********* 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. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. 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. ********* The Project 64 etext of the Europe Ablaze Design manual, rev. A. Converted to etext by anonymous. The original etext was transferred from http://www.asimov.net/apple_II/incoming. The information in this Apple etext is assumed to be close enough to the Commodore version until a CBM manual can be converted, which is likely to be called EADES10B.TXT. EADES10A.TXT, November 1996, etext #107. ********* EUROPE ABLAZE (SSG 1985) The Air War Over England and Germany 1939-1945 DESIGN MANUAL ============= Table of Contents ----------------- 1. INTRODUCTION 2. USING THE DESIGN MENUS 3. PREPARING A DISK 4. VARYING A SCENARIO 5. THE DESIGN HANDBOOK MAP CREATION Plane Class Creation Squadron Creation Airbase Creation Centre Creation Radar Station Creation Shipping Lane Creation Flak Unit Creation Review Utility Weather Creation Names Creation Time Creation Cursor Creation Score Creation Doctrine Creation 6. ROCKETS ETC 7. GENERAL MATTERS 8. THE 'MTO' SCENARIO APPENDIX A The 'MTO' Scenario APPENDIX B Airborne Radar/ECM APPENDIX C Ground Radar/ECM APPENDIX D Blank Design Forms BIBLIOGRAPHY DESIGN KIT MENU DISPLAY 1. INTRODUCTION =============== By the time you get around to reading this booklet you should have some idea of how the game works and what we are attempting to simulate. Like any new thing, creating your first original scenario, even a scenario variant, is a time-consuming and no doubt confusing experience. It will be next to impossible if you haven't at least played the introductory tutorial. We further recommend that you play the historical scenarios two or three times as well. The more you know about the game, the more self-explanatory will be the design routines. Those of you who have used the design routines from our first historical simulation Carriers at War will find them just about identical to those in Europe Ablaze. 2. USING THE DESIGN MENUS ========================= Examine the back page of this booklet. It is a schematic display of the design menus. They operate in the same way as the Start and Game menus you are already familiar with. Boot your disk and select Menu J from the Start menus. This is the master menu from which all the design menus depend. The desgin menus are grouped into four main categories. (a) Branch Menus (No's 3,4,13). No editing of these menus is possible. They signpost the route to other menus. (b) Direct Function Menus (No's 2,6). These menus perform a single function upon being selected. (c) Direct Edit Menus (No's 1,5,7,8,9,10,11,12). These menus are used for editing a once only routine. The relevant section in the Design Handbook describes their use. (d) Create Menus (No's 14,15,16,17,18,19,20). the general procedure for editing a create menu is explained below. NUM - This is the number you allocate to an item CLEAR - This will clear the display screen. LIST - This will give you a look at all the items of this type you have created so far. LOAD - This will load into the display screen whatever data (if any) has already been assigned to that particular EDIT - This will throw the cursor into the display screen. Use (RET) to cycle through the values, entering data as appropriate. The (UP) arrow key will move the cursor in the opposite direction. Type (ESC/f1) to go back to the menu window from the display screen. SAVE - Select this when yo are happy with the data you have entered in the display screen. Note you will still need to save everything to disk before switching off your computer. Map (Menus 16-20) - Certain facilities in the game must be located on the map. The x and y values can be entered using the routine described earlier OR the routine can be utilitzed instead. Type (Y)(RET) to obtain the strategic map. Use the I,J,K,M keys to position the strategic cursor in the approximate location and then type (RET) to obtain the tactical map. Position the tactical cursor in the exact hex and type (RET). The x and y values will be entered in the display screen. 3. PREPARING A DISK =================== Whether making a variation to an historical scenario or creating an original scenario, the procedure for preparing a scenario disk is essentially the same. Examine the Start and Design menus. When making a change to an historical scenario, select the line from Menu A and type (Y)(RET) to obtain Menu I. Select the scenario you intend to modify and type (Y)(RET) to obtain Menu J (the Master Design menu). Select the line to obatin Menu 1 and then select the line. Type (Y)(RET) and follow the instructions on the screen until the initialization procedure is complete. (You can omit the initalization procedure if you have already prepared an initialized save game disk.) Select the line and type (Y)(RET) to enter the screen display. Position the cursor on the line of the first empty location and type (Y)(RET). Enter a comment at your discretion (up to 17 characters) and type (RET). The scenario variation has been flagged as a creation file. Type (ESC/f1) to go back to Menu J. Select the line and edit the menus you wish to modify. When you have completed the scenario variation, go back to Menu 1 and resave in the same location. The modified scenario is ready for play. Simply select the line on the display screen corresponding to the modified scenario's location and type (Y)(RET). Select the line when prompted and that's it. Or you can use the procedure on the menu data card. When you wish to create an original scenario, repeat the above procedure but before entering data use the line in Menu J to erase the map and/or data bases. 4. VARYING A SCENARIO ===================== Before attempting to create an original scenario, it's a good idea to make a few simple changes to an historical scenario to get the feel for the design mechanics. The following example together with some screen illustrations will show you how. In 1935, Generals Wever (Chief of Staff) and Milch (Secretary of State for Air) , proposed the creation of a strategic bomber force for the luftwaffe. Both Dornier and Junkers produced prototypes, the latter being much superior. fortunately for the Allies, this project was abandoned soon alter Wever's accidental death and Milch's falling out with Goering. The Ju89 four-engined heavy bomber never saw action in its intended role, the pre-production models being used as transports. This scenario variation postulates that the Luftwaffe's heavy bomber programme had been more resolutely carried out and that a Kampfgeschwader (KG) was operational by August 1940 and available for use against England in the 'Battle of Britain'. Follow the directions for changing an historical scenario from the previous chapter (using the 'Their Finest Hour' scenario as the base) until you reach the point where a comment to identify the scenario can be entered. Type in (WEVER'S PLAN) then (RET). Fig 1 illustrates what should be on your screen. +------------------------------------------------------------+ | LOAD (N) | | | SAVE (Y) (Creation file) | | | Comment - WEVER'S PLAN | | | | | | LOAD (N) | +---------------+ | | SAVE (N) (spare) | | DISK | | | Comment - | | -- MENU -- | | | | | | | | LOAD (N) | | EDIT N | | | SAVE (N) (spare) | | | | | Comment - | | INIT N | | | | | | | | LOAD (N) | +---------------+ | | SAVE (N) (spare) | | | Comment - | | | | | | LOAD (N) | | | SAVE (N) (spare) | | | Comment - | | | | | | +---------------------------+ | | | | Hit (ESC) to restart game | | | | +---------------------------+ | | | | | +------------------------------------------------------------+ FIG 1 Type (ESC/f1) to go back to Menu J from the design menus. Select and type (Y)(RET) to obtain Menu 3. Select and type (Y)(RET) to obtain Menu 13. The first thing we will make is the Ju89 itself. Select and type (Y) (RET). A blank plane creation display awaits your attention. Select and type (Y)(RET). The creation display is replaced with a list of all the plane types in the scenario. There is no plane type 37. We will use this number for the Ju89. Type (ESC/f1) to go back to the plane creation display. Select and type (37). Select and type (Y)(RET) to enter the plane creation display. Type in this data (Ju89)(RET) (2)(RET) (6)(RET) (170)(RET) (46)(RET) (19)(RET) (12)(RET) (15)(RET) (9)(RET) (2)(RET) (4)(RET) (0)(RET) (4)(RET) (3)(RET) (2)(RET) (0)(RET) (N)(RET) (N)(RET). The cursor should have returned to the top of the display and your screen should look like that illustrated by fig 2. If it does, type (ESC/f1) to exit the display. Otherwise, try again. +------------------------------------------------------------+ | +--AIRCRAFT---+ | PLANE CLASS | | | Ju89 | | CREATE | | +-------------+ | | | +--------------+ | | | ROLE (0-3) = 2 | bomber | | +---------------+ | | CREW (0-7) = 6 | 6-8 men | | | NUM= 37 | | | +--------------+ | | | | | (1-255) - | | CLEAR N | | | FUEL CAP.= 170 (1-15)- | | LIST N | | | CLB RATE= 2 | | | | | (0-63) - | | LOAD N | | | PAYLOAD= 46 (0-7)- | | EDIT Y | | | FIREPWR= 4 | | SAVE N | | | (11-41)- MAN= 0 | | | | | SER CEILING= 19 VUL= 4 | +---------------+ | | (1-41)- RADAR= 3 | | | MAX. SPEED= 12 REP-RATE= 2 | | | (1-31)- ECM= 0 | | | OPTIMUM ALT= 15 | | | CRUS. SPEED= 9 | | | | | | (Y/N)- | | | ALLIED (N) | | | NIGHT (N) | | +------------------------------------------------------------+ FIG 2 Select and type (Y)(RET). If you don't do this, the data entered for the Ju89 will be lost ! The next step is to create the squadrons which will fly the new plane. Type (ESC/f1) to go back to Menu 13. Select and type (Y)(RET) to obtain a blank squadron creation display. The facility shows us that 's greater than 225 are not in use. We will use 241-243 to create the 3 squadrons (gruppen) which make up the Kampfgeschwader. The data for the first squadron appears in fig 3. +------------------------------------------------------------+ | +--I.D.--+ +--------------+ | SQUADRON | | | 1/KGA | | unassigned | | CREATE | | +--------+ +--------------+ | | | +--------------+ | | | (1-37)- | Ju89 | | +---------------+ | | AIRCRAFT = 37 | bomber | | | NUM= 241 | | | | 6-8 men | | | | | | | axis | | | CLEAR N | | | +--------------+ | | LIST N | | | PLANE NUMBERS | | | | | (1-31) - OFFICIAL= 30 | | LOAD N | | | INITIAL= 26 | | EDIT Y | | | PILOTS | | SAVE N | | | (0-31) - VETERAN= 3 | | | | | EXPERIENCED= 15 | +---------------+ | | | | | RATINGS | | | (0-7) - FATIGUE= 7 | | | | | | (Y/N) - NIGHT OPS (N) | | | RECON OPS (N) | | | NAVAL OPS (Y) | | | PATHFINDER OPS (N) | | | | | +------------------------------------------------------------+ FIG 3 Enter the data yourself and don't forget to use . For convenience we will keep the squadron data unaltered for the two remaining squadrons, except to change the unit I.D. Thus, 's 242-243 have I.D.'s 2/KGA, 3/KGA. Again, use alter each entry. Finally, we can create an airbase to deploy the Kampfgeschwader. Go back to Menu 13, select and use fig 4 for the data to complete the airfield creation display. The next step is vital ! The data entered must be saved to the disk. Type (ESC/f1) until you have recovered Menu J, select and resave the scenario in the same location. Once this has been done, you're ready to play the scenario. It gives the Germans some real bombing power. For dedicated gamers and/or historians, Appendix A contains the information necessary to create original scenario. +------------------------------------------------------------+ | +--AIRFIELD--+ +--MAP LOC---+ | BASE CREATE | | | ARRAS | | (26, 32) | | | | +------------+ +------------+ | | | | | | ASSIGNED SQUADRONS | +---------------+ | | +-----------------------+ | | NUM= 100 | | | (1)- 241 | 1/KGA - Ju89 | | | | | | (2)- 242 | 2/KGA - Ju89 | | | CLEAR N | | | (3)- 243 | 3/KGA - Ju89 | | | LIST N | | | (4)- 0 | - | | | LOAD N | | | +-----------------------+ | | EDIT N | | | | | SAVE N | | | THEATRE (1-5)= 2 | | MAP N | | | DAMAGE STATUS (0-15)= 15 | | | | | DAMAGE CONTROL (0-3)= 2 | +---------------+ | | | | | (Y/N)- ALLIED (N) | | | SEALED (Y) | | | | | | | (3 x 3 hex | | | tactical map | | | display here) | | | | | | | +------------------------------------------------------------+ FIG 4 5. THE DESIGN HANDBOOK ====================== The Design Handbook contains the information and explanations necessary to convert your historical research into the game format. It is not absolutely necessary to build up the data bases in the order prescribed, but our experience suggests that this is the most convenient sequence. 5.1 Map Creation (Menu 7) ------------------------- Select Menu 7 to enter the map creation routine. Examine Appendix A for a completed example. The strategic map is displayed together with the hollow cursor. Each 2 by 2 grouping of terrain elements on the strategic map represents a block of 9 hexes (3 by 3) on the tactical map. Each hexagon is 20 statute miles from side to side for a total map area of slightly more than 600,000 square miles. The x and y values for the hexagon highlighted by the cursor on either the strategic or tactical map are shown above the menu window. To edit a particular hex or hex-side, position the strategic cursor in the approximate hex location using the I,J,K,M keys then type (RET) to obtain the tactical map. Position the tactical cursor directly over the chosen hex using the I,J, K,M keys or the 1-6 keys and edit (create) the hex using the following procedure. Note that you may type (0) to centre the screen on the tactical cursor. OCEAN HEXES (T1) - Type (T1) to create an ocean or lake hex. Coastal hex-sides are entered automatically where appropriate. The default hex on a blank map is an ocean hex. Ocean hexes are treated as neutral territory for game purposes. LAND HEXES (T2-T3) - Each land hex must be identified as Axis or Allied. Thus (T2) = Axis land, (T3) = Allied land. A hex-side border will be created automatically between Axis and Allied hexes. Observer Corps detection is not possible over enemy territory and pilot recovery rates are much improved in friendly territory. Note that facilities such as centres, airbases, radar stations etc, are not entered by this routine but rather placed by the computer once they have been built up in their appropriate creation routines. RIVER HEX-SIDES (S1-S3) - River hex-sides may be created between any two land hexes. They play an important role in navigation and target location. Type (S1)-(S3) to build north, north-eastern and/or south-eastern hex-sides respectively. Note that the south hex-side of one hex is the north hex-side of the hex directly below it. In this way, all 6 hex-sides can be edited. Type (S0) to clear all hex-sides from a particular hex. The terrain elements on the strategic map are built up as a consequence of the topography of the tactical map. The priority given to the strategic display is facilities, land ocean. 5.21 Plane Class Creation (Menu 14) ----------------------------------- This routine is used to define the characteristics and performance of the various aircraft types employed in the scenario. Examine Appendix A for a completed example. A maximum of 37 aircraft types may be created per scenario. PLANE NUMBER - Assign a number from 1-37 to the aircraft type. Each aircraft type must have a different number assigned to it. PLANE TYPE - Enter any combination of letters or numerals (to a maximum 11) which will distinguish the aircraft (e.g. Hurricane I). COMBAT ROLE - Enter the primary role for which the aircraft was designed. 0=fighter, 1=fighter bomber, 2=bomber, 3=recon. CREW NUMBER - Enter the usual crew size for the aircraft type. 0=no crew (i.e. pilotless plane or rocket), 1=one man crew, 2=two man crew, 3=three man crew, 4=four man crew, 5=five man crew, 6=six to eight man crew, 7=nine-plus crew memebers. FUEL CAPACITY - This value measures the length of time a plane type with minimum combat loading can remain airborne. The unit of measurement is a five minute time preiod. To calculate the value, divide the maximum operational range (in miles) of the aircraft by its cruising speed (in mph) and multiply the result by 12. The maximum value is 255 (21.5 hours) and the minimum value is 1 (5 minutes). Note that any value under 12 would be completely useless in practice. PAYLOAD - This characteristic is measured in increments of 300lbs of bombs. For example, a payload of 10,000lb has a value of 34. The maximum value which can be entered is 63. Aircraft without a bombing capability are given a value of 0. Round up any fraction. SERVICE CEILING - Enter the service ceiling (maximum operable altitude) for the aircraft type. The unit of measurement is '000ft. The maximum value is 41 (41,000ft) and the minimum value is 11 (11,000ft). MAXIMUM SPEED - Enter the aircraft's maximum speed. The unit of measurement is hexes per hour. Note that each hex is 20 statute miles across. To calculate the value, divide the maximum speed of the aircraft by 20. The maximum value is 41 (820 mph) and the minimum value is 1 (20 mph). Round off fractions to the nearest value. OPTIMUM ALTITUDE - Enter the altitude at which the aircraft achieves its maximum speed. The unit of measurement is '000ft. The maximum value is 31 (31,000ft) and the minimum value is 1 (1,000ft). CRUISING SPEED - Enter the aircraft's most economic air speed. The unit of measurement is hexes per hour. To calculate the value, use the same formula as that used to determine maximum speed. The maximum value is 31 (620 mph) and the minimum value is 1 (20 mph). Round off fractions to the nearest value. CLIMB RATE - This value measures the time taken for an aircraft to gain altitude. The unit of measurement is '000ft per five minutes. The maximum value is 15 (15,000ft/5 mins) and the minimum value is 1 (1,000ft/5 mins). FIREPOWER - This characteristic measures the quality and quanitity of the aircraft's armament. Generally 1 point is awarded for every 1-2 fixed forward guns and/or 2-6 flexible guns. The value obtained is modified (+/-1) by the suitability of the aircraft as a firing platform and/or the type of mounting provided for the flexible guns. the maximum value is 7. Only unarmed aircraft should be given a value of 0. MANOUEVERABILITY - This characteristic measures the aircraft's agility primarily through an evaluation of wing loading. In general the lower the wing loading the more manoueverable the aircraft will be. Pilot reports and comments, where available, are also a useful source of information. The maximum value is 7. The minimum value is 0. VULNERABILITY - This characteristic measures the protection afforded the crew, the fuel tanks and other vital equipment as well as an overall estimate of the airframe's structural soundness. the maximum value is 7. The minimum value is 0. RADAR - This characteristic measures the effect of any electronic assistance afforded the aircraft. In the case of fighters, the value represents their ability to electronically detect enemy aircraft, including any assistance afforded by Ground Controlled interception (GCI) facilities. In the case of bombers and recons, the value represents their ability to electronically locate their ground target, again incorporating any ground-linked facilities; for example Oboe and X-gerat. The maximum value is 7. The minimum value is 0. As an aid to design, Appendix B is our evaluation of WWII airborne and ground radar systems formatted into game terms. REPLACEMENT RATE - This characteristic measures the number of aircraft of each type available each day as reinforcements, 0=1 plane/4 days, 1=1 plane/2 days, 2=1 plane/day, 3=2 planes/day, 4=4 planes/day, 5=8 planes/day, 6=16 planes/day, 7=32 planes/day. ECM - this characteristic measures the extent of any electronic counter-measures available to the aircraft. It represents their ability to avoid detection by electronic instruments. This value has nothing to do with ground based counter-measure systems. Again, Appendix B is our evaluation of such equipment in game terms. The maximum value is 7. The minimum value is 0. ALLIED - (Y)es or (N)o. NIGHT - Is the aircraft designed to operate primarily at night ? (Y)es or (N)o. 5.22 Squadron Creation (Menu 15) -------------------------------- This routine is used to assign the aircraft types created in the previous section to their historical organizations. Examine Appendix A for a completed example. Up to 255 individual squadrons may be created, each one of which can accommodate up to 31 aircraft. All aircraft in a particular squadron must be of the same type. SQUADRON NUMBER - Assign a number from 1-255 to the squadron. Each squadron must have a different number assigned to it. SQUADRON IDENTIFICATION - Enter any combination of letters or numerals (to a maximum of 6) which will distinguish the squadron (e.g. 3/KG54). AIRCRAFT TYPE - Enter the corresponding to the aircraft type created in the previous routine. OFFICIAL ESTABLISHMENT - Enter the maximum number of aircraft which may be assigned to the Squadron. This number is usually the historical squadron size. The maximum value is 31. The minimum value is 1. INITIAL ESTABLISHMENT - Enter the number of aircraft (operational or otherwise) to be assigned to the squadron at the start of the scenario. The maximum value is 31. The minimum value is 1. VETERAN PILOTS/CREWS - Enter the number of veteran pilots or crews in the squadron. A veteran pilot is an 'ace' (5+ kills). A veteran crew has completed 15+ bombing missions. EXPERIENCED PILOTS/CREWS - Enter the number of experienced pilots or crews in the squadron. An experienced pilot has combat experience. An experienced crew has completed 3-15 bombing missions. FATIGUE - This value measures the level of exhaustion/strain on the squadron's combat and ground personnel. Enter a number between 0 and 7. 7=bright-eyed and bushy failed, 0=too fired to stand. NIGHT OPERATIONS - Is the squadron trained and equipped for night-operations ? (Y)es or (N)o. RECON OPERATIONS - Is the squadron trained and equipped for reconnaissance operations ? (Y)es or (N)o. NAVAL OPERATIONS - Is the squadron trained and equipped to attack shipping ? (Y)es or (N)o. Note that naval operations performed at night are minelaying operations. PATHFINDER SQUADRON - Is the squadron especially trained and equipped to locate ground tragets ? (Y)es or (N)o. 5.23 Airbase Creation (Menu 20) ------------------------------- This routine is used to establish airfields. Examine Appendix A for a completed example. A total of 127 airfields may be created for each scenario. Any number of airfields may be located in the same hex. AIRFIELD NUMBER - Assign a number from 1-127 to the airfield. Each airfield must have a different number assigned to it. NAME - Enter any comination of letters or numerals (to a maximum of 11) which will distinguish the airfield (e.g. Biggin Hill). LOCATION - Enter the x and y map values of the airfield. These can be obtained from a reference to your draft map or by using the map option in the menu. The range of values is x:0-41, y:0-35. THEATRE/COMMAND - Up to 5 separate commands per side can be created for each scenario. These commands are essentially independent from each other. Each airfield must be assigned to a particular command. 1=theatre 1....5=theatre 5. ASSIGNED SQUADRONS - Enter the 's of the squadrons which are to be assigned to this airfield. The number of squadrons assigned to the airfield cannot exceed four. DAMAGE STATUS - This value measures the degree of damgage currently sustained by the airfield. 0=inoperable, 15=pristine. Air operations are seriously affected by damage levels below 10 and almost impossible when the damage level is below 5. Furthermore, aircraft may be temporarily prevented from launching by any damage level. DAMAGE CONTROL - This value measures the experience and effectiveness of the airfield's personnel in repairing damage to their airfield. 0=hopeless, 1=adequate, 2=good, 3=excellent. SEALED - Is the airfield an all-weather surface ? (Y)es or (N)o. ALLIED - (Y)es or (N)o. 5.24 Centre Creation (Menu 19) ------------------------------ This routine is used to create the various type sof centres available to each side as targets. Examine Appendix A for a completed example. Up to 63 centres may be created. However, only one may be deployed in each hex. CENTRE NUMBER - Assign a number from 1-63 to the centre. Each centre must have a different number assigned to it. NAME - Enter any combination of letters or numerals (to a maximum of 11) which will distinguish the centre (e.g. Birmingham). LOCATION - Enter the x and y map values of the centre. These can be obtained from a reference to your draft map or by using the MAP option in the menu. The range of values is x:0-41, y:0-35. POPULATION SIZE - This value measures the population density of the centre. 0=insignificant, 1=minor, 2=major, 3=vital. A vital population centre is no larger than a major centre but rather is one of especial importance in the particular scenario. More victory points are awarded for the destruction of vital centres than major centres. INDUSTRY - This value measures the industrial capacity of the centre. 0=insignificant, 1=minor, 2=major, 3=vital. A vital industrial centre is no larger than a major centre but rather is one of especial importance in the particular scenario. More victory points are awarded for the destruction of vital centres than major centres. PORT FACILITIES - This value measures the extent of port facilities at the centre. 0=none, 1=minor, 2=major, 3=vital. A vital port facility is no larger than a major port facility but rather is one of especial importance in the particular scenario. More victory points are awarded for the destruction of vital port facilities than major port facilities. COMMUNICATIONS - This value measures the importance of the road, rail and/or river transportation facilities in or close by the centre. 0=insignificant, 1=minor, 2=major, 3=vital. A vital communications centre is no larger than a major centre but rather is one of especial importance in the particular scenario. More vitory points are awarded for the destruction of vital centres than major centres. ALLIED - (Y)es or (N)o. 5.25 Radar Station Create (Menu 18) ----------------------------------- This routine is used to create the radar station facilities available to each side. These radar stations are ground installations designed to detect enemy aircraft. Don't confuse them with the radar rating assigned to plane types. Examine Appendix A for a completed example. Furthermore, Appendix C lists by nationality the major ground radar installations in use throughout WW2. Up to 63 stations may be created and there is no restriction on the number which may be placed in each hex. STATION NUMBER - Assign a number from 1-63 to the radar station. Each radar station must have a different number assigned to it. TYPE - Enter a single letter or number to distinguish the type of station (e.g. F for Freya sets, W for Wurzsburg sets). Note that the assigned to the station will appear after the type designation to facilitate identification. LOCATION - Enter the x and y map values of the radar station. These can be obtained from a reference to your draft map or by using the MAP option in the menu. The range of values is x:0-41, y:0-35. MINIMUM DETECTION ALTITUDE - This value measures the minimum altitude at which the radar station is operational. The station will not detect aircraft below this altitude. The unit of measurement is '000ft. The maximum value is 15 (15,000ft). The minimum value is 1 (1,000ft). MAXIMUM DETECTION ALTITUDE - This value measures the maximum altitude at which the radar station is operational. The station will not detect aircraft above this altitude. The unit of measurement is '000ft. The maximum value is 41 (41,000ft). The minimum value is 1 (1,000ft). (Note that if you enter a greater minimum detection altitude than maximum detection altitude, the very peculiar results will occur !) DETECTION RANGE - This value measures the distance (in hexes) out to which the radar station is operational. The maximum range is 8 hexes. The minimum range is 1 hex. RELIABILITY - This value is a subjective assessment of the quality of the equipment and the competence of its users. 0=hopeless, 1=adequate, 2=good, 3=excellent. DAMAGE STATUS - This value measures the degreee of damage currently sustained by the radar station. 0=inoperable, 15=undamaged. Detection is seriously affected by damage levels below 10 and not possible when the damage level is below 5. DAMAGE CONTROL - This value measures the experience and effectiveness of the radar station's personnel in repairing damage to their equipment. 0=hopeless, 1=adequate, 2=good, 3=excellent. 360 SCAN - Most ground radars of this period could detect aircraft at any direction from their origin. Some could not and in there cases it was necessary to deploy several in order to get a full coverage. The most notable examples were the British Chain Home radar sets. Rather than assign an arc of detection (and use huge amounts of memory handling some nasty programming problems), radar stations defined as unable to scan 360 degrees will only detect aircraft over neutral and enemy territory. In practice, this solution works very neatly. (Y)es or (N)o. ALLIED - (Y)es or (N)o. 5.26 Shipping Lane Create (Menu 17) ----------------------------------- This routine is used to create the shipping lanes used by each side. They are a subjective measure of the relative importance of certain hex paths in channelling merchant shipping. Examine Appendix A for a completed example. Up to 63 such hexes may be created per scenario. SHIPPING LANE NUMBER - Assign a number from 1-63 to the shipping lane. Each shipping lane must have a different number assigned to it. TYPE - Enter a single letter or number to distinguish the port of origin of the shipping lane (e.g. P for Portsmouth, K for Kiel). Note that the assigned to the shipping lane will appear after the identification code. LOCATION - Enter the x and y map values of the shipping lane. These can be obtained from a reference to your draft map or by using the MAP option in the menu. The range of values x:0-41, y:0-35. SHIPPING DENSITY - This value is a subjective measure of the likelihood of locating merchant shipping in the shipping lane. 0=unlikely, 7=almost certain. ALLIED - (Y)es or (N)o. 5.27 Flak Unit Creation (Menu 16) --------------------------------- This routine is used to create the flak units used by each side. They are used to organize and deploy the anit-aircraft batteries available to each side. Examine Appendix A for a completed example. Up to 63 such flak units may be created per scenario. FLAK UNIT NUMBER - Assign a number from 1-63 to the flak unit. Each flak unit must have a different number assigned to it. TYPE - Enter a single letter or number to distinguish between regional groupings of flak units. For example, designate all flak units in the Ruhr region as R. Note that the assigned to the flak unit will appear after the identification code. LOCATION - Enter the x and y map values of the flak unit. These can be obtained from a reference to your draft map or by using the MAP option in the menu. The range of values is x:0-41, y:0-35. NUMBER OF HEAVY AA GUNS - This value is a measure of the size of the flak unit. Award 1 point for each pair of AA guns. the maximum value is 255. The minimum value is 0. Note that flak units are stationary. However, by reallocating AA guns via the flak reserve, the C-in-C can respond to new enemy thrusts. ALLIED - (Y)es or (N)o. 5.3 The Review Utility (Menu 6) ------------------------------- This utility allows a quick and easy review of the data created in menus 14-20. Select Menu 6. Select the data base of your choice. Use the arrow keys to review each item in the data base. 5.4 Weather Creation (Menu 5) ----------------------------- Select Menu 5 to enter the weather creation routine. Examine Appendix A for a completed example. Superimposed on the strategic map are 12 weather boxes. The weather box indicates the probable weather condition for the area described. The actual weather condition in a particular hex is determined by the computer when necessary. The cloud cover and wind strength values entered in each box determine the initial weather conditions for the game. Both values are entered in tenths. Thus, for cloud cover, 0=clear skies....10=complete cloud cover. Cloud ceiling is variable and is determined locally by the computer. Target location is pretty well impossible in cloud cover of 8 or greater. For wind strength, 0=still air .... 10=gale force winds. Bomb accuracy and air-to-air interception deteriorates rapidly in wind strengths greater than 7. In genearl, cloud cover tends to build up over land masses while wind strength is greatest over large bodies of water. Storms are produced by a combination of cloud cover and wind condition. Whenever the sum of the two values exceeds 14, storms are probable in any hex described by that weather box. Navigation and combat are next to impossible in such conditions. In fact, aircraft foolish enough to be out in a storm can count themselves lucky if they just survive, let alone accomplish a mission. Ground fog occurrence is determined by season, proximity to the ocean, and current weather conditions. Storm and/or fog prone areas are identified by highlighted weather boxes. The computer determines the season from the data entries made in Menu 11 and the developing weather pattern throughout the course of the scenario is based upon European meteorology. 5.5 Names Creation (Menu 8) --------------------------- Select Menu 8 to enter the names creation routine. Examine Appendix A for a completed example. This menu is optional in the sense that the game will run normally even if the C-in-Cs and Commanders are not identified by name. It looks much better, however, if the names are present. Either historical names or your own may be entered. The maximum length allowed is 11 characters per name. 5.6 Time Creation (Menu 9) -------------------------- Select Menu 9 to enter the time creation routine. Examine Appendix A for a completed example. This routine is used to establish the start and finish times for the scenario, the hours of dawn and dusk and the phase of the moon. The game can be set in any year from 1900 to 1963. Air operations after this date cannot be properly simulated by the game's mechanics, primarily because of theproliferation of guided missiles and really hot jets. (In fact, scenarios set later than 1954 will probably be a bit shaky.) DATE - Enter the day of the month that the scenario is to begin. The values range from 1-31. All scenarios begin at midnight (0000 hrs). MONTH - Enter the month. The values range from 1-12. YEAR - Enter the year. The values range from 0-63. LENGTH - Enter the number of days that the scenario is to continue. The values range from 1-31. Note that this entry is the number of days in the scenario, not the date on which it ends. All scenarios end at midday (1200 hrs). DAWN - Determine the hour of daybreak. The values range from 3-10; i.e. dawn must occur between 0300 hrs and 1000 hrs. DUSK - Determine the hour of nightfall. The values range from 15-22; i.e. dusk must occur between 1500 hrs and 2200 hrs. MOON - Determine the phase of the moon. The values range from 0-27. 0=full moon, 13=new moon. Find out the date of the last full moon before the scenario start date and count the number of days between the two dates. This is the value to be entered. 5.7 Cursor Creation (Menu 10) ----------------------------- Select Menu 10 to enter the cursor creation routine. Examine Appendix A for a completed example. This routine is used to establish the cursor shape which will represent the forces of each C-in-C and Commander. 0=general cursor. 1=Commonwealth, 2=American, 3=German, 4=Italian. 5.8 Score Creation (Menu 11) ---------------------------- Select Menu 11 to enter the score creation routine. Examine Appendix A for a completed example. There are two values to be entered in this routine; a points threshold and a priority rating. THRESHOLD - During the course of a scenario, all commanders are awarded points for the progressive destruction of enemy facilities and aircraft. The threshold value represents the minimum number of points which must be achieved by a commander before he can begin accumulating a positive point total. The C-in-C's point total is the sum of his commanders' final scores. Negative scores cancel positive scores. Furthermore, negative scores count double points when calculating the C-in-C's final scroe. Enter a point value between 1-250 (10-2500). A value of 0 should be given to non-active commanders. To balance a scenario, it is best to assign each commander an initial threshold of 1. Make all commands computer controlled and run through the scenario 10- 25 times, recording the final scores in each case. Average these results, enter them, then make a further three or four test runs. Make further changes only if you achieve peculiar results. PRIORITY - This value serves two separate and unrelated purposes. The values entered in the creation screen affect only the first of these purposes. Air formations (squadrons) begin a scenario with an initial establishment which represents the total number of aircraft assigned to them. The number of these aircraft which begin the scenario in an operational condition is determined by the priority rating awarded to their commander. 0=20%-40%, 1=30%-50%, 2=40%-60%, 3=50%-70%, 4=60%-80%, 5=70%-90%, 6=80%-100%, 7=90%-100%. The second purpose of the priority rating is used during the play of the scenario. Each C-in-C has access to the priority ratings of his commanders and may manipulate them as he sees fit. The differences in importance assigned to these ratings determine the priority accorded for replacement aircraft and the exchange between commands of exhausted for fresh squadrons. 5.9 Doctrine Creation (Menu 12) ------------------------------- Select menu 12 to enter the doctrine creation routine. Examine Appendiex A for a completed example. This routine is used to enter a mixed bag of information, all of which is described below. THE MULTIPLIER - Every target type in a scenario must be given a multiplier. These values are crucial in that they determine the importance of the various target types as appreciated by the respective high commands at the time of the scenario. For example, ports and shipping lanes were a much more vital target for the RAF in 1940 than they were in 1944. In game terms, the multiplier modifies the points gained from the bombing of the various target types; i.e. to win the game you must direct your operations primarily against high priority targets. 0=0.125, 1=0.25, 2=0.5 3=1, 4=1.5, 5=2, 6=4, 7=8. Note that these multipliers will not remain constant throughout the scenario. Insufficient operations against a particular target type may decrease its multiplier. SUPREME COMMAND - This value represents the competance of the supreme commander ;generally the national leader or the person ultimately responsible for the direction of the nation's war effort. He is always a computer controlled personality. The rating awarded to the supreme commander will determine how accurately he will appreciate and implement his sides' multipliers. 0=complete nincompoop.... 7=military genius (i.e. never makes a mistake - just like RJK!). In practice, target types ranked lower by the supreme command than their actual place will have their multipliers reduced by the extent of their displacement; target types ranked higher will gain no benefit. COMMANDER IN CHIEF - This value represents the competance of the C-in-C when computer controlled. A human C-in-C can make his own decisions. The rating awarded to the C-in-C will determine how much latitude he allows his subordinates to have. 0=literal and narrow-minded .... 7=perceptive and liberal. In practice, incompetant C-in-C's will make it much more difficult to deceive and/or surprise your opponent. GROUND ECM - This value represents the extent to which ground-based ECM equipment could protect targets from electronic detection by enemy aircraft. Appendix C provides a listing of ground-based ECM systems evaluated into game terms. The maximum value is 7. The minimum value is 0. ORDNANCE EFFECT - This characteristic measures the quality of the high explosive available at the time of the scenario. 0=hopeless, 1=adequate, 2=good, 3=excellent. AA FIRE CONTROL - This value measures the experience and target locating equipment available to the AA forces at the time of the scenario. 0=hopeless, 1=adequate, 2=good, 3-excellent. 6. ROCKETS & PILOTLESS PLANES ============================= None of the scenarios in the game cover periods of time when self-propelled rockets or pilotless planes were in use. Nonetheless, the game system has the facilities to simulate their use and effect. These guidelines will help you organize and deploy them. An aircraft type, regardless of its other characteristics, will be considered a rocket/pilotless plane if its crew number is set to 0. There is no limit (other than 31) on the number of such missiles which can be assigned to a squadron. However, to best simulate the V1/V2 attacks, squadron size should be kept to a maximum of three. Rocket squadrons fly harassment ops against enemy population centres under the computer's direction, it is not possible for a human player to manipulate rocket squadrons in any way. Obviously there are no survivors from a rocket op to you will need to allow a generous replacement rate if you wish to keep up a good level of attack. 7. GENERAL MATTERS ================== Unlike Carriers at War, there are no special map constraints in Europe Ablaze. In fact, we can't think of any constraints at all. Those of you who use the map creation facilities will notice that more than one type of land hex can be built. You can use these for aesthetic purposes if you wish. They have no function in the game. Thus, T2/T3=clear, T4/T5=wooded, T6/T7=rough, T8/T9= mountainous. The data entry routines are for the most part 'self-checking' in the sense that you will not be able to enter values outside the given paramenters. Other mistakes may show up in peculiar ways, so be careful. One word of warning, however. The game's design revolves around more or less realistically evaluated forces. If you decide to create fantasy scenarios with 'amazing' aircraft, be prepared for some amazing results. 8. THE 'MTO' SCENARIO ===================== In late 1943, the Allied forces in Italy were sufficiently well established to begin a major strategic air offensive against targets in Southern Germany, Austria, France, Italy, Bulgaria, Greece, Hungary, Jugoslavia and Rumania. Most of these targets had hitherto been beyond the range of Britain-based air groups. Now there was virtually no region in the Third Reich which would enjoy immunity from Allied air attack. The principal weapon the Allies were to use to spearhead this southern thrust was ther US Fifteenth Air Force, formed in November 1943 under the command of Maj. Gen, James H, Doolittle, from the heavy bomber core of the Twelfty Air Force. We pick up the story in March 1944. Maj. Gen. Nathan F. Twining has replaced Doolittle and the Fifteenth has some 15 heavy bomber groups and 4 fighter groups to carry the war to the Axis. Bad weather has seriously hampered operations for most of the past two months. German ground forces tenaciously cling to their defensive line south of Rome and two frontal assaults against the fortified Monte Cassino bastion have been bloodily repulsed. The amplhibious invasion behind enemy lines at Anzio has failed to realize the breakthrough expected of it and survives principally on massive air and naval support. The Fifteenth, supported by the Twelfth, has a lot to do. It must support ground operations in Italy through attacks against communication facilities, air fields and, wherever possible, the Luftwaffe itself. Furthermore, it must contribute to the Comined Bombing Offensive (CBO) by striking at vital industrial and communications targets, especially in Austria and Rumania. Opposing these efforts will be two formidable obstacles. Bad weather is certain to frustrate some 50%-60% of all missions flown. The Luftwaffe's fighter strength, albeit scattered, is not inconsiderable, especially in those regions beyond the escort protection afforded by the P-38's and P-47's. Defending the Reich are elements of two German Air Forces; Luftflotten 1 and 2. Luftflotte 1, spread between Bucharest in the east, Salonika in the south and Budapest in the north, is a purely fighter force and its principal concern is the protection of the vital oil facilities at Ploesti and Brasov. Luftflotte 2 contains all of the limited Axis striking power committed to the Mediterranean theatre. some 200 bommbers and fighter-bombers are deployed in the Udine-Villaorba and Orvieto areas. This force must achieve some positive results, both against Allied shipping and communications. The principal components of Luftflotte 2 are the fighter groups (Jagdgeschwaden), also based in the Udine area. Together with aircraft from the fascist Republica Sociale Italiana (RSI) they must defend the industrial areas of Southern Germany and Austria as well as provide protection for the vulnerable bombers. The scenario runs for only 17 days so neither side has time to waste. Every opportunity to inflict casualties needs be taken, most especially by the Americans. Appendix A ========== PLANE TYPES ----------- 1 2 3 4 5 6 7 ------------------------------------------------------------------------------- Fortress Liberator Mitchell Marauder Havoc Lightning Thund'bolt 2 2 2 2 2 0 0 7 7 5 6 3 1 1 246 140 75 60 47 91 47 59 43 10 14 14 6 8 36 38 21 20 26 41 41 15 15 14 14 17 21 22 25 30 15 5 12 25 30 8 9 12 11 14 15 18 3 4 5 5 7 12 9 6 5 4 5 4 5 6 1 1 2 2 3 4 5 6 5 5 5 4 5 7 3 3 0 0 0 5 5 5 5 3 2 2 4 3 3 3 0 0 0 0 0 Y Y Y Y Y Y Y N N N N N N N 8 9 10 11 12 13 14 15 ------------------------------------------------------------------------------- Mustang Warhawk Mosquito B'fighter F-5C Ju88A Ju88A (R) Fw190 FB 0 1 0 0 3 2 3 1 1 1 2 2 2 4 4 1 51 38 55 62 115 85 110 41 0 2 0 0 0 26 4 5 41 31 28 29 41 27 29 37 22 18 19 15 23 14 18 18 30 16 13 13 28 20 22 20 18 15 15 12 18 12 13 14 15 10 13 8 14 4 5 11 5 6 5 7 0 2 1 5 6 5 4 3 5 2 3 6 6 4 3 4 5 4 4 5 5 5 4 4 4 2 4 4 1 2 1 1 2 4 2 2 0 0 0 0 0 0 0 0 Y Y Y Y Y N N N N N Y Y Y Y Y N 16 17 18 19 20 21 22 23 24 --------------------------------------------------------------------- Bf109F Bf109G Fw190A Mc202 Mc205 IAR 80A Bf110G Do217N Ju88C 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 3 4 3 22 22 26 23 30 35 55 50 57 0 0 0 0 3 0 0 0 0 36 39 37 38 36 35 26 33 32 19 19 20 19 20 17 17 16 15 20 23 20 16 24 13 23 20 20 16 14 15 17 16 10 14 13 13 15 15 12 14 15 13 11 7 8 4 4 5 4 4 5 6 7 6 6 6 7 6 7 5 4 3 3 4 5 5 4 5 4 4 4 4 2 4 4 4 4 2 4 4 4 0 6 3 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 N N N N N N N N N N N N N N N Y Y Y SQUADRONS --------- 1 2 3 4 5 6 7 8 9 10 ------------------------------------------------------------------------------- 20 HB 49 HB 96 HB 429 HB 340 HB 341 HB 342 HB 414 HB 343 HB 344 HB 1 1 1 1 1 1 1 1 2 2 16 16 16 16 16 16 16 16 16 16 12 11 10 14 16 12 15 11 14 14 6 5 3 5 4 2 1 2 2 3 6 6 6 6 6 6 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------------------------- 345 HB 415 HB 346 HB 347 HB 348 HB 416 HB 32 HB 352 HB 353 HB 419 HB 2 2 1 1 1 1 1 1 1 1 16 16 16 16 16 16 16 16 16 16 12 11 13 10 9 14 14 13 14 14 2 3 4 1 2 3 2 3 1 2 3 3 3 4 5 4 4 4 3 3 6 6 6 6 6 6 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 21 22 23 24 25 26 27 28 29 30 ------------------------------------------------------------------------------- 512 HB 513 HB 514 HB 515 HB 716 HB 717 HB 718 HB 719 HB 720 HB 721 HB 2 2 2 2 2 2 2 2 2 2 16 16 16 16 16 16 16 16 16 16 15 16 13 12 13 15 10 14 14 15 3 2 2 1 1 2 4 2 3 0 4 5 2 3 4 4 3 4 4 4 6 6 6 6 6 6 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 31 32 33 34 35 36 37 38 39 40 ------------------------------------------------------------------------------- 722 HB 723 HB 724 HB 725 HB 726 HB 727 HB 736 HB 737 HB 738 HB 739 HB 2 2 2 2 2 2 2 2 2 2 16 16 16 16 16 16 16 16 16 16 14 11 13 12 12 12 12 14 14 13 1 0 1 0 2 1 0 2 1 3 3 3 3 2 5 4 3 2 2 3 6 6 6 6 6 6 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 41 42 43 44 45 46 47 48 49 50 ------------------------------------------------------------------------------- 740 HB 741 HB 742 HB 743 HB 744 HB 745 HB 746 HB 747 HB 756 HB 757 HB 2 2 2 2 2 2 2 2 2 2 16 16 16 16 16 16 16 16 16 16 15 15 14 12 13 13 12 14 16 15 2 0 0 1 2 1 0 0 1 0 2 2 1 3 2 3 1 2 1 1 6 6 6 6 6 6 6 6 7 7 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 51 52 53 54 55 56 57 58 59 60 ------------------------------------------------------------------------------- 758 HB 759 HB 760 HB 761 HB 762 HB 763 HB 772 HB 773 HB 774 HB 775 HB 2 2 2 2 2 2 1 1 1 1 16 16 16 16 16 16 16 16 16 16 15 16 16 14 15 14 15 16 14 16 0 1 1 0 0 0 1 1 0 1 2 1 0 1 1 2 0 1 2 0 7 7 7 7 7 7 7 7 7 7 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 61 62 63 64 65 66 67 68 69 70 ------------------------------------------------------------------------------- 27 F 71 F 94 F 37 F 48 F 49 F 95 F 96 F 97 F 317 F 6 6 6 6 6 6 6 6 6 7 16 16 16 16 16 16 16 16 16 16 9 10 11 8 10 10 11 12 14 12 1 2 2 3 3 2 3 1 2 1 7 7 8 5 6 8 8 10 8 3 5 5 5 5 5 5 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 71 72 73 74 75 76 81 82 83 84 ------------------------------------------------------------------------------- 318 F 319 F 154WRS 32 PRS 32 PRS 15 AF 445 MB 446 MB 447 MB 448 MB 7 7 12 12 12 2 1 3 3 3 16 16 16 10 10 16 16 16 16 16 14 12 13 9 10 12 10 11 8 12 1 2 2 1 1 2 3 0 3 1 4 3 4 2 3 3 2 1 5 2 6 6 6 6 6 7 6 6 6 6 N N N N N N N N N N N N Y Y Y Y N N N N N N N N N N N N N N N N N N N N N N N N 85 86 87 88 89 90 91 92 93 94 ------------------------------------------------------------------------------- 486 MB 487 MB 488 MB 489 MB 84 LB 85 LB 86 LB 87 LB 522 F 523 F 3 3 3 3 4 4 5 5 9 9 16 16 16 16 16 16 16 16 16 16 10 14 11 10 12 13 10 10 8 7 2 1 0 0 4 2 2 3 3 3 0 1 2 5 4 2 3 1 2 0 6 6 6 6 5 5 5 5 5 5 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 95 96 97 98 99 100 101 102 103 104 ------------------------------------------------------------------------------- 524 F 307 F 308 F 309 F 64 F 65 F 66 F 85 F 86 F 87 F 9 8 8 8 7 7 7 7 7 7 16 16 16 16 16 16 16 16 16 16 8 14 8 14 10 13 9 12 8 12 0 1 2 1 0 1 2 3 0 1 1 1 3 2 4 3 2 1 3 3 5 6 6 6 6 6 6 6 6 6 N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 105 106 107 108 109 110 111 112 113 114 ------------------------------------------------------------------------------- 525 F 526 F 527 F 314 F 315 F 316 F 100 F 301 F 302 F 415 NF 7 7 7 9 9 9 7 7 7 7 16 16 16 16 16 16 16 16 16 20 10 14 11 7 8 10 7 11 8 13 0 1 1 1 3 1 2 1 3 4 1 3 2 3 3 1 3 3 2 6 7 7 7 5 5 5 6 6 6 7 N N N N N N N N N Y N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 115 116 117 141 142 143 144 145 146 147 ------------------------------------------------------------------------------- 416 NF 15 PRS 15 PRS 4/JG27 4/JG27 3/JG53 3/JG53 3/JG53 3/JG53 3/JG27 11 10 12 12 17 17 17 17 17 17 20 10 10 9 9 9 9 9 9 9 14 8 10 7 7 6 4 8 8 9 4 1 1 2 1 3 2 1 2 3 7 3 4 2 3 2 1 2 2 2 7 7 7 4 4 3 3 4 4 5 Y N N N N N N N N N N Y Y N N N N N N N N N N N N N N N N N N N N N N N N N N N 148 149 150 151 152 153 154 155 156 157 ------------------------------------------------------------------------------- 1/JG52 1/JG4 1/JG53 1/JG77 2/JG77 1/RSI 2/RSI 3/RSI 1/SG4 2/SG4 18 17 17 17 17 19 20 20 15 15 30 30 30 30 30 15 18 18 30 30 28 18 21 22 16 15 16 17 12 14 6 5 7 5 4 1 1 0 3 5 15 6 6 7 6 10 1 4 2 4 6 4 4 5 4 6 6 6 5 6 N N N N N N N N Y Y N N N N N N N N N N N N N N N N N N Y Y N N N N N N N N N N 158 159 160 161 162 163 164 165 166 167 ------------------------------------------------------------------------------- 1/SG10 3/SG10 4/SG10 1/LG1 3/LG1 KG30pt 1/KG76 3F/121 2F/100 2/JG53 15 15 15 13 13 13 13 14 14 14 30 30 30 30 30 20 30 10 10 10 16 12 15 11 14 14 18 7 7 8 4 2 1 2 2 3 2 3 1 1 4 4 6 6 5 5 7 3 2 3 6 6 6 6 6 6 6 6 6 6 Y Y Y Y Y Y Y N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y N N N N N N N N N N N N N 168 169 170 171 172 173 174 175 176 177 ------------------------------------------------------------------------------- 2/JG53 2/ZG26 2/ZG26 2/JG51 3/JG27 3/JG77 R1/JG2 R6/JG2 3/NJG6 3/NJG6 17 17 22 23 17 17 17 21 21 24 18 12 9 9 30 9 30 20 20 12 16 11 9 6 26 7 30 15 17 12 4 2 2 1 2 0 3 1 1 2 4 3 3 3 8 2 10 3 1 3 6 6 7 7 6 7 6 6 6 7 N N Y Y N N N N N Y N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 178 179 180 181 ------------------------------- 3/NJG6 3/NJG6 KSI100 KSI100 23 22 16 16 6 10 12 16 6 10 10 14 0 2 1 3 2 2 2 5 7 Y 7 6 Y Y N N N N N N N N N N N N N N WEATHER ------- +------------+ +------------+ +------------+ | +---+ | | +---+ | | +---+ | | C | 6 | | | C | 7 | | | C | 7 | | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | W | 5 | | | W | 7 | | | W | 5 | | | +---+ | | +---+ | | +---+ | +------------+ +------------+ +------------+ +------------+ +------------+ +------------+ | +---+ | | +---+ | | +---+ | | C | 5 | | | C | 6 | | | C | 7 | | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | W | 4 | | | W | 6 | | | W | 6 | | | +---+ | | +---+ | | +---+ | +------------+ +------------+ +------------+ +------------+ +------------+ +------------+ | +---+ | | +---+ | | +---+ | | C | 5 | | | C | 4 | | | C | 4 | | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | W | 4 | | | W | 4 | | | W | 5 | | | +---+ | | +---+ | | +---+ | +------------+ +------------+ +------------+ +------------+ +------------+ +------------+ | +---+ | | +---+ | | +---+ | | C | 4 | | | C | 3 | | | C | 3 | | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | +---+ | | W | 3 | | | W | 3 | | | W | 3 | | | +---+ | | +---+ | | +---+ | +------------+ +------------+ +------------+ AIRFIELDS --------- 1 2 3 4 5 6 7 --------------------------------------------------------------------------- Amendola 1 Amendola 2 Lecce Torforella Lucera Pancrazio Grottaglle 12,26 12,26 16,31 12,26 11,25 15,30 15,29 1 1 1 1 1 1 1 1-4 5-8 9-12 13-16 17-20 21-24 25-28 15 15 15 15 15 15 15 2 2 2 2 2 2 2 Y Y Y Y Y Y Y Y Y Y Y Y Y Y 8 9 10 11 12 13 --------------------------------------------------------------------------- Manduria Castelluclo San Glov. 1 San Glov. 2 Stornara Giulia 15,30 11,26 12,27 12,27 12,27 13,26 1 1 1 1 1 1 29-32 33-36 37-40 41-44 45-48 49-52 15 15 15 15 15 15 2 2 1 1 1 1 Y Y Y Y Y Y Y Y Y Y Y Y 14 15 16 17 18 19 20 --------------------------------------------------------------------------- Spinazzola Celone Salsola Triolo Vincenzo 1 Lesina Vincenzo 2 13,27 12,26 12,25 12,25 13,26 12,24 13,26 1 1 1 1 1 1 2 53-56 57-60 61-63,73 64-66,75 67-69,74 70-72 89-92 15 15 15 15 15 15 15 1 1 2 2 2 2 2 Y Y N N N N Y Y Y Y Y Y Y Y 21 22 23 24 25 26 27 --------------------------------------------------------------------------- Gaudo Pompeil Parmigliani Cercola 1 Cercola 2 C. Volturno Marcianise 8,25 7,25 10,24 8,25 8,25 7,25 7,24 2 2 2 2 2 2 2 81-84 85-88 105-7,115 99-101 108-110 96-98,117 93-95,114 15 15 15 15 15 15 15 2 2 2 2 2 2 2 Y Y N N N N N Y Y Y Y Y Y Y 28 29 35 36 37 38 39 --------------------------------------------------------------------------- Capodichina Mon Corvino Canine Tarquinia Orvieto Viterbo Fab di Roma 8,25 8,25 3,18 3,19 4,18 4,19 4,19 2 2 2 2 2 2 2 101-103 111-3,116 143 142 146,158 141,157 144-5,156 15 15 12 13 15 13 11 2 2 2 2 2 2 2 N N N N N N N Y Y N N N N N 40 41 42 43 44 45 46 47 ---------------------------------------------------------------------------- Reggio Emil Treviso Aviano Maniago Villaorba Udine Gorizia Lavariano 3,10 8,9 9,6 10,7 10,7 11,7 11,7 11,8 2 2 2 2 2 2 2 2 147,159-60 151,154 152 148,153 151-2,166 150,155 149,167 163-165 15 15 15 15 15 15 15 15 2 2 2 2 2 2 2 2 N N N N Y N N Y N N N N N N N N 48 49 50 51 52 53 54 55 ---------------------------------------------------------------------------- Kiagenfurt Graz Nis Salonika Bucharest Mizil Rosiorii Otopeni 15,6 17,6 29,23 30,33 39,21 40,20 37,22 40,21 2 2 1 1 1 1 1 1 169-170 168,171 172 173 176 174 175 177-179 15 15 15 15 15 15 15 15 2 2 1 1 2 2 2 2 Y Y N N Y N N Y N N N N N N N N 56 57 ------------- Gyor Tokol 23,26 24,8 1 1 180 181 15 15 1 1 N N N N CENTRES ------- 1 2 3 4 5 6 7 8 -------------------------------------------------------------------------- Palermo Messina Brindisi Taranto Salerno Foggia Naples Cassino 2,34 6,35 16,29 14,28 8,27 11,25 7,25 8,24 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 1 2 1 2 2 0 2 0 0 1 1 1 1 2 1 3 Y Y Y Y Y Y Y Y 9 10 11 12 13 14 15 16 -------------------------------------------------------------------------- Anzio Nettuno Mon Cassino Rome ancona Fabriano Perugia Sienna 5,22 5,23 7,23 4,21 8,17 6,17 5,16 3,15 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 3 3 0 0 1 0 0 0 3 3 2 1 1 1 2 1 Y Y N N N N N N 17 18 19 20 21 22 23 24 -------------------------------------------------------------------------- Arezzo Rimini Pontassieve Prato Piombino Bologna Ferrara Modena 4,15 7,14 4,14 3,13 1,13 4,12 5,11 3,10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 1 1 2 1 1 2 1 1 N N N N N N N N 25 26 27 28 29 30 31 32 33 -------------------------------------------------------------------------- La Spezia Mantua Verona Milan Venice Padua Trieste Flume Zagreb 1,10 4,9 4,8 1,5 7,9 7,8 12,9 12,11 17,10 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 2 0 2 1 1 1 1 1 1 1 1 2 1 2 N N N N N N N N N 34 35 36 37 38 39 40 41 42 43 ----------------------------------------------------------------------------- Bihac Zara Knin Brod Sibenek Melkovic Belgrade Nis Sofia Vrattsa 16,14 13,16 16,17 21,15 15,18 17,21 25,17 29,23 32,26 33,24 0 0 0 0 0 0 0 1 2 0 0 0 0 0 0 0 1 1 1 1 0 1 0 1 0 0 0 0 0 0 1 1 1 1 1 1 1 2 2 1 N N N N N N N N N N 44 45 46 47 48 49 50 51 ----------------------------------------------------------------------------- Salonika Turnu Sev Bucharest Ploesti Brasov Budapest Gyor Fishamend 30,33 32,19 39,21 39,19 39,16 25,7 23,6 21,4 0 0 2 0 0 2 1 0 0 0 2 3 2 2 2 2 1 0 0 0 0 0 0 0 1 2 2 2 1 2 1 1 N N N N N N N N 52 53 54 ---------------------------- Vienna Wiener Neu Steyr 20,4 19,4 16,3 2 1 1 2 3 2 0 0 0 2 2 1 N N N RADAR STATIONS -------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 ------------------------------------------------------------------------------- U U U U U U F F F F F F F 7,24 5,22 9,22 12,24 14,27 16,30 1,10 2,13 4,19 4,22 8,20 7,15 8,11 2 2 2 2 2 2 2 2 2 2 2 2 2 41 41 41 41 41 41 41 41 41 41 41 41 41 6 6 6 6 6 6 5 5 5 5 5 5 5 2 2 2 2 2 2 2 2 2 2 2 2 2 15 15 15 15 15 15 15 15 15 15 15 15 15 3 3 3 3 3 3 2 2 2 2 2 2 2 Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y N N N N N N N 14 15 16 17 18 19 20 --------------------------------------------- 9,9 11,11 16,7 14,15 14,18 17,20 38,21 F F F F F F F 2 2 2 2 2 2 2 41 41 41 41 41 41 41 5 5 5 4 4 4 4 2 2 2 1 1 1 1 15 15 15 15 15 15 15 2 2 2 1 1 1 1 Y Y Y Y Y Y Y N N N N N N N SHIPPING LANES -------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 ----------------------------------------------------------------------------- W W W W W W W W W W W W W 0,31 1,30 2,30 3,29 4,29 5,28 6,28 6,27 6,26 5,25 4,25 3,24 3,23 5 5 5 5 5 5 6 6 7 6 6 6 7 Y Y Y Y Y Y Y Y Y Y Y Y Y 14 15 16 17 18 19 20 21 22 23 24 25 ----------------------------------------------------------------------------- W W W W W W W W W W E E 4,23 7,27 7,28 7,29 7,30 7,31 7,32 7,33 7,34 7,35 14,29 14,30 7 3 3 3 3 3 3 3 3 3 3 3 Y Y Y Y Y Y Y Y Y Y Y Y 26 27 28 29 30 32 33 34 35 36 37 ----------------------------------------------------------------------------- E E E E E A A A A A A 14,31 14,32 14,33 14,34 14,35 9,10 10,10 11,9 10,11 10,12 11,12 3 2 2 2 2 2 3 3 2 1 1 Y Y Y Y Y N N N N N N 38 39 40 41 42 43 44 45 -------------------------------------------------------- A A A A A A G G 12,12 13,11 13,12 13,13 13,14 13,15 30,34 30,35 2 2 1 1 1 1 2 2 N N N N N N N N FLAK UNITS ---------- 1 2 3 4 5 6 7 8 9 10 11 12 --------------------------------------------------------------------------- I I I I I I I I I I I I 2,34 6,35 8,27 7,25 8,24 5,23 5,22 10,24 12,24 11,25 13,26 14,28 8 8 16 24 72 56 48 12 16 8 8 8 Y Y Y Y Y Y Y Y Y Y Y Y 13 14 15 16 17 18 19 20 21 22 23 24 25 ---------------------------------------------------------------------------- I I I I I I I I I I I I I 16,29 16,31 1,5 4,8 1,10 3,10 3,13 4,15 4,19 4,21 7,23 8,17 5,16 8 8 6 6 14 6 12 20 42 38 66 12 8 Y Y N N N N N N N N N N N 26 27 28 29 30 31 32 33 34 35 36 37 ---------------------------------------------------------------------------- I I I I I I J J J J J J 7,14 5,11 7,9 10,7 11,7 12,9 12,11 17,10 16,14 21,15 16,17 15,18 6 6 22 48 44 28 12 24 6 6 8 8 N N N N N N N N N N N N 38 39 40 41 42 43 44 45 46 47 48 ---------------------------------------------------------------------------- I J J G B B R R R R H 17,21 25,17 29,23 30,33 32,26 33,24 39,21 39,19 39,16 32,19 25,7 6 32 16 12 26 6 68 42 12 12 30 N N N N N N N N N N N 49 50 51 52 53 ------------------------------ H A A A A 23,6 21,4 20,4 19,4 16,3 14 12 54 26 32 N N N N N DOCTRINE -------- AXIS ALLIED MISSIONS 0-15 2 7 POP 0-7 3 1 IND 0-7 2 6 COM 0-7 7 6 PORT 0-7 7 4 AIRFIELDS 0-7 4 7 RADAR 0-7 2 2 SHIPPING 0-7 7 3 SUPCOM 0-7 4 5 C-IN-C 0-7 4 5 GR ECM 0-7 3 5 ORD EFF 0-3 2 3 AA FC 0-3 2 2 ALLIED COMMAND DETAILS ---------------------- NAME CURSOR THRESHOLD PRIORITY 11 0-4 0-250 0-7 C-IN-C TWINING 2 - - COM #1 15 AF 2 - 5 COM #2 12 AF 2 - 4 COM #3 - - - - COM #4 - - - - COM #5 - - - - AXIS COMMAND DETAILS -------------------- NAME CURSOR THRESHOLD PRIORITY 11 0-4 0-250 0-7 C-IN-C KESSELRING 3 - - COM #1 Luftflotte 1 3 - 4 COM #2 Luftflotte 2 3 - 4 COM #3 - - - - COM #4 - - - - COM #5 - - - - START DETAILS ------------- DATE 1-31 14 MONTH 1-12 3 YEAR 0-63 44 LENGTH 1-31 17 DAWN 3-10 6 DUSK 15-22 18 MOON 0-27 9 FCAST 0-3 1 Appendix B ========== Airborne Radar/ECM Values (5.21) -------------------------------- 1939 1940 1941 1942 1943 1944 1945 UK RADAR (fighters) *1 4/0 6/0 6/1 6/2 6/2 7/3 7/3 RADAR (others) *2 0 0 0 3 4 6 6 ECM (airborne) *3 0 0 0 0 3 3 3 US RADAR (fighters) *1 2/0 2/0 2/0 4/0 6/2 7/3 7/3 RADAR (others) *2 0 0 0 0 4 4 4 ECM (airborne) *3 0 0 0 0 3 3 3 Ge RADAR (fighters) *1 2/0 3/0 3/1 4/2 4/3 5/4 5/4 RADAR (others) *2 2 3 4 4 4 4 4 ECM (airborne) *3 0 0 0 0 2 2 2 It RADAR (fighters) *1 1/0 1/0 2/0 3/0 3/0 - - RADAR (others) *2 0 0 0 0 0 - - ECM (airborne) *3 0 0 0 0 0 - - NOTES 1. The number to the left of the slash applies to day fighters, the number to the right of the slash applies to night fighters. 2. Target-locating radar was generally only available to medium and heavy bombers. UK - GEE (3), H2S (4), Oboe (6). GEE and H2S were fitted to the majority of bomber command aircraft; Oboe was fitted to specialist pathfinding Moquito aircraft. US - H2X (4). A slightly improved modification of the British H2S. Ge - Knickebein (2), X - Gerat (3), Y - Gerat (4). Unlike most Allied target locating radar, German sets were not mounted in the aircraft but rather beam transmissions along which the attacking aircraft navigated. 3. The only airborne ECM available during WWII was Window (Duppel); small aluminimu strips which confused radar identification. The higher Allied rating is due to an additional noise jamming component. Appendix C ========== Ground Radar (5.24) ------------------- +--------------------------------------------------+ | ALLIED | AXIS | +----------------------------------------------------------------------| | | '39 - '42 | '43 - '45 | '40 - '42 | '43 - '45 | |----------------------------------------------------------------------| | MIN DETECTION ALT | 5 | 1 | 1 | 1 | 5 | | MAX DETECTION ALT | 41 | 10 | 41 | 41 | 41 | | DETECTION RANGE | 6 | 3 | 7 | 4 | 5 | | RELIABILITY *1 | 2 | 2 | 3 | 1 | 2 | | 360 DEGREE SCAN | N | N | Y | Y | Y | +----------------------------------------------------------------------+ NOTES 1. German radar sets in Axis satellite hands were usually much less reliable. Ground ECM (5.9) ---------------- 1939 0 1940 2 1941 3 1942 + 4 Appendix D ========== Blank Design Forms ------------------ MAP AND WEATHER --------------- (Use any 36 x 42 hex to draw your map and place here) (This area should be rectangular, due to fit in one page, so it look like a square in here) | | v +-------------------------------+ +---------+ +---------+ +---------+ | | | +--+ | | +--+ | | +--+ | | | | C | | | | C | | | | C | | | | | | +--+ | | +--+ | | +--+ | | | | +--+ | | +--+ | | +--+ | | | | W | | | | W | | | | W | | | | | | +--+ | | +--+ | | +--+ | | | +---------+ +---------+ +---------+ | | +---------+ +---------+ +---------+ | | | +--+ | | +--+ | | +--+ | | | | C | | | | C | | | | C | | | | | | +--+ | | +--+ | | +--+ | | | | +--+ | | +--+ | | +--+ | | | | W | | | | W | | | | W | | | | | | +--+ | | +--+ | | +--+ | +-------------------------------+ +---------+ +---------+ +---------+ +-------------------------------+ +---------+ +---------+ +---------+ | | | +--+ | | +--+ | | +--+ | | | | C | | | | C | | | | C | | | | | | +--+ | | +--+ | | +--+ | | | | +--+ | | +--+ | | +--+ | | | | W | | | | W | | | | W | | | | | | +--+ | | +--+ | | +--+ | | | +---------+ +---------+ +---------+ | | +---------+ +---------+ +---------+ | | | +--+ | | +--+ | | +--+ | | | | C | | | | C | | | | C | | | | | | +--+ | | +--+ | | +--+ | | | | +--+ | | +--+ | | +--+ | | | | W | | | | W | | | | W | | | | | | +--+ | | +--+ | | +--+ | +-------------------------------+ +---------+ +---------+ +---------+ AXIS COMMAND DETAILS -------------------- +-----------------------------------------------------+ | NAME | CURSOR | THRESHOLD | PRIORITY | |-----------------------------------------------------| | [11] | 0-4 | 0-250 | 0-7 | +-----------------------------------------------------------------| | C-IN-C | | |:::::::::::::|::::::::::::| |-----------------------------------------------------------------| | COM #1 | | | | | |-----------------------------------------------------------------| | COM #2 | | | | | |-----------------------------------------------------------------| | COM #3 | | | | | |-----------------------------------------------------------------| | COM #4 | | | | | |-----------------------------------------------------------------| | COM #5 | | | | | +-----------------------------------------------------------------+ ALLIED COMMAND DETAILS ---------------------- +-----------------------------------------------------+ | NAME | CURSOR | THRESHOLD | PRIORITY | |-----------------------------------------------------| | [11] | 0-4 | 0-250 | 0-7 | +-----------------------------------------------------------------| | C-IN-C | | |:::::::::::::|::::::::::::| |-----------------------------------------------------------------| | COM #1 | | | | | |-----------------------------------------------------------------| | COM #2 | | | | | |-----------------------------------------------------------------| | COM #3 | | | | | |-----------------------------------------------------------------| | COM #4 | | | | | |-----------------------------------------------------------------| | COM #5 | | | | | +-----------------------------------------------------------------+ (Notes: ':::::::' means not use in that field) DOCTRINE -------- +--------------------------+ | AXIS | ALLIED | +------------------------------------------------| | MISSIONS | 0-15 | | | |------------------------------------------------| | POP | 0-7 | | | |------------------------------------------------| | IND | 0-7 | | | |------------------------------------------------| | COM | 0-7 | | | |------------------------------------------------| | PORT | 0-7 | | | |------------------------------------------------| | AIFIELDS | 0-7 | | | |------------------------------------------------| | RADAR | 0-7 | | | |------------------------------------------------| | SHIPPING | 0-7 | | | |------------------------------------------------| | SUP COM | 0-7 | | | |------------------------------------------------| | C-IN-C | 0-7 | | | |------------------------------------------------| | GR ECM | 0-7 | | | |------------------------------------------------| | ORD EFF | 0-3 | | | |------------------------------------------------| | AA FC | 0-3 | | | +------------------------------------------------+ START DETAILS ------------- +-------------------------------+ | DATE | 1-31 | | |-------------------------------| | MONTH | 1-12 | | |-------------------------------| | YEAR | 0-63 | | |-------------------------------| | LENGTH | 1-31 | | |-------------------------------| | DAWN | 3-10 | | |-------------------------------| | DUSK | 15-22 | | |-------------------------------| | MOON | 0-27 | | |-------------------------------| | F'CAST | 0-3 | | +-------------------------------+ PLANE TYPES ----------- +--------------------------------------------------------+ | NUM | 1-37 | | | | | | | |--------------------------------------------------------| | TYPE | [11] | | | | | | | |--------------------------------------------------------| | ROLE | 0-3 | | | | | | | |--------------------------------------------------------| | CREW | 0-7 | | | | | | | |--------------------------------------------------------| | FUEL | 1-255 | | | | | | | |--------------------------------------------------------| | PAYLOAD | 0-63 | | | | | | | |--------------------------------------------------------| | CEILING | 11-41 | | | | | | | |--------------------------------------------------------| | MAX SPD | 1-41 | | | | | | | |--------------------------------------------------------| | OPT ALT | 1-31 | | | | | | | |--------------------------------------------------------| | CRS SPD | 1-31 | | | | | | | |--------------------------------------------------------| | CLIMB | 1-15 | | | | | | | |--------------------------------------------------------| | FIRE | 0-7 | | | | | | | |--------------------------------------------------------| | MAN | 0-7 | | | | | | | |--------------------------------------------------------| | VUL | 0-7 | | | | | | | |--------------------------------------------------------| | RADAR | 0-7 | | | | | | | |--------------------------------------------------------| | REPL | 0-7 | | | | | | | |--------------------------------------------------------| | ECM | 0-7 | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | |--------------------------------------------------------| | NIGHT | Y/N | | | | | | | +--------------------------------------------------------+ RADAR STATIONS -------------- +--------------------------------------------------------+ | NUM | 1-63 | | | | | | | |--------------------------------------------------------| | TYPE | [1] | | | | | | | |--------------------------------------------------------| | LOC | [x,y] | | | | | | | |--------------------------------------------------------| | MIN ALT | 1-15 | | | | | | | |--------------------------------------------------------| | MAX ALT | 1-41 | | | | | | | |--------------------------------------------------------| | RANGE | 1-8 | | | | | | | |--------------------------------------------------------| | REL | 0-3 | | | | | | | |--------------------------------------------------------| | DAM ST | 0-15 | | | | | | | |--------------------------------------------------------| | DAM CON | 0-3 | | | | | | | |--------------------------------------------------------| | 360 | Y/N | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | +--------------------------------------------------------+ SQUADRONS --------- +--------------------------------------------------------+ | NUM | 1-255 | | | | | | | |--------------------------------------------------------| | SQD I.D. | [6] | | | | | | | |--------------------------------------------------------| | PL TYPE | 1-24 | | | | | | | |--------------------------------------------------------| | O.E. | 1-31 | | | | | | | |--------------------------------------------------------| | I.E. | 1-31 | | | | | | | |--------------------------------------------------------| | VET | 1-31 | | | | | | | |--------------------------------------------------------| | EXP | 1-31 | | | | | | | |--------------------------------------------------------| | FAT | 0-7 | | | | | | | |--------------------------------------------------------| | NITE OPS | Y/N | | | | | | | |--------------------------------------------------------| | REC OPS | Y/N | | | | | | | |--------------------------------------------------------| | NAV OPS | Y/N | | | | | | | |--------------------------------------------------------| | PATHFR | Y/N | | | | | | | +--------------------------------------------------------+ SHIPPING LANES -------------- +--------------------------------------------------------+ | NUM | 1-63 | | | | | | | |--------------------------------------------------------| | TYPE | [1] | | | | | | | |--------------------------------------------------------| | LOC | [x,y] | | | | | | | |--------------------------------------------------------| | DENSITY | 0-7 | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | +--------------------------------------------------------+ AIRFIELDS --------- +--------------------------------------------------------+ | NUM | 1-127 | | | | | | | |--------------------------------------------------------| | NAME | [11] | | | | | | | |--------------------------------------------------------| | LOC | [x,y] | | | | | | | |--------------------------------------------------------| | THEATRE | 1-5 | | | | | | | |--------------------------------------------------------| | AS. SQDS | [4] | | | | | | | |--------------------------------------------------------| | DAM ST | 0-15 | | | | | | | |--------------------------------------------------------| | DAM CON | 0-3 | | | | | | | |--------------------------------------------------------| | SEALED | Y/N | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | +--------------------------------------------------------+ FLAK UNITS ---------- +--------------------------------------------------------+ | NUM | 1-63 | | | | | | | |--------------------------------------------------------| | TYPE | [1] | | | | | | | |--------------------------------------------------------| | LOC | [x,y] | | | | | | | |--------------------------------------------------------| | AA GUNS | 0-255 | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | +--------------------------------------------------------+ CENTRES ------- +--------------------------------------------------------+ | NUM | 1-63 | | | | | | | |--------------------------------------------------------| | NAME | [11] | | | | | | | |--------------------------------------------------------| | LOC | [x,y] | | | | | | | |--------------------------------------------------------| | POP | 0-3 | | | | | | | |--------------------------------------------------------| | IND | 0-3 | | | | | | | |--------------------------------------------------------| | PORT | 0-3 | | | | | | | |--------------------------------------------------------| | COMM | 0-3 | | | | | | | |--------------------------------------------------------| | ALLIED | Y/N | | | | | | | +--------------------------------------------------------+ DESIGN KIT MENU DISPLAY ======================= MENU J MENU 1 MENU 2 MENU 3 ------ ------ ------ ------ +------------+ +------------+ +------------+ +------------+ | DESIGN | | DISK | | CLEAR | | | | | | MENU | | ALL DATA | | MAP N | | CREATE N | | | | | | | | REBOOT N | | EDIT N | | MAP N | | DATA N | | | | | | | | REVIEW N | | CLEAR N | | INIT N | | DATA N | | | | | | | | | | W'THER N | | DISK N | | | | | | | | | | | | | | BRIEF N | +------------+ +------------+ +------------+ +------------+ MENU 4 MENU 5 MENU 6 MENU 7 ------ ------ ------ ------ +------------+ +------------+ +------------+ +------------+ | BRIEF | | | | REVIEW | | | | | | | | | | | | NAMES N | | WEATHER | | PLANES N | | MAP | | TIME N | | | | SQUADS N | | | | CURSOR N | | CREATE | | BASES N | | CREATE | | SCORE N | | | | CENTRE N | | | | DOC'NE N | | UTILITY | | RADAR N | | UTILITY | | | | | | LANES N | | | | | | | | FLAK N | | | +------------+ +------------+ +------------+ +------------+ MENU 8 MENU 9 MENU 10 MENU 11 ------ ------ ------- ------- +------------+ +------------+ +------------+ +------------+ | | | | | | | | | | | | | | | | | NAMES | | TIME | | CURSOR | | SCORE | | | | | | | | | | CREATE | | CREATE | | CREATE | | CREATE | | | | | | | | | | UTILITY | | UTILITY | | UTILITY | | UTILITY | | | | | | | | | | | | | | | | | +------------+ +------------+ +------------+ +------------+ MENU 12 MENU 13 MENU 14 MENU 15 ------- ------- ------- ------- +------------+ +------------+ +------------+ +------------+ | | | DATA | | NUM= 1 | | NUM= 1 | | | | | | | | | | DOCTRINE | | PLANES N | | CLEAR N | | CLEAR N | | | | SQUADS N | | LIST N | | LIST N | | CREATE | | BASES N | | | | | | | | CENTRE N | | LOAD N | | LOAD N | | UTILITY | | RADAR N | | EDIT N | | EDIT N | | | | LANES N | | SAVE N | | SAVE N | | | | FLAK N | | | | | +------------+ +------------+ +------------+ +------------+ MENU 16 MENU 17 MENU 18 MENU 19 ------- ------- ------- ------- +------------+ +------------+ +------------+ +------------+ | NUM= 1 | | NUM= 1 | | NUM= 1 | | NUM= 1 | | | | | | | | | | CLEAR N | | CLEAR N | | CLEAR N | | CLEAR N | | LIST N | | LIST N | | LIST N | | LIST N | | LOAD N | | LOAD N | | LOAD N | | LOAD N | | EDIT N | | EDIT N | | EDIT N | | EDIT N | | SAVE N | | SAVE N | | SAVE N | | SAVE N | | MAP N | | MAP N | | MAP N | | MAP N | | | | | | | | | +------------+ +------------+ +------------+ +------------+ MENU 20 ------- +------------+ | NUM= 1 | | | | CLEAR N | | LIST N | | LOAD N | | EDIT N | | SAVE N | | MAP N | | | +------------+ INDEX TO DESIGN MENUS ===================== 1. DISK EDIT UTILITY 2. CLEAR SELECT 3. DESIGN SELECT 4. BRIEFING SELECT 5. WEATHER UTILITY 6. REVIEW UTILITY 7. MAP UTILITY 8. NAMES UTILITY 9. TIME UTILITY 10. CURSOR UTILITY 11. SCORE UTILITY 12. DOCTRINE UTILITY 13. DATA SELECT 14. PLANE CLASS EDIT 15. SQUADRON EDIT 16. FLAK UNIT EDIT 17. SEA LANE EDIT 18. RADAR EDIT 19. CENTRE EDIT 20. AIRFIELD EDIT KEY SUMMARY =========== To cycle within a menu, type (RET). To select from a menu, type (Y)(RET). To edit a menu, type (RET) to locate entry line then (#)(RET) or (Y/N)(RET). To go back to the previous menu, type (ESC)[(f1) on C-64)]. To move the cursor on the strategic map, use the I,J,K,M keys. To move the cursor on the tactical map, use the 1-6 keys. BIBLIOGRAPHY ============ ANGELUCCI, ENZO. The Rand McNally Encyclopedia of Military Aircraft 1914-1980. The Military Press, New York 1981. ASHWORTH, CHRIS. Action Stations 5. Military Airfields of the South-West. Patrick Stephens, Cambridge, 1982. BIRDSALL, STEVE. B-26 Marauder in Action. Squadron Signal, Carrollton, Texas, 1981. BOWYER, MICHAEL J.F. Action Stations 1. Wartime Military Airfields of East Anglia 1939-1945. Patrick Stephens, Cambridge, 1979. ____________________ Action Stations 6. Military Airfields of the Cotwolds and the Central Midlands. Patrick Stephens, Cambridge, 1988. ____________________ Intercepter Fighters for the Royal Air Force 1939-45. Patrick Stephens, Cambridge, 1984. CHRISTY, JOE & JEFF ETHELL P-40 Hawks at War. Ian Allan, London 1979. DAVIS LARRY. B-17 in Action. Squadron Signal, Carrollton, Texas, 1984. ESPOSITO, VINCENT J. (ed.) The West Point Atlas of the American Wars. Vol II 1900-1953. Praeger, New York 1972. HALPENNY, BRUCE BARRYMORE. Action Stations 2. Military Airfields of Lincolnshire and the East Midlands. Patrick Stephens, Cambridge, 1981. ____________________ Action Stations 4. Military Airfields of Yorkshire. Patrick Stephens, Cambridge, 1982. ____________________ Action Stations 8. Military Airfields of Greater London. Patrick Stephens, Cambridge, 1984. HASTINGS, MAX. Bomber Command. Michael Joseph, London, 1979. HELD, WERNER & HOLGERNAUROTH. The Defence of the Reich. Arms and Armour Press, London, 1982. HESS, WILLIAM N. A-20 Boston at War. Ian Allan, London, 1979. JONES, LLOYD S. US Bombers 1928-1980's. Aero, Fallbrook, 1980. McDOWELL, ERNEST R. B-25 Mitchell in Action. Squadron Signal, Carrollton, Texas, 1978. MENDENHALL, CHARLES A. Deadly Duo. The B-25 and B-26 in World War II. speciality Press, Osceola, 1981. MESKO, JIM. A-20 Havoc in Action. Squadron Signal, Carrollton, Texas, 1983. MESSENGER, CHARLES. 'Bomber' Harris and the Strategic Bombing Offensive, 1939-1945. Arms and Armour Press, London, 1984. MOYES, PHILIP. Bomber Squadrons of the RAF and their Aircraft MacDonald and Jane's, London, 1976. MUNSON, KENNETH. American Aircraft of World War 2, Blandford, Poole, 1982. MUSGROVE, GORDON. Operation Gomorrah The Hamburg Firestorm Raids. Jane's, London, 1981. PHILPOTT, BRYAN. RAF Fighter Units Europe 1942-45, Osprey, London, 1978. ________________ RAF Bomber Units 1942-1945. Osprey, London, 1978. PRICE,ALFRED. Instruments of Darkness. Macdonald and Jane's, London, 1977. PROBERT, H.A. (et al). The Rise and Fall of the German Air Force 1933-1945. Arms and Armour Press, London, 1983. RAWLINGS, JOHN. Fighter Squadrons of the RAF and their Aircraft. MacDonald and Jane's, London, 1975. RUST, KENN C. Ninth Air Force Story. Historical Aviation Album, Temple City, Calif, 1982. _____________ Eighth Air Force Story. Historical Aviation Album, Temple City, Calif, 1983. _____________ The 9th Air Force in World War II. Aero, Fallbrook, 1970. SCUTTS, JERRY. B-25 Mitchell at War. Ian Allan, London, 1983. _____________ USAAF Heavy Bomber Units ETO & MTO 1942-45. osprey, London,1977. _____________ Luftwaffe Fighter Units Europe 1939-41. Osprey, London, 1977. _____________ Luftwaffe Bomber Units 1939-41. Osprey, London, 1978. SHORES, CHRISTOPHER. USAAF Fighter Units MTO 1942-1945. Osprey, London, 1978. _____________ Luftwaffe Fighter Units Europe 1942-45. Osprey, London, 1979. _____________ Luftwaffe Fighter Units Russia 1941-45. Osprey, London, 1978. SMITH, DAVID J. Action Stations 3. Military Airfields of Wales and the North- West. Patrick Stephens, Cambridge, 1981. _____________ Action Stations 7. Military Airfields of Scotland, the North- East and Northern Ireland. Patrick Stephens, Cambridge, 1983. SMITH, J.R. & ANTONY KAY, German Aircraft of the Second World War. Putnam, London, 1972. STAFFORD, GENE B. P-38 Lightning in Action. Squadron Signal, Carrollton, Texas, 1976. van ISOVEN, ARMAND. The Luftwaffe in the Battle of Britian. Ian Allan, London, 1980. WAGNER, RAY AND HEINZ NOWARRA. German Combat Planes. Doubleday, New York, 1971. WEAL. ELKE C. (et al) Combat Aircraft of World War Two. Arms and Armour Press, London, 1977. WOOD, DEREK. Attack Warning Red. MacDonald and Jane's, London, 1976. _____________ Target England. Jane's, London, 1980.