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Baltic 1985 Docs by Commander Tosh and Ali-Baba



[]-> BALTIC 1985 <-[]
^^^^^^^^^^^
%%% DOCS WRITTEN BY: COMMANDER TOSH AND ALI-BABA %%%

INTRODUCTION TO BALTIC 1985:
THE SOVIET OFFENSIVE INTO SOUTHERN GERMANY HAS BEEN HALTED AT THE
RHINE AFTER BITTER FIGHTING. IN THE PERSIAN GULF, THE BATTLE FOR THE
OILFEILDS HAS PAUSED, AS BOTH SIDES RESUPPLY.

SATELLITE AND OTHER INTELLIGENCE REPORTS SHOW WIDESPREAD CIVIL
DISOBEDIENCE IN WARSAW, GDANSK, AND OTHER POLISH CITIES. SOME EASTERN
EUROPEAN UNITS HAVE BEEN CLASSIFIED AS UNRELIABLE BY THEIR SOVIET
ALLIES, AND SOVIET RESERVES HAVE BEEN SENT TO SUPPRESS THE
REBELLIONS.

RADIO REPORTS FROM BERLIN, BREAKING THROUGH INTENSE SOVIET JAMMING,
SHOW THAT AMERICAN INFANTRY UNITS, BYPASSED BY THE SOVIET BLITZKRIEG
INTO SOUTHERN GERMANY, ARE STILL HOLDING OUT IN THE SUBURBS OF WEST
BERLIN.

IN THE NATO BATTLEFIELD HEADQUARTERS, THE NATO COMMANDER REVIEWS THE
INTELLIGENCE REPORTS, MEETS WITH HIS STAFF, AND ISSUES THESE ORDERS:

NATO UNITS ARE TO DRIVE SOUTH EAST, SEIZE AND HOLD A CORRIDOR TO
BERLIN, LINKING UP WITH THE NATO UNITS HOLDING OUT THERE, BEFORE HE
SOVIETS CAN BRING IN THEIR RESERVES.

AT 0400 THE NEXT MORNING, TACTICAL AIR SUPPORT FIGHTERS AND
FIGHTER-BOMBERS TAKE OFF FROM THEIR AIRFIELDS. AIRBOURNE UNITS DROP
STRATEGICALLY ALONG THE CORRIDOR TO SEIZE KEY OBJECTIVES. NATO MAIN
BATTLE TANKS AND ARMORED PERSONNEL CARRIERS ROLL THROUGH THE
CHECKPOINT S AND THE WRE FENCES ALONG THE EAST GERMAN BORDER, ON THE
ROAD TO BERLIN. OPERATION BALTIC HAS BEGUN.

[1.0] PLAYING THE FIRST GAME:
WHEN THE GAME STARTS, YOU WILL BE PRESENTED WITH THE OPTIONS SHOWN
WHEN YOU BOOT THE PROGRAM UP. TO CHANGE ANY OPTION, TYPE THE NUMBER
UNTIL THE OPTION YOU WANT IS HIGHLIGHTED. WHEN YOU ARE READY, PRESS
THE SPACE BAR TO SEE A C00L TITLE PAGE. THE GAME WILL THEN BEGIN WITH
THE NATO MOVE.

[1.1] THE MAP SCALE:
EACH HEXAGON ON THE ON THE 39 BY 28 HEX MAP REPRESENTS 3 MILES. ON THE
SCREEN, YOU SEE ONE SECTOR, OR 1/12TH OF THE TOTAL MAP. SECTOR
NUMBERS AND LETTERS (1 TO 9; A, B, AND C) APPEAR ON THE MAP.

TERRAIN:
THE NORTH GERMAN TERRAIN IS SIMILAR TO THAT IN THE GAME "GERMANY
1985", WITH THESE ADDITIONS: (NOT TOO ACCCURATE!)
____
/ \
\____/ LAKE (ONLY AIR CAVALRY CAN CROSS)

(*) NATO-HELD OBJECTIVE
(O) SOVIET-HELD OBJECTIVE

[1.2] MOVING THE CURSOR:
TO MOVE THE BLINKING CURSOR AROUND THE MAP, USE THE COMMAND KEYS SHOWN
IN THE DIAGRAM AT RIGHT:

_____
/ 1 \
_____ \_____/ _____
/ 6 \ / 2 \
\_____/ [*] \_____/
/ 5 \ _____ / 3 \
\_____// 4 \\_____/
\_____/


[NOTE]:THE CURSOR ([*]) CAN MOVE UP, DOWN, OR DIAGONALY INTO ANY ONE
OF THE NUMBERED HEXES.

[1.3] UNIT IDENTIFICATION:
IN BALTIC 1985 THE NATO PLAYER HAS ONE ADDITIONAL UNIT TYPE: NATO &
PARATROOP INFANTRY.

[1.4] MOVING UNITS:
PRESS [ESCAPE] TO FIND YOUR FIRST UNIT, AND TO ENTER ITS MOVEMENT
PHASE. MOVE THE UNIT THE SAME WAY YOU WOULD MOVE THE CURSOR (CONSULT
MAP ABOVE). WHEN YOU HAVE MOVED YOUR LAST UNIT, THE CURSOR ON THE
SCREEN WILL BLINK. TYPE CTRL. E, AND THEN TYPE 'E' TO END YOUR MOVE.

[1.5] THE SOVIET MOVE:
THE COMPUTER WILL MOVE ALL THE SOVIET UNITS ONE BY ONE. DURING THE
SOVIET MOVE, YOU CAN STOP THE COMPUTER BY HITTING THE [ESCAPE] KEY.
START THE MOVEMENT AGAIN WITH THE [SPACE BAR]. WHEN THE CURSOR BLINKS
AGAIN, THE SOVIET MOVE IS FINISHED. PRESS THE [ESCAPE] KEY TO START
YOUR SECOND MOVE.

[2.1] MOVEMENT DISPLAY: THE MOVEMENT DISPLAY IN BALTIC 1985 SHOWS THE
WORD "SMOKE":IF IT IS HIGHLIGHTED, THE UNIT IS IN A SMOKE-FILLED HEX.
[MN] (MINE) AND [NC] (NUCLEAR CONTAMINATION) DO NOT APPEAR, BECAUSE
THEY PLAY NO PA RT IN THIS SCENARIO.

[2.5] AIR CAVALRY:
AIR CAVALRY UNITS CANNOT ENTER ENEMY-OWNED TOWN, URBAN OR OBJECTIVE
HEXES.

[2.6] TRANSPORT MODE:

[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPOST MODE.

[%] UNITS IN TRANSPORT MODE CANNOT ENTER ENEMY-OWNED URBAN, TOWN OR
OBJECTIVE HEXES.

[2.8] RIVERS:
REGULAR UNITS CAN CROSS A RIVER IN RIVER MODE. AIR CAVALRY CAN CROSS
A RIVER IN ANY MODE.

[2.9] BRIDGING:
NO BRIDGING IS NEEDED IN THIS SCENARIO. ENGINEER UNITS CAN CHANGE TO
RIVER MODE MORE EASILY THAN OTHER UNITS, BUT OTHERWISE HAVE NO SPECIAL
FUNCTIONS.

[2.10] TERRAIN EFFECTS:
LOOK AT THE TABLE AT THE END OF THE DOCS.

[2.11] SMOKE:
SMOKE FILLED HEXES COST AN EXTRA MOVEMENT POINT TO ENTER.

[3.0] MODES:
[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPORT MODE.

[%] ENGINEER UNITS CAN CHANGE TO REORGANIZE MODE.

[%] CHANGING TO RIVER MODE COSTS REGULAR UNITS TWICE THE MOVEMENT
POINTS IT DID IN THE GAME "GERMANY 1985". ENGINEER UNITS CAN CHANGE TO
RIVER MODE AT A COST HALF THAT OF REGULAR UNITS, GIVING THEM THE
ABILITY TO CROSS RIVERS MORE RAPIDLY THEN OTHER UNITS.

[4.0] THE ORDER PHASE:

PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT THE ORDER PHASE (APPLE
MANOR).

[5.0] ARTILLERY:

ONCE AGAIN, PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT ARTILLERY
RANGES.

[6.0] AIR POWER: [%] THE SIDE WITH AIR SUPERIORITY HAS A POSSIBLE
MAXIMUM OF FIVE AIR STRIKES PER TURN.

[%] THE NATO PLAYER HAS AIR SUPERIORITY FOR THE FIRST TWO TURNS.

[9.0] REORGANIZATION:
ENGINEER UNITS MAY REORGANIZE.

[10.0] HIDDEN UNITS:
ALL UNITS ARE EXPOSED WHEN THEY FIRST APPEAR ON THE MAP. HIDE EACH OF
YOUR UNITS BY TYPING CTRL. H DURING ITS MOVEMENT PHASE. IF YOU ARE
PLAYING SOLITAIRE, AND YOU HAVE CHOSEN THE HIDDEN OPTION, THE COMPUTER
WILL AUTOMATICALLY HIDE ENEMY UNITS WHEN THEY MOVE.

[11.0] MINES AND NUCLEAR CONTAMINATION: MINES AND NUCLEAR
CONTAMINATION PLAY NO PART IN THIS SCENARIO.

[13.0] %%% VICTORY! %%%

[13.1] VICTORY POINTS: THE NATO PLAYER RECEIVES:

[%] 1/2 POINT PER TURN FOR EACH OBJECTIVE HELD

[%] 1/2 POINT FOR EACH SOVIET UNIT ELIMINATED THE SOVIET PLAYER
RECEIVES:

[%] 1 POINT PER TURN FOR EACH OBJECTIVE HELD

[%] 1 POINT FOR EACH NATO UNIT ELIMINATED NOTE: AN OBJECTIVE HEX IS
HELD BY THE SIDE WHOSE UNIT LAST ENTERED THE HEX. (OR ORIGIONALLY WAS
HELD BY THE PLAYER.)

[13.2] THE VICTORY DISPLAY:
TO SEE THE DISPLAY OF VICTORY POINTS EARNED BY EACH SIDE, TYPE CTRL. V
AT ANY TIME DURING YOUR TURN. (PLAYERS CAN ALSO SEE THE VICTORY
DISPLAY DURING SOLITAIRE GAMES WHEN THE COMPUTER IS MOVING ENEMY
UNITS.)

[13.3] END OF THE GAME: BALTIC 1985 ENDS AUTOMATICALLY AFTER TURN 15,
16, OR 17, AT THE OPTION OF THE COMPUTER. THE COMPUTER WILL COMPARE
VICTORY POINTS AND DECLARE A WINNER.

[16.0] TACTICS:

[%] THE NATO PLAYER MUST MOVE QUICKLY TO TAKE ADVANTAGE OF HIS INITIAL
AIR SUPERIORITY AND NUMBERS. THE RUSSIAN PLAYER STARTS WITH NO SPARE
AIR SUPERIORITY POINTS AND IT WILL BE SEVERAL TURNS BEFORE THE NATO
PLAYER CAN BE CHALLENGED IN THE AIR.

[%] KEEP DIVISIONS TOGETHER. PROTECT, AND, WHENEVER POSSIBLE, HIDE
HEADQUARTERS UNITS IN THE REAR. USE THE D KEY FREQUENTLY TO CHECK THE
LOCATION OF DIVISIONAL UNITS.

[%] WITHDRAW, HIDE AND REORGANIZE WEAKENED UNITS. THEY WILL BE NEEDED
LATER IN THIS SCENARIO, WHEN SOVIET REINFORCEMENTS ARRIVE, AND THEIR
LOSS COSTS VICTORY POINTS.

[%] HIDE UNITS WHENEVER POSSIBLE. THE COMPUTER CANT SEE YOU, AND
AMBUSHES ARE AN EFFECTIVE TACTIC.

[%] TAKE AND HOLD ONTO OBJECTIVES. YOU RECEIVE VICTORY POINTS EACH
TURN THEY ARE HELD.

[%] PREPARE ATTACKS CAREFULLY. USE A FEW SELECTED UNITS TO ATTACK AND
DEFEND, WITH NUMEROUS SUPPORTING UNITS AND HEADQUARTERS NEARBY.

[%] AIR SUPERIORITY IS CRUCIAL, NOT JUST FOR SUPPORTING AIR STRIKES,
BUT BECAUS E ENEMY AIR SUPERIORITY HINDERS YOUR MOVEMENT. USE CTRL. A
EACH TURN TO CHECK YOUR AIR POWER STSTUS, AND ALLOT POINTS FOR FUTURE
SUPERIORITY.

FREQUENTLY USED COMMANDS
========================
O-GIVE ORDERS TO UNIT
C-CHANGE MODE OF UNIT
L-LOOK AT OTHER UNMOVED UNITS IN THAT DIVISION
Q-LEAVE UNIT WHERE IT IS
D-HIGHLIGHT & BLINK ALL UNITS OF A DIVISION
P-SHOW ENTIRE MAP
CTRL.H-HIDE UNIT
CTRL.C-ATTACK ADJACENT UNIT
CTRL.A-SHOW AIR POWER DISPLAY
CTRL.V-SHOW VICTORY POINTS
[ESCAPE]-EXIT MOVEMENT PHASE

COMMANDS WHEN CURSOR IS BLINKING
================================
S-(FOLLOWED BY MAP SECTOR NUMBER OR LETTER)-SHOW THAT SECTOR OF MAP
[SPACE BAR]-RETURN TO GAME PLAY
CTRL.E-END TURN

COMMANDS DURING SOLITAIRE GAME
==============================
CTRL.P-TURN COMBAT PAUSE ON/OFF
CTRL.V-SHOW VICTORY DISPLAY
[LEFT ARROW]-SPEED UP COMPUTER MOVE
[RIGHT ARROW]-SLOW DOWN COMPUTER MOVE
[SPACE BAR]-RESUME PAUSED COMPUTER MOVE

APPENDIX
=========================================================================
TERRAIN EFFECTS TABLE | MAXIMUM MOVEMENT ALLOWANCES
|
TERRAIN MOVEMENT SIGHTING COMBAT | NATO SOVIET
------- -------- -------- ------ | ---- ------
OPEN 2 4 0 | TANK 18 TANK 18
L. ROUGH 3 3 2 | SPG 14 BMP 18
ROUGH 4 2 3 | APC 18 ARTY 12
FOREST 3 2 2 | AIRCAV 22 KATSH 12
TOWN 3 3 2 | INFAN 12 INFAN 12
URBAN 4 2 4 | ENG 14 ENG 14
OBJECT. 3 2 3 |
LAKE 3 4 0 |
=========================================================================
=SECTOR NUMBERS: |
NOTE:SECTOR #'S 1-B ARE TREATED AS OPE
N 1-B 2 4 0 |
HEXES FOR ALL PURPOSES; SECTOR # C IS
C 4 2 4 |
TREATED AS AN URBAN HEX.
=========================================================================
= TYPE VS TYPE TABLE
------------------
SOVIET UNITS VS NATO INFANTRY:
TANK -3
BMP -2
ARTLY -10
KATSH -10
INF. -2
ENG -2

SOVIET TANK BMP ARTLY KATSH INF ENG
NATO INFANTRY VS: 2 2 4 4 1 1

=========================================================================
=NATO UNITS VS SOVIET INFANTRY:
TANK -1
SPG -5
APC 1
AIRCAV -5
INFAN 1
ENG 1

NATO TANK SPG APC AIRCAV INFAN ENG
SOVIET INFANTRY VS: 0 3 0 3 -2 -1
=========================================================================