start
-------- --------
Infantry 2 Infantry 4
Militia 6 Cavalry 1
Cavalry 2 HQ's: KUTUSOV +1
HQ's: CHARLES +1
Aftermath: In an unprecedented act of logistics, Napoleon
marched his newly formed "Grande Arm‚e" across the Rhine and
towards the Danube, thereby encircling the Austrian forces
at Ulm. Further south, Charles and his army relinquished
the initiative by withdrawing towards Vienna and the advancing
Russian army. During winter negotiations, Napoleon feigned
weakness and lured the Allies into making an ill-conceived
attack near Austerlitz (across the Danube northeast of
Vienna). The battle ended in a complete French victory.
(21)
SCENARIO 2- PRUSSIA'S TURN, 1806-1807
Situation: Napoleon's spies informed him that Prussia
had secretly joined the recent Allied effort, only to
abandon them after the disaster at Austerlitz. The emperor
resolved that Prussia would pay for this treachery in land,
bounty and a good deal of humiliation. Therefore, it was
only a matter of time before the Prussian army sought to
restore the nation's pride. To aid in this effort, the Russian
Tsar once again sent his troops westward.
Start: Autumn, 1806 End: Autumn, 1807
Players: Starting Victory Points
MP's SD TD TV SV AV (French)
French 10 16 18 20 21 22
Prussia 6
Russian 6
Britain 6 8 10 12 16 (Allied)
France: At War
At Start 1806
-------- ----
Infantry 9
Militia 2
Artillery 2
Cavalry 3
HQ's: NAPOLEON +2, DAVOUT +1, SOULT +1
Prussia: At War Russia: At War
At Start At Start
-------- --------
Infantry 1 Infantry 7
Militia 6 Artillery 1
Cavalry 2 Cavalry 2
HQ's: BENNIGSEN +1
Aftermath: The poor, brave Prussian soldiers never stood
a chance. Their leadership was aged and inflexible, their
tactics and muskets obsolete. As the Prussians moved slowly
southwest, the French pounced on them at Jena and Auerstadt
(near Leipzig). Only one rouge Prussian corp survived the
battle to join the oncoming Russians. Napoleon advanced his
army into Warsaw and eventually defeated the elusive Russians
at the battle of Friedland (near K”nigsberg). The ensuing
negotiations resulted in the infamous Treaty of Tilsit.
Napoleon's sphere of influence now stretched from the Spanish
border all the way to the edges of Holy Russia.
(22)
SCENARIO 3- SPANISH QUAGMIRE, 1808-1813
Situation: Having reached the zenith of his power,
Napoleon settled back into the more mundane tasks running
his court. Still, he couldn't forget the impertinent
British and eventually sent a contingent into Spain to
oust them from their Portuguese bases. Napoleon then used
his growing military presence in Spain to overthrow the
corrupt Spanish monarchy. However, the fiercely nationalistic
Spanish people revolted and a bitter guerilla war of atrocity
and counter-atrocity ensued. Napoleon then decided he had
better handle the matter himself.
Start: Summer, 1808 End: Winter, 1809
Players: Starting Victory Points
MP's SD TD TV SV AV
French 6 16 18 20 21 22 (French)
Spanish 4
British 8 6 8 10 12 16 (Allied)
France: At War
At Start 1808
-------- ----
Infantry 8
Militia 2
Artillery 1
Cavalry 1
HQ's: NAPOLEON +2, SOULT +1, LANNES +1
Special: Napoleon automatically returns to Paris
for the remainder of the scenarion at the start
of the Spring 1809 turn.
Spain: At War British: At War
At Start At Start
-------- --------
Infantry 1 Infantry 1
Militia 8 Militia 3
HQ's: MOORE +1
Aftermath: Napoleon quickly routed the ill-equipped Spanish
patriots leaving the road to Madrid wide open. However, the
Emperor's subordinates made several key mistakes that prevented
him from achieving a decisive victory. Meanwhile, British troops
led by Moore, marched eastward although too late to help Madrid.
Moore continued his advance hoping to surprise the French or at
least serve as a distraction. When Napoleon learned he might be
able to annihilate the only operating British field army, he issued
new orders and the chase was on. Moore headed north towards a
port of evacuation with much of the French army closely behind.
Moore suffered a mortal wound while fending off French attacks
during the evacuation. Moore's bold moves had disrupted Napoleon's
plans and gained valuable time for the Spanish people to prepare
for a ruthless guerilla war.
(23)
SCENARIO 4- CRISIS ON THE DANUBE, 1809-1810
Situation: With Napoleon's attention and much of his best
troops and officers focused on Spain, the ruling Habsburgs
of Austria began rebuilding their army, eager to avenge
their lost territory and pride. This new army was more
nationalistic in character and strongly supported by the
people. In spring, Archduke Charles launched his attack.
Start: Spring, 1809 End: Summer, 1810
Players: Starting Victory Points
MP's SD TD TV SV AV
French 16 16 17 18 19 20 (French)
Austria 4 4 8 9 12 14 (Allied)
France: At War
At Start 1809
-------- ----
Infantry 7
Militia 3
Artillery 1
Cavalry 1
HQ's: NAPOLEON +2, DAVOUT +1, MASSENA +1
Austria: At War
At Start
--------
Infantry 5
Militia 6
Cavalry 2
HQ's: CHARLES +1
Aftermath: The French Army of the Rhine was caught off
guard in scattered positions but managed to stop the
Austrian advance at the Danube River (near Munich) by
threatening the Austrian line of supply. The Austrians
were eventually forced into a headlong retreat towards
Vienna along the north bank of the Danube. In his first
attempt to cross the river northeast of Vienna, Napoleon
launched a hastily prepared attack and suffered heavy losses.
His second try resulted in the bloody battle of Wagram but was
successful in forcing the Austrians to negotiate an armistice.
(24)
SCENARIO 5- RUSSIAN CAMPAIGN, 1812-1813
Situation: The Franco-Russian peace that resulted from the
Treaty of Tilsit was doomed to failure because of the divergent
interests of both parties. For centuries, Russian Tsars coveted
control of Istanbul and access to the Mediterranean, which the
French absolutely resisted. Also, Russia resented French influence
in Poland (eastern Prussia). But the final straw was the Russian
Tsar's refusal to enforce the costly "Berlin Decrees", a French
imposed trade embargo on all British goods. Napoleon moved the
600,000 troops of Grande Arm‚e eastward and began the massive
preparations for the invasion of Russia.
Start: Spring, 1812 End: Winter, 1813
Players: Starting Victory Points
MP's SD TD TV SV AV
French 10 18 20 22 23 24 (French)
Russia 6
Britain 6 8 9 10 11 12 (Allied)
France: At War
At Start 1812
-------- ----
Infantry 8
Militia 2
Artillery 1
Cavalry 2
HQ's: NAPOLEON +2, DAVOUT +1
Russia: At War
At Start
--------
Infantry 9
Artillery 1
Cavalry 3
HQ's: KUTUSOV +1, BAGRATION +1
Aftermath: Even after intense planning, the invasion of
Russia proved too great a task. La Grande Arm‚e's advance was
slowed by the great baggage trains needed to feed and supply
it in the vast, desolate Russian steppes. Therefore, the
strategic envelopments employed in earlier campaigns never
materialized as the elusive Russians conducted a strategic
withdrawal all the way to Moscow. As winter approached,
Napoleon brooded in Moscow waiting for the Tsar to sue for
peace. Instead, the Tsar realized that "general winter" was
near and the burning city of Moscow would provide little
comfort in the coming months. Finally, Napoleon issued orders
to withdraw but was hounded by the Russians all the way to
Warsaw. The Russian campaign resulted in the complete
destruction of la Grande Arm‚e.
(25)
SCENARIO 6- BATTLE OF NATIONS, 1814-1815
Situation: After the disastrous retreat from Moscow,
Napoleon abandoned his shattered army near Warsaw and
headed to Paris to build a new army. This new army was
comprised of raw conscripts, old men and walking wounded.
They were distinctly short of marching and foraging skills
as well as cavalry, but had a superior officer corps and
artillery arm. Once formed, this new army marched eastward
to face four oncoming allied armies.
Start: Summer, 1814 End: Summer, 1815
Players: Starting Victory Points
MP's SD TD TV SV AV
French 18 11 14 16 21 24 (French)
Austria 8
Prussia 8
Russia 10
Britain 12 23 25 27 30 32 (Allied)
France: At War
At Start 1814
-------- ----
Infantry 12
Artillery 1
Cavalry 2 1
HQ's: NAPOLEON +2, DAVOUT +1, SOULT +1, LANNES +1
Austria: At War Russia: At War
At Start 1814 At Start
-------- ---- --------
Infantry 6 Infantry 6
Militia 2 Cavalry 3
Cavalry 2 Artillery 1
HQ's: SCHWARZENBERG +1 HQ's: BAGRATION +1, BERNADOTTE +1
Note: Russian units are used to
represent the Swedish in Berlin.
Prussia: At War
At Start
--------
Infantry 3
Militia 2
Cavalry 1
HQ's: BLUCHER +2
Aftermath: The allied generals adopted the Trachenberg Plan,
which called for any allied army facing a massed French attack
to withdraw while the other armies converged on the French
line of supply. This strategy worked well as Napoleon marched
his green army to and fro, never able to initiate a decisive
battle. When the Allied armies finally converged on Napoleon
at Leipzig, it appeared he and his army would still escape across
the river towards the Rhine and safety. Then a hapless corporal
accidentally blew up the bridge and trapped the rear guard.
A near perfect withdraw ended in disaster.
(26)
SCENARIO 7- WATERLOO, 1815-1816
Situation: After two disastrous French campaigns, the Allies
occupied Paris, restored the old French monarchy and banished
Napoleon to the island of Elba. Ten months later, the emperor
sensed his chance and set sail for France. Upon his arrival,
he convinced the troops sent to arrest him to join his cause.
The allies immediately met in Vienna and pledged over 500,000
troops to destroy "the Corsican ogre" once and for all.
Start: Summer, 1815 End: Summer, 1816
Players: Starting Victory Points
MP's SD TD TV SV AV
French 12 8 9 12 16 21 (French)
Austria 10
Prussia 10
Russia 10
Britain 15 43 47 49 50 51 (Allied)
France: At War
At Start 1815
-------- ----
Infantry 7 5
Militia 2 4
Artillery 1 1
Cavalry 1 3
HQ's: NAPOLEON +2
Austria: At War Russia: At War
At Start 1815 At Start 1815
-------- ---- -------- ----
Infantry 4 2 Infantry 7 2
Militia 6 Militia 1 2
Cavalry 3 Artillery 1
HQ's: CHARLES +1, SCHWARZENBERG +1 Cavalry 4
HQ's: BAGRATION +1, KUTUSOV +1
Prussia: At War British: At War
At Start At Start
-------- --------
Infantry 3 Infantry 1
Militia 4 Militia 3
Cavalry 1 Artillery 1
HQ: BLUCHER +2 HQ's: WELLINGTON +3
Aftermath: There were only two armies immediately available to
the allies, the British-Dutch and the Prussians. Napoleon decided
to attack these two armies before they joined up in hopes of a
quick victory. But Napoleon underestimated the fighting spirit
of the British redcoats and their leader, Lord Wellington. The
redcoats took everything Napoleon threw at them. When Napoleon
saw the Prussian army approaching, he decided it was now or never
and committed the Imperial Guard to crack the British lines. Instead,
the Guard reeled back under a hail of fire. The Guard's retreat
shattered the morale of the entire army. Napoleon's reign had
now come to an end and a relative period of peace settled over
Europe for the next 100 years.
(27)
7.0 GLOSSARY, SHORT CUTS, EXHIBIT
GLOSSARY
Major Powers Capital(s)
EMPIRE OF FRANCE Paris
SPAIN Madrid
AUSTRIAN EMPIRE Vienna
PRUSSIA Berlin
HOLY RUSSIA St. Petersburg, Moscow
BRITAIN London
Minor Countries
DEN - Denmark
HOLL - Holland
IT - Italy
PORT - Portugal
The Rhine - Group of Independent German States
SW - Switzerland
SWEDEN
Major Cities
Amst - Amsterdam Lisb - Lisbon
Brus - Brussels Liep - Liepzig
Buda - Budapest Mil - Milan
Copen - Copenhagen Mun - Munich
Frft - Frankfurt Ports - Portsmouth
Gnva - Geneva Prag - Prague
Gibr - Gibralter Stock - Stockholm
Han - Hanover Stut - Stuttgart
Inns - Innsbruck Tur - Turin
Kiev - Kiev Wars - Warsaw
Konig - K”nigsberg
Other Abbreviations and definitions:
To Gibr - To Gibralter around Portugal
To Atl - To the Atlantic Ocean around Portugal
MP or MP's - Military Points are needed to build new units
or rally demoralized units.
VP or VP's - Victory Points determine a players level of
victory and therefore the winner.
1st button - On mouse is the left button.
On joystick is the main trigger button.
On keyboard is the space bar.
2nd button - On mouse is the right button.
On joystick is the secondary trigger button.
On keyboard is the "N" key.
"Esc" key - The escape key on the keyboard.
(28)
Exhibit 1- The Game Screen
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÒÄÄÄÄÄÄÄÄÄÄ·
³ Grande Arm‚e
³ º SDJ º
³ ÌÍÍÍÍÍÍÍÍÍ͹
³ º SCROLL º\
³ ÌÍÍÍÍÍËÍÍÍ͹ \
³ º \ º / º \
³ ÌÍÍÍÍÍÎÍÍÍ͹ \
³ º <- º -> º \
³ ÌÍÍÍÍÍÎÍÍÍ͹ \
³ (Game Map) º / º \ º Button
³ (Area) ÌÍÍÍÍÍÎÍÍÍ͹ Area
³ º END ºNEXTº /
³ ÌÍÍÍÍÍÊÍÍÍ͹ /
³ º Reinforceº /
³ ÌÍÍÍÍÍÍÍÍÍ͹ /
³ º Withdraw º/
³ ÌÍÍÍÍÍÍÍÍÍ͹
³ ºFrench º\
³ ºSpanish º \
³ ºAustrian ºMilitary
ÆÍÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹Prussian º Point
³ (Date) ³(Player)³ (Text) ºRussian º Area
³ (Area) ³ (Turn) ³ (Area) ºBritish º /
ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÐÄÄÄÄÄÄÄÄÄĽ/
Game Map Area (Section 2.2)....... European theatre of operations.
Date Area (Section 2.6)........... The current season and year.
Player Turn (Section 2.7)......... The current player turn.
Text Window (Section 2.8)......... Displays a variety of messages.
SCROLL button (Section 2.9)....... Press to enter the scroll mode.
DIRECTION Buttons (Section 2.10).. Move a unit or scroll game map.
END Button (Section 2.11)......... Ends the blinking unit's movement.
NEXT Button (Section 2.12)........ Causes a new unit to blink.
Reinforce (Section 2.13).......... Move reinforcing units.
Withdraw (Section 2.13)........... Move withdrawaing units.
Military Points (Section 2.14).... Each countries' Military Points.
Copyright (c) 1989 by SDJ Enterprises, Inc. (v 1.01)
SDJ Enterprises, Inc. 1551 Fawn Valley Dr. St. Louis MO 63131
All rights reserved. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording, or otherwise,
without the express, prior written permission of SDJ Enterprises, Inc.