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DESIGNATION OF UNITS SUMMARY

TO RECEIVE ORDERS OF CONTROL ORDERS


UNIT TITLE KEY DESCRIPTION OF ORDER KEY(S)

Company A A Pause game SPACE BAR


Company B B End game CONTROL E
Company C C Start new game after
Company 0 0 end of game RETURN
Platoon Number 1 to 6 in Repeat last message
Company you Command 1-6 received R
Supply Train Special scroll in Pursuit
(operation is fairly automatic) None and Exploitation game CONTROL S
Engineer Platoon E Accelerate time CONTROL A
Battalion Headquarters H Return to normal time CONTROL N
Scout Platoon (Carriers) S Examine direction of
unit movement CONTROL X
Scout Platoon (Infantry)
Move cursor up CONTROL I
Heavy Mortar Platoon M
Move cursor down CONTROL M
AntiTank Platoon T
Fire Support Officer (FSO)
Move cursor left CONTROL J
F
Move cursor right CONTROL K
Toggle speaker-
Apple version only ESCAPE

UNIT ORDERS
LETTER DESCRIPTION OF ORDER APPLICABLE TO

G Go to position marked by cursor All un its except Fire Support Officer (FSO)
N Provide Normal fire All units except FSO
H Hold your fire All units
F Request suppressive Fire All units
S Provide Smoke screen at cursor position All units
T Priority Target for normal fire is at cursor position All units except FSO
B Establish Bridge at cursor position Engineer Platoon
R Remove bridge at cursor position Engineer Platoon
D Dig in your units All units except FSO
A Assuming command of your company Company Commander
C Retuming Command of your company Company Commander
P You are Priority unit for resupply All units except FSO
+ Mount your infantry Carrier Platoon
Dismount your infantry Carrier Platoon

If you have any questions or problems regarding the program or game, please send a
self-addressed , stamped envelope with your question to: STRATEGIC SIMULATIONS, INC.,
883 Stier/in Road, Building A-20O, Mountain View, CA 94043-1983.
Or call our Hotline Number: (415) 964-1200 every weekday, 9 to 5 (p.S.T.).
LIMITED WARRANTY TABLE OF CONTENTS
Strategic Simulations, Inc. ("SSI") warrants that the diskette on which the enclosed I. INTRODUCTION ................................................ . ...... .
program is recorded will be free from defects in materials and workmanship for a period
II. DISK LOADING INSTRUCTIONS . .......... . .......................... .
of 30 days from the date of purchase. If within 30 days of purchase the diskette proves
defective in any way, you may return it to Strategic Simulations, Inc., 883 Stierlin Road, III. NOVICE GAME .................... . . .... . . ... .. ..... . .................. 1
Building A-200 , Mountain View, CA 94043-1983 and SSI will replace it free of charge. IV. GAME SySTEM ........ ............................................. .. .. 2
In addition , if the diskette proves defective at any time after the first 30 days , return 1. GAMES AVAILABLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2
tbe diskette to SSI and SSI will replace it for a gharge of $10.00 . Please allow about Pursuit and Exploration • Meeting Engagement Game
four weeks for delivery. Attack Game • Defense Game
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT 2. OPTIONS ............................................................ 3
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETIE OR THE GAME Nationality of Battalion • Terrain Maps • Relative Strengths
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE , MER- 3. TERRAIN SYMBOLS .................................................. 3
CHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM 4. COMMAND STRUCTURE .... . .. . ..................................... 4
AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND General Principle • Direct Control of Platoons
PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR
DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING 5. UNITS UNDER YOUR COMMAND ... . . . ........ . ...................... 4
Companies. Platoons • Combat Support Company
FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN AD-
Fire Support Officer (FSO) • Unit Designation for Receiving Orders
VISED OFTHE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR 6. ISSUING ORDERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR Unit Orders. Pausing the Game. Ending the Game
EXCLUSION MAY NOT APPLY TO YOU.) Repeating a Message Received • Special Scroll in Pursuit
and Exploration Game • Time Acceleration
The enclosed software program and this Rule Book are copyrighted . All rights are Examining Direction of Movement • Moving the Cursor
reserved. This Rule Book may not be copied, photographed, reproduced , or translated Turning Sound Off or On (Apple only) • Summary of Control Orders
or reduced to any electrical medium or machine-readable form , in whole or in part, 7. UNIT STATUS ........................................................ 6
without prior written consent from SSI. The program accompanying this Rule Book In General. Friendly Units. Enemy Units
may be copied, by the original purchaser only, as necessary for use on the computer
for which it was purchased . 8. UNIT DIRECTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
In General • Looking at the Direction of a Unit • Effect on Vision
© 1985 by Strategic Simulations, Inc. Effect on Combat. How to Change the Direction of a Unit
All Rights Reserved. V. OTHER USEFUL INFORMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7
1. INTRODUCTION...................................................... 7
2. ORGANIZATION OF FORCES ......................................... 7
3. COMBAT POWER ............ . ....................................... 8
If you are unable to make a backup copy of your disk (most of our games have some Infantry. Tanks (and Assault Guns)
form of copy-protection), you may purchase a backup disk from SSI for $10 plus
$2 for shipping and handling . California residents , add applicable sales tax. 4. WEAPONS .... . ........................ . ......................... . ... 8
Rifles. Light Machine Guns • Heavy Machine Guns
Light Antitank Weapons • Medium Antitank Weapons
Heavy Antitank Weapons • Mortars • Howitzers • Tank Guns
What to do if you have a defective disk Grenades. Mines
Each of our games undergoes extensive play testing prior to its release. Through this 5. VEHICLES ........................................................... 9
process we hope to uncover, and correct , any errors in programming . However, due Trucks. APC's • Assault Guns. Tanks
to the complex nature of our simulations, some program errors may go undetected 6. COMBAT SUPPORT .................................................. 10
until after publication. In addition to errors in the program , there are occasionally Supply Train. Engineer Platoon • Heavy Mortar Platoon
problems with the disk itself. We experience the industry standard of approximately Antitank Platoon • Scout Platoon
a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, 7. BASIC TACTICAL DOCTRINE ........... . ................ . ......... . .. 11
make sure to check your disk drive. Up to 95% of the disks returned to us as defective Relationship of Offense and Defense • Surprise
will run fine on our computer systems. Often the problem is with a disk drive that needs Suppression and Obscuration • Offensive Maneuvers
serviCing for alignment, speed , or cleaning . 8. TROOP CONDITION .. .. .......... .. ............................. . .... 12
Should you have a defective disk , please return the disk only (keep all other parts of 9. COVER AND CONCEALMENT ......................................... 12
the game) to our Customer Support Department, along with a note describing Ihe Digging In • Smoke
problem you have encountered. A replacement disk will be provided upon our receipt 10. COMBAT ......................................... . .. . .. . ............ . 12
of the defective disk . Vision • Effect of Terrain on Vision • Fire Orders • Volume of Fire
Should you ur}.Gover an error in the program, return both your game disk and any "save Display of Fire. Movement. Speed of Movement
game" disks to our Customer Support Department. Please enclose a description of 11. RECOVERY OF DAMAGED VEHICLES ................................. 13
what was taking place in the game when the error occurred. Upon correction 01 th e 12. REPLACEMENT OF DESTROYED UNITS . ...... ... ..................... 13
program error, we will return an updated disk to you.
APPENDIX A: Terrain Characteristics . ................................. .. 15
Always make sure to include your name. address, and daytime telephone number
with any correspondence. We will do our best to see that any problems are correc ted APPENDIX B: Weapons .............................. . ................. . ... 16
as soon as possible. APPENDIX C: Vehicles . . .... . . . .. ... ... . . .. ......... . ...................... 17
title gives you the number of personnel ploiting a penetration of the enemy's defen-
I. INTRODUCTION H it the (1) key to start the NOVICE game. After
(PERS) and the number of vehicles (VEHI) in sive system. The term "pursuit and exploita-
a few seconds the battlefield will be displayed.
BATTALION COMMANDER puts you in com- After you start the NOVICE Game, pause it the unit. These numbers will decrease as tion" refers to the actions taken by an attacker
mand of a modern fighting force the size of by hitting the SPACE BAR on your computer. your units suffer casualties. to decisively defeat a defender whose de-
an army battalion. The game lets you ex- With the game paused, you can look arou nd fenses have been disrupted. After a defense
perience small unit combat on the modern To issue an order, hit two keys:
on the battlefield without worrying about has been penetrated, the attacker will usually
battlefield. The game system is not hard to • The first key designates the unit to receive attempt to turn the temporary success into a
getting shot up by the enemy. the order.
learn. Use the joystick to point to a location Your objective in this game is to destroy a decisive victory by penetrati ng deep into the
on the battlefield, one key to designate • The second key corresponds to the order
Soviet tank battalion , out of sight of your defender'S territory, destroying or capturing
which unit will receive the order, and one you are giving.
units, to the North. Brigade Intelligence enemy forces , includ ing artillery batteries,
key for the order itself. Section IV of this advises us that the Soviet tank battalion The three units you command directly are: supply depots, and higher headquarters
manual contains a brief description of the consists of two companies, similar in struc- A- Company A, units.
game system. Section V contains additional ture to ours. You receive points for destroying B- Company B, and (1) Each side receives points for destroying
information of the nice-to-know variety, which enemy units, just as the Soviet commander, H- Battalion Headquarters. enemy units. You also receive points for
can be read at your leisure. The organization the computer, receives points for destroying capturing special enemy units. You capture
The orders you can give include:
of material is intended to minimize the your units. a special unit by placing one of your units on
G - Go to position marked by cursor.
amount of extraneous information you must There is a black square-shaped cursor in top of it. Special units can only be captured;
N - Normal fire. This instructs the unit to
sift through before playing the game. the upper left corner of the screen. Use the they cannot be destroyed. Special units
fire at will.
cursor to point out a unit or position on the H - Hold your fire. include:
II. DISK LOADING screen to the computer. It is part of the
method of communicating with your com-
F - Provide suppressive Fire at position - Artillery Batteries [!] 150 Points
INSTRUCTIONS puter. To move the cursor, you may use
marked by cursor. Suppressive fire is
1. COMMODORE 64 N
VERSION
• Insert diskette and turn on disk drive.
either a joystick or the keyboard:
used to reduce the enemy's ability to
fire accurately and rapidly at your units.
Machineg un or high explosive fire is
- Supply Depots
0 250 Points

• Turn on the computer.


1. COMMODORE 64 VERSION
Plug a joystick into Joystick Slot #2 . Move used in this mode to make enemy tank - Higher Headquarters IE} 500 Points
• Type LOAD"*",B,1. Hit (RETURN) . The pro- the joystick to move the cursor. units "button up", reducing their ability
to see the enemy. (2) The battlefield is normally limited to 12.B
gram will start as soon as it loads in. 2. ATARI VERSION kilometers from north to south . However, in
S - Provide Smoke screen at position this game you can move the display of the
2. ATARle VERSION Plug a joystick into Joystick Slot #1 . Move marked by curs or. Smoke obstructs the
This requires 4BK of RAM. Remove any the joystick to move the cursor. entire battlefield 6.4 kilometers by hitting the
vision of enemy un its. (CONTROL) key for Control order, then hitting
cartridges before loading the program. 3. APPLE VERSION A - Assume command of company. After the (S) key for "Scroll." When you do this, the
• Insert the diskette and turn on the disk drive. Connect a joystick to the game controller you assume command of a company, northern half of the battlefield moves down
• Turn on the computer. (BOOXL: Press the port. Move the joystick to move the cursor. you may issue orders directly to its to the southern half and a new battlefield
OPTION key.) 4. ALL COMPUTERS platoons, numbered 1 to 4 by hitting area appears in the northern half. The direc-
• The program will load and start auto- You may control the cursor by using the the number key corresponding to the tion of movement is one way- you can
matically. keyboard. To move the cursor this way, hold number of the platoon. move the entire battlefield 6.4 kilometers
down the (CONTROL) keyand hitthe(l) key to C - Returning Command of company. This forward but not backward. When you do this
3. APPLE" VERSION
This requires 64K of RAM. move the cursor up, the (M) key to move it tells the computer to resume its com- kind of scroll, all units in the southern half of
down, the (J) key for left, or the (K) key for mand of the company. After you give the battlefield will be removed from the
• Insert the diskette and turn on the right. game. Naturally, you will need to make sure
this order you will give orders to the
computer.
• The game will load and start automatically. o company headquarters instead of in-
dividual platoons.
that your units are in the northern half of the
battlefield (above the number 6 on the side
CON TROL and 0--:.... 0 The game will end if:
of the display) before the scroll. Enemy units
that were in the southern half of the battle-
III. NOVICE GAME • You hit the (CONTROL) key and then hit the
(E) key for "End game", or
field before the scroll will be removed; how-
You should play the novice game first, to get G • One side is substantially destroyed (95%).
ever, you will receive no points for their
elimination since you did not capture or
used to BATTALION COMMANDER's game
system, before you tackle the more advanced Only a portion of the battlefield can be To end the pause, hit the SPACE BAR again . destroy them. Since arti lIery batteries, supply
games. With practice, the simple two key- viewed at a time. To see the Northern (upper) Try out the Novice Game to get used to the depots, and higher headquarters are origi-
stroke commands will become second part of the battlefield, move the cursor past game system. After you become comfort- nally located off the battlefield to the North,
nature to you, and you can take on the the top of the screen. The screen scrolls able, move on to the additional information you must use the special scroll twice to be
toughest missions as Battalion Commander. when you try to move the cursor past a side to play the regular games. able to approach them.
After the game starts, the computer will of the screen . Notice the black tank charac-
ask you to: ters and the truck character? They represent b. Meeting Engagement Game. In this
the platoons in your battalion. IV. GAME SYSTEM game, forces of about equal strength fight it
SELECT GAME: Let's position the cursor directly over a out in what is called a "meeting engagement"
(1) NOVICE unit. Information on the unit is displayed 1 . GAMES AVAILABLE A meeting engagement is an unexpected
(2) PURSUIT AND EXPLOITATION when the cursor is directly over it. You Will There are four regular games you can encounter with an enemy force, resulting in
(3) MEETING ENGAGEMENT see that putting the cursor on top of a unit choose from: a battle. The Meeting Engagement Game is
(4) ATIACK causes the title and status of the unit to be a. Pursuit and Exploitation. In this sce- a sort of military chess, with victory going to
(5) DEFENSE displayed. The information below the unit nario, your forces have the mission of ex- the side that displays the greater skill.

2
At the start of the game, each side will terrain features to represent geographical
have one battalion equal in relative strength areas in which future battles may be fought. 4. COMMAND STRUCTURE from the vehicles and can operate inde-
to that of the enemy battalion. The forces A table showing the features of the various pendently of the carriers. You designate
and combat strength foreach nationalitywill terrain maps is contained in Appendix A. the Scout Platoon by hitting the (S) key. If
a. General Principle. The Battalion Com- the infantry is dismounted, you can des-
vary, to provide each side with equal chances When the computer asks for the number of mander normally issues orders to Company
at the start of the game. You and your terrain map, enter the two digit number, from ignate it by hitting the (I) key.
Commanders. Company Commanders, in
enemy each receive points for destroying 01 to 40 , corresponding to the terrain map turn, issue orders to Platoon Leaders, and
the forces of the opponent. you want for the game. so on, until everyone has orders consis- - Heavy Mortar Platoon. United States and
c. Attack Game. I n this game your objec- c. Relative Strengths. The game may be tent with the intentions of the Battalion Soviet Battalions both have a Heavy
tive is to break through the enemy defenses made more difficult or less difficult by Commander. Mortar Platoon assigned to their Combat
to occupy a key terrain feature marked with changing the relative strength of the two Support Companies.
a blue "X." You will have a roughly two-to-one sides:
b. Direct Control of Platoons. The Bat-
advantage in strength over your opponent. -1 reduces your strength by 50%. talion Commander issues orders directly to - Antitank Platoon. A United States infantry
With these combat odds you can't lose, - 2 reduces your strength by 20%. Battalion Headquarters, platoons in the battalion will have an Antitank Platoon
right? Not exactly. This game illustrates that -3 reduces neither side. Combat Support Company, and platoons of assigned . Tank battalions do not contain
the advantages of the defender often will -4 reduces enemy's strength by 20%. companies temporarily under his direct this platoon. An Antitank Platoon con-
outweigh a lack of combat strength. -5 reduces enemy's strength by 50%. command. The Battalion Commander may tains vehicles that mount highly sophisti-
Your side will have two battalions to take over temporary command of one com- cated and deadly antitank guided missiles.
oppose a single enemy battalion. You will 3. TERRAIN SYMBOLS pany at a time. When he does this he still
command the 1st Battalion (black) while the The following terrain symbols may be en- remains in command of the battalion.
computer will control the2nd Battalion (grey countered. In the Apple version, terrain - Engineer Platoon. This platoon is used
or, in Apple Version, purple). Note that the symbols shown as grey will appear black. for fighting and for bridgework. To remove
computer's 2nd Battalion will tend to operate 5. UNITS UNDER YOUR COMMAND a bridge, pOSition the cursor above or
to the east of your 1 st Battalion. jiIil
I!...!I a. Mines (grey) below the position of the bridge on the
Each side receives points for destroying screen. Then tell the Engineer Platoon to
units on the opposing side. Also, points are a. Companies. You may command up to remove the bridge by pressing "R". The
b. Rough Area (green) four companies, depending on the game
given to the attacker for occupying the Engineer Platoon will go to the position
objective location or to the defender for selected and nationality of each side. Com- you designate and, after a few minutes,
recapturing the objective. The game ends c. Forest Area (green) panies are designated by letters, A, B, C, and the bridge will disappear. Bridge con-
either after one side is destroyed or after the D. To tell the computer which company you struction is a bit trickier, since only certain
key position is occupied continuously by d. River (blue) want to give an order to, hit the letter key A to places are suitable for bridge construc-
the attacker for ten minutes. D, corresponding to the company. tion. In the game, only straight, horizontal
d. Defense Game. The player in this e. Road (grey) or Contour Line (green) stretches of river are suitable for con-
game will be opposing the player in the b. Platoons. If you are in direct command structing bridges. If you send the Engi-
Attack Game. The defender's objective is to of a company, you may issue orders directly neer to the wrong area, it will send you
f. Village (grey)
keep the attacker from occupying the objec- to its platoons. Platoons are numbered 1 to a message to that effect. Be patient in
tive position marked with a blue "X" on the 6. Hit the number key for the number of the waiting for the Engineers to do bridge-
g. Objective Position (blue) work. It will take a certain number of
terrain map. Scoring is the same as in the platoon you want to give an order to.
Attack Game. minutes to accomplish the task after
h. Burning Vehicles (grey) they arrive at the location. Please note
2. OPTIONS c. Combat Support Company. In addi- that you DO NOT place the cursor over
For all games other than the Novice Game, i. Combat Units: tion to the combat forces under your com~ the bridge or bridge site. The cursor is
the computer will allow you to adjust the mand, you also command a battalion head- placed above or below the site with "R"
nationality of forces, the type of terrain, and (1) Platoon Equipped with Tanks quarters and some platoons of the Combat or " B" pressed to respectively remove
relative strength of forces. Support Company: or build the bridge.
a. Nationality of Battalion. You may se- (2) Platoon with Personnel
lect ground forces from either the United Carriers - Supply Train. This unit delivers ammu-
States, the Soviet Union, or China for either nition , fuel, and other supplies to your
your side or the enemy's side. Force struc- (3) Platoon with Trucks d. Fire Support Officer (FSO). This
units. The S-4 Officer of your Headquar- memberofyour Battalion Headquarters staff
tures pretty accurately reflect the actual ters Staff provides necessary guidance
forces of the three nations. Please note that is responsible for coordinating artillery sup-
(4) Platoon without Vehicles to the Supply Train concerning its oper- port for your battalion. No heavy artillery is
the strength of a US battalion will be re- ations.
duced by about 20% when opposing a assigned to a battalion. Artillery is assigned
Soviet battalion and 50% when opposing a Non-Combat Special Units to higher headquarters, including brigade
Chinese battalion. A Soviet battalion is re- (Pursuit and Exploitation Game) : - Battalion Headquarters. This is where and division level. To obtain fire support, you
you are located. It is an important unit, must give an order to the Fire Support
duced about 30% when opposing a Chinese • (1) Artillery Battery so big points are awarded for its de- Officer, who passes on the requestto higher
battalion . The purpose of these reductions
is to provide play balance between forces of
differing intrinsic strengths. 1:1 (2) Supply Depot
struction.

- Scout Platoon. This consists of infantry


headquarters. Up to two fire requests may
be acted on at a time and two targets
engaged. A fire support mission will termi-
b. Terrain Maps. Forty terrain maps are mounted in infantry carriers (US) ortrucks nate after 5 minutes unless you renew it by
.... (3) Higher Headquarters
available. Each map has a specific mix of (China). The infantry may be dismounted issuing the order again.
3 4
e. Keys used to designate units to re- b. Pausing the Game. To pause the game, h. Moving the cursor. The cursor may be supplies the unit has. For example if the unit
ceive orders: hit the SPACE BAR. This will pau se the game controlled by using the joystick or by using a has 25% of its fuel and 05% of its rifle
immediately. While the game is paused, you combination of the (CONTROL) key with the ammunition remaining , this will be shown
UNIT TITLE KEY
may examine the battlefield. You may not (I), (M), (J), or (I<) keys: on the second line of the status report as
Company A A issue orders while the game is paused. Hit " FUEL 2 AMMO 0 ." Up to three numbers
Company B B th e SPAC E BAR again to continue the game. may be displayed to show the amount of
CompanyC C CONTRO L and ammunition for the three types of weapons
c. Ending the Game. To end the game, the unit may have. The first number is rifle
CompanyD D hold down the (CO NTRO L) key, then hit (E)
Platoon Number 1 to 6 in ammunition . The second and third numbers
key for "End Game." To then start a new
Company you Command 1-6 represent ammunition for heavy weapons.
game, hit th e (RETURN) key.
Supply Train (operation is fairly i. Turning Sound Off or On (Apple only). For a list of heavy weapons assigned to
automatic) None
d. Repeating a Message Received. The ESCAPE (ESC) key will toggle the inter- various units, refer to Appendix B.
During the game, you may receive a message nal speaker. (4) Troop Condition. In the lower left hand
Engineer Platoon E from one of your units and erase the message
Battalion Headquarters H corner of the report you will see a one-word
befo re you get a chan ce to read it. You may j. Summary of Control Orders: description of the condition of the troops.
Scout Platoon (Carriers) S repeat the last message received by hitting The condition is a composite rating of fatigue
DESCRIPTION OF ORDER KEY(S)
Scout Platoon (Infantry) I the (R) key for Repeat M essage. and morale. It will be either "GOOD", " FAIR",
Heavy Mortar Platoon M Pause game SPACE BAR "TIRED", or " BROKEN", depending on what
AntiTank Platoon T e. Special Scroll in Pursuit and Exploi- End game CONTROL E shape the units are in.
Fire Support Officer (FSO) F tation Game. As mentioned in IV.1.a., there Start new game after end
is a special scroll available in the Pursuit of game RETURN c. Enemy Units. The report includes the
and Exploitation Game. To sc roll the entire unit title and strength. The strength report is
If you hit the wrong key, and do not wish to Repeat last message
battlefield 6.4 kilometers, hold down the in terms of the number of enemy troops or
give an order to the unit corresponding to received R
(CONTROL) key, then hitthe (S) key for "special vehicles seen. For that reason , it is often
the key pressed, hit the (DELETE) key. Special scroll in Pursuit below the number actually there. Forexample,
Scroll." These scenarios require the map to
and Exploitation game CONTROL S
be sc rolled twice to reach the enemy units. your forces may spot 5 men in an enemy
Acc elerate time CONTROL A platoon, kill 2, then count 6 men. What
6. ISSUING ORDERS f. Time Acceleration. With this feature, Return to normal time CONTROL N happens is that your forces notice 3 men
you may double the speed of un it activity. Examine direction of CONTROL X that were previously hidden from their view.
a. Orders that you can g ive to your units are Hold down the (CO NTROL) key, then hit the unit movement
listed in the table below. (A) key for "Accelerate Time." The game will Move cursor up CONTROL
If you try to give an order to a unit that is
8. UNIT DIRECTION
return to normal time after the first shots are Move cursor down CONTROL M
unable to carry it out , the computer will not fired or you may direct the computer to a. In General. The men who make up a
recognize the key press corresponding to Move cursor left CONTROL J platoon will tend to face in one of 8 direc-
return to normal time by holding down the CONTROL K
the order. Move cursor right tions. If the platoon is moving, it will face in
(CONTROL) key, then hitting the (N) key for
Orders are passed on to your subordinate Toggle speaker - Apple the direction of movement. If stationary, the
"Normal Time."
units every 15 seconds. This is when the version only ESCAPE unit will face in the direction of its target,
Message Center of each side is operating. g. Examining Direction of Movement. usually the closest or most dangerous
When the Message Center is in the process To see what direction a unit is moving (or 7. UNIT STATUS enemy unit.
of sending a message, an "M " appears in facing if not moving), position the cursor a. In General. If you position the cursor b. Looking at the Direction of a Unit.
the bottom right-hand corner of the text area over the unit and either hit the fire button of on top of a unit, the computer will provide the As described earlier, you can see what
of the screen . You can expect some delay the joystic k or hold down the (CONTROL) key title of the unit and a report on the status of direction any unit is facing by positioning
between the time an order is issued and and hit the (X) key. An arrow will appear in the unit in terms of strength, supply condi- the cursor over it and pressing the joystick
when it is carried out, due to the Message place of the unit indi cating the un it' s d irec- tion, and troop condition. fire button or the keys, (CONTROL) (X).
Center. tion of movement.
b. Friendly Units. The report on a friendly c. Effect on Vision. A platoon will tend to
unit includes: have the greatest probability of seeing an
LETTER DESCRIPTION OF ORDER APPUCABLE TO enemy unit in front of it. Portions of the
(1) Unit Title. If the unit is a mechanized
G Go to position marked by cursor All units except Fire Support Officer (FSO) infantry (US) or motorized rifle (Sovie~ platoon, platoon may look around but have a lower
N Provide Norma l fire All units except FSO it may contain infantry that can be dis- chance of seeing an enemy unit on the
H Hold your fire Al l units mounted and controlled as a separate flanks or rear.
F Request suppressive Fire All units platoon. If so, there will be a "(+)" after the 100%
S Provide Smoke screen at cursor position All un its unit title. After the title of the Supply Train, the
T Priority Target for normal fire is al cursor posilion All un its except FSO computer will indicate which company it is CHANCE OF LOOKING
B Esta blish Bridge at cursor pOSition Engi neer Platoon in the process of resupplying , as "(R: Com- IN A DIRECTION :
R Remove bridge at cursor posi tion Engineer Platoon pany Title)."
D Dig in your units All units except FSO
(2) Strength. The report will show the num-
A Assum ing comm and of your co mpany Company Commander
ber of personnel and vehicles.
C Returning Command of your company Company Commander
P You are Priority unit for resupply All units except FSO (3) Supply Condition. The amount of fuel d. Effect on Combat. Tanks are vulner-
+ Mount yo ur infantry Carrier Platoon and amount of each type of ammunition are able to attacks from the flanks or the rear
Dismount you r infantry Carrier Platoon represented as numbers from 0 to 9 . The since the side and rear armor of tanks is
number is the first digit of the percentage of much thinner than front armor. To a lesser

5 6
extent, thin-skinned vehicles and infantry - Machinegun Platoon provides extra fire- assault gun battalion was renamed a com- - Kill tanks and other armored vehicles
power to key areas of the battlefield. pany. Also, the organization of a US Army with medium AT guns out to 1000 meters
are also more vulnerable to attacks from the
side or rear. mechanized infantry company was simpli- (10 characters on the screen) and light
- Motorized Rifle Platoon is the same as
fied . The TOE for a mechanized infantry AT guns out to 200 meters.
the Rifle Platoon except that it is more
company consists of: - Dismount to:
mobile since it is transported by infantry
USUAL CASUA LTIES carriers. • Clear enemy infantry out of close terrain.
- Headquarters section with 11 men and • Dig in and hold ground against infantry
- Mortar Platoon provides indirect fire at
one jeep, one 2'12 ton truck, and two assaults.
long ranges.
M-113 carriers. • Provide security- outposts and patrols.
- Headquarters Platoon directs the actions
- Maintenance section with 12 men and • Lay mines.
of the other units.
one jeep, one 2'12 ton truck, one M-113, (2) Limitations:
The basic level of unit in the game, BATTALION and one M-578 .
- Armored personnel carriers (APC) have
COMMANDER, is the Rlatoon. A platoon will - Three rifle platoons, each containing 38 thin armor and are easier to disable than
usually contain from 20 to 40 men. The men (of whom 30 may operate dis- tanks. A portion of mounted infantry be-
platoon may be further divided into 2 or 3 mounted) and four M-113 carriers. come casualties when the APC they are
e. How to Change the Direction of a
sections. Sections may be further divided - Weapons platoon containing a head- riding in is destroyed.
Unit. You cannot control the direction of a
into squads containing a few men each. quarters section of 3 men with one jeep; a - When dismounted, infantry is vulnerable
unit that is moving since it will always face in
Since BATTALION COMMANDER is a platoon mortar section with 20 men and four to tanks, small arms, and artillery and
the direction of movement. To control th'3
level game, nothing below the level of platoon M-113 carriers (one containing control mortar fire.
direction of a unit that is not moving, you
is shown as a unit. equipment and three containing 81 mm
may either: b. Tanks (and Assault Guns).
Each higher level of unit is commanded by a mortars); and an antitank section with 8
(1) Issue an order for indirect fire. The un it men and two M-113's. (1) Capabilities:
will then face in the direction of its target, or higher ranking officer
- A platoon is commanded by a lieutenant - Mobility, armor protection, and firepower.
(2) Issue an order for a normal fire target. This organization was simplified into three
- A company (which contains some pla- - Ability to kill tanks and soft targets out to
The unit will then face in the direction of the platoons of carriers and three platoons of
toons) is commanded by a captain. a range of about 2500 meters (a little
cursor position at the time the order is given. infantry. The platoons were organized as: longer for American tanks and shorter for
- A battalion (which contains 3 or 4 com- - Headquarters platoon containing a head- Chinese tanks).
panies) is commanded by a lieutenant quarters section of 11 men with two M-
v. OTHER USEFUL colonel. This, of course, makes you a
lieutenant colonel. If you are used to
113's; one maintenance section of 12
men and one M-113; one carrier section
- Invulnerability to artillery and small arms.
(2) Limitations:
INFORMATION being an armchair general , please do not of8 men and four M-113's; and a mortar - Vulnerable to ATGM , AT guns, tanks, and
look on this as a demotion. section with 20 men and four M-113's. mines.
1. INTRODUCTION
This section of the manual provides a brief The Battalion Commander, your role in the - Two carrier platoons, each containing 8 - Difficulty in identifying infantry and AT
explanation of the concepts of modern war- game, issues orders to company and pla- men and four M-113's and an antitank gunners in close terrain (woods and
fare and other information to enhance your toon commanders under his battalion. Sub- squad with 4 men and one M-113. cities).
understanding and enjoyment of the game, ordinate commanders issue orders to their - Three rifle platoons, each containing 30 - Unable to cross water barriers, except
BATTALION COMMANDER. It includes infor- subordinates, and so on, until everyone has men. If mounted in M-113 carriers, these over bridges. This applies to American
mation on the organization of forces, a des- orders consistent with the intentions of the are each made a part of the corresponding M60A 1 and Chinese Type 59 tanks only.
cription of the various weapons and vehicles, Battalion Commander. carrier or headquarters platoon. Amphibious Soviet T-62 tanks are able
a brief overview of the tactics used in modern This command process and structure is to swim across rivers as are the Ameri-
wariare, and a few notes on the design of common to all modern armies, including the If you add up the two organizations, they will can and Soviet APC's in BATTALION
the game. three featured in BATTALION COMMANDER, come out about the same in men and COMMANDER.
the US, Soviet, and Chinese armies. However, material. Hopefully, my adjustments do not
2. ORGANIZATION OF FORCES the organizational structure of the three result in a significant distortion of reality.
Army forces are organized into units. Each armies varies significantly. Each of the three
type of unit has a particular function to 4. WEAPONS
armies was established based on the types 3. COMBAT POWER In BATTALION COMMANDER each platoon
accomplish: of forces considered a threat to national secu- The main components of modern ground possesses a certain number of rifles and
- Rifle Platoon is the basic fighting force. rity and based on the resources available. combat are infantry and armor. Each has may also have one or two heavy weapons,
- Tank Platoon acts as a fast striking force. The organization of forces in the game is certain capabilities and limitations: such as machineguns, AT guns, or mortars.
- Antitank Platoon protects other units close to the actual tables of organization A brief description ofthe various weapons is
and equipment (TOE) of the combatants a. Infantry.
from tanks. provided:
featured in BATTALION COMMANDER as of (1) Capabilities:
- Supply Train (platoon) provides fuel and a. Rifles. The rifles in BATTALION COM-
1980. Some simplifications were made in - Protect tanks and antitank guided mis-
ammunition to other units. MANDER are all of 7.62mm calibre. The
the interest of playability. For instance, the siles (ATGM) from dismounted infantry
- Scout Platoon obtains information (re- Chinese tank battalion in the game is actually and antitank (AT) gunners. game assumes that American units are
ferred to as "intelligence") on enemy referred to as a regiment. The Chinese As- armed with M16A1 rifles, Soviet units are
forces and acts as a screen between the - Move mounted as rapidly as tanks. armed with AKMS rifles, and Chinese units
sault Gun Company is referred to in the TOE
enemy and the main body of forces . as a battal ion . To make the organization - Can negotiate water barriers with relative are armed with Type 56 carbines. Rifles have
- Engineer Platoon constructs field works more compatible with the organizations of ease. a maximum range of about 1000 meters and
to facilitate or restrict the movement of the other combatants, the Chinese tank - Suppress and kill soft targets with a maximum effective range of about 200 to
forces . regiment was renamed a battalion and the machineguns and small arms. 300 meters.

7 8
b. Light Machine Guns. These have an rather than specific targets. Mortar calibres well off the road and must cross water at a. Supply Train. This unit delivers fuel,
effective range of about 1000 meters and a and range in BATIALION COMMANDER are: bridges. ammunition, and other supplies to your
high rate of fire. In this game, the calibre of MORTAR CAliBRE RANGE units. The operation of this unit, unlike anyof
light machine guns of all combatants is 81 mm 4700meters
b. APC's The US and Soviet armies are the others, is basically automatic. You can
US M29 Light Mortar
7.62mm, the same as the rifles. Light machine the only ones that have carriers as a part of find out which company has been selected
Chinese Type 63
guns and rifles are effective against soft Light Mortar 60mm 1500 meters the battalion organization in BATIALION by the &4 (logistics) Staff Officer by putting
targets (dismounted infantry and trucks) but US M30 Heavy Mortar 107mm 5400meters COM MANDER. The Chinese have a shortage the cursor over the Supply Train. Then you
do not have the ability to penetrate armor of Soviet M 1938
of carriers. In the Chinese People's Liberation may choose to move the company to an
the thickness of APC 's and tanks. Heavy Mortar 120mm 6300 meters Army, infantry carriers are assigned to the area to meet the Supply Train or you can just
Chinese Type 53 Motar 82mm 3000 meters regimental headquarters, which can assign let the Supply Train follow the unit until it
c. Heavy Machine Guns. These are part them to battalions as circumstances dictate. catches up with it. The Supply Train, like your
of the armament of APC's and tanks. They h. Howitzers. These are a type of heavy One of the main differences between the US other units, can be destroyed. If so, it will
have a lower rate of fire than light machine artillery used in support of ground forces. M-113 APC and the Soviet BMP infantry eventually be replaced with a new Supply
guns but have a longer range (1500 meters) They have a long range, over 10,000 meters. combat vehicle in the game is the armament. Train at the Southern end of the battlefield.
and highercalibre(12.7mm). Heavy machine The howitzers in the game are generally of The M-113 carrier is armed only with a heavy Supplies are important. A unit that is out of
guns also can disable thin-skinned armored 122mm calibre. Like mortars, they provide machinegun except for those in the antitank fuel cannot move. A unit that is out of
vehicles such as APC's. indirect fire with either smoke or high explo- units, which are also armed with TOW heavy ammunition for one type of weapon cannot
sive ammunition. antitan k weapons. The B M P is armed with a fire that type of weapon. The Supply Train
d. Light Antitank Weapons. These in- heavy machinegun , a 73mm smoothbore
i. Tank guns. Tanks fire high explosive, resupplies one company at a time. It starts
clude rifle-propelled grenades and bazooka- cannon that operates as a medium AT gun,
armor-piercing, and smoke ammunition . with the first platoon in the company and
type weapons. They have an effective range and a Sagger ATGM launcher. Both the US
of about 200 to 300 meters but are not Armor-piercing ammunition is nearly as continues until all platoons in the company
and Soviet carriers have thin armor compared have been resupplied. In choosing which
particularly lethal against tank armor of effective as ATGM at distances under to tanks. This means that they are much
2500 meters. Beyond that point, the company it will resupply next, the Supply
American and Soviet tanks even at short more vulnerable to antitank fire than tanks.
probabilities of hitting and destroying a Train picks units farthest from the enemy
ranges. They often must be fired against the They also are vulnerable to heavy machine-
thinner areas of tank armor (rear and sides) target drop rapidly. The tank gun is the and with the least supplies. If you are not
guns firing armor-piercing ammunition. happy with the S-4 selection of units for
to kill the tank. main armament of both the tank and the
Chinese assault gun. resupply, you may pick a unit for resupply,
c. Assault Guns. Only the Chinese have by hitting the key corresponding to the unit
e. Medium Antitank Weapons. In BAT- assault guns in this game. The main differ-
TALION COMMANDER, American infantry j. Grenades. All of the infantry units have and then hitting the (P) key for "Priority unit
grenades, both hand grenades and rifle- ence between an assault gun and a tank is for resupply."
units are equipped with Dragon guided mis- that the assault gun does not have a turret
sile (ATGM) launchers as medium AT guns. propelled grenades. The rifle-propelled
grenade may be either high explosive, armor- that revolves. The Chinese assault gun has b. Engineer Platoon. This platoon is used
Soviet and Chinese units have recoilless AT the same gun as the Chinese Type 59 tank, a To remove a bridge, position the cursor
guns. All of the medium AT guns in the game piercing, or smoke. The range of these for
smoke ammunition is600 meters forthe US, 100mm gun. By eliminating the revolving above or below the position of the bridge on
have an effective range of about 1000 meters. turret, the Chinese are able to put the gun on the screen. Then tell the Engineer Platoon to
The Dragon is more effective than recoilless 800 meters for the Soviet Union, and 500
meters for the Chinese. a lighter and cheaper chassis. The lack of a remove the bridge by pressing " R". The
AT guns, since the gunner is able to maneuver turret makes the assault gun less effective Engineer Platoon will go to the position you
the guided missile toward the target after it k. Mines. Combinations of antipersonnel than a tank. designate and, after a few minutes, the
is fired. and antiarmor mines may be laid by either bridge will disappear. Bridge construction
infantry or engineer units. These result in few d. Tanks. The tanks in this game are sim- is a bit trickier, since only certain places are
f. Heavy Antitank Weapons. The US casualties but can slow down the move- ilar, with two significant exceptions. The suitable for bridge construction. In the game,
and Soviet armies employ long-range ATG M ment of the enemy and "canalize" it into Soviet T-62 tank is the only amphibious one only straight, horizontal stretches of river are
as heavy antitank weapons. The Chinese open areas. in the game. It is the only one of the three that suitable for constructing bridges. If you
armies are lacking in this type of weapon . can swim across rivers. The other exception send the Engineer to the wrong area, it will
The American heavy AT weapon is the TOW 5 . VEHICLES is that the Chinese tank, the Type 59, is quite
The four types of vehicles in BATIALION send you a message to that effect. Be
ATGM . With a range of about 3000 meters, it inferior to both the US M60A 1 and Soviet patient in waiting for the Engineers to do
CO MMANDER include trucks, armored per-
has an effective range about 500 meters T-62 tanks in both armament and armor. It bridgework. It will take a certain number of
farther than the gun of a tank. The Russians sonnel carriers (APC), assault guns, and
is less lethal and more easily destroyed than minutes to accomplish the task after they
have a similar weapon in their Sagger. The tanks. Refer to the table in Appendix C for
the US or Soviet tanks. arrive at the location. Please note that you
Sagger has about the same range as the information on vehicles ass igned to the
various un its in BATIALION COMMANDER. DO NOT place the cursor over the bridge or
TOW but is a slower missile, is harder to bridge site. The cursor is placed above or
control, and is easier to see in flight. Although several different vehicles may be 6. COMBAT SUPPORT
in a real unit, only one type of vehicle is in below the site with "R" or " B" pressed to
The Combat Support Company provides respectively remove or build the bridge.
g. Mortars. A type of light artillery, the each unit in the game. The type of vehicle logistical, engineer, and fire support to its
mortar is a short cannon that lobs shells can be determined by looking at the charac- battalion . The combat power of the Battalion c. Heavy Mortar Platoon. This platoon
ter that represents the unit. Commander results from the concerted has large calibre mortars, which are more
high in the air. The shells fall almost verti-
cally, allowing mortars to fire over hills and at a. Trucks. Trucks lack the protection of employment of the available combat and powerlul than mortars assigned to company
remote targets. Heavy mortars have a longer armor. For that reason they can be destroyed combat support. The Battalion Commander mortar sections. This platoon and the battery
range, larger radius of destruction, and a by small arms fire. A wide variety of tru c ks has direct control of the platoons assigned of howitzers in direct support of your battalion
slower rate of fire than light mortars. Mortars are used in real life. ranging from jeeps to to the Combat Support Company. Each make up most of the indirect fire support
can fire either high explosive (HE) or smoke large tractor-trai lors. The tru c ks in the game national force has its own particularorganiza- directly at your command. This support is
ammunition. Mortars are considered indirect are a bit more standard . One thing to keep in tion of support elements. These combat important in the tactical role of suppression
fire weapons since they fire at area targets. mind about trucks is they do not move very support platoons may be available to you: and obscuration.
9 10
d. Antitank Platoon. A US infantry or b. Surprise. To maintain the initiative, desirable maneuver since it uses a frontal 10. COMBAT
mechanized infantry battalion will have an commanders must seize every opportunity assault, which can be expensive in terms of
Antitank Platoon assigned. This platoon to strike the enemy when and where he is casualties. Its purpose is to create a gap in a. Vision. Blue enemy units appear on the
contains M-150's, M-113 carriers with TOW not prepared. Surprise is sought at all times the enemy defense for subsequent exploita- screen when they are visible to your units.
ATGM launchers attached. In using this to paralyze the enemy's will to resist and tion by enveloping maneuvers. A frontal Both your units and enemy units use the
platoon, it is important to consider its capa- deprive him of the ability to react effectively. attack may also be used as a secondary sa':Tle line-of~sight rules fordetermining what
bilities and vulnerabilities. The Antitank Pla- effort or feint In support of a main enveloping Units are vIsible and how well the units can
toon is quite deadly against enemy armor c. Suppression and Obscuration. Prop- be seen . Units on higher ground tend to see
force.
out to a range of about 3000 meters. It is er use of suppression and obscuration can farther and better than units at lower levels of
vulnerable since it uses thin-skinned vehicles effectively remove an enemy force from the 8. TROOP CONDITION elevation. Units sitting still see enemy units
easily destroyed by tanks, ATGM, and AT battle, since a unit that is blind in battle is In this game, the computer keeps track of better than units that are moving. Units that
guns. Also, it has a slow rate of fire. American useless. Suppression refers to directing two factors affecting the performance of are not under fire from the enemy see better
combat doctrine recommends using the heavy fire against an enemy force for the troops: fatigue and morale. Units can be- than units that are getting shot at. Units that
Antitank Platoon in a hit-and-run role against purpose of temporarily removing the unit's come tired from movement and from fighting. fire their weapons are visible to their enemy.
enemy armor. ability to fire at friendly forces. Machinegun Troops subjected to heavy fire wear down A unit that has recently been seen will have a
fire at a tank will not destroy it but will cause quickly. Tired troops do not move or fight as greater chance of being spotted than a unit
e. Scout Platoon. This is used primarily its crew to "button up", reducing its effective- well as fresh ones. that has not been seen. Units will tend to see
for reconnaissance. Only American and ness by 50%. Obscuration refers to the use To tell how a un it is doing, get a status units in front of them more often than units to
Chinese battalions have such a platoon in of cover and concealment to allow units to report on the unit by putting the cursor over the sides or rear.
the game. Soviet battalions do not have maneuver on the battlefield without being the unit on the screen. In the lower left hand
subjected to enemy fire. Where no natural b. Effect of Terrain on Vision.
such units. The Soviets establ ish patrols out corner of the next area, you will see a one-
of regular combat units to perform recon- cover exists, smoke may be used to h ide the word assessment of troop condition: good, (1) Woods. The thicker the woods the
naissance of the enemy. American doctrine maneuvering force. American doctrine in fa ir, tired, or broken. harder it is to see through them . Wood~ vary
refers to the Scout Platoon as the eyes and particular stresses the importance of sup- . To improve the condition of a unit, posi- In thickness from very sparse (one tree per
ears of the Battalion Commander. The Scout pression and obscuration. According to US tion It away from the enemy and have it dig forest terrain symbol) to very dense (four
Platoon contains infantry mounted in carriers Army Field Manual 71-2 , The Tank and In. A few minutes of rest will often do wonders trees per forest terrain symbol).
(US) or trucks (Chinese). When the infantry Mechanized Infantry Battalion Task Force for a unit's condition. (2) Hills. Units cannot see through hills.
dismounts, it forms a separate platoon and "The task force commander mustorchestrat~ (3) Smoke and Cities. Units can see very
suppression and obscuration to cover ex- 9. COVER AND CONCEALMENT
is controlled independently of the carriers. Although these terms may at first glance little through smoke and cities.
The US Army Scout Platoon in BATIALION posed elements that are moving to new
positions or closing with the enemy. The seem to mean the same thing, there is a (4) Other Terrain. Other types of terrain re-
COMMANDER is organized in the model of distinction that the game recogn izes. Cover duce visibility by a small amount per 100
US Army, Europe, with 4 TOW missile laun- task force commander who fails to do these
things and do them well will lose." refers to the physical protection of troops meters.
chers authorized. In contrast the Chinese such as that afforded by fox holes trenches c. Fire Orders.
Reconnaissance Platoon (Scout Platoon) is d. Offensive Maneuvers. The goal of buildings, and trees. Concealme~t refers t~
armed only with carbines. (1) Smoke. If given the order to provide
most maneuvers is to rupture enemy de- measures taken to keep from being seen by
fenses in order to obtain decisive objectives the enemy. To survive on the battlefield, a smoke, a unit Will attempt to do so if it has the
unit must make good use of both cover and appropriate weapons, smoke ammunition
or to penetrate deep into enemy positions.
7. BASIC TACTICAL DOCTRINE and is within the range of the weapon. If ~
This is one of the primary areas of difference concealment by using natural terrain fea-
Each of the three nations featured in BAT- unit cannot carry out the order to provide
between US and Soviet doctrine. Whereas tures and by improving on them.
TALION COMMANDER-the United States smoke, it will send you a message to that
Soviet Union, and China - has its own partic~ the US forces normally direct the main attack a. Digging In. In this game, when a unit effect and will provide normal fire instead.
against a decisive objective, Soviet attacking stops moving, it digs in. After a unit starts
ular combat doctrine, established on the (2) Suppressive Fire. A unit ordered to pro-
units attempt to create gaps that will allow digging in, its defensive position will grad-
ular combat doctrine, established on the Vide suppressive fire will provide a constant
basis of past wars and projections of future exploitation forces to strike deep into the ually Improve With the passage of time. A
enemy rear. Although the objectives of offen- stream of either high explosive machine-
conflicts. Rather than go into much detail on
sive maneuvers may vary, there are two
unit that has dug in is harder to see and gun, or rifle fire at the designat~d target. If
the variations of tactical doctrine, this ha rder to kill than one fully exposed to you tell a platoon to provide suppressive fire
basic maneuvers used by modern ground enemy fire. Digging in only takes place while
manual will present some of the concepts at atarget, It Will fire at the specific area you
generally held by modern military powers. forces: envelopment and penetration. a unit IS not under fire from the enemy. deSignate. If you tell a company to provide
(1) An envelopment may be close or deep.
b. Smoke. A quick way to provide con- suppressive fire, the Company Commander
a. Relationship of Offense and Defense. The close envelopment is a comparatively
cea lment for a unit is through the use of Will pick out targets of opportunity within the
The primary theory of war is that decisive shallow maneuver directed against one or
smoke. Most of the units are able to generate general area for its platoons to fire at. A unit
results are achieved only through offensive both flanks of an enemy force and is directly
smoke. Refer to the table at Appendix B for a given the order to provide suppressive fire
action. The best defense cannot bring victory supported by fire from units attacking fron-
list of weapons of the various units that can Will not provide normal fire until ordered to
- It can only postpone defeat. Defense is tally. The deep envelopment is directed do so.
against the flanks or rear of the enemy to a produce smoke. If the unit possesses a
considered a necessary form of combat weapon that can produce smoke and has (3) Normal Fire. With normal fire a unit will
used only to gain time to develop the capa- depth beyond close fire support range of
other attacking units. A force employed in a sufficient ammunition . then it will be able to normally pick out its targets as it s~es fit from
bility to commence offensive action. When generate a smoke screen. After a unit fires a the group of enemy units that are visible to it.
circumstances and enemy actions force a deep envelopment coordinates its tactical
operations with units attacking frontally. rou nd of smoke ammun ition at an area, the The selection of targets is based on the
commander to assume a defensive posture, area Wil l be covered with a dark grey cloud Importance of the enemy unit, the types of
he must assume the initiative and resume '(2) The penetration is normally employed of smoke for a couple of minutes. Eventually. weapons It has, and how visible the enemy
offensive actions at the earliest possible only when the enemy does not have an the smoke Will diSSipate. Smoke is useful for unit IS. Headquarters units, supply units, and
time. assailable flank. A penetration is the less concea ling the movement of forces. powerful units such as tank platoons tend to
11 12
get top priority for direct fire. You can estab- on the number of casualties; the heavier the
lish a priority target for normal fire for a unit casualties, the longer the cross flashes.
by positioning the cursor over the enemy
unit, designating which unit is to receive the f. Movement. In moving between two
order, and hitting the (1) key for " Normal Fire points, a unit will normally choose the path
Target is at Cursor Position." After you do of least resistance, tending to move on
this, the unit will provide normal fire at the roads and open areas rather than through
enemy unit you selected until the enemy unit heavy woods, across rivers, or across roug h
is no longer visible to the unit receiving your areas or known minefields. When a unit
order. After the enemy unit is no longer comes under enemy fire, its path is selected,
visib le, your unit will resume the usual selec- based primarily on the cover offered by the
tion of targets. terrain.

d. Volume of Fire. How much fire a unit g. Speed of Movement. The speed of
will provide at a target depends on the movement is affected by the type of vehicle
number of weapons the unit possesses, the (if applicable), the type of terrain the unit is
moving across, the fatigue of the unit, and
rate of fire of the weapon being fired , the
whether the unit is firing at the enemy.
APPENDICES:
level of enemy fire being received by the
unit, and whether the unit is moving. (1) Type of vehicle. Dismounted infantry
(1) Number of Weapons. Refer to the table moves very slowly. Trucks move fairly fast on
in Appendix B for the number of weapons smooth surfaces but do not move well across
authorized for each type of unit. The number rough areas or up hills. The tanks, assault Terrain Characteristics
of weapons a unit will actually have will guns, and personnel carriers are the fastest
depend on the number of vehicles the unit vehicles in this game. American tanks and
has (if the weapon is attached to vehicles) or carriers have an advantage in speed over Weapons
the number of personnel assigned to the Soviet or Chinese armored vehicles.
unit. For example, if a tank platoon has 2 (2) Terrain. Each type of terrain will affect
tanks it will have 2 tank guns and 4 heavy the rate of movement of a unit. Note also that Vehicles
machineguns. In contrast, if a US rifle com- diagonal movement is about 30% slower
pany has 10 men, it has 2 light antitank guns, than horizontal or vertical movement across
1 medium antitank gun, and 10 rifles. the screen.
(2) Rate of Fire. Refer to paragraph V.4. for (3) Fatigue. A tired platoon will move more
a discussion of the characteristics of each slowly than a fresh one.
type of weapon in this game. (4) Fire. If the unit is firing , it will move at one
(3) Suppression. If a unit is being fired at, its half its normal speed.
rate of fire will be cut in half. 11. RECOVERY OF DAMAGED
(4) Effect of Movement. In this game, units VEHICLES.
displace by sections, with the first section A unit that has lost all its vehicles to enemy
moving whi le the second section fires. This fire may repair one of its vehicles. To carry
means that a platoon will, in effect, move and out the repair, the unit must be resting, the
fire simultaneously, but both the adjusted unit must be in good condition, and away
rate of fire and speed of movement will be from enemy fire. After the repair is com-
cut in half. pleted, the unit will have the use of one
e. Display of Fire. You can see and hear vehicle.
the effect of weapons firing. When a unit 12. REPLACEMENT OF DESTROYED
fires, a tiny flash appears on the side of the UNITS
unit facing the enemy and the explosions on If a Battalion Headquarters or Supply Train
the enemy unit are displayed. Each type of is destroyed it eventually will be replaced.
fire- rifle, machinegun, antitank, and high No other types of units are replaced. Until it
explosive - has its own display and sound is replaced, the side that loses its Battalion
effects. If the enemy unit suffers casualties, a Headquarters cannot issue orders . The side
cross will flash on and off, altemating with losing the Supply Train cannot replace fuel
the character used to display the unit. The or ammunition until that unit is replaced.
length of time the cross flashes will depend Sorry, but those are the fortunes of war.

13 14
APPENDIX A APPENDIX B: Weapons
Terrain Characteristics Heavy Weapon #1 Heavy Weapon #2
Number
Unit Title Rifles No. Type Notes No. Type Notes

US:
Terrain Battalion HQ 31 5 Heavy Mach:gun 5 light AT Gun S
Map Rough Supply Platoon 22 5 light Mach'gun
Number Cities Rivers Roads Woods Hills Areas
Engineer Platoon 18
1 1 o 1 Scattered None Very Rough Antitank Plaloon 24 12 Heavy Mach'gun V 12 Heavy AT Gun V
2 2 1 2 Moderate None Moderate Scout Platton (Car.) 11 5 Heavy Mach'gun V 4 Heavy AT Gun V
3 o 2 1 Moderate None Moderate Scout Platoon (In!.) 24 2 light Mach'gun 4 Light AT Gun S
4 3 o 3 Thick None Smooth Heavy Mortar Platoon 27 4 Heavy Mortar V,S 4 Heavy Mach'gun V
5 o o o Thick None Smooth Tank Company HQ 14 4 Heavy Mach'gun V 2 Tank Gun V,S
6 2 2 Thick None Smooth Tank Platoon 20 10 Heavy Mach'gun V 5 Tank Gun V,S
7 1 2 Dense None Smooth Mech Inf (MI) Co HQ 39 3 Light Mortar V,S 5 Heavy Mach'gun V
8 o 2 1 Dense None Moderate M I Carrier Section 12 5 Heavy Mach'gun V 1 Heavy Mach'gun V
9 o o o Scattered Few Very Rough MI Infantry Section 30 7 light AT Gun S 3 Medium AT Gun
10 o o Moderate Few Very Rough Rifle Company HQ 13 3 light Mach'gun
11 o 1 1 Scattered Few Very Rough Rifle Platoon 38 7 light AT Gun S 3 Medium AT Gun
12 o o o Moderate Few Rough Mortar Sec, HW Pit 20 3 light Mortar light Mach'gun
13 o o 1 Moderate Few Moderate Antitank Sec, HW Pit 10 2 Heavy AT Gun light Mach'gun
14 3 o 2 Moderate Few Smooth Soviet:
15 o 1 Thick Few Moderate Battalion HQ 30 5 light Mach'gun light AT Gun S
16 o 2 Moderate Few Smooth Supply Platoon 15 3 light Mach'gun
17 2 1 3 Thick Few Smooth Engineer Platoon 16
18 o o o Thick Few Rough Mortar Platoon 36 6 Heavy Mortar S 3 Medium AT Gun
19 o 2 o Thick Few Mode rate Tank Company HQ 3 2 Heavy Mach'gun V Tank Gun V,S
20 o o 1 Thick Few Moderate Tank Platoon 12 8 Heavy Mach'gun V 4 Tank Gun V,S
21 o o 3 Thick Few Smooth Mot Rifle (MR) Co HQ 6 1 Heavy Mach'gun V 1 Heavy AT Gun V
22 1 1 3 Dense Few Rough M R Carrier Section 4 3 Heavy Mach'gun V 3 Heavy AT Gun V
23 o o Dense Few Moderate MR Infan try Section 20 6 ligh t Mach'g un V 3 Lig ht AT Gun S
24 1 1 Dense Few Smooth
Chinese:
25 o 2 1 Dense Few Smooth Battalion HQ 25
26 o o o Scattered Few Very Rough
Supply Platoon 12
27 o 1 Moderate Hilly Rough
Engineer Platoon 16
28 1 2 1 Moderate Hilly Moderate
Scout Platoon (Car.) 11
29 3 1 3 Moderate Few Smooth Scout Platoon (In!.) 22
30 2 2 2 Moderate Few Smooth
Tank Company HQ 3 2 Heavy Mach'gun V 1 Tank Gun V,S
31 o o o Thick Hilly Smooth
Tank Platoon 7 6 Heavy Mach'gun V 3 Tank Gun V,S
32 o 2 1 Thick Few Moderate Assault Gun Co HQ 3 1 Heavy Mach'gun V 1 .nkGun ~S
33 1 2 2 Thick Hilly Smooth
Assault Gun Platoon 7 3 Heavy Mach'gun V 3 Tank Gun V,S
34 o o Dense Hilly Smooth Rifle Company HQ 16
35 o 2 Dense Hilly Smooth Rifle Platoon 33 3 Light AT Gun S 3 light Mach'g un
36 1 1 1 Dense Hilly Smooth Light Mortar Platoon 11 1 Light Mortar S 3 light AT Gun S
37 o o o Thick Mountainous Smooth Heavy Machinegun Pit 21 6 Heavy Mach'gun
38 o 1 Moderate Mountainous Smooth Lig ht Machlnegun Pit 16 3 light Mach'gun
39 1 2 1 Moderate Mountainous Moderate Heavy Mortar Platoo n 27 3 Heavy Mortar S
40 2 2 Moderate Mountainous Moderate Antitank Platoon 27 3 Medium AT Gun 3 Light AT Gun S

Notes:
V means the weapon is attached to a vehicle. S means that the weapon can fire smoke ammunition.

15 16
APPENDIX C: Vehicles
Vehicle
Unit Title Number Type Amphib

US:
Battalion HQ 12 Truck No
Supply Platoon 15 Truck No
Engineer Platoon 5 M-l 13 Carrier No
Antitank Platoon 12 M-113 Carrier Yes
Scout Platoon (Carr.) 5 M-113 Carrier - Yes
Scout Platoon (Inf.) 0
Heavy Mortar Platoon 4 M-113 Carrier Yes
Tank Com(;lan HQ 2 M60Al Tank No
Tank Platoon 5 M60Al Tank No
Mech Inf. (MI) Co HQ 11 M-11 3 Carrier Yes
CREDITS
5 M-ll 3 Carrier Yes
Gam e Desig n & Pro g ramm in g
0
David Hille
3 Truck No
Rifle Platoon 0 Game D e vel o pm e n t
Joel Billings & Chuck Kroegel
Mortar Sec, HW Pit 3 Truck No
Antitank Sec, HW Pit 2 Truck No Playtesters
Mark Shaheen, Elliot Jackson, Paul Lenoue,
Soviet: David Catheman & Robert Dalton
Battalion HO 9 Truck No
Art & Graph ic Desi gn
Supply Platoon 10 Truck No
Louis Hsu Saekow, Kathryn Lee,
Engineer Platoon 5 BMP Carner No Dave Boudreau & Margo Walsh
Mortar Platoon 7 Truck No
Types ett in g
Tank Com an HO T-62 Tank Yes
Abra Type
Tank Platoon 4- T-62 Tank Yes
Mot Rifle (MR) Co HO 1 BMP Carrier Yes Pri n ti ng
A&a Printers and Lithographers
M R Carrier Section 3 BMP Carrier Yes
MR Infantry Section 0

Chinese:
Battalion HQ 6 Truck No
Supply Platoon 10 Truck No
Engineer Platoon 5 APC No
Scout Platoon (Carr.) 6 Truck No
Scout Platoon (Inf.) 0
Tank Company HO 1 Type 59 Tank No
Tank Platoon 3 Type 59 Tank No
Assault Gun Co HO 1 SU-76 Assault Gun No
Assault Gun Platoon 3 SU-76 Assault Gun No
Rifle Company HO 0
Rifle Platoon 0
Light Mortar Platoon 0
Heayy Machinegun Pit 0
Light Machinegun Pit 0
He Mortar Platoon 3 Truck No
Recoilless Rifle Pit 0

* Actually, there are 3 tanks per platoon in a tank regiment and 4 tanks per platoon in
a motorized rifle regiment.
17 18

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