EAST FRONT ========== Written by R. Neilson East Front models the German/Russian 2nd World War Campaign and has been well researched by a wargamer - the forces and their equipment are therefore accurately represented. The terrain varies with each game and players can choose the type of visibility and ground conditions and have up to 26 units each. The game uses complex algorithms to simulate the accurate outcome of each fracas. Success depends on the commander's tactics, not on luck! The game is for two players. LOADING INSTRUCTIONS The procedure for loading a program into your Spectrum is given in your manual. Please follow these steps for loading the program. 1. Connect the ear socket of the Computer to the ear socket of your tape recorder. 2. Set the volume control as per Sinclair manual. 3. Adjust the tone control to maximum. 4. Type LOAD "". 5. Start the tape recorder. 1. INTRODUCTION This program simulates the interaction of forces, designs, tactics, terrain that makes the Russian Campaign so fascinating to a wargamer. It sets out to provide the framework for a 'meeting' engagement between the Wermacht and Red Army at any time in the conflict. It will allow the control of anything between a smali patrol on a recce to a full scale thrust of a Division. During selection of forces only one player should be at the keyboard to allow for the element of secrecy the game is based upon. The game is based upon a map that represents approx. four square miles of terrain typical of one of four main types found in Russia. These vary from the wide expansive steppe lands to the wooded clutter of the North and include a townscape, in which so much bloody hand to hand fighting took plače. Each game allows the players to select the type of terrain and the map is then created afresh within those specifications. The players can also set weather conditions to be anything between a sunny day to dark night, clear skies to snow or mud. Obviously the conditions will effect the performance of the troops in their movement and firing. 2. THE FORCES Each player is able to select from a menu of between 30 and 40 different unit types that represent all the major tanks, vehicles and troops that fought in the campaign. Each player is allowed up to 26 units and each unit can have up to 9 individual tanks, guns or groups of men in it. Thus you can command anything between one and two hundred plus tanks, guns and infantry on each side. It is suggested initially you go for just a few, and limit the types until you get the hang of it. Each player chooses his own forces and positions them on the map, unaware of the opposing force. Units are shown on the map as code letters, the player keeps a record of what they actually are (if a printer is attached then you will get a printout of them). To win the game you need to have a good, balanced force (a lot of tanks is useless by itself, especially if he has infantry in cover); good intelligence work to discover as soon as possible what he has and where; judgement as to when to move or fire; use of terrain to sneak closer without being sighted; keeping some of your units hidden to worry him as to their identity. The game is about knowing your uniťs capabilities (try some solitaire play to discover this) and using bluff and counter bluff to lure him into making the errors that will allow you to hit his forces and destroy them. Do not be deceived by the simplicity of the messages you will be given, the fact that you have just hit a unit of his 'Tigers' seven times is not because the random number came right for you. The process of both command and combat is as accurate as can be achieved within 48K. The algorithms are very complex and often involve 20 factors. 3. COMMAND DECISIONS Movement In a varying random sequence you are asked for 'orders' for each unit that you command. The unit requiring the orders flashes on the map to signify this. You first have to decide the type of movement you wish it to execute. The options are as follows: R = Rapid Movement. It will move as fast as the terrain, conditions and maximum speed will permit in whatever direction you 'drive' it. Because of the speed you move at it is impossible to fire armour piercing shot and stand a chance of hitting the target. Anti personnel fire is allowed but is likely to be fairly ineffective. M = Cautious Movement. It will move a smali amount only in the direction you specify. Almost all units are able to fire both Anti-Personnel and Armour Piercing in this condition, though their fire will still not be as accurate as possible. An exception is the fixed gun of a Tank hunter or Šelf Propelled Gun. In order to hit targets they need to remain stationary and rotate the whole of the vehicle to aim at a target; they only can fire at Halt or in Cover. H = Halt. It will remain stationary for the move but fully ready to move when the next orders period occurs. Towed Anti-tank guns and Motorised Infantry remain in their vehicles/limbered. Anti-tank guns cannot fire, Motorised Infantry can but at reduced effect. All other units can fire as accurately as they are able. C = Cover. It will remain stationary but is considered to have taken up the best defensive position utiiisinq terrain to the full. This mav make the unit harder to sight and harder to inflict damage upon, whilst its own fire is at full effect. Anti-tank guns are unlimbered and can fire; Motorised Infantry are at their most effective, dismounted from their vehicles. You will not be able next move, to move out at speed though, there will be a reduction in your movement rate to compensate for reversing, mounting or limbering. Once the unit has been given its orders you are asked, if the option was either R or M which direction you wish to move in. To do this you use the KEYS 0 TO 8. Key 0 stops the unit in its new position, the others move the unit one character position in the following compass direction: 8 1 2 7 * 3 6 5 4 The distance a unit will move is not fixed, it depends upon its speed, terrain crossed and the speed at which orders are reacted to (this is decided by the program). Generally the faster the speed a unit could go the further it will travel, but be aware that sometimes it will not travel very far, this is designed to simulate the imprecision of orders and co-ordination of the period. Thus one may well attempt a dash across a space to some new cover and find you reach it with ease, yet another time you are half way across when the unit stops, presenting a juicy target for the enemy. Normally the full eight directions are available to you, but if a unit is retreating there will only be the option of which generally rearward move you make. When the moving is complete the program moves to the sighting phase. Sighting First the Russian then the German player gets a chance to sight and possibly fire upon enemy forces. The units get a turn according to their alphabetical code. If a unit sights an enemy force it makes it more likely that it will be able to do so next move as it is assumed that it would keep watch on its movement. Thus, even if you are not going to fire it is advisable that you try to eight enemy for future action. it also means that you, the commander, know what the unit is. Except for Mortars, all units can only sight enemy by direct Line of Sight, that is there must be no intervening terrain. You will be advised which unit is attempting to sight the enemy. KEY enemy units' letter (A - Z) or O if you do not wish to sight the enemy. The program calculates whether a sighting is possible given the size of the target, type of terrain, speed, visibility, and whether the target unit has fired (gives its position away very often). If you do not sight it the program moves to the next unit. If it is sighted you will get a report about its strength (not always accurate), its actual identity, the combined movement factor, range in squares, terrain protection and whether it is in cover, and to what degree. If you are able to fire it will give you an option to fire. Firing With some units firing Armour Piercing the rapidity of fire they could achieve allows you the option of firing several shots in one move. If this is the čase you will be advised as to the maximum shots you can fire and asked for a decision. This does use up ammunition faster than normal, and there is a fall off in accuracy, but at times the weight of fire may be worth the effort. The program assesses your success after taking into account all the relevant information. The number of hits which are claimed are reported (do not assume this information is accurate by the way). Actual hits are not applied until all firing has been done, so there is no advantage in firing first in any move. At times your fire may not cause any appreciable casualties, rather it will force the enemy unit to stop and take cover throughout the next move. This is a very important aspect of anti-personnel fire, to keep the enemies' heads down and break up any co-ordinated attacks. Mortars are the only exception to the Line of Sight rule. It is assumed that any Mortar unit will have an observer in a fairly advantageous position to see and direct the fall of their fire. Because of the high trajectory of the fire you can hit troops behind terrain blocks to sight, but you will not be told the effects of the fire. Thus you can ask your Mortar to fire anywhere on the map, though you may find beyond a certain range it will have no effect. 4. RESULTS When all firing has been completed the information is updated and you are then advised as to the reletive victory points accrued by both sides. Tď win you musí reach undisclosed points total which the program determines by a comparison of both sides' points totals. Victory points are gained by the destruction of the enemy forces. It is possible for one unit to win against overwhelming odds because although that unit is almost bound to be wiped out the enemy cannot afford to lose much in the process. If the game is heading towards a draw then it is ended to avoid the fight to the last man tendency. If neither side has won and there are enough forces remaining then you are returned to the map for new orders, it is only then that units which have ceased to be effective are not reprinted, your first indication of success or failure. © 1984 World Wide Wargames (UK) Ltd. Copies of this recording may only be made for the sole use of the purchaser unless written permission is obtained from the publisher. CASES COMPUTER SIMULATIONS LTD., 14 Langton Way, London SE3 7TL