BATGRP10

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    Battle Group PageBATTLEGROUPTABLE OF CONTENTS1.0 Introduction..................................22.0 General Description...........................2

    3.0 Starting the Game.............................24.0 Deployment....................................35.0 Orders Phase..................................46.0 Weapons.......................................57.0 Combat Phase..................................68.0 Line Of Sight.................................79.0 Historical Scenarios..........................810.0 Game Length and Victory Conditions............911.0 Weapons Notes (not included).................1112.0 Strategy Notes...............................12Appendix 3: Terrain Numbers/Type/Levels...........13

    1.0 INTRODUCTION

    BATTLEGROUP is a platoon-level tactical game of combat on the WesternFront from 1943 to 1945.

    1.1 Description of Action:Each game turn consists of two phases. In the orders phase, theplayers, one at a time, give orders to the units which they control.In the joint combat phase all units carry out these orders, one unitat a time. The combat phase represents two minutes of action, brokendown into four 30-second pulses.

    1.2 Talking to the Computer:

    To enter a response to the computer that consists of numbers, type thenumber into the computer and press the key. To select aroutine from a menu or answer a Yes/No question, just press thedesired key. WHERE THE EXIT COMMAND IS NOT SPECIFIED, PRESS TOEXIT THE MENU.

    1.3 Saving a Game:At the end of the DEPLOYMENT PHASE and at the end of each COMBATPHASE, the computer will allow the player(s) to save the game inprogress. You will need a scratch disk to store the save game data.Save game disks may be initialized for SSI use during a game byfollowing Instructions included in the game program. Each save disk

    with hold approximately 4-6 games. Warning: the program will notprompt you when you have exceeded the disk space on your save gamedisk. Once a game is saved you with be able to restart it at thepoint you left off.

    WHEN RESTARTING A SAVED GAME YOU MUST SET THE CORRECT NUMBER OFPLAYERS ON THE OPENING MENU.

    1.4 The Map:The BATTLEGROUP map is a 60 X 60 square grid with each squaremeasuring 200 yards across. At the start of each game the terrain israndomized in accordance with parameters determined by the player.

    1.5 Starting the Game (Apple):To begin the game, boot side one and the game will beginautomatically. If you are using an Apple II with Pascal you must

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    first use your BASICS disk. If you are using an Apple III you mustfirst go into Apple II emulation mode. if you elect to play ahistorical scenario, the computer will ask You to insert side two ofthe disk so that it may read in the scenario data. when this iscomplete the computer will instruct you to reinsert side one for theremainder of the game.

    1.6 Starting the Game (Atari):To begin the game, boot the Scenario side of Your disk. Beforebeginning remove all cartridges from your computer. Owners of the8OOXL will have to hold down the OPTION key when they turn on theircomputer to boot the game. After you have deployed your forces (orafter you have selected to play a historicaL scenario) , the computerwill ask you to insert the Game side of your disk.

    1.7 Starting the Game (Commodore):To begin the game, insert the game disk into Your disk drive. TypeLOAD ' *", 8 and press . When READY appears, type RUN andpress . 1.8 Sound: During the combat phase, players may

    toggle the sound ON/OFF by pressing the 'S' key.

    2.0 GENERAL DESCRIPTION

    2.1 Parts Inventory:a. Game boxc. 5 1/4" game diskb. Rule bookd. Data card

    2.2 Abbreviations:Abbreviations used in the game are listed below:BDE brigadeDET detachmentRGT regiment

    SQN squadronCO companyBN battalionMOT motorizedPZG panzergrenadier PZ panzerJPZ jagdpanzer (tank destroyer)STUG sturmgeheschuttz (assault gun)INF infantryRIF rifleART artilleryAT anti-tankMOR mortarENGR engineerIG infantry gunHOW howitzerHMG heavy machine gunSMG submachine gunVG volksgrenadier

    3.0 STARTING THE GAME

    3.1 Determining Conditions of Play:At the start of the game the player(s) must determine the conditionsunder which the game will be played. On the Apple version theconditions may be changed by entering the following numbers:

    (1) NEW GAME or SAVED GAME(2) 1 DISK DRIVE or 2 DISK DRIVES

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    (3) SOLITAIRE or TWO PLAYERS(4) HANDICAP LEVEL(5) DELAY LENGTH(6) SELECT SCENARIO

    On the ATARI and C-64'" versions:

    (1) NEW GAME or SAVED GAME(2) SOLITAIRE or TWO PLAYERS(3) HANDICAP LEVEL(4) DELAY LENGTH(5) SELECT SCENARiO

    3.2 Player Determination:BATTLEGROUP may be played by either zero, one, or two players, andthis is determined by the option selected on the menu. For example, ifyou wished to watch a computer controlled German force face a computercontrolled Russian force, you should select the option BOTH COMPUTER.

    3.3 Handicap Level:At the start of the game the players must determine the handicap level(1-5) . The effects of handicap levels are listed below:Level 1: German strength reduced 50%Level 2: German strength reduced 25%LeveL 3: No reductionLevel 4: Allied strength reduced 25%Level 5: Allied strength reduced 50%EXAMPLE: At level 1 the number of weapons in German platoons would bereduced by approximately 50%.

    3.4 Delay Length:The delay length affects messages displayed during the Combat Phase.

    The greater the delay length, the longer these messages will remaindisplayed during the Combat Phase. A delay length of 1 will speed upthe game, but will cause the messages to be virtually unreadable. Adelay length of 9 will slow the game considerably, but will allow theplayer maximum time to study the various reports provided during theCombat Phase. Any integer between 1 to 9 may be entered.

    3.5 Selecting a Scenario:You may select one of 4 historical scenarios (see section 9.0), or youmay elect to build your own scenario. If you select a historicalscenario, the computer will skip the deployment phase and go directlyto turn 1. If you elect to build your own scenario you will be askedseveral questions (see sections 3.6-3.9). New players are advised tobegin by playing scenarios they have created. Creating and playing asmall meeting engagement is recommended. Do not attempt to playhistorical scenarios until you are completely familiar with the game.

    3.6 Building the Map:At the start of the game the computer will generate a new map. Priorto generating the map the computer will allow the player(s) to inputparameters that influence the nature of the terrain:

    (1) INCLUDE RIVER Y/N(2) COVER TERRAIN DENSiTY (O-9)

    If option (1) is answered "Y" then the map will include a river.Option (2) allows the players to control quantity of woods and brokenterrain included on the map. A "0" would allow no woods/broken terrain

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    on the map; a "9" would mean heavy woods/ broken terrain density. Anynumber between 0 and 9 may be entered.

    3.7 Selecting the Time Period:The player(s) may select from eight different time periods. The timeperiod will affect the type of forces/equipment that may be used inthe battle as well as the command control capabilities of the two

    armies.

    3.8 Selecting the Type of Battle: The player(s) may select from fivedifferent types of battle:

    (1) GERMAN PURSUITA small Allied force fights a rear-guard action against a large Germanforce,

    (2) GERMAN ASSAULTA large German force attacks a medium Allied force. Both sides may useoff-map artillery.

    (3) MEETING ENGAGEMENTOpposing forces of equal strength advance on the same objective.

    (4) ALLIED ASSAULTA large Allied force attacks a medium German force. Both sides may useoff-map artillery.

    (5) ALLIED PURSUITA small German force fights a rear-guard action against a large Alliedforce.

    The player(s) must also determine the size of the battle:

    (1) LARGE(2) SMALLIn a "small" battle the quantity of units on both sides will bereduced by approximately 50%.

    3.9 Game LengthWhen building your own scenario, you will be asked to enter the numberof turns you wish to have the game last. You may enter any numberbetween 5 and 255 (30 is the suggested number). The game willautomatically end after the completion of the number of turns entered.

    3.10 Selecting Forces:The Allied player may select either a British Armor, British Infantry,U.S. Armor, or U.S. Infantry type force. The German player may selecta Panzer, Motorized or Infantry type force. If the AUTO-SELECT routineis used then the computer will select a force to suit the type ofbattle. The players have a limited number of selection points (SPs)that they may use to "buy" various types of companies or battalions.The computer will only allow the selection of formations that areappropriate for the type of force selected.

    The player(s) will receive 20 victory points for each SP that is notused to buy combat formations. A maximum of 250 points may be receivedin this manner.

    4.0 DEPLOYMENT:When creating a new scenario, the player(s) may arrange their units onthe map before the game begins to optimize their attack or defense.

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    Allied units may not be deployed west (left) of their "start line" andGerman units may not be deployed east (right) of their "start line ".If the AUTO-DEPLOY routine is used then the computer willautomatically deploy the units on the map. AUTO-DEPLOY will notprovide the best possible deployment; it represents a "hasty"deployment. If the AUTO-DEPLOY routine is not used, the players willfind their units at the top of the map.

    4.1 Combat Formations:All units in the game are organized into combat formations (CFs). CFsconsist of a headquarters (HQ) unit with from 1 to 8 attached combatunits. CFs are each assigned an identification letter (A-U) . Theunits attached to a CF are each assigned an index number (0-9) . Theformation letter and the index number are combined to form the unitID. EXAMPLE: the 3rd unit in formation C would have C3 as its UNIT ID.

    The HQ unit in all CFs will be assigned index number "0".

    4.2 The Map Display:

    The map display used in BATTLEGROUP is a 60 X 60 square grid. Only afraction of the map (20 squares wide by 10 squares high) may be viewedat one time. By pressing the keys 1-8 the cursor can be moved aroundthe map (1-N, 2-NE, 3-E, 4-SE, 5-S, 6-SW, 7-W, 8-NW). If the cursor ismoved to the edge of the display then the map will scroll to revealthe hidden portions of the map. When playing an assault type battle,the map is reduced to 60 X 30 (60 spaces east-west by 30 spacesnorth-south).

    4.3 Unit Symbols:All units on the map are identified by symbols that describe theirfunction and nationality.ALLIED VEHICLES are represented by vehicle silhouettes facing east.

    ALLIED INFANTRY is represented by symbols of two men underlined.ALLIED ARTILLERY is represented by an underlined weapon symbol.ALLIED STACK is represented by two overlapping white squares.GERMAN VEHICLES are represented by vehicle silhouettes facing west.GERMAN INFANTRY is represented by symbols of two men (no underline).GERMAN ARTILLERY is represented by a weapon symbol (no underline).GERMAN STACK is represented by two hollow overlapping squares.CONFLICT (opposing forces on same square) is represented by an AL/GEsymbol.

    4.4 Map Display Menu:The map display menu lists the following routines:(1-8) Move cursor.(9) Build entrenchment (only before ASSAULT type battles).(0) Use auto-deploy routine.

    (A-T) Select unit. Press formation letter followed by unit indexnumber - computer will shift to UNIT ORDERS MENU.(U) Change terrain in square (see appendix 3 for terrain key).(V) View. Inverses all squares with a line of sight to thecursor location.(W) Move cursor to OBJECTIVE AREA (see 4.6) then START LiNE.(X) Exit deployment phase.(Y) Clear units from screen to view terrain.(Z) Examine friendly units at cursor location.

    4.5 Unit Orders Menu:The unit described at the top of the text Window is the "current unit."The following routines may be used to adjust the starting location or

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    inspect the status of the current unit:

    (1-8) Move cursor.(9) Change weapon type of armored vehicle.(D) Disembark unit. If unit is a vehicle then it will unload allof its passengers; if the unit is a passenger then only thatunit will unload.

    (E) Embark unit. Order must be given to a vehicle unit- thecomputer will request the ID of the unit to be embarked.(L) Look for unit. The cursor will move to the unit's location.(M) Move unit. The unit will move to the cursor location.(N) Next unit. The next higher numbered unit will become thecurrent unit.(P) List passengers. Will list the units embarked aboard thecurrent unit.(Q) Quit the orders menu. Return to the map display menu.(V) View. Inverses all squares that may be seen from the cursorlocation.(X) Exit the unit orders menu. Return to the map display.

    4.6 The Objective Area:The objective area may be located by pressing the (W) key on the mapdisplay menu. The cursor will move to the CENTER of the objectivearea. The objective area is a 19 X 19 square area. In some scenariosthe players will score points for each infantry man, gun or vehiclethat ends the game in the objective area.

    4.7 Saving the Set-Up:At the conclusion of the deployment phase the computer will allow youto save the set-up on a disk initialized for SSI use (disks may beinitialized at this time).

    4.8 Entrenchments:If the type of battle is an ALLIED ASSAULT or GERMAN ASSAULT then theplayers may "build" entrenchments for their units. Entrenchments arebuilt by moving the cursor over a clear or road terrain square andpressing the "9" key when the computer is in MAP DISPLAY MODE.

    Players may build a maximum of 80 entrenchments. Entrenchments mayonly be built on the friendly side of the start line.

    4.9 Off-Map Artillery:Off-map artillery may be available only during assault type battles.Off-map artillery will be designated only as LIGHT, MEDIUM or HEAVYARTILLERY. When selecting forces the player will receive off-mapartillery by taking the German ARTILLERY DETACHMENT or the BritishARTILLERY DETACHMENT, British HEAVY ARTILLERY BRIGADE, or U.S.ARTILLERY DETACHMENT.

    Off-map artillery will never be displayed on the map. Availableoff-map artillery may be inspected after the game has started by usingthe BOMBARDMENT routine.

    If AUTO-SELECT is used when playing an assault type battle, both sideswill receive off-map artillery.

    4.10 Changing the Map:

    During the deployment phase, players may use the U key to create anyterrain desired on any square of the map. This allows players tocreate any map desired. Move the cursor to the square you wish to

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    change, type U, and then type the number of the terrain (see appendix3 for a list of terrain types).

    4.11 Changing Unit Composition:Players wishing to create their own scenarios may change the weaponsof any of the armored vehicles except halftracks. To change a unit'sweapons go to the unit orders menu, type "9", type the identifying

    number of the weapon desired for the current unit (see section 6.0 forweapon numbers), and them type the number of weapons desired (must beless than 256). If the weapon type of a unit with a SIW is changed,then the unit will lose its SIW.

    4.12 Visibility Level:At the beginning of the first turn of each game, the computer willrandomly determine the visibility level. The visibility level will beset between 7 and 20 and will remain constant throughout the game. Thevisibility level is the maximum range at which units may spot anddirect fire at enemy units.

    5.0 ORDERS PHASEDuring the orders phase the player(s) may review the status of theirunits and assign movement, bombardment and targeting orders.

    5.1 Map Display Menu:The map display menu used during the orders phase is similar to theone used during the deployment phase.

    (1-8) Move cursor.(0) End game.(A-U) Select unit. Press formation letter followed by unit indexnumber - computer will shift to UNIT ORDERS MENU; the selected unitwill be the "current unit".

    (V) View. The computer will inverse all squares that can be seen fromthe cursor location.(W) Move cursor to center of objective area.(X) Exit orders phase.(Y) Clear units from screen to view terrain.(Z) Examine friendly or visible enemy units at cursor location.

    5.2 Unit Orders Menu:Upon selecting a unit from the map menu it will be displayed beneaththe map showing its composition (number and type of vehicles orweapons), ammunition (shown as A, in pulses of firing remaining),facing (shown as a compass direction), speed (In movement point rate,it is also miles per hour), and whether it's loaded (an L isdisplayed when loaded), and whether it has greater than 50 suppression(an * is displayed when the unit has greater than 50 suppression). Thefollowing routines may be used to assign orders to or inspect thestatus of the current unit:

    (1-8) Move cursor.

    (A)* Advance. This command is only used when the computer is inall-units mode; the formation HQ will move to the cursor location,other units in the formation will move in such a way as to retaintheir current position relative to the HQ.

    (B) Bombard. The cursor location is the target square; the currentunit is the spotter; the computer will list the artillery unitseligible to bombard the target (see section 5.6) .

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    (C) Center. The map is centered around the cursor.

    (D) Disembark. If the current unit is a vehicle then it will unloadall of its passengers; if the current unit is a passenger then onlythat unit will unload; unloaded passengers will have a suppressionlevel of 80.

    (E) Embark. Order must be given to a vehicle unit - the computer willrequest the ID of the unit to be embarked (see section 5.4).

    (F)* Change unit facing.

    (H) Find unit's HQ. Cursor moves to unit's HQ location; computerdetermines if a "command control" link exists between the current unitand the HQ; the HQ becomes the new current unit.

    (I) Inspect. Allows the player to inspect all enemy units that can beseen by the current unit; allows the current unit to designate a

    priority target and/or request a bombardment (with the current unit asthe spotter). Assigning a priority target with the (I)nspect orderwill cause a range order to be given if the target is outside of theset maximum range, with the maximum firing range being set equal tothe distance to the new target (see section 5.8).

    (K)* Cancel all orders. Allows the current unit to cancel all movementand bombardment orders.

    (L) Look for unit. Moves the cursor to the current unit's location.

    (M)* Move unit. Orders the unit to move to the cursor location (seesection 5.5)

    (N) Next unit. The next higher numbered unit will become the currentunit.

    (O) Check movement objectives. Moves the cursor to the movementobjective location(s) of the current unit; also lists the commandcontrol delay (see section 5.5).

    (P) List passengers. Lists all units embarked aboard the current unit.

    (Q) Quit the unit orders menu. Return to the map display menu.

    (R) Set maximum firing range at which the current unit will selecttargets (see section 5.7).

    (S) Set movement speed for the current unit.

    (T) Inspect the target that the current unit has selected.

    (V) View. The computer will inverse all squares that the current unitcan see with its current facing.

    (X) Exit the unit orders menu. Return to the map display menu.

    (Z) Shift to all-units mode.

    5.3 All-Units Mode: Certain orders may be given to all of the unitsof a particular formation. These orders are followed by an "*" In the

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    listing in

    5.2. The computer may be placed in "all-units mode" by pressing theletter "A" instead of the unit index number when selecting a unit fromthe map display menu. From the unit orders menu the player may shiftto "all-units mode " by pressing the (Z) key. EXAMPLE: If the currentunit is C4 and the (Z) key is pressed, then the computer will shift to

    all-units mode for formation C. C-ALL will be shown at the top of thetext window and C0 will become the new current unit.

    When the computer is in all-units mode then the current unit willalways be the formation HQ. The computer may not be placed inall-units mode if the formation HQ has been destroyed.

    5.4 Embarking Units:All vehicle units may embark infantry type units. Only halftrack andtruck units may embark artillery type units. Each vehicle may carry amaximum of 10 transport points. Listed below are the transport costsfor each type of passenger:

    SMG, RIFLE1HMG281MOR, 82MOR312OMOR5IG, HOW, FLACK, AT GUN 10EXAMPLE: A platoon with 30 RIFLEs would require 3 vehicles to transport.EXAMPLE: A battery of six 76AT guns would require 6 trucks orhalftracks to transport.

    After giving the (E)MBARK command the player must enter the ID of theunit to be embarked. If the embarking unit is in the same square asthe vehicle then it will embark immediately. If the embarking unit is

    not in the same square as the vehicle then the vehicle will move tothe square and load the unit during the COMBAT PHASE. It is possibleto instruct a vehicle to embark all of the units in a formation. Typethe letter "A" instead of the index number of the passenger unit. Thevehicle must be assigned to the formation it is loading in thismanner. The vehicle will immediately embark the units in the samesquare and then move to the locations of the other units (In numericalorder) and load them during the subsequent COMBAT PHASES. If avehicle unit receives new movement (or embark) orders, then it willcancel any previous embark orders that have not been completed.

    5.5 Movement Objectives:Movement objectives may be assigned to the current unit by moving thecursor to the desired objective location, pressing the (M) key andthen entering the desired speed.

    Each unit may store up to 2 movement objectives. The FIRST OBJECTIVEwill always be the first objective assigned and the SECOND OBJECTIVEwill always be the LAST one assigned. When a unit completes its moveto the first objective location then the second objective will becomethe NEW first objective. If a new objective is assigned to a unit thatalready has two objectives, then the new objective will replace theold second objective. Command control movement delays are imposedeach time a new movement objective is assigned. Delays are notcumulative; the new delay will replace any existing delay.

    Movement objectives for the current unit may be reviewed by pressingthe (O) key. Movement objectives for the current unit may be cancelled

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    by pressing the (K) key.

    5.6 Requesting Artillery Bombardments:Indirect fire artillery bombardments may be performed by all mortars,off-map artillery, and the German Hummel and Wespe units. Any unit onthe map may REQUEST a bombardment.

    To request a bombardment move the cursor to the desired target squareand press the (B) key. The computer will list units that are in rangeand capable of performing bombardments. If you wish to assign thedisplayed unit to the bombardment mission press the (A) key. If youwish to skip to the next unit without assigning the displayedartillery unit then press the (N) key. If you wish to exit thebombardment routine press the (Q) key.

    For each artillery unit displayed during the bombardment routine, thecomputer will display the DELAY required before the artillery canstart firing. The delay is dependent on the relationship between therequesting unit and the artillery unit:

    (1) If the requesting unit is an HQ and the artillery unit is part ofthe same formation, then there will be a 2 pulse delay.

    (2) If the requester is a non-HQ but the artillery is part of thesame formation, then there will be a 4 pulse delay.

    (3) If the artillery is in the same formation as the COMMAND HQ,there will be a 6 pulse delay.

    If none of the above cases apply, then there will be an 8 pulse delay.If more than one of the above cases apply, then the one with theshortest delay will be used. Off-map artillery is considered to be in

    the same

    formation as the COMMAND HQ.When a unit is ordered to bombard, or when a mortar unit begins tofire, the unit's maximum firing range is set to zero. Do not changethis until the bombardment is completed; otherwise the unit may cancelits bombardment.

    5.7 Setting Target Selection Range:Units will automatically select direct fire targets during the combatphase. The players may prevent their units from selecting targets atextreme ranges by adjusting the unit's target selection range. Thetarget selection range may be adjusted by using the (R) routine.

    EXAMPLE: A Panther tank unit has its selection range set to 5; theunit will only select targets at ranges of 5 or less even though thePanther's weapon has a maximum range of 15.

    5.8 The Inspect Routine:The (I)NSPECT routine may be used to review all enemy units that canbe seen by the current unit. The cursor will move to the position ofeach sighted enemy unit and the player will be allowed to request abombardment or designate the enemy unit as a PRIORITY TARGET for thecurrent unit. The priority target feature allows the player(s) theoption of controlling the target selection of their units. If the

    priority target feature is not used then the units will automaticallyselect targets during the combat phase.

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    5.9 Ending the Game:The player(s) may use the (0) routine on the map display menu to endthe game at any time. The computer will automatically end the gameafter turn 30 for assault scenarios and after turn 20 for all otherscenarios. Players who wish to continue playing a game beyond itsnormal limits may do so.

    5.10 Time:During the combat phase, 2 minute of actions are resolved. The combatphase is divided into 4 PULSES of 30 seconds each,

    5.11 Execution Delays:When units receive new movement or bombardment orders there will be adelay, expressed in PULSES, before the orders can be executed (see5.5, 5.6, 5.12). Units that use the (K) cancel routine will have a1.pulse delay added. A delay will be added to a carrier thatdisembarks units (1 pulse per unit disembarked).

    5.12 Command Control:

    Both players will start with a COMMAND HQ unit. For the Allied thiswill be a corps unit with a "xxx" symbol ("xx" on the Atari). For theGermans this will be a regiment unit with a "III" symbol).

    A unit is considered to be "in command control" if an unbroken "chainof command" exists between the unit and the COMMAND HQ. To determinecommand control the computer will examine each link in the chain ofcommand. To establish a command control link between a non-HQ unitand its formation HQ, the unit may not be more than 10 spaces from theHQ. If the unit cannot" see" the HQ, then the maximum distance is 5spaces. To establish a command control link between an HQ unit andits next higher HQ, the higher HQ need only exist somewhere on themap.

    EXAMPLE: For an infantry platoon to be in command control it wouldhave to establish a command control link with its company linked withits battalion HQ and the battalion linked with its battalion HQ andthe battalion HQ would have to be linked to the command HQ.

    To determine the chain of command for any unit, use the (H) routinefrom the unit orders menu. Continue pressing the (H) key until thecursor moves to the command HQ.

    Units that receive new movement orders will be delayed a number ofpulses before they start moving. The length of the delay varies withthe time period, nationality, and command control status of the unit.Listed below are the movement delays for each nationality, time periodand command control status (IN COMMAND CONTROL/OUT OF COMMAND CONTROL).

    TIMEPERIOD GERMAN ALLIED

    11/53/721/53/731/53/742/62/652/62/6

    There is a 33% chance that a player's movement delays will be

    increased by 1 and a 33% chance it will be increased by 2 for anygiven scenario. EXAMPLE: In a time period 1 game, the German playerwill have delays of either 1/5, 2/6, 3/7.

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    6.0 WEAPONSThe weapons used in BATTLEGROUP are listed below. Armored vehicles arerated for gun maximum range (MR), gun maximum penetration (MP), gunshell size (SS), gun accuracy (AC), speed (SP), machine guns (MG),front armor (FA), back armor (BA), silhouette (SL), and periods ofavailability (YR).

    ALLIED# WEAPON MR MP SS AC SP MG FA BA SL YRtanks21 STUART 8 6 2 6 21 4 7 2 3 1-522 CHAFFE 10 9 4 8 26 2 4 2 3 4-523 GRANT 10 9 4 4 12 3 8 4 5 1-224 SHERMAN 10 9 4 8 12 2 11 4 4 1-525 M4/76 12 14 4 8 14 2 10 5 4 3-526 PERSHING 15 18 4 10 14 2 14 6 5 534 CRUSADR 10 10 3 8 14 1 4 3 3 1-235 CROMWELL 10 9 4 8 18 2 6 4 4 1-4

    36 COMET 12 16 4 10 16 2 8 4 4 537 VALENTNE 10 10 3 8 8 1 6 5 3 1-338 CHURCH 10 9 4 8 8 2 14 8 4 3-539 FIREFLY 12 19 4 8 12 1 9 4 4 3-5tank destroyers27 M10-TD 12 14 4 8 16 0 9 2 4 1-528 M18-TD 12 14 4 8 24 0 4 2 4 2-529 M36-TD 15 18 4 10 14 0 9 2 4 4-540 ACHILLES 12 19 4 10 16 1 10 2 4 3-541 ARCHER 12 19 4 10 12 1 4 4 4 4-5assualt guns30 M4/105 10 0 5 6 14 2 10 4 4 3-5self-propelled artillery

    31 PRIEST 12* 0 5 6 12 1 5 2 5 1-542 SEXTON 12* 0 5 6 16 2 2 1 4 2-5sel-propelled mortar43 M21-MOR 14 0 4 8 21 1 2 1 2 1-5armored cars32 M8-AC 7 6 2 6 28 1 2 1 3 1-533 M20-AC 5 0 1 20 28 0 1 1 3 1-544 DAIMLER 7 6 2 6 24 1 1 2 2 1-5carrier46 KANGROO 3 0 1 20 16 0 7 5 3 4-547 BREN-C 3 0 1 20 20 0 1 1 2 1-548 HALFTRCK 3 0 1 20 21 0 2 1 2 1-5* Maximum range of 99 when using indirect fire.non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF)and YR.# WEAPON MR MP SS AC SP SL DF YR49 TRUCK 0 0 0 0 13 3 1 1-558 57AT 10 10 3 10 0 1 3 1-559 76AT 12 14 4 10 0 1 3 1-560 90AT 15 18 4 10 0 3 3 1-561 17LB-AT 12 19 4 10 0 2 3 1-562 76MOR 14 0 4 8 4 1 7 1-556 81MOR 13 0 4 8 4 1 7 1-563 107MOR 23 0 5 8 2 1 5 1-568 HMG 5 0 1 50 5 1 8 1-5

    69 SMG 1 0 1 40 6 1 9 1-570 RIFLE 2 0 1 20 6 1 9 1-5- GRENADE 0 25 1 25 - - - 1-5

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    - FLAMETH 0 30 4 8 - - - 1-5- PIAT 1 10 3 4 - - - 1-5- L-ART 99 0 4 8 - - - 1-8- M-ART 99 0 5 8 - - - 1-8- H-ART 99 0 6 8 - - - 1-8GERMAN# WEAPON MR MP SS AC SP MG FA BA SL YR

    tanks0 PZ-IIL 5 4 1 6 16 1 3 2 2 1-51 PZ-IIIJ 8 10 3 8 11 2 6 3 3 1-32 PZ-IVG 12 13 4 8 12 2 7 3 4 1-23 PZ-IVH 12 14 4 8 12 2 8 4 4 2-54 PANTHER 15 18 4 8 17 2 15 5 5 2-55 TIGER 15 15 4 8 12 2 11 5 5 1-56 K TIGER 15 22 4 10 10 2 23 6 6 4-5tank destroyers7 MARDER 12 14 4 8 12 0 3 1 4 1-48 NASHORN 20 22 4 10 14 0 4 1 6 1-49 JPZ-IVL 15 18 4 8 9 0 13 3 3 3-5

    10 JPZ-V 15 22 4 10 16 1 16 5 5 4-511 JPZ-VIB 20 27 5 6 8 1 25 9 6 512 SG-IIIG 12 14 4 8 12 1 10 4 3 3-513 HETZER 12 14 4 8 9 1 14 2 3 3-5assualt guns22 STU-H42 12 0 5 6 12 1 8 4 3 1-523 SIG33 10 0 6 6 12 0 3 1 4 1-5self propelled artillery24 WESPE 12* 0 5 6 9 1 2 1 3 1-525 HUMMEL 12* 0 6 6 12 1 3 1 6 1-5armored cars26 SK231 5 4 1 6 22 1 2 1 3 1-527 SK234/2 7 10 3 8 22 1 4 1 3 3-5

    carrier48 HALFTRCK 5 0 1 50 16 0 1 1 3 1-5* Maximum range of 99 when using indirect fire.non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF)and YR.# WEAPON MR MP SS AC SP SL DF YR49 TRUCK 0 0 0 0 11 3 1 1-550 50AT 8 10 3 8 0 1 3 1-251 75AT 12 14 4 8 0 1 3 1-552 88AT 20 22 4 10 0 2 3 3-553 88FLAK 20 15 4 20 0 3 3 1-554 75IG 10 0 4 6 0 1 3 1-555 150IG 10 0 6 6 0 2 3 1-556 81MOR 13 0 4 8 4 1 7 1-557 120MOR 28 0 5 9 2 1 5 1-568 HMG 5 0 1 50 5 1 8 1-569 SMG 1 0 1 40 6 1 9 1-570 RIFLE 2 0 1 20 6 1 9 1-5

    GRENADE 0 25 1 25 - - - 1-5FLAMETH 0 30 4 8 - - - 1-5PZFAUST 0 20 3 4 - - - 1-5L-ART 99 0 4 8 - - - 1-5M-ART 99 0 5 8 - - - 1-5H-ART 99 0 6 8 - - - 1-5

    6.1 Special Infantry Weapons:All infantry PLATOONS in the game are armed with one of the followingSpecial Infantry Weapons (SIWs): FLAMETHrower, or PanzerFAUST,

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    BAZOOKA, PIAT or GRENADE. All SMG and RIFLE units that do not have anSIW will automatically be considered to have GRENADEs (although thiswill not be printed on the screen). SIWs will only be used when firingat ZERO RANGE against ARMORED VEHICLES and will shoot at the backarmor of the vehicle. SIWs will be fired instead of the platoons'normal RIFLE or SMG weapons. When using SIWs, the number of weaponsfiring is equal to NUMBER OF MEN in the platoon divided by: 1 plus the

    number of machine guns on the target vehicle (except when usinggrenades in which case the number of weapons is equal to the number ofweapons is also divided by 5). When SIWs are used, the target unitautomatically receives 50% suppression.

    PZFAUST and FLAMETH weapons may only fire once during the game afterwhich they will be replaced by the GRENADE as the platoon SIW.

    7.0 COMBAT PHASEThe combat phase of each turn represents 2 minutes of real time. Thecombat phase is divided into four 30-second pulses. During each pulseunits may search, select targets, fire their weapons and/or move.

    Before each pulse the computer selects one player's units to move andfire first during the pulse. The side with the lowest command controldelay rating will be more likely to move first.

    7.1 Searching:At the start of each pulse eligible units will attempt to spot enemyunits within their "field of vision". The held of vision is determinedby the unit's facing and its movement status. Moving units have a 90degree field of vision in the direction they are facing. Non-movingunits have a 180 degree field of vision in the direction they arefacing.

    The enemy unit will be spotted if (1) It is within the searching

    unit's field of vision, (2) there is an unobstructed line-of-sight and(3) the enemy unit is within sighting range.

    The SIGHTING RANGE equals the enemy unit's SL rating plus 1. If theenemy unit is in cover terrain then the sighting range is divided by3. If the enemy unit is moving then the sighting range is tripled.The sighting range may never exceed the Visibility Level (set at thestart of the game). Units that previously selected a target will notsearch if they are still eligible to fire at that target. Units may beunable to search due to suppression.

    Only units visible to the enemy will be shown on the screen during thecombat phase. EXCEPTION: When playing against the computer, your unitswill always be displayed (although not necessarily sighted by thecomputer), and when the computer is playing both sides, the attackingside's units (or German units in a meeting engagement) will bedisplayed.

    7.2 Selecting Targets:After searching, a unit will automatically attempt to select a target.A target must be a sighted enemy unit that is within target selectionrange (see 5.7). If there is more than one available target then thenearest unit will be targeted. If the searching unit has anarmor-piercing weapon (MP rating greater than 0) then it will selectthe nearest ARMORED VEHICLE, if one is in range.

    Tanks and infantry may fire on the same pulse they select a target.Assault guns, tank destroyers and artillery (mortars, anti-tank guns,

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    infantry guns, flak, howitzers, self-propelled artillery) may not fireon the same pulse they select a target unless they are in the samesquare as the target.

    Units will select another target if their current target is aninfantry unit with a suppression level of 200 at a range greater thanzero. A unit will automatically change targets in order to shoot at

    an enemy unit that enters its square.

    7.3 Direct Fire vs. Armored Vehicles:Direct fire may kill or suppress armored vehicles. Armor-piercing fireagainst an armored vehicle will not cause suppression unless the rangeis less than 6 and the firing unit is a vehicle with machine guns.Small arms fire from SMG and RIFLE platoons cannot kill armoredvehicles.

    The effectiveness of direct fire against armored vehicles isdetermined by (1) weapon accuracy, (2) the number of weapons in thefiring unit, (3) shell size, and (4) armor vs. penetration.

    ACCURACY: At zero range, accuracy will be (90 + (WEAPON ACCURACY xPULSE FIRED AT TARGET) SQUARED/100. At maximum range accuracy will be(WEAPON ACCURACY x PULSES FIRED AT TARGET) SQUARED/100. Weaponaccuracy ratings are listed in section 6.0. The pulses fired at thetarget can never be greater than 4. Accuracy is HALVED if the targetunit occupies a TOWN, WOODS or BROKEN terrain square and has itscurrent speed set to 0. Accuracy is HALVED if the target is a MOVINGvehicle. Accuracy is multiplied times the TARGET SILHOUETTE/4. Whenanti-tank fire is used against armored vehicles, the target silhouettemay be adjusted due to range. The following formula is used toincrease the target silhouette when the range is under 6: 6 - range.This adjustment is added to the normal silhouette of the target, but

    is not used when determining the accuracy of special infantry weapons.

    KILLS: Armored vehicles are rated for both front and back armor.Front armor (FA) protects the front 90 degrees of the vehicle (seediagram). Back armor protects the remaining 270 degrees of thevehicle. When firing at a range of zero, it is assumed that the fireis directed at the back armor of the target. Weapons are rated formaximum penetration (MP). MP ratings are modified by range and shellsize (SS) into an ADJUSTED PENETRATION FACTOR (APF). The formula forAPF is: (SS x SS) / 4 + MP - MP x (RANGE / MAX RANGE) / 2. The APF maynot exceed 2 x ARMOR. If the APF is less than 1.25 x ARMOR then theACCURACY is HALVED. If the APF is less than ARMOR then the ACCURACY isHALVED again. The number of KILLS equals (APF x ACCURACY x NUMBER OFWEAPONS FIRING) / (ARMOR X 1200).

    EXAMPLE: Let's assume that 5 PZ-IIIJ tanks and 5 Shermans are in clearterrain exchanging fire at a range of 3, with each target's frontarmor facing the enemy. The ACCURACY of the PZ-IIIJs is:

    = ((((5/8) x 90) + (8x1)) squared)/100= (64.25 x 64.25) / 100= 41.28

    This accuracy is adjusted by the target silhouette which is equal to 7(T-34C has a silhouette of 4 which is adjusted to 7 due to the range

    of 3) . So the adjusted accuracy is equal to 72.24 (41.28 x (7/4)).The APF of the PZ-IIIJs is:

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    =((3 x 3) / 4) + 10 - ((10 x (3 / 8)) / 2)= 9 / 4 + 10 - 15 / 8= 10.375

    Since the APF is not greater than 1.25 times the Sherman front armorof 11, the accuracy of 72.24 is cut in half to 36.12. Since the APF isnot greater than the T-34C front armor of 11, the accuracy of 36.12 is

    cut in half to 18.06. The number of kills due to the fire of thePZ-IIIJs is:

    = (10.375 x 18.06 x 5) / (11 x 1200)= .071

    This means that there is roughly a 7.1 chance that one Sherman will bedestroyed.

    If the same calculation was made for the fire of the 5 Shermans theresult would be a kill number of .612 which would often lead to 1PZ-IIIJ destroyed. Due to the thick armor of the Shermans, an

    engagement of this type would quickly lead to a German defeat. If,however, the German player had 5 PZ-IVHs, they would fire with a killnumber of .614 while the Shermans would return fire with a kill numberof .535. This is a much better situation for the German player.

    7.4 Direct Fire vs. Non-Armored Targets:The effectiveness of direct fire against nonarmored targets isdetermined by (1) weapon accuracy, (2) the number of weapons in thefiring unit, (3) shell size, and (4) target defense strength.

    ACCURACY: Calculated the same as in 7.3 with the following exceptions:(1) when firing at MOVING non-vehicle targets the accuracy is DOUBLEDinstead of halved; (2) accuracy is QUARTERED if the target is

    DEFENDING IN WOODS, TOWN or BROKEN terrain irrespective of the unit'scurrent speed setting; (3) accuracy is not affected by the targetsilhouette. KILLS: Number of KILLS equals (SS x SS x ACCURACY xNUMBER OF WEAPONS FIRING) / (DEFENSE x 1000).

    If the firing unit is in the same square as the target unit and thetarget's suppression level is greater than 99%, then the target willdefend with a DEFENSE of 1.

    If the firing unit is an armored vehicle and the range is less than 6then the attacker will add its MG strength to enhance the attack. EachMG is the same as the HMG listed in 6.0.

    If the firing unit is moving, then the accuracy is divided by 5(unless range is 0).

    7.5 Indirect Fire:All bombardments and all mortar fire constitute indirect fire.Indirect fire will not yield reports of kills and suppression;however, it will report when a unit has been eliminated. Theeffectiveness of indirect fire is as determined by (1) the view of thespotter, (2) shell size, and (3) target defense strength or armor. Forindirect fire, armored vehicles have ARMOR equal to BACK ARMOR + FRONTARMOR / 3.

    ACCURACY: Calculated the same as 7.3 and 7.4 except for the following:(1) the range is always considered to be the weapon's maximum rangefor the purpose of calculating accuracy; (2) the pulses fired at

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    target is equal to zero if the spotter unit does not have a line ofsight to the target square; (3) the pulses fired at target is equal to1 if the spotter unit cannot see an enemy unit in the target square;(4) the pulses fired at target is equal to 4 If the spotter unit cansee an enemy unit in the target square.

    KILLS: Calculated the same as in 7.3 or 7.4.

    Indirect fire attacks each enemy unit in the target square. If afriendly unit is present in the target square then the indirect firemission will be canceled immediately. If the spotter is unable to seethe target square, or if there are no enemy units in the targetsquare, then the fire will eventually "drift" into an adjacent squarewhich will become the new target.

    Bombardment fire missions will normally continue firing for 4 pulsesafter which the firing units will become available for reassignment.

    7.6 Suppression:Suppression will occur during most direct and indirect fire attacks.

    Non-armored targets may receive up to 200% suppression. Armoredtargets may receive a maximum of 50% suppression. If a unit isattacked more than once in a pulse then its suppression will becumulative. Suppression will not occur if armor-piercing weapons fireat armored targets unless the firing unit is a vehicle armed withmachine guns and the range is less than 6.

    The level of suppression added by an attack is equal to (SS x SS xACCURACY x ACCURACY x WEAPONS FIRING) / 200. For suppression purposesthe ACCURACY will always be at least 10.

    At the end of each pulse the suppression level of each unit will behalved.

    7.7 Suppression Effects:Suppression may affect a unit's ability to search, fire or move.

    SEARCH: Units with greater than 99% suppression may not search. Ifsuppression is less than 100% then there is a percentage chance, equalto the suppression level, that the unit will fail to search. Unitswill always search the square they occupy.

    FIRE: The effectiveness of fire is reduced by 1/3 of the level ofsuppression (i.e. a unit with a suppression of 180% will have itsfire's effectiveness reduced BY 60% (180 / 3).

    MOVE: Units with greater than 50% suppression will be pinned down andunable to move. Note that armored vehicles will never have greaterthan 50% suppression.

    7.8 Panic:Units that suffer "kills" during an attack may become routed. Thechance of routing is equal to KILLS x COMMAND CONTROL DELAY x RANDOMNUMBER / SURVIVORS x RANDOM NUMBER. If the unit has a defense strength(for armored vehicles, this is equal to armor being fired upon) lessthan 5 then the rout chance will be doubled.

    If the unit is a non-vehicle then the rout chance will be tripled.

    Modifications to the rout formula are cumulative.

    Routed units will cancel all current orders and automatically move at

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    full speed directly towards a friendly map edge. Routed units will notrespond to orders nor will they fire at enemy units. Routed units willcontinue moving regardless of their suppression level.

    Routed units will have a random chance of rallying at the start ofeach combat phase. The chance of rallying is equal to 2 / (2 + COMMANDCONTROL DELAY). If a unit's HQ has been destroyed or routed then the

    rally chance will be divided by 3. When rallied, units will stop andawait further orders. For purposes of panic, a unit's command controldelay is equal to its "in command control" movement delay.

    7.9 Ammunition:All units will start the game with 40 units of ammunition. Units willexpend one unit of ammunition each time they fire. Units will beunable to fire if their ammunition reaches zero.

    7.10 Movement:At the end of each pulse, eligible units with movement objectives willmove. Units that fired or were pinned during the pulse will not move.

    At the end of each pulse, moving units accumulate movement pointsequal to their current speed setting (see 6.0). Units will spendmovement points to ENTER each square on their path. Listed below arethe rounded off costs to enter each type of terrain for each type ofunit:

    ARM-VEH TRUCK FOOTclear 13 13 13road 7 3 10town 10 5 12road-slope 10 5 12entrenchment 20 27 17woods 20 27 17

    slope 20 27 17ford 30 40 20bridge 7 3 10river 40 - 40

    All non-vehicle units are considered to be FOOT units. The SP ratinggiven to each unit is very close to being equal to the unit s maximummiles per hour speed in clear terrain (when setting speed for a unityou should consider the SP rating to be equal to miles per hour).

    7.11 StackingUnits may not move into a square that contains two or more friendlyunits. If a unit attempts to move into a square that already containstwo or more friendly units, it will remain in its current square. Onthe next pulse, and every pulse thereafter, the unit will continue toattempt to move into the overstacked square (completing the move onlywhen the square no longer contains two or more friendly units). Morethan two units may be placed in a square during deployment. Passengersunloading in a square may result in more than two friendly unitspresent in a square.

    7.12 Disembarking Under Fire:When vehicles carrying passengers come under fire they may be forcedto unload during the combat phase. Any vehicle that suffers 1 or moreKILLS must immediately unload its passengers. If a vehicle other than

    a truck or halftrack suffers 50% suppression while carrying infantrythen it must immediately unload.

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    If a loaded vehicle suffers KILLS then some or all of the passengersmay also be killed prior to unloading.

    7.13 Combat Reports:During the combat phase the computer will describe the occurrence ofdirect or indirect fire. The computer will report the size and type ofshell being fired and in most instances the KILL and/or SUPPRESSION

    results. Listed below are the criteria for describing the size andtype of shell being fired:

    SMALL ARMS FIRE: RIFLE, SMG, HMGLIGHT ARTILLERY FIRE: IG, HOW, MOR, shell size < 5MEDIUM ARTILLERY FIRE: IG, HOW, MOR, shell size = 5HEAVY ARTILLERY FIRE: IG, HOW, MOR, shell size = 6

    LIGHT CANNON FIRE: AT, shell size < 3MEDIUM CANNON FIRE: AT, shell size = 3HEAVY CANNON FIRE: AT, FLAK, shell size > 4

    OVERRUN ATTACK: moving armored vehicles firing from zero rangeFLAMETHROW ATTACK: FLAMETH fired from zero range

    GRENADE ATTACK: GRENADE fired from zero rangePANZERFAUST ATTACK: PZFAUST fired from zero rangePIAT ATTACK: PIAT fired from zero range

    BAZOOKA ATTACK: BAZOOKA fired from zero range

    Armored vehicles with an MP rating of zero are assumed to be firingHOWitzer weapons. Armored vehicles with an MP rating greater than zeroare assumed to be firing CANNON weapons. Kangaroos, Brens, Halftracksand M20 armored cars are assumed to be firing HMGs.

    During direct fire any KILLS or SUPPRESSION will always be displayed.During indirect fire KILLS or SUPPRESSION will not be displayed.Whenever a unit uses direct fire, the computer will print out two

    numbers. The number on the left represents the penetration rating ofthe weapon firing. The number on the right represents the defenserating or armor of the unit being fired at.

    7.14 Sighting Firing Units:Any unit on the map that employs direct or indirect fire has a randomchance of being sighted. The chance of sighting is equal to 2 x TURNSFIRED AT SAME TARGET / RANGE TO TARGET.

    7.13 Close-Combat Mode:Armored vehicle or infantry units that are currently moving and havetheir engagement range set to ZERO are considered to be inCLOSE-COMBAT MODE. If a unit in in CLOSE-COMBAT MODE is fired upon bya unit within 3 squares then the close-combat unit will attempt tomove into the same square as the firing unit before continuing towardsits planned objective.

    8.0 LINE OF SIGHTThe ability of a unit to see another unit on the map is affected bythe terrain that lies between them. To determine if one unit canobserve another the computer will follow the procedures listed below:

    (1) Determine the straight line path from the sighting unit to thetarget unit. This path is the "line of sight" (LOS).

    (2) Determine if the range to the target unit is greater than thevisibility level, in which case the unit cannot be seen.

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    (3) Determine if the LOS is blocked (Preventing observation) or clear(Permitting observation). If any square on the LOS path contains"blocking" terrain then there is a possibility the LOS will beblocked.

    (4) There are two types of blocking terrain: ELEVATED terrain andCOVER terrain. Elevated terrain is any terrain on the LOS path that

    has a higher altitude level than both the sighting and target units.Cover terrain consists of TOWN, WOODS or BROKEN terrain squares.

    (5) Elevated terrain will always block the LOS. Town terrain squareswill always block a line of sight. A LOS may be traced through 1 woodssquare that would have otherwise blocked the LOS but will be blockedby a second woods square. A LOS may be traced through 2 broken squaresthat would have otherwise blocked the LOS but will be blocked by athird broken square. A LOS may not be traced through one forest andone broken square.

    (6) If the LOS is not blocked and the two units are on the same

    altitude level, then they may observe each other.

    (7) If the LOS is not blocked by ELEVATED terrain and the two unitsare at different altitude levels, then the following formula is usedto determine if a LOS exists:

    LOS is clear if [h - ( d x H / D)] * >= p.* Rounds off number to nearest integer.

    H = height of higher position minus height of lower position.D = distance from higher position to lower position.h = height of higher unit.d = distance from potential obstacle to higher position.

    P = height of potential obstacle.

    Each square on the path from the higher unit to the lower unit is apotential obstacle. Cover terrain will increase the altitude level ofa square by 1 additional level when calculating the value of "P" inthe above formula. The following diagram shows the heights of variousterrain types on a typical map.

    The computer is the final judge in determining LOS. Players may usethe (view key to determine which squares are visible from anyparticular square).

    9.0 HISTORICAL SCENARIOS

    9.1 Kasserine - "Turning the tide after Kasserine" (February 22,1943): This is 30 turn assault. The Allied command control delay is 3and the German command control is 3. On the 19th of February, 1943,Erwin Rommel's Duetsche Afrike Korps (D.A.K.) broke through theAmerican forces defending Kasserine Pass. While the 10th PanzerDivision turned north towards Thala, the remaining elements of D.A.K.moved northwest to capture Tebessa. On the 22nd of February, theseforces encountered CCB of the 1st Armored Division dug in on higherground. The German assault failed to dislodge the GRant tanks, and theGermans were forced to retreat. Three months later, all German forcesin Africa were forced to surrender.

    9.2 Salerno - "The counterattack that failed" (September 13, 1943):This is 30-turn German pursuit. The Allied command control delay is 4

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    and the GErman command control is 2. This German pursuit developedwhen GErman General Vietinghoff discovered a gap between the British XCorps and the American VI Corps, which occurred several days after theinitial Salerno landing. Believing that the Allies were preparing toevacuate the beachhead, he launched an immediate attack with theforces at hand. This consisted of parts of the 16th Panzer Division(2/2 Pz Rgt, parts of the 1/64 PzGd Rgt, 2/64 PzGd Rgt, and the 16th

    Rcn Co). These forces struck two battalions of the 157th U.S. InfantryRegiment (45th Div), supported by elements of the 191st Tank Bn andthe 645th Tank Destroyer Bn. After heavy fighting around the TobaccoFactory, the Germans crossed the Sele River near Persano, and drovefor the Calore River crossing, hoping to cut off the 36th Division.The 157th Regiment was decimated, but they delayed the Germans longenough for the 36th Division to successfully withdraw to a moredefensible position.

    9.3 Caen - "The death ride of British armor" (July 18, 1944): Thisis a 25-turn Allied assault. The Allied command control delay is 3,and the German command control is 1. Operation Goodwood was Field

    Marshal Montgomery's attempt to break out of the Normandy beachhead,east of Caen. The attack was largely an air and armored show,launched shortly after dawn and preceded by a carpet bombing usingover 2000 planes from the Eighth Air Force and Bomber Command. Thebombing destroyed or disrupted most of Kampfgruppe Luck, charged withdefense of that sector, but also made the terrain difficult for thearmor to traverse. Although the German infantry was largely destroyed,elements of the 200th Assault Gun Battalion and the 503rd Heavy PanzerBattalion survived and delayed British advance. The British 11thArmoured Division spearheaded the attack followed by the BritishGuards and the 7th Armoured Divisions. The broken terrain and thedelaying German units slowed the British long enough for the Germansto launch a counterattack with Panthers from the 1st SS Panzer

    Division. This combined with a further attack from the 21st PanzerDivision contained the British attack short of its objective. TheBritish lost 200-300 tanks 1n the two-day fight, and several monthswere required to rebuild the shattered armored units.

    9.4 Celles - "The end of the Bulge" (December Z5, 1944): This is a3O-turn Allied pursuit. The Allied command control delay is 3, and theGerman command control is 4. By Christmas Day, the advanced guard ofthe German 2nd Panzer Division of the XLVII Panzer Corps had comewithin six miles of the Meuse River. Low on fuel and ammunition, itwas awaiting the reinforcement of the Panzer Lehr Division. GeneralWhite in command of CCB of the 2nd Armored Division chose this momentto attack south. He divided his command into two task forces (A and B)in an attempt to capture Celles and to surround the spearhead of the2nd Panzer Division. His attack was supported by elements of theBritish 29th Armored Brigade attacking from the west. The ensuingbattle resulted in the near complete destruction of the 2nd PanzerDivision (the survivors had to abandon their vehicles and walk back toGermany), and the end of German hopes of reaching the Meuse.

    10.0 GAME LENGTH AND VICTORY CONDITIONS

    10.1 Ending the Game:The game will automatically end upon the completion of the pre-setumber of turns for the scenario (see sections 3.9 and 9.0). Players

    may also elect to end the game early if they both agree (use the 0key), and they may also elect to continue a game that has ended. Ifthey elect to continue a game that has ended, the computer end the

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    game after an additional 10 turns have been completed.

    10.2 Victory Conditions:At the end of the game victory points (VPs) will be awarded as follows:

    EACH UNUSED SELECTION POINT........................20(maximum of 250 due to unused selection points)

    FORCES IN THE OBJECTIVE AREA:ARMORED VEHICLE..................................20ARTILLERY/TRUCK..................................10INFANTRYMAN.......................................5

    EACH KILL:INFANTRY..........................................1HMG...............................................250,81,82MOR.......................................3120MOR............................................5OTHER ARTILLERY..................................10TRUCK............................................10ARMORED VEHICLE..................................10

    (Plus FRONT ARMOR)

    Only the attacking player receives points for units in the objectivearea. When playing a meeting engagement type battle both playersreceive points for units in the objective area (both players areconsidered to be the attacker).

    After the victory points have been totaled the defender's points willbe doubled (points for unused selection value may be doubled to avalue no greater than 500).

    The computer will divide the total Allied victory points by the totalGerman victory points to arrive at a victory ratio. Compare this ratio

    to the following chart to determine the victor:

    2.00 and above ..Allied Decisive Victory1.50 - 1.99 .....Allied Substantive Victory1.10 - 1.49 .....Allied Marginal Victory.0.92 - 1.09 .....Draw0.67 - 0.91 .....German Marginal Victory0.51 - 0.66 .....German Substantive Victory0.50 and below ..German Decisive Victory

    12.0 STRATEGY NOTES

    DeploymentWhen deploying on defense you should entrench your infantry near theforward edge of the objective area in company size positions. Positionyour anti-tank guns and some of your armored vehicles behind this lineby 3-5 squares. Place your mortars and main HQ 5-15 squares behind theinfantry on hilltops which have clear fields of vision of probableenemy approach routes. You are attempting to create a situation inwhich enemy tanks first encounter your infantry positions, and thenalmost simultaneously receive medium range anti-tank fire. Try to keepat least one company of tanks in reserve, committing them only oncethe axis of the main enemy attack is determined. When attacking placeyour infantry in halftracks or on tanks and then set up in a tightformation no more than 5-10 squares wide. Consider splitting off a

    task force of one tank company and one infantry company to flank theenemy defensive positions.

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    Command Control.Be sure to protect your main HQ by placing it in the rear, but keep iton a hilltop if possible so that it can call in off-board artillerywith a minimum delay. Keep your HQ units 1-2 squares behind the unitsthey are commanding. Russian tank brigade and infantry battalion HQ'sand all German battalion HQ's should only be committed to combat whenabsolutely necessary.

    Getting Your Units To MoveA unit will not move as long as it is firing at an enemy unit. Inorder to get the unit to stop firing you must lower the unit's targetselection range. Stop! It is essential that you understand thisconcept, as your setting it too high may keep the unit from moving asit fires ineffectively at distant targets, but setting it too low maycause the unit to continue moving into an ambush even as enemy unitsmay appear dangerously close.

    Firing on the MoveWhile moving, a unit may begin to fire on an enemy target. If you wish

    to keep firing at the enemy while taking advantage of cover terrain inthe unit's square, but you also want to keep the unit s currentmovement objective, set the unit's speed to 0. Even if you don't wantto keep the current movement objective, it is better to set the speedto 0 than to use the (K)cancel command, since the cancel command willeliminate any pulses fired at target that may already haveaccumulated.

    TrucksNever drive loaded trucks within range of enemy fire, as this is thequickest way to lose your guns and infantry. Keep them in coverterrain or behind hills where they cannot be spotted by enemyartillery observers.

    WeaponsAt least 50% of the strategy in Battlegroup is derived from thedifferences between weapons systems. It is essential that you studyyour weapons when beginning a scenario, as well as attempt to predictwhich weapons you will face. Try to establish at what range you willattempt to engage enemy tanks. For example if you have PZ-IIIJ tanksand expect to face T-34/76A tanks, it would be foolish to close to 400yards, stop and exchange fire. The sound strategy would be to obtainback armorshots, or close to 0 range. However, if you have some 75 or88 AT guns, it might be wise to lure the Russian tanks towards yourtanks and then open up with the AT guns at medium range as you chargeforward with your tanks. The key is understanding under whatconditions your weapons have an acceptable chance of defeating theenemy.

    Special Infantry WeaponsInfantry defending in cover terrain cannot be seen until either anenemy unit enters its square or the infantry unit opens fire. For thisreason it is often wise to set the target selection range of defendinginfantry to zero. This will allow the infantry to ambush enemy unitsthat enter its square. The weakness of this strategy is that eachdefending square, once discovered, can be attacked piecemeal. Whenattacking against the 0 range strategy, it is best to send Infantryone square ahead of the attacking tanks, as it is much better to have

    your infantry ambushed than your tanks. If you don't have time for aslow infantry advance, be sure to put infantry on your tanks, for ifyour tanks are ambushed, at least your infantry will dismount and fire

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    back in defense of the tanks. Do not allow infantry with grenades tocontinue firing at your armored vehicles, for with an accuracy of 25,their ability to hit will triple. This represents the ability ofunsuppressed infantry to eventually climb on enemy tanks and destroythem with light weapons. Grenades represent Infantry close assaultingtanks, in which case the thickness of the armor of the defending tankbecomes insignificant; thus grenades have been given a penetration

    value of 25.

    SuppressionIn Battlegroup, once a unit has been fully suppressed (100+), it mayeasily be destroyed by a unit entering its square. The key is toidentify soft-targets, keep them suppressed, and then send in at leastone unit to close assault the defender. Using small arms and artilleryfire to suppress armored vehicles can also be useful, as it can helpkeep the vehicles from acquiring new targets.

    The Combined Arms ConceptBattlegroup rewards those who are able to use combined arms tactics.

    On the attack, artillery should be used to suppress and destroy enemyanti-tank guns, as well as suppress enemy mortar positions. Infantryis needed to suppress and then assault defending infantry positions,as well as help in suppressing enemy vehicles. Tanks can be used todestroy enemy vehicles and overrun suppressed enemy infantry and gunpositions. Armored cars and light tanks should be positioned severalsquares ahead of the assault elements in order to spot enemy positionsand draw fire from anti-armor weapons, thus exposing them to the fireof your artillery. On defense, use infantry to ambush tanks andsuppress any units that come too close. Artillery can be used to keepattacking infantry pinned down, while anti-tank guns attack vehiclesthat are mixing it up with the defending infantry. Tanks should beused as a mobile reserve, fighting off major armored thrusts, or

    counterattacking unsupported infantry attacks.

    APPENDIX 3: TERRAIN NUMBERS/TYPES/LEVEL

    0 Clear (Level 1)1 Road (Level 1)2 Road (Level 1)3 Road (Level 1)4 Road (Level 1)5 Road (Level 1)6 Road (Level 1)7 Road (Level 1)8 Town (Level 1/2)9 Woods (Level 1/2)10 Entrenchment (Level 1)11 Slope (Level 2)12 Slope (Level 2)13 Slope (Level 2)14 Slope (Level 2)15 Slope (Level 2)16 Slope (Level 2)17 Road/Slope (Level 2)18 Road/Slope (Level 2)19 River (Level 0)20 River (Level 0)

    21 River (Level 0)22 River (Level 0)23 River (Level 0)

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    24 River (Level 0)25 Bridge (Level 1)26 Bridge (Level 1)27 Ford (Level 0)28 Ford (Level 0)29 Clear (Level 3)31 Road (Level 3)

    32 Road (Level 3)33 Road (Level 3)34 Road (Level 3)35 Road (Level 3)36 Road (Level 3)37 Town (Level 3/4)38 Woods (Level 3/4)39 Entrenchment (Level 3)40 Slope (Level 4)41 Slope (Level 4)42 Slope (Level 4)43 Slope (Level 4)

    44 Slope (Level 4)45 Slope (Level 4)46 Road/Slope (Level 4)47 Road/Slope (Level 4)48 Clear (Level 5)49 Road (Level 5)50 Road (Level 5)51 Road (Level 5)52 Road (Level 5)53 Road (Level 5)54 Road (Level 5)55 Road (Level 5)56 Town (Level 5/6)

    57 Woods (Level 5/6)58 Entrenchment (Level 5)