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- 1 TO CREATE NEW NOTE ANY ELSE TO READ ACTUAL NOTE - N EDIT NOTE MODE: - AGE - AGE - AVE(ON THE PAGE AFTER THE LAST) - - OCS - IN SEPTEMBER 2010. 1.0 - - NTRODUCTION 2.0 - - OADING ANS SAVING THE GAME. .1 - - TARI .2 - - OMMODORE 3.0 - - EQUENCE 4.0 - - OVEMENT .1 - - .2 - - LLOWABLE MOVES .3 - - ESTRICTIONS .4 - - ENTER .5 - - RIENDLY UNITS .6 - - 'S .7 - - ANGE .8 - - XTENDED MENU .9 - - INISH 5.0 - - ACTICAL ORDERS .1 - - UMBER .2 - - XECUTION .3 - - ULFILLING .4 - - OMBAT .5 - - 'S .6 - - NEXECUTED ORDERS .7 - - RASE .8 - - ORTS 6.0 - - ENU .1 - - VERVIEW .2 - - OINTS .3 - - UPPORT .4 - - EPLACEMENTS .5 - - HASE .6 - - HASE 7.0 - - ONTROL .1 - - OVEMENT .2 - - ACTICAL MOVEMENT .3 - - ETREAT 8.0 - - NTELLIGENCE 9.0 - - RTILLERY .1 - - ROCEDURE .2 - - EQUIREMENTS .3 - - EASSIGNMENT .4 - - FFECTS .4 - - FFETS 10.0 - - ORTS .1 - - WNERSHIP .2 - - FFECTS .3 - - APTURE .4 - - EDUCTION .5 - - FFECTIVENESS .6 - - 'S 11.0 - - AILROADS .1 - - SE .2 - - OVEMENT .3 - - NTERDICTION .4 - - 12.0 - - RDER RESOLUTION 13.0 - - ONDITIONS 14.0 - - HART 15.0 - - OTE'S - REDITS : - ESIGNER : - UMMERLOTT - AYOUT: - UMMERLOTT - LAYTESTERS; - LEDSAW - 62526 1.0 - NTRODUCTION - -1914" IS A SIMULATION OF THE OPENING MOVES FROM - LAYERS ASSUME THE ROLES OF THE GENERAL STAFFS OF - NLY A COMPLETE VICTORY WILL AVOID FOUR YEARS OF STALEMATE AND BLOODBATH. - ACH GAME TURN REPRESENTS THREE DAYS, EACH SPACE ROUGHLY TEN MILES FOM SIDE TOSIDE. - HE UNITS ARE CORPS SIZE. - ELGIAN UNITS ARE - ESTERN ALLIES. - UNGARIAN AND - AVARIAN UNITS ARE - HE RUSSIANS HAVE NO - LLIED UNITS IN THEIR THEATER. - NITS ARE MOVED BY KEYBOARD COMMANDS;THE NUMBERS 1,2,3 AND 4 CORRESPOND TO MOVEMENT TO THE - EST. 2.0 - .1 - - - -1914" IS AN AUTOSTART PROGRAM; BEFORE LOADING, REMOVE ALL CARTRIDGES FROM YOUR COMPUTER. - EXT, TURN ON YOUR DISK DRIVE. - ISK INTO THE DISK DRIVE. - F YOUR COMPUTER HAS BUILT+IN - , YOUMUST HOLD DOWN THE - KEY WHEN YOU TURN IT ON. - FTER THE DISK DRIVE BEGINS LOADING THE PROGRAM, RELEASE THE OPTION KEY. - HEN THE PROGRAM HAS COMPLETED LOADING, THE SCREEN WILL DISPLAY: - - - HEN CONTINUING A SAVED GAME, PRESS THE - KEY, AND THE SCREEN WILL DISPLAY: - - HEN, REMOVE THE - ISK FROM THE DISK DRIVER, INSERT YOUR - ISK AND PRESS RETURN. - HEN THE GAME DATA HAS COMPLETED LOADING, REMOVE YOUR - ISK AND RETURN THE - ISK TO THE DISK DRIVE. - OU ARE NOW READY TO CONTINUE THE GAME. - T THIS POINT, PRESSING THE - KEY WILL START A NEW GAME. - BEFORE BEGINNING PLAY, YOU MUST HAVE A BLANK - FORMATTED DISK READY IF YOU WISH TO SAVE THE GAME. - T THE BEGINNING OF EACH GAME TURN, YOU HAVE THE OPTION OF SAVING THE CURRENT GAME. - HEN YOU WISH TO SAVE THE GAME, PRESS THE - KEY AND THE SCREEN WILL DISPLAY: - - ISK FROM THE DRIVE AND REPLACE IT WITH THE - ISK, THEN PRESS - . .2 - OMMODORE 64 - AVING THE GAME ON THE - 64 IS THE SAME AS FOR THE - AND LOADING THE GAME ONTHE - 64 IS ONLY SLIGHTLY DIFFERENT. - IRST, TURN ON THE DISK DRIVE AND COMPUTER. - HEN THE DRIVE IS FINISHED, TYPE - . 3.0 - - IS DIVIDED INTO GAME TURNS AND THESE TURNS CONSISTS OF THE FOLLOWING PHASES: .1 - TRATEGIC - HASE - . PLAYER MAY MOVE UNITS THAT QUALIFY. - PTIONS MAY ALSO BE USED DURING THIS PHASE. .2 - . PLAYER INPUTS MOVEMENT ORDERS FOR THE - ESOLUTION - ENU IS ALSO AVAILABLE. .3 - UNITS.* .4 - UNITS.* .5 - ESOLUTION - OTH SIDES TACTICAL ORDERS ARE RESOLVED AND DISPLAYED ON THE - TRATEGIC OVERVIEW. .6 - AME - LAYERS NOW HAVE THE OPTION OF SAVING THE GAME. - HERE ARE 27 TURNS IN THE GAME. - .LEVELS AND MAP ARE VIEWABLE. * - F THE COMPUTER IS PLAYING BOTH - HASEMUST BE ADVANCED MANUALLY. 4.0 - (SEE ALSO 14.0) - O MOVE A UNIT, PLACE THE CURSOR OVER ITAND PRESS - ;THE MOVEMENT SYMBOL WILL APPEAR AND THE SCREEN WILL CENTER. - HE RAILNETS ARE COLOR CODED TO CORRESPOND TO EACH PLAYER'S UNIT'S COLOR. - ITIES AND FORTS ARE PART OF THE RAILNET AND ARE SIMILARY COLOR CODED. - Y PRESSING THE APPROPRIATE NUMERICAL KEY, THE UNIT WILL MOVE ONE SPACE. .1 - HE UNIT NEXT TO AN ENEMY UNIT OR INITS - MAY NOT MOVE STRATEGICALLY. .2 - HE ONLY MOVE ALLOWED IS TO A RAIL, CITY, TOWN, OR FORT THAT IS THE SAME COLOR AS THE UNIT BEING MOVED. .3 - NITS MAY BE DISPLAYED / MOVED ONLY ONCE DURING EACH - HASE. .4 - HEN A UNIT IS DISPLAYED STRATREGICALLY THE SCREEN WILL AUTOMATICALLY CENTERON THE UNIT. .5 - UNIT MAY NOT MOVE THROUGH FRIENDLYUNITS. .6 - OVEMENT CEASES IF AN - OF ANY SORT IS ENTERED. .7 - NITS MAY MOVE UP TO 24 SPACES .8 - ENU FUNCTIONS ARE AVAILABLE IN THIS PHASE. .9 - O FINISH WITH A UNIT PRESS THE - KEY. .91 - TRATEGIC MOVEMENT MAY NOT BE REPLOTTED-- PLAN AHEAD. 5.0 - (SEE ALSO 14.0) - HESE ORDERS ARE EXECUTED DURING THE - O INPUT ORDERSPLACE THE CURSOR OVER A UNIT AND PRESS THE - KEY; THE TERRAIN THE UNIT OCCUPIESWILL APPEAR ON THE MAP, AND THE APPROPRIATE UNIT STATS WILL APPEAR IN THE TEXT WINDOW. - HE 1 THROUGH 4 KEYS ARE USED TO INPUT MOVEMENT ORDERS. - RESSTHE DESIRED DIRECTIONAL KEYS AND A NUMBER 1 TO 8 WILL APPEAR NEXT TO THE UNIT IN THE DIRECTION YOU WISH IT TO MOVE. - F YOU WISH TO CHANGE ORDERS, PRESS THE - KEY AND THE ORDERS FOR THAT UNIT WILL BE ERASED; YOU MAY THEN INPUT NEW ORDERS FOR THAT UNIT. - HEN YOU ARE SATISFIED WITH THE UNIT'S ORDERS, PRESS THE - T ANY TIME DURING THIS PHASEYOU MAY RETURN TO A UNIT, ERASE ITS ORDERS, AND ISSUE NEW ORDERS. .1 - P TO 8 ORDERS MAY BE ENTERED PER UNIT. .2 - HE NUMBER OF ORDERS EXECUTED PER TURN DEPENDS UPON TERRAIN, WEATHER, PRESENCE OF ENEMY UNITS, AND OR OTHER FRIENDLY UNITS. .3 - UNIT WILL ATTEMPT TO EXECUTE AS MANY ORDERS PER TURN AS POSSIBLE. .4 - UNIT WILL ENGAGE IN COMBAT WITH ENEMY UNITS THAT ARE IN THE WAY. .5 - UNIT WILL NOT MOVE FROM ONE - ONTROL TO ANOTHER. .6 - NEXECUTED ORDERS ARE CARRIED OVER TO THE NEXT TURN. .7 - KEY ERASES TACTICAL ORDERS WHEN THE UNIT IS DISPLAYED. .8 - NEMY FORTS MUST BE SUCESSFULLY ATTACKED BEFOR MOVEMENT IS ALLOWED INTO THEIR SPACE. 6.0 - - URING ANY PLAYER PHASE, THE - ENU MAY BE ACCESSED BY PRESSING THE - HESE EXTRA OPTIONS ARE PERFORMED BY PRESSING THE APPROPRIATE KEY. .1 - HASE:REVERTS TO PRESENT PHASE. .2 - HASE:ADVANCES TO PRESENT PHASE. .3 - HIS SHOW THE ENTIRE MAP; SPACE BAR RETURNS TO THE - ENU. .4 - NITS MAY BE GIVEN REPLACEMENT POINTS BY PLACING THE CURSOR OVER THE UNIT AND PRESSING THE - NITS WITH COMBAT STRENGTHS GREATER THAN 80 CANNOT RECIEVE REPLACEMENT POINTS. .5 - HEN UNITS ARE DISPLAYED THEY ARE SHOWN TO BE SUPPORTED OR UNSUPPORTED (SEE 9.0). - O GIVE ARTILLERY SUPPORT, PLACE THE CURSOR OVER THE UNIT YOU WISH TO SUPPORT, GO TO THE - ENU, AND PRESS THE - KEY. .6 - ISTED FROM LEFT TO RIGHT ARE THE VICTORY POINTS OF THE - USSIA. 7.0 - - ) INTO ALL ADJACENT HORIZONTAL AND VERTICAL SQUARES AND A - INTO ALL DIAGONALLY ADJACENT SQUARES. - S HAVE THE SAMEEFFECT AS A - S ARE: .1 - S OF ENEMY UNITS STOP - OVEMENT. .2 - RDERS RESOLUTION UNITS CANNOT MOVE FROM ONE PRIMARY ENEMY - TO ANOTHER. .3 - ETREAT THROUGH PRIMARY ENEMY - S IS NOT ALLOWED. 8.0 - - . BUILT INTO THE GAME PLAYS FOR VICTORY POINTS AND ATTEMPTS TO MAINTAIN A LINE OF - . HAS THE SAME DRAWBACKS THAT PLAGUE MOST - .'S STRATEGIC MOVEMENT IS MORE STRAIGHT FORWARD. 9.0 - - EPRSENTED BY THE - ENU ARE THE SIEGE GUNS OF THE - OWERS, WICH ARE GUNS OF GREATER THAT 8 INCH BORE ANDAID IN THE REDUCTION OF ENEMY FORTS. .1 - NITS BECOME SUPPORTED BY ASSIGNING ONE - RTILLERY POINT PER UNIT. .2 - HE SUPPORTED UNIT MUST ALSO HAVE - ORDERS TO MOVE INTO THE FORT. .3 - ESOLUTION THEY ARE RETURNED TO THE POOL. .4 - UPPORT ONLY AFFECTS COMBAT WITH FORTS AND DOES NOT .5 - UPPORT MAY BE ASSIGNED DURING ANY PLAYER PHASE FOM THE - ENU. 10.0 - - HE FORTS SYMBOL ON THE GAME MAP REPRE- SENT STONE, STEEL, AND CONCRETE FORTI- FIED AREAS, E.G. THE - IEGE AREA ALONE HAS 12 SEPERATE FORTS. - ORTS PLAYED AN IMPORTANT ROLE IN THE PLANS OF ALL THE COUNTRIES INVOLVED. - ORTS WERE EFFECTIVEWHEN THE ATTACKER HAD NO SEIGE GUNS AND COULD CAUSE HORRIBLE LOSSES. - UT, IF SEIGE ARTILLEY WERE AVAILABLE,THEN FORTSWERE NO MORE THAN TARGETS TO BE SMASHED. .1 - ORT OWNERSHIP IS SHOWN BY COLOR, MATCHING THAT OF FRIENDLY UNITS, CITIES, AND RAIL. .2 - NEMY FORTS STOP BOTH - TRATEGIC AND - ACTICAL MOVEMENT. .3 - NEMY FORTS MUST BE REDUCED AND OCCUPIED BY A FRIENDLY UNIT IN ORDER TO CAPTURE IT CHANGE IT TO YOUR COLOR. .4 - HERE ARE TWO METHODS OF REDUCING FORTS. - HE FIRST IS THE COSTLY AND UNSUPPORTED INFANTRY ASSAULT. - HE OTHER IS USING A COMBAT UNIT SUPPOR- TED FOM THE - XTENDED MENU (KEY - ). THE UNIT IS ORDERED THEN TO - AC. MOVE THROUGH THE FORT. - SUPPORTED HAS A 15 TO 1 BETTER CHANCE OF MAKING A SUCCESSFUL ATTACK ON A FORT THAN AN UNSUPPORTED ONE. .5 - ORTS ARE EFFECTIVE EVEN IF UNOCCU- PIED. .6 - ORTS DO NOT HAVE - OWEVER FRIENDLY UNITS HAVE - S OUT OF THE FORT AND - S EXTEND INTO FORTS. .7 - AJOR FORTS TAKE MORE TIME TO ATTACK AND REDUCE - ORTS;REFLECTING THE HIGHER DENSITY OF WORKS POSSE- SSED BY - ORTS COMPARED TO - ORTS. 11.0 - - HE BLACK AND TANNISH LINES REPRESENT THE MAJOR LINES OF COMBATANT'S RAILNETS. - OODS COLORED RAIL LINES HAVE BEEN DIS- RUPTED BY THE ENEMY. - HESE ARE USED BY THE PLAYERS TO STRATEGICALLY MOVE. .1 - NITS CAN ONLY USE RAILS OF THE SAME COLOR FOR - TRATEGIC MOVEMENT. .2 - LL RAILROADS COUNT AS CLEAR FOR - ACTICAL MOVEMENT. .3 - OMBAT UNITS CAN CUT ENEMY RAIL LINES BY - ACTICALLY MOVING THROUGH IT;THEREBY CHANGING ITS COLOR TO THAT OF WOODS AND MAKING IT USELESS TO EVERYONE. .4 - AUTRUPPEN UNITS ARE RAILWAY REPAIR UNITS THAT ONLY THE - HESE UNITS CHANGE TAN OR GREEN RAIL TO BLACK AS THEY TACTICALLY MOVE THROUGH THEM DURING - ESOLUTION. 12.0 - - ESOLUTION ROUTINE IS CARRIEDOUT IN 12 SUCCESSIVE IMPULSES EACH TIME A TURN IS COMPLETED. - HESE RESOLUTION IMPULSES REGULATE THE TIMING OF MOVEMENTAND OF THIS MOVEMENT IS INTO ENEMY UNITS, THE TIMMING OF COMBAT. - ACH UNIT IS CHECKED DURING A SINGLERE IMPLUSE FOR MOVEMENT OR COMBAT. - HE IMPLUSE FLOWS LIKE THIS: - HE UNIT ATTEMPTS TO EXECUTE THE EARLIEST OF ITS - AC. ORDERS, THE NUMBER OF WHICH IS DETERMINED BY UNIT TYPE AND TERRAIN. - RIENDLY UNITS WILL CAUSE THE UNIT TO WAIT UNTIL THE SPACE IS VACANT. - F AN ENEMY FORT IS IN THE INTENDED SPACE, THEN COMBAT IS TRIGGERED - EFORE UNITS MAKE ATTACKS OR WHEN DEFEN-DING, THEY WILL MAKE MORALE CHECKS. - HE MORALE OF A UNIT IS BASED ON ITS COMBAT STRENGTH; THE LOWER ITS STRENGTH THE WORSE ITS MORALE. - AD MORALE CAN STALL ATTACKS OR BREAK DEFENSIVE LINES. - NCE EACH IMPLUSE, CITIES, FORTS AND RAIL- ROADS ARE CHECKED FOR ANY CHANGE IN THEIR STATUS AND ANY COLOR CHANGES ARE MADE. 13.0 - - EVEL OF VICTORY IS BASED UPON THE OWNERSHIP OF THE GAME'S 50 VICTORY POINTAREAS. - OINT) LEVEL IS SHOWN ON THE - WNERSHIP IS DETERMINED BY THE LAST UNITTO TACTICALLY MOVE THROUGH IT. - HSES AREAS ARE LISTED ON THE BACK.(SEE 13.1) - INOR VICTORY 0-7 20-29 - AJOR VICTORY 8-19 30-39 - OTAL VICTORY 20+ 40+ 14.0 - - ENEFIT - LL MOVEMENT PROHIBITED - LL MOVEMENT PROHIBITED 15.0 - - O DESCRIBE ALL OF THE UNDERLYING CAUSESOF THE - AR WOULD REQUIRE FAR MORE SPACE THAN THIS ENTIRE RULES BOOKLET. - ET US JUST UNDERSTAND THAT NO MAJOR WARHAD OCCURED FOR A HUNDRED YEARS. - EOPLE HAD FORGOTTEN THE DEATH AND RUINATION, FORGOT ITS MEANING WHEN THE STATESMEN, GENERALS AND ROYALTY FLUNG THE WORDS ABOUT. - HE ULTIMATE STRATEGIC LAND WEAPON OF THE DAY WAS THE MOBILIZATION PLAN. - LL OF THE STATES HAD ONE, BE IT FOR DEFENSE OR OFFENSE OR BOTH. - HESE PLANS WERE MADE BY THE GENERAL STAFFS OF EACH NATION AND OFTEN OVERLOOKED SEVERE ERRORS. - NCE SET IN MOTION, THE PLANS WERE WEAPONS THAT TOOK TWO WEEKS TO GO OFF. - HE FOLLOWING HISTORICAL PLANS WERE USED AS SET-UPS FOR THE GAME: GERMANY- - OLTKE'S 1914 VERSION) CALLED FOR 85% OF THE MO- BILE ARMY IN THE WEST WITH 75% OF THAT IN THE RIGHT FLANK. - HE GERMAN RIGHT WING PIVOTED ON - ETZ AND WAS TO SWING TROUGH - ELGIUM AND NORTHERN - RANCE, FLANKING THE - SMALL DELAYING FORCE IN THE EAST WAS TO KEEP THE - USSIANS AT BAY UNTIL - RANCE WAS CRUSHED. - T NEEDED MORE DARING AND DRIVETHAN - OLKE HAD, TO CARRY IT OUT. - WAS DESIGNED TO RETAKE - RENCH ARMIES WERE MASSED ALONG THE BORDER FROM - Y INFORMAL AGREE- MENT, THE - . WAS TO SUPPORT THE - RENCH LEFT FLANK. - ERMANY MOVED THROUGH - ELGIUM, THE FRENCH 4TH AND 5TH ARMIES WOULD BE MOVED NORTHWARD TO HOLD THE - RENCHFELT THAT THE GERMANS DID NOT HAVE THE RESSOURCES SWEEP AROUND THE NORTH AND WEST. - WO PLANS WERE DEVELOPPED SO THAT THE - USSIA COULD PROTECT HERSELF ORAID HER ALLY, - WAS USED. IT CALLED FOR THE SIMULTANEOUS INVASIONSOF - ALICIA TO GUARD THEFLANKS OF A MASSIVE OFFENSIVE FOM - HE MAJOR FLAW IN ALL THIS WAS THE TWO MONTHS NEEDED TO COMPLETE THE MOBILIZATION. - RANCE CAUSED THE - USSIANS TO BEGIN THE ADVANCEWITH MOBILIZATION ONLY 35% COMPLETED. - ULY 25 HAD ORDERED - INTO EFFECT WHICH CALLED FOR 3 ARMIES TO INVADE - ERBIA WHILE THE OTHER 3 TOOK UP DEFENSIVE POSITIONS IN - USSIA RAISED THE STAKES, PLAN - WAS ADOPTED WITH THE - RMY MOVED BY TRAIN FOM ITS - HISSWITCHING,ALONG WITH UNREALISTIC VIEW OFTHE - USSIAN'S CAPABILITIES AND OBJEC- TIVES, SPELLED FAILURE. * GRENNOUILLE FOR - - IN SEPTEMBER 2010.= - NTRODUCTION=V 2.0 - - OADING ANS SAVING THE GAME.=G .1 - - OMMODORE=Y 3.0 - - EQUENCE=L 4.0 - - LLOWABLE MOVES=T .3 - - ESTRICTIONS=W .4 - - RIENDLY UNITS=U .6 - - XTENDED MENU=V .9 - - ACTICAL ORDERS=T .1 - - XECUTION=Z .3 - - NEXECUTED ORDERS=R .7 - - EPLACEMENTS=W .5 - - ACTICAL MOVEMENT=G .3 - - NTELLIGENCE=G 9.0 - - RTILLERY=Z .1 - - ROCEDURE=Z .2 - - EQUIREMENTS=R .3 - - EASSIGNMENT=W .4 - - WNERSHIP=Z .2 - - EDUCTION=Z .5 - - FFECTIVENESS=V .6 - - AILROADS=Z .1 - - NTERDICTION=W .4 - - RDER RESOLUTION=Q 13.0 - - ONDITIONS=O 14.0 - - -1914" IS A SIMULATION OF THE OPENING MOVES FROM - LAYERS ASSUME THE ROLES OF THE GENERAL STAFFS OF - NLY A COMPLETE VICTORY WILL AVOID FOUR YEARS OF STALEMATE AND=G BLOODBATH.= - ACH GAME TURN REPRESENTS THREE DAYS, EACH SPACE ROUGHLY TEN MILES FOM SIDE TOSIDE. - HE UNITS ARE CORPS SIZE. - ELGIAN UNITS ARE - ESTERN ALLIES. - AVARIAN UNITS ARE - HE RUSSIANS HAVE NO - LLIED UNITS IN THEIR=Z THEATER. - NITS ARE MOVED BY KEYBOARD=D COMMANDS;THE NUMBERS 1,2,3 AND 4=H CORRESPOND TO MOVEMENT TO THE - -1914" IS AN AUTOSTART=D PROGRAM; BEFORE LOADING, REMOVE ALL=E CARTRIDGES FROM YOUR COMPUTER. - EXT,=D TURN ON YOUR DISK DRIVE. - ISK INTO THE DISK DRIVE. - F YOUR COMPUTER HAS BUILT+IN - , YOUMUST HOLD DOWN THE - KEY WHEN YOU TURN IT ON. - FTER THE DISK DRIVE BEGINS LOADING THE PROGRAM, RELEASE THE OPTION KEY. - HEN THE PROGRAM HAS COMPLETED=E LOADING, THE SCREEN WILL DISPLAY:=6 - HEN CONTINUING A SAVED GAME, PRESS THE - KEY, AND THE SCREEN WILL DISPLAY:=3 - HEN, REMOVE THE - ISK FROM THE DISK DRIVER, INSERT YOUR - ISK AND PRESS RETURN. - HEN THE=D GAME DATA HAS COMPLETED LOADING, REMOVE YOUR - ISK AND RETURN THE - ISK TO THE DISK DRIVE. - OU ARE NOW READY TO CONTINUE THE GAME. - T THIS POINT, PRESSING THE - KEY WILL START A NEW GAME.= - =Y BEFORE BEGINNING PLAY, YOU MUST HAVE A BLANK - FORMATTED DISK READY IF YOU WISH TO SAVE THE GAME. - T THE=G BEGINNING OF EACH GAME TURN, YOU HAVE THE OPTION OF SAVING THE CURRENT GAME. - HEN YOU WISH TO SAVE THE GAME, PRESS THE - KEY AND THE SCREEN WILL DISPLAY:=H - ISK FROM THE DRIVE AND REPLACE IT WITH THE - ISK, THEN PRESS - AVING THE GAME ON THE - 64 IS THE SAME AS FOR THE - AND LOADING THE GAME ONTHE - 64 IS ONLY SLIGHTLY DIFFERENT.=E - IRST, TURN ON THE DISK DRIVE AND=G COMPUTER. - HEN THE DRIVE IS FINISHED,=E TYPE - IS DIVIDED INTO GAME TURNS AND THESE TURNS CONSISTS OF THE FOLLOWING PHASES:=< .1 - . PLAYER MAY MOVE UNITS THAT=E QUALIFY. - PTIONS=F MAY ALSO BE USED DURING THIS PHASE.=Y .2 - . PLAYER INPUTS MOVEMENT=I ORDERS FOR THE - ENU IS ALSO=H AVAILABLE.=Z .3 - OTH SIDES TACTICAL ORDERS ARE=J RESOLVED AND DISPLAYED ON THE=K - TRATEGIC OVERVIEW.=Q .6 - LAYERS NOW HAVE THE OPTION OF=J SAVING THE GAME.=; - HERE ARE 27 TURNS IN THE GAME. - .LEVELS AND MAP ARE VIEWABLE.=L * - F THE COMPUTER IS PLAYING BOTH=I - HASEMUST BE ADVANCED MANUALLY.= - O MOVE A UNIT, PLACE THE CURSOR OVER ITAND PRESS - ;THE MOVEMENT SYMBOL WILL=D APPEAR AND THE SCREEN WILL CENTER. - HE RAILNETS ARE COLOR CODED TO CORRESPOND TO EACH PLAYER'S UNIT'S COLOR. - ITIES AND FORTS ARE PART OF THE RAILNET AND ARE SIMILARY COLOR CODED. - Y PRESSING THE APPROPRIATE NUMERICAL KEY, THE UNIT WILL MOVE ONE SPACE.=U .1 - HE UNIT NEXT TO AN ENEMY UNIT OR INITS - MAY NOT MOVE STRATEGICALLY.=E .2 - HE ONLY MOVE ALLOWED IS TO A RAIL, CITY, TOWN, OR FORT THAT IS THE SAME=D COLOR AS THE UNIT BEING MOVED.=K .3 - NITS MAY BE DISPLAYED / MOVED ONLY ONCE DURING EACH - HEN A UNIT IS DISPLAYED STRATREGICALLY THE SCREEN WILL AUTOMATICALLY CENTERON THE UNIT.=] .5 - UNIT MAY NOT MOVE THROUGH FRIENDLYUNITS.=# .6 - OVEMENT CEASES IF AN - OF ANY SORT IS ENTERED.=1 .7 - NITS MAY MOVE UP TO 24 SPACES=G .8 - ENU FUNCTIONS ARE=E AVAILABLE IN THIS PHASE.=Q .9 - O FINISH WITH A UNIT PRESS THE=I - TRATEGIC MOVEMENT MAY NOT BE=F REPLOTTED-- PLAN AHEAD.=9 5.0 - HESE ORDERS ARE EXECUTED DURING THE=D - O INPUT ORDERSPLACE THE CURSOR OVER A UNIT AND PRESS THE - KEY; THE TERRAIN THE UNIT OCCUPIESWILL APPEAR ON THE MAP, AND THE=I APPROPRIATE UNIT STATS WILL APPEAR IN THE TEXT WINDOW. - HE 1 THROUGH 4 KEYS ARE USED TO INPUT MOVEMENT ORDERS. - RESSTHE DESIRED DIRECTIONAL KEYS AND A=F NUMBER 1 TO 8 WILL APPEAR NEXT TO THE UNIT IN THE DIRECTION YOU WISH IT TO=D MOVE. - F YOU WISH TO CHANGE ORDERS,=E PRESS THE - KEY AND THE ORDERS FOR THAT UNIT WILL BE ERASED; YOU MAY THEN INPUT NEW ORDERS FOR THAT UNIT. - HEN YOU ARE=Z SATISFIED WITH THE UNIT'S ORDERS, PRESS THE - T ANY TIME DURING THIS PHASEYOU MAY RETURN TO A UNIT, ERASE ITS=E ORDERS, AND ISSUE NEW ORDERS.=4 .1 - P TO 8 ORDERS MAY BE ENTERED PER=G UNIT.= .2 - HE NUMBER OF ORDERS EXECUTED PER=G TURN DEPENDS UPON TERRAIN, WEATHER,=E PRESENCE OF ENEMY UNITS, AND OR=I OTHER FRIENDLY UNITS.=P .3 - UNIT WILL ATTEMPT TO EXECUTE AS=G MANY ORDERS PER TURN AS POSSIBLE.=D .4 - UNIT WILL ENGAGE IN COMBAT WITH=G ENEMY UNITS THAT ARE IN THE WAY.=E .5 - UNIT WILL NOT MOVE FROM ONE - ONTROL TO ANOTHER. .6 - NEXECUTED ORDERS ARE CARRIED OVER=F TO THE NEXT TURN.=T .7 - KEY ERASES TACTICAL ORDERS=H WHEN THE UNIT IS DISPLAYED.=J .8 - NEMY FORTS MUST BE SUCESSFULLY=I ATTACKED BEFOR MOVEMENT IS ALLOWED=F INTO THEIR SPACE.= - URING ANY PLAYER PHASE, THE - ENU MAY BE ACCESSED BY PRESSING THE - HESE EXTRA OPTIONS ARE PERFORMED BY PRESSING THE APPROPRIATE KEY.=1 .1 - HASE:REVERTS TO=K PRESENT PHASE.=W .2 - HASE:ADVANCES TO PRESENT=D PHASE.=_ .3 - HIS SHOW THE ENTIRE=G MAP; SPACE BAR RETURNS TO THE=K - NITS MAY=E BE GIVEN REPLACEMENT POINTS BY=J PLACING THE CURSOR OVER THE UNIT AND=D PRESSING THE - NITS WITH=J COMBAT STRENGTHS GREATER THAN 80=H CANNOT RECIEVE REPLACEMENT POINTS. .5 - HEN UNITS=F ARE DISPLAYED THEY ARE SHOWN TO BE=F SUPPORTED OR UNSUPPORTED (SEE 9.0).=E - O GIVE ARTILLERY SUPPORT, PLACE THE=D CURSOR OVER THE UNIT YOU WISH TO= SUPPORT, GO TO THE - ENU,=G AND PRESS THE - ISTED FROM LEFT TO RIGHT=G ARE THE VICTORY POINTS OF THE=K - ) INTO ALL ADJACENT HORIZONTAL AND VERTICAL SQUARES AND A - =D INTO ALL DIAGONALLY ADJACENT SQUARES. - S HAVE THE SAMEEFFECT AS A - S OF ENEMY UNITS STOP - RDERS RESOLUTION UNITS=J CANNOT MOVE FROM ONE PRIMARY ENEMY=F - TO ANOTHER.=V .3 - ETREAT THROUGH PRIMARY ENEMY - S=F IS NOT ALLOWED.= - . BUILT INTO THE GAME PLAYS FOR VICTORY POINTS AND ATTEMPTS TO MAINTAIN A LINE OF - . HAS THE SAME DRAWBACKS THAT PLAGUE MOST - .'S=G STRATEGIC MOVEMENT IS MORE STRAIGHT=E FORWARD.= - EPRSENTED BY THE - ENU ARE THE=E SIEGE GUNS OF THE - OWERS, WICH ARE GUNS OF GREATER THAT 8 INCH BORE ANDAID IN THE REDUCTION OF ENEMY FORTS.=- .1 - NITS BECOME SUPPORTED BY ASSIGNING=E ONE - RTILLERY POINT PER UNIT.=H .2 - HE SUPPORTED UNIT MUST ALSO HAVE=G - ORDERS TO MOVE INTO THE FORT.=D .3 - ESOLUTION THEY=D ARE RETURNED TO THE POOL.=L .4 - UPPORT ONLY AFFECTS=J COMBAT WITH FORTS AND DOES NOT=_ .5 - UPPORT MAY BE ASSIGNED=G DURING ANY PLAYER PHASE FOM THE=I - HE FORTS SYMBOL ON THE GAME MAP REPRE- SENT STONE, STEEL, AND CONCRETE FORTI- FIED AREAS, E.G. THE - IEGE AREA ALONE HAS 12 SEPERATE FORTS. - ORTS PLAYED AN IMPORTANT ROLE IN THE PLANS OF ALL THE COUNTRIES INVOLVED. - ORTS WERE EFFECTIVEWHEN THE ATTACKER HAD NO SEIGE GUNS AND COULD CAUSE HORRIBLE LOSSES. - UT, IF=D SEIGE ARTILLEY WERE AVAILABLE,THEN FORTSWERE NO MORE THAN TARGETS TO BE SMASHED.=) .1 - ORT OWNERSHIP IS SHOWN BY COLOR,=G MATCHING THAT OF FRIENDLY UNITS,=H CITIES, AND RAIL.=T .2 - NEMY FORTS STOP BOTH - ACTICAL MOVEMENT.=S .3 - NEMY FORTS MUST BE REDUCED AND=I OCCUPIED BY A FRIENDLY UNIT IN ORDER=D TO CAPTURE IT CHANGE IT TO YOUR=! COLOR.=_ .4 - HERE ARE TWO METHODS OF REDUCING=G FORTS. - HE FIRST IS THE COSTLY AND=F UNSUPPORTED INFANTRY ASSAULT. - HE=G OTHER IS USING A COMBAT UNIT SUPPOR-=D TED FOM THE - XTENDED MENU (KEY - ).=F THE UNIT IS ORDERED THEN TO - AC.=H MOVE THROUGH THE FORT. - SUPPORTED=F HAS A 15 TO 1 BETTER CHANCE OF=J MAKING A SUCCESSFUL ATTACK ON A FORT=D THAN AN UNSUPPORTED ONE.=M .5 - ORTS ARE EFFECTIVE EVEN IF UNOCCU-=E PIED.= .6 - ORTS DO NOT HAVE - OWEVER=I FRIENDLY UNITS HAVE - S OUT OF THE=E FORT AND - S EXTEND INTO FORTS.=D .7 - AJOR FORTS TAKE MORE TIME TO ATTACK=D AND REDUCE - ORTS;REFLECTING=G THE HIGHER DENSITY OF WORKS POSSE-=F SSED BY - ORTS COMPARED TO=I - HE BLACK AND TANNISH LINES REPRESENT THE MAJOR LINES OF COMBATANT'S RAILNETS. - OODS COLORED RAIL LINES HAVE BEEN DIS- RUPTED BY THE ENEMY. - HESE ARE USED BY THE PLAYERS TO STRATEGICALLY MOVE.=0 .1 - NITS CAN ONLY USE RAILS OF THE=I SAME COLOR FOR - TRATEGIC MOVEMENT. .2 - LL RAILROADS COUNT AS CLEAR FOR=H - ACTICAL MOVEMENT.=S .3 - OMBAT UNITS CAN CUT ENEMY RAIL=I LINES BY - ACTICALLY MOVING THROUGH=F IT;THEREBY CHANGING ITS COLOR TO=H THAT OF WOODS AND MAKING IT USELESS=E TO EVERYONE.=Y .4 - AUTRUPPEN UNITS ARE=J RAILWAY REPAIR UNITS THAT ONLY THE=F - HESE UNITS CHANGE=G TAN OR GREEN RAIL TO BLACK AS THEY=F TACTICALLY MOVE THROUGH THEM DURING=E - ESOLUTION ROUTINE IS CARRIEDOUT IN 12 SUCCESSIVE IMPULSES EACH TIME A TURN IS COMPLETED. - HESE RESOLUTION IMPULSES REGULATE THE TIMING OF MOVEMENTAND OF THIS MOVEMENT IS INTO ENEMY UNITS, THE TIMMING OF COMBAT. - ACH UNIT IS CHECKED DURING A SINGLERE IMPLUSE FOR MOVEMENT OR COMBAT. - HE IMPLUSE FLOWS LIKE THIS: - HE UNIT ATTEMPTS TO EXECUTE THE EARLIEST OF ITS - AC. ORDERS, THE=D NUMBER OF WHICH IS DETERMINED BY UNIT TYPE AND TERRAIN. - RIENDLY UNITS WILL CAUSE THE UNIT TO WAIT UNTIL THE SPACE IS VACANT. - F AN ENEMY FORT IS IN THE INTENDED SPACE, THEN COMBAT IS TRIGGERED - EFORE UNITS MAKE ATTACKS OR WHEN DEFEN-DING, THEY WILL MAKE MORALE CHECKS. - HE MORALE OF A UNIT IS BASED ON ITS COMBAT STRENGTH; THE LOWER ITS STRENGTH THE=D WORSE ITS MORALE. - AD MORALE CAN STALL ATTACKS OR BREAK DEFENSIVE LINES. - NCE EACH IMPLUSE, CITIES, FORTS AND RAIL- ROADS ARE CHECKED FOR ANY CHANGE IN=] THEIR STATUS AND ANY COLOR CHANGES ARE MADE.= - EVEL OF VICTORY IS BASED UPON THE=F OWNERSHIP OF THE GAME'S 50 VICTORY POINTAREAS. - OINT) LEVEL IS SHOWN ON THE - WNERSHIP IS DETERMINED BY THE LAST UNITTO TACTICALLY MOVE THROUGH IT. - HSES=D AREAS ARE LISTED ON THE BACK.(SEE 13.1)=O - OTAL VICTORY 20+=O 40+ - LL MOVEMENT PROHIBITED=E - LL MOVEMENT PROHIBITED - O DESCRIBE ALL OF THE UNDERLYING CAUSESOF THE - AR WOULD REQUIRE FAR MORE SPACE THAN THIS ENTIRE RULES BOOKLET. - ET US JUST UNDERSTAND THAT NO MAJOR WARHAD OCCURED FOR A HUNDRED YEARS. - EOPLE HAD FORGOTTEN THE DEATH AND RUINATION, FORGOT ITS MEANING WHEN THE STATESMEN, GENERALS AND ROYALTY FLUNG THE WORDS=D ABOUT. - HE ULTIMATE STRATEGIC LAND=F WEAPON OF THE DAY WAS THE MOBILIZATION PLAN. - LL OF THE STATES HAD ONE, BE IT FOR DEFENSE OR OFFENSE OR BOTH. - HESE PLANS WERE MADE BY THE GENERAL STAFFS OF EACH NATION AND OFTEN OVERLOOKED=E SEVERE ERRORS. - NCE SET IN MOTION, THE PLANS WERE WEAPONS THAT TOOK TWO WEEKS TO GO OFF. - HE FOLLOWING HISTORICAL=E PLANS WERE USED AS SET-UPS FOR THE GAME:=( GERMANY- - OLTKE'S 1914 VERSION) CALLED FOR 85% OF THE MO- BILE ARMY IN THE WEST WITH 75% OF THAT IN THE RIGHT FLANK. - HE GERMAN RIGHT=/ WING PIVOTED ON - ETZ AND WAS TO SWING TROUGH - ELGIUM AND NORTHERN - RANCE,=E FLANKING THE - SMALL=G DELAYING FORCE IN THE EAST WAS TO KEEP THE - USSIANS AT BAY UNTIL - RANCE WAS=D CRUSHED. - T NEEDED MORE DARING AND DRIVETHAN - OLKE HAD, TO CARRY IT OUT.=0 - WAS DESIGNED TO RETAKE - RENCH ARMIES WERE MASSED ALONG THE BORDER FROM=G - Y INFORMAL AGREE- MENT, THE - . WAS TO SUPPORT THE=E - RENCH LEFT FLANK. - ERMANY MOVED THROUGH - ELGIUM, THE FRENCH 4TH AND 5TH ARMIES WOULD BE MOVED NORTHWARD TO HOLD THE - RENCHFELT THAT THE GERMANS DID NOT HAVE THE RESSOURCES SWEEP AROUND THE NORTH AND WEST.= - WO PLANS WERE DEVELOPPED SO THAT THE - USSIA COULD PROTECT HERSELF ORAID HER ALLY, - WAS USED.=Z IT CALLED FOR THE SIMULTANEOUS INVASIONSOF - ALICIA TO GUARD THEFLANKS OF A MASSIVE OFFENSIVE FOM - HE MAJOR FLAW IN ALL THIS WAS THE TWO MONTHS NEEDED TO COMPLETE THE MOBILIZATION. - RANCE CAUSED THE - USSIANS TO BEGIN THE ADVANCEWITH MOBILIZATION ONLY 35% COMPLETED.=+ - ULY 25 HAD ORDERED - INTO EFFECT WHICH CALLED FOR 3 ARMIES TO INVADE - ERBIA WHILE THE OTHER 3 TOOK UP DEFENSIVE POSITIONS IN - USSIA RAISED THE STAKES, PLAN - WAS=D ADOPTED WITH THE - RMY MOVED BY TRAIN FOM ITS - HISSWITCHING,ALONG WITH UNREALISTIC VIEW OFTHE - USSIAN'S CAPABILITIES AND OBJEC- TIVES, SPELLED FAILURE.= - * GRENNOUILLE FOR -