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1174 lines
63 KiB
Plaintext
1174 lines
63 KiB
Plaintext
KAMPFGRUPPE
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TABLE OF CONTENTS
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1.0 Introduction..................................2
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2.0 General Description...........................2
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3.0 Starting the Game.............................2
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4.0 Deployment....................................3
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5.0 Orders Phase..................................4
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6.0 Weapons.......................................5
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7.0 Combat Phase..................................6
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8.0 Line Of Sight.................................7
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9.0 Historical Scenarios..........................8
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10.0 Game Length and Victory Conditions............9
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11.0 Weapons Notes (not included).................11
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12.0 Strategy Notes...............................12
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Appendix 3: Terrain Numbers/Type/Levels...........13
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Kampfgruppe Scenario Disk One.....................14
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1.0 INTRODUCTION
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KAMPFGRUPPE is a platoon-level tactical game of combat on the Eastern
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Front from 1941 to 1945.
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1.1 Description of Action:
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Each game turn consists of two phases. In the orders phase, the
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players, one at a time, give orders to the units which they control. In the
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joint combat phase all units carry out these orders, one unit at a time. The
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combat phase represents two minutes of action, broken down into four
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30-second pulses.
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1.2 Talking to the Computer:
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To enter a response to the computer that consists of numbers, type the
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number into the computer and press the <RETURN> key. To select a routine from
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a menu or answer a Yes/No question, just press the desired key. WHERE THE
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EXIT COMMAND IS NOT SPECIFIED, PRESS <X> TO EXIT THE MENU.
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1.3 Saving a Game:
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At the end of the DEPLOYMENT PHASE and at the end of each COMBAT PHASE,
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the computer will allow the player(s) to save the game in progress. You will
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need a scratch disk to store the save game data. Save game disks may be
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initialized for SSI use during a game by following Instructions included in
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the game program. Each save disk with hold approximately 4-6 games. Warning:
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the program will not prompt you when you have exceeded the disk space on your
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save game disk. Once a game is saved you with be able to restart it at the
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point you left off.
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WHEN RESTARTING A SAVED GAME YOU MUST SET THE CORRECT NUMBER OF PLAYERS ON
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THE OPENING MENU.
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1.4 The Map:
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The KAMPFGRUPPE map is a 60 X 60 square grid with each square measuring
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200 yards across. At the start of each game the terrain is randomized in
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accordance with parameters determined by the player.
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1.5 Starting the Game (Apple):
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To begin the game, boot side one and the game will begin automatically.
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If you are using an Apple II with Pascal you must first use your BASICS disk.
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If you are using an Apple III you must first go into Apple II emulation mode.
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if you elect to play a historical scenario, the computer will ask You to
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insert side two of the disk so that it may read in the scenario data. when
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this is complete the computer will instruct you to reinsert side one for the
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remainder of the game.
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1.6 Starting the Game (Atari):
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To begin the game, boot the Scenario side of Your disk. Before
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beginning remove all cartridges from your computer. Owners of the 8OOXL will
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have to hold down the OPTION key when they turn on their computer to boot the
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game. After you have deployed your forces (or after you have selected to play
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a historicaL scenario) , the computer will ask you to insert the Game side of
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your disk.
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1.7 Starting the Game (Commodore):
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To begin the game, insert the game disk into Your disk drive. Type LOAD
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"*", 8 and press <RETURN> . When READY appears, type RUN and press <RETURN> .
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1.8 Sound:
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During the combat phase, players may toggle the sound ON/OFF by
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pressing the 'S' key.
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2.0 GENERAL DESCRIPTION
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2.1 Parts Inventory:
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a. Game box
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c. 5 1/4" game disk
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b. Rule book
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d. Data card
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2.2 Abbreviations:
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Abbreviations used in the game are listed below:
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BDE brigade
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DET detachment
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CO company
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BN battalion
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MOT motorized
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PZG panzergrenadier PZ panzer
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JPZ jagdpanzer (tank destroyer)
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STUG sturmgeheschuttz (assault gun)
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INF infantry
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RIF rifle
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ART artillery
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AT anti-tank
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MOR mortar
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ENGR engineer
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IG infantry gun
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HOW howitzer
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HMG heavy machine gun
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SMG submachine gun
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VG volksgrenadier
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3.0 STARTING THE GAME
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3.1 Determining Conditions of Play:
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At the start of the game the player(s) must determine the conditions under
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which the game will be played. On the Apple version the conditions may be
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changed by entering the following numbers:
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(1) NEW GAME or SAVED GAME
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(2) 1 DISK DRIVE or 2 DISK DRIVES
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(3) SOLITAIRE or TWO PLAYERS
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(4) HANDICAP LEVEL
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(5) DELAY LENGTH
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(6) SELECT SCENARIO
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On the ATARI and C-64'" versions:
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(1) NEW GAME or SAVED GAME
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(2) SOLITAIRE or TWO PLAYERS
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(3) HANDICAP LEVEL
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(4) DELAY LENGTH
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(5) SELECT SCENARiO
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3.2 Player Determination:
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KAMPFGRUPPE may be played by either zero, one, or two players, and this
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is determined by the option selected on the menu. For example, if you wished
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to watch a computer controlled German force face a computer controlled
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Russian force, you should select the option BOTH COMPUTER.
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3.3 Handicap Level:
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At the start of the game the players must determine the handicap level
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(1-5) . The effects of handicap levels are listed below:
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Level 1: German strength reduced 50%
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Level 2: German strength reduced 25%
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LeveL 3: No reduction
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Level 4: Soviet strength reduced 25%
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Level 5: Soviet strength reduced 50%
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EXAMPLE: At level 1 the number of weapons in German platoons would be reduced
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by approximately 50%.
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3.4 Delay Length:
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The delay length affects messages displayed during the Combat Phase.
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The greater the delay length, the longer these messages will remain displayed
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during the Combat Phase. A delay length of 1 will speed up the game, but will
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cause the messages to be virtually unreadable. A delay length of 9 will slow
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the game considerably, but will allow the player maximum time to study the
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various reports provided during the Combat Phase. Any integer between 1 to 9
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may be entered.
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3.5 Selecting a Scenario:
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You may select one of 4 historical scenarios (see section 9.0), or you
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may elect to build your own scenario. If you select a historical scenario,
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the computer will skip the deployment phase and go directly to turn 1. If you
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elect to build your own scenario you will be asked several questions (see
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sections 3.6-3.9). New players are advised to begin by playing scenarios they
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have created. Creating and playing a small meeting engagement is recommended.
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Do not attempt to play historical scenarios until you are completely
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familiar with the game.
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3.6 Building the Map:
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At the start of the game the computer will generate a new map. Prior to
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generating the map the computer will allow the player(s) to input parameters
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that influence the nature of the terrain:
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(1) INCLUDE RIVER Y/N
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(2) COVER TERRAiN DENSITY (O-9)
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If option (1) is answered "Y" then the map will include a river. Option
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(2) allows the players to control quantity of woods and broken terrain
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included on the map. A "0" would allow no woods/broken terrain on the map; a
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"9" would mean heavy woods/ broken terrain density. Any number between 0 and
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9 may be entered.
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3.7 Selecting the Time Period:
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The player(s) may select from eight different time periods. The time
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period will affect the type of forces/equipment that may be used in the
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battle as well as the command control capabilities of the two armies.
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3.8 Selecting the Type of Battle:
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The player(s) may select from five different types of battle:
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(1) GERMAN PURSUIT
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A small Soviet force fights a rear-guard action against a large German
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force.
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(2) GERMAN ASSAULT
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A large German force attacks a medium Soviet force. Both sides may use
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off-map artillery.
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(3) MEETING ENGAGEMENT
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Opposing forces of equal strength advance on the same objective.
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(4) SOVIET ASSAULT
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A large Soviet force attacks a medium German force. Both sides may use
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off-map artillery.
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(5) SOVIET PURSUIT
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A small German force fights a rear-guard action against a large Soviet
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force.
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The player(s) must also determine the size of the battle:
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(1) LARGE
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(2) SMALL
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In a "small" battle the quantity of units on both sides will be reduced by
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approximately 50%.
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3.9 Selecting Forces:
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The Soviet player may select either a Tank or an Infantry type force.
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The German player may select a Panzer, Motorized or Infantry type force. If
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the AUTO-SELECT routine is used then the computer will select a force to suit
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the type of battle.
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The players have a limited number of selection points (SPs) that they
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may use to "buy" various types of companies or battalions. The computer will
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only allow the selection of formations that are appropriate for the type of
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force selected.
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The player(s) will receive 20 victory points for each SP that is not
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used to buy combat formations. A maximum of 250 points may be received in
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this manner.
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4.0 DEPLOYMENT:
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When creating a new scenario, the player(s) may arrange their units on
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the map before the game begins to optimize their attack or defense. Soviet
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units may not be deployed west (left) of their "start line" and German units
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may not be deployed east (right) of their "start line ". If the AUTO-DEPLOY
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routine is used then the computer will automatically deploy the units on the
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map. AUTO-DEPLOY will not provide the best possible deployment; it represents
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a "hasty" deployment. If the AUTO-DEPLOY routine is not used, the players
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will find their units at the top of the map.
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4.1 Combat Formations:
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All units in the game are organized into combat formations (CFs). CFs
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consist of a headquarters (HQ) unit with from 1 to 8 attached combat units.
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CFs are each assigned an identification letter (A-U) . The units attached to
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a CF are each assigned an index number (0-9) . The formation letter and the
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index number are combined to form the unit ID. EXAMPLE: the 3rd unit in
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formation C would have C3 as its UNIT ID.
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The HQ unit in all CFs will be assigned index number "0".
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4.2 The Map Display:
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The map display used in KAMPFGRUPPE is a 60 X 60 square grid. Only a
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fraction of the map (20 squares wide by 10 squares high) may be viewed at one
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time. By pressing the keys 1-8 the cursor can be moved around the map (1-N,
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2-NE, 3-E, 4-SE, 5-S, 6-SW, 7-W, 8-NW). If the cursor is moved to the edge of
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the display then the map will scroll to reveal the hidden portions of the
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map. When playing an assault type battle, the map is reduced to 60 X 30 (60
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spaces east-west by 30 spaces north-south).
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4.3 Unit Symbols:
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All units on the map are identified by symbols that describe their
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function and nationality.
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SOVIET VEHICLES are represented by vehicle silhouettes facing west.
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SOVIET INFANTRY is represented by symbols of two men underlined.
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SOVIET ARTILLERY is represented by an underlined weapon symbol.
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SOVIET STACK is represented by two overlapping white squares.
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GERMAN VEHICLES are represented by vehicle silhouettes facing east.
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GERMAN INFANTRY is represented by symbols of two men (no underline).
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GERMAN ARTILLERY is represented by a weapon symbol (no underline).
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GERMAN STACK is represented by two hollow overlapping squares.
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CONFLICT (opposing forces on same square) is represented by an SU/GE symbol.
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4.4 Map Display Menu:
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The map display menu lists the following routines:
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(1-8) Move cursor.
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(9) Build entrenchment (only before ASSAULT type battles).
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(0) Use auto-deploy routine.
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(A-T) Select unit. Press formation letter followed by unit index
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number computer will shift to UNIT ORDERS MENU.
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(U) Change terrain in square (see appendix 3 for terrain key).
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(V) View. Inverses all squares with a line of sight to the
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cursor location.
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(W) Move cursor to OBJECTIVE AREA (see 4.6) then START LiNE.
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(X) Exit deployment phase.
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(Y) Clear units from screen to view terrain.
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(Z) Examine friendly units at cursor location.
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4.5 Unit Orders Menu:
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The unit described at the top of the text Window is the "current unit."
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The following routines may be used to adjust the starting location or inspect
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the status of the current unit:
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(1-8) Move cursor.
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(9) Change weapon type of armored vehicle.
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(D) Disembark unit. If unit is a vehicle then it will unload all
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of its passengers; if the unit is a passenger then only that
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unit will unload.
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(E) Embark unit. Order must be given to a vehicle unit- the
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computer will request the ID of the unit to be embarked.
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(L) Look for unit. The cursor will move to the unit's location.
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(M) Move unit. The unit will move to the cursor location.
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(N) Next unit. The next higher numbered unit will become the
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current unit.
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(P) List passengers. Will list the units embarked aboard the
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current unit.
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(Q) Quit the orders menu. Return to the map display menu.
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(V) View. Inverses all squares that may be seen from the cursor
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location.
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(X) Exit the unit orders menu. Return to the map display.
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4.6 The Objective Area:
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The objective area may be located by pressing the (W) key on the map
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display menu. The cursor will move to the CENTER of the objective area. The
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objective area is a 19 X 19 square area. In some scenarios the players will
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score points for each infantry man, gun or vehicle that ends the game in the
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objective area.
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4.7 Saving the Set-Up:
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At the conclusion of the deployment phase the computer will allow you
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to save the set-up on a disk initialized for SSI use (disks may be
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initialized at this time).
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4.8 Entrenchments:
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If the type of battle is a SOVIET ASSAULT or GERMAN ASSAULT then the
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players may "build" entrenchments for their units. Entrenchments are built by
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moving the cursor over a clear terrain square and pressing the "9" key when
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the computer is in MAP DISPLAY MODE. Entrenchment squares will look like and
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have the same effect as BROKEN terrain squares.
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Players may build a maximum of 50 entrenchments. Entrenchments may only
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be built on the friendly side of the start line.
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4.9 Off-Map Artillery:
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Off-map artillery may be available only during assault type battles.
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Off-map artillery will be designated only as LIGHT, MEDIUM or HEAVY
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ARTILLERY. When selecting forces the player will receive off-map artillery by
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taking the German ARTILLERY DETACHMENT or the Soviet HOWITZER BATTALION,
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MEDIUM ARTILLERY BATTALION or LIGHT ARTILLERY BATTALION.
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Off-map artillery will never be displayed on the map. Available off-map
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artillery may be inspected after the game has started by using the
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BOMBARDMENT routine.
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If AUTO-SELECT is used when playing an assault type battle, both sides
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will receive off-map artillery.
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4.10 Changing the Map:
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During the deployment phase, players may use the U key to create any
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terrain desired on any square of the map. This allows players to create any
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map desired. Move the cursor to the square you wish to change, type U, and
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then type the number of the terrain (see appendix 3 for a list of terrain
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types). When designing a map, keep in mind that often the computer
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intelligence cannot deal with river terrain.
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4.11 Changing Weapon Types of Armored Vehicles:
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Players wishing to create their own scenarios may change the weapons of
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any of the armored vehicles except halftracks. To change a unit's weapons go
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to the unit orders menu, type "9", and then type the number of the weapon
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desired for the current unit (see section 6.0 for weapon numbers).
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4.12 Visibility Level:
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At the beginning of the first turn of each game, the computer will
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randomly determine the visibility level. The visibility level will be set
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between 7 and 20 and will remain constant throughout the game. The visibility
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level is the maximum range at which units may spot and direct fire at enemy
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units.
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5.0 ORDERS PHASE
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During the orders phase the player(s) may review the status of their
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units and assign movement, bombardment and targeting orders.
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5.1 Map Display Menu:
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The map display menu used during the orders phase is similar to the one
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used during the deployment phase.
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(1-8) Move cursor.
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(0) End game.
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(A-U) Select unit. Press formation letter followed by unit index number -
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computer will shift to UNIT ORDERS MENU; the selected unit will be the
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"current unit".
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(V) View. The computer will inverse all squares that can be seen from
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the cursor location.
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(W) Move cursor to center of objective area.
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(X) Exit orders phase.
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(Y) Clear units from screen to view terrain.
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(Z) Examine friendly or visible enemy units at cursor location.
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5.2 Unit Orders Menu:
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Upon selecting a unit from the map menu it will be displayed beneath
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the map showing its composition (number and type of vehicles or weapons),
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ammunition (shown as A, in pulses of firing remaining), facing (shown as a
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compass direction), speed (In movement point rate, it is also miles per
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hour), and whether it's loaded (an L is displayed when loaded). The
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following routines may be used to assign orders to or inspect the status of
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the current unit:
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(1-8) Move cursor.
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(A)* Advance. This command is only used when the computer is in
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all-units mode; the formation HQ will move to the cursor location, other
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units in the formation will move in such a way as to retain their current
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position relative to the HQ.
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(B) Bombard. The cursor location is the target square; the current
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unit is the spotter; the computer will list the artillery units eligible to
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bombard the target (see section 5.6) .
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(C) Center. The map is centered around the cursor.
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(D) Disembark. If the current unit is a vehicle then it will unload
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all of its passengers; if the current unit is a passenger then only that unit
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will unload; unloaded passengers will have a suppression level of 80.
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(E) Embark. Order must be given to a vehicle unit - the computer will
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request the ID of the unit to be embarked (see section 5.4).
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(F)* Change unit facing.
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(H) Find unit's HQ. Cursor moves to unit's HQ location; computer
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determines if a "command control" link exists between the current unit and
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the HQ; the HQ becomes the new current unit.
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(I) Inspect. Allows the player to inspect all enemy units that can be
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seen by the current unit; allows the current unit to designate a priority
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target and/or request a bombardment (with the current unit as the spotter).
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Assigning a priority target with the (I)nspect order will cause a range order
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to be given if the target is outside of the set maximum range, with the
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maximum firing range being set equal to the distance to the new target (see
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section 5.8).
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(K)* Cancel all orders. Allows the current unit to cancel all movement
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and bombardment orders.
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(L) Look for unit. Moves the cursor to the current unit's location.
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(M)* Move unit. Orders the unit to move to the cursor location (see
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section 5.5)
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(N) Next unit. The next higher numbered unit will become the current
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unit.
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(O) Check movement objectives. Moves the cursor to the movement
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objective location(s) of the current unit; also lists the command control
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delay (see section 5.5).
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(P) List passengers. Lists all units embarked aboard the current unit.
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(Q) Quit the unit orders menu. Return to the map display menu.
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(R) Set maximum firing range at which the current unit will select
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targets (see section 5.7).
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(S) Set movement speed for the current unit.
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(T) Inspect the target that the current unit has selected.
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(V) View. The computer will inverse all squares that the current unit
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can see with its current facing.
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(X) Exit the unit orders menu. Return to the map display menu.
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(Z) Shift to all-units mode.
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5.3 All-Units Mode:
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Certain orders may be given to all of the units of a particular
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formation. These orders are followed by an "*" In the listing in 5.2. The
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computer may be placed in "all-units mode" by pressing the letter "A" instead
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of the unit index number when selecting a unit from the map display menu.
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From the unit orders menu the player may shift to "all-units mode " by
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pressing the (Z) key. EXAMPLE: If the current unit is C4 and the (Z) key is
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pressed, then the computer will shift to all-units mode for formation C.
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C-ALL will be shown at the top of the text window and C0 will become the new
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current unit.
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When the computer is in all-units mode then the current unit will
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always be the formation HQ. The computer may not be placed in all-units mode
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if the formation HQ has been destroyed.
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5.4 Embarking Units:
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All vehicle units may embark infantry type units. Only halftrack and
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truck units may embark artillery type units. Each vehicle may carry a maximum
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of 10 transport points. Listed below are the transport costs for each type of
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passenger:
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SMG, RIFLE1
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HMG2
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81MOR, 82MOR3
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12OMOR5
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IG, HOW, FLACK, AT GUN 10
|
|
EXAMPLE: A platoon with 30 RIFLEs would require 3 vehicles to transport.
|
|
EXAMPLE: A battery of six 76AT guns would require 6 trucks or
|
|
halftracks to transport.
|
|
After giving the (E)MBARK command the player must enter the ID of the
|
|
unit to be embarked. If the embarking unit is in the same square as the
|
|
vehicle then it will embark immediately. If the embarking unit is not in the
|
|
same square as the vehicle then the vehicle will move to the square and load
|
|
the unit during the COMBAT PHASE. It is possible to instruct a vehicle to
|
|
embark all of the units in a formation. Type the letter "A" instead of the
|
|
index number of the passenger unit. The vehicle must be assigned to the
|
|
formation it is loading in this manner. The vehicle will immediately embark
|
|
the units in the same square and then move to the locations of the other
|
|
units (In numerical order) and load them during the subsequent COMBAT PHASES.
|
|
If a vehicle unit receives new movement (or embark) orders, then it will
|
|
cancel any previous embark orders that have not been completed.
|
|
5.5 Movement Objectives:
|
|
Movement objectives may be assigned to the current unit by moving the
|
|
cursor to the desired objective location, pressing the (M) key and then
|
|
entering the desired speed.
|
|
Each unit may store up to 2 movement objectives. The FIRST OBJECTIVE
|
|
will always be the first objective assigned and the SECOND OBJECTIVE will
|
|
always be the LAST one assigned. When a unit completes its move to the first
|
|
objective location then the second objective will become the NEW first
|
|
objective. If a new objective is assigned to a unit that already has two
|
|
objectives, then the new objective will replace the old second objective.
|
|
Command control movement delays are imposed each time a new movement
|
|
objective is assigned. Delays are not cumulative; the new delay will replace
|
|
any existing delay.
|
|
Movement objectives for the current unit may be reviewed by pressing
|
|
the (O) key. Movement objectives for the current unit may be cancelled by
|
|
pressing the (K) key.
|
|
5.6 Requesting Artillery Bombardments:
|
|
Indirect fire artillery bombardments may be performed by all mortars,
|
|
off-map artillery, and the German Hummel and Wespe units. Any unit on the map
|
|
may REQUEST a bombardment.
|
|
To request a bombardment move the cursor to the desired target square
|
|
and press the (B) key. The computer will list units that are in range and
|
|
capable of performing bombardments. If you wish to assign the displayed unit
|
|
to the bombardment mission press the (A) key. If you wish to skip to the next
|
|
unit without assigning the displayed artillery unit then press the (N) key.
|
|
If you wish to exit the bombardment routine press the (Q) key.
|
|
For each artillery unit displayed during the bombardment routine, the
|
|
computer will display the DELAY required before the artillery can start
|
|
firing. The delay is dependent on the relationship between the requesting
|
|
unit and the artillery unit:
|
|
(1) If the requesting unit is an HQ and the artillery unit is part of
|
|
the same formation, then there will be a 2 pulse delay.
|
|
(2) If the requester is a non-HQ but the artillery is part of the same
|
|
formation, then there will be a 4 pulse delay.
|
|
(3) If the artillery is in the same formation as the COMMAND HQ, there
|
|
will be a 6 pulse delay.
|
|
If none of the above cases apply, then there will be an 8 pulse delay. If
|
|
more than one of the above cases apply, then the one with the shortest delay
|
|
will be used. Off-map artillery is considered to be in the same formation as
|
|
the COMMAND HQ.
|
|
When a unit is ordered to bombard, or when a mortar unit begins to
|
|
fire, the unit's maximum firing range is set to zero. Do not change this
|
|
until the bombardment is completed; otherwise the unit may cancel its
|
|
bombardment.
|
|
5.7 Setting Target Selection Range:
|
|
Units will automatically select direct fire targets during the combat
|
|
phase. The players may prevent their units from selecting targets at extreme
|
|
ranges by adjusting the unit's target selection range. The target selection
|
|
range may be adjusted by using the (R) routine.
|
|
EXAMPLE: A Panther tank unit has its selection range set to 5; the unit
|
|
will only select targets at ranges of 5 or less even though the Panther's
|
|
weapon has a maximum range of 15.
|
|
5.8 The Inspect Routine:
|
|
The (I)NSPECT routine may be used to review all enemy units that can be
|
|
seen by the current unit. The cursor will move to the position of each
|
|
sighted enemy unit and the player will be allowed to request a bombardment or
|
|
designate the enemy unit as a PRIORITY TARGET for the current unit.
|
|
The priority target feature allows the player(s) the option of
|
|
controlling the target selection of their units. If the priority target
|
|
feature is not used then the units will automatically select targets during
|
|
the combat phase.
|
|
5.9 Ending the Game:
|
|
The player(s) may use the (0) routine on the map display menu to end
|
|
the game at any time. The computer will automatically end the game after turn
|
|
30 for assault scenarios and after turn 20 for all other scenarios. Players
|
|
who wish to continue playing a game beyond its normal limits may do so.
|
|
5.10 Time:
|
|
During the combat phase, 2 minute of actions are resolved. The combat
|
|
phase is divided into 4 PULSES of 30 seconds each,
|
|
5.11 Execution Delays:
|
|
When units receive new movement or bombardment orders there will be a
|
|
delay, expressed in PULSES, before the orders can be executed (see 5.5, 5.6,
|
|
5.12). Units that use the (K) cancel routine will have a 1.pulse delay added.
|
|
A delay will be added to a carrier that disembarks units (1 pulse per unit
|
|
disembarked).
|
|
5.12 Command Control:
|
|
Both players will start with a COMMAND HQ unit. For the Soviets this
|
|
will be a corps unit with a "xxx" symbol ("xx" on the Atari). For the Germans
|
|
this will be a regiment unit with a "III" symbol).
|
|
A unit is considered to be "in command control" if an unbroken "chain
|
|
of command" exists between the unit and the COMMAND HQ. To determine command
|
|
control the computer will examine each link in the chain of command.
|
|
To establish a command control link between a non-HQ unit and its
|
|
formation HQ, the unit may not be more than 10 spaces from the HQ. If the
|
|
unit cannot" see" the HQ, then the maximum distance is 5 spaces.
|
|
To establish a command control link between an HQ unit and its next
|
|
higher HQ, the higher HQ need only exist somewhere on the map.
|
|
EXAMPLE: For an infantry platoon to be in command control it would have
|
|
to establish a command control link with its company linked with its
|
|
battalion HQ and the battalion linked with its battalion HQ and the battalion
|
|
HQ would have to be linked to the command HQ.
|
|
To determine the chain of command for any unit, use the (H) routine
|
|
from the unit orders menu. Continue pressing the (H) key until the cursor
|
|
moves to the command HQ.
|
|
Units that receive new movement orders will be delayed a number of
|
|
pulses before they start moving. The length of the delay varies with the
|
|
time period, nationality, and command control status of the unit.
|
|
Listed below are the movement delays for each nationality, time period
|
|
and command control status (IN COMMAND CONTROL/OUT OF COMMAND CONTROL) .
|
|
TIME
|
|
PERIOD GERMAN SOVIET
|
|
11/55/9
|
|
21/55/9
|
|
31/54/8
|
|
41/54/8
|
|
51/53/7
|
|
61/53/7
|
|
72/63/7
|
|
82/63/7
|
|
6.0 WEAPONS
|
|
The weapons used in KAMPFGRUPPE are listed below. Armored vehicles are
|
|
rated for gun maximum range (MR), gun maximum penetration (MP), gun shell
|
|
size (SS), gun accuracy (AC), speed (SP), machine guns (MG), front armor
|
|
(FA), back armor (BA), silhouette (SL), and periods of availability (YR).
|
|
RUSSIAN
|
|
# WEAPON MR MP SS AC SP MG FA BA SL YR
|
|
tanks
|
|
47 T-70 5 5 2 2 14 1 5 2 2 2-8
|
|
28 BT-7 6 6 2 2 21 2 3 1 3 1
|
|
29 T-26S 6 6 2 2 12 2 3 2 2 1
|
|
30 T34/76A 8 7 4 4 21 2 11 6 3 1-4
|
|
31 T23/76C 10 8 4 6 21 2 11 6 4 2-8
|
|
32 T34/85 12 15 4 6 20 2 11 7 5 6-8
|
|
33 T-28C 6 7 4 2 12 3 5 2 5 1
|
|
34 KV-I 8 7 4 4 10 3 12 8 5 1-3
|
|
35 KV-II 8 0 6 4 8 2 11 7 6 1-2
|
|
36 KV-IC 10 8 4 6 10 3 12 8 5 3-6
|
|
37 KV-85 12 15 4 6 10 3 11 7 5 6-8
|
|
38 JS-II 15 20 5 6 12 4 16 10 5 6-8
|
|
39 JS-III 15 20 5 6 12 4 30 12 5 8
|
|
tank destroyers
|
|
40 SU-76 10 8 4 6 14 1 5 2 3 4-7
|
|
41 SU-85 12 15 4 6 20 0 9 5 3 5-8
|
|
44 SU-100 15 19 5 6 20 0 14 5 5 7-8
|
|
45 JSU-122 15 20 5 5 12 1 18 8 5 7-8
|
|
assault guns
|
|
42 SU-122 10 0 5 6 19 0 9 5 3 5-8
|
|
43 SU-152 12 0 6 4 10 0 12 5 5 5-7
|
|
46 JSU-152 12 0 6 4 10 1 18 8 5 7-8
|
|
carrier
|
|
HALFTRACK 5 0 1 50 16 0 1 1 3 1-8
|
|
non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF) and YR.
|
|
WEAPON MR MP SS AC SP SL DF YR
|
|
TRUCK 0 0 0 0 11 3 1 1-8
|
|
45AT 8 10 2 6 0 1 3 1-8
|
|
76AT 10 11 4 6 0 1 3 1-8
|
|
76H 15 0 4 6 0 1 3 1-8
|
|
50MOR 2 0 3 8 5 1 8 1-8
|
|
82MOR 16 0 4 8 4 1 7 1-8
|
|
120MOR 28 0 5 9 2 1 5 1-8
|
|
HMG 5 0 1 50 5 1 8 1-8
|
|
SMG 1 0 1 40 6 1 9 1-8
|
|
RIFLE 2 0 1 10 6 1 9 1-8
|
|
GRENADE 0 25 1 25 - - - 1-8
|
|
FLAMETH 0 30 4 8 - - - 1-8
|
|
L-ART 99 0 4 8 - - - 1-8
|
|
M-ART 99 0 5 8 - - - 1-8
|
|
H-ART 99 0 6 8 - - - 1-8
|
|
GERMAN
|
|
# WEAPON MR MP SS AC SP MG FA BA SL YR
|
|
tanks
|
|
0 PZ-IIF 5 4 1 6 12 1 3 1 2 1-5
|
|
1 PZ-IIL 5 4 1 6 16 1 3 2 2 4-8
|
|
2 PZ-38T 6 5 2 6 12 2 5 2 3 1-2
|
|
3 PZ-IIIF 7 6 3 6 11 2 3 3 3 1-4
|
|
4 PZ-IIIG 7 6 3 6 12 2 4 3 3 1-4
|
|
5 PZ-IIIJ 8 10 3 8 11 2 6 3 3 2-5
|
|
6 PZ-IIIL 8 10 3 8 11 2 7 4 3 3-5
|
|
7 PZ-IVF1 8 2 4 6 12 2 5 3 4 1-3
|
|
8 PZ-IVG 12 13 4 8 12 2 7 3 4 3-5
|
|
9 PZ-IVH 12 14 4 8 12 2 8 4 4 5-8
|
|
10 PANTHER 15 18 4 8 17 2 15 5 5 5-8
|
|
11 TIGER 15 15 4 8 12 2 11 5 5 4-8
|
|
12 K TIGER 15 22 4 10 10 2 23 6 6 7-8
|
|
tank destroyers
|
|
13 SG-IIIB 8 2 4 6 12 0 5 3 3 1-3
|
|
14 SG-IIIG 12 14 4 8 12 1 10 4 3 3-8
|
|
15 MARDER 12 14 4 8 12 0 3 1 4 3-7
|
|
16 NASHORN 20 22 4 10 14 0 4 1 6 4-6
|
|
17 ELEFANT 15 22 4 8 6 0 23 8 6 5
|
|
18 JPZ-IV 15 18 4 8 9 0 13 3 3 6-8
|
|
19 HETZER 12 14 4 8 9 1 14 2 3 6-8
|
|
20 JPZ-V 15 22 4 10 16 1 16 5 5 7-8
|
|
21 JPZ-VIB 20 27 5 6 8 1 25 9 6 8
|
|
assault guns
|
|
22 STU-H42 12 0 5 6 12 1 8 4 3 3-8
|
|
23 SIG33 10 0 6 6 12 0 3 1 4 4-8
|
|
self propelled artillery
|
|
24 WESPE 12* 0 5 6 9 1 2 1 3 3-8
|
|
25 HUMMEL 12* 0 6 6 12 1 3 1 6 4-8
|
|
armored cars
|
|
26 SK231 5 4 1 6 22 1 2 1 3 1-8
|
|
27 SK234/2 7 10 3 8 22 1 4 1 3 6-8
|
|
carrier
|
|
HALFTRACK 5 0 1 50 16 0 1 1 3 1-8
|
|
* Maximum range of 99 when using indirect fire.
|
|
non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF) and YR.
|
|
WEAPON MR MP SS AC SP SL DF YR
|
|
TRUCK 0 0 0 0 11 3 1 1-8
|
|
37AT 6 6 2 6 0 1 3 1-4
|
|
50AT 8 10 3 8 0 1 3 2-5
|
|
75AT 12 14 4 8 0 1 3 3-8
|
|
88AT 20 22 4 8 0 2 3 6-8
|
|
88FLAK 20 15 4 20 0 3 3 1-8
|
|
75IG 10 0 4 6 0 1 3 1-8
|
|
150IG 10 0 6 6 0 2 3 1-8
|
|
81MOR 13 0 4 8 4 1 7 1-8
|
|
120MOR 28 0 5 9 2 1 5 1-8
|
|
HMG 5 0 1 50 5 1 8 1-8
|
|
SMG 1 0 1 40 6 1 9 1-8
|
|
RIFLE 2 0 1 10 6 1 9 1-8
|
|
GRENADE 0 25 1 25 - - - 1-8
|
|
FLAMETH 0 30 4 8 - - - 1-8
|
|
PZFAUST 0 20 3 4 - - - 5-8
|
|
L-ART 99 0 4 8 - - - 1-8
|
|
M-ART 99 0 5 8 - - - 1-8
|
|
H-ART 99 0 6 8 - - - 1-8
|
|
6.1 Special Infantry Weapons:
|
|
All infantry PLATOONS in the game are armed with one of the following
|
|
Special Infantry Weapons (SIWs): GRENADE, FLAMETHrower, or PanzerFAUST. SIWs
|
|
will only be used when firing at ZERO RANGE against ARMORED VEHICLES and will
|
|
shoot at the back armor of the vehicle. SIWs will be fired instead of the
|
|
platoons' normal RIFLE or SMG weapons. When using SIWs, the number of weapons
|
|
firing is equal to NUMBER OF MEN in the platoon (except when using grenades
|
|
in which case the number of weapons is equal to the number of men in the
|
|
platoon divided by 10). When SIWs are used, the target unit automatically
|
|
receives 50% suppression.
|
|
PZFAUST and FLAMETH weapons may only fire once during the game after
|
|
which they will be replaced by the GRENADE as the platoon SIW.
|
|
7.0 COMBAT PHASE
|
|
The combat phase of each turn represents 2 minutes of real time. The
|
|
combat phase is divided into four 30-second pulses. During each pulse units
|
|
may search, select targets, fire their weapons and/or move. Before each
|
|
pulse the computer selects one player's units to move and fire first during
|
|
the pulse. The side with the lowest command control delay rating will be more
|
|
likely to move first.
|
|
7.1 Searching:
|
|
At the start of each pulse eligible units will attempt to spot enemy
|
|
units within their "field of vision". The held of vision is determined by the
|
|
unit's facing and its movement status. Moving units have a 90 degree field of
|
|
vision in the direction they are facing. Non-moving units have a 180 degree
|
|
field of vision in the direction they are facing.
|
|
The enemy unit will be spotted if (1) It is within the searching unit's
|
|
field of vision, (2) there is an unobstructed line-of-sight and (3) the enemy
|
|
unit is within sighting range.
|
|
The SIGHTING RANGE equals the enemy unit's SL rating plus 1. If the
|
|
enemy unit is in cover terrain then the sighting range is divided by 3. If
|
|
the enemy unit is moving then the sighting range is tripled. The sighting
|
|
range may never exceed the Visibility Level (set at the start of the game).
|
|
Units that previously selected a target will not search if they are
|
|
still eligible to fire at that target. Units may be unable to search due to
|
|
suppression.
|
|
7.2 Selecting Targets:
|
|
After searching, a unit will automatically attempt to select a target.
|
|
A target must be a sighted enemy unit that is within target selection range
|
|
(see 5.7). If there is more than one available target then the nearest unit
|
|
will be targeted. If the searching unit has an armor-piercing weapon (MP
|
|
rating greater than 0) then it will select the nearest ARMORED VEHICLE, if
|
|
one is in range.
|
|
Tanks and infantry may fire on the same pulse they select a target.
|
|
Assault guns, tank destroyers and artillery (mortars, anti-tank guns,
|
|
infantry guns, flak, howitzers, self-propelled artillery) may not fire on the
|
|
same pulse they select a target unless they are in the same square as the
|
|
target.
|
|
Units will select another target if their current target is an infantry
|
|
unit with a suppression level of 200 at a range greater than zero. A unit
|
|
will automatically change targets in order to shoot at an enemy unit that
|
|
enters its square.
|
|
7.3 Direct Fire vs. Armored Vehicles:
|
|
Direct fire may kill or suppress armored vehicles. Armor-piercing fire
|
|
against an armored vehicle will not cause suppression unless the range is
|
|
less than 6 and the firing unit is a vehicle with machine guns. Small arms
|
|
fire from SMG and RIFLE platoons cannot kill armored vehicles.
|
|
The effectiveness of direct fire against armored vehicles is determined
|
|
by (1) weapon accuracy, (2) the number of weapons in the firing unit, (3)
|
|
shell size, and (4) armor vs. penetration.
|
|
ACCURACY: At zero range, accuracy will be (90 + (WEAPON ACCURACY x
|
|
PULSE FIRED AT TARGET) SQUARED/100. At maximum range accuracy will be 1 +
|
|
(WEAPON ACCURACY x PULSES FIRED AT TARGET) SQUARED/100. Weapon accuracy
|
|
ratings are listed in section 6.0. The pulses fired at the target can never
|
|
be greater than 4. Accuracy is HALVED if the target unit occupies a TOWN,
|
|
WOODS or BROKEN terrain square and has its current speed set to 0. Accuracy
|
|
is HALVED if the target is a MOVING vehicle. Accuracy is multiplied times the
|
|
TARGET SILHOUETTE/4. When anti-tank fire is used against armored vehicles,
|
|
the target silhouette may be adjusted due to range. The following formula is
|
|
used to increase the target silhouette when the range is under 6: 6 - range.
|
|
This adjustment is added to the normal silhouette of the target, but is not
|
|
used when determining the accuracy of special infantry weapons.
|
|
KILLS: Armored vehicles are rated for both front and back armor. Front
|
|
armor (FA) protects the front 90 degrees of the vehicle (see diagram). Back
|
|
armor protects the remaining 270 degrees of the vehicle. When firing at a
|
|
range of zero, it is assumed that the fire is directed at the back armor of
|
|
the target. Weapons are rated for maximum penetration (MP). MP ratings are
|
|
modified by range and shell size (SS) into an ADJUSTED PENETRATION FACTOR
|
|
(APF). The formula for APF is: (SS x SS) / 4 + MP - MP x (RANGE / MAX RANGE)
|
|
/ 2. The APF may not exceed 2 x ARMOR. If the APF is less than 1.25 x ARMOR
|
|
then the ACCURACY is HALVED. If the APF is less than ARMOR then the ACCURACY
|
|
is HALVED again. The number of KILLS equals (APF x ACCURACY x NUMBER OF
|
|
WEAPONS FIRING) / (ARMOR X 1200).
|
|
EXAMPLE: Let's assume that 5 PZ-IIIL tanks and 10 T-34/76C are in clear
|
|
terrain exchanging fire at a range of 3, with each target's front armor
|
|
facing the enemy. The ACCURACY of the PZ-IIILs is:
|
|
= ((((5/8) x 90) + (8x1)) squared)/100
|
|
= (64.25 x 64.25) / 100
|
|
= 41.28
|
|
This accuracy is adjusted by the target silhouette which is equal to 7
|
|
(T-34C has a silhouette of 4 which is adjusted to 7 due to the range of 3) .
|
|
So the adjusted accuracy is equal to 72.24 (41.28 x (7/4)). The APF of the
|
|
PZ-IIILs is:
|
|
=((3 x 3) / 4) + 10 - ((10 x (3 / 8)) / 2)
|
|
= 9 / 4 + 10 - 15 / 8
|
|
= 10.375
|
|
Since the APF is not greater than 1.25 times the T-34C front armor of
|
|
11, the accuracy of 72.24 is cut in half to 36.12. Since the APF is not
|
|
greater than the T-34C front armor of 11, the accuracy of 36.12 is cut in
|
|
half to 18.06. The number of kills due to the fire of the PZ-IIILs is:
|
|
= (10.375 x 18.06 x 5) / (11 x 1200)
|
|
= .071
|
|
This means that there is roughly a 7.1 chance that one T-34C will be
|
|
destroyed.
|
|
If the same calculation was made for the fire of the 10 T-34Cs the
|
|
result would be a kill number of .918 which would usually lead to 1 PZ-IIIL
|
|
destroyed. Due to the thick armor of the T-34Cs, and the fact that they
|
|
outnumber the PZ-IIILs by 2 to 1, an engagement of this type would quickly
|
|
lead to a German defeat. If, however, the German player had 5 PZ-IVHs, they
|
|
would fire with a kill number of .614 while the T-34Cs would return fire with
|
|
a kill number of .937. This is a much better situation for the German player,
|
|
although he would still need to bring up another platoon of tanks to win the
|
|
engagement.
|
|
7.4 Direct Fire vs. Non-Armored Targets:
|
|
The effectiveness of direct fire against non armored targets is
|
|
determined by (1) weapon accuracy, (2) the number of weapons in the firing
|
|
unit, (3) shell size, and (4) target defense strength.
|
|
ACCURACY: Calculated the same as in 7.3 with the following exceptions:
|
|
(1) when firing at MOVING non-vehicle targets the accuracy is DOUBLED instead
|
|
of halved; (2) accuracy is QUARTERED if the target is DEFENDING IN WOODS,
|
|
TOWN or BROKEN terrain irrespective of the unit's current speed setting; (3)
|
|
accuracy is not affected by the target silhouette.
|
|
KILLS: Number of KILLS equals (SS x SS x ACCURACY x NUMBER OF WEAPONS
|
|
FIRING) / (DEFENSE x 1000).
|
|
If the firing unit is in the same square as the target unit and the
|
|
target's suppression level is greater than 99%, then the target will defend
|
|
with a DEFENSE of 1, and the attacker s accuracy will be multiplied by 5.
|
|
If the firing unit is an armored vehicle and the range is less than 6
|
|
then the attacker will add its MG strength to enhance the attack. Each MG is
|
|
the same as the HMG listed in 6.0.
|
|
If the firing unit is a German SMG or RIFLE unit, the effectiveness
|
|
(accuracy) of the fire will be increased by 50%.
|
|
7.5 Indirect Fire:
|
|
All bombardments and all mortar fire constitute indirect fire. Indirect
|
|
fire will not yield reports of kills and suppression; however, it will report
|
|
when a unit has been eliminated. The effectiveness of indirect fire is as
|
|
determined by (1) the view of the spotter, (2) shell size, and (3) target
|
|
defense strength or armor. For indirect fire, armored vehicles have ARMOR
|
|
equal to BACK ARMOR + FRONT ARMOR / 3.
|
|
ACCURACY: Calculated the same as 7.3 and 7.4 except for the following:
|
|
(1) the range is always considered to be the weapon's maximum range for the
|
|
purpose of calculating accuracy; (2) the pulses fired at target is equal to
|
|
zero if the spotter unit does not have a line of sight to the target square;
|
|
(3) the pulses fired at target is equal to 1 if the spotter unit cannot see
|
|
an enemy unit in the target square; (4) the pulses fired at target is equal
|
|
to 4 If the spotter unit can see an enemy unit in the target square.
|
|
KILLS: Calculated the same as in 7.3 or 7.4.
|
|
Indirect fire attacks each enemy unit in the target square. If a
|
|
friendly unit is present in the target square then the indirect fire mission
|
|
will be canceled immediately. If the spotter is unable to see the target
|
|
square, or if there are no enemy units in the target square, then the fire
|
|
will eventually "drift" into an adjacent square which will become the new
|
|
target.
|
|
Bombardment fire missions will normally continue firing for 4 pulses
|
|
after which the firing units will become available for reassignment.
|
|
7.6 Suppression:
|
|
Suppression will occur during most direct and indirect fire attacks.
|
|
Non-armored targets may receive up to 200% suppression. Armored targets may
|
|
receive a maximum of 50% suppression. If a unit is attacked more than once in
|
|
a pulse then its suppression will be cumulative. Suppression will not occur
|
|
if armor-piercing weapons fire at armored targets unless the firing unit is a
|
|
vehicle armed with machine guns and the range is less than 6.
|
|
The level of suppression added by an attack is equal to (SS x SS x
|
|
ACCURACY x ACCURACY x WEAPONS FIRING) / 200. For suppression purposes the
|
|
ACCURACY will always be at least 10.
|
|
At the end of each pulse the suppression level of each unit will be
|
|
halved.
|
|
7.7 Suppression Effects:
|
|
Suppression may affect a unit's ability to search, fire or move.
|
|
SEARCH: Units with greater than 99% suppression may not search. If
|
|
suppression is less than 100% then there is a percentage chance, equal to the
|
|
suppression level, that the unit will fail to search. Units will always
|
|
search the square they occupy.
|
|
FIRE: The effectiveness of fire is reduced by 1/3 of the level of suppression
|
|
(i.e. a unit with a suppression of 180% will have its fire's effectiveness
|
|
reduced BY 60% (180 / 3).
|
|
MOVE: Units with greater than 50% suppression will be pinned down and unable
|
|
to move. Note that armored vehicles will never have greater than 50%
|
|
suppression.
|
|
7.8 Ammunition:
|
|
All units will start the game with 40 units of ammunition. Units will
|
|
expend one unit of ammunition each time they fire. Units will be unable to
|
|
fire if their ammunition reaches zero.
|
|
7.9 Movement:
|
|
At the end of each pulse, eligible units with movement objectives will
|
|
move. Units that fired or were pinned during the pulse will not move.
|
|
At the end of each pulse, moving units accumulate movement points equal
|
|
to their current speed setting (see 6.0). Units will spend movement points to
|
|
ENTER each square on their path. Listed below are the rounded off costs to
|
|
enter each type of terrain for each type of unit:
|
|
ARM-VEH TRUCK FOOT
|
|
clear 13 13 13
|
|
road 7 3 10
|
|
town 10 5 12
|
|
road-slope 10 5 12
|
|
broken 20 27 17
|
|
woods 20 27 17
|
|
slope 20 27 17
|
|
ford 30 40 20
|
|
bridge 7 3 10
|
|
All non-vehicle units are considered to be FOOT units. The SP rating
|
|
given to each unit is very close to being equal to the unit s maximum miles
|
|
per hour speed in clear terrain (when setting speed for a unit you should
|
|
consider the SP rating to be equal to miles per hour).
|
|
7.10 Disembarking Under Fire:
|
|
When vehicles carrying passengers come under fire they may be forced to
|
|
unload during the combat phase. Any vehicle that suffers 1 or more KILLS must
|
|
immediately unload its passengers. If a vehicle other than a truck or
|
|
halftrack suffers 50% suppression while carrying infantry then it must
|
|
immediately unload.
|
|
If a loaded vehicle suffers KILLS then some or all of the passengers
|
|
may also be killed prior to unloading.
|
|
7.11 Combat Reports:
|
|
During the combat phase the computer will describe the occurrence of
|
|
direct or indirect fire. The computer will report the size and type of shell
|
|
being fired and in most instances the KILL and/or SUPPRESSION results.
|
|
Listed below are the criteria for describing the size and type of shell
|
|
being fired:
|
|
SMALL ARMS FIRE: RIFLE, SMG, HMG
|
|
LIGHT ARTILLERY FIRE: IG, HOW, MOR, shell size < 5
|
|
MEDIUM ARTILLERY FIRE: IG, HOW, MOR, shell size = 5
|
|
HEAVY ARTILLERY FIRE: IG, HOW, MOR, shell size = 6
|
|
LIGHT ANTI-TANK FIRE: AT, shell size < 3
|
|
MEDIUM ANTI-TANK FIRE: AT, shell size = 3
|
|
HEAVY ANTI-TANK FIRE: AT, FLAK, shell size > 4
|
|
OVERRUN ATTACK: moving armored vehicles firing from zero range
|
|
FLAMETHROW ATTACK: FLAMETH fired from zero range
|
|
GRENADE ATTACK: GRENADE fired from zero range
|
|
PANZERFAUST ATTACK: PZFAUST fired from zero range
|
|
Armored vehicles with an MP rating of zero are assumed to be firing
|
|
HOWitzer weapons. Armored vehicles with an MP rating greater than zero are
|
|
assumed to be firing AT weapons. Halftracks are assumed to be firing HMGs.
|
|
During direct fire any KILLS or SUPPRESSION will always be displayed.
|
|
During indirect fire KILLS or SUPPRESSION will not be displayed.
|
|
7.12 Sighting Firing Units:
|
|
Any unit on the map that employs direct or indirect fire has a random
|
|
chance of being sighted. The chance of sighting is equal to 2 x TURNS FIRED
|
|
AT SAME TARGET / RANGE TO TARGET.
|
|
7.13 Close-Combat Mode:
|
|
Armored vehicle or infantry units that are currently moving and have
|
|
their engagement range set to ZERO are considered to be in CLOSE-COMBAT MODE.
|
|
If a unit in in CLOSE-COMBAT MODE is fired upon by a unit within 3 squares
|
|
then the close-combat unit will attempt to move into the same square as the
|
|
firing unit before continuing towards its planned objective.
|
|
8.0 LINE OF SIGHT
|
|
The ability of a unit to see another unit on the map is affected by the
|
|
terrain that lies between them. To determine if one unit can observe another
|
|
the computer will follow the procedures listed below:
|
|
(1) Determine the straight line path from the sighting unit to the
|
|
target unit. This path is the "line of sight" (LOS).
|
|
(2) Determine if the range to the target unit is greater than the
|
|
visibility level, in which case the unit cannot be seen.
|
|
(3) Determine if the LOS is blocked (Preventing observation) or clear
|
|
(Permitting observation). If any square on the LOS path contains "blocking"
|
|
terrain then there is a possibility the LOS will be blocked.
|
|
(4) There are two types of blocking terrain: ELEVATED terrain and
|
|
COVER terrain. Elevated terrain is any terrain on the LOS path that has a
|
|
higher altitude level than both the sighting and target units. Cover terrain
|
|
consists of TOWN, WOODS or BROKEN terrain squares.
|
|
(5) Elevated terrain will always block the LOS. Town terrain squares
|
|
will always block a line of sight. A LOS may be traced through 1 woods
|
|
square that would have otherwise blocked the LOS but will be blocked by a
|
|
second woods square. A LOS may be traced through 2 broken squares that would
|
|
have otherwise blocked the LOS but will be blocked by a third broken square.
|
|
A LOS may not be traced through one forest and one broken square.
|
|
(6) If the LOS is not blocked and the two units are on the same
|
|
altitude level, then they may observe each other.
|
|
(7) If the LOS is not blocked by ELEVATED terrain and the two units
|
|
are at different altitude levels, then the following formula is used to
|
|
determine if a LOS exists:
|
|
LOS is clear if [h - ( d x H / D)] * >= p.
|
|
* Rounds off number to nearest integer.
|
|
H = height of higher position minus height of lower position.
|
|
D = distance from higher position to lower position.
|
|
h = height of higher unit.
|
|
d = distance from potential obstacle to higher position.
|
|
P = height of potential obstacle.
|
|
Each square on the path from the higher unit to the lower unit is a
|
|
potential obstacle. Cover terrain will increase the altitude level of a
|
|
square by 1 additional level when calculating the value of "P" in the above
|
|
formula. The following diagram shows the heights of various terrain types on
|
|
a typical map. The computer is the final judge in determining LOS. Players
|
|
may use the (view key to determine which squares are visible from any
|
|
particular square).
|
|
9.0 HISTORICAL SCENARIOS
|
|
9.1 Meeting Engagement East of Bryansk (July 7,1942):
|
|
This is a meeting engagement with a game length of 20 turns. The German
|
|
player begins with 60 victory points, and the Soviet player begins with 0
|
|
victory points. As part of a major attack toward the Resseta River, the
|
|
German 11th Panzer Division ran into a large reserve tank force which was
|
|
able to inflict severe losses on the German advance guard.
|
|
9.2 Attempted Relief of Stalingrad (December 17, 1942):
|
|
This is a German assault with a game length of 30 turns. The German
|
|
player begins with 250 victory points, and the Soviet player begins with 60
|
|
victory points. The Germans are attempting to break through Russian mobile
|
|
formations in order to relieve the beleaguered German 6th Army in Stalingrad.
|
|
The Russians have established a strong position around the town of Verkhniy
|
|
Kumskiy using tanks from the Third Tank Army. Elements of the 6th and 23rd
|
|
Panzer Divisions were repulsed on the 16th but eventually succeeded in taking
|
|
the town on the 17th.
|
|
9.3 Attack Toward Kiev (November 30 1943):
|
|
This is a Russian assault with a game length of 30 turns. The German
|
|
player begins with 20 victory points, ant the Soviet player begins with 250
|
|
victory points. After crossing the Dniepr River northeast of Kiev, the
|
|
Russian units in the bridgehead turned south and attacked the German 68th
|
|
Infantry Division. Although successful in clearing the woods of germans, a
|
|
last-minute counterattack by German armor prevented the Russians from
|
|
reaching Kiev.
|
|
9.4 Attack Toward Berlin (March 22, 1945):
|
|
This is a Russian assault with a game length of 30 turns. The German
|
|
player begins with The German player begins with 250 victory points, and the
|
|
Soviet player begins with 180 victory points. After having achieved
|
|
bridgeheads over the Oder River both north and south of Kuestrin, the Russians
|
|
ordered a tank corps to advance down the main highway to Berlin. Facing the
|
|
Russians was a newly formed Panzer division which could only scrape together
|
|
55 Panther and Tiger tanks. Fighting over flat terrain, the German tanks were
|
|
able to get the better of the uncoordinated Russian armor attacks, despite
|
|
being outnumbered by 2.5 to 1. The Panther tank once again proved that it was
|
|
the best tank of World War II.
|
|
10.0 GAME LENGTH AND VICTORY CONDITIONS
|
|
10.1 Ending the Game:
|
|
The game will automatically end after 20 turns (30 turns if an assault
|
|
battle is being played). Players may also elect to end the game early if they
|
|
both agree (use the 0 key), and they may also elect to continue a game that
|
|
has ended. If they elect to continue a game that has ended, the computer will
|
|
never again end the game as this must be done by the players.
|
|
10.2 Victory Conditions:
|
|
At the end of the game victory points (VPs) will be awarded as follows:
|
|
EACH UNUSED SELECTION POINT........................20
|
|
(maximum of 250 due to unused selection points)
|
|
FORCES IN THE OBJECTIVE AREA:
|
|
ARMORED VEHICLE..................................20
|
|
ARTILLERY/TRUCK..................................10
|
|
INFANTRYMAN.......................................5
|
|
EACH KILL:
|
|
INFANTRY..........................................1
|
|
HMG...............................................2
|
|
50,81,82MOR.......................................3
|
|
120MOR............................................5
|
|
OTHER ARTILLERY..................................10
|
|
TRUCK............................................10
|
|
ARMORED VEHICLE..................................10
|
|
(Plus FRONT ARMOR)
|
|
Only the attacking player receives points for units in the objective
|
|
area. When playing a meeting engagement type battle both players receive
|
|
points for units in the objective area (both players are considered to be the
|
|
attacker).
|
|
After the victory points have been totaled the defender's points will
|
|
be doubled (points for unused selection value may be doubled to a value no
|
|
greater than 500).
|
|
The computer will divide the total German victory points by the total
|
|
Russian victory points to arrive at a victory ratio. Compare this ratio to
|
|
the following chart to determine the victor:
|
|
2.00 and above ..German Decisive Victory
|
|
1.50 - 1.99 .....German Substantive Victory
|
|
1.10 - 1.49 .....German Marginal Victory.
|
|
0.92 - 1.09 .....Draw
|
|
0.67 - 0.91 .....Russian Marginal Victory
|
|
0.51 - 0.66 .....Russian Substantive Victory
|
|
0.50 and below ..Russian Decisive Victory
|
|
12.0 STRATEGY NOTES
|
|
Deployment
|
|
When deploying on defense you should entrench your infantry near the
|
|
forward edge of the objective area in company size positions. Position your
|
|
anti-tank guns and some of your armored vehicles behind this line by 3-5
|
|
squares. Place your mortars and main HQ 5-15 squares behind the infantry on
|
|
hilltops which have clear fields of vision of probable enemy approach routes.
|
|
You are attempting to create a situation in which enemy tanks first encounter
|
|
your infantry positions, and then almost simultaneously receive medium range
|
|
anti-tank fire. Try to keep at least one company of tanks in reserve,
|
|
committing them only once the axis of the main enemy attack is determined.
|
|
When attacking place your infantry in halftracks or on tanks and then set up
|
|
in a tight formation no more than 5-10 squares wide. Consider splitting off a
|
|
task force of one tank company and one infantry company to flank the enemy
|
|
defensive positions.
|
|
Command Control.
|
|
Be sure to protect your main HQ by placing it in the rear, but keep it
|
|
on a hilltop if possible so that it can call in off-board artillery with a
|
|
minimum delay. Keep your HQ units 1-2 squares behind the units they are
|
|
commanding. Russian tank brigade and infantry battalion HQ's and all German
|
|
battalion HQ's should only be committed to combat when absolutely necessary.
|
|
Getting Your Units To Move
|
|
A unit will not move as long as it is firing at an enemy unit. In order
|
|
to get the unit to stop firing you must lower the unit's target selection
|
|
range. Stop! It is essential that you understand this concept, as your
|
|
setting it too high may keep the unit from moving as it fires ineffectively
|
|
at distant targets, but setting it too low may cause the unit to continue
|
|
moving into an ambush even as enemy units may appear dangerously close.
|
|
Firing on the Move
|
|
While moving, a unit may begin to fire on an enemy target. If you wish
|
|
to keep firing at the enemy while taking advantage of cover terrain in the
|
|
unit's square, but you also want to keep the unit s current movement
|
|
objective, set the unit's speed to 0. Even if you don't want to keep the
|
|
current movement objective, it is better to set the speed to 0 than to use
|
|
the (K)cancel command, since the cancel command will eliminate any pulses
|
|
fired at target that may already have accumulated.
|
|
Trucks
|
|
Never drive loaded trucks within range of enemy fire, as this is the
|
|
quickest way to lose your guns and infantry. Keep them in cover terrain or
|
|
behind hills where they cannot be spotted by enemy artillery observers.
|
|
Weapons
|
|
At least 50% of the strategy in Kampfgruppe is derived from the
|
|
differences between weapons systems. It is essential that you study your
|
|
weapons when beginning a scenario, as well as attempt to predict which
|
|
weapons you will face. Try to establish at what range you will attempt to
|
|
engage enemy tanks. For example if you have PZ-IIIJ tanks and expect to face
|
|
T-34/76A tanks, it would be foolish to close to 400 yards, stop and exchange
|
|
fire. The sound strategy would be to obtain back armor shots, or close to 0
|
|
range. However, if you have some 75 or 88 AT guns, it might be wise to lure
|
|
the Russian tanks towards your tanks and then open up with the AT guns at
|
|
medium range as you charge forward with your tanks. The key is understanding
|
|
under what conditions your weapons have an acceptable chance of defeating the
|
|
enemy.
|
|
Special Infantry Weapons
|
|
Infantry defending in cover terrain cannot be seen until either an
|
|
enemy unit enters its square or the infantry unit opens fire. For this reason
|
|
it is often wise to set the target selection range of defending infantry to
|
|
zero. This will allow the infantry to ambush enemy units that enter its
|
|
square. The weakness of this strategy is that each defending square, once
|
|
discovered, can be attacked piecemeal. When attacking against the 0 range
|
|
strategy, it is best to send Infantry one square ahead of the attacking
|
|
tanks, as it is much better to have your infantry ambushed than your tanks.
|
|
If you don't have time for a slow infantry advance, be sure to put infantry
|
|
on your tanks, for if your tanks are ambushed, at least your infantry will
|
|
dismount and fire back in defense of the tanks. Do not allow infantry with
|
|
grenades to continue firing at your armored vehicles, for with an accuracy of
|
|
25, their ability to hit will triple. This represents the ability of
|
|
unsuppressed infantry to eventually climb on enemy tanks and destroy them
|
|
with light weapons. Grenades represent Infantry close assaulting tanks, in
|
|
which case the thickness of the armor of the defending tank becomes
|
|
insignificant; thus grenades have been given a penetration value of 25.
|
|
Suppression
|
|
In Kampfgruppe, once a unit has been fully suppressed (100+), it may
|
|
easily be destroyed by a unit entering its square. The key is to identify
|
|
soft-targets, keep them suppressed, and then send in at least one unit to
|
|
close assault the defender. Using small arms and artillery fire to suppress
|
|
armored vehicles can also be useful, as it can help keep the vehicles from
|
|
acquiring new targets.
|
|
The Combined Arms Concept
|
|
Kampfgruppe rewards those who are able to use combined arms tactics. On
|
|
the attack, artillery should be used to suppress and destroy enemy anti-tank
|
|
guns, as well as suppress enemy mortar positions. Infantry is needed to
|
|
suppress and then assault defending infantry positions, as well as help in
|
|
suppressing enemy vehicles. Tanks can be used to destroy enemy vehicles and
|
|
overrun suppressed enemy infantry and gun positions. Armored cars and light
|
|
tanks should be positioned several squares ahead of the assault elements in
|
|
order to spot enemy positions and draw fire from anti-armor weapons, thus
|
|
exposing them to the fire of your artillery. On defense, use infantry to
|
|
ambush tanks and suppress any units that come too close. Artillery can be
|
|
used to keep attacking infantry pinned down, while anti-tank guns attack
|
|
vehicles that are mixing it up with the defending infantry. Tanks should be
|
|
used as a mobile reserve, fighting off major armored thrusts, or
|
|
counterattacking unsupported infantry attacks.
|
|
APPENDIX 3: TERRAIN NUMBERS/TYPES/LEVEL
|
|
0 Clear (Level 1)
|
|
1 Road (Level 1)
|
|
2 Road (Level 1)
|
|
3 Road (Level 1)
|
|
4 Road (Level 1)
|
|
5 Road (Level 1)
|
|
6 Road (Level 1)
|
|
7 Road (Level 1)
|
|
8 Town (Level 1/2)
|
|
9 Woods (Level 1/2)
|
|
10 Broken (Level 1/2)
|
|
11 Slope (Level 2)
|
|
12 Slope (Level 2)
|
|
13 Slope (Level 2)
|
|
14 Slope (Level 2)
|
|
15 Slope (Level 2)
|
|
16 Slope (Level 2)
|
|
17 Road/Slope (Level 2)
|
|
18 Road/Slope (Level 2)
|
|
19 River (Level 0)
|
|
20 River (Level 0)
|
|
21 River (Level 0)
|
|
22 River (Level 0)
|
|
23 River (Level 0)
|
|
24 River (Level 0)
|
|
25 Bridge (Level 1)
|
|
26 Bridge (Level 1)
|
|
27 Ford (Level 0)
|
|
28 Ford (Level 0)
|
|
29 Clear (Level 3)
|
|
31 Road (Level 3)
|
|
32 Road (Level 3)
|
|
33 Road (Level 3)
|
|
34 Road (Level 3)
|
|
35 Road (Level 3)
|
|
36 Road (Level 3)
|
|
37 Town (Level 3/4)
|
|
38 Woods (Level 3/4)
|
|
39 Broken (Level 3/4)
|
|
40 Slope (Level 4)
|
|
41 Slope (Level 4)
|
|
42 Slope (Level 4)
|
|
43 Slope (Level 4)
|
|
44 Slope (Level 4)
|
|
45 Slope (Level 4)
|
|
46 Road/Slope (Level 4)
|
|
47 Road/Slope (Level 4)
|
|
48 Clear (Level 5)
|
|
49 Road (Level 5)
|
|
50 Road (Level 5)
|
|
51 Road (Level 5)
|
|
52 Road (Level 5)
|
|
53 Road (Level 5)
|
|
54 Road (Level 5)
|
|
55 Road (Level 5)
|
|
56 Town (Level 5/6)
|
|
57 Woods (Level 5/6)
|
|
58 Broken (Level 5/6)
|
|
KAMFGRUPPE SCENARIO DISK ONE
|
|
Bridgehead Time Period: 1
|
|
Barbarossa has begun. Advance units of the Wermacht are striking
|
|
swiftly and deeply into Soviet territory. In this scenario, advance German
|
|
units are converging to cross the river, capture the road hub in the town on
|
|
the opposite side, and save the last unblown bridge, which the Soviets will
|
|
destroy after turn 20. Note the bridge hexes already blown. This is a German
|
|
pursuit scenario - but do not take this to mean the Soviet side is weak. We
|
|
recommend that the computer play the Soviet side.
|
|
Berlin Time Period: 8
|
|
This scenario recreates April 28, 1945, when Soviet elements of the 3rd
|
|
Guards Tank Army made an assault on Berlin's perimeter defended by units of
|
|
the 20th Motorized Division. The defensive perimeter is evident, with a clear
|
|
field of fire for the defenders. Also note there are strategic areas and a
|
|
blown highway that have been flooded by the defenders. Beware of areas with
|
|
high-rise buildings. This is a Soviet assault, and we suggest that the
|
|
computer play the German side.
|
|
Panzer Thrust Time Period: 4
|
|
This is a small meeting engagement in which the German commander is
|
|
attempting to capture the town in the middle of the map. A Soviet blocking
|
|
force has already reached the town and they are expecting armored
|
|
reinforcements. We recommend that the computer play the Soviet side.
|
|
Eagle's Nest Time Period: 5
|
|
This is a Soviet assault on a fortress-like Nazi bastion. We recommend
|
|
that the computer play the German side.
|
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Inferno Time Period: 6
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This is a German assault on a Soviet urban center. We recommend that
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the computer play the Soviet side.
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