Abandonware DOS title

The Perfect General manual

DOCS for Perfect General

Ok for all you bitchers and moaners on where are the docs for Perfect
General and Lost Admiral, hey, this is all you get for a while.  Took
me almost two hours to scan this PARTIAL DOC.  Takes almost 4 minutes
a page.  Anyway I did everything I think you will need to play this if
I get industrious or you beg real bad after you start using this I may
get around to the rest - "Playing the game" about 34 pages and a
section on playing by modem.  Or would you prefer the Lost Admiral
docs?  Or is this good enough for both games.  I dunno, these board
games simulating war aren't my cup of tea.

As usual docs provided by Zodact of Razor 1911, as well as the
game for those of you who didn't notice.  Docs scanned by Brumus Bear. 
When my new scanner shows up these will be a lot easier to do and I
will do more of them a lot quicker.
So greets to all including the HUMBLE REMNANTS (boy I couldn't resist
that one), the new kids on the block USA, may you also put out top
quality docs with your USADOX chapter, goodness knows there are never
enough docs out there and hello to  those old standbys INC (are you
looking good for number one group now or what - and never released a
doc in your whole history ).

Have fun and when you get tired of this play a real game like conan or
hare raising havoc, my personal favorites of the moment.

The battle arena is a rectangular region with an underlying hexagonal
grid structure. The game system uses this grid for the calculation of
distances determining firing ranges and movement capabilities for each
piece. There are also different types and levels of terrain that
affect combat, visibili*y and movement.

A game consists of a set number of turns with each turn incorporating
a sequence of phases. Each phase alternates between the attacker and
defender. However, a commander must be attentive even when his
opponent is in control. One army's forces may respond to the actions
of the opposition even during the opponents turn.

During each turn, each piece may fire once and move. The distance a
specific unit may move within a single turn varies. This depends on
the type of piece, the terrain, and weather conditions. The firing
range and degree of damage inflicted depend on the weapon fired, the
target type, and the terrain.

The included scenarios vary from small infantry vs. infantry to large
island invasion situations. Also found are such diverse scenarios as
desert conflict to heavily forested engagements.

The challenges to become `The Perfect General' are multi-facetted.
First you must master the selection and strategic placement of your
combat units. Combined is the optimal maneuvering (tactics) in
response to the actions of your opponent. The second challenge is the
mastering and manipulation of each scenario to find the best decisions
for each roie (attacker and defender). You must make specific critical
decisions. Which beach is the best for invasion? What's the most
efficient way to cross a certain river, or to take and hold an
important town? How can you manage the destruction of your opponent's
spotters on top of a hill?

The selection of your units is extremely important. These combat units
will have different firing ranges and strengths. For example, armored
cars will have a range of six when firing at enemy armored cars.
However, the effective range is reduced to one when firing at an enemy
medium tank. A heavy tank, however, has a rnaximum ranges of eight to
thirteen depending on its target. Direct fire can only be taken at
what can be seen directly. Blocking terrain such as hills, woods and
towns may prevent you from firing on an enemy unit.

There are situations where an unseen enemy unit may fire at one of
your units. You may ambush your opponent the same way.

                                    Page 2THE OBJECT

As in most conflict situations, your goal is to take geography, which
in this game is usually measured by the taking and holding of as many
towns as you can. Normally, each town has a specific point value in a
scenario. When a player controls this town at the end of a turn, he
will receive these points. The cumuiative victory points at the end of
the game produce the players final evaluation.

You may play any of the scenarios as either the attacker or defender.
However, a scenario may not be balanced. The true test of play is the
Match Game. A Match game is a series of two games played with the same
scenario. First, you fight the battle as the attacker, then repeat the
game as the defender. This allows for an evenly balanced evaluation of
your playing skills.

ln addition to playing either attacker, defender or a full match, you
may determine which rules to use. You may select whether combat fire
will damage a unit or destroy it when hit (`Full Kill' and `Partial
Kill' rules). You also may choose whether a shot fired at an enemy
unit always hits the target if in range or has the chance of randomly
missing (`Always Hit' and `Random Hit' rules).

Any single scenario will provide opportunities for virtually thousands
of strategies. Depending on what types of combat forces you choose and
where you place them, the same scenario will provide a totally
different game.

As simple as this game is, you can re-create most strategic and
tactical situations that might happen in real combat.


The Perfect General comes on disk in a compressed format. As a result,
one cannot play the game directly from the distribution disk. You must
install the game before play. You can install the game to either
separate floppy disks or a hard disk. Please refer to the
machine-specific insert for complete installation instructions.

                               Page 3GENERAL INTERFACE COMMENTS

The design *f The Perfect General allows use of the mouse, keyboard or
joystick. lf you have a joystick and no mouse, you can use the
joystick to simulate the actions of the mouse. Used in this manner,
references in this manual made to the mouse also applies to the
joystick. With both a mouse and a joystick present, the latter
provides a good solution for a two-player game. This allows the
Passive Commander using the joystick to easily signal Return Fire or
Passing Fire. Thus preventing a physical battle over the key locations
on the keyboard.

There are four major means of communication with the game:

Screen Buttons

You will use screen buttons to select specific items. They appear as
raised rectangles when not selected and indented when selected. A
button is selected by moving the mouse pointer over the button and
then pressing the left selector (left mouse button or fire joystick
button). Each button also will have a letter on the label highlighted.
Pressing the indicated key on the keyboard also will select the


Requesters are small windows that pop-up to inform you of some useful
information. They also may request information from you. (Requesters
are also called dialogues.) Normally, there will be one or more
buttons on the requester from which you can answer the question or
acknowledge the message. To respond to the requester, simply select
the proper button. Note there is frequently a `default' answer shown
by a thicker button. This button is selectable by pressing the 
key on the keyboard, as well as the standard selection procedure.


Menus are a series of buttons in a list showing you the various commands
you have available. During game play, the primary menu will be
available, although not seen. To bring up the menu, use the "Primary
Menu" key ()

                                    Page 4from the keyboard. Using a mouse (or joystick), a single-click of the
RIGHT mouse button (or second joystick button) will display the menu.

IMPORTANT: lf you position the mouse within the large Battle Window,
the right mouse button has a different use. lt will not cause the
primary menu to appear. Move the mouse pointer outside the boundary of
the Battle

Window before clicking to bring up the menu."

Many of the menu commands have an associated "hot key" that allows
access to the menu command without first showing the menu. The hot key
for each menu item (if available) is shown on the right edge of the
menu item enclosed in square brackets.

Note that you can move the menu on the screen. Using the mouse, select
the title of the menu and, holding the left button down, drag it to
the desired location. Alternately, the  keys on the
keyboard also will move the menu.

To exit the menu without selecting an item, move the mouse pointer
outside the menu display and click the RIGHT mouse button.
Alternately, use the  key on the keyboard.


Sliders are used to change values within a range. There are three
portions to the slider. The slider bar, the track and the direction
buttons. To use the mouse to change the value, press and hold down the
left button over the slider bar, and drag the slider to the desired
position. Select the direction buttons to change the value by 1 in
that direction. Select the track to change the value by a larger jump
(the exact amount varies from slider to slider).

The slider also is controllable from the keyboard. Each slider has two
keys associated with it. Pressing these keys will act the same as
selecting the direction arrows. Pressing the key with the shift key
has the effect of selecting the track (i.e. a big jump).

                                Page 5Battle Map Location Selection.

During the game, many times it is desirable to select a location on
the map, or the unit in a location. For example, at times you will
have to choose where to fire a shot or move a unit. To select a
location with the mouse, move the mouse pointer to the desired
location, and press the left selector. The target cursor (the white
cursor) will then move to that location and select the unit (for fire)
or location (for rnovernent) there. Alternately, this can be done
using the keyboard. Use the arrow keys (or numeric keypad) to move the
cursor and the  key to select the location.

You selects a new active unit or examine a map location by moving the
target cursor to that location. To move the target cursor move the
mouse pointer to the location and press the RIGHT selector. lf there
is a selectable unit at that location, the unit will become active.
Otherwise, the target cursor will move to the location, and display
information about the location. With the keyboard, move the target
cursor to the target location using the ar*ow keys, or the numeric
keypad. To select a unit, use the  key with the cursor positioned
on the unit.

Your 'Perfec* General' Security System:

To protect your `Perfect General' game against unauthorized use, a
security system has been instailed. This appears after selecting an
option on the initial game options screen and requires you to enter a
certain word obtained from this manual, per the instrt" !ctions given
on your screen.

                                    Page 6GETTING INTO THE GAME

There are three ways of learning the ins-and-outs of The Perfect

i " The "academic" approach - reading thoroughly through this manual
and t*ing a game as you read.

2.The "quick and dirty" approach - Start the game and poke around. A
lot of thought went into designing the interface and game mechanics
to be very intuitive and simple. This includes the use of pop up
menus, easy mouse and keyboard commands, and an on-line help
facility. (NOTE: We still recommend that you take the time at some
point to read this manual. lt is easy to miss some of the game's fine
points in the initial excitement of battle.)

3. The "I'II make you adeal" approach - Work with the "quick run through" that follows. lf
you go through this several times it should get you through most of
what this game is all about.

                                 *     '

                                Page 7                    A QUICK RUN THROUGH (TUTORIAL).

lf you haven't already done so, set your hardware configuration to
conform to your equipment and start up the game.

At the game start menu, select the NEW GAME - ONE COMPUTER option.
(Point and click with your left mouse button or hit the <0> key.)

At this point, you must pass a security check (there are spies
everywhere!). Enter the requested word from the manual, and then let
us continue. This will bring you to the scenario selection screen.

Displayed are the various scenarios available to us. So we now need to
choose the game to play. Select the scenario entitled "A Simple Little
Wa*'. (Use the mouse arrow and left mouse button to select this
scenario. With the keyboard, use the  and  keys
to move the highlight to this item.)

Select the button that says LONG DESCRIPTION (Mouse in screen button
or  from the keyboard). This will show you a brief overview of the
scenario you are about to play. Read the description and then select
"Exit" to return to the scenario selection screen.

Next select the SHOW MAP button, and this scenario's Reconnaissance
Map (showing the entire battlefield) will appear. Strike any key or
mouse button to exit this map.

Select the SCENARIO RULES button, and the rules options will appear.
This manual will explain these options later, but for now, select the
PLAYER i ATTACKER button and the PARTIAL KILL BUTTON. Leave all the
other settings as they are. Next, at the bottom of the screen, select
the USE button. This will take you back to the selection screen.

Now select the PLAY THIS SCENARIO button (

key). This will trigger the `Type of Game' menu. Select 'Person vs Computer'. Page 8 The game now asks for your name. Type the name of your choice and press . Next, the game asks you to select the level of your computer opponent. For this quick run-through, seiect LEVEL 1 . The name of your worthy opponent will be displayed. Select OK to continue. The unit selection screen appears next. This screen contains a series of buttons, with the names of the available unit types. The cost and the number of each type that you have purchased are also shown. Using the keyboard, you can use the and keys to choose a unit type. An indented button wiil show the selected type. The and arrow keys decrement or increment the number of units purchased. Using the mouse, you can point to the desired Unit Name button to select it. Use the left mouse button to increase the number chosen or right mouse button to decrease the number. With this as your guide, select the following: 1 Armored Car, 1 Medium Tank," 1 Heavy Tank,* ** **" 1 Mobile Artillery,i"***Jr*A* * !t 1 lnfantry,*p*** **l**,* 1 Bazooka,**ll i Engineer, **ll-**ll P 1 Light Artillery, **** *** 1 Heavy Artillery, and -- -' - *1 Mine. After you have picked these units (one of everything except Light Tanks), you will have 70 buy points remaining. Remember that this is only a quick run through. You may not last the entire 7 turns. So don't worry about the measly 70 little points. Now select the DONE button. At this point, a small requester will remind you that you did not use all of your buy points. This is a "fail-safe" measure to insure that you exited the unit selection on purpose. ln this case since we Page 9 have chosen to take this action, select the `Yes l'm done' button. You will now proceed to actually placing the units that you have just purchased onto the battlefield. To place a unit, select any location within your start-up region. This is done, with the mouse, by clicking the left mouse button on a location. With the keyboard, move the cursor with the arrow keys and press ). This will place a unit (the unit type highlighted in the lower right corner) onto the playing field. Your start-up region is anywhere south of the red line on the playing field. You may select a different unit type for placement. ln the lower right hand corner of the screen is the units placement pool box. Click on the proper unit with the left mouse button to seiect that type. With the keyboard, select the "Next Unit Type" from the primary menu. Remember that will show you the menu when needed. Note also that the "Next Unit Type" has a corresponding Hot-Key - the key. lf you desire to pick up a unit already placed, just select the unit again. The unit will return to the placement pool, ciearing that battle field location. For demonstration purposes place your units according to the following instructions. Place i Heavy Tank on the road at the extreme west (left) of the battlefield just below the bridge. This road leads to Konigsberg. (The names of the towns are on the maps in the back of this manual. The recon map also will display them upon request.) Place 1 Medium Tank directly below (south of) the Heavy Tank on the same road. Place 1 Armored Car directly south of the Medium Tank on the same road. Place 1 lnfantry in the town of Pinsk. This unit will (as would any other unit) earn you the victory points for that town. You will earn these points at the end of each turn. Page 1 0 Place 1 Mobile Artillery on the next road in from the left leading to Konigsberg. This should be next to the bridge. Place 1 Engineer north of the Mobile Artillery along the river. Place 1 B*ooka to the east (right) of the Engineer also along the river. Place 1 Light Artillery and i Heavy Artillery south of the Bazooka and Engineer near the road. Place 1 Mine on the road just north of Moscow. With this little setup we have left the whole right side of the playing field wide open except one lonely mine field. This may not be the best of strategies. However, you are only going to play a couple of turns to get your feet wet. After placing that last piece (the Mine) a requester will appear stating ` All of your units have been placed'. Select YES to continue. There will be a small delay while your computer opponent places his units. Now it's time to begin the battle! The first game phase is Mobile Artillery Plot. After both commanders have plotted their mobiles, the next phase will actually fire these plotted shots. Select the target of your choice. With the mouse, point and click with the left button. Alternately, move the target cursor with the keypad and use the key. This target could be another enemy unit, a town or woods with a suspected ambush, or possibly a bridge you may want to destroy to hinder your enemy's movement. During this phase, the map will display some locations as shaded. The shading shows those locations that you cannot target. The rules for indirect fire are simple. A map location must be within the range of the firing unit. lt also must be within the line-of-sight of at least one of that side's units. The rules do not require that the firing artillery unit can directly see the target. Page 1 1 ln this case go for the town of Konigsberg. Mobile artillery is much less accurate than regular artillery and your shot may drift and land elsewhere. Once both sides ha*e plotted their Mobile Artillery shots, the artillery fire phase will then execute. This is wher* we get to see the effectiveness of our targeting. The next phase is reguiar artillery plotting phase. There are several differences here from the mobile artillery plot phase. First, the artillery will not actually fire until the next turn (during artillery fire phase). Second, you have the option of firing barrage or non-barrage. With barrage the shot will remain on the field for one full turn interfering with movement. Non-barrage will hit, take damage and disappear. Plot your light and heavy artillery in the front edge of the woods northeast of Konigsberg. This is an attempt to soften any ambush your opponent may have awaiting you. Once both commanders have plotted their artillery, the game will proceed to the first (of *N0) direct fire phases. You can now give Direct Fire orders to any of your units for which there is a sighted opposing unit within range. The game will cycle through the eligible units one at a time, prompting for the desired target. The unit (yellow) cursor will highlight the unit for which a fire order is possible. The target (white) cursor will automatically highlight the target with the highest chance of success. NOTE: lf none of your units have a valid target available, the game will quickly cycle through this phase without prompting you for any orders. There are no orders to be given! Before we actually give your units their orders, let's take a quick look around to see what is available. Here you will have severai options available to aid your decision-making process. First, you can cycle through all valid targets by pressing the SPACE bar on the keyboard. This causes the target cursor to move to the next available target. Notice that the probability of the shot being successful will be shown in the Target lnformation Box - the white window at the lower-right of the screen. lf you press the space bar and the target cursor does NOT move, this shows there is only one valid target available. Page 1 2 You can directly inquire about the chance of hitting a specific enemy unit by moving the target cursor to that unit. Either use the keypad and arrow keys or point the mouse arrow at the desired target and click the RIGHT button. A fire order may be given by directly selecting an opposing unit (with the left mouse button or the arrow keys and 'ENTER>). Although the game system will cycle through all eligible units, you can give the fire commands in any order you wish. You may select another of your units for firing. Move the target cursor over the desired unit and issue the SELECT command (Hot-Key `S'). Alternately, point the mouse at your unit and click with the RIGHT button. Since you are not required to fire a unit during this phase, you can select the "lgnore Unit this Phase" command (Hot-Key <1>). This will cause the unit to save the one Direct Fire allowed per turn for later. You can temporarily hold the fire for a unit as well with the "Next Unit" command (Hot-Key ). This will cause the game to cycle to the next eligible unit, but still leave the old unit eligible. As always, there are other command options available, but don't worry about remembering them all. By bring up the primary menu, you will have access to all of the currently available commands. Display the menu with either the key or by clicking the right mouse button with the pointer outside the main Battle Window. You will see an array of choices from which to choose. Try any of these by just selecting the menu item. Choosing Display Control or Game Control will bring up another menu of options. Experiment with these choices as they can interesting as well as useful during the game play. During direct fire, one must always be aware of the chance of RETURN FIRE. When a unit receives direct fire, it may have the option of taking a direct fire shot in return. This may be its last gasp before its possible demise. lt must not have fired during this turn. lt also must have a valid, in-range target at which to fire. lf both conditions are true, the owner can order RETURN FIRE. When one of your units is receiving fire, you should be ready to request RETURN FIRE when possible. On the right side of the battle display is a small box with the letter "F" in it. This box wiil light (green) when return fire is possible. You should give the order while this indicator is on. The return fire order is given by pressing either mouse button, or with the keyboard Hot-Key . Page 13 Continuing with our walk-through, fire all of your units that have a shot available. As you fire little yellow indicators will appear on the unit that has just fired. These markers show that a unit has fired this turn. Remember that each unit can fire only once during a turn. We use this indicator as a reminder as to which units for both sides have fired. Be aware that a unit at which you are firing may choose to take RETURN FIRE. He may target any of your units within his range. You may have the option to take RETURN FIRE for that unit. When you have finished firing your units your opponent will then fire some or all of his units, including those in ambush. You should pay attention, ready to give the RETURN FIRE order if available and desired. lf you are thinking that this is complicated, it isn't. One or two of these practice games and it will become very clear. After both sides have completed their first direct fire phase, you will proceed to the lnovernent phase. The basic controls here are the same as during direct fire. Remember that the MENU is available to show you the various available options. The target cursor will specify the destination of the move. Simply select the location to which you want to move. Point and click with the LEFT button, using the mouse. From the keyboard, move the cursor and press to select. The game automatically uses `smart moves'. The unit will take the fastest path to your destination. Be careful when moving near an unfired enemy unit within range. There is a chance that he may take PASSING FIRE at you. Note that you do not have the option of ordering RETURN FIRE during movement. When your " opponent's units are moving, you will have the same opportunity. The "F" indicator (on the right of the screen) lights when you have the option of taking PASSING FIRE. Give this order by clicking either mouse button or using the Hot-Key . You then can select the unit to fire at the moving unit. Continuing, let's move on Konigsberg. lf your Mobile Artillery shot scored a direct hit on the town, you can walk right in. The two bridges between your units and the city provide your direct path. lf your opponent's Mobile Artillery did damage the bridge, you will have to find an alternate path. lf that did occur, then move your Engineer right into the river. Next turn you can order the engineer to build a bridge in that location. Page 1 4 \' ' ' On your way to the town of Konigsberg, there may be enemy units in the way. You will have the option to engage in close assault. Unfired Armored Cars or Tanks can execute a close assault order. Mobile Artillery and other unit types cannot perform close assault, however. This order is given by ordering your unit to move onto a location occupied by an enemy unit. When a close assault engagement occurs, only one side will survive. This is risky, but sometimes necessary to secure that town or to get cqrtrol of that key position. During the movement phase you may move all of your units, so go ahead and move everything forNard. Your opponent may take PASSING FIRE at you as you are moving. After you have moved or `lgnored' all of your forces the computer opponent will start to move his forces. While his units are moving, you should keep an eye on the "Passing Fire Avaiiable" indicator, Make sure you prepare to give the PASSING FIRE order. (Either mouse button or the key requests PASSING FIRE.) Sometimes it is a good strategy to take the `passing fire' because he may be running for cover. Following the completion of the movement phase, you will proceed with the second direct fire phase. Any units that have not fired yet during this turn are eligi*le to fire. lf they fired during the first direct fire phase or took RETURN fire, they have used their one shot. Also, firing at an enemy unit when moving, or engaging in close assault disallows their participation in this phase. All eligible units who have a legitimate target can fire. This will be the last opportunity to fire during this turn. lt is usually advisable to fire all remaining units. When you have exhausted your firing wishes, your opponent will do his firing. Again, when your opponent is firing be ready to order RETURN FIRE, if avaiiable. The last phase is the score keeping. All cities now occupied by unit(s) from only one side will have their associated victory points awarded to that commander. The game will then proceed to the next turn, cycling through the same sequence of phases. Reinforcement purchase and placement (where applicable), Mobile Artillery Plot, Artillery Fire, Artillery Plot, First Direct Fire, Movement, Second Direct Fire, and Scoring are the backbone of "The Perfect General". Page 1 5 The first time you read this run through, it may confuse you. Read it a couple of times and foilow the instructions and the game play will quickly become very clear, The interface is simple and is quick to master. The learning of the strategy and tactics should take a lifetime (of fun). .-,- Page 1 6 GAME RULES GAME SIDES Each scenario shall have an attacker and defender. The defender is the player with the fewer buy points. You may chose either side to play. The game will use colors to differentiate between the two sides, with RED signifying the attacker and BLUE used for the defender. BUY POINTS A player will have available buy points at the start of the game. Each scenario fixes the quantity available. You can reduce this amount by giving one of the two players a handicap. You will use these points to select your initial combat forces. Please refer to the unit attribute table in Appendix B of this booklet. After selecting his initial forces for the coming battle, a player places them onto the field of battle. Depending on the scenario, certain areas of the play map are available for setup. Players may place units in any of these initial positions. VICTORY POINTS Each scenario will have several defined victory point locations (towns). Control of these victory point locations define game victory. A side has control of a town when a unit occupies at least one location within the town. IMPORTANT, you MUST have a unit in the city at the end of the turn to control it. Control does not exist if an enemy unit also occupies a location within the town or no one is in the town. The scoring will tally Victory Points at the end of a turn. Destruction of enemy units has no direct effect on victory determination. Page 1 7 REINFORCEMENT POINTS Some scenarios will provide reir*forcement points at the beginning of certain turns in the game. These points may be given to only one or both sides. Other scenarios will award reinforcement points, based on control of certain key Towns at the end of some turns. This is simiiar to the awarding of Victory Points. A piayer uses these reinforcement points like he used the initial buy points. He can purchase additional combat units and place them onto the field of battle. (You will find the scenario descriptions located in Appendix A. They will contain information about the Reinforcements avaiiable for a scenario.) NEUTRAL COUNTRIES Some scenarios will have regions set as neutral countries. These regions have associated with them a certain number of buy points. Should either player decide to enter a `neutral country', the game will pause upon this encroachment. The player NOT invading the neutral region will help defend this country. He will receive these associated buy points to place additional forces within the neutral country for its defense. The decision to invade a neutral country is complex. You must weigh the strength of the defensive forces that your opponent will mount against you. Balancing this is the lure of the frequently generous victory points available for the towns within the country. TURNSEQUENCE A game lasts a fixed number of turns, which varies by scenario. Each turn consists of a sequence of phases. There are two parts to each phase. The first is for the Attacker forces and the second for the Defender forces. The phase sequence is as follows. Unit purchase and placement: At the beginning of the game, a commander will build a combat force. ln some scenarios, additional Buy Points may be available in iater turns to purchase reinforcements. Page 1 8 Mobile Artillery Plot: Orders for indirect fire for mobile artillery will be given now. The units will execute these orders during the next phase. lndirect Fire: All pending orders for indirect fire will now be executed. Stationary and mobile artillery will now fire. The commander will have given the orders for stationary artillery in the previous turn. Artillery Plot: The commander will order the plotting of indirect fire for stationary artillery units (Light Artillery and Heavy Artillery). These orders will execute during the lndirect Fire phase of the NEXT turn. Direct Fire: Orders for direct fire may be given. Shots will fire when the order is given. The targeted unit may have the option to shoot back (return fire). Movement: Units may move to new locations. lt is possible for an opposing unit to fire at the moving unit (Passing Fire). Direct Fire: Units not having fired this turn may receive direct fire orders. As in the first Direct Fire phase, shots are fired when the orders are given. The targeted unit also may return fire. Scoring: vjctory Points are accumulated. A commander also may earn Reinforcement Buy Points. UNIT TYPES Armored Car Having a movement range of 9 per turn (over clear terrain), the Armored Car is the fastest moving piece. lt is also the easiest of the armored unit types to kill, and the least strong offensively. This unit is great on breakthroughs to get behind enemy lines to artillery or his reinforcement points. Due to its fast movement, it is a valuable unit for transporting infantry pieces. Page 1 9 a Light Tank The Light Tank is a fast armored unit, with a movement range of 6. lt is relatively weak on defense and offense, but if close enough can damage any opposing unit. lt is a useful, inexpensive all-purpose unit. lt is also quite good for monuments in front of public buildings when the war is over. Medium Tank This unit has a movement range of 5 and has more offensive and defensive power than the Light Tank. lt is the best all-purpose unit you have available. Don't be afraid to use it. Many players have won games when they used a considerable quantity of medium tanks. Heavy Tank Moving 4 hexes per turn, this is the slowest but most powerful of armored units. lt is also expensive! You must be careful how you use this piece in the full kill mode of combat. lf a light tank can get within a range of two to this unit, it can destroy the heavy tank. lf used properly, these heavies can win many games for you. Also remember, an indirect artillery shot does not discern between an infantry and a heavy tank. Mobile Artillery Like the heavy tanks, this unit has a movement range of 4 and is very expensive. The Mobile Artillery can fire like regular artillery, but is less accurate and has a limited indirect firing range. When this unit plots indirect fire, it will fire the very next phase. lf you choose not to take indirect fire, it may take Direct Fire in later phases like any other armored piece. ln this mode of firing (direct) it can fire with the effectiveness of a heavy tank. Defensively, it is as vulnerable as a light tank. This is an expensive but valuable unit. lt has turned the tide of many battles. Page 20 liLl*lLll J Having a movement range of i , this unit is not very mobile by itself. An armored piece can transport an infantry unit. This unit can damage armored units only at a range of one. lt is inexpensive to buy and easy to kill. lt can be useful for scouting, revealing ambush, and occupying towns to earn victory points. Engineer This unit type has the attributes of the lnfantry units, except cost. lt also has the important ability to build or remove mines. lt also can build a bridge over a river or destroy an existing bridge. The Engineer can be a very valuable piece if used effectively. Bazookas The same as the lnfantry units in movement and defensive capabilities, the B*ooka has the offensive fire-power of a Light Tank. lt is great for inexpensive defense against armor. Light Artillery Artillery units cannot move by themselves. An armored piece must transport the artillery unit to move it. Defensively, it is more vulnerable than even an lnfantry unit. Offensively, the Light Artillery can be a powerful weapon. This unit can execute indirect fire or direct fire within a turn. When firing indirect, the player plots the shot one turn, but must wait until the next turn for the shot to fire. You also specify whether the plotted shot will be with BARRAGE or not. Barrage shots will affect the location hit by artillery shots for the entire turn, blocking movement. Shots fired without barrage will hit and do their damage. They will not have any lingering effects, other than the damage that they cause to the terrain. Artillery shots may drift up to a two locations from their target and will destroy anything they hit directly. They also may damage or kiJl anything adjoining the strike location. Page 21 *: Heavy Artillery This unit has the same attributes as the Light Artillery, but is significantly more powerful (and more expensive). lts range is more than twice the range of the Light Artillery. When fired with BARRAGE, the shot affects the strike location and the surrounding six adjacent locations. This effect exists for the remainder of the turn. This can cause your opponent considerable consternation! Mines A player can initially purchase mines and place them at the beginning of a game. Engineers also can build them during game play. Mines may not be placed or built on bridges or in towns. Engineers or a direct hit from an artillery shot will destroy a mine. The mine will destroy any unit that moves onto the location containing it. A mine has an effective charge lasting two detonations. So another way to destroy a mine is to move any two units onto the mine. The mine will destroy the units, but also will burn itself out in the process. This may not be the most efficient approach, but it does work. Mines are always visible. TERRAIN The features of the landscape are important considerations for the aspiring Perfect General. They have significant effect on movement, sighting, and combat results. The following terrain categories are utilized in the various scenarios: Clear, Field This is the typical "open space" land-type, providing no significant combat advantage or disadvantage. Movement from one clear location to an adjacent clear location costs 1 unit of movement. This "unit of movement" is the standard used for describing the movement abilities of all units. Note that even clear terrain may have more limited movement capabilities, caused by environmental factors such as mud and storms. Page 22 Road, Junction Roads provide a means of quick movement. Unless damaged by artillery fire, roads allow a unit to move at half the cost of movement through clear terrain. This benefit applies regardless of what other terrain also occupies the location. Note that this advantage is only available when moving along a road. lt does not apply to the movement to or from the road. Track, Railroad Track acts similar to road except that the movement rate is that of clear terrain. Forest Units depiete half their movement rate when entering a wooded location. (Note that the "movement rate" refers to the total movement amount allowed during 1 turn.) This terrain provides a defensive combat advantage, and blocks vision. An opposing unit will not see a unit located in this terrain type. However, this hidden unit will be- come visible if it either moves or fires while within line of sight of the enemy. The damage of artillery fire will change wooded locations to forest rubble. Forest rubble continues to block line of sight, but no longer gives a defensive advantage. Movement is also slightly faster in that it is now the same as rough terrain. Hill, Ridge Movement will cost twice as much when going uphill. Hills may block vision depending on the altitudes of source and target locations. Units higher than an enemy unit have a combat advantage. This advantage applies for both receiving fire and firing. Also, firing units have their range increased by one if higher than their target. Page 23 * Town Movement costs are the same as roads, costing half of normal. They act as forest for defensive protection and line of sight. lf an artillery shot strikes a city location, the destroyed buildings will slow movement. lt will take 2 movement points to enter through the rubble. Fortification Fortifications are man-made defensive positions. They block line of sight and give a defensive advantage. Rough, Desert, Destroyed Road, Cratered This terrain type slows movement, costing twice as much as clear terrain. lt doesn't provide any offensive or defensive combat advantage. Sea, Lake, Coast No unit can enter this terrain. lt is effectively out of bounds. Beach A place to find scantily clad beautiful (and not so beautiful) people where such lack of clothing is socially acceptable. lnvasions may occur there. (ls there some connection between the two facts?) Otherwise, the beach acts as rough or desert. Bridge These act as roads, providing access across a river for armored vehicles. Engineers can destroy bridges. Page 24 Rivers, Blown Bridge The river blocks the movement of armored vehicles. lnfantry, b*ookas and engineers can enter these locations, with the same movement cost as clear terrain. An engineer can build a bridge over the river, allowing access for armored units. Escarpment An escarpment is a very steep slope, bordering on being a cliff. As such, movement onto an escarpment depletes half the units movement rate. Depression A soft desert that slows down all forms of movement. Moving into the depression depletes half the units movement rate. MOVEMENT All of your units may l*OVe (or be transported) during the same turn. Units move from location to location sequentially. The types of terrain containing the unit and its destination for a single move determine the cost of the move. The distance a unit can move within a turn depends on that unit's movement rate. A unit may continue to move until it has used up all of its movement points. A unit can enter the location occupied by a friendly unit. lt must, however, move from that location in the same turn. Two units cannot occupy the same location, unless one of them is moving. There is one exception to this rule. One armored unit can be transporting another unit. The rules consider this to be a single unit occupying the location. Page 25 A moving unit cannot move through a location occupied by an enemy unit. The alternatives here are to either move around that location or to engage in close assault (discussed later on), if possible. Some terrain types block all movement for specific units. Unless this occurs, a unit can always move a minimum of one location within a turn. Turns occurring at night impose special rules on movement. A unit may not move next to a spotted unit at night. TRANSPORT Some unit types are not very mobile. Moving these units to locations far from your starting positions can take a long time. To aid you with this problem, the game allows tactical hitch-hiking. The technical term for this is transport. Armored units can carry non-vehicular units, such as infantry types and artillery. One accomplishes this by moving the armored unit onto the location occupied by the unit to be carried. The commander then gives the Load Transport order, which will cost i movement point. The armored unit can then proceed with the remainder of its movement. The carried unit will accompany its host on the journey. Once the units reach their destination, the commander can issue the Unload Transport command. This causes the carried unit to deploy in that location. The process of unloading will cost the armored unit 1 movement point. Note that this unit also must have enough movement remaining to move from that location in the current turn. The following rules apply to the loading of a transported unit. a. Armored Cars, Light Tanks, Medium Tanks, and Heavy Tanksare the only units permitted to transport another unit. (Note: Mobile artillery cannot transport anything.) b. lnfantry, Engineers, B*ookas, Light Artillery, and Heavy Artillery are the only units can be transported. Page 26 c. The carried unit must not have moved or fired during the current turn. With artillery units, they also must not have plotted indirect fire that turn. d. When a unit moves into a location to pick up another unit, it must have at least i movement point remaining. The following rules apply when a unit is carrying another. "" Both commanders will know that the unit has cargo. b. Carried units cannot fire. Artillery units also cannot plot indirect fire. c. lf the carrying unit dies, its cargo is also killed. The unloading process has these rules. a. The unloading unit must have enough fuel remaining to drop its cargo. This will cost 1 movement point. b. The unloading unit also mustmove from the drop-off location in the same turn. The unit, therefore, must have enough movement remaining for both the unloading and the movement. c. The unloaded unit cannot move or fire until the next turn. COMBAT There are three types of ways of inflicting damage (in combat) on your opponent. (Note: The management discourages the throwing of chairs at your opponent!) Direct Fire: This is a single shot fired directly at an enemy unit. To engage in direct fire, the unit must see enemy directly (LOS) to fire. Page 27 a lndirect Fire: Artillery units can fire indirectly as well as directly. lndirect fire can be at an enemy that is out of sight, behind woods or hills, or in towns. The target location must be within the line-of-sight of a friendly unit. Targets also may be locations containing no enemy unit. A player may desire to target towns or woods, for example. He may frequently discover hidden units in this manner. Close Assault: An unfired armored unit (except mobile artillery) can move directly onto ANY enemy unit. The resulting engagement will cause the death of one of the units. lt also may result in damage for the victor, if playing under Partial Kill rules. The following is a detailed explanation of the above: Direct Fire Units can choose to engage in direct fire at least twice and as many as four times during a turn. A unit may only actually fire once during the turn, however. All units may fire direct fire. Artillery units can only fire direct if they have not plotted indirect fire during this turn. For a unit to fire direct fire, the following conditions must be true. a. The target must be within the effective range of the firing unit. b. The firing unit cannot have fired yet in that turn. c. The target unit must be in line of sight of the firing unit. d. A unit must have spotted the target unit. A unit's seeing anopponent's location (within line of sight) does not mean that it has spotted the opponent. The target may actually be hiding in that location. The act of firing or moving while within the line of sight of an enemy causes the unit to be sighted. Once sighted, a unit remains so until it ends a phase outside the line of sight of any enemy unit. Page 28 e. Artillery units (including mobile artillery) cannot perform direct tlre ln the same turn ln wnlcn tney nave plottea indirect fire. f. Units may not direct fire in the same turn that they are transported. g- Units may not fire at night, but they may party. The target of direct fire has the option to return fire, if it has not already fired that turn. ln returning fire, the unit :hot before the resolution of the may fire at any eligible enemy unit in range. The targeted unit fires the return j original shot. This allows the unit to fire one last shot before its possible destruction. Indirect (Artillery) Fire Artillery and mobile artillery may engage in indirect fire. A commander must plan artillery shots before they execute. This plotting occurs in one of two phases. Mobile artillery will plot their shots in the phase immediately before indirect fire resolution. Light and heavy artillery will plot their shots FOR THE NEXT TURN immediately after the artillery resolution phase. This means that a commander must plan his artillery shots VERY carefully. A player is never required to engage a unit in indirect fire. Units that can use indirect fire also have significant direct fire power. A player must decide this tactical action for the unit during its plot phase. Once plotted for indirect fire, the artillery will be unable to take direct fire for the current turn. Plotting an indirect shot consists of two decisions. First, the commander must choose the target location. The target specified must be within the line of sight of ANY friendly unit. lt also must be within the firing unit's effective range. ln addition to selecting the location, the commander must decide whether to fire a barrage or not. Note that mobile artillery cannot fire a barrage. Barrage fire makes it quite dangerous for units from both sides to enter the strike hex until the next turn. Page 29 * All plotted indirect fire will occur during the artillery resolution phase. When the firing unit dies before the indirect resolution, the shot will still strike in the area plotted. ln this case, however, barrage effects are cancelled. This shot resolves as a non-barrage shot. Artillery fire does not always strike the selected target. The shot may drift. The drift may be from 0 to 3 hexes, which varies with the type of unit firing. Drift can occur in any direction from the original target. lndirect fire destroys a unit in the strike location. The shot also will affect units adjacent to the strike location. Under the Random Kill rules, a light or heavy artillery unit has a 50"/. chance of hitting an affected unit. The mobile artillery is a little less effective, having a 33"/. chance to hit the affected unit. lf hit, these units will either receive damage (Partial Kill rules) or be destroyed (Full Kill rules). With any of these rules options, surviving units next to the strike location will lose their movement ability for that turn. Barrage fire will block the line of sight. The barrage also will destroy units entering a location under that barrage. Barrage shots fired by a heavy artillery will continue to affect locations next to the strike location. Units moving into such location will either lose their movement or their existence, as if they were originally adjacent to the strike. Close Assault While moving, an unfired armored unit may try to take a location held by an enemy unit. Note that the Mobile Artillery unit cannot engage in this activity. The resulting fight is a Close Assault. lt is a battle to the death, as one of the fighting combat units will not survive. lf the moving unit is victorious, it will move into the contested location. lt also will have used its one direct fire for the turn, and will lose any remaining movement. lf the moving unit loses the fight, the enemy unit will remain in the contested location. lf this enemy unit has not fired yet during this turn, the fight will use his direct fire shot. His chances of winning, however, are greater if this shot is available. When playing under "Partiai Kill" rules, the victorious unit in a Close Assault may also incur some damage. This damage will never be fatal, but it could be costly. Page 30 P*- -----****************** The following table shows the chances of the attacker being victorious during close assauit when using random rules. Defender "- "' '"" "' 'llll AC 40% 50% 60% 70* Illl 30% 40* 50* 60% LT I I 1 I ": 40* 50% Results Table BZ 60% 70* 80% 90* Illl lnfantry Engineer 80"/. 85"/. 90"/. 95"/. Artillery The following factors can modify this table. lf defender is in defensive location (city, forest, higher altitude), reduce odds by 1 0"/.. lf defender has fired this turn, increase odds by 20"/.. Page 31 Boy did that table screw up on the scanner....I'll type it up here Attacker AC LT MT HT Defender AC 40% 50% 60% 70% LT 30% 40% 50% 60% MT 20% 30% 40% 50% HT 10% 20% 30% 40% BZ 60% 70% 80% 90% Infantry Engineer 80% 85% 90% 95% Artillery lf the attacker is more than 50"/. damaged, decrease odds by 20V.. (This applies only to "Partial Kill" rules.) Odds will not be less than 5"/. nor more than 95"/.. When using non-random rules, the attacker will be the victor if the calculated odds are more than 50"/.. SIGHTING AND SPOTTING ln this era of "low tech" warfare, vision is your most important weapon. Line of sight refers to the calculation of what is visible from a given location. Several factors affect this determination. Various terrain can block your view of areas behind it. ln addition, environmental factors may reduce visibility. This limits the maximum distance that one can see. On a clear day, the maximum visible distance is 25. Fog will reduce the maximum to 1 0. Night maneuvers operate under a maximum visibility distance of 5. Units may be in a spotted or unspotted condition. Under "limited view" rules, the battle map will not display unspotted units for the opponent to see. An unspotted units cannot be the target of direct fire. All units start in an unspotted condition. A unit changes from unspotted to spotted under specific conditions. a. The unit occupies non-blocking terrain, and an enemy unit has a direct line of sight to the unit. b. The unit moves into or fires from a location in LOS of an enemy unit. c. The unit is next to an enemy unit. Page 32 d. lf artillery fire destroys the unit, the unit will become spotted. At this point, however, the unit wiil be a pile of shes and rubble. lt is spotted, however! A unit reverts to unspotted condition should it end a phase not in the line of sight of any enemy unit. Note that, except under rule `a' (above), the unit will become spotted at the end of the phase, not when it causes the spotting to occur. AMBUSH The above discussion about spotting leads to the concept of ambush. Unless you are using "Full View" rules, unspotted units are not seen by your opponent. The element of surprise is your ally! While playing "Full View" games, these rules still provide an advantage. Although your opponent will see these unspotted units, he cannot attack them with direct fire. His options are much more limited! Note that you must play with the "Full View" rules when playing a two-human-player game on a single computer system. Page 33