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

COMBAT LEADER  D

FILE INFORMATION

FILENAME(S): COMBAT LEADER  D

FILE TYPE(S): SEQ

FILE SIZE: 8K

FIRST SEEN: 2025-11-30 18:12:27

APPEARS ON: 1 disk(s)

FILE HASH

4bc1673ad68b5ff308fbefc6ed3aac309a48f5129f109ee575a3b0e2189ed26b

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 1 COMBAT LEADER  D SEQ Sailor, Ganheden 5 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000060: 4E 46 41 4E 54 52 59 20  43 4F 4D 50 41 4E 49 45  |NFANTRY COMPANIE|
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000000E0: 49 46 46 45 52 45 4E 54  20 45 4C 45 4D 45 4E 54  |IFFERENT ELEMENT|
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000001A0: 56 41 52 49 45 54 59 20  4F 46 20 53 43 45 4E 41  |VARIETY OF SCENA|
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000001C0: 52 49 4F 44 20 4F 46 20  D7 2E D7 2E 32 20 54 48  |RIOD OF ....2 TH|
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00000230: 45 20 46 49 52 53 54 2E  0D 2D 2D 2D 2D 2D 2D 2D  |E FIRST..-------|
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000005B0: 20 20 20 20 20 20 20 20  20 20 20 C8 49 54 20 54  |           .IT T|
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00000A50: 45 52 45 20 41 52 45 20  35 20 54 59 50 45 53 20  |ERE ARE 5 TYPES |
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00000AB0: 54 20 4C 49 54 54 4C 45  20 43 4F 56 45 52 2E 0D  |T LITTLE COVER..|
00000AC0: 20 20 20 D4 52 45 45 53  3A 20 D2 4F 55 4E 44 20  |   .REES: .OUND |
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00000B90: 20 4C 49 54 54 4C 45 20  43 4F 56 45 52 2E 0D 20  | LITTLE COVER.. |
00000BA0: 20 20 C4 45 50 52 45 53  53 49 4F 4E 53 3A 20 C4  |  .EPRESSIONS: .|
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00000D10: 20 4F 4E 20 48 4F 57 20  4D 41 4E 59 20 54 41 4E  | ON HOW MANY TAN|
00000D20: 4B 53 20 59 4F 55 20 48  41 56 45 20 44 45 53 54  |KS YOU HAVE DEST|
00000D30: 52 4F 59 45 44 20 4F 52  20 48 4F 57 20 4D 41 4E  |ROYED OR HOW MAN|
00000D40: 59 20 59 4F 55 20 48 41  56 45 20 4C 4F 53 54 2E  |Y YOU HAVE LOST.|
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00000D60: 48 45 20 33 20 54 59 50  45 53 20 4F 46 20 4F 52  |HE 3 TYPES OF OR|
00000D70: 44 45 52 53 20 59 4F 55  20 43 41 4E 20 47 49 56  |DERS YOU CAN GIV|
00000D80: 45 20 59 4F 55 52 20 4D  45 4E 20 41 52 45 3A 0D  |E YOUR MEN ARE:.|
00000D90: 20 20 20 2D 20 57 48 45  52 45 20 54 4F 20 47 4F  |   - WHERE TO GO|
00000DA0: 0D 20 20 20 2D 20 57 48  45 52 45 20 54 4F 20 4C  |.   - WHERE TO L|
00000DB0: 4F 4F 4B 2C 20 41 4E 44  0D 20 20 20 2D 20 57 48  |OOK, AND.   - WH|
00000DC0: 45 54 48 45 52 20 54 4F  20 46 49 52 45 20 4F 52  |ETHER TO FIRE OR|
00000DD0: 20 43 45 41 53 45 20 46  49 52 49 4E 47 2E 0D D9  | CEASE FIRING...|
00000DE0: 4F 55 52 20 54 41 4E 4B  20 50 4C 41 54 4F 4F 4E  |OUR TANK PLATOON|
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00001440: 20 20 31 2E 20 C1 54 54  41 43 4B 20 41 4E 44 20  |  1. .TTACK AND |
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000017D0: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
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00001A70: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
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00001C10: 4C 4F 4F 4B 20 54 4F 57  41 52 44 20 43 55 52 53  |LOOK TOWARD CURS|
00001C20: 4F 52 20 50 4F 53 49 54  49 4F 4E 29 0D 20 20 C6  |OR POSITION).  .|
00001C30: 20 3D 20 C6 49 52 45 20  41 54 20 57 49 4C 4C 0D  | = .IRE AT WILL.|
00001C40: 20 20 C3 20 3D 20 C3 45  41 53 45 20 46 49 52 49  |  . = .EASE FIRI|
00001C50: 4E 47 0D 20 20 C8 20 3D  20 C8 55 52 52 59 21 20  |NG.  . = .URRY! |
00001C60: CD 4F 56 45 53 20 55 4E  49 54 53 20 54 4F 20 50  |.OVES UNITS TO P|
00001C70: 4F 53 49 54 49 4F 4E 20  41 53 20 46 41 53 54 20  |OSITION AS FAST |
00001C80: 41 53 20 50 4F 53 53 49  42 4C 45 2E 20 D2 45 44  |AS POSSIBLE. .ED|
00001C90: 55 43 45 53 20 52 41 54  45 20 4F 46 20 46 49 52  |UCES RATE OF FIR|
00001CA0: 45 2E 0D 20 20 CE 20 3D  20 CE 4F 52 4D 41 4C 20  |E..  . = .ORMAL |
00001CB0: 53 50 45 45 44 0D 20 20  D3 20 3D 20 D0 52 4F 56  |SPEED.  . = .ROV|
00001CC0: 49 44 45 20 41 20 53 4D  4F 4B 45 20 53 43 52 45  |IDE A SMOKE SCRE|
00001CD0: 45 4E 2E 20 CF 4E 4C 59  20 41 50 50 4C 49 45 53  |EN. .NLY APPLIES|
00001CE0: 20 54 4F 20 4D 4F 52 54  41 52 20 53 51 55 41 44  | TO MORTAR SQUAD|
00001CF0: 53 2E 0D 20 20 C4 20 3D  20 C4 49 53 4D 4F 55 4E  |S..  . = .ISMOUN|
00001D00: 54 20 49 4E 46 41 4E 54  52 59 20 46 52 4F 4D 20  |T INFANTRY FROM |
00001D10: 43 41 52 52 49 45 52 0D  20 20 CD 20 3D 20 CD 4F  |CARRIER.  . = .O|
00001D20: 55 4E 54 20 49 4E 46 41  4E 54 52 59 20 46 52 4F  |UNT INFANTRY FRO|
00001D30: 4D 20 43 41 52 52 49 45  52 2E 0D 20 20 D0 20 3D  |M CARRIER..  . =|
00001D40: 20 D0 52 4F 56 49 44 45  20 41 20 50 41 54 52 4F  | .ROVIDE A PATRO|
00001D50: 4C 20 4F 55 54 20 4F 46  20 59 4F 55 52 20 50 4C  |L OUT OF YOUR PL|
00001D60: 41 54 4F 4F 4E 2E 20 D5  4E 49 54 20 42 45 43 4F  |ATOON. .NIT BECO|
00001D70: 4D 45 53 20 45 49 54 48  45 52 20 C7 20 D0 41 54  |MES EITHER . .AT|
00001D80: 52 4F 4C 20 4F 52 20 C8  20 D0 41 54 52 4F 4C 2E  |ROL OR . .ATROL.|
00001D90: 0D 20 20 C5 20 3D 20 C5  4E 44 20 50 41 54 52 4F  |.  . = .ND PATRO|
00001DA0: 4C 2E 20 D2 45 4A 4F 49  4E 20 59 4F 55 52 20 50  |L. .EJOIN YOUR P|
00001DB0: 4C 41 54 4F 4F 4E 2E 0D  20 20 C4 45 4C 45 54 45  |LATOON..  .ELETE|
00001DC0: 20 3D 20 C4 45 4C 45 54  45 20 44 45 53 49 47 4E  | = .ELETE DESIGN|
00001DD0: 41 54 49 4F 4E 20 4F 46  20 55 4E 49 54 20 54 48  |ATION OF UNIT TH|
00001DE0: 41 54 20 49 53 20 54 4F  20 52 45 43 45 49 56 45  |AT IS TO RECEIVE|
00001DF0: 20 4F 52 44 45 52 2E 0D  20 20 28 D3 48 49 46 54  | ORDER..  (.HIFT|
00001E00: 29 2F 28 C6 29 20 3D 20  C5 56 45 52 59 42 4F 44  |)/(.) = .VERYBOD|
00001E10: 59 20 C6 C9 D2 C5 21 0D  20 20 20 20 20 20 20 20  |Y ....!.        |
00001E20: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001E30: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001E40: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
00001E50: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
00001E60: 2D 2D 2D 2D 2D 2D 2D 2D  20 20 20 20 20 20 20 20  |--------        |
00001E70: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001E80: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001E90: 20 20 20 20 20 20 D3 50  45 43 49 41 4C 20 C6 55  |      .PECIAL .U|
00001EA0: 4E 43 54 49 4F 4E 20 CB  45 59 53 0D 20 20 20 20  |NCTION .EYS.    |
00001EB0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001EC0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001ED0: 20 20 20 20 20 20 D2 20  3D 20 D2 45 50 4F 52 54  |      . = .EPORT|
00001EE0: 20 4F 4E 20 45 4E 45 4D  59 20 55 4E 49 54 53 20  | ON ENEMY UNITS |
00001EF0: 53 45 45 4E 2E 20 D4 48  49 53 20 43 41 55 53 45  |SEEN. .HIS CAUSE|
00001F00: 53 20 59 4F 55 52 20 55  4E 49 54 53 20 54 4F 20  |S YOUR UNITS TO |
00001F10: 50 52 4F 56 49 44 45 20  41 20 52 45 50 4F 52 54  |PROVIDE A REPORT|
00001F20: 20 4F 4E 20 55 4E 49 54  53 20 53 45 45 4E 20 42  | ON UNITS SEEN B|
00001F30: 59 20 54 48 45 4D 2E 0D  20 20 D3 20 3D 20 D3 43  |Y THEM..  . = .C|
00001F40: 4F 52 45 2E 20 D0 52 4F  56 49 44 45 53 20 43 55  |ORE. .ROVIDES CU|
00001F50: 52 52 45 4E 54 20 53 43  4F 52 45 2E 0D 20 20 D8  |RRENT SCORE..  .|
00001F60: 20 3D 20 D4 45 52 4D 49  4E 41 54 45 20 4D 49 53  | = .ERMINATE MIS|
00001F70: 53 49 4F 4E 2E 20 C5 4E  44 53 20 54 48 45 20 4D  |SION. .NDS THE M|
00001F80: 49 53 53 49 4F 4E 20 41  4E 44 20 54 41 4C 4C 49  |ISSION AND TALLI|
00001F90: 45 53 20 46 49 4E 41 4C  20 53 43 4F 52 45 2E 0D  |ES FINAL SCORE..|
00001FA0: 20 20 D3 50 41 43 45 20  C2 41 52 20 3D 20 C8 41  |  .PACE .AR = .A|
00001FB0: 4C 54 53 20 50 4C 41 59  20 55 4E 54 49 4C 20 49  |LTS PLAY UNTIL I|
00001FC0: 54 20 49 53 20 50 52 45  53 53 45 44 20 41 47 41  |T IS PRESSED AGA|
00001FD0: 49 4E 2E 0D 0D                                    |IN...           |
COMBAT LEADER IS A TACTICAL GAME THAT SI
MULATES COMBAT BETWEEN ELEMENTS OF TANK 
AND MECHANIZED INFANTRY COMPANIES ON THE
 MODERN BATTLEFIELD. IT IS A FLEXIBLE GA
ME THAT CAN BE PLAYED ON DIFFERENT LEVEL
S AND CAN INCLUDE MANY DIFFERENT ELEMENT
S, SUCH AS TANKS, INFANTRY FIGHTING VEHI
CLES (APC), INFANTRY, RIFLES, ANTITANK W
EAPONS, AND MORTARS. WITH THIS SIMULATIO
N, IT IS POSSIBLE TO SIMULATE TACTICAL C
OMBAT IN A WIDE VARIETY OF SCENARIOS FRO
M THE PERIOD OF W.W.2 THROUGH THE 1980'S
. THIS IS A VERY COMPLEX GAME, AND IT IS
 SUGGESTED BEGGINERS PLAY THE NOVICE GAM
E FIRST..-------------------------------
----------------------------------------
--------.THE OPENING CONSISTS OF A FULL 
COLOR GRAPHIC PICTURE AND A MILITARY MAR
CH THEME WHICH TO SAY THE LEAST GIVES TH
E SSI PEOPLE SOME CREATIVITY. HITTING JU
ST ABOUT ANY KEY WILL GIVE YOU THE MAIN 
MENU WHICH LOOKS SOMETHING LIKE THIS:.  
                                        
                                        
                                        
        SELECT GAME:.                   
                       (1) NOVICE.  (2) 
INTERMEDIATE.  (3) BUILD YOUR OWN GAME (
MY FAVORITE).  (4) ATTACK ENEMY.  (5) SE
IZE AND HOLD POSITION.  (6) MOBILE DEFEN
SE.  (7) RECONNAISSANCE.                
                                        
                                        
                                        
                                        
                                        
                           HIT THE (1) K
EY TO START THE NOVICE GAME. A PORTION O
F THE BATTLE FIELD IS NOW DISPLAYED. HIT
 THE (SPACE BAR) TO PAUSE THE GAME. THE 
BORDER AROUND THE BATTLEFIELD SHOULD HAV
E TURNED BLACK TO INDICATE PAUSED ACTION
.                          ON THE SCREEN
 SHOULD BE A GROUP OF 5 TANKS WHICH WILL
 FROM NOW ON BE CALLED  PLATOON A. THIS 
IS YOUR BATTLE GROUP, IE. WHAT YOU FIGHT
 WITH. IN THIS SAME GAME YOU ARE TO MEET
 AND DESTROY THE COMPUTER'S PLATOON OF 5
 TANKS. THEY ARE LOCATED SOMEWHERE TO TH
E NORTH, (THOSE COMMIES!), OUT OF THE AR
EA DISPLAYED BY THE COMPUTER..   THE SIZ
E OF THE BATTLEFIELD IS 77 CHARACTER LIN
ES HIGH AND 40 CHARACTERS WIDE WITH EACH
 CHARACTER REPRESENTING 30-40 METERS IN 
DISTANCE. ABOUT 30 PERCENT OF THE BATTLE
FIELD CAN BE VIEWED AT ANY ONE TIME. YOU
 START IN THE SOUTHERN AREA OF THE BATTL
EFIELD AND THE COMPUTER IN THE NORTHERN 
AREAS. TO SEE THE NORTHERN (UPPER) PART,
 USE YOUR JOYSTICK TO MOVE THE CURSOR (A
 SMALL ORANGE CIRCLE) TO THE TOP OF THE 
SCREEN. NOTICE THAT THE SCREEN SCROLLS W
HEN YOU TRY TO MOVE THE CURSORBEYOND THE
 UPPER EDGE OF THE SCREEN. THE NUMBERS A
T THE EDGE OF THE SCREEN ARE PLACED EVER
Y 10 CHARACTER LINES. .   ALSO NOTICE TH
ERE ARE 5 TYPES OF TERRAIN: .   OPEN FIE
LDS: BLANK AREAS, OFFERS GOOD VISIBILITY
 AND MOVEMENT BUT LITTLE COVER..   TREES
: ROUND BUSH-SHAPED, RESTRICTS VISIBILIT
Y, SLOWS MOVEMENT OF ARMOR, AND PROVIDES
 GOOD COVER..   ROCKY AREAS: IRREGULAR P
ATTERNS OF TINY SPOTS, ALLOW GOOD VISIBI
LITY, RESTRICTS ALL MOVEMENT, AND OFFERS
 LITTLE COVER..   DEPRESSIONS: DARK CIRC
ULAR AREAS, ALLOWS GOOD VISION FOR UNITS
 IN THEM, SLOW MOVEMENT FOR CLIMBING OUT
, AND PROVIDES GOOD COVER..   HILLS: LIN
ES MARK THE OUTER EDGE OF EACH LEVEL, VE
RY GOOD VISION FOR UNITS AT THE TOP, SLO
W MOVEMENT CLIMBING THEM, AND PROVIDE SO
ME COVER. GREAT FOR MORTARS..   THE TOTA
L NUMBER OF POINTS IN THE NOVICE GAME EQ
UALS 20 AND IS DEPENDANT ON HOW MANY TAN
KS YOU HAVE DESTROYED OR HOW MANY YOU HA
VE LOST..   BASICALLY, THE 3 TYPES OF OR
DERS YOU CAN GIVE YOUR MEN ARE:.   - WHE
RE TO GO.   - WHERE TO LOOK, AND.   - WH
ETHER TO FIRE OR CEASE FIRING..YOUR TANK
 PLATOON ACTS ON YOUR ORDERS. FOR EXAMPL
E, TO MOVE YOUR PLATOON: (1) MOVE THE JO
YSTICK TO POSITION THE CURSOR AT THE LOC
ATION TO WHICH THE PLATOON IS TO MOVE. (
2) HIT THE (A) KEY. THIS WILL DESIGNATE 
THAT PLATOON A (YOUR TANKS) IS TO RECIEV
E AN ORDER. (3) HIT THE (G) KEY. THIS WI
LL ISSUE THE ORDER TO THE PLATOON TO GO 
TO THE POSITION MARKED BY THE  CURSOR. T
O ISSUE ANY ORDER IN THIS GAME, YOU HIT 
2 KEYS. FIRST, HIT THE KEY TO DESIGNATE 
WHICH UNIT IS TO RECIEVE THE ORDER. THEN
, HIT THE KEY CORRESPONDING TO THE ORDER
 DESIRED. THERE ARE 4 BASIC PRDERS A TAN
K PLATOON LEADER CAN ISSUE:.   G = GO TO
 POSITION MARKED BY CURSOR..   T = TARGE
T POSITION IS MARKED BY CURSOR (I.E. HAV
E THE PLATOON LOOK TOWARDS THE CURSOR PO
SITION)..   F = FIRE AT WILL..   C = CEA
SE FIRING..YOU MAY ISSUE AN ORDER TO AN 
INDIVIDUAL TANK BY HITTING THE NUMBER KE
Y (1) TO (5) TO DESIGNATE THE TANK, INST
EAD OF HITTING (A). THAT WILL ALLOW YOU 
TO CONTROL YOUR TANKS INDIVIDUALLY OR IN
 SECTIONS..IF A TANK IS DESTROYED AND YO
U DESIGNATE IT TO RECEIVE AND ORDER, YOU
 WILL GET BACK THE MESSAGE "NO RESPONSE"
 FOR THAT TANK. DURING THE GAME, YOU WIL
L RECEIVE A MESSAGE WHEN YOUR TANKS FIRS
T SEE THE ENEMY AND WHEN YOU COME UNDER 
FIRE. THE  BORDER AROUND THE BATTLEFIELD
 TURNS RED TO TELL YOU A MESSAGE WAS REC
IEVED. TO DISPLAY THE MESSAGE, HIT THE F
IRE BUTTON ON THE JOYSTICK. THE RESTORE 
KEY WILL BRING YOU BACK TO THE MENU AT A
NY TIME..                               
         BESIDES THE NOVICE AND INTERMED
IATE GAMES, YOU CAN CHOOSE FROM 4 "MISSI
ON" GAMES OR YOU CAN BUILD YOUR OWN. THE
 4 MISSION GAMES INCLUDE:.              
                          1. ATTACK AND 
DESTROY ENEMY FORCES. OBJECTIVE IS TO DE
STROY ALL FORCES OF THE ENEMIES. SIMPLE?
.2. SIEZE AND HOLD A POSITION. THE COMPU
TER WILL ASSIGN YOU A KEY TERRAIN POSITI
ON AT THE START OF THE GAME. THE POSITIO
N WILL BE MARKED WITH AN 'X' ON THE BATT
LEFIELD. YOU MUST OCCUPY THE POSITION AN
D HOLD OFF ALL ENEMY ATTACKS. YOUR FORCE
S MUST BE WITHIN 5 SQUARES OF THE 'X' TO
 HOLD IT..3. MOBILE DEFENSE. KEEP THE EN
EMY AS FAR NORTH FOR AS LONG AS POSSIBLE
. ALMOST A NO-WIN SCENERIO..4. RECONNAIS
SANCE. IDENTIFY ENEMY FORCES..          
                                        
                              NOTES ON B
UILDING YOUR OWN GAME. REMEMBER THE HIGH
ER THE NUMBER INPUTTED FOR EACH QUESTION
 MEANS THE GREATER NUMBER OF UNITS, MORE
 ACCURATE FIRE, THICKER ARMOR, THE AMOUN
T OF TERRAIN AVALIABLE, ECT..           
                                        
                             -----------
----------------------------------------
----------------------------.           
                                       U
NIT ABBREVIATONS.                       
                       A = TANK PLATOON 
A.      B = TANK PLATOON B.      C = TAN
K PLATOON C.      D = INFANTRY CARRIER P
LATOON D.      E = INFANTRY CARRIER PLAT
OON E.      F = SCOUT PLATOON.      G = 
G PATROL.      H = H PATROL.      I = MA
CHINE GUN SQUAD I.      J = ANTITANK SQU
AD J.      K = RIFLE SQUAD K.      L = M
ORTAR SQUAD L.      M = MACHINE GUN SQUA
D M.      N = ANTITANK SQUAD N.      O =
 RIFLE SQUAD O.      P = MORTAR SQUAD P.
                                        
      Q = COMPANY COMMANDER.------------
----------------------------TO CHANGE CO
MMAND OF A UNIT, HIT THE     (CTRL) KEY 
ALONG WITH THE UNIT LETTER. EXAMPLE: HIT
TING (CTRL) (B) LETS YOU TAKE OVER THE C
OMMAND OF TANK PLATOON B..--------------
--------------------------              
                                        
  ORDERS.                               
           G = GO TO POSITION MARKED BY 
CURSOR.  T = TARGET IS AT POSITION MARKE
D BY CURSOR (HAVE UNITS LOOK TOWARD CURS
OR POSITION).  F = FIRE AT WILL.  C = CE
ASE FIRING.  H = HURRY! MOVES UNITS TO P
OSITION AS FAST AS POSSIBLE. REDUCES RAT
E OF FIRE..  N = NORMAL SPEED.  S = PROV
IDE A SMOKE SCREEN. ONLY APPLIES TO MORT
AR SQUADS..  D = DISMOUNT INFANTRY FROM 
CARRIER.  M = MOUNT INFANTRY FROM CARRIE
R..  P = PROVIDE A PATROL OUT OF YOUR PL
ATOON. UNIT BECOMES EITHER G PATROL OR H
 PATROL..  E = END PATROL. REJOIN YOUR P
LATOON..  DELETE = DELETE DESIGNATION OF
 UNIT THAT IS TO RECEIVE ORDER..  (SHIFT
)/(F) = EVERYBODY FIRE!.                
                        ----------------
------------------------                
                              SPECIAL FU
NCTION KEYS.                            
              R = REPORT ON ENEMY UNITS 
SEEN. THIS CAUSES YOUR UNITS TO PROVIDE 
A REPORT ON UNITS SEEN BY THEM..  S = SC
ORE. PROVIDES CURRENT SCORE..  X = TERMI
NATE MISSION. ENDS THE MISSION AND TALLI
ES FINAL SCORE..  SPACE BAR = HALTS PLAY
 UNTIL IT IS PRESSED AGAIN...
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