bfront.txt

(350 KB) Pobierz
--------------------------------------------------------------------
BATTLEFRONT
Strategic Studies Group (SSG)
--------------------------------------------------------------------
Note: The following are taken from an IBM/PC version?
--------------------------------------------------------------------


This collection contains SSG's Battlefront Game System engine from Panzer
Battles, as well as all scenarios from the other three Battlefront Games:
Rommel, Macarthur's War and Halls of Montezuma. All scenarios can be accessed
by selecting "Battlefront: Panzer Battles" and then selecting the appropriate
scenario of your choice as per the instructions below.

THE GAME ROUTINES

1. THE BATTLEFRONT GAME SYSTEM

The Battlefront Game System is Strategic Studies Group's multi-award winning land combat simulation system. This manual covers all games that use the Battlefront system. Computer specific information, scenario details and an introductory tutorial are contained in the Scenario Booklet. To get started with the game, we recommend that you complete the following steps:

1. Read the computer specific information for details on installation and start-up.
2. Read Chapters Two of this manual for an overview of the game system.
3. Play the introductory tutorial included in the Scenario Booklet.
4. Select any scenario and start playing, referring to this manual as necessary.

You should read the Player's Notes for a particular scenario before playing it for the first time as they contain useful background information. This manual contains two major sections. Part One, The Game Routines explains the operation of the game system and contains all that you need to know to play a game. Part Two, WarPlan explains the operations of the scenario design routines, including WarPaint, SSG's icon and terrain editor. While you do not need to read this section to play the game, it will provide some insights into the deeper workings of the game system. In addition, we would encourage everyone to find out just how easy it is to modify scenarios with WarPlan.

2. HOW THE GAME PLAYS

Before asking you to go through the introductory tutorial, which you will find in the scenario booklet, we recommend you read this chapter.
Choose the scenario you wish to play. Experienced players may wish to vary an existing scenario or to create an entirely new one. Select a normal or enhanced game. Enhanced games give random but powerful benefits to any computer player.
Choose a handicap level for the game. Handicap levels act as a multiplier on the points accumulated by either player. Unlike Enhancement, they do not affect the artificial intelligence or the combat performance of the protagonists.
Choose sides; i.e. whether the game will be played between two humans, one human (either as the Axis or Allied player) or no humans. Note the <OBSERVE> mode is a very useful tool for historical analysis and for testing original scenarios. You may also edit the names of the opposing commanders at this stage. The game is now ready to play.
Each scenario lasts for a set number of turns; up to 99. There are four turns to each day (am, noon, pm and nite) so that the maximum length of a scenario is 25 days. The military forces at your command range from battalion-size units to division-size units, depending on the scenario. These are your basic fighting men. They are organised into larger formations to reflect a proper military hierarchy. The battlefield on which you fight is a field of hexagons up to 39 across and 28 down. The ground scale varies from scenario to scenario, ranging from 500 metres to 8 kms (0.3 to 5 miles). Different types of terrain are represented by different terrain icons. Roads, rivers, forts and cities are shown. Places of special significance are designated as objective hexes, and victory points are awarded for control of these at different times in the game.
It is your job as Commander to use this time, these forces and these conditions to capture and hold as many of your objectives as you can, to destroy as many of the enemy units as you can get your hands on and, of course, to prevent your opponent from doing this to you. The player who has scored the most number of points by the end of the game is the winner.

3. THE TYPES OF GAME MENUS

The order menus which drive the game can be divided into four types
* Branch Menus - These menus signpost the route to other menus [2, 4, 8, 9, 13, 14]. Note that most of them also provide some information.
* Information Menus - These menus provide specific information on the various forces and functions in the game [5, 6, 7, 15].
* Action Menus - These menus are the centre of the game system. All of the orders used in the game are given through them [3, 10, 11, 12, 16, 17, 18, 19]. 
* Single Function Menus - [1]

4. THE GAME MENUS DESCRIBED

Menu H (Game Master)

This screen always appears at the beginning of each turn. It is common to both players. It is the first screen you will see after completing the scenario selection details and selecting <START>.
You are told the turn number, the time of day and date, the atmospheric weather for this turn and the weather forecast.
In a two (human) player game you will be able to select either <AXIS> or <ALLIED>. In a one (human) player game a solid bar will be overprinted across the nationality controlled by the computer. The arrow keys will not access a line overprinted with a solid bar. 
<RUN 5> is the key which activates the turn. Do not select it until all players have issued their orders. In daylight turns, the <RUN 5> line will be overprinted with a solid bar until all players have accessed at least Menu 1. In night turns, there is no insurance on the <RUN 5> line since it is usual (and advisable) to let your men get some sleep. 
The <DISK> line can be accessed at any time and is the means by which the `save game' routines are utilised. Please see Menu 3 (Save Game Utility) for full details of these routines. 
The <EXIT> line allows IBM users to return to the main menu or DOS.

Menu 1 (Save Game Utility) 

This is a single function menu which allows you to load or save a game, change the DOS path to the current disk or directory or load an 'auto saved game' if present. 
To save a game, locate the <SAVE GAME> line with the arrow keys and type (RET). A large catalog window displays a list of current save game files. Use an arrow key to move the cursor bar to the location in which you wish to save the game. If that location contains an existing file, then the current game will be saved over that file. Empty slots are marked 'free'. When you have chosen a location, type (RET). The menu window now displays the <COMMENT> and <SAVE IT> lines
Choosing <COMMENT> allows you to edit both the name of the game and a three line synopsis. When you are ready, locate the <SAVE IT> line and type (RET).
To load a game, choose <LOAD>. Use the arrow keys to move the cursor bar to the desired game location and type (RET). The chosen game will be loaded.
The <PATH> command allows you to change the current disk or directory for loading and/or saving games. The default is the directory from which the game was run. When typing disk identifiers, please type a colon (:) after the drive letter (e. g. B:). The path is limited to 26 characters. Save game disks must be formatted by DOS before use.
The <LOAD AUTO> command will load an auto saved game if one is present.

Menu 2 (Operations)

This is a branch menu. The information which appears to the left of the menu window displays your nationality, parent unit formation, the commander's name, the number of victory points accumulated by your side to date and whether your force is night capable. You should decide whether you want to look at the available information before giving your orders.
If you select <REPORTS> you will be given access to four categories of information. Menus 5-7 will give you all the details.
If you select <ORDERS> you will be given access to the decision making (or action) menus of the game. Menus 8-19 will give you all the details. We recommend that you make use of the <REPORTS> menu every turn and then issue your orders. A list of the things you should keep an eye on is included in the description of each report menu.
If you select <OPTIONS>, IBM users will be given access to five optional features. Menu 3 will give you all the details. Apple II/C-64 users have the <OPTIONS> line replaced with <RESIGN>.
The <RESIGN> option is for use when, for whatever reason, you wish to end the game. The game will stop and the end of game screen will be printed. You will be prompted to avoid accidental resignations.
The <ACTIVATE> line appears only during night turns. In most circumstances you will want to rest your men at night. To issue orders you will first have to select <ACTIVATE>, which will then display the <ORDERS> line. This additional step has been included as a precaution against accidentally committing your forces at night. All men on both sides will normally sleep at night unless specifically given an order.
You may carry out all actions up to actually issuing an order without waking them up. Orders issued through Menus 16-18 will activate the junior HQ for the night. This is the only irreversible decision you can make except, of course, selecting <RUN 5>. You should not attack at night unless you have very good reasons. See Chapter 9 (Tactics).



Menu 3 (Options)

There are five options available.
The <RESULTS> line will tell you the final score if the scenario were to end at this point. Hit any key to return to the options menu.
The <ADVICE> line will display a couple of paragraphs of...
Zgłoś jeśli naruszono regulamin