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-
-
-
-
- W E L C O M E
-
- T O
-
- R U S S I A N F R O N T I I
-
- "The Kursk campaign"
-
- (C) 1990 by Henrik Hoexbroe
-
-
-
-
- RUSSIAN FRONT II is a tactical wargame for one or two players.
-
- This DOC-file will give you some important starter-information, if you are
- not familiar to wargaming.
-
- The game is based freely on Avalon Hill & Co.'s boardgame: "Panzerblitz".
- If you know this game, or any similar game, you will immediately recognize
- the style of this game, and should have no trouble understanding the rules.
-
- This program is ShareWare (SW). That means you are allowed to copy and
- distribute this game freely, as long as it is not modified in any way.
- You may also try out the game, to see if you really like it, before paying.
- BUT: if you use this program on a regular basis, you must register and pay!
- (Please see how to register, in part IIX of this DOC-file.)
-
- ________________________________________________________________________________
-
-
-
-
- Contents of this file:
- ----------------------
-
-
- Getting started....................................................I
-
- Keys used in game.................................................II
-
- Playing the game.................................................III
-
- Giving orders.....................................................IV
-
- Choosing a target to fire at.......................................V
-
- The terrain and map...............................................VI
-
- Additional notes to RUSSIAN FRONT II.............................VII
-
- How to register..................................................IIX
-
- Disclaimer and copyrights.........................................IX
-
- About Henrik Hoexbroe's games......................................X
-
- ________________________________________________________________________________
-
-
-
-
- I: Getting started.
- ---------------------
-
-
- You shold have all these files on the same disk and in the same directory;
- RUSSIAN FRONT II is complete with:
-
- R2.EXE The main program.
-
- R2.DOC This information!
-
- R2BILD.DTA Various datafiles.
- R2UNITS.DTA
- R2SAVE.DTA
- R2GAME1.DTA
- R2GAME2.DTA
- R2GAME3.DTA
- R2MAP1.DTA
- R2MAP2.DTA
- R2MAP3.DTA
-
- R2SAVE1.NR1 27 save-games.
- . (Created by RUSSIAN FRONT II)
- .
- R2SAVE3.NR9
-
-
- To start RUSSIAN FRONT II simply type R2 and press ENTER. (When you are in
- the right directory and disk, of course.)
- The program starts off initiating. This may take some time if you're not
- using a harddisk.
-
-
- If you have any trouble running the program, please note the following:
-
- This program needs a VGA, or an EGA that supports 640*480*16, and
- uses about 450 KB RAM.
- Furthermore; As this game uses a lot of graphics, you will probably need
- to run the game on -at least- a 10 MHz 286 PC-AT. Otherwise the game will
- probably work too slow.
-
-
- If you follow the instructions on the screen, you will be asked for one of
- these options:
-
- G: Start a new game.
- R: Restore a game.
- S: Sound ON/OFF.
- M: Mouse ON/OFF.
- I: Program information.
- F1: Game information.
- F10: EXIT to DOS.
-
-
- These are the options:
-
- G: You may select one of the three scenarios, to play from the beginning.
-
- R: You may restore one of the nine saved games from each of the three
- scenarioes.
-
- S: Turns weapon-sounds and beep's ON or OFF.
-
- M: Turns MOUSE-control ON or OFF. (The program detects the presence of a
- mouse, so you should not bother to do this.)
- NOTE: You must load your mousedriver before playing RUSSIAN FRONT II.
-
- I: Lists some general information about PD and the author of this program.
-
- F1: Gives a (very) short listing of keys used in the game, plus some
- additional information from this DOC-file.
-
- F10: Quits RUSSIAN FRONT II and returns to DOS.
-
-
- If you follow the on-screen instructions, you should be able to start a game,
- and PLAY!
-
- ________________________________________________________________________________
-
-
-
-
- II: Keys used in game.
- -----------------------
-
-
- Whenever an input is required, the appropriate keys will be listed on the
- screen. There are, however, some special functions which applies almost
- at all times:
-
- Arrow-keys/Mouse-movement: Cursor-control.
-
- F1: Display a special HELP-screen.
- Can be used almost any time, and
- displays information useful to
- whatever you are about to do!
- (When computer is giving orders,
- it might take a few seconds
- before your keystroke is detected.)
-
- F10: Quits the program at any time.
-
- HOME: Returns the cursor to the active
- unit. (If you "lost contact" during
- order-giving.)
-
- SPACE: Used mainly as a POINTER, i.e. to
- switch between several options, but
- not selecting any.
- This corresponds to the RIGHT button
- on the mouse.
-
- ENTER: Used mainly as a SELECTOR, i.e. to
- select an action found using the
- POINTER. This lets you choose a
- specific order.
- This corresponds to the LEFT button
- on the mouse.
-
- Y or N: Whenever prompted for a YES or NO
- answer, you may press either the
- RIGHT mouse-button (NO) or the
- LEFT mouse-button (YES).
-
- ________________________________________________________________________________
-
-
-
-
- III: Playing the game.
- ----------------------
-
-
- There are three scenarios to play:
-
-
- 1) Battle of Minsk. -German delaying action. 68 units.
- 10 turns.
- Victory conditions:
- Germany: Prevent the Russians from moving north.
- Russia: Destroy as many German units as possible.
-
-
- 2) Action west of Dnieper. -German mobile defence. 63 units.
- 10 turns.
- Victory conditions:
- Germany: Destroy as many Russian units as possible.
- Russia: Move as much to the north as possible.
-
-
- 3) The Kursk Campaign. -Last line of Russian defence. 105 units.
- 12 turns.
- Victory conditions:
- Germany: Destroy as many Russian units as possible.
- Russia: Prevent the Germans from moving north.
-
-
-
- During the game there are several rules to follow, but in most cases the
- computer does all the work, thus allowing the player(s) to fully concentrate
- on the tactics.
-
- There are, however, certain rules that must be noted, in order to understand
- the game properly:
-
-
- Hexagons: The entire map is divided in HEXAGONS rather than squares.
- This makes it easier to move diagonally.
-
-
- Stacking: Stacking is to have more than one unit on each location
- (hexagon). The stacking limits are:
-
- RUSSIAN units: Max. two units / hexagon.
- GERMAN units: Max. three units / hexagon.
-
-
- Carrying: All vehicles are able to carry any non-vehicular unit, but only
- as many as ONE at the time.
- The unit being carried does NOT count against the stacking limits!
-
-
- Overrun: The OVERRUN attack from the original Avalon Hill game has NOT
- been implemented in RUSSIAN FRONT II.
-
-
- Here's a scematic picture of the screen during play:
-
- ╔═══════════════════════════════════════════╦════╦════════════════════════════╗
- ║ Current turn no. and max. no. of turns. ║ ║ Terrain and units under ║
- ╠═══════════════════════════════════════════╣ ║ cursor position. ║
- ║ ║ ╠════════════════════════════╣
- ║ ║View║ ║
- ║ ║ of ║ Orders to select from. ║
- ║ ║map.║ ║
- ║ 11 x 13 hexagons view of the map. ║ ║ ║
- ║ ║ ║ ║
- ║ ╠════╩════════════════════════════╣
- ║ (Total map size: 11 x 100 hexagons) ║ ║
- ║ ║ ║
- ║ ║ ║
- ║ ║ Data for active unit. ║
- ║ ║ ║
- ║ ║ ║
- ║ ║ ║
- ║ ║ ║
- ║ ╠═════════════════════════════════╣
- ╠═══════════════════════════════════════════╣ Name and historical data ║
- ║ Message and prompting area for input. ║ for active unit. ║
- ╚═══════════════════════════════════════════╩═════════════════════════════════╝
- NOTE: In the window "View of map", a red line will mark the territorial goal
- for the offensive player.
- The defensive player must try to keep the opponent from crossing this line.
-
- ________________________________________________________________________________
-
-
-
-
- IV: Giving orders.
- -------------------
-
-
- When giving orders, the computer will seek out a unit to be ordered, and
- ask you if you want to give order to that unit NOW. If you answer NO to that
- question, you will be allowed to give orders to your other units, before
- the computer returns to the same unit again.
-
- You will have the possibility to give orders to EVERY unit ONE time each turn.
-
- A unit can ONLY be given ONE order each turn, so you must decide whether to
- FIRE or MOVE, -or something else.
-
- Use SPACE to choose between the different orders, and then press ENTER to
- select one.
-
-
- Possible orders are:
-
- FIRE: Fires the units weapons.
- You will then have to select a target to fire at.
- (See also part V: Choosing a target...)
-
- MOVE: You may move as long as the unit has "Movement"
- points left.
- If you move the cursor more than ONE hexagon in a move,
- the computer will start calculating the best way to get
- there, through the terrain.
- If this takes too long to calculate, you can always
- cancel the calculating by pressing SPACE or the
- right mouse-button.
- If you press ENTER or the left mouse-button, you will
- accept whatever route the computer had time to calculate.
-
- DROP TRANSPORT: When you want to drop a transported unit.
- The vehicular unit may MOVE before dropping
- the transport, if so desired!
-
- ENTER TRANSPORT: Picks up a non-vehicular unit on the same hexagon.
- Enters a unit into a vehicular unit.
- Note, that NONE of the units in question may have
- been ordered before, during that turn!
-
- CLOSE ASSAULT: Using Close Assault Tactics. (CAT)
- Only used by Infantry units.
- Close Assault Tactics may only be used against
- adjacent units.
- The units may MOVE before using CAT, if so desired.
- This is the only way in which infantry units may
- attack armored vehicles.
-
- END UNIT: Used when there are no more orders to give.
-
-
-
-
- Special rules are:
-
- Moving: At the end of every Infantry movement, there is the possibility to
- use Close Assault Tactics (CAT). This is the only case in which
- Movement AND firing is allowed.
-
- At the end of every Vehicular movement, there is the possibility to
- Drop a unit being transported.
- (The dropped unit may not do anything else during that turn.)
-
-
- Dispersed: Unit may NOT do anything at all, during that turn.
-
- ________________________________________________________________________________
-
-
-
-
- V: Choosing a target to fire at.
- ----------------------------------
-
-
- When selecting a target to attack, certain things must be noted:
-
-
- Line of Sight: A unit must be able to "see" the enemy, i.e. track a direct
- "Line of Sight" whithout any intervening objects. If that is
- not possible, the computer will try to find a "Spotting"
- unit, i.e. another friendly unit, who can track a direct line
- of sight, and "radio" the enemy position to the attacking
- unit.
-
- Objects that block the view is woods, hillstops, slopes and
- towns.
- Other units does NOT block the view.
- Units can "hide" in towns and woods. (To "hide" means that
- the enemy is not seen clearly, even though you can trace
- a clear line of sight to it.)
-
- If it is impossible to either see or have the enemy spotted,
- the computer will display;
-
- "Unit not seen clearly. Fire anyway? ( Y / N )"
-
- If you answer Yes, the attack will not be 100% effective,
- because the enemy is hidden.
-
- Two adjacent units can always see each other, regardless of
- the terrain.
-
-
- Line of Fire: Any unit using either Infantry- or Armour-piercing weapons
- will have to be able to track a direct "Line of Fire"
- between the enemy and itself. (See also "Line of Sight".)
-
- Units using either Mortars or Howitzers have no problem
- firing over any obstacles.
-
-
- Weapon effectiveness: It is important to use the right weapons agains the
- right enemy.
-
- There are four different weapon types:
- I: Infantry weapons. (direct-fire)
- A: Armour-piercing weapons. (direct-fire)
- H: Howitzers.
- M: Mortars.
-
- There are two types of target:
- Armoured vehicles. (including halftracks)
- All others. (including trucks)
-
-
- Here is a scematic view of the weapons effectiveness:
-
- ┌─────────╥───────────────────────────────────────────┐
- │ ║ Type of target │
- │ ╟────────────────────────────────┬──────────┤
- │ Weapons ║ Armoured vehicles │ All │
- │ class ╟────────────────┬───────────────┤ others │
- │ ║ When close │ When far │ │
- ╞═════════╬════════════════╪═══════════════╪══════════╡
- │ I ║ Not allowed │ Not allowed │ Normal │
- ├─────────╫────────────────┼───────────────┼──────────┤
- │ A ║ Double │ Normal │ Half │
- ├─────────╫────────────────┼───────────────┼──────────┤
- │ H and M ║ Normal │ Half │ Normal │
- └─────────╨────────────────┴───────────────┴──────────┘
- Exceptions: Halftracks may attack armoured units at
- all ranges.
- Units in towns are always treated as
- armoured units.
-
-
- Close assault: Close Assault Tactics (CAT) is the only way any infantry
- unit may attack an armoured unit. To use CAT the units must
- be adjacent.
-
- When using CAT certain benefits are given to the attacker.
-
- Only infantry units may use CAT.
-
-
- Dispersed: When attacking a dispersed enemy, certain benefits are given
- to the attacker.
-
-
- Wrecks: Any armoured unit that has been eliminated, is made into a
- "WRECK", and stays on the map.
-
- Wrecks DOES count against stacking limits.
-
-
- Carrying: Any unit carried, when fired upon, will also suffer from
- the attack.
-
-
- Adjacent: Two Adjacent units may ALWAYS attack each other.
-
- ________________________________________________________________________________
-
-
-
-
- VI: The terrain and map.
- -------------------------
-
-
- The terrain is important to both movement and defence.
-
- Here's a chart showing it all:
-
- ┌───────────────╥──────────────────────────────┬────────────────────────┐
- │ Terrain ║ Effect on movement │ Effect on defence │
- ╞═══════════════╬══════════════════════════════╪════════════════════════╡
- │ Clear ║ Costs 2 to enter. │ None. │
- │ ║ (4 for trucks) │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Road ║ Costs 1 to enter from other │ None. │
- │ ║ road-hexagon. │ │
- │ ║ Otherwise: see other ter- │ │
- │ ║ rain on hexagon. │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Town ║ Treat as road. │ Unit is treated like │
- │ ║ │ armored target. │
- │ ║ │ Gives shelter. │
- │ ║ │ Unit can "hide". │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Wood ║ Treat as clear. │ Gives shelter. │
- │ ║ Vehicles may NOT cross │ Unit can "hide". │
- │ ║ wood-sides on hexagons. │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Swamp ║ Treat as clear. │ Gives shelter. │
- │ ║ Vehicles may NOT enter │ │
- │ ║ swamp hexagons. │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Gully and ║ Treat as clear for entry │ Gullies represent │
- │ Streambed ║ and movement along gullies. │ depressions in the │
- │ ║ Costs vehicles 6 to LEAVE! │ terrain, and units can│
- │ ║ Costs trucks 10 to LEAVE! │ be difficult to see. │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Stream ford ║ Treat as clear terrain. │ None. │
- │ and Bridge ║ (No LEAVING costs!) │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Pond ║ Treat as clear. │ None. │
- │ ║ No units may enter the │ │
- │ ║ full pond hexagon. │ │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Slope ║ Costs vehicles 6 to enter. │ Attackers strength is │
- │ ║ Costs trucks 8 to enter. │ halved! │
- ├───────────────╫──────────────────────────────┼────────────────────────┤
- │ Hilltop ║ Treat as clear. │ Attackers strength is │
- │ ║ │ halved! │
- └───────────────╨──────────────────────────────┴────────────────────────┘
-
-
- Infantry movement: Infantry units may ALWAYS move at least one hexagon,
- regardless of the terrain.
-
- ________________________________________________________________________________
-
-
-
-
- VII: Additional notes to RUSSIAN FRONT II.
- ------------------------------------------
-
-
- Using SAVE-games:
-
- You may SAVE the game at the end of each players turn.
- That allows the game to played by mail! Either by copying the save-game to
- another disk, or uploading via modem connctions.
-
- The name of the SAVE-game is: R2SAVEx.NRy
-
- -x being the scenario number (1-3).
- -y being the SAVE-game number (1-9).
-
-
-
-
- Notes to RUSSIAN FRONT II versions:
-
- # 1.0 No bugs or changes, -yet!
-
- ________________________________________________________________________________
-
-
-
-
- IIX: How to register.
- ---------------------
-
-
- This program was written by Henrik Hoexbroe, in 1990.
- I am 23 years old, live in Denmark, and study to become an engineer.
-
- If you like this game, and would like to encourage me to write more programs
- of this sort, please consider spending about $20, or whatever you think
- appropriate, to register and to support my efforts.
-
- For your $20, you will get a new and registered version of this game, plus
- some information on my other games, and programs to come.
- (On request, unregistered copies of my other programs can be supplied for
- one fourth of the registration fee.)
-
- International registration fees are; US: $ 20.
- GB: £ 12.
- D: DM 40.
- DK: KR 150.
-
-
- Please send your registration to: Henrik Hoexbroe
- Brunnichesvej 6
- 3100 Hornbaek
- D E N M A R K
-
- You can also NETmail me your comments at Fidonet 2:231/15.17
-
- ________________________________________________________________________________
-
-
-
-
- IX: Disclaimer and copyrights.
- ------------------------------
-
-
- RUSSIAN FRONT II is provided "as is", with NO warranty of any kind, either
- expressed or implied. As RUSSIAN FRONT II is a ShareWare program, you are
- allowed to freely copy and distribute this package, -provided NO changes are
- made to the contents.
-
- The author can in NO event be held responsible for any damages of any kind,
- -incidential or consequential, arising from the use of this program.
-
- RUSSIAN FRONT II is copyright by Henrik Hoexbroe.
- Avalon Hill, RUSSIAN FRONT and PANZERBLITZ are names and trademarks by
- The Avalon Hill Game Company.
-
- ________________________________________________________________________________
-
-
-
-
- X: About Henrik Hoexbroe's games.
- ---------------------------------
-
-
- If you like this game, you might as well try my other games:
-
-
- RUSSIAN FRONT I Strategic game of the whole operation BARBAROSSA.
- (Hitlers invasion of Russia in WW II)
- The game covers the period from June 1941 to
- December 1944.
- Based freely on Avalon Hill's "RUSSIAN FRONT".
- The game runs in EGA-hi: 640*350*16.
- *** Up until now (1/10-1990) the game is ONLY
- *** available in Danish. -so far... Sorry.
- *** Contact me for details on the English version.
-
-
- TITANMAN A PACMAN-clone.
- Features 6 different mazes, four ghosts and lots
- of bonus-things-to-eat.
- The game runs in VGA-hi: 640*480*16.
-
-
-
- Games to come:
-
-
- DESERT FRONT Covers the North-African campaign in WW II, and starts
- off when Rommel first enters Africa, and ends when he
- is driven out of Egypt, by Montgomery.
- Based on hisorical research.
- The game runs in MCGA/VGA: 320*200*256.
- Planned release date: Around spring 1991.
-
-
- RUNAWAY TANK A wargame adventure, based on the novel by
- Colin Forbes: "The Runaway Tank".
- Featuring 3D-screens using "LANDSCAPING"-technique.
- Guide a british MATILDA tank and its crew to
- Dunkirk, moving behind enemy lines.
- Planned release date: Summer 1991.
-
-
-
- ___________________________________THE_END______________________________________
-
-
-