********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext fo the ~Breakthrough in the Ardennes manual~, converted to etext by Vincent <vcsfu@is1.hk.super.net>. ARDENN10.TXT, July 1997, etext #260# ********* BREAKTHROUGH IN THE ARDENNES MANUAL =================================== TABLE OF CONTENTS ----------------- 1.0 INTRODUCTION Description of Action Talking to the Computer Saving a Game Game Scale and Map Units Starting the Game (Commodore 64) Starting the Game (Atari) Starting the Game (Apple) Parts Inventory 2.0 SEQUENCE OF PLAY Determining Conditions of Play Historical Set-Up Sequence of Play Sequence of Play Exceptions 3.0 AIR PHASE Air Point Schedule Air Mission Menu Interdiction 4.0 SUPPLY PHASE Supply Trace Supply States Supply Effects Supply Exceptions 5.0 REINFORCEMENT PHASE Entry Hexes Delayed Arrival 6.0 UNIT ORGANIZATION PHASE Cursor Menu Unit Menu Unit Organization Menu Artillery Transfers Replacements Build-ups and Breakdown Bridges 7.0 OPERATION PHASE Cursor Menu Unit Menu Command Menu Operation Point Allowances Moving a Unit Zone of Control, Movement Restrictions and Stacking Travel Mode and Road Movement Fortifications Plotting Combat and Advancing After Combat Exiting German Unit 8.0 COMBAT Efficiency Combat Strength Modifiers and Bonuses Casualties Retreats and Advances 9.0 WEATHER 10.0 VICTORY CONDITIONS Victory Points End of Game and Victory Levels 11.0 HISTORICAL COMMENTARY 12.0 STRATEGY & TACTICS German Player American Player 13.0 CHARTS, TABLES, AND EXAMPLES OF PLAY Unit Symbol Legend Order of Battle Chart Unit Statistics and Conditions Example Artillery Corps Table Operation Cost Table Combat Modifiers Supply Examples 14.0 DEDICATION 1.0 INTRODUCTION ================ On December 16, 1944 the Germans launched their final offensive in the West. Hilter planned to corss the Meuse River through the Ardennes Forest and reach Antwerp, isolating several Allied division. The result could have very well ended in regionaled peace favoring the Axis offensive became known as the Battle of the Bulge. BREAKTHROUGH IN THE ARDENNES is a regimental level simulation of Germany's last effort on the western front. 1.1 Description of Action ------------------------- Each game turn represents a full day of operations. These operations include supply, air strikes, allocating corps artillery, building-up and breaking down regiments and divisions, constructing and destroying bridges, fortifying, changing modes, moving units and allocating and resloving combat. 1.2 Talking to the Computer --------------------------- To enter a response to the computer that consists of numbers (such as the number of artillery points) type in the number into the computer and press the <RETURN> key. To select a routine from a menu or answer a Yes/No question just press the desired key. 1.3 Saving a Game ----------------- At the end of the Reinforcement Phase and every phase thereafter the computer will allow the player(s) to save the game in progress. You will need a scratch disk to store the saved game data. Save game disks for the Apple must be initialized for SSI use during a game by following instructions included in the game program. Atari and Commodore 64 users may use any disk that has been properly formatted for use on their computer. Once a game is saved you will be able to restart it at the point where you left off. 1.4 Game Scale and Map ---------------------- The game begins December 16, 1944 and ends December 27, 1944 for a total of twelve turns. Units in the game range from battalions to divisions. The map includes parts of France, Belgium, Luxembourg and Germany superimposed on a 32 by 31 hexagon grid. Each hexagon contains a specific terrain type (clear, rough, forest, and town) and represents an area of about two miles, Hexagons with a small white dot in the middle show German Ownership. American ownership is shown by a hexagon with no white dot. Ownership changes when a unit moves into an enemy hexagon (very important for supply). Rivers are represented by blue hexsides. Hexagons connected by a road have white hexasides in common (brown on C64). The lower portion of the battle south of the Clerf and east of the Alzette River is not depicted in the game. Units of both sides that fought in that general area are not included. As a result of this detection and also to allow ample room for American reinforcements to deploy on the southern edge. German units are not allowed to enter the zero hexrow of the x coordinate. Also, not depicted on the map is the portion of the battlefield west of Rochefort (the tip of the bulge). This area is represented in the game by allowing units to exit the northern portion of the west map edge. The map is oriented to the German view of the battle which means that the top of the screen is west, the right is north, the left is south and the east is at the bottom. German units start at the bottom of the screen and fight their way to the top of the screen. If you have a difficult time envisioning this please refer to the map provided. 1.5 Units --------- The various units depicted in the game are represented graphically, by standard military symbols for type and size (see Unit Symbol Legend at back of rules book). Units are given a number of characteristics, unit and parent unit designations, combat strength, efficiency, fortification level, supply status, mode, artillery support content, stacking value, and remaining operation points. Units are either module or non-module (see Order of Battle Chart). Module units are those such as tank or mechanized infantry that have transportation organic or inherent to the unit. Non-module units have little or no such transportation and must rely on truck pools or travel by foot. The standard unit of the game is the regiment/combat command. These regiments may build up into divisional units which in turn may breakdown into component regiments. Various armored support battalions and independent brigades have also been included. Abbreviations used in unit designations are listed below: PZ - Panzer PZGR - Panzergrenadier RCN - Reconnaissance ENG - Engineer VG - Volksgrenadier ARM - Armored CAV - Cavalry INF - Infantry AB - Airborne DIV - Division REG - Regiment BRIG - Brigade BATT - Battalion TD - Tank Destroyer FB - Fuehrer Begleit G - Glider 1.6 Starting the Game (Commodore 64) ------------------------------------ To begin the game, insert the game disk and type LOAD "*",8 and press <RETURN>. When READY appears type RUN and press <RETURN>. 1.7 Starting the Game (Atari) ----------------------------- Remove all cartridges from your computer. To begin the game, boot up the Scenario side of the disk (800XL owners will have to hold down the OPTION key when they turn on their computer to boot the game). After selecting the starting values for your game, you will be told to insert the Game Side of your disk. 1.8 Starting the Game (Apple) ----------------------------- To begin the game, boot your game disk and the game will start automatically. If you are using an Apple II with Pascal you must first use your BASICS disk. If you are using an ...
Amiga7878