Breakthrough in the Ardennes.txt

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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#

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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 ...
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