Battle of Antietam

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Battle of Antietam computer game manual, SSI

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<p>LIMITED WARRANTY StrategicSimulations,Inc.(" SSI")warrantsthatthedisketteonwhichtheenclosedprogramisre-corded willbefreefromdefectsinmaterials and workmanship for aperiodof 30days fromthe date of purchase. Ifwithin30daysofpurchase thedisketteprovesdefective inany way, youmay return ittoStrategicSimulations,Inc.,1046N.RengstorffAve. ,MountainView,CA94043-1716andSSI willreplaceitfreeof charge.Inaddition, if thediskette proves defective at any time after thefirst 30 days,returnthe diskette toSSIand SSIwillreplace it for a charge of $10.00.Please allow about four weeksfor delivery. SSIMAKESNOWARRANTIES,EITHEREXPRESSORIMPLIED,WITHRESPECT TOTHESOFTWARE PROGRAMRECORDEDONTHEDISKETIEORTHEGAMEDESCRIBEDINTHISRULEBOOK, THEIRQUALITY,PERFORMANCE,MERCHANTABILITYORFITNESSFORANYPARTICULARPUR-POSE.THEPROGRAMANDGAMEARESOLD"ASIS."THEENTIRERISKASTOTHEIRQUALITY ANDPERFORMANCEISWITHTHEBUYER.INNOEVENTWILLSSIBELlAEJLEFORDIRECT,IN-DIRECT,INCIDENTAL,ORCONSEQUENTIALDAMAGESRESULTINGFROMANYDEFECTINTHE PROGRAMORGAMEEVENIFSSIHASBEENADVISEDOF THEPOSSIBILITY OFSUCHDAMAGES. (SOMESTATESDONOTALLOWTHEEXCLUSIONORLIMITATIONOFIMPLIEDWARRANTIESOR LIABILITYFORINCIDENTALORCONSEQUENTIALDAMAGES,SOTHEABOVELIMITATIONOR EXCLUSIONMAYNOT APPLY TOYOU.) TheenclosedsoftwareprogramandthisRuleBookarecopyrighted.Allrightsarereserved.This RuleBook may not be copied, photographed, reproduced, or translated or reduced to any electrical mediumormachine-readableform,inwholeor inpart,withoutprior writtenconsent fromSSI.The program accompanying thisRuleBook may be copied, by the originalpurchaser only, asnecessary for use onthecomputer for whichit waspurchased. 1985 byStrategicSimulations,Inc. AllRightsReserved. If youareunable tomakeabackup copy of your disk (most ofour gameshavesome formof copy-protection),youmaypurchaseabackup diskfromSSIfor $10plus$2forshippingandhandling . Californiaresidents , addapplicable salestax. What todoifyouhavea defective disk Eachofourgamesundergoesextensiveplay testingpriortoitsrelease.Throughthisprocesswe hope touncover, and correct, any errorsinprogramming.However, due tothe complex nature of our simulations, someprogramerrorsmay goundetecteduntilafter publication.Inadditiontoerrorsin the program, there are occasionally problems withthe disk itself. Weexperience theindustry standard of approximately a 3to5%failurerateof duplicated disks. Before assuming that a disk isdefective, make sure tocheck your disk drive. Up to95%of thedisksreturnedtousasdefective willrunfine onour computer systems.Oftentheproblemiswitha disk drive that needsservicingfor alignment, speed, or cleaning. Shouldyouhaveadefective disk, pleasereturnthedisk only (keepallotherpartsof thegame)to our Customer SupportDepartment, along withanote describing theproblemyouhave encountered. Areplacement disk willbeprovidedupon our receipt of thedefective disk. Shouldyouuncover anerror inthe program,returnboth your game disk and any " save game"disks toourCustomer SupportDepartment.Pleaseenclose a descriptionof what wastakingplace inthe game when theerror occurred.Uponcorrectionof the programerror,wewillreturnanupdated disk toyou. Alwaysmakesuretoincludeyourname,address,anddaytimetelephonenumber withanycorre-spondence. Wewilldo our best toseethat any problemsarecorrectedassoonaspossible. APPLE version:ProducedusingcopyrightedsoftwareproductsofEinsteinCorporation. ATARI version:Producedusingcopyrightedsoftwareproducts ofMonarchDataSystems. C - 6 4 ~version: ThisprogramwascompiledusingInsta-Speed, aproduct ofMICROSCICORPORATION, Santa Ana, CA. TABLEOFCONTENTS QUICK STARTRULES- THE BASICGAME............................................... . 1.0START UP....................................................................................... . StartingtheGame(C-64/ Atari!Apple/ IBM)MainMenu 2.0ACTIVATION.................................................................................... . 3.0OPERATIONPHASE............................................................................. . Cursor MenuUnit InformationCommandMenuMovingaUnitStacking Zonesof ControlFirePlotsMeleePlot 4.0COMBATPHASES ................................................................................. 2 FireandMeleePhasesAdvancesandRetreatsRoutandRally 5.0FATIGUE .......................................................................................... 2 6.0REINFORCEMENTS............................................................................... 2 7.0HOW TO WIN................... . .... ... ........ ... .............................................. 2 Vi ctoryPointsVi ctoryLevels INTERMEDIATE AND ADVANCEDGAMERULES.......................................... 3 1.0INTRODUCTION................................................................................. 3 Descriptionof Acti onTalkingtotheComputerGameScaleandMapSaving aGameUnits StartingtheGame(C-64/ Atari!Apple/ IBM)PartsInventory 2.0SEQUENCEOFPLAY ............................................. ..... .. .......................... 3 DeterminingConditi onsof PlayHi stori cal Set-upSequenceofPlayforaGameTurn 3.0ACTIVATIONPHASE............................................................................. 4 ActivationCycleActivati onLimitsActivationEffectsConfederateActivati on 4.0COMMANDCONTROL PHASE(AdvancedGameonly)............................................. 4 CommandControl TraceDivisionalTrace .AutomaticCommandControl. Effectsof CommandControl 5.0RECOVERY/ RALLYPHASE............................. ......................... .... . ............ 4 DisruptionRecoveryRallyFatigueRecoveryAmmoRepl enishment 6.0REINFORCEMENTPHASE........................................................................ 4 7.0OPERATIONPHASE....................................................................... . ...... 5 CursorMenuUnit StatisticsCommandMenuOperationPointAll owances/ Costs MovingaUnitZonesof ControlStackingUnitModesFacingForceMarches FortificationLeadersandLeaderMovement(AdvancedGameonly)FireandMeleePlots 8.0COMBATPHASES ................................................................................. 6 FirePhasesCasualti esLineof SightandRangeMeleeRetreatsMorale,Rout,andRall y AdvancesDisruptionAmmoFatigue 9.0MIDTURNRECOVERYPHASE................................................................... 7 10.0VICTORYDETERMINATIONPHASE . ... .............. ....... . ..... .. .......... . .. .. ... .. ... ... ... 7 VictoryPoi ntsVictoryLevels 11.0STRATEGYAND TACTICS........................................................................ 7 Uni onStrategyConfederateStrategyTactics CONFEDERATEORDER OFBATILE................................................................... 8 UNION ORDER OFBATTLE............... ... .............................. .. ............. ............ 9 CONFEDERATEORGANIZATIONALCHART.......................................................... 10 UNION ORGANIZATIONALCHART.................................................................. 11 CHARTSAND TABLES................................................................................13 OperationCostsTableWeapon/ RangeCasualtyTableMeleeCombatResultsTable Fati gueRecoveryTableFati gueGainTableDisrupti onRecoveryTable AmmoResupply TablesFireandMeleeStrength/Casualty TerrainModifiers ModeModifiersonFireandMeleeStrength/CasualtiesOther ModifiersonFireandMeleeStrength/Casualti es INITIALSET. UP...................................................................................... 15 HISTORICAL SITUATIONMAP1:Attackof Hooker's Corps(6:00AMto 7:30AM)...................... 16 HISTORICALSITUATIONMAP2:Attack of theUnion12Corps(7:30AMto 9:00AM)..................17 HISTORICALSITUATIONMAP3:Attack of theUnion SecondCorps(9:00AMto1:00PM).............. 18 HISTORICALSITUATIONMAP 4:Attack of theUnion 9thCorps(1:00PMto1:30PM).................. 19 ANTIETAM:Indecision's Triumph ...................................................................... 20 1.0START. UP These rules allow the player to quickly get into a simple and straightforward game with a mini-mum of rules reading. Those of you who wish more complexity and realism are invited to play theINTERMEDIATEandADVANCEDgames. 1.1Starting the Game(C.64) Tobeginthegame,insertthegamediskand typeLOAD "",8 and press (RETURN).When READY appears, type RUN and press (RE1lJRN) . 1.2StartingtheGame(Atari) Removeallcartridgesfromyourcomputer. Boot-upthefrontsideofthedisk(800XL ownerswillhavetoholddowntheOPTION keywhentheyturnontheircomputerto boot).Afterselectingthestartingvaluesfor your game,youwill beinstructed to insert the GameSideof yourdisk. 1.3StartingtheGame(Apple) To beginthe game,boot your game diskwith thefrontsideupandthegamewillstart automatically. If you areusing the Apple lIe or lIe,keeptheCAPSLOCKkeydepressed throughoutthegame. 1.4Starting the Game(IBM) To begin the game,remove the BASIC cartridge (ifusingtheIBMPCjr)andinsertyour2.0 to3.2DOSdiskinthedrive.Turnonthe computer system andDOS will boot in.Press RETURNuntil you see the ready"A&gt;". Insert your game diskette. Type START,press ENTER, and the game will boot. On the start-up menu, youwillfindanoption to useanRBG,com-posite(includingTV),orblackandwhite (greenscreenincluded)monitor.TheIBM versionhasadditionalmenusthat allowyou tochoosethelO-keyoption(movement compassusing "8"formovingNorthinstead of standard "1 ")andalsoallow youtoadjust thescreentotherightor left andchangethe colors.On thesemenus,simplypressthekey that correspondstothedesiredoptions. 1.5Main Menu Whenthegameisbootedandpastthetitle page,you will see a menu with a list of options. At a later time you may wish to use these menu options.See2.1of the INTERMEDIATE and ADVANCEDGamerules.ForQuickStart purposes, leave the default selections and press theRETURNkey. 2.0ACTIVATION Not allUnionunits willbeallowedtomove. Porter'sCorpscannotmoveuntilturnfive (10:00 AM), Franklin's Corps until turn seven (12Noon),Pleasanton' sDivisionuntilturn eight(1:00PM) ,andBurnside's Corpsuntil turn eight (1:00 PM) . The above limits may be changed due to a random factor or if the enemy movesnext to the aboveunits. If youwishto have this restriction removed, then set the Ac-tivation Option, #9, on the Main Menu to NO. IntheIBMversion,Unioncavalryunitmay not beactivateduntilturn 3. 3.0OPERATIONPHASE Duringthisphaseyouareallowedtomove andplotmeleecombatforallyourtroops. Mostactionsrequireyoutospendoperation points(seeOperationCosts Table) . 3.1Cursor Menu When you first enter the Operation Phase, you willseethefollowingmenubelowthemap. (V)=Highlightsallthesquaresthat a unitcouldseefromthatsquare. (0)=Centersthemapatthecursor. (1-8)=Movesthecursorinthedesired directi onaccordingtothecom-passontherighthandsideof thedisplay. (T)=Removesunitshapesfromthe mapsoyoucanseetheterrain underneath. (C)=TakesyoutotheCombat Phase - pressthiskeywhenyouare finishedmoving. (SPACE =Picksuptheunitunderthe BAR)cursortoallowyoutogiveit commands.If twoormoreunits areinthesquare,youwillpick upthefirstunit.Youarenow intheCommandMenuforthat unit 3.2 Unit Information When you pick up a unit, the unit statistics are displayedbelow themap such astheexample below: CON FEDRIPLEY- AINF501MEN RFLEFF:83FT:OMORALE:83 OP:7MELEE:NFIRE:17,34 ROAD(3)X,Y:16,34 TheabovedisplayshowsthattheConfed-erateunit,RIPLEYAisINFANTRYwith 501 men.ItsmenarearmedwithRIFLES,hasan EFFICIENCYof 83,aFATIGUEof 0,anda MORALEof83.It has 7 OPERATIONPOINTS left,doesnot wishtoMELEEandhasplotted FIRE into square 17,34. The unit is on a ROAD square with an elevation of (3) . It is located on square 16,34. The direction compass is located ontherighthandside.Unitshavedifferent shapesonthemapaccordingtothetypeof unit(Infantry,Cavalry,or Artillery)andthe stacking.SeeFigure 3.2inthecolumn tothe right. 3.3Command Menu Assoon asyoupickup a unit the Command Menu for that unit is ready for any commands. Thecommandsyoumayselectarelisted below: UNIONCONFEDERATE [[] "One"Infantry LIJ ~ "Two"Infantry 50] Il I Artillery ItI [] Artilleryplus [11 "One"Infantry [; Artilleryplus ~ "Two"Infantry rn Routed []J ~ Cavalry ~ Figure3.2UnitIcons 1 (0)=Centersmapontheunit. (1-8)=Movesunitindesireddirectionas indicatedbythecompass. (M)=PlotstheunittoMELEEcombat theunititfiresat. (F)=TakesyoutotheTargetMenu whichallowsyoutosetapriority firesquare. (V)=Allowsyoutoviewallsquaresthat youcanfireinto.Youseeina360 degreearc. (T)=Removesunitsonthemaptoview terrainunderneath. (H)=Displayslistof commandsavailable inthismenu. (U)=Picksupthenextunitinthesquare. (N)=Goestothenextunitonthemap inpromotionorder(thisisthe orderof unitspresentintheOrder of Battle). (Z)=Abortsorcancelstheactionsof the unityouhavecurrentlypickedup. Theunitisreturnedtoitsoriginal square. (Q)=Putsdowntheunitandtakesyou backtotheCursor Menu. 3.4Moving AUnit Whenyouhavepickedupaunityoumay moveitinthedesireddirectionaccording to thecompass.Movingcostsyouoperation points,according theOperation Costs Chart. Yourunitsreceive10operationpointseach OPERATIONPHASE.Ifyoudon'tuseupall your operation points, up to two points will be addedtoyourallowanceof 10forthenext phaseof theturn.If youdon'thaveenough operationpoints,youwon'tbeallowedto moveintothesquare.Youcan't moveinto a squarethat wouldcauseittohavetoomany units.If youmove anartilletyunit,it may not fireuntilthenextphase. 3.5Stacking Asquaremayhaveoneortwoinfanttyor cavaltyunits.Inaddition,itmayhaveone artilletyunit. 3.6Zones of Control Theeightsquaresthataunitisnexttois definedasitsZoneof Control(ZOC).This Zoneof Controlcostsenemyunits2extra operationpointstomoveinto.Routedunits areeliminatedifforcedtoretreatintoan enemy Zone of Control.Aunit must have 10 operationpointstomoveZOCtoZOe. ArtillerymaynotmoveZOCtoZOe. 3.7Fire Plots Aunit will fireat the closest enemy unit it can seeunless you have set a priority firesquare it canfireinto.To plot thesquare,press "F"in theCommandMenu.It willtakeyoutothe TargetMenuthatallowsyoutomovethe cursor over a square andpress "T"toset it as theprioritytarget.IntheTargetMenuyou may alsopress "V" to view your line of fireor "E"toexitthemenu. 3.8MeleePlot If youwishtoplotaunittoengageinmelee (hand-to-hand)combat,press"M"inthe CommandMenu.Theunitwillmeleethe enemyunititfiredatifitisadjacenttothe enemyunit.If itisn't,itwillnotmelee. 4.0COMBAT PHASES Duringthisphase,allfirephasesandmelees areresolved.Casualtiesaretaken. 4.1Fire and MeleePhases Thereareatotalof fivefirephasesandone melee phase during a combat phase as outlined below: DefensiveArtilleryFirePhase OffensiveArtilleryFirePhase DefensiveFirePhase OffensiveFirePhase DefensiveMeleeFirePhase MeleePhase Units will fireif they have a line of sight and are withinrangeofthetargetunit.Rangesof weaponsarefoundontheWeaponRangel CasualtyTable.Allfirephasesareauto-maticallyresolvedbythecomputer. 4.2Advances and Retreats Unitswillretreatandadvanceaftercombat automaticallybytheprogram. 4.3Rout andRally Units will change to the rout shape and retreat whentheirmoralebreaks.Aftertheyhave rested they may rally and return to the combat shape.When routed they may move only one squareper phasebytheplayer. 5.0FATIGUE...</p>