Confrontation ============= Confrontation ------------- 1. A tactical warfare game for two players 2. Covers 20th Century conventional warfare 3. Facilty to create your own battlefields and scenarios 4. Infantry, paratroops, tanks, air combat, etc. catered for 5. Set your own victory criteria 6. Comprehensive playing instructions 7. Modern European scenario included on cassette Master Program -------------- Confrontation is a two player wargame. On player controlling the red forces, and the other the blue. There is an option to play on a Black and White TV set, and the computer will ask you at the appropriate time whether you are playing in black and white. (If you reply YES then the computer will modify its display of the RED forces to make them clearly distinguishable from the BLUE.) At the outset of the game, RED is in control of the left hand side of the screen, and BLUE is in control of the right. Note: All alphabetic commands should be in upper case (capital letters). The Main Menu ------------- There are seven options to the main menu and you make your choice by pressing the appropriate number key. The individual options are: 1. Begin Play This starts the game. Select this option only after you have either loaded a scenario using option 7 or you have created a new scenario using options 3, 4, 5 and 6. 2. Save Game This saves the scenario on tape. Note it saves the current state of play and is thus a "save game" facility. Because of this, newly created scenarios should be saved before starting play, if it is desired to use them again. 3. Change Map This option either allows a new map to be created, or an old one to be edited. New terrain is positioned under the flshing cursor. This can be moved by using the four cursor keys. The black square in the centre of the map is not part of it, it is merely an aid to symetric map design. Terrain is positioned by pressing the appropriate letter. These are as per Table 1. Note: Key E produces a square of impassable terrain that is used for masking off a playing area smaller than the whole screen. Note: Shift-f0 will copy the left hand half of the screen onto the right hand half. This can either be as a mirror image, or as an inverted mirror image. Normal placement of terrain can be resumed when the cursor is repositioned in the top left corner. There will be a delay whilst these changes are drawn. Shift-f1 produces an inverted mirror image. 4. Change Forces This option allows players to change the forces available to each side. Units are added by pressing the appropriate key. Pressing D allows one unit to be deleted. Neither side may have more than 35 units. The units available are: T - Tank The most powerful unit type, capable of inflicting severe damage. However, its effects are less pronounced against units that are either entrenched or in difficult terrain. Cost 9 points M - Mechanised Infantry The same as infantry, but counting as a mechanised unit. Cost 7 points E - Engineer Generally weak in combat, but effective against forts and cities. Have the capabililty to cross rivers, and to build and destroy bridges. Cost 6 points F - Flak Also weak in combat, but the only ground unit able to inflict damage on air units. Can stand up to tanks well. Cost 6 points A - Anti-Tanks Weak in combat, except against tanks. S - Scout The fastest moving unit type. Also has the ability to cross rivers. Cost 6 points. I - Infantry Average in most circumstances. Cost 5 points. R - Artillery The only unit able to inflict damage on non-adjacent enemy. Powerful against cities and forts. Cost 7 points. P - Paratroops As infantry, but with the ability to make parachute jumps. Cost 7 points. C - Fighter Plane Most powerful unit in air combat. Can also attack ground units. Cost 12 points. G - Ground Attack Plane Used for attacking ground units. Also has some potential for air combat. Cost 12 points. B - Transport Planes Used for reconnaisance, and for carrying paratroops. Cost 6 points. The total points value of the forces chosen is displayed. Players may or may not choose to limit this. When the desired forces have been picked, press Q. It is essential that the map contains a friendly airfield if a player is to select aircraft. When designing your own scenario, *you must design the map BEFORE* changing the forces. Aircraft must start off on an air field. 5. Reposition Forces This option allows players to position their units on the map. It is automatically selected after option 4. Places are positioned under the flashing cursor which is moved using the four cursor keys. The unit currently positioned is shown at the bottom of the screen. Units can be positioned by pressing P, in which case they will start on the map at the beginning of play. A unit may be designated as a reinforcement by using a number key. Keys 1-9 are used and the units will appear after the turn whose number is pressed (e.g. if 3 is pressed to position a unit, it will appear after turn 3). If a player attempts to place a unit in an illegal position a warning beep will sound. It is not possible to have two units occupying the same square except aircraft. Any number of aircraft may occupy the same airfield. Note: Reinforcements will only appar in friendly territory. If the square where they were designated to appear is held by the enemy at the start of the appropriate turn they will not appear until the territory is captured/recaptured. Remember that initially all the territory on the left is held by RED and on the right by BLUE unless the square is occupied by a unit (air or ground) of the enemy. 6. New Scenario This clears the memory of the old units, and resets the turn marker. It does not disturb the map. Players are advised to use this before designing a new scenario. 7. Load Scenario This option is used to load either the standard Scenario provided on the tape or one which you have saved using option 2. Having selected this option, you are asked for "Scenario Name". You may enter the name of the saved scenario of just ENTER to load the first scenario on the tape. The Play -------- 1. Initial The map and units will be displayed together with the turn number and the number of cities owned by each side. Pressing S at this stage will return to the main menu, while pressing any other key will continue the game. 2. Sequence Of Play Each turn consists of five phases. These are 1st air phase: 1st mechanised phase; non mechanised phase; 2nd air phase; and the 2nd mechanised phase. Each unit moves and has combat during the appropriate phase. Infantry, paratroops and artillery are considered non-mechanised, all other ground units are considered mechanised. In each phase one player enters his orders and has them resolved before the other player does likewise for his. The order of play is reversed each turn. 3. Air Movement Each unit is given orders in turn. The unit currently being instructed has its type and number printed at the bottom of the screen, and the square where it is, is caused to flash. Note that air units are only displayed when in flight. The owning player should then type in the orders for that unit, and press enter when he has finished. When all units have been entered, the orders will be resolved. Each air unit can be given five orders each phase. Air units may move to any square on the map except those occupied by enemy air units. Air unit movement is also limited by fuel. The remaining fuel for each unit is displayed as its orders are entered. If at the end of a turn an air unit is still airborne and has only one fuel left then it is destroyed. Fuel is replenished by landing on an airfriend. Landed air units are not displayed on the map, and other air units and only displayed during the air phases. The available actions are shown in Table 3. 4. Ground Movement This is identical for both mechanised and non-mechanised phases. The same procedure is used as for the air phase, except that ground units may only be given two orders per phase. Some orders require the full phase, and must be the only order given. Possible orders are shown in Table 2. Note: Order K may only be given if the unit is on an airfield with a landed transport. It effectively removes the paratroops from play until the order J is given. Orders E, B and D require the whole phase as does any order to move onto a terrain type that counts as difficult for that unit type. Terrain effects are as in Table 4. Air units must start on airfields. In addition to the above restrictions, no ground unit may enter a square occupied by another ground unit (of either side). Units are moved in the order in which the orders are given. The E order may not be given in marsh, in a city or in a fort. The J order may only be given over a clear, bridge or airfield square. Note: Scout units can be moved in both - mechanised and non-mechanised phases. 5. Error Messages If at any time an illegal move results in an error message at the foot of the screen then you must press RETURN to continue. D. Combat --------- In general each unit attacks units that are adjacent to it after it has completed its movements. The exception to this is that air units attack ground units after all air movement and combat has been carried out. Ground units may attack any ground unit to which they end the phase adjacent. If adjacent to more than one unit, then the player may choose which to attack. In addition, flak units may attack an air unit to which they are adjacent. Fighter and ground attack units may attack other air units and also ground units. Landed air units may also be attacked. Transport units may not attack. Each unit may only attack once in a turn (i.e. if it attacks in the first phase, it may not attack in the second). An exception to this is that a unit may attack air units twice. Units never suffer damage when they attack. The damage done by an attack varies according to the type of units involved, and the terrain. In addition, entrenched units have extra protection against air and tank attacks. If a unit is attacked heavily enough during a turn (not phase) it may be destroyed. Otherwise its strength will be reduced, which will reduce the effectiveness of its attacks and the amount of damage needed to destroy it. In addition, ground units may be forced to retreat. Units that are forced to retreat may not be given orders for the remainder of that turn and for the following one. Units unable to retreat are destroyed. Artilery have the special capability of being able to attack diagonally, and to attack units two squares away in a straight direction. Note that no unit may attack another unit in the same square as itself. Open Or Secret Game Players may choose which type of game to play. In the open game, players may watch their opponents as they enter orders. In the secret game, they may not. Since unit types are only displayed on the map if they are or have been adjacent to an enemy unit, this simulates, to some extent, the fog of battle. E. Victory ---------- Since players choose their own maps and forces, there are not set victory conditions. Players must set their own before the start of a game. F. Scenarios ------------ Scenarios can be created to represent any period of warfare using rifles, artillery, etc, and of course, all 20th century warfare. Obviously, only appropriate weapon systems should be selected. During 1984 Lothlorien intend to issue a series of set piece scenarios which can be used with this Master Program. Hence the program can be infinitely expanded with both our scenarios and your own. (If you create an intriguing and original scenario to use with the Master Program then we shall be only too happy to hear from you.) There is one scenario provided with this master program which may be loaded using option 7. The scenario name is STALINGRAD. The suggested objective is for RED to capture all cities. Table 1 ------- [] Table 2: Ground Force Orders ---------------------------- Arrow keys - Left/Right/Up/Down one square, E - Entrench Engineers only: B - Build a bridge, D - Destroy a bridge Paratroops only: J - Jump (i.e. from aircraft), K - Embark on aircraft Table 3: Aircraft Orders ------------------------ Arrow keys - Left/Right/Up/Down one square, T - Take off, but stay above airfield, L - Land on airfield (friendly only) Table 4: Hills Marsh Forest Mountain River Tank D P D P P Mech. Infantry D P D P P Engineer D D D D D Flak D P P P P Antitank D P D P P Scout - D D D D Infantry - D - D P Artillery D P D P P Paratroops - D - D P Broken bridges count as rivers and other terrain counts as clear. Key: - = No effect, D = Difficult, P = Prohibited Loading ------- Tape: CHAIN"" (RETURN) Disc: SHIFT-BREAK During loading, please watch the screen for any messages to start and stop the tape. You must obey these messages for successful loading. Loading is complete when the main menu appears and the tape must be stopped so that it will now be correctly positioned to allow you to load the supplied scenario using option 7 of the main menu.