_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

GERMANY 1985   D

FILE INFORMATION

FILENAME(S): GERMANY 1985   D

FILE TYPE(S): SEQ

FILE SIZE: 15K

FIRST SEEN: 2025-11-30 18:12:24

APPEARS ON: 1 disk(s)

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37c38438b522ec26a517310de4231eac83eae38ba8557963b456ad7147fd6e52

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DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 0 GERMANY 1985   D SEQ Sailor, Ganheden 17 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000030: 20 20 20 20 20 20 20 20  20 47 45 52 4D 41 4E 59  |         GERMANY|
00000040: 20 31 39 38 35 20 44 4F  43 53 20 20 20 20 20 20  | 1985 DOCS      |
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00000080: 0A 20 0D 0A 47 45 52 4D  41 4E 59 20 31 39 38 35  |. ..GERMANY 1985|
00000090: 0D 0A 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 0D 0A  |..------------..|
000000A0: 47 45 52 4D 41 4E 59 20  31 39 38 35 20 49 53 20  |GERMANY 1985 IS |
000000B0: 41 20 53 49 4D 55 4C 41  54 49 4F 4E 20 4F 46 20  |A SIMULATION OF |
000000C0: 41 20 42 41 54 54 4C 45  20 46 49 45 4C 44 20 49  |A BATTLE FIELD I|
000000D0: 4E 20 57 45 53 54 20 47  45 52 4D 41 4E 59 20 42  |N WEST GERMANY B|
000000E0: 45 54 57 45 45 4E 0D 0A  4E 41 54 4F 20 41 4E 44  |ETWEEN..NATO AND|
000000F0: 20 52 55 53 53 49 41 4E  20 46 4F 52 43 45 53 2E  | RUSSIAN FORCES.|
00000100: 20 20 54 48 45 20 33 39  20 58 20 32 38 20 47 52  |  THE 39 X 28 GR|
00000110: 49 44 20 52 45 50 52 45  53 45 4E 54 53 20 31 20  |ID REPRESENTS 1 |
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00000130: 41 43 48 0D 0A 54 55 52  4E 20 52 45 50 52 45 53  |ACH..TURN REPRES|
00000140: 45 4E 54 53 20 34 20 48  4F 55 52 53 20 4F 46 20  |ENTS 4 HOURS OF |
00000150: 54 49 4D 45 20 57 49 54  48 20 4E 49 47 48 54 20  |TIME WITH NIGHT |
00000160: 52 45 51 55 49 52 49 4E  47 20 32 20 54 55 52 4E  |REQUIRING 2 TURN|
00000170: 53 2E 20 0D 0A 20 0D 0A  55 4E 49 54 53 0D 0A 2D  |S. .. ..UNITS..-|
00000180: 2D 2D 2D 2D 0D 0A 44 55  45 20 54 4F 20 54 48 45  |----..DUE TO THE|
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000001D0: 53 20 4F 46 20 54 48 45  20 55 4E 49 54 53 2E 0D  |S OF THE UNITS..|
000001E0: 0A 20 0D 0A 4E 41 54 4F  3A 0D 0A 54 41 4E 4B 20  |. ..NATO:..TANK |
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00000220: 4C 46 2D 50 52 4F 50 45  4C 4C 45 44 20 41 52 54  |LF-PROPELLED ART|
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00000260: 20 42 41 54 54 41 4C 49  4F 4E 0D 0A 41 49 52 20  | BATTALION..AIR |
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000002C0: 41 52 54 49 4C 4C 45 52  59 20 42 41 54 54 41 4C  |ARTILLERY BATTAL|
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00000520: 29 20 4D 41 50 0D 0A 54  3A 20 43 4C 45 41 52 20  |) MAP..T: CLEAR |
00000530: 55 4E 49 54 53 20 41 4E  44 20 53 4D 4F 4B 45 20  |UNITS AND SMOKE |
00000540: 46 52 4F 4D 20 53 43 52  45 45 4E 0D 0A 44 3A 20  |FROM SCREEN..D: |
00000550: 43 41 55 53 45 53 20 55  4E 49 54 53 20 4F 46 20  |CAUSES UNITS OF |
00000560: 54 48 45 20 53 41 4D 45  20 44 49 56 49 53 49 4F  |THE SAME DIVISIO|
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00000580: 52 20 41 4E 44 20 54 48  45 20 48 51 20 54 4F 20  |R AND THE HQ TO |
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000005A0: 53 20 55 50 20 43 4F 4D  50 55 54 45 52 20 4D 4F  |S UP COMPUTER MO|
000005B0: 56 45 4D 45 4E 54 0D 0A  2D 3E 3A 20 53 4C 4F 57  |VEMENT..->: SLOW|
000005C0: 53 20 44 4F 57 4E 20 43  4F 4D 50 55 54 45 52 20  |S DOWN COMPUTER |
000005D0: 4D 4F 56 45 4D 45 4E 54  0D 0A 43 54 52 4C 2D 53  |MOVEMENT..CTRL-S|
000005E0: 3A 20 53 4F 55 4E 44 20  4F 4E 2F 4F 46 46 0D 0A  |: SOUND ON/OFF..|
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00000670: 4E 4F 54 49 43 45 3A 20  54 48 45 20 53 50 41 43  |NOTICE: THE SPAC|
00000680: 45 20 42 41 52 20 57 49  4C 4C 20 4E 45 56 45 52  |E BAR WILL NEVER|
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00000840: 20 57 49 4C 4C 20 45 4E  54 45 52 20 54 48 45 20  | WILL ENTER THE |
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000008A0: 41 3A 20 41 43 54 49 56  41 54 45 20 41 49 52 20  |A: ACTIVATE AIR |
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000008D0: 56 45 20 47 41 4D 45 20  4F 50 54 49 4F 4E 0D 0A  |VE GAME OPTION..|
000008E0: 43 54 52 4C 2D 45 3A 20  45 4E 44 20 50 4C 41 59  |CTRL-E: END PLAY|
000008F0: 45 44 20 54 55 52 4E 0D  0A 43 54 52 4C 2D 56 3A  |ED TURN..CTRL-V:|
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00000A10: 4F 4E 20 53 43 52 45 45  4E 0D 0A 53 3A 20 53 43  |ON SCREEN..S: SC|
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00000A40: 20 57 49 4C 4C 20 45 58  49 54 20 46 52 4F 4D 20  | WILL EXIT FROM |
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00000A70: 20 46 52 4F 4D 20 4D 4F  56 45 4D 45 4E 54 20 50  | FROM MOVEMENT P|
00000A80: 48 41 53 45 2C 20 42 55  54 20 49 46 20 55 4E 49  |HASE, BUT IF UNI|
00000A90: 54 20 48 41 53 20 4E 4F  54 20 4D 4F 56 45 44 2C  |T HAS NOT MOVED,|
00000AA0: 20 49 54 20 0D 0A 20 20  20 20 20 20 20 57 49 4C  | IT ..       WIL|
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00000AC0: 45 20 4C 41 54 45 52 0D  0A 43 3A 20 41 4C 4C 4F  |E LATER..C: ALLO|
00000AD0: 57 20 41 20 55 4E 49 54  20 54 4F 20 43 48 41 4E  |W A UNIT TO CHAN|
00000AE0: 47 45 20 4D 4F 44 45 0D  0A 4C 3A 20 41 4C 4C 4F  |GE MODE..L: ALLO|
00000AF0: 57 20 41 4E 20 55 4E 4D  4F 56 45 44 20 55 4E 49  |W AN UNMOVED UNI|
00000B00: 54 20 54 4F 20 42 45 20  4C 45 46 54 0D 0A 4F 3A  |T TO BE LEFT..O:|
00000B10: 20 41 4C 4C 4F 57 53 20  50 4C 41 59 45 52 20 54  | ALLOWS PLAYER T|
00000B20: 4F 20 49 53 53 55 45 20  4F 52 44 45 52 20 54 4F  |O ISSUE ORDER TO|
00000B30: 20 55 4E 49 54 0D 0A 43  54 52 4C 2D 43 3A 20 41  | UNIT..CTRL-C: A|
00000B40: 4C 4C 4F 57 53 20 43 4F  4E 54 49 4E 55 45 44 20  |LLOWS CONTINUED |
00000B50: 43 4F 4D 42 41 54 20 57  49 54 48 4F 55 54 20 4D  |COMBAT WITHOUT M|
00000B60: 4F 56 49 4E 47 0D 0A 43  54 52 4C 2D 48 3A 20 48  |OVING..CTRL-H: H|
00000B70: 49 44 45 53 2F 45 58 50  4F 53 45 53 20 41 4E 44  |IDES/EXPOSES AND|
00000B80: 20 55 4E 49 54 0D 0A 20  0D 0A 53 45 51 55 45 4E  | UNIT.. ..SEQUEN|
00000B90: 43 45 0D 0A 2D 2D 2D 2D  2D 2D 2D 2D 0D 0A 4E 41  |CE..--------..NA|
00000BA0: 54 4F 20 50 4C 41 59 45  44 20 41 4C 57 41 59 53  |TO PLAYED ALWAYS|
00000BB0: 20 47 4F 45 53 20 46 49  52 53 54 20 44 55 52 49  | GOES FIRST DURI|
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00000BE0: 0A 4D 4F 56 45 20 41 53  20 4D 41 4E 59 20 55 4E  |.MOVE AS MANY UN|
00000BF0: 49 54 53 20 41 53 20 48  45 20 4C 49 4B 45 2E 20  |ITS AS HE LIKE. |
00000C00: 42 55 54 2C 20 41 20 55  4E 49 54 20 43 41 4E 20  |BUT, A UNIT CAN |
00000C10: 4F 4E 4C 59 20 42 45 20  4D 4F 56 45 44 20 4F 4E  |ONLY BE MOVED ON|
00000C20: 43 45 20 50 45 52 20 54  55 52 4E 21 0D 0A 49 46  |CE PER TURN!..IF|
00000C30: 20 55 4E 49 54 20 45 4E  54 45 52 53 20 45 4E 45  | UNIT ENTERS ENE|
00000C40: 4D 59 20 43 4F 4E 54 52  4F 4C 4C 45 44 20 48 45  |MY CONTROLLED HE|
00000C50: 58 20 28 45 43 48 29 20  49 54 20 4D 55 53 54 20  |X (ECH) IT MUST |
00000C60: 45 4E 47 41 47 45 20 49  4E 20 43 4F 4D 42 41 54  |ENGAGE IN COMBAT|
00000C70: 2C 20 41 4E 44 20 49 46  0D 0A 49 54 20 53 54 49  |, AND IF..IT STI|
00000C80: 4C 4C 20 48 41 53 20 54  48 45 20 4D 4F 56 45 4D  |LL HAS THE MOVEM|
00000C90: 45 4E 54 20 50 4F 49 4E  54 53 20 28 4D 50 29 20  |ENT POINTS (MP) |
00000CA0: 41 46 54 45 52 20 43 4F  4D 42 41 54 2C 20 49 54  |AFTER COMBAT, IT|
00000CB0: 20 43 41 4E 20 43 4F 4E  54 49 4E 55 45 20 4D 4F  | CAN CONTINUE MO|
00000CC0: 56 49 4E 47 0D 0A 44 55  52 49 4E 47 20 54 48 45  |VING..DURING THE|
00000CD0: 20 4D 4F 56 45 4D 45 4E  54 20 50 48 41 53 45 2C  | MOVEMENT PHASE,|
00000CE0: 20 54 48 45 20 46 4F 4C  4C 4F 57 49 4E 47 20 49  | THE FOLLOWING I|
00000CF0: 4E 46 4F 52 4D 41 54 49  4F 4E 20 49 53 20 44 49  |NFORMATION IS DI|
00000D00: 53 50 4C 41 59 45 44 3A  0D 0A 20 0D 0A 54 45 52  |SPLAYED:.. ..TER|
00000D10: 4E 3A 20 54 45 52 52 41  49 4E 0D 0A 54 59 50 45  |N: TERRAIN..TYPE|
00000D20: 3A 20 54 59 50 45 20 4F  46 20 55 4E 49 54 20 4D  |: TYPE OF UNIT M|
00000D30: 4F 56 49 4E 47 0D 0A 4D  4F 44 45 3A 20 4D 4F 44  |OVING..MODE: MOD|
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00000D50: 0D 0A 54 55 52 4E 3A 20  54 48 45 20 54 55 52 4E  |..TURN: THE TURN|
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00002940: 20 53 55 50 50 4F 52 54  20 54 48 45 20 41 54 54  | SUPPORT THE ATT|
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00002960: 20 57 49 54 48 49 4E 20  39 20 48 45 58 45 53 20  | WITHIN 9 HEXES |
00002970: 28 42 4F 4E 55 53 20 41  54 20 34 20 48 45 58 45  |(BONUS AT 4 HEXE|
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00002A00: 20 4C 4F 53 53 20 49 4E  20 45 46 46 49 43 49 45  | LOSS IN EFFICIE|
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00002A90: 52 45 54 52 45 41 54 53  20 41 46 54 45 52 20 43  |RETREATS AFTER C|
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00002BC0: 20 41 20 52 45 54 52 45  41 54 49 4E 47 20 55 4E  | A RETREATING UN|
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00002BF0: 55 49 52 45 44 20 4E 55  4D 42 45 52 20 4F 46 0D  |UIRED NUMBER OF.|
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00002C10: 20 53 55 46 46 45 52 20  41 44 44 49 54 49 4F 4E  | SUFFER ADDITION|
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00002C50: 20 43 41 4E 20 4E 4F 54  20 52 45 54 52 45 41 54  | CAN NOT RETREAT|
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00003030: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
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000030F0: 54 4F 20 44 4F 20 54 48  49 53 2E 0D 0A 20 0D 0A  |TO DO THIS... ..|
00003100: 41 49 52 20 50 4F 57 45  52 0D 0A 2D 2D 2D 2D 2D  |AIR POWER..-----|
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00003160: 4E 20 20 20 20 20 20 20  20 20 20 20 3A 41 4C 43  |N           :ALC|
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000031C0: 20 20 43 2F 46 0D 0A 20  0D 0A 23 2D 2D 41 20 4E  |  C/F.. ..#--A N|
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00003250: 54 59 0D 0A 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |TY..------------|
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00003270: 55 20 49 53 20 44 49 53  50 4C 41 59 45 44 2C 20  |U IS DISPLAYED, |
00003280: 54 48 45 20 50 4C 41 59  45 52 20 4D 41 59 20 41  |THE PLAYER MAY A|
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000032A0: 54 53 2E 20 20 54 48 49  53 20 49 53 20 44 4F 4E  |TS.  THIS IS DON|
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000032D0: 55 4D 42 45 52 2E 0D 0A  20 0D 0A 53 55 50 45 52  |UMBER... ..SUPER|
000032E0: 49 4F 52 54 59 20 49 53  20 44 45 43 49 44 45 44  |IORTY IS DECIDED|
000032F0: 20 42 59 20 54 48 45 20  53 49 44 45 20 57 48 49  | BY THE SIDE WHI|
00003300: 43 48 20 48 41 53 20 4D  4F 52 45 20 50 4F 49 4E  |CH HAS MORE POIN|
00003310: 54 53 2E 20 20 41 20 50  4C 41 59 45 52 20 0D 0A  |TS.  A PLAYER ..|
00003320: 4D 41 59 20 47 45 54 20  31 2D 32 20 45 58 54 52  |MAY GET 1-2 EXTR|
00003330: 41 20 50 4F 49 4E 54 53  20 49 46 20 48 45 20 48  |A POINTS IF HE H|
00003340: 41 53 20 53 45 4C 46 20  53 55 50 45 52 49 4F 52  |AS SELF SUPERIOR|
00003350: 54 59 20 46 4F 52 20 4D  4F 52 45 20 54 48 41 4E  |TY FOR MORE THAN|
00003360: 20 32 0D 0A 54 55 52 4E  53 2E 0D 0A 0D 0A 0D 0A  | 2..TURNS.......|
00003370: 28 31 39 20 6D 69 6E 2E  20 6C 65 66 74 29 0D 0A  |(19 min. left)..|
00003380: 0D 0A 47 65 6E 65 72 61  6C 20 44 42 61 73 65 20  |..General DBase |
00003390: 23 37 20 28 3F 3D 4D 65  6E 75 2C 20 31 2D 36 30  |#7 (?=Menu, 1-60|
000033A0: 29 20 33 38 0D 0A 0D 0A  0D 0A 55 70 6C 6F 61 64  |) 38......Upload|
000033B0: 65 64 20 62 79 3A 20 52  61 6E 64 61 6C 6C 20 4C  |ed by: Randall L|
000033C0: 61 6E 74 72 69 70 0D 0A  44 61 74 65 20 70 6F 73  |antrip..Date pos|
000033D0: 74 65 64 3A 20 57 65 64  20 4F 63 74 20 33 31 20  |ted: Wed Oct 31 |
000033E0: 30 31 3A 31 38 3A 35 34  20 50 6D 0D 0A 0D 0A 20  |01:18:54 Pm.... |
000033F0: 0D 0A 54 41 43 54 49 43  41 4C 20 41 49 52 20 53  |..TACTICAL AIR S|
00003400: 54 52 49 4B 45 53 0D 0A  2D 2D 2D 2D 2D 2D 2D 2D  |TRIKES..--------|
00003410: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 0D 0A 49 4E  |------------..IN|
00003420: 20 54 55 52 4E 53 20 30  2D 33 2C 20 41 20 50 4C  | TURNS 0-3, A PL|
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00003440: 45 20 33 20 53 54 52 49  4B 45 53 2E 20 20 54 48  |E 3 STRIKES.  TH|
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00003460: 44 0D 0A 42 59 20 31 2D  32 20 44 55 52 49 4E 47  |D..BY 1-2 DURING|
00003470: 20 54 48 45 20 4C 41 54  45 52 20 54 55 52 4E 53  | THE LATER TURNS|
00003480: 2E 0D 0A 20 0D 0A 54 4F  20 41 4C 4C 4F 43 41 54  |... ..TO ALLOCAT|
00003490: 45 20 54 48 45 20 53 54  52 49 4B 45 53 2C 20 48  |E THE STRIKES, H|
000034A0: 49 54 20 22 54 22 20 41  4E 44 20 4D 4F 56 45 20  |IT "T" AND MOVE |
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000034C0: 45 20 50 4C 41 43 45 0D  0A 59 4F 55 20 57 41 4E  |E PLACE..YOU WAN|
000034D0: 54 20 41 4E 44 20 48 49  54 20 43 54 52 4C 2D 46  |T AND HIT CTRL-F|
000034E0: 20 54 4F 20 50 4C 41 43  45 20 54 48 45 20 43 55  | TO PLACE THE CU|
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00003500: 20 50 4C 41 59 45 52 27  53 20 4E 45 58 54 20 54  | PLAYER'S NEXT T|
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00003520: 20 49 53 20 48 49 54 2C  20 41 49 52 20 53 54 52  | IS HIT, AIR STR|
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00003560: 53 2E 20 20 54 48 45 59  20 4D 41 59 20 54 48 45  |S.  THEY MAY THE|
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000035E0: 20 54 4F 20 41 50 50 45  41 52 2E 0D 0A 20 0D 0A  | TO APPEAR... ..|
000035F0: 4D 49 4E 45 53 20 41 4E  44 20 4E 55 43 4C 45 41  |MINES AND NUCLEA|
00003600: 52 0D 0A 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |R..-------------|
00003610: 2D 2D 2D 2D 0D 0A 54 48  45 53 45 20 4F 50 54 49  |----..THESE OPTI|
00003620: 4F 4E 53 20 4D 41 59 20  42 45 20 43 41 4C 4C 45  |ONS MAY BE CALLE|
00003630: 44 20 49 4E 20 4C 41 54  45 52 20 49 4E 20 54 48  |D IN LATER IN TH|
00003640: 45 20 47 41 4D 45 0D 0A  20 0D 0A 52 45 49 4E 46  |E GAME.. ..REINF|
00003650: 4F 52 43 45 4D 45 4E 54  53 0D 0A 2D 2D 2D 2D 2D  |ORCEMENTS..-----|
00003660: 2D 2D 2D 2D 2D 2D 2D 2D  2D 0D 0A 44 55 52 49 4E  |---------..DURIN|
00003670: 47 20 54 48 45 20 43 4F  55 52 53 45 20 4F 46 20  |G THE COURSE OF |
00003680: 54 48 45 20 47 41 4D 45  2C 20 42 4F 54 48 20 53  |THE GAME, BOTH S|
00003690: 49 44 45 53 20 57 49 4C  4C 20 52 45 43 49 45 56  |IDES WILL RECIEV|
000036A0: 45 20 52 45 49 4E 46 4F  52 43 45 4D 45 4E 54 53  |E REINFORCEMENTS|
000036B0: 0D 0A 41 54 20 53 50 45  43 49 46 49 45 44 20 50  |..AT SPECIFIED P|
000036C0: 4C 41 43 45 53 2E 20 20  54 48 45 20 52 45 49 4E  |LACES.  THE REIN|
000036D0: 46 4F 52 43 45 4D 45 4E  54 53 20 57 49 4C 4C 20  |FORCEMENTS WILL |
000036E0: 41 52 52 49 56 45 20 49  4E 20 41 4E 20 4F 56 45  |ARRIVE IN AN OVE|
000036F0: 52 53 49 5A 45 44 20 53  54 41 43 4B 0D 0A 57 48  |RSIZED STACK..WH|
00003700: 49 43 48 20 49 53 20 4D  4F 56 45 44 20 41 57 41  |ICH IS MOVED AWA|
00003710: 59 2E 0D 0A 20 0D 0A 52  45 4F 52 47 41 4E 49 5A  |Y... ..REORGANIZ|
00003720: 41 54 49 4F 4E 0D 0A 2D  2D 2D 2D 2D 2D 2D 2D 2D  |ATION..---------|
00003730: 2D 2D 2D 2D 2D 0D 0A 4D  4F 53 54 20 55 4E 49 54  |-----..MOST UNIT|
00003740: 53 20 28 4E 41 54 4F 20  41 4E 44 20 52 55 53 53  |S (NATO AND RUSS|
00003750: 49 41 4E 29 20 41 54 20  41 20 52 41 54 45 20 44  |IAN) AT A RATE D|
00003760: 45 43 49 44 45 44 20 55  50 4F 4E 20 42 59 20 54  |ECIDED UPON BY T|
00003770: 48 45 20 44 49 53 54 41  4E 43 45 0D 0A 46 52 4F  |HE DISTANCE..FRO|
00003780: 4D 20 54 48 45 20 48 51  2E 0D 0A 20 0D 0A 54 48  |M THE HQ... ..TH|
00003790: 45 20 55 4E 49 54 20 57  49 4C 4C 20 49 4E 43 52  |E UNIT WILL INCR|
000037A0: 45 41 53 45 20 49 54 53  20 53 54 45 4E 47 54 48  |EASE ITS STENGTH|
000037B0: 20 41 4E 44 20 45 46 46  49 43 49 45 4E 43 59 20  | AND EFFICIENCY |
000037C0: 42 59 3A 0D 0A 20 0D 0A  33 20 49 46 20 57 49 54  |BY:.. ..3 IF WIT|
000037D0: 48 20 30 2D 34 20 48 45  58 45 53 20 28 4F 52 20  |H 0-4 HEXES (OR |
000037E0: 49 53 20 41 4E 20 48 51  29 0D 0A 32 20 49 46 20  |IS AN HQ)..2 IF |
000037F0: 57 49 54 48 49 4E 20 35  2D 39 20 48 45 58 45 53  |WITHIN 5-9 HEXES|
00003800: 20 46 52 4F 4D 20 48 51  0D 0A 31 20 49 46 20 44  | FROM HQ..1 IF D|
00003810: 49 53 54 41 4E 43 45 20  49 46 20 31 30 2B 20 46  |ISTANCE IF 10+ F|
00003820: 52 4F 4D 20 48 51 0D 0A  20 0D 0A 41 20 55 4E 49  |ROM HQ.. ..A UNI|
00003830: 54 20 57 49 4C 4C 20 46  41 49 4C 20 54 4F 20 52  |T WILL FAIL TO R|
00003840: 45 4F 52 47 41 4E 49 5A  45 20 4F 46 20 49 54 20  |EORGANIZE OF IT |
00003850: 49 53 20 41 44 4A 41 43  45 4E 54 20 54 4F 20 41  |IS ADJACENT TO A|
00003860: 4E 20 45 4E 45 4D 59 20  55 4E 49 54 2E 0D 0A 20  |N ENEMY UNIT... |
00003870: 0D 0A 41 20 48 49 44 44  45 4E 20 55 4E 49 54 20  |..A HIDDEN UNIT |
00003880: 49 4E 20 52 45 4F 52 20  4D 4F 44 45 20 48 41 53  |IN REOR MODE HAS|
00003890: 20 41 20 53 49 47 48 54  49 4E 47 20 44 49 53 54  | A SIGHTING DIST|
000038A0: 41 4E 43 45 20 4F 46 20  32 20 48 45 58 45 53 0D  |ANCE OF 2 HEXES.|
000038B0: 0A 20 0D 0A 41 20 55 4E  49 54 20 57 49 4C 4C 20  |. ..A UNIT WILL |
000038C0: 49 4E 43 52 45 41 53 45  20 54 4F 20 41 20 4D 41  |INCREASE TO A MA|
000038D0: 58 49 4D 55 4D 20 4F 46  20 31 32 20 53 54 52 45  |XIMUM OF 12 STRE|
000038E0: 4E 47 54 48 20 50 4F 49  4E 54 53 20 41 4E 44 20  |NGTH POINTS AND |
000038F0: 37 20 45 46 46 49 43 49  45 4E 43 59 2E 0D 0A 20  |7 EFFICIENCY... |
00003900: 0D 0A 42 52 49 44 47 49  4E 47 0D 0A 2D 2D 2D 2D  |..BRIDGING..----|
00003910: 2D 2D 2D 2D 0D 0A 54 48  45 20 45 4E 47 49 4E 45  |----..THE ENGINE|
00003920: 45 52 20 55 4E 49 54 20  43 41 4E 20 42 45 20 55  |ER UNIT CAN BE U|
00003930: 53 45 44 20 54 4F 20 41  49 44 20 55 4E 49 54 53  |SED TO AID UNITS|
00003940: 20 43 52 4F 53 53 49 4E  47 20 41 20 52 49 56 45  | CROSSING A RIVE|
00003950: 52 2E 20 20 0D 0A 20 0D  0A 20 20 20 20 20 20 20  |R.  .. ..       |
00003960: 20 20 20 20 20 54 41 4E  4B 2D 2D 2D 2D 2D 2D 3C  |     TANK------<|
00003970: 3C 20 4E 45 57 20 50 4F  53 49 54 49 4F 4E 0D 0A  |< NEW POSITION..|
00003980: 20 20 20 52 49 56 45 52  20 20 2D 2D 2D 2D 2D 2D  |   RIVER  ------|
00003990: 2D 2D 0D 0A 20 20 20 20  20 20 20 20 20 20 20 20  |--..            |
000039A0: 20 5E 20 20 20 20 5C 0D  0A 20 20 20 20 20 20 20  | ^    \..       |
000039B0: 20 20 20 20 20 20 5E 20  20 20 20 20 5C 20 20 20  |      ^     \   |
000039C0: 20 0D 0A 20 20 20 20 20  20 20 20 20 20 20 45 4E  | ..           EN|
000039D0: 47 49 4E 20 20 20 20 5C  20 3C 2D 2D 2D 2D 54 41  |GIN    \ <----TA|
000039E0: 4E 4B 0D 0A 20 20 20 20  20 20 20 20 20 20 20 20  |NK..            |
000039F0: 20 20 20 20 20 20 20 20  20 5C 0D 0A 20 20 20 20  |         \..    |
00003A00: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003A10: 20 20 5C 0D 0A 20 0D 0A  20 0D 0A 53 41 56 49 4E  |  \.. .. ..SAVIN|
00003A20: 47 20 54 48 45 20 47 41  4D 45 0D 0A 2D 2D 2D 2D  |G THE GAME..----|
00003A30: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 0D 0A 54 4F 20  |-----------..TO |
00003A40: 53 41 56 45 20 54 48 45  20 47 41 4D 45 20 41 54  |SAVE THE GAME AT|
00003A50: 20 41 4E 59 20 54 49 4D  45 2C 20 4A 55 53 54 20  | ANY TIME, JUST |
00003A60: 48 49 54 20 43 54 52 4C  2D 42 2E 20 20 41 20 53  |HIT CTRL-B.  A S|
00003A70: 50 45 43 49 41 4C 20 53  53 49 20 53 41 56 45 20  |PECIAL SSI SAVE |
00003A80: 44 49 53 4B 20 4D 55 53  54 0D 0A 42 45 20 49 4E  |DISK MUST..BE IN|
00003A90: 49 54 49 41 4C 49 5A 45  44 20 54 4F 20 44 4F 20  |ITIALIZED TO DO |
00003AA0: 54 48 49 53 2E 20 20 0D  0A 20 0D 0A 54 4F 20 52  |THIS.  .. ..TO R|
00003AB0: 45 4C 4F 41 44 20 54 48  45 20 47 41 4D 45 2C 20  |ELOAD THE GAME, |
00003AC0: 52 45 50 45 41 54 20 54  48 45 20 43 54 52 4C 2D  |REPEAT THE CTRL-|
00003AD0: 42 20 50 52 4F 43 45 53  53 2C 20 42 55 54 20 50  |B PROCESS, BUT P|
00003AE0: 4F 53 49 54 49 4F 4E 20  54 48 45 20 41 52 52 4F  |OSITION THE ARRO|
00003AF0: 57 53 20 4E 45 58 54 0D  0A 54 4F 20 41 20 4E 41  |WS NEXT..TO A NA|
00003B00: 4D 45 20 41 4E 44 20 48  49 54 20 3C 52 45 54 55  |ME AND HIT <RETU|
00003B10: 52 4E 3E 2E 20 20 59 4F  55 20 43 41 4E 20 41 4C  |RN>.  YOU CAN AL|
00003B20: 53 4F 20 55 53 45 20 54  48 45 20 52 45 53 54 41  |SO USE THE RESTA|
00003B30: 52 54 20 47 41 4D 45 20  46 45 41 54 55 52 45 20  |RT GAME FEATURE |
00003B40: 4F 4E 0D 0A 54 48 45 20  4D 41 49 4E 20 4D 45 4E  |ON..THE MAIN MEN|
00003B50: 55 2E 0D 0A 20 0D 0A 4C  45 56 45 4C 20 53 54 52  |U... ..LEVEL STR|
00003B60: 55 43 54 55 52 45 0D 0A  2D 2D 2D 2D 2D 2D 2D 2D  |UCTURE..--------|
00003B70: 2D 2D 2D 2D 2D 2D 2D 0D  0A 54 48 45 52 45 20 41  |-------..THERE A|
00003B80: 52 45 20 33 20 4C 45 56  45 4C 53 20 4F 46 20 50  |RE 3 LEVELS OF P|
00003B90: 4C 41 59 2E 20 20 49 20  53 55 47 47 45 53 54 20  |LAY.  I SUGGEST |
00003BA0: 54 48 41 54 20 59 4F 55  20 53 54 41 52 54 20 4F  |THAT YOU START O|
00003BB0: 55 54 20 4F 4E 20 54 48  45 20 45 41 53 49 45 53  |UT ON THE EASIES|
00003BC0: 54 0D 0A 4C 45 56 45 4C  20 4F 52 20 54 48 45 20  |T..LEVEL OR THE |
00003BD0: 43 4F 4D 50 55 54 45 52  20 57 49 4C 4C 20 42 45  |COMPUTER WILL BE|
00003BE0: 41 54 20 54 48 45 20 43  52 41 50 20 4F 55 54 20  |AT THE CRAP OUT |
00003BF0: 4F 46 20 59 4F 55 2E 20  20 43 48 41 4E 43 45 53  |OF YOU.  CHANCES|
......##################################
#####..#         GERMANY 1985 DOCS      
     #..################################
#######.. ..GERMANY 1985..------------..
GERMANY 1985 IS A SIMULATION OF A BATTLE
 FIELD IN WEST GERMANY BETWEEN..NATO AND
 RUSSIAN FORCES.  THE 39 X 28 GRID REPRE
SENTS 1 MILE PRE HEX.  EACH..TURN REPRES
ENTS 4 HOURS OF TIME WITH NIGHT REQUIRIN
G 2 TURNS. .. ..UNITS..-----..DUE TO THE
 LIMITATION OF THE TEXT SCREEN, I CAN NO
T GIVE ACCURATE..PICTURES OF THE UNITS..
. ..NATO:..TANK BATTALION..ARMOURED INFA
NTRY BATTALION (APC)..SELF-PROPELLED ART
ILLERY (SPG)..RECONNAISSANCE BATTALION..
ENGINEER BATTALION..AIR CAVALRY UNIT.. .
.RUSSIAN:..TANK BATTALION..MECHANIZED IN
FANTRY BATTALION (BMP)..ARTILLERY BATTAL
ION..KATUSHKA BATTALION..INFANTRY BATTAL
ION..ENGINEER BATTALION.. ..A NATO MARKE
R IS ALWAYS SOLID, WHILE THE RUSSIANS AR
E OUTLINED.  THE..SYMBOL FOR 2 PIECES ON
 TOP OF EACH OTHER IS AN S (FOR STACK)..
 ..COMMAND KEYS..------------..         
        1.. ..             6       2..  
               *..                 *..  
           5       3.. ..               
  4 .. ..GLOBAL KEYS..-----------..THESE
 KEYS CAN BE USED WHEN THE CURSOR IS FLA
SHING ON THE SCREEN.. ..B: NIGHT TURNS W
ILL BE INDICATED BY WHITE TERRAIN UNLESS
 THIS IS HIT..F: SWITCH TO TEXT/FULL SCR
EEN..P: DRAW THE STRATEGIC (FULL) MAP..T
: CLEAR UNITS AND SMOKE FROM SCREEN..D: 
CAUSES UNITS OF THE SAME DIVISION TO CHA
NGE COLOR AND THE HQ TO FLASH..<-: SPEED
S UP COMPUTER MOVEMENT..->: SLOWS DOWN C
OMPUTER MOVEMENT..CTRL-S: SOUND ON/OFF..
CTRL-P: COMBAT PAUSE ON/OFF..CTRL-L: GLO
BAL LEAVE (CYCLE ROUND ALL UNITS)..CTRL-
D: DIVISIONAL LEAVE (CYCLE AROUND DIVISI
ON).. ..NOTICE: THE SPACE BAR WILL NEVER
 DO ANYTHING FATAL.. ..NORMAL GAME KEYS.
.----------------..1-6: MOVEMENT KEYS (S
EE ABOVE)..O: CENTER CURSOR ON SCREEN..S
: SCROLL..  1-9,A-C: CENTER CURSOR ON TH
ESE SCREENS..  O: CENTER SCREEN ON CURSO
R..  I,J,K,M: MOVE SCREEN IN DIRECTION..
  SPC: EXITS FROM SCROLL..E: EXAMINE  TH
E CHARACTERISTICS OF THE FRIENDLY UNIT T
HE CURSOR IS ON WILL..   BE DISPLAYED..M
: MOVE   THE UNIT THE CURSOR IS ON WILL 
ENTER THE MOVEMENT PHASE..(ESC): WILL EN
TER THE AUTO-MOVE PHASE AND COMPUTER WIL
L FIND THE..       NEAREST NON-MOVED UNI
T..CTRL-A: ACTIVATE AIR POWER PHASE..CTR
L-B: ACTIVATE SAVE GAME OPTION..CTRL-E: 
END PLAYED TURN..CTRL-V: WILL INDICATE S
TATUS OF ENEMY, FRIEND, OR NEUTRAL UNIT.
. ..MOVEMENT KEYS..-------------..THE FO
LLOWING KEYS ARE USED WHEN A UNIT IS BEI
NG MOVED.. ..M: SWITCH MOVEMENT TO THE O
THER UNIT IN THE STACK (IF POSSIBLE, OF 
COURSE)..1-6: MOVEMENT KEYS (SEE ABOVE).
.O: CENTER UNIT ON SCREEN..S: SCROLL (SE
E ABOVE FOR DETAILS)..Q: WILL EXIT FROM 
MOVEMENT PHASE..(ESC): WILL EXIT FROM MO
VEMENT PHASE, BUT IF UNIT HAS NOT MOVED,
 IT ..       WILL BE ABLE TO MOVE LATER.
.C: ALLOW A UNIT TO CHANGE MODE..L: ALLO
W AN UNMOVED UNIT TO BE LEFT..O: ALLOWS 
PLAYER TO ISSUE ORDER TO UNIT..CTRL-C: A
LLOWS CONTINUED COMBAT WITHOUT MOVING..C
TRL-H: HIDES/EXPOSES AND UNIT.. ..SEQUEN
CE..--------..NATO PLAYED ALWAYS GOES FI
RST DURING MOVEMENT PHASE, A PLAYED MAY.
.MOVE AS MANY UNITS AS HE LIKE. BUT, A U
NIT CAN ONLY BE MOVED ONCE PER TURN!..IF
 UNIT ENTERS ENEMY CONTROLLED HEX (ECH) 
IT MUST ENGAGE IN COMBAT, AND IF..IT STI
LL HAS THE MOVEMENT POINTS (MP) AFTER CO
MBAT, IT CAN CONTINUE MOVING..DURING THE
 MOVEMENT PHASE, THE FOLLOWING INFORMATI
ON IS DISPLAYED:.. ..TERN: TERRAIN..TYPE
: TYPE OF UNIT MOVING..MODE: MODE OF UNI
T MOVING..TURN: THE TURN OF GAME (THIS N
UMBER IS INVERSE AT NIGHT)..SM:MN:NC  IN
DICATES (IF INVERSE) IF  HEX CONTAINS SM
OKE, MINES,..          OR NUCLEAR CONTAM
INATION..EF: EFFICIENCY OF UNIT..HQ: DIS
TANCE TO HQ (* IF IT IS HQ, "-" IF OVER 
9 HEXES)..MVL: MP'S REMAINING..STN: STRE
NGTH OF UNIT..RAN: RANGE OF ARTILLERY FI
RE.. ..ON THE RIGHT HAND SIDE OF THE SCR
EEN, THE POSSIBLE DIRECTIONS ARE DISPLAY
ED:..NORMAL: MOVEMENT IS POSSIBLE ..INVE
RSE: MOVEMENT IS IMPOSSIBLE..FLASHING: H
EX IS AND ECH.. ..MOVEMENT POINTS..-----
----------..THE FOLLOWING ARE THE MAXIMU
M MP'S ALLOWED TO A UNIT.. ..NATO      M
P        RUSSIAN     MP..---------------
-----------------------..TANK      25   
     TANK        25..APC       25       
 BMP         25..SPG       20        ART
LY       18..AIRCV     30        KATCH  
     18..RECON     30        INF        
 15..ENG       20        ENG         20.
. ..NOTE: AIRCV HAVE MP'S OF 15 AT NIGHT
.. ..THE ACTUAL NUMBER OF MP'S DEPENDS W
HAT MODE IT IS IN, AND WHETHER..ITS MAXI
MUM MOVEMENT HAS BEEN HALVED.  THE FOLLO
WING RATIOS ARE USED TO..CALCULATE THE I
NITIAL MOVEMENT  ALLOWANCE. (IE. TANK IN
 NORM MODE..WOULD HAVE 25*(3/4) OR 18 MP
'S).. ..MODE      RATIO    MODE     RATI
O..-------------------------------------
--..DEFN      0        RIVER    1/2..REO
R      1/4      FIRE     1/2..SUPORT    
1/4      NORM     3/4..ATTCK     1/2    
  TRANS    1.. ..MODE CHANGE..----------
-..THE CHANGE MODES, A UNIT MUST EXPEND 
MP'S BASED ON ITS EFFICIENCY AND THE..NU
MBER OF SIGHTING ENEMY UNITS (SEU).. ..E
FFICIENCY         COST..----------------
-----------------..6-7                SE
U/2..3-5                SEU + 1..0-3    
            SEU * 2 + 1.. ..WHEN CHANGIN
G MODES, THE * INDICATES THEY THE UNIT C
AN'T CHANGE TO THAT..MODE... ..NEW MOVEM
ENT ALLOWANCE:..(MAX MP'S - CHANGE COST)
*(NEW MODE RATIO)*(NUMBER MP'S LEFT / NU
MBER OF..MP'S AT START).. ..IN OTHER WOR
DS (HA!) THE MORE ENEMIES AROUND, THE HA
RDER IT IS TO DO ANYTHING.. ..MODES..---
--..DEFN: (DEFENSE)  ALLOWS A UNIT TO JU
ST DEFEND ITSELF ..SUPPRT: (SUPPORT) ALL
OWS A UNIT TO SUPPORT THE DEFENSE/OFFENS
E OF A..     UNIT FROM THE SAME DIVISION
..NORMAL: OBVIOUS (I HOPE)..TRANS: (TRAN
SPORT) INDICATES THAT A UNIT IS USING A 
ROAD AND IS..     VULNERABLE TO COMBAT..
RIVER: ALLOWS A UNIT TO CROSS A RIVER..A
TTCK: (ATTACK)  GIVES INCREASED COMBAT A
BILITY, BUT LOSES WILL INCREASE..FIRE: A
LLOWS ANY UNIT WITH AN ARTILLERY RANGE A
BOVE 0 TO FIRE..REOR: (REORGANIZE) INDIC
ATES THAT A UNIT IS REFITTING AND IS .. 
    INCREASING ITS STRENGTH AND EFFICIEN
CY).. ..TERRAIN..-------..              
      SIGHTING    COMBAT..TERRAIN    MP'
S     DISTANCE    BONUS..---------------
------------------------..OPEN       2  
      5           0..L. ROUGH   3       
 3           1..ROUGH      4        2   
        3..FOREST     4        2        
   2..SWAMP      5        3           1.
.VILLAGE    3        3           2..TOWN
       4        2           3..SAND     
  3        3           1..RIVER      4  
      5           0..AIRFIELDS AND NUMBE
RED HEXES ARE TREATED AS OPEN FOR MOVEME
NT AND COMBAT..PURPOSES..  MOVEMENT IN T
RANS MODE COSTS 1MP/HEX..  AIRCV PAYS 1M
P/HEX IN ANY TERRAIN..  +2 MP'S TO ENTER
 SMOKE HEX..  +1 MP (+2 IF IN TRANS) FOR
 EACH SEU..  +1 MP IF IN TRANS MODE AND 
ENEMY HAS..     AIR SUPPERIORITY.. ..ORD
ER PHASE..-----------..WHEN MOVING A UNI
T, ONE CAN GIVE AND ORDER BY HITTING "C"
.. ..1-C: WILL MOVE UNIT TO APPROPRIATE 
POINT USING ROAD NET (PRESENCE OF..     
ENEMIES NEGATES THIS ORDER)..D: CAUSES U
NITS IN NORM AND FIRE MODE TO MOVE AND F
IRE DURING THE ENEMIES..   MOVING PHASE.
.X: WILL CAUSE THE INIT TO EXIT THE MAP 
WITH A 25% CHANCE OF COMING BACK AS..   
A REINFORCEMENT AT THE SAME SPOT 1-3 TUR
NS LATER, OR BEING ELIMINATED..V: WILL C
AUSE THE UNIT TO CAPTURE ANY VILLAGES WI
THIN 5 HEXES AND CONTINUE..   (ENEMIES P
RESENT NEGATE THIS ORDER)..F: WILL CAUSE
 THE UNIT TO FIRE AT THE BEST TARGET WIT
HIN RANGE..R: WILL CAUSE THE UNIT TO RUN
 UNTIL OUT OF SIGHTING RANGE WHERE IT WI
LL ..   CHANGE TO REOR MODE IF POSSIBLE.
.S: WILL CALL IN FIRE FROM ARTILLERY AND
 AIRSTRIKES WITHIN RANGE ON ALL ENEMY.. 
  UNITS WITHIN 3 HEXES OF THE MOVING UNI
T..M: WILL CAUSE THE UNIT TO ADVANCE AND
 FIRE ON ENEMY UNITS..N: WILL CAUSE THE 
UNIT TO ADVANCE AND ATTACK ENEMY UNITS..
 ..IF THE ORDER CAN NOT BE CARRIED OUT, 
THE ANNOYING BEEP WILL SOUND AND ..CONTR
OL WILL BE PASSED BACK TO THE PLAYER (NO
 EFFECT WILL BE TAKE..AGAINST THE UNIT).
. ..HIDDEN MOVEMENT..---------------..AN
Y UNIT MAY BE HIDDEN DURING ITS MOVEMENT
 PHASE PROVIDED THAT..  IT IS NOT STACKE
D..  NOT ADJACENT TO A UNIT..  NOT IN TR
ANS MODE..  NOT SIGHTED BY AN ENEMY UNIT
.. ..  COMMAND TO HIDE: CTRL-H (OR <-)..
 ..IF A HIDDEN UNIT ENTERS TRANS MODE OR
 FIRES, IT WILL BE "UNHIDDEN".. ..SIGHTI
NG..--------..A HIDDEN UNIT THAT IS SIGH
TED BY AND ENEMY UNIT OR MOVES ADJACENT 
TO AND..ENEMY HIDDEN UNIT WILL BECOME EX
POSED THE DISTANCE UPON WHICH A HIDDEN U
NIT..BECOMES SIGHTED DEPENDS ON:..  TERR
AIN..  NIGHT (MAXIMUM OF 2 HEXES)..  IN 
SMOKE..  IF IT IS IN DEFN (1 HEX) OR REO
R (2) MODE.. ..WHEN A UNIT IS SIGHTED, T
HE SPEAKER MAKE A BEEP.. ..DELAYED MOVE.
.------------..A UNIT GIVEN A DELAYED MO
VE IN THE ORDER PHASE OF ITS TURN MAY MO
VE..DURING THE ENEMIES TURN.  UNITS IN F
IRE MODE WILL ATTEMPT TO FIRE AT..OTHERS
 AND UNITS IN NORM MODE WILL ATTACK.  TH
E PROBABILITY THAT..AN ENEMY UNIT WILL A
CTIVATE AN ENEMY UNIT IN DELAYED MOVE DE
PENDS IN THE ..NUMBER OF DELAYED UNITS W
ITHIN 5 HEXES... ..L KEY..-----..WHEN MO
VING UNITS, IF YOU CHOOSE TO MOVE A UNIT
 AND THEN HAVE NOT DONE..ANYTHING WITH I
T, YOU CAN HIT "L" AND CYCLE AROUND TO T
HE NEXT UNIT..WHILE COMING AROUND TO THE
 OTHER ONE LATER... ..MOVEMENT RESTRICTI
ONS..---------------------..NO MORE THEN
 2 UNITS IN A HEX ..NO UNIT MAY ENTER A 
UNIT OCCUPIED BY A HIDDEN UNIT..AIRCV'S 
CAN NOT ENTER RUSSIAN  CONTROLLED VILLAG
ES, TOWNS, OR AIRFIELD HEXES..UNITS IN T
RANS MODE MAY ONLY TRAVEL IN ROADS, OPEN
 TERRAIN, OR NON.. ENEMY CONTROLLED VILL
AGES, TOWNS, AND AIRFIELDS..UNITS IN DEF
N MODE MAY NOT MOVE.. ..NIGHT MOVEMENT..
--------------..DURING A NIGHT TURN, SIG
HTING DISTANCE IS LIMITED TO 2 HEXES.  A
IRCV UNITS..HAVE THEIR MOVEMENT ALLOWANC
E HALVED... ..NIGHT TURNS ARE INDICATED 
BY WHITE TERRAIN, UNLESS THE "B" KEY IS 
HIT...THE TURN COUNTER IS INVERSE WHEN N
IGHT IS OCCURING...NIGHT OCCURS ON TURNS
:5,6 & 11,12 & 17,18.. ..COMBAT..------.
.WHEN AN ENEMY UNIT ENTERS AN ECH (ENEMY
 CONTROLLED HEX) OR CTRL-C..IS HIT, COMB
AT IS INITIATED... ..THE COMPUTER RESOLV
ES COMBAT CONSIDERING:..  THE NUMBER OF 
ENEMIES SIGHTING THE ATTACKER..  THE NUM
BER OF FRIENDLY UNITS SIGHTING THE DEFEN
DER..  THE TERRAIN THE DEFENDER IS IN.. 
 THE NUMBER OF FRIENDLY UNITS SUPPORTING
 THE ATTACKER..  THE NUMBER OF ENEMY UNI
TS SUPPORTING THE DEFENSE..  THE DISTANC
E FROM COMBAT OF THE  RESPECTIVE HQ UNIT
S..  THE EFFICIENCES, STRENGTHS, MODES, 
AND TYPERS OF THE UNITS ENGAGED..  THE A
MOUNT OF ARTILLERY FIRE THE DEFENDER HAS
 SUFFERED.. ..ALL ADJACENT DEFENDING UNI
TS ARE ATTACKED FIRST BEFORE THE ATTACKI
NG..UNIT CAN SUFFER LOSES.  A UNIT SUPPO
RTS THE ATTACK BY BEING IN SUPPORT MODE,
..WITHIN 3 HEXES OF ATTACKED, UNMOVED AN
D WITH NO ENEMY UNITS ADJACENT TO IT...V
ICE VERSA FOR DEFENDING UNITS.  HQ UNITS
 SUPPORT THE ATTACK IF THEY..ARE WITHIN 
9 HEXES (BONUS AT 4 HEXES) AND ARE WITHO
UT ANY ADJACENT ENEMY..UNITS... ..ARTILL
ERY BONUS..---------------..AN ENEMY UNI
T HIT BY ARTILLERY WILL SUFFER A LOSS IN
 EFFICIENCY.  FOR THE..USE OF FRIENDLY C
OMBAT, ONLY THE FIRST 2 HITS HAVE ANY EF
FECT. ..ARTILLERY WILL NOT AFFECT A RETR
EATED UNIT... ..RETREATS AFTER COMBAT..-
--------------------..AFTER COMBAT, A DE
FENDING UNIT MAY BE FORCED TO RETREAT.  
IN THAT CASE,..IT WILL SWITCH TO NORM MO
DE (OR FIRE MODE FOR ARTILLERY) AND RETR
EAT...  A RETREATING UNIT MUST FOLLOW NO
RMAL RULES AND NOT ABUSE IT'S MP'S..  A 
RETREATING UNIT CAN'T INITIATE COMBAT.. 
 A RETREATING UNIT THAT FAILS TO RETREAT
 THE REQUIRED NUMBER OF..    HEXES, WILL
 SUFFER ADDITIONAL LOSES AND MAY BE DEST
ROYED.  IF THE..    UNIT CAN NOT RETREAT
 1 HEX, IT WILL ENTER DEFENSE MODE...  A
 UNIT MAY RETREAT ONLY ONCE DURING A TUR
N.  IF IT IS REQUIRED TO..    RETREAT AG
AIN, IT WILL INSTEAD  SUFFER LOSES...  D
URING THE NEXT MOVEMENT PHASE,  NOT INCL
UDING AIRCV UNITS, THE..    UNIT WILL HA
VE ONLY 1/2 NORMAL MP'S... ..COMBAT DISP
LAY..--------------..DURING COMBAT, THE 
FOLLOWING WILL BE DISPLAYED:.. ..UNIT: T
YPE..STRN: OF THE DEFENDER (LIGHT, MEDIU
M, OR HEAVY)..RSLT: (RESULT) SEE LATER I
N DOCS FOR EXPLANATION OF COMBAT RESOLUT
ION.. ..ARTILLERY..---------..A UNIT MAY
 BE FIRED BY:.. ..  PRESS "O" AND THEN "
F"..  BEING CALLED INTO SUPPORT WHEN IN 
SUPPRT MODE..  OPERATED MANUALLY BY ENTE
RING FIRE MODE AND HITTING CTRL-F, ..   
 POSITIONING CURSOR, AND HITTING..    CT
RL-F: FIRE..    CTRL-S: SMOKE..    CTRL-
X: RETURN TO MOVEMENT PHASE (WHEN IN THI
S PHASE, THE COMMANDS..     WILL BE DISP
LAYED IN INVERSE IF ILLEGAL)..   RUSSIAN
 NOTE: THE RUSSIANS MUST USE THE SAME DI
VISION TO SIGHT AN..     ENEMY.. ..ARTIL
LERY SIGHTING..------------------..A UNI
T MAY ONLY FIRE ON A SIGHTED ENEMY.  ANY
 FRIENDLY UNIT MAY SIGHT..FOR ARTILLERY.
  THE "O" "F" SEQUENCE WILL NOT FIRE ON 
HIDDEN UNITS, THE..MANUAL APPROACH MUST 
BE USED TO DO THIS... ..AIR POWER..-----
----..WHEN CTRL-A IS HIT, THE FOLLOWING 
WILL BE DISPLAYED:.. ..NATO: #:#: RUSSIA
N           :ALC:KEYS..(A) SUPERIORTY   
     :SPARE #: #: 0-9..(T)AC. SUPPORT   
     :STRKE #  #  C/F.. ..#--A NUMBER BE
TWEEN 0-9.. ..THE SIDE IN INVERSE HAS SU
PERIORTY.  IF BOTH SIDES ARE NORMAL, NEI
THER..HAS SUPERIORTY.  .. ..AIR SUPERIOR
TY..--------------..WHEN THE MENU IS DIS
PLAYED, THE PLAYER MAY ALLOCATE 0-9 POIN
TS.  THIS IS DONE..BY HITTING "A" AND TH
EN THE NUMBER... ..SUPERIORTY IS DECIDED
 BY THE SIDE WHICH HAS MORE POINTS.  A P
LAYER ..MAY GET 1-2 EXTRA POINTS IF HE H
AS SELF SUPERIORTY FOR MORE THAN 2..TURN
S.......(19 MIN. LEFT)....GENERAL DBASE 
#7 (?=MENU, 1-60) 38......UPLOADED BY: R
ANDALL LANTRIP..DATE POSTED: WED OCT 31 
01:18:54 PM.... ..TACTICAL AIR STRIKES..
--------------------..IN TURNS 0-3, A PL
AYED CAN ALLOCATE 3 STRIKES.  THIS CAN B
E CHANGED..BY 1-2 DURING THE LATER TURNS
... ..TO ALLOCATE THE STRIKES, HIT "T" A
ND MOVE THE CURSOR TO THE PLACE..YOU WAN
T AND HIT CTRL-F TO PLACE THE CURSOR... 
..ON THE PLAYER'S NEXT TURN, WHEN CTRL-A
 IS HIT, AIR STRIKE MARKERS WILL APPEAR.
.AT THE DESIGNATED PLACES.  THEY MAY THE
N BE CALLED IN BY UNITS ORDERING..SUPPOR
T WITHIN 3 HEXES.  IF THE OPPONENT HAS A
IR SUPERIORTY, THE..STRIKES FAIL TO APPE
AR... ..MINES AND NUCLEAR..-------------
----..THESE OPTIONS MAY BE CALLED IN LAT
ER IN THE GAME.. ..REINFORCEMENTS..-----
---------..DURING THE COURSE OF THE GAME
, BOTH SIDES WILL RECIEVE REINFORCEMENTS
..AT SPECIFIED PLACES.  THE REINFORCEMEN
TS WILL ARRIVE IN AN OVERSIZED STACK..WH
ICH IS MOVED AWAY... ..REORGANIZATION..-
-------------..MOST UNITS (NATO AND RUSS
IAN) AT A RATE DECIDED UPON BY THE DISTA
NCE..FROM THE HQ... ..THE UNIT WILL INCR
EASE ITS STENGTH AND EFFICIENCY BY:.. ..
3 IF WITH 0-4 HEXES (OR IS AN HQ)..2 IF 
WITHIN 5-9 HEXES FROM HQ..1 IF DISTANCE 
IF 10+ FROM HQ.. ..A UNIT WILL FAIL TO R
EORGANIZE OF IT IS ADJACENT TO AN ENEMY 
UNIT... ..A HIDDEN UNIT IN REOR MODE HAS
 A SIGHTING DISTANCE OF 2 HEXES.. ..A UN
IT WILL INCREASE TO A MAXIMUM OF 12 STRE
NGTH POINTS AND 7 EFFICIENCY... ..BRIDGI
NG..--------..THE ENGINEER UNIT CAN BE U
SED TO AID UNITS CROSSING A RIVER.  .. .
.            TANK------<< NEW POSITION..
   RIVER  --------..             ^    \.
.             ^     \    ..           EN
GIN    \ <----TANK..                    
 \..                      \.. .. ..SAVIN
G THE GAME..---------------..TO SAVE THE
 GAME AT ANY TIME, JUST HIT CTRL-B.  A S
PECIAL SSI SAVE DISK MUST..BE INITIALIZE
D TO DO THIS.  .. ..TO RELOAD THE GAME, 
REPEAT THE CTRL-B PROCESS, BUT POSITION 
THE ARROWS NEXT..TO A NAME AND HIT <RETU
RN>.  YOU CAN ALSO USE THE RESTART GAME 
FEATURE ON..THE MAIN MENU... ..LEVEL STR
UCTURE..---------------..THERE ARE 3 LEV
ELS OF PLAY.  I SUGGEST THAT YOU START O
UT ON THE EASIEST..LEVEL OR THE COMPUTER
 WILL BEAT THE CRAP OUT OF YOU.  CHANCES
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