NOTICE TEXTE n° 1 (7.87 Ko)
Theatre Europe
Amstrad
ref : SS357 (c) SUMMIT
LOADING INSTRUCTIONS:
---------------------
Press CTRL and small ENTER, then press PLAY.
INTRODUCTION
------------
This game covers the first 30 days of the next war in Europe.
You can choose to be the supreme commander of N.A.T.O.
or the Warsaw Pact. In your control are air and ground units.
These are backup up by your ability to make strategic
nuclear/chemical attacks.
As the Warsaw Pact commander your task is to break the
N.A.T.O. alliance, which you see as a powerful invasion force,
poised on your border. You will achieve your aims by taking
over West Germany.
As the N.A.T.O. commander your task is to stop any further
Russian invasion of Europe. You will achieve this by preven-
ting the invasion of West Germany.
GETTING STARTED
---------------
Once loaded the screen prompts to set up the game
variations as you want. The screen will clear and you will be
presented with the main playing map.
MAP MODE
--------
At the top of the screen is a line of text used for displaying
messages, informations etc. Below this is your DEFCON status
reading from 1 to 5. This shows how close you are to making
a nuclear attack. DEFCON 1 means you are making it!
Over Sweden you will see a white square. This is your COM-
BOX and is used to move unites and get reports. When you
move the COMBOX over any part of the map a report will
appear in the REPORT BOX at the top left of the screen.
MOVEMENT PHASE
--------------
Position the COMBOX over one of your own units and press
fire. The COMBOX will change colour showing you the unit
is ready to move. Now position the COMBOX where you want
the unit to go and press fire again. A unit may only move once
per phase and its range will be restricted accodring to the
terrain. To leave the MOVEMENT PHASE press space.
CHEMICAL RELEASE
----------------
You can instruct your units to use tactical chemical weapons
in their attacks. To do so input "Y" when asked for the code.
This will give your units an Attack Bonus and cause greate
damage to the enemy. Once selected it will always be used.
We leave the moral question to your own conscience.
ATTACK PHASE
------------
Place the COMBOX over the unit you want to attack with and
press fire. Now move the COMBOX over the enemy unit you want
to attack and press fire again. You can only attack adjacent
units. You can attack a single enemy unit with as many
of your units as you like as long as they are all adjacent to
the enemy. You can only attack once per unit per phase.
To leave the ATTACK PHASE press space.
ACTIONS SCREENS
---------------
If you have elected to include the ACTION SCREENS you will
now be asked to SELECT BATTLE. Move the COMBOX over
one of your attacking units and press fire. You will now be
presented with an arcade style representation of that battle.
Your results will be used in working out the combat results
for all the units.
MAP COMBAT
----------
If you have chosen not to include the action screens then your
combat results will be worked out by the compoter.
RESUPPLY PHASE
--------------
All your units will be displayed as numbers on the screen
detailing their current strengh in one of the following:
ARM (combat strenght); AIR (air cover); SUP (general level
of supply)
On a scale of 0 to 9.
The text line shows how much of each are available and you
assign it to a unit simply move the COMBOX over your unit
and press fire. The text line value will reduce and your unit's
increase. To move on the next resupply element press space;
The following schedule shows the proposed reinforcement
rates and the day they are due to arrive. Note this is the best
possible case and may change due to enemy action.
NATO
DAY ARM TAC AIR SUP AIR
1 1 1 1 0
3 4 4 6 1
5 6 6 8 3
7 1 0 4 7
9 1 2 6 6
11 1 1 8 1
13 2 4 9 1
15 2 3 8 2
17 1 1 8 2
19 3 4 9 1
21 0 1 8 1
23 1 0 4 2
25 1 3 5 0
27 1 2 4 1
29 2 1 4 1
WARSAW PACT
DAY ARM TAC AIR SUP AIR
1 1 3 2 0
3 2 2 9 0
5 1 1 9 1
7 1 0 6 2
9 2 2 8 0
11 1 2 8 1
13 2 3 9 0
15 8 4 9 1
17 8 5 9 1
19 6 3 9 0
21 1 2 6 2
23 0 2 4 1
25 2 1 2 0
27 2 1 2 0
29 2 0 1 0
AIR PHASE
---------
This phase is used to control your air force. Air units can be
assigned to various missions and moved into or out of reserve.
This is shown at the top right of the screen. The main display
shows which mission you can perform and how many air
units you have assigned. Missions are highlighted in RED,
GREEN or YELLOW depicting whether the enemy has
MORE/LESS of the SAME number of units assigned to that
style of mission.
The various missions are as follows:
AIR SUPERIORITY: Air units seek to gain control of the air
over the battlefield. Important as it affects all other missions.
COUNTER AIR : Attack enemy airfields. Helps in the battle
for Air Superiority.
INTERDICTION: Attack the enemy supply network (roads,
tail etc) -- delays reinforcements.
RECONNAISSANCE: The more units assigned to this mission
the more detail you will get about the enemy units.
ASSAULT BREAKER: Used to attack ground units. You must
have a minimum of 10 units assigned to ASSAULT BREAKER
before you can use it. Use the COMBOX to select the ASSAULT
BREAKER target.
DEEP STRIKE: Attack the enemy command & control centres.
Carries a slight risk of nuclear retaliation.
IRON SNAKE: Attacks the enemy rail network and may cause
delays in reinforcement schedule.
SPECIAL MISSIONS
----------------
a) STRATEGIC CHEMICAL LAUNCH
Launches an attack using missiles equipped with chemical
warheads (GAS). The target will be an enemy supply city. Risk
of nuclear response.
b) STRATEGIC NUCLEAR LAUNCH
Input the correct code (MIDNIGHT SUN) and you will be
given the choice of 3 missions:
i) STANDBY - No launch but ready.
ii) SINGLE LAUNCH -- Allows you to target 1 nuclear strike
via the rarad screen.
iii) FIREPLAN WARM PUPPY -- Not recommended.
You also have access to the REDFLEX SYSTEM. If you turn it
to ON the computer will automatically respond to a nuclear
of chemical attack. This may sound insane but there is
evidence that the Pentagon has seriously considered it.
RADAR SCREEN
------------
Used to target a nuclear attack or detail incoming missiles.
Move the target cursor to your target and press fire.
COMMAND KEYS
------------
All version operate via a joystick (Kempston on Spectrum).
The Spectrum keyboard controls are:
Q = UP
A = DOWN
O = LEFT
ENTER = FIRE
UNIT LIST
---------
NATO UNITS IN GAME ARM AIR SUP
DANISH I CORPS 2 1 1
DUTCH I CORPS 3 1 2
BELGIUM I CORPS 3 2 2
BRITISH I CORPS 4 2 3
WEST GERMAN I CORPS 7 3 3
WEST GERMAN II CORPS 7 3 3
WEST GERMAN III CORPS 5 2 3
UNITED STATES V CORPS 9 4 5
UNITED STATES VII CORPS 8 4 5
FRENCH I CORPS 3 2 3
FRENCH II CORPS 2 1 2
ITALIAN II CORPS 2 1 1
ITALIAN IV CORPS 1 1 1
ITALIAN V CORPS 3 1 2
NEUTRAL UNITS ARM AIR SUP
SWISS ARMY 2 2 1
AUSTRIAN ARMY 2 1 1
YUGOSLAVIAN I CORPS 2 1 1
YUGOSLAVIAN II CORPS 2 0 1
WARSAW PACT UNITS ARM AIR SUP
3rd SHOCK ARMY 9 4 4
1st GUARDS TANK ARMY 8 4 4
3rd GUARDS TANK ARMY 6 3 3
4th GUARDS TANK ARMY 6 3 3
8th GUARDS TANK ARMY 4 3 3
2nd GUARDS ARMY 8 4 4
8th GUARDS ARMY 8 4 4
20th GUARDS ARMY 7 3 4
10th ARMY 4 2 2
16th ARMY 4 2 2
21st ARMY 3 1 2
28th ARMY 7 3 4
41th ARMY 6 3 2
1st AIRBORNE ARMY 3 1 1
1st AMPHIBIOUS ARMY 3 1 2
1st POLISH ARMY 5 2 2
2nd POLISH ARMY 4 2 2
2nd RUMANIAN ARMY 5 1 2
3rd RUMANIAN ARMY 4 1 2
VICTORY CONDITIONS
------------------
If you take the role of the Warsaw Pact commander you must
break the N.A.T.O. alliance which you see as a powerful
invasion force poised on your borders. To to this you must take
over West Germany.
As N.A.T.O. commander you myust prevent any further Pact
invasion of Europs -- prevent the occupation of West Germany.
NOTICE TEXTE n° 2 (55.03 Ko)
THEATRE EUROPE
INDEX
Item
1 INTRODUCTION
2 LOADING
3 GETTING STARTED
4 MAP MODE
5 To MOVE a UNIT
6 To MAKE an ATTACK
7 ACTION SCREENS
8 To REBUILD UNITS
9 AIR PHASE
10 SPECIAL MISSIONS
11 RADAR SCREEN
12 OPPONENTS (Computer) TURN
13 BASIC TACTICS (How to Play)
14 TO SAVE/LOAD or QUIT GAME
15 The ADVANCED GAME
16 DISK VERSION
17 The European Battlefield
18 Designers Notes
19 UNIT LIST
20 BIBLIOGRAPHY
THIS PROGRAM IS DEDICATED TO THE
PEOPLE OF THE WORLD IN THE HOPE
THAT THE GAME IS NEVER PLAYED FOR REAL.
ALAN and FRIENDS, MARCH 1985
© P.S.S. 1985
1. INTRODUCTION
Many Computer Games of the ‘ARCADE’ variety can be played by simply loading the
program and getting hold of the Joystick. Any rules etc. can be picked up as
you go along. This is NOT a game of that type. Do not take this to mean that
this is a game of vast complexity, it is not that either. However it is a game
you will learn and enjoy far quicker if you follow this Manual. You must at
least read Sections 1 to 13 to understand the basic game.
This game covers the first 30 days of the next war in Europe. You can choose to
be the supreme commander of N.A.T.O. or the Warsaw Pact. In your control are
air and ground units. These are backed up by your ability to make strategic
nuclear/chemical attacks.
As the Warsaw Pact commander your task is to break the N.A.T.O. alliance, which
you see as a powerful invasion force, poised on your border. You will achieve
your aims by taking over West Germany.
As the N.A.T.O. commander your task is to stop any further Russian invasion of
Europe. You will achieve this by preventing the occupation of West Germany.
2, TO LOAD (See Section 21 for Atari)
For DisK Version, see Section 16.
Plug your joystick into Port 2. and ensure that the tape is fully rewound.
Press SHIFT and RUN STOP together.
The message on the screen will say: PRESS PLAY on your cassette player.
Press Play on your cassette player.
The screen will go blank for 15 seconds and then display the message:
‘Searching/Found’
After a few seconds the screen will go blank again and the tape will restart.
Loading takes only a few minutes using the turbo loader that is incorporated in
the software.
3. GETTING STARTED.
When the program has loaded the message PRESS ‘N’ FOR N.A.T.O. PRESS ‘W’ FOR
WARSAW PACT will be seen. PRESS ‘N’.
The screen wll now show PRESS ‘1, 2, OR 3’ TO SELECT GAME LEVEL. Press ‘1’.
You will now be asked PRESS ‘A’ FOR ACTION SCREENS. PRESS ‘N’ FOR NONE. Press
‘A’.
On the next screen Press ‘P’ to PLAY.
4. MAP MODE.
The screen will clear and a map of Europe will be displayed. At the top of the
screen is a line of black text on a yellow background. This line is the TEXT
LINE and is used to display game messages, information etc. The line now reads
N.A.T.O. MOVEMENT PHASE. This tells us that the Phase (Part) of the game turn
we are in, allows N.A.T.O. units to move.
Below this line is a box with DEFCON 5 printed in it. This shows us how close
we are to making a major nuclear attack. DEFCON 1 would mean we are making it!
The DAY box indicates which day of the war we are in.
On SWEDEN you will see a WHITE SQUARE, this is called the COM BOX. (If you do
not know where Sweden is, see enclosed Map/Poster.) The COM BOX is used to
order moves, attacks etc.
By moving the joystick the COM BOX can be moved around the Map. The large white
square near the top left of the screen is the REPORT BOX. This tells you what
the COM BOX is positioned over and gives a report on any units strength. (Units
on the Map are Armies or Corps). As a guide here is a list of symbols used on
the screen Map.
SYMBOL COLOUR DESCRIPTION
Blank Black Land
Blank Cyan Sea/Lake
Shaded Brown Mountains
Line Grey Border
Cross Various Capital City
Circle Blue N.A.T.O. Corps
Circle Red Warsaw Pact Army
Circle Yellow Neutral Army/Corps
5. To MOVE a UNIT.
Place the COM BOX over a N.A.T.O. Unit (Blue Circle) and press the joystick
fire button. The COM BOX will turn GREEN, showing that the Unit is ready for a
move. You will notice that the COM BOX can now only move a certain amount. This
shows how far the Unit is capable of moving. When the COM BOX is over where you
wish the Unit to go, press the fire button. The COM BOX will turn WHITE and the
Unit will move. The Unit will have a black dot in it’s centre. This is to
remind you that the Unit has moved this turn. A Unit cannot move twice in one
turn, neither can it move into the sea or on top of another Unit. There are
exceptions to this which are dealt with in the Advanced Game. Movement through
Mountain areas is slower than normal. On the turn following a move into
Mountains, the Unit will start the Movement Phase already dotted. It will not
be able to move until the following turn. The player can move as many or as few
Units as he likes each turn within the limits mentioned above. A Move order can
be cancelled, if the COM BOX is still green. Put the COM BOX back on the Unit
and press the fire button.
To leave the MOVEMENT PHASE Press the SPACE BAR.
6. To MAKE an ATTACK.
The TEXT LINE will now read N.A.T.O. ATTACK PHASE. All the dots on the Units
caused by movement will be cleared. To make an Attack place the COM BOX over
your Unit and press the fire button. The COM BOX will turn GREEN to show the
Unit is ready for an Attack order. The movement of the COM BOX will again be
limited to show the Attack range. Position the COM BOX over the Unit you wish
to attack and press the fire button. Your Unit and the Unit you are attacking
will both be marked with a dot. Each Unit can only make one attack per game
turn. You cannot attack your own Units. (much as you may feel like it!). You
can attack an enemy with more than one of your own. Once again within the above
limits you can make as many or as few attacks as you like.
To leave the Attack Phase press the Space Bar.
7. ACTION SCREENS.
If you selected ACTION SCREENS by pressing ‘A’ at the start of the start of the
game the following will apply. If you did not, read the MAP ATTACKS section.
The TEXT LINE will ask you to SELECT BATTLE. To do this place the COM BOX over
one of your Attacking Units (dotted) and press the fire button. If you do not
wish to see the battle, or are not making any Attacks this turn, press the
Space Bar for the MAP ATTACKS.
The screen will clear and show you a view of the Attack. Your forces will be
shown moving across the lower half of the screen, mainly on the road. The enemy
will be located near the horizon and may or may not be visible. Your task is to
assist the attack by destroying enemy forces with your missiles. To launch a
missile press the fire button. Guide the missile to its target by keeping the
aiming sight (Black Square) on the target. Any aircraft are normally hostile
and may be fired at as well. Depending upon how many of the enemy you destroy,
you receive a bonus (or penalty), which is applied to ALL your attacks this
turn. Try to make each missile count. Throwing them about like confetti will
lead to problems as you will note in the Rebuild Phase. The Action Screen will
end after a time and you will see the Map Attacks.
MAP ATTACKS.
The screen will display the normal Map Mode, all Units involved in battles will
flicker. Any unit that is destroyed will be removed from the Map. Some Units
may be forced to retreat at this stage.
8. To REBUILD UNITS.
The TEXT LINE will read N.A.T.O. REBUILD PHASE ARM. 1 and all your Units will
change to numbers. Place the COM BOX over a Unit (number) and the REPORT BOX
ARM. line will show the same value as the map. This is because all your Units
are now showing their ARM values (Combat Strengths). In this Phase you may add
any ARM reinforcements you receive to any Unit. The number of Arm
reinforcements for this turn is shown on the TEXT LINE. In this case 1.
Position the COM BOX over the Unit you wish to rebuild and press the fire
button. The ARM. value of that Unit will increase and the TEXT LINE will now
read ARM. 0. The COM BOX will turn from YELLOW to WHITE. This is to show that
no more ARM points are available this turn. Press the Space Bar and move on to
the AIR Rebuild stage.
The above is repeated to assign AIR points to your Units. Press the Space Bar
and go on to the SUP. (Supply) Rebuild stage. On the left of the MAP/POSTER is
the N.A.T.O. REINFORCEMENT SCHEDULE. This shows the amount of Rebuilds and on
what Day they will arrive. Note AIR Rebuilds for Units are listed under TAC
AIR. The Units listed under AIR are for the Airforce only. Rebuilds cannot be
‘saved up’ and are lost if not used on the turn they arrive. No Unit can have
an ARM, AIR or SUP. value higher than 9.
Press the Space ‘Bar for the next Phase.
9. AIR PHASE.
This phase is used to control your Airforce. Air Units can be assigned to
various MISSIONS and moved into or out of RESERVE. All AIR Reinforcements are
automatically added to the RESERVE on the day they arrive. AIR Units can be
‘saved up’ in RESERVE and will not be lost if left in RESERVE. The AIR RESERVE
is shown at the top right of the screen. The main display shows the Air
Missions you can perform and under AIR POWER the number of AIR Units on this
mission.
By moving the joystick the Text Pointer (FROM RESERVE) can be set at various
MISSIONS. If the fire button is pressed an AIR Unit will move From Reserve to
the Mission. After you have assigned the AIR Units press the Space Bar. The
Text Pointer will change and read TO RESERVE. If it is now placed next to an
AIR MISSION and the fire button pressed, an AIR Unit will move from the MISSION
to the RESERVE. Notice that we cannot move units from one Air Mission to
another in the same Air Phase. The Units must always pass through the RESERVE
and take two turns to change MISSIONS. Management of your AIR RESERVE is an
important factor in playing the game well.
The colours of the numbers of AIR Units assigned to a MISSION give you
information about the enemy’s Airforce. If your number is coloured green then
you have more AIR Units assigned to that MISSION than him. If the colour is
yellow the numbers are equal. Red shows that he has more AIR Units on that
mission than you. Note this is only true on LEVEL 1. See advanced game for
other LEVELS.
There are only four AIR MISSIONS that you need to understand on game LEVEL 1.
A brief outline of each follows.
AIR SUPERIORITY.
AIR Units on this Mission seek to gain control of the air over the battlefield
(Europe). They achieve this by patrolling and attacking enemy aircraft in the
air. Air Superiority is a very important mission as it affects all other
missions. If the enemy is winning the battle for Air Superiority you will take
greater losses flying other missions. If you are in the lead he will take
greater losses.
COUNTER AIR
These AIR Units attck enemy airfields. Seeking to destroy the enemy airforce by
knocking out his bases rather than fight him in the air. This mission will help
you in the battle for Air Superiority.
INTERDICTION
This Air Mission attacks the enemy supply and movement network i.e. roads,
bridges, tunnels, etc. The effect of the mission is to delay the arrival of
enemy Reinforcements.
RECONNAISSANCE
You will have noticed that positioning the COM BOX over an enemy Unit on any
MAP MODE screen will give a Report on the Unit in the REPORT BOX. This report
gave the Units name and ARM. level. The more AIR Units assigned to
Recconnaisance the more detailed this Report will be. These AIR Units will take
losses (as will all others) so if the Reports on enemy Units start to get less
detailed you will know the reason.
10. SPECIAL MISSIONS.
This phase can be skipped by pressing ‘N’ (MAINTAIN PRESENT STATUS) this calls
for no special missions. The Level 1 game can be played without using any
Special Missions.
STRATEGIC CHEMICAL LAUNCH
This Mission will launch an attack using missiles equipped with Chemical
warheads (GAS). The target will be an enemy supply city. This Mission carries
the risk of an enemy Nuclear response.
STRATEGIC NUCLEAR LAUNCH
When this mission is called (by pressing ‘f1’) you will be asked for the
NUCLEAR AUTHORISATION CODE. If the correct CODE is entered you will be given
access to the Nuclear Fire Missions. An incorrect CODE will cause you to miss
this phase. The CODE only has to be entered once in any game, access is
automatic after this has been done. In the Nuclear Fire Mission phase the
control arrow is moved by the joystick. To fire a particular mission, position
the arrow next to the mission and press the fire button. A brief guide to the
missions follow :
STANDBY: This fires no mission and is the normal setting.
SINGLE STRATEGIC LAUNCH: This allows you, by means of the RADAR SCREEN to make
a Nuclear Strike on any one target.
FIRE-PLAN WARM PUPPY: This will fire the majority of your missiles at various
targets. The enemy reaction to this will be extreme (you have been warned!).
On Level 1 ignore all references to the REFLEX SYSTEM and do NOT switch it on.
Only ONE Mission can be called each turn. To leave this phase press the Space
Bar.
11. RADAR SCREEN.
This screen is used to show missile attacks made by either side. If you have
selected a SINGLE STRATEGIC LAUNCH the Nuclear Targetting Cursor will be on
screen. Position the Cursor over a target and press the fire button. You cannot
make Strategic Attacks against a friendly or Neutral City/Unit.
If the enemy launches an attack against you the following will apply: The enemy
missiles will be ‘boxed’ by a Tracking Cursor and the I.P. Cursor will appear
on screen. This is the Impact Predictor and will move to the Predicted Impact
Point of the enemy missiles. (Their Target) The REPORT BOX will name the
target.
If the enemy launches a FIRE PLAN attack the I.P. and Tracking Cursors will not
appear.
12. OPPONENTS (Computer) TURN.
The computer will now perform all the Phases you have just completed. You will
see his Movement and Attack Phases. In the ATTACK PHASE if you have selected
ACTION SCREENS you must do the following. Place the COM BOX over one of your
Units that is being attacked and press the fire button.
The Action Screen display is similar to Section 7 and all points covered there
apply.
If the computer fires any Special Missions it will make them out of sequence.
They will be made at the start of its turn, so it is possible that you may fire
a Special Mission and see it on the RADAR SCREEN, and then the computer will
fire a Special Mission. This means that the computers turn will start with the
RADAR SCREEN showing the computers Special Mission.
13. BASIC TACTICS (How to play).
On Level 1 it is better to fire no Special Missions. Any advantages you receive
will be offset by the triggering of nuclear responses by the computer. As the
N.A.T.O. player your Task is to DEFEND West Germany, this does not mean you
should set out to capture Moscow!
Making Attacks with Units is a costly way of stopping the WARSAW PACT. A
careful Defence will gradually grind down his attacking Units. (Maybe!).
Do not allow a Units ARM. value to become 0 as the Unit will be destroyed if it
is attacked. This will mean the loss of any AIR./SUP. the Unit had.
On the ACTION SCREENS firing a constant stream of missiles may get you a good
Attack/Defence Bonus, but the SUP. values of your Units will fall at an
alarming rate. Be warned.
In the Air try to win the battle for Air Superiority, but do not let your
Reconnaissance Level drop to 0.
14. To SAVE/LOAD or QUIT GAME.
At the start of your MOVEMENT PHASE you may QUIT the game by pressing the ‘f1’
key, when the QUIT = F1 prompt is showing. You can now RESTART the game by
pressing ‘R’ or press ‘S’ to SAVE the game.
For Disk Version Load/Save see Section 16.
Put a blank cassette tape in your cassette player, then press ‘C’. If you wish
to save more than one game on the cassette tape make a note of the tape counter
reading. Now press Record and Play. The screen will go blank until the saving
is complete.
To load a previously Saved game you must first load the game as normal. Press
‘N, 1 & A’ to reach ‘Load Old Game’ selection. Now press ‘B’ to Load the Saved
game. Put the saved game tape in your cassette player. Make sure it is rewound
to the start of the saved game. Now press ‘C’ and then press Play on the
cassette player. The saved game will load and then start.
15. THE ADVANCED GAME.
The following are differences or extra features that apply when playing the
game on Levels 2 and 3. Also covered is playing the game as the commander of
the WARSAW PACT.
MOVEMENT
It is possible to make an EXCHANGE Move providing neither Unit has Moved in
this Turn. Place the COM BOX over one of the Units and press the fire button.
Position the COM BOX over the other Unit and press the fire button again. The
two Units will Exchange Places.
CHEMICAL RELEASE
After the MOVEMENT Phase the TEXT LINE will read ENTER CHEMICAL RELEASE CODE
OR PRESS ‘N’. To authorise CHEMICAL RELEASE press ‘Y’. Your Units will now use
Tactical Chemical Weapons (Gas) in their Attacks. This will give your Units an
Attack Bonus and cause greater losses to enemy Units. Once Chemical Release is
authorised, it will be in use from then on.
ASSAULT-BREAKER
This is a special AIR MISSION that can be used to attack enemy ground Units. If
the number of AIR Units assigned to this Mission in your AIR PHASE is 10 or
more the following will apply.
Before the ATTACK PHASE the TEXT LINE will show SELECT ASSAULT BREAKER TARGET.
The Assault Breaker targeting Cursor will be on screen (A B). Place this Cursor
over the Unit you wish to attack and press the fire button. The Attack will
cause losses in the Units ARM level. (Maybe!) Only one ASSAULT-BREAKER Attack
can be made per turn. The AIR Units flying this Mission are liable to take
losses.
WARSAW PACT SPECIAL UNITS
The 1st AIRBORNE ARMY and the 1st AMPHIBIOUS ARMY are special Units and are
capable of specialist MOVEMENT.
The 1st AMPHIBIOUS ARMY is capable of SEA MOVEMENT. The Unit starts on the sea
and can continue to move on the sea. However once the Unit moves onto the Land
it cannot return to SEA MOVEMENT. It will then become the same as all other
Units.
The 1st AIRBORNE ARMY is capable of AIR MOVEMENT. The COM BOX will show the
limits it can AIR MOVE within. If you wish to use AIR MOVEMENT for this Unit,
you must do it the FIRST time the Unit moves. After this first move it will
move like any other Unit.
The AMPHIBIOUS ARMY cannot be REBUILT until it is on LAND. The AIRBORNE ARMY
cannot be REBUILT until it has moved. Then only the SUP. level can be raised.
Various movement restrictions apply to the above Units as you will discover.
AIR PHASE (Advanced)
The ASSAULT BREAKER Mission was covered earlier, the others are as follows :
DEEP STRIKE-This Mission attacks the command and control of the enemy. Like
INTERDICTION it may lead to the late arrival of enemy Units. It could also stop
enemy Assault Breaker missions. It carries a slight risk of triggering a
nuclear response.
IRON-SNAKE-This Mission attacks the enemy railway network. It could cause the
delay or loss of enemy REINFORCEMENTS.
On Levels 2 and 3 the RED, GREEN and YELLOW colours of your AIR Unit numbers
still give information about the enemy’s Airforce. But now some of the
information could be wrong.
SPECIAL MISSIONS
You may have realised that the enemy could launch a nuclear attack in his turn
and that you cannot reply until your turn. To overcome this you have the REFLEX
SYSTEM. Once you have entered the NUCLEAR AUTHORISATION CODE the Reflex System
can be switched on. When switched on the Reflex System will automatically reply
to an enemy missile attack. It will reply by launching a nuclear attack to
match the enemy’s. Single Launch for Single Launch, Fire Plan for Fire Plan. It
will fire while the enemy missiles are still in the air. The danger is that it
cannot distinguish between an enemy nuclear or chemical missile attack. If the
enemy fires a chemical attack your Reflex System will make a nuclear reply. I
will leave you to contemplate the dangers involved in this.
Use the ‘f 5’ in the SPECIAL MISSIONS Phase to turn the REFLEX SYSTEM on or
off.
ADVANCED TACTICS
WARSAW PACT : Remember your aim is to take over West Germany. Do not waste too
many resources invading Neutrals in the south. In the AIR you must make the
most of your initial advantage, N.A.T.O. will receive more AIR Units than you
as the days go by.
N.A.T.O.: Get control of the Air as soon as possible, then allocate spare Air
Units to Assault Breaker Missions. Only make counter attacks at very favourable
odds.
16. DISK VERSION.
TO LOAD
Plug in your joystick into Port 2.
Insert Program disk in disk drive. Type LOAD “*”,8 (then press RETURN). When
the READY prompt appears on the screen Type RUN (then press RETURN). The
Program will now Load and Run.
To SAVE a GAME
After pressing F1 to QUIT the game, press S for Save. Insert a blank formatted
disk into the disk drive. Now press C to Save the game.
To LOAD a SAVED GAME.
Load the game as normal and then press N, 1 & A to reach the Load Old Game
selection. Press B and insert the disk with your Saved game into the disk
drive. Now press C and the game will load and run.
17. The European Battlefield.
In the area covered by the game map, approximately 6.5 million people are in
the armed forces of N.A.T.O. or the Warsaw Pact. The countries that make up
N.A.T.O. and the Warsaw Pact are shown on the Map/Poster. Spain is incorrectly
colour coded, it joined N.A.T.O. in 1982. Greece and Turkey are N.A.T.O.
members outside the area of the map.
The ground units total some 84 divisions for N.A.T.O. and 173 for the Warsaw
Pact. Both sides have 13+ Divisions not on the map which are allocated to the
theatre.
A rough count of aircraft gives N.A.T.O. 3,000 and the Warsaw Pact 7,000. In
the U.S. and Canada are a further 1,900 aircraft that would be deployed to
Europe in the event of war. The Warsaw Pact has 750 aircraft deployed in Russia
which are likely to be used as reinforcements.
The naval aspect of the theatre is treated in an abstract way. Details of the
navies on either side will not be discussed, except to mention that N.A.T.O.
has superiority in carrier numbers, whilst the Warsaw Pact has the edge in
submarines.
The strategic nuclear balance is as follows: N.A.T.O. 2,000 delivery systems
(missiles & aircraft) with 9,000 nuclear warheads. The Warsaw Pact has 2,700
delivery systems with 8,000 warheads.
All the above figures are approximate. The numbers are constantly changing, as
new weapon systems are deployed or old ones phased out.
We have tried to use the most accurate information we could legally aquire to
produce the game. No doubt we have been tricked by both sides dis-information
services at times, but this is the best we could do.
During the Second World War Britain, America and Russia were allies, however
after the defeat of Germany, the alliance was soon in disarray. The western
members of the alliance became worried when Russia maintained it’s armed forces
at their wartime level seeing the might of Russia as a possible threat to the
now DISARMED rest of Europe. They also disagreed with Russia imposing communist
governments on the countries it had liberated from the Germans. Finally in 1949
they formed the North Atlantic Treaty Organisation (N.A.T.O.) to deter any
further Russian expansion.
To Russia it appeared that it had fought and suffered a devastating war, only
to see it’s former allies band themselves together into a hostile alliance. In
1955 (the year Germany joined N.A.T.O.) Russia formed an alliance with the
communist countries of Europe. This alliance is known as the Warsaw Pact.
If the war does start, current opinion seems to accept that after 30 days it
will grind to a halt. Both sides will then have used up their stockpiles of
conventional munitions. New production will not start to reach the front-line
until some time after this. If this occurs the West’s superior production
capabilities would probably ensure a N.A.T.O. victory, provided strategic
nuclear weapons have not been used (if they have there will be no production).
The Warsaw Pact forces are committed to fight an offensive war, however it
starts. They do not wish to have the battle fought on their soil (they remember
WWII).
We will now give a brief outline of the weapons deployed on the Central Front.
(West German/ Warsaw Pact border).
Infantry: Still the unsung hero of the battlefield, only now he has to dig a
hole for the A.P.C. as well as himself. Seriously, the major change since World
War II is that most infantry are now equipped with A.P.C.’s (Armoured Personnel
Carriers). Weapons used are assault rifles, grenades, machine guns, mortars and
various anti-tank/anti-aircraft missiles. Also carried are N.B.C. (Nuclear,
Biological, Chemical) suits, sensors, radios etc. Now you can see why they need
the A.P.C.’s, which also make useful hiding places for illicit drink, food and
magazines.
Tanks: One of the most impressive weapons to the uninitiated. Thundering by
like invulnerable metal giants in peace-time exercises they appear unstoppable.
The truth is far different. Without infantry and aircover they are soon reduced
to smouldering scrap. The tanks main problems are they are big, noisy, deaf and
nearly blind in combat. They need supporting infantry to be their eyes and
ears. The aircover is required to keep away enemy ground attack aircraft and
helicopters, who are attracted to tanks like wasps to jam. This does not mean
that tanks are now useless. They are still the armoured punch in any attack and
still the best anti-tank weapon.
Artillery: The forgotten arm; forgotten that is by civilians. Anyone with army
combat experience knows all about artillery. In World War II artillery
accounted for more casualties than all other weapons put together. Modern
artillery is much more lethal than the 1945 variety. Improved ammunition,
targeting, communications and mobility have achieved this. N.A.T.O. has the
lead in artillery techniques.
Electronic Warfare: One of the fastest growing aspects of ‘modern’ warfare. An
ever expanding range of electronic equipment is designed to blind, find, deafen
or destroy the enemy. Of course it is then necessary to produce equipment which
will stop the enemy doing this to you. It has proved to be of great value in
the limited combat situations where it has been used. If war occurs on the
Central Front and all the equipment is switched on together, then the results
will prove intersting to say the least.
Chemical Warfare: Commonly referred to as Gas. Various chemical liquids,
solids or gasses are sprayed into an area. This gives rise to various
unpleasant effects which we will not discuss. Chemical weapons are delivered by
various methods, including aircraft spray tanks, artillery shells, missiles
etc.
Airpower: For the purpose of comparison we will simplify the various air
missions into three types and give numbers of aicraft allocated to each mission
in 1984.
Air Superiority: N.A.T.O. 740 :Warsaw Pact 4370
Ground Attack: N.A.T.O. 1950 :Warsaw Pact 1920
Reconnaisance: N.A.T.O. 285 :Warsaw Pact 600
These figures do not include the French Airforce, the 1,900 aircraft in the
N.A.T.O. reserve or the 750 Warsaw Pact reserve.
Head counts such as the above are not as overwhelming as they first appear.
N.A.T.O. has superior (in general) aircraft and better pilots. Also a much
higher percentage of the N.A.T.O. aircraft can actually fly (many of the Warsaw
Pact aircraft are grounded awaiting spares, etc.).
That concludes our rather brief survey of the European Battlefield. We did not
wish to overwhelm you with endless technical details, but rather to give a
different view of Theatre Europe. Anyone wishing the technical details should
refer to some of the books listed in the bibliography.
18. Designers Notes.
In the THEATRE EUROPE we have tried to produce a game that is both playable and
informative. The game has gone through many revisions and alterations before it
reached its present form. For those of you who are experts in this field we
apologise for the simplifications we have had to make. Our task is to produce a
game which can be understood and played by a wide age group. This group
includes both wargamers and non-wargamers, experts and novices. The game in its
present form is (we hope) a reasonable balance between conflicting
requirements.
Certain assumptions were made in the game which we hope are valid. These
include:
1. N.A.T.O. will win the battle for control of the Atlantic.
2. The Warsaw Pact will gain control of the Baltic.
3. Warsaw Pact Naval movement in the Baltic will be slowed by N.A.T.O. mines.
4. The N.A.T.O. Atlantic air transport operation will succeed.
5. France will enter the war immediately.
6. Switzerland, Sweden and Austria will remain neutral.
7. The Warsaw Pact Armies will remain loyal and ‘enthusiastic’.
8. The Warsaw Pact will not start the war with a massive nuclear bombardment.
9. N.A.T.O. will not ‘go nuclear’ if it cannot stop the invasion in X days.
10. Both sides will refrain from using biological weapons.
We have grouped certain Divisions, brigades etc. into non-existant armies for
ease of play. The two most obvious examples are the 1st. Airborne Army and 1st.
Amphibious Army. The Warsaw Pact has the units that compose these Armies but
they are not organised as Armies (so we are told).
The exchange move is really to allow the Warsaw Pact to rotate ‘burnt out’
units to the rear as fresh ones enter the battle. Thus simulating their
tactical doctrine.
The movement limits on the 1st. Airborne Army are to force the player to make a
reasonable Air Move. The player still has various options and we felt this was
better than putting a big arrow on the screen, then saying ‘Use them here you
fool.’ Though the Airborne Unit in reality could land further West than this,
we do not think the Warsaw Pact would be able to maintain supply by air beyond
the movement limit.
The Rebuild Phase attempts to show the problems associated with supply and the
allocation of reserves. The clever ones amongst you will soon find ways to
abuse this Phase. It is left in its present form for ease of use.
The REFORGER SITES are stores of equipment to outfit U.S. Divisions. The idea
being that the men are flown over from America, thus saving time, as the
equipment would normally have to be brought over by sea. As the rebuilds
representing these Divisions enter the game, the Sites are ‘used up’. We leave
you to work out what happens if a Warsaw Pact Unit enters a Reforger Site
before then.
Tactical Chemical Release reflects the use of Tactical Gas weapons. Once gas
has been used the effectiveness of its further use is limited. Once bitten,
twice shy!
In a unit the ARM level represents the combat effectiveness of that Unit. It is
not just a head or tank count. Many other factors come into play. For instance
the Warsaw Pact Units are penalised because of their high breakdown rates.
The TAC Air level of a Unit includes Aircraft we expect to be assigned to
ground support as well as helicopters, etc. that are part of the Unit.
The SUP level includes missile reloads, conventional ammunition, fuel, food and
water etc.
The nuclear aspect of the game presented many problems. We felt it was
unrealistic for the game to have no nuclear attacks, but we did not want the
game to degenerate into nuclear ‘ping-pong’. The threat of nuclear attacks will
limit the players options and we feel this is how it should be. You will find
that nuclear strike capabilty is a two edged sword. It gives you great power in
attack or defence, but each use will make the start of an all-out nuclear war
more likely.
The strategic Gas Attacks are mainly a device for introducing uncertainty into
the game. However with the advent of the ‘Nuclear Winter’ theory this may
change. If you know that X Megatons will trigger a Nuclear Winter, why not arm
your missiles with X – 10% Megatons and arm the rest with Chemical Warheads? No
doubt the military on both sides are already looking into this an alternative
schemes.
The Reflex system is an attempt to simulate the ‘Automatic Computer-Controlled
Reaction System’ that is currently gaining favour in the Pentagon (see ‘Science
Digest’ -March 1985). The less said about this the better. The concept of
allowing a computer to launch nuclear strikes, with no human intervention,
shows there are apparently no limits to human insanity.
The targeting of the computers nuclear strikes in the game caused us some
sleepless nights. As did the thought that somewhere someone is doing the same
for real.
The Air phase is our attempt to show the importance of air power in modern
warfare. We have tried to do this in as simple a way as possible. Playing the
game you will realise that we do not think it will be as easy for N.A.T.O. to
achieve Air Superiority as is widely believed.
The ‘at start’ positions of the N.A.T.O. and Warsaw Pact assume a build up of
forces on both sides, caused by by a period of international tension before the
outbreak of hostilities (see enclosed newspaper article).
We do not believe a computer game should be used as a platform to make
political statements and have bent over backwards (in some cases with
sunglasses on) to be impartial in our treatment of the subject. We will leave
you with one final problem: Identify the planet described below;
Two thirds of the planet’s population are starving to death. Some of the
remaining third destroy foodstocks to maintain prices. The planet’s population
is also split into two armed camps, who between them have the nuclear
equivalent of 3.5 TONS of TNT for EVERY man, woman and child on the planet.
19. UNIT LIST.
NATO UNITS IN GAME ARM AIR SUP
DANISH I CORPS . . . . . 2 1 1
DUTCH I CORPS . . . . . . 3 1 2
BELGIUM I CORPS . . . . . 3 2 2
BRITISH I CORPS . . . . . 4 2 3
WEST GERMAN I CORPS . . . 7 3 3
WEST GERMAN II CORPS . . 7 3 3
WEST GERMAN III CORPS . . 5 2 3
UNITED STATES V CORPS . . 9 4 5
UNITED STATES VII CORPS . 8 4 5
FRENCH I CORPS . . . . . 3 2 3
FRENCH II CORPS . . . . . 2 1 2
ITALIAN II CORPS . . . . 2 1 1
ITALIAN IV CORPS . . . . 1 1 1
ITALIAN V CORPS . . . . . 3 1 2
NEUTRAL UNITS ARM AIR SUP
SWISS ARMY . . . . . . . 2 2 1
AUSTRIAN ARMY . . . . . . 2 1 1
YUGOSLAVIAN I CORPS . . . 2 1 1
YUGOSLAVIAN II CORPS . . 2 0 1
WARSAW PACT UNITS ARM AIR SUP
3rd SHOCK ARMY . . . . . 9 4 4
1st GUARDS TANK ARMY . . 8 4 4
3rd GUARDS TANK ARMY . . 6 3 3
4th GUARDS TANK ARMY . . 6 3 3
8th GUARDS TANK ARMY . . 4 3 3
2nd GUARDS ARMY . . . . . 8 4 4
8th GUARDS ARMY . . . . . 8 4 4
20th GUARDS ARMY . . . . 7 3 4
10th ARMY . . . . . . . . 4 2 2
16th ARMY . . . . . . . . 4 2 2
21st ARMY . . . . . . . . 3 1 2
28th ARMY . . . . . . . . 7 3 4
41st ARMY . . . . . . . . 6 3 2
1st AIRBORNE ARMY . . . . 3 1 1
1st AMPHIBIOUS ARMY . . . 3 1 2
1st POLISH ARMY . . . . . 5 2 2
2nd POLISH ARMY . . . . . 4 2 2
2nd RUMANIAN ARMY . . . . 5 1 2
3rd RUMANIAN ARMY . . . . 4 1 2
20. BIBLIOGRAPHY.
Much of the information used in this program was taken from the following
sources.
THE THIRD WORLD WAR by General Sir John Hackett & others.
THE UNTOLD STORY OF THE THIRD WORLD WAR by General Sir John Hackett & others.
HOW TO MAKE WAR by J.F. Dunnigan.
THE BALANCE OF MILITARY POWER published by SALAMANDER BOOKS LTD.
AMERICAN WAR POWER edited by R. Bonds.
SOVIET WAR POWER edited by R. Bonds.
SOVIET MILITARY POWER issued by U.S.A. Department of Defense.
WORLD ARMAMENTS AND DISARMAMENT YEARBOOK issued by S.I.P.R.I.
(Various issues).
JANES ANNUALS various issues.
Booklets on CHEMICAL and NUCLEAR EFFECTS issued by H.M.S.O.
Leaflets issued by N.A.T.O.
Leaflets issued by the SOVIET Embassy.
Leaflets issued by the AMERICAN Embassy.
SANITY issued by the C.N.D.
21. ATARI THEATRE EUROPE
LOADING INSTRUCTIONS:
1. Remove any programme cartridge from your computer.
2. Plug in your joystick.
3. Ensure your computer is turned off.
4. Insert your cassette.
5. Turn on the computer whilst holding down the start and option keys.
6. When you hear a beep release the start key and press return. The programme
will now load.
The playing instructions are as for the Commodore.
THE AUTHOR: Alan Steel is one of the © MCMLXXXIV PSS
original British Wargamers and has All rights of the producer, and of
been playing and designing wargamers the owner of the work being produced,
for nearly 25 years. Graphic help are reserved. Unauthorised copying,
from Ian Bird, Music by David Dunn. hiring, lending, public performance
and broadcasting of this cassette is
Also available in the PSS Wargamers prohibited. The publisher accepts no
Series – Battle for Midway. responsibility for errors, nor
Available for CBM64, Amstrad, MSX, liability for damage arising from its
Atari. use.
Whilst the producers of Theatre
Europe have taken every care in
researching this program to ensure
the accuracy of details, we must
stress that the events depicted in
this conflict simulation are entirely
fictitious – They must never be
allowed to happen, the danger is that
they might!
───────────────────────────────────────────────────────────────────────────────
P.S.S. 452 STONEY STANTON RD. COVENTRY CV6 5DG. TEL: COVENTRY (0203) 667556
THEATRE EUROPE AMSTRAD
──────────────────────
TO LOAD
TO LOAD THE CASSETTE VERSION PRESS CTRL & SMALL ENTER (IF YOU
ARE USING THE 664 OR THE 6128 THEN TYPE : |TAPE BEFORE
STARTING. NOTE | IS SHIFT AND @)
TO LOAD THE DISK VERSION TYPE : RUN"GAME"
WHEN LOADED YOU WILL BE PRESENTED WITH A MENU:
1 PLAYER VS COMPUTER
2 PLAYER VS PLAYER
3 COMPUTER VS COMPUTER
1 IS AS THE CBM64 VERSION, 2 IS AS THE CBM64 VERSION BUT IT
IS TWO PLAYER, 3 IS A DEMO MODE
YOU MAY USE A JOYSTICK OR THE CURSOR KEYS AND COPY.
MAP MODE
SYMBOL COLOUR DESCRIPTION
────── ────── ───────────
BLANK VARIOUS LAND
BLANK BLUE SEA/LAKE
SHADED BROWN MOUNTAINS
LINE BLACK BORDER
CROSS VARIOUS CAPITAL CITY
CIRCLE BLUE N.A.T.O. CORPS
CIRCLE YELLOW NEUTRAL ARMY/CORPS
CIRCLE WHITE WARSAW PACT ARMY
TO SAVE/LOAD OR QUIT GAME
AS CBM64 VERSION BUT YOU USE 'Q' TO QUIT AND SPACE TO SAVE
NOT C. THE AMSTRAD WILL RECOGNISE WHICH DEVICE TO SAVE OUT
TO (THIS DEPENDS ON WHICH VERSION YOU HAVE). TO RELOAD IS
THE SAME AS THE CBM64 VERSION BUT AGAIN THE AMSTRAD WILL
RECOGNISE WHICH DEVICE TO USE. AFTER SAVING THE PROGRAM WILL
RETURN TO THE MAIN MENU AND AFTER LOADING WILL RETURN TO THE
SAME POINT IN THE GAME.
ALL OTHER SECTIONS ARE AS THE CBM64 VERSION.
NUCLEAR AUTHORISATION CODE :
MIDNIGHT SUN
───────────────────────────────────────────────────────────────────────────────
Die Zeitung
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Sunday, October 6, 1985 Bonn, 2Dm No 28002
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
WARSAW PACT ON FULL ALERT OVER U.S. TROOP BUILD UP IN WEST GERMANY
October 6, 1985 The U.S. troop build up in West Germany in recent weeks was
an unprecedented provocation and Moscow has put the Warsaw Pact forces on full
alert to take any action deemed necessary, the Soviet Union’s Foreign Minister
said today.
Speaking on national television, he said the concentration of U.S. forces
in West Germany posed a grave threat to Eastern Europe, but the Warsaw Pact was
prepared to meet the challenge.
Western diplomats described the confrontation as the most serious since the
Iron Curtain was drawn in Europe.
Washington had earlier warned Moscow that any interference with its vital
supply routes to the Middle East would force massive retaliation.
The U.S. has been using military installations in European NATO countries,
mainly West Germany, as a bridgehead for its forces fighting the Syrians in the
Middle East. Thousands of troops and huge arms supplies have swelled West
German U.S. bases.
The Syrian offensive in Jordan and Lebanon, started in August, has ground
to a halt since American forces intervened on a massive scale in September.
Moscow has protested strongly against the intervention, but has so far
supported Syria only with arms.
But ever since the three-pronged arms reduction negotiations in Geneva
broke down on May 28, tensions have mounted in Europe.
Relations within NATO came under considerable strain because the European
partners felt the U.S. had been too uncompromising on the issue of the
Strategic Defence Initiative (SDI), also known as the ‘Star Wars’ programme.
The Soviet Union walked out of the Geneva talks started on March 12 when
the Americans refused to link negotiations on intercontinental weapons and
intermediate range nuclear forces with the space bases defence system.
The European NATO partners still fear that the realisation of SDI might
lead to a decoupling of Western European and American defence interests despite
assurances from Washington that the programme would not only shield the United
States, but also its European allies.
But the deployment of 464 American Cruise Missiles and 108 Pershing-2
medium range missiles in Europe was nevertheless stepped up, albeit against
strong internal opposition.
Belgium and the Netherlands agreed to deploy their contingent of Cruise
missiles, a decision previously postponed pending the outcome of the Geneva
talks.
Britain and Italy were ahead of their respective deployment schedules by
the end of August, but internal strife over the issue cost both governments
vital popular support.
Deployment of the 108 Pershing-2 medium range missiles in West Germany and
of Cruise was also stepped up, but also led to a strong political polarisation
within the country and to violent mass protests directed against U.S. bases.
The Bonn government has also been under attack from Eastern Europe for its
alleged revanchist intentions.
The West German Chancellor failed to calm long-held suspicions in Eastern
Europe that Bonn was seeking the reunification of the two Germany’s within its
1937 borders at all costs, when he addressed a meeting of a Silesian exile
organisation on June 14.
He said he hoped all Germans could one day live in freedom in a united
country.
With Superpower relations at an all time low and the financially crippling
arms race in full swing, the Eastern Bloc reacted with great sensitivity to the
Chancellor’s remarks.
───────────────────────────────────────────────────────────────────────────────
Moscow accused Washington of aiding and abetting Bonn’s “sinister”
intentions and Western intelligence reported a massive build up of troops in
Warsaw Pact front states. The number of Soviet SS-20 medium range missiles on
East German soil was doubled in the space of only three months.
The lack of real leadership in the Kremlin due to the illness of the Head
of State since late last year, is seen by Western diplomats as a major cause
for concern at this time of high tension.
Political analysts agree that the flaring up of the Middle East conflict
was a welcome excuse for the U.S. President to boost the number of American
troops in Europe to counter the Warsaw Pact’s threat.
They said social tensions in both East and West as a result of the threat
of war was also putting governments under pressure to seek fast success in
resolving the crisis.
“Reactions of the Superpowers and their allies to the present crisis in the
European theatre have never been more difficult to predict than today”, a
British political analyst said gloomily.
INTERNATIONAL NEWS AGENCY,
BONN
© MCMLXXXIV PSS
┌─────────────────────────────────────────────────────────────────────────────┐
│ Wargaming For The Commodore 64 │
│ ╔═══════════╗ │
│ ║ WARGAMERS ║ BATTLE │
│ ╚══╗SERIES╔═╝ FOR │
│ ╚══════╝ MIDWAY │
│ ────── │
│ DATE: 4th June 1942, │
│ │
│ PLACE: MIDWAY ISLAND │
│ │
│ THE SCENARIO │
│ ‘Battle For Midway’ puts you in command of the US Pacific fleets six months │
│ after the attack by the Japanese on Pearl Harbour. │
│ │
│ The battle for Midway marked the turning point of the battle for the │
│ Pacific. If the Japanese are allowed to invade Midway Island, it would give │
│ them a stepping stone to attack firstly Hawaii and then mainland United │
│ States thus possibly changing the whole outcome of World War II. │
│ │
│ THE GAME │
│ ‘Battle For Midway’ is not a simple game. It has been designed for the │
│ person who enjoys a stimulating intellectual game and incorporates every │
│ realism to ensure that whatever the outcome of the game - that is the way │
│ it could have happened. │
│ │
│ The game is played on three levels - firstly you are given a large scale │
│ map showing an overview of your own forces. Secondly you have constantly │
│ updated details of those forces down to the last fighter. Thirdly we give │
│ you a visual representation of the battle and your forces at every stage. │
│ │
│ 3 LEVEL GAME │
│ Although complex it is easy enough for anyone to learn if he follows the │
│ fully detailed instructions, and we have incorporated a choice of three │
│ levels, depicting three different Japanese strategies, thus making it │
│ suitable for beginner or expert alike. │
│ │
│ THE AUTHOR │
│ Alan Steel is one of the original UK wargamers and has been playing and │
│ designing wargames for nearly twentyfive years. │
│ │
│ Available on Cassette £9·95 Disk Version £12·95 │
│ ALSO AVAILABLE ON AMSTRAD │
└─────────────────────────────────────────────────────────────────────────────┘