

*********

The Project 64 etext of the Battle Group manual. Converted to etext by
anonymous. The original etext was retrieved from the Asimov Apple ][
site http://www.apple.asimov.net/site/images/games/strategy/SSI/ as
"battlegroup+docs.zip".

BATGRP10.TXT, December 1996, etext #145.

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Battle Group Page
BATTLEGROUP
TABLE OF CONTENTS
 1.0 Introduction..................................2
 2.0 General Description...........................2
 3.0 Starting the Game.............................2
 4.0 Deployment....................................3
 5.0 Orders Phase..................................4
 6.0 Weapons.......................................5
 7.0 Combat Phase..................................6
 8.0 Line Of Sight.................................7
 9.0 Historical Scenarios..........................8
10.0 Game Length and Victory Conditions............9
11.0 Weapons Notes (not included).................11
12.0 Strategy Notes...............................12
Appendix 3: Terrain Numbers/Type/Levels...........13

1.0 INTRODUCTION

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

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

1.2 Talking to the Computer:
To enter a response to the computer that consists of numbers, type 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. WHERE THE EXIT COMMAND IS NOT SPECIFIED, PRESS <X> TO
EXIT THE MENU.

1.3 Saving a Game:
At the end of the DEPLOYMENT PHASE and at the end of each COMBAT
PHASE, the computer will allow the player(s) to save the game in
progress. You will need a scratch disk to store the save game data.
Save game disks may be initialized for SSI use during a game by
following Instructions included in the game program. Each save disk
with hold approximately 4-6 games. Warning:  the program will not
prompt you when you have exceeded the disk space on your save game
disk.  Once a game is saved you with be able to restart it at the
point you left off.

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

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

1.5 Starting the Game (Apple):
To begin the game, boot side one and the game will begin
automatically.  If you are using an Apple II with Pascal you must
first use your BASICS disk.  If you are using an Apple III you must
first go into Apple II emulation mode.  if you elect to play a
historical scenario, the computer will ask You to insert side two of
the disk so that it may read in the scenario data. when this is
complete the computer will instruct you to reinsert side one for the
remainder of the game.

1.6 Starting the Game (Atari):
To begin the game, boot the Scenario side of Your disk. Before
beginning remove all cartridges from your computer. Owners of the
8OOXL will have to hold down the OPTION key when they turn on their
computer to boot the game. After you have deployed your forces (or
after you have selected to play a historicaL scenario) , the computer
will ask you to insert the Game side of your disk.

1.7 Starting the Game (Commodore):
To begin the game, insert the game disk into Your disk drive. Type
LOAD ' *", 8 and press <RETURN> . When READY appears, type RUN and
press <RETURN> .  1.8 Sound:  During the combat phase, players may
toggle the sound ON/OFF by pressing the 'S' key.

2.0 GENERAL DESCRIPTION

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

2.2 Abbreviations:
Abbreviations used in the game are listed below:
BDE  brigade
DET  detachment
RGT  regiment
SQN  squadron
CO   company
BN   battalion
MOT  motorized
PZG  panzergrenadier PZ panzer
JPZ  jagdpanzer (tank destroyer)
STUG sturmgeheschuttz (assault gun)
INF  infantry
RIF  rifle
ART  artillery
AT   anti-tank
MOR  mortar
ENGR engineer
IG   infantry gun
HOW  howitzer
HMG  heavy machine gun
SMG  submachine gun
VG   volksgrenadier

3.0  STARTING THE GAME

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

(1)  NEW GAME or SAVED GAME
(2)  1 DISK DRIVE or 2 DISK DRIVES
(3)  SOLITAIRE or TWO PLAYERS
(4)  HANDICAP LEVEL
(5)  DELAY LENGTH
(6)  SELECT SCENARIO

On the ATARI and C-64'" versions:

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

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

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

3.4 Delay Length:
The delay length affects messages displayed during the Combat Phase.
The greater the delay length, the longer these messages will remain
displayed during the Combat Phase. A delay length of 1 will speed up
the game, but will cause the messages to be virtually unreadable. A
delay length of 9 will slow the game considerably, but will allow the
player maximum time to study the various reports provided during the
Combat Phase. Any integer between 1 to 9 may be entered.

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

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

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

If option (1) is answered "Y" then the map will include a river.
Option (2) allows the players to control quantity of woods and broken
terrain included on the map. A "0" would allow no woods/broken terrain
on the map; a "9" would mean heavy woods/ broken terrain density. Any
number between 0 and 9 may be entered.

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

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

(1) GERMAN PURSUIT
A small Allied force fights a rear-guard action against a large German
force,

(2)  GERMAN ASSAULT
A large German force attacks a medium Allied force. Both sides may use
off-map artillery.

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

(4) ALLIED ASSAULT
A large Allied force attacks a medium German force. Both sides may use
off-map artillery.

(5) ALLIED PURSUIT
A small German force fights a rear-guard action against a large Allied
force.

The player(s) must also determine the size of the battle:
(1) LARGE
(2) SMALL
In a "small" battle the quantity of units on both sides will be
reduced by approximately 50%.

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

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

The player(s) will receive 20 victory points for each SP that is not
used to buy combat formations. A maximum of 250 points may be received
in this manner.

4.0 DEPLOYMENT:
When creating a new scenario, the player(s) may arrange their units on
the map before the game begins to optimize their attack or defense.
Allied units may not be deployed west (left) of their "start line" and
German units may not be deployed east (right) of their "start line ".
If the AUTO-DEPLOY routine is used then the computer will
automatically deploy the units on the map. AUTO-DEPLOY will not
provide the best possible deployment; it represents a "hasty"
deployment. If the AUTO-DEPLOY routine is not used, the players will
find their units at the top of the map.

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

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

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

4.3 Unit Symbols:
All units on the map are identified by symbols that describe their
function and nationality.
ALLIED VEHICLES are represented by vehicle silhouettes facing east.
ALLIED INFANTRY is represented by symbols of two men underlined.
ALLIED ARTILLERY is represented by an underlined weapon symbol.
ALLIED STACK is represented by two overlapping white squares.
GERMAN VEHICLES are represented by vehicle silhouettes facing west.
GERMAN INFANTRY is represented by symbols of two men (no underline).
GERMAN ARTILLERY is represented by a weapon symbol (no underline).
GERMAN STACK is represented by two hollow overlapping squares.
CONFLICT (opposing forces on same square) is represented by an AL/GE
symbol.

4.4   Map Display Menu:
The map display menu lists the following routines:
(1-8)  Move cursor.
  (9)  Build entrenchment (only before ASSAULT type battles).
  (0)  Use auto-deploy routine.
(A-T)  Select unit. Press formation letter followed by unit index
  number - computer will shift to UNIT ORDERS MENU.
  (U)  Change terrain in square (see appendix 3 for terrain key).
  (V)  View. Inverses all squares with a line of sight to the
  cursor location.
  (W)  Move cursor to OBJECTIVE AREA (see 4.6) then START LiNE.
  (X)  Exit deployment phase.
  (Y)  Clear units from screen to view terrain.
  (Z)  Examine friendly units at cursor location.

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

(1-8)  Move cursor.
  (9)  Change weapon type of armored vehicle.
  (D)  Disembark unit. If unit is a vehicle then it will unload all
  of its passengers; if the unit is a passenger then only that
  unit will unload.
  (E)  Embark unit. Order must be given to a vehicle unit- the
  computer will request the ID of the unit to be embarked.
  (L)  Look for unit. The cursor will move to the unit's location.
  (M)  Move unit. The unit will move to the cursor location.
  (N)  Next unit. The next higher numbered unit will become the
  current unit.
  (P)  List  passengers.  Will list the units embarked aboard the
  current unit.
  (Q)  Quit the orders menu. Return to the map display menu.
  (V)  View. Inverses all squares that may be seen from the cursor
  location.
  (X)  Exit the unit orders menu. Return to the map display.

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

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

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

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

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

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

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

4.10 Changing the Map:
During the deployment phase, players may use the U key to create any
terrain desired on any square of the map. This allows players to
create any map desired. Move the cursor to the square you wish to
change, type U, and then type the number of the terrain (see appendix
3 for a list of terrain types).

4.11  Changing Unit Composition:
Players wishing to create their own scenarios may change the weapons
of any of the armored vehicles except halftracks. To change a unit's
weapons go to the unit orders menu, type "9", type the identifying
number of the weapon desired for the current unit (see section 6.0 for
weapon numbers), and them type the number of weapons desired (must be
less than 256). If the weapon type of a unit with a SIW is changed,
then the unit will lose its SIW.

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

5.0  ORDERS PHASE
During the orders phase the player(s) may review the status of their
units and assign movement, bombardment and targeting orders.

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

(1-8)  Move cursor.
(0)  End game.
(A-U)  Select unit. Press formation letter followed by unit index
number - computer will shift to UNIT ORDERS MENU; the selected unit
will be the "current unit".
(V)  View. The computer will inverse all squares that can be seen from
the cursor location.
(W)  Move cursor to center of objective area.
(X)  Exit orders phase.
(Y)  Clear units from screen to view terrain.
(Z)  Examine friendly or visible enemy units at cursor location.

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

(1-8) Move cursor.

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

(B)   Bombard. The cursor location is the target square; the current
unit is the spotter; the computer will list the artillery units
eligible to bombard the target (see section 5.6) .

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

(D)  Disembark. If the current unit is a vehicle then it will unload
all of its passengers; if the current unit is a passenger then only
that unit will unload; unloaded passengers will have a suppression
level of 80.

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

(F)* Change unit facing.

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

(I)  Inspect. Allows the player to inspect all enemy units that can be
seen by the current unit; allows the current unit to designate a
priority target and/or request a bombardment (with the current unit as
the spotter).  Assigning a priority target with the (I)nspect order
will cause a range order to be given if the target is outside of the
set maximum range, with the maximum firing range being set equal to
the distance to the new target (see section 5.8).

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

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

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

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

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

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

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

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

(S) Set movement speed for the current unit.

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

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

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

(Z)  Shift to all-units mode.

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

5.2. The computer may be placed in "all-units mode" by pressing the
letter "A" instead of the unit index number when selecting a unit from
the map display menu. From the unit orders menu the player may shift
to "all-units mode " by pressing the (Z) key. EXAMPLE: If the current
unit is C4 and the (Z) key is pressed, then the computer will shift to
all-units mode for formation C. C-ALL will be shown at the top of the
text window and C0 will become the new current unit.

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

5.4   Embarking Units:
All vehicle units may embark infantry type units. Only halftrack and
truck units may embark artillery type units. Each vehicle may carry a
maximum of 10 transport points. Listed below are the transport costs
for each type of passenger:

SMG, RIFLE1
HMG2
81MOR, 82MOR3
12OMOR5
IG, HOW, FLACK, AT GUN  10
EXAMPLE: A platoon with 30 RIFLEs would require 3 vehicles to transport.
EXAMPLE: A battery of six 76AT guns would require 6 trucks or
halftracks to transport.

After giving the (E)MBARK command the player must enter the ID of the
unit to be embarked. If the embarking unit is in the same square as
the vehicle then it will embark immediately. If the embarking unit is
not in the same square as the vehicle then the vehicle will move to
the square and load the unit during the COMBAT PHASE. It is possible
to instruct a vehicle to embark all of the units in a formation. Type
the letter "A" instead of the index number of the passenger unit. The
vehicle must be assigned to the formation it is loading in this
manner. The vehicle will immediately embark the units in the same
square and then move to the locations of the other units (In numerical
order) and load them during the subsequent COMBAT PHASES.  If a
vehicle unit receives new movement (or embark) orders, then it will
cancel any previous embark orders that have not been completed.

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

Each unit may store up to 2 movement objectives. The FIRST OBJECTIVE
will always be the first objective assigned and the SECOND OBJECTIVE
will always be the LAST one assigned. When a unit completes its move
to the first objective location then the second objective will become
the NEW first objective. If a new objective is assigned to a unit that
already has two objectives, then the new objective will replace the
old second objective.  Command control movement delays are imposed
each time a new movement objective is assigned. Delays are not
cumulative; the new delay will replace any existing delay.

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

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

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

For each artillery unit displayed during the bombardment routine, the
computer will display the DELAY required before the artillery can
start firing. The delay is dependent on the relationship between the
requesting unit and the artillery unit:

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

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

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

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

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

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

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

5.8  The Inspect Routine:
The (I)NSPECT routine may be used to review all enemy units that can
be seen by the current unit. The cursor will move to the position of
each sighted enemy unit and the player will be allowed to request a
bombardment or designate the enemy unit as a PRIORITY TARGET for the
current unit.  The priority target feature allows the player(s) the
option of controlling the target selection of their units. If the
priority target feature is not used then the units will automatically
select targets during the combat phase.

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

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

5.11   Execution Delays:
When units receive new movement or bombardment orders there will be a
delay, expressed in PULSES, before the orders can be executed (see
5.5, 5.6, 5.12). Units that use the (K) cancel routine will have a
1.pulse delay added.  A delay will be added to a carrier that
disembarks units (1 pulse per unit disembarked).

5.12   Command Control:
Both players will start with a COMMAND HQ unit. For the Allied this
will be a corps unit with a "xxx" symbol ("xx" on the Atari). For the
Germans this will be a regiment unit with a "III" symbol).

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

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

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

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

   TIME
  PERIOD      GERMAN    ALLIED
11/53/7
21/53/7
31/53/7
42/62/6
52/62/6

There is a 33% chance that a player's movement delays will be
increased by 1 and a 33% chance it will be increased by 2 for any
given scenario.  EXAMPLE: In a time period 1 game, the German player
will have delays of either 1/5, 2/6, 3/7.

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

ALLIED
 #  WEAPON   MR  MP  SS  AC   SP  MG   FA  BA  SL  YR
tanks
21  STUART    8   6   2   6   21   4    7   2   3  1-5
22  CHAFFE   10   9   4   8   26   2    4   2   3  4-5
23  GRANT    10   9   4   4   12   3    8   4   5  1-2
24  SHERMAN  10   9   4   8   12   2   11   4   4  1-5
25  M4/76    12  14   4   8   14   2   10   5   4  3-5
26  PERSHING 15  18   4  10   14   2   14   6   5   5
34  CRUSADR  10  10   3   8   14   1    4   3   3  1-2
35  CROMWELL 10   9   4   8   18   2    6   4   4  1-4
36  COMET    12  16   4  10   16   2    8   4   4   5
37  VALENTNE 10  10   3   8    8   1    6   5   3  1-3
38  CHURCH   10   9   4   8    8   2   14   8   4  3-5
39  FIREFLY  12  19   4   8   12   1    9   4   4  3-5
tank destroyers
27  M10-TD   12  14   4   8   16   0    9   2   4  1-5
28  M18-TD   12  14   4   8   24   0    4   2   4  2-5
29  M36-TD   15  18   4  10   14   0    9   2   4  4-5
40  ACHILLES 12  19   4  10   16   1   10   2   4  3-5
41  ARCHER   12  19   4  10   12   1    4   4   4  4-5
assualt guns
30  M4/105   10   0   5   6   14   2   10   4   4  3-5
self-propelled artillery
31  PRIEST   12*  0   5   6   12   1    5   2   5  1-5
42  SEXTON   12*  0   5   6   16   2    2   1   4  2-5
sel-propelled mortar
43  M21-MOR  14   0   4   8   21   1    2   1   2  1-5
armored cars
32  M8-AC     7   6   2   6   28   1    2   1   3  1-5
33  M20-AC    5   0   1  20   28   0    1   1   3  1-5
44  DAIMLER   7   6   2   6   24   1    1   2   2  1-5
carrier
46  KANGROO   3   0   1  20   16   0    7   5   3  4-5
47  BREN-C    3   0   1  20   20   0    1   1   2  1-5
48  HALFTRCK  3   0   1  20   21   0    2   1   2  1-5
* Maximum range of 99 when using indirect fire.
non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF)
and YR.
 #  WEAPON   MR  MP  SS  AC  SP  SL  DF  YR
49  TRUCK     0   0   0   0  13   3   1  1-5
58  57AT     10  10   3  10   0   1   3  1-5
59  76AT     12  14   4  10   0   1   3  1-5
60  90AT     15  18   4  10   0   3   3  1-5
61  17LB-AT  12  19   4  10   0   2   3  1-5
62  76MOR    14   0   4   8   4   1   7  1-5
56  81MOR    13   0   4   8   4   1   7  1-5
63  107MOR   23   0   5   8   2   1   5  1-5
68  HMG       5   0   1  50   5   1   8  1-5
69  SMG       1   0   1  40   6   1   9  1-5
70  RIFLE     2   0   1  20   6   1   9  1-5
 -  GRENADE   0  25   1  25   -   -   -  1-5
 -  FLAMETH   0  30   4   8   -   -   -  1-5
 -  PIAT      1  10   3   4   -   -   -  1-5
 -  L-ART    99   0   4   8   -   -   -  1-8
 -  M-ART    99   0   5   8   -   -   -  1-8
 -  H-ART    99   0   6   8   -   -   -  1-8
GERMAN
 #  WEAPON   MR  MP  SS  AC   SP  MG   FA  BA  SL  YR
tanks
 0  PZ-IIL    5   4   1   6   16   1    3   2   2  1-5
 1  PZ-IIIJ   8  10   3   8   11   2    6   3   3  1-3
 2  PZ-IVG   12  13   4   8   12   2    7   3   4  1-2
 3  PZ-IVH   12  14   4   8   12   2    8   4   4  2-5
 4  PANTHER  15  18   4   8   17   2   15   5   5  2-5
 5  TIGER    15  15   4   8   12   2   11   5   5  1-5
 6  K TIGER  15  22   4  10   10   2   23   6   6  4-5
tank destroyers
 7  MARDER   12  14   4   8   12   0    3   1   4  1-4
 8  NASHORN  20  22   4  10   14   0    4   1   6  1-4
 9  JPZ-IVL  15  18   4   8    9   0   13   3   3  3-5
10  JPZ-V    15  22   4  10   16   1   16   5   5  4-5
11  JPZ-VIB  20  27   5   6    8   1   25   9   6   5
12  SG-IIIG  12  14   4   8   12   1   10   4   3  3-5
13  HETZER   12  14   4   8    9   1   14   2   3  3-5
assualt guns
22  STU-H42  12   0   5   6   12   1    8   4   3  1-5
23  SIG33    10   0   6   6   12   0    3   1   4  1-5
self propelled artillery
24  WESPE    12*  0   5   6    9   1    2   1   3  1-5
25  HUMMEL   12*  0   6   6   12   1    3   1   6  1-5
armored cars
26  SK231     5   4   1   6   22   1    2   1   3  1-5
27  SK234/2   7  10   3   8   22   1    4   1   3  3-5
carrier
48  HALFTRCK  5   0   1  50   16   0    1   1   3  1-5
* Maximum range of 99 when using indirect fire.
non armored weapons are rated for MR, MP, SS, AC, AP, SL, defense(DF)
and YR.
 #  WEAPON   MR  MP  SS  AC  SP  SL  DF  YR
49  TRUCK     0   0   0   0  11   3   1  1-5
50  50AT      8  10   3   8   0   1   3  1-2
51  75AT     12  14   4   8   0   1   3  1-5
52  88AT     20  22   4  10   0   2   3  3-5
53  88FLAK   20  15   4  20   0   3   3  1-5
54  75IG     10   0   4   6   0   1   3  1-5
55  150IG    10   0   6   6   0   2   3  1-5
56  81MOR    13   0   4   8   4   1   7  1-5
57  120MOR   28   0   5   9   2   1   5  1-5
68  HMG       5   0   1  50   5   1   8  1-5
69  SMG       1   0   1  40   6   1   9  1-5
70  RIFLE     2   0   1  20   6   1   9  1-5
    GRENADE   0  25   1  25   -   -   -  1-5
    FLAMETH   0  30   4   8   -   -   -  1-5
    PZFAUST   0  20   3   4   -   -   -  1-5
    L-ART    99   0   4   8   -   -   -  1-5
    M-ART    99   0   5   8   -   -   -  1-5
    H-ART    99   0   6   8   -   -   -  1-5

6.1   Special Infantry Weapons:
All infantry PLATOONS in the game are armed with one of the following
Special Infantry Weapons (SIWs): FLAMETHrower, or PanzerFAUST,
BAZOOKA, PIAT or GRENADE. All SMG and RIFLE units that do not have an
SIW will automatically be considered to have GRENADEs (although this
will not be printed on the screen). SIWs will only be used when firing
at ZERO RANGE against ARMORED VEHICLES and will shoot at the back
armor of the vehicle.  SIWs will be fired instead of the platoons'
normal RIFLE or SMG weapons. When using SIWs, the number of weapons
firing is equal to NUMBER OF MEN in the platoon divided by: 1 plus the
number of machine guns on the target vehicle (except when using
grenades in which case the number of weapons is equal to the number of
weapons is also divided by 5). When SIWs are used, the target unit
automatically receives 50% suppression.

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

7.0  COMBAT PHASE
The combat phase of each turn represents 2 minutes of real time. The
combat phase is divided into four 30-second pulses. During each pulse
units may search, select targets, fire their weapons and/or move.
Before each pulse the computer selects one player's units to move and
fire first during the pulse. The side with the lowest command control
delay rating will be more likely to move first.

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

The enemy unit will be spotted if (1) It is within the searching
unit's field of vision, (2) there is an unobstructed line-of-sight and
(3) the enemy unit is within sighting range.

The  SIGHTING RANGE equals the enemy unit's SL rating plus 1. If the
enemy  unit is in cover terrain then the sighting range is divided by
3. If the enemy unit is  moving then the sighting range is tripled.
The sighting range may never exceed the Visibility Level (set at the
start of the game).  Units that previously selected a target will not
search if they are still eligible to fire at that target. Units may be
unable to search due to suppression.

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

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

Tanks and infantry may fire on the same pulse they select a target.
Assault guns, tank destroyers and artillery (mortars, anti-tank guns,
infantry guns, flak, howitzers, self-propelled artillery) may not fire
on the same pulse they select a target unless they  are in the same
square as the target.

Units will select another target if their current target is an
infantry unit with a suppression level of 200 at a range greater than
zero. A unit will automatically change  targets in order to shoot at
an enemy unit that enters its square.

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

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

ACCURACY:  At zero range, accuracy will be (90 + (WEAPON ACCURACY x
PULSE FIRED AT TARGET) SQUARED/100. At maximum range accuracy will be
(WEAPON ACCURACY x PULSES FIRED AT TARGET) SQUARED/100. Weapon
accuracy ratings are listed in section 6.0. The pulses fired at the
target can never be greater than 4. Accuracy is HALVED if the target
unit occupies a TOWN, WOODS or BROKEN terrain square and has its
current speed set to 0. Accuracy is HALVED if the target is a MOVING
vehicle. Accuracy is multiplied times the TARGET SILHOUETTE/4. When
anti-tank fire is used against armored vehicles, the target silhouette
may be adjusted due to range. The following formula is used to
increase the target silhouette when the range is under 6: 6 - range.
This adjustment is added to the normal silhouette of the target, but
is not used when determining the accuracy of special infantry weapons.

KILLS:  Armored vehicles are rated for both front and back armor.
Front armor (FA) protects the front 90 degrees of the vehicle (see
diagram). Back armor protects the remaining 270 degrees of the
vehicle. When firing at a range of zero, it is assumed that the fire
is directed at the back armor of the target. Weapons are rated for
maximum penetration (MP). MP ratings are modified  by range and shell
size (SS) into an ADJUSTED PENETRATION FACTOR (APF). The formula for
APF is: (SS x SS) / 4 + MP - MP x (RANGE / MAX RANGE) / 2. The APF may
not exceed 2 x ARMOR. If the APF is less than 1.25 x ARMOR then the
ACCURACY is HALVED. If the APF is less than ARMOR then the ACCURACY is
HALVED again. The number of KILLS equals  (APF x ACCURACY x NUMBER OF
WEAPONS FIRING) / (ARMOR X 1200).

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

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

This accuracy is adjusted by the target silhouette which is equal to 7
(T-34C has a silhouette of 4 which is adjusted to 7 due to the range
of 3) .  So the adjusted accuracy is equal to 72.24 (41.28 x (7/4)).
The APF of the PZ-IIIJs is:

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

Since the APF is not greater than 1.25 times the Sherman front armor
of 11, the accuracy of 72.24 is cut in half to 36.12. Since the APF is
not greater than the T-34C front armor of 11, the accuracy of 36.12 is
cut in half to 18.06. The number of kills due to the fire of the
PZ-IIIJs is:

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

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

If the same calculation was made for the fire of the 5 Shermans the
result would be a kill number of .612 which would often lead to 1
PZ-IIIJ destroyed. Due to the thick armor of the Shermans, an
engagement of this type would quickly lead to a German defeat. If,
however, the German player had 5 PZ-IVHs, they would fire with a kill
number of .614 while the Shermans would return fire with a kill number
of .535. This is a much better situation for the German player.

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

ACCURACY: Calculated the same as in 7.3 with the following exceptions:
(1) when firing at MOVING non-vehicle targets the accuracy is DOUBLED
instead of halved; (2) accuracy is QUARTERED if the target is
DEFENDING IN WOODS, TOWN or BROKEN terrain irrespective of the unit's
current speed setting; (3) accuracy is not affected by the target
silhouette.  KILLS: Number of KILLS equals (SS x SS x ACCURACY x
NUMBER OF WEAPONS FIRING) / (DEFENSE x 1000).

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

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

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

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

ACCURACY: Calculated the same as 7.3 and 7.4 except for the following:
(1) the range is always considered to be the weapon's maximum range
for the purpose of calculating accuracy; (2) the pulses fired at
target is equal to zero if the spotter unit does not have a line of
sight to the target square; (3) the pulses fired at target is equal to
1 if the spotter unit cannot see an enemy unit in the target square;
(4) the pulses fired at target is equal to 4 If the spotter unit can
see an enemy unit in the target square.

KILLS:  Calculated the same as in 7.3 or 7.4.
Indirect fire attacks each enemy unit in the target square. If a
friendly unit is present  in the target square then the indirect fire
mission will be canceled immediately. If the spotter is unable to see
the target square, or if there are no enemy units in the target
square, then the fire will eventually "drift" into an adjacent square
which will become the new target.

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

7.6 Suppression:
Suppression will occur during most direct and indirect fire attacks.
Non-armored targets may receive up to 200% suppression.  Armored
targets may receive a maximum of 50% suppression. If a unit is
attacked more than once in a pulse then its suppression will be
cumulative. Suppression will not occur if armor-piercing weapons fire
at armored targets unless the firing unit is a vehicle armed with
machine guns and the range is less than 6.

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

At the end of each pulse the suppression level of each unit will be
halved.

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

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

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

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

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

If the unit is a non-vehicle then the rout chance will be tripled.
Modifications to the rout formula are cumulative.

Routed units will cancel all current orders and automatically move at
full speed directly towards a friendly map edge. Routed units will not
respond to orders nor will they fire at enemy units. Routed units will
continue moving regardless of their suppression level.

Routed units will have a random chance of rallying at the start of
each combat phase. The chance of rallying is equal to 2 / (2 + COMMAND
CONTROL DELAY). If a unit's HQ has been destroyed or routed then the
rally chance will be divided by 3. When rallied, units will stop and
await further orders.  For purposes of panic, a unit's command control
delay is equal to its "in command control" movement delay.

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

7.10  Movement:
At the end of each pulse, eligible units with movement objectives will
move. Units that fired or were pinned during the pulse will not move.
At the end of each pulse, moving units accumulate movement points
equal to their current speed setting (see 6.0). Units will spend
movement points to ENTER each square on their path. Listed below are
the rounded off costs to enter each type of terrain for each type of
unit:

            ARM-VEH   TRUCK    FOOT
clear         13       13       13
road           7        3       10
town          10        5       12
road-slope    10        5       12
entrenchment  20       27       17
woods         20       27       17
slope         20       27       17
ford          30       40       20
bridge         7        3       10
river         40        -       40

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

7.11  Stacking
Units may not move into a square that contains two or more friendly
units. If a unit attempts to move into a square that already contains
two or more friendly units, it will remain in its current square. On
the next pulse, and every pulse thereafter, the unit will continue to
attempt to move into the overstacked square (completing the move only
when the square no longer contains two or more friendly units). More
than two units may be placed in a square during deployment. Passengers
unloading in a square may result in more than two friendly units
present in a square.

7.12  Disembarking Under Fire:
When vehicles carrying passengers come under fire they may be forced
to unload during the combat phase. Any vehicle that suffers 1 or more
KILLS must immediately unload its passengers. If a vehicle other than
a truck or halftrack suffers 50% suppression while carrying infantry
then it must immediately unload.

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

7.13  Combat Reports:
During the combat phase the computer will describe the occurrence of
direct or indirect fire. The computer will report the size and type of
shell being fired and in most instances the KILL and/or SUPPRESSION
results.  Listed below are the criteria for describing the size and
type of shell being fired:

      SMALL ARMS FIRE:  RIFLE, SMG, HMG
 LIGHT ARTILLERY FIRE:  IG, HOW, MOR, shell size < 5
MEDIUM ARTILLERY FIRE:  IG, HOW, MOR, shell size = 5
 HEAVY ARTILLERY FIRE:  IG, HOW, MOR, shell size = 6
    LIGHT CANNON FIRE:  AT, shell size < 3
   MEDIUM CANNON FIRE:  AT, shell size = 3
    HEAVY CANNON FIRE:  AT, FLAK, shell size > 4
       OVERRUN ATTACK:  moving armored vehicles firing from zero range
    FLAMETHROW ATTACK:  FLAMETH fired from zero range
       GRENADE ATTACK:  GRENADE fired from zero range
   PANZERFAUST ATTACK:  PZFAUST fired from zero range
          PIAT ATTACK:  PIAT fired from zero range
       BAZOOKA ATTACK:  BAZOOKA fired from zero range

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

During direct fire any KILLS or SUPPRESSION will always be displayed.
During indirect fire KILLS or SUPPRESSION will not be displayed.
Whenever a unit uses direct fire, the computer will print out two
numbers. The number on the left represents the penetration rating of
the weapon firing. The number on the right represents the defense
rating or armor of the unit being fired at.

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

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

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

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

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

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

(4)  There are two types of blocking terrain: ELEVATED terrain and
COVER terrain. Elevated terrain is any terrain on the LOS path that
has a higher altitude level than both the sighting and target units.
Cover terrain consists of TOWN, WOODS or BROKEN terrain squares.

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

(6)  If the LOS is not blocked and the two units are on the same
altitude level, then they may observe each other.

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

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

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

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

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

9.0 HISTORICAL SCENARIOS

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

9.2  Salerno - "The counterattack that failed" (September 13, 1943):
This is 30-turn German pursuit. The Allied command control delay is 4
and the GErman command control is 2. This German pursuit developed
when GErman General Vietinghoff discovered a gap between the British X
Corps and the American VI Corps, which occurred several days after the
initial Salerno landing. Believing that the Allies were preparing to
evacuate the beachhead, he launched an immediate attack with the
forces at hand. This consisted of parts of the 16th Panzer Division
(2/2 Pz Rgt, parts of the 1/64 PzGd Rgt, 2/64 PzGd Rgt, and the 16th
Rcn Co). These forces struck two battalions of the 157th U.S. Infantry
Regiment (45th Div), supported by elements of the 191st Tank Bn and
the 645th Tank Destroyer Bn. After heavy fighting around the Tobacco
Factory, the Germans crossed the Sele River near Persano, and drove
for the Calore River crossing, hoping to cut off the 36th Division.
The 157th Regiment was decimated, but they delayed the Germans long
enough for the 36th Division to successfully withdraw to a more
defensible position.

9.3   Caen - "The death ride of British armor" (July 18, 1944):  This
is a 25-turn Allied assault. The Allied command control delay is 3,
and the German command control is 1. Operation Goodwood was Field
Marshal Montgomery's attempt to break out of the Normandy beachhead,
east of Caen.  The attack was largely an air and armored show,
launched shortly after dawn and preceded by a carpet bombing using
over 2000 planes from the Eighth Air Force and Bomber Command. The
bombing destroyed or disrupted most of Kampfgruppe Luck, charged with
defense of that sector, but also made the terrain difficult for the
armor to traverse. Although the German infantry was largely destroyed,
elements of the 200th Assault Gun Battalion and the 503rd Heavy Panzer
Battalion survived and delayed British advance. The British 11th
Armoured Division spearheaded the attack followed by the British
Guards and the 7th Armoured Divisions. The broken terrain and the
delaying German units slowed the British long enough for the Germans
to launch a counterattack with Panthers from the 1st SS Panzer
Division. This combined with a further attack from the 21st Panzer
Division contained the British attack short of its objective. The
British lost 200-300 tanks 1n the two-day fight, and several months
were required to rebuild the shattered armored units.

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

10.0 GAME LENGTH AND VICTORY CONDITIONS

10.1  Ending the Game:
The game will automatically end upon the completion of the pre-set
umber of turns for the scenario (see sections 3.9 and 9.0). Players
may also elect to end the game early if they both agree (use the 0
key), and they may also elect to continue a game that has ended. If
they elect to continue a game that has ended, the computer end the
game after an additional 10 turns have been completed.

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

EACH UNUSED SELECTION POINT........................20
  (maximum of 250 due to unused selection points)
FORCES IN THE OBJECTIVE AREA:
  ARMORED VEHICLE..................................20
  ARTILLERY/TRUCK..................................10
  INFANTRYMAN.......................................5
EACH KILL:
  INFANTRY..........................................1
  HMG...............................................2
  50,81,82MOR.......................................3
  120MOR............................................5
  OTHER ARTILLERY..................................10
  TRUCK............................................10
  ARMORED VEHICLE..................................10
   (Plus FRONT ARMOR)

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

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

The computer will divide the total Allied victory points by the total
German victory points to arrive at a victory ratio. Compare this ratio
to the following chart to determine the victor:

2.00 and above ..Allied Decisive Victory
1.50 - 1.99 .....Allied Substantive Victory
1.10 - 1.49 .....Allied Marginal Victory.
0.92 - 1.09 .....Draw
0.67 - 0.91 .....German Marginal Victory
0.51 - 0.66 .....German Substantive Victory
0.50 and below ..German Decisive Victory

12.0  STRATEGY NOTES

Deployment
When deploying on defense you should entrench your infantry near the
forward edge of the objective area in company size positions. Position
your anti-tank guns and some of your armored vehicles behind this line
by 3-5 squares. Place your mortars and main HQ 5-15 squares behind the
infantry on hilltops which have clear fields of vision of probable
enemy approach routes.  You are attempting to create a situation in
which enemy tanks first encounter your infantry positions, and then
almost simultaneously receive medium range anti-tank fire. Try to keep
at least one company of tanks in reserve, committing them only once
the axis of the main enemy attack is determined.  When attacking place
your infantry in halftracks or on tanks and then set up in a tight
formation no more than 5-10 squares wide. Consider splitting off a
task force of one tank company and one infantry company to flank the
enemy defensive positions.

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

Getting Your Units To Move
A unit will not move as long as it is firing at an enemy unit. In
order to get the unit to stop firing you must lower the unit's target
selection range. Stop! It is essential that you understand this
concept, as your setting it too high may keep the unit from moving as
it fires ineffectively at distant targets, but setting it too low may
cause the unit to continue moving into an ambush even as enemy units
may appear dangerously close.

Firing on the Move
While moving, a unit may begin to fire on an enemy target. If you wish
to keep firing at the enemy while taking advantage of cover terrain in
the unit's square, but you also want to keep the unit s current
movement objective, set the unit's speed to 0. Even if you don't want
to keep the current movement objective, it is better to set the speed
to 0 than to use the (K)cancel command, since the cancel command will
eliminate any pulses fired at target that may already have
accumulated.

Trucks
Never drive loaded trucks within range of enemy fire, as this is the
quickest way to lose your guns and infantry. Keep them in cover
terrain or behind hills where they cannot be spotted by enemy
artillery observers.

Weapons
At least 50% of the strategy in Battlegroup is derived from the
differences between weapons systems. It is essential that you study
your weapons when beginning a scenario, as well as attempt to predict
which weapons you will face. Try to establish at what range you will
attempt to engage enemy tanks. For example if you have PZ-IIIJ tanks
and expect to face T-34/76A tanks, it would be foolish to close to 400
yards, stop and exchange fire. The sound strategy would be to obtain
back armorshots, or close to 0 range. However, if you have some 75 or
88 AT guns, it might be wise to lure the Russian tanks towards your
tanks and then open up with the AT guns at medium range as you charge
forward with your tanks. The key is understanding under what
conditions your weapons have an acceptable chance of defeating the
enemy.

Special Infantry Weapons
Infantry defending in cover terrain cannot be seen until either an
enemy unit enters its square or the infantry unit opens fire. For this
reason it is often wise to set the target selection range of defending
infantry to zero. This will allow the infantry to ambush enemy units
that enter its square. The weakness of this strategy is that each
defending square, once discovered, can be attacked piecemeal. When
attacking against the 0 range strategy, it is best to send Infantry
one square ahead of the attacking tanks, as it is much better to have
your infantry ambushed than your tanks.  If you don't have time for a
slow infantry advance, be sure to put infantry on your tanks, for if
your tanks are ambushed, at least your infantry will dismount and fire
back in defense of the tanks. Do not allow infantry with grenades to
continue firing at your armored vehicles, for with an accuracy of 25,
their ability to hit will triple. This represents the ability of
unsuppressed infantry to eventually climb on enemy tanks and destroy
them with light weapons. Grenades represent Infantry close assaulting
tanks, in which case the thickness of the armor of the defending tank
becomes insignificant; thus grenades have been given a penetration
value of 25.

Suppression
In Battlegroup, once a unit has been fully suppressed (100+), it may
easily be destroyed by a unit entering its square. The key is to
identify soft-targets, keep them suppressed, and then send in at least
one unit to close assault the defender. Using small arms and artillery
fire to suppress armored vehicles can also be useful, as it can help
keep the vehicles from acquiring new targets.

The Combined Arms Concept
Battlegroup rewards those who are able to use combined arms tactics.
On the attack, artillery should be used to suppress and destroy enemy
anti-tank guns, as well as suppress enemy mortar positions. Infantry
is needed to suppress and then assault defending infantry positions,
as well as help in suppressing enemy vehicles. Tanks can be used to
destroy enemy vehicles and overrun suppressed enemy infantry and gun
positions. Armored cars and light tanks should be positioned several
squares ahead of the assault elements in order to spot enemy positions
and draw fire from anti-armor weapons, thus exposing them to the fire
of your artillery. On defense, use infantry to ambush tanks and
suppress any units that come too close. Artillery can be used to keep
attacking infantry pinned down, while anti-tank guns attack vehicles
that are mixing it up with the defending infantry. Tanks should be
used as a mobile reserve, fighting off major armored thrusts, or
counterattacking unsupported infantry attacks.

APPENDIX 3: TERRAIN NUMBERS/TYPES/LEVEL

  0 Clear (Level 1)
  1 Road (Level 1)
  2 Road (Level 1)
  3 Road (Level 1)
  4 Road (Level 1)
  5 Road (Level 1)
  6 Road (Level 1)
  7 Road (Level 1)
  8 Town (Level 1/2)
  9 Woods (Level 1/2)
 10 Entrenchment (Level 1)
 11 Slope (Level 2)
 12 Slope (Level 2)
 13 Slope (Level 2)
 14 Slope (Level 2)
 15 Slope (Level 2)
 16 Slope (Level 2)
 17 Road/Slope (Level 2)
 18 Road/Slope (Level 2)
 19 River (Level 0)
 20 River (Level 0)
 21 River (Level 0)
 22 River (Level 0)
 23 River (Level 0)
 24 River (Level 0)
 25 Bridge (Level 1)
 26 Bridge (Level 1)
 27 Ford (Level 0)
 28 Ford (Level 0)
 29 Clear (Level 3)
 31 Road (Level 3)
 32 Road (Level 3)
 33 Road (Level 3)
 34 Road (Level 3)
 35 Road (Level 3)
 36 Road (Level 3)
 37 Town (Level 3/4)
 38 Woods (Level 3/4)
 39 Entrenchment (Level 3)
 40 Slope (Level 4)
 41 Slope (Level 4)
 42 Slope (Level 4)
 43 Slope (Level 4)
 44 Slope (Level 4)
 45 Slope (Level 4)
 46 Road/Slope (Level 4)
 47 Road/Slope (Level 4)
 48 Clear (Level 5)
 49 Road (Level 5)
 50 Road (Level 5)
 51 Road (Level 5)
 52 Road (Level 5)
 53 Road (Level 5)
 54 Road (Level 5)
 55 Road (Level 5)
 56 Town (Level 5/6)
 57 Woods (Level 5/6)
 58 Entrenchment (Level 5)

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End of the Project 64 etext of the Battle Group manual.

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