View manual text
INTRODUCTION ....................1
GETTING STARTED ..................1
Starting the Game ..............2
Game Screens and Menus ..........5
Mouse and Other Controls ........5
Main Menu ........................6
Load Game ......................6
Multi-player Game ..............6
Options ........................7
Credits ........................7
Quit ............................7
SOLDIERS AT WAR TUTORIAL............7
Turn One ........................7
Turn Two ........................11
OPTIONS ..........................12
Difficulty Level ................12
Audio and Video Options ........12
Game Settings ..................13
Online Weapons Encyclopedia ....14
SINGLE SCENARIO ..................14
Mission Selection ..............14
Mission Description Area ........14
RECEIVING ORDERS ................15
SQUAD SELECTION ..................15
OUTFITTING SCREEN ................16
Portrait / Next Soldier Button ..16
Platoon Pool Button ............16
Return Soldier to Barracks ......16
Character Silhouette ............16
Weapons Locker ..................16
Encumbrance meter ..............17
Save Character Configuration ....17
Restore Character Configuration 17
Begin Mission ..................17
Cancel ..........................17
THE MISSION ......................17
Cell Cursor ....................18
Movement ........................18
Shooting ........................18
Change Direction ................18
Canister ........................18
MISSION SCREENS AND MENUS ........19
INTERFACE ........................19
Name Bar ........................19
Soldier Portrait ................19
Action Points Indicator ........19
Health Gauge ....................20
Fatigue Meter ..................20
Weapons Selector ................20
Type of Fire Switch ............20
Ammo Indicator ..................20
Level Selector Switch ..........21
Mini Map ........................21
Turns Taken Indicator ..........21
Turn Limit Indicator ............21
Scaling Dial ....................21
Chat Screen ....................21
Save Game Button ................22
Overview Map Button ............22
Compass Button ..................22
Leather Flip Notebook Button ....22
Character Personal Record Button 22
Game Menu Button ................23
Enemy Sighted Icon Bar ..........23
MENU ON DEMAND INTERFACE ........23
Action Buttons ................23
Menus ..........................24
OTHER ACTIONS ....................28
Opportunity Fire ................28
Detecting Mines ................28
CHARACTER PERSONAL RECORD ........29
Book ............................29
Character Information-Page 1&2 ..29
Name ............................29
Portrait ........................29
Rank ............................29
Skills ..........................30
Primary Training(PT) & Secondary
Training (ST) ..................30
Medal Awards ....................30
Weapons/Ammo - Page 3 ..........30
Explosives - Page 4 ............30
Equipment - Page 5 ..............30
Medical Status - Page 6 ........30
LEATHER FLIP NOTEBOOK ............31
Cover ..........................31
Opened ..........................31
Mission Objectives ..............31
Previous Messages ..............31
EXCHANGE SCREENS ................32
SUPPORT MENU ....................32
Type of Support ................32
Number of Attacks ..............32
Text Speaker ....................33
Targeting ......................33
Responses ......................33
Artillery ......................33
Mortar ..........................33
Air ............................34
MISSION ENDINGS ..................34
Mission Accomplished ..........34
(Victory) Dialog Box ............34
Mission Failure ................34
Post Mission ....................34
ADMINISTRATION SCREEN ............34
Portraits ......................35
Icons ..........................35
Civilian Casualties and Discipline ..35
Rank ............................36
Statistics ......................36
MULTI-PLAYER ....................36
MULTI-PLAYER SETUP ..............36
Protocol ........................36
Host or Join Radio Buttons ......37
Player Name Edit Box ............37
Game Name Edit Box ..............37
Current Games List Box ..........37
Refresh Button ..................37
CONFIGURE SCREEN ................37
Player Chat ....................37
Choose Map ......................37
Mission Description ............38
Scenario Builder ................38
Tiles, Objects, and Tokens ......38
Mouse Controls ..................38
Scrolling ......................39
Windows ........................39
MENU BAR ........................40
RIGHT-CLICK POP-UP MENUS ........55
SCENARIO DESIGN SUGGESTIONS ......56
APPENDIX A-ACTIONS AND COST ......58
1
INTRODUCTION
SOLDIERS AT WAR is a game of squad warfare during World War II. The action
ranges from North Africa to deep in the heart of Germany. Under the
command of Captain Spencer the men of SOLDIERS AT WAR carry the fight to the
Axis forces of Germany and Italy to make the world safe for democracy!
SOLDIERS AT WAR can be played as an ongoing campaign, a series of single
scenarios, or in head-to-head action with up to three other players over a
Local Area Network (LAN) or via a TCP/IP Internet connection. Your squad of
G.I.s may not be fighting the war single handedly, but it will seem like it!
SOLDIERS AT WAR also comes with a Scenario Builder that enables the creation
of custom made SOLDIERS AT WAR scenarios.
GETTING STARTED
The best way to become familiar with the basics for SOLDIERS AT WAR is to
read the tutorial section of this manual on game play while playing the
tutorial saved game. SOLDIERS AT WAR is a very easy game to learn, but
browsing through the README.TXT file is recommended, for information which
became final after this manual went to press.
SYSTEM REQUIREMENTS
To play SOLDIERS AT WAR, be sure your system meets the following
system requirements:
• Pentium 120 MHz IBM PC or compatible
• 16 MB of RAM (32 recommended)
• Windows® 95 - NOTE: This is a Windows 95 game and cannot be played on
Windows® NT
systems. Multitasking is not recommended when playing SOLDIERS AT WAR
• An Uncompressed hard drive with 175MB free for the “Recommended” install
• A 4 X CD-ROM drive or faster (8 X Recommended)
• A SVGA video adaptor with 2 MB of memory and a Colour SVGA Monitor
• A 100% Microsoft (or Logitech) compatible mouse
• Microsoft mouse driver version 9.00 or higher or Logitech mouse driver version 6.24 or higher
In addition to the basic system requirements, the game requires that
DirectX 5 be installed to your hard drive. The option to install DirectX 5
appears during the game installation. For network play, you need a
DirectPlay compatible network adaptor.
What Comes with this Game?
Your game box should contain a SOLDIERS AT WAR CD and this User Manual.
Installing the Game
This program requires the use of Microsoft’s DirectX. We strongly
recommend that you refer to the ‘DirectX’ section of the ‘HELP’ file
located on the program CD before installing. Full details on how to
view this HELP file are located under the Troubleshooting Section of
this guide.
You must install SOLDIERS AT WAR game files to your hard drive and have
the SOLDIERS AT WAR CD in your CD-ROM drive to play this game or use the
Scenario Builder.
To install the game, insert the CD into the CD-ROM drive. When the pop-up
window appears, click on the Install option. If you have disabled the Windows
95 Autorun, or if it does not function, Explore the CD and double-click on
the Setup icon. Follow all on-screen prompts to complete the installation.
2
Starting the Game
The SOLDIERS AT WAR Autorun program displays a menu with the options to run
the game, the Scenario Builder, Install Direct X, Uninstall the game, or
view the README.TXT file, every time the CD-ROM drive is closed with the
CD in place. SOLDIERS AT WAR can also be started by opening the Start menu,
selecting Programs and choosing the folder where SOLDIERS AT WAR was
installed and double-clicking on the SOLDIERS AT WAR program item. The other
item in that folder is the Scenario Builder program which can be used to
create or edit scenarios on your own.
For complete and specific “how to play” information, please refer to the rest
of the manual. Some changes were made too late to include in this manual.
Please read the README.TXT file in your game directory for more information.
Note: SOLDIERS AT WAR requires the computer be set to 256 colour mode in the
Windows 95 Settings window. Screen saver utilities should be turned off
before starting to play SOLDIERS AT WAR.
Uninstalling the Game
To uninstall the game, select that option from the Autorun menu, or
choose Settings from the Windows 95 Start Button, and select Control Panel. In
the Control Panel, select Add/Remove Programs, left-click on SOLDIERS AT WAR,
and click on the Add/Remove button. The game and all of its components
are then removed from your hard drive, except for your saved games or
edited scenarios.
Saving Games
SOLDIERS AT WAR requires space on your hard drive for Saved Games and temporary
files. Each saved game can take up to 300k of hard drive space. Note: If
you exchange a saved game with someone, it is important to note which slot
it occupied since it can oly be played from that position in the save
game list.
Electronic Documentation
If you do not already have the Adobe Acrobat Reader, you can install the
software following these instructions. Insert the game CD in your CD-ROM
drive. Explore the CD, and double-click on the ACROWIN folder, located in
the root directory. Double-click on the file entitled ACROREAD.EXE and
follow the on-screen prompts.
Once Acrobat Reader is installed on your system, you can read README.PDF by
opening the folder on your hard drive in which you installed the Adobe
Acrobat reader, and double-clicking on the file ACROREAD.EXE. From the File
menu of Adobe Acrobat, you may open the README.PDF located in the root
directory of your game CD.
3
TROUBLESHOOTING
This section provides information that should help you solve some
common problems.
Sound and Video Cards
Some sound and/or video cards are not supported by Windows 95 and DirectX.
If you do not have one of the following Sound or Video cards, the game may
not work.
DirectX Supported Sound Cards: Aztech, Creative Labs, ESS, Microsoft
DirectX Supported Video Cards: 2D: ATI, Chips @ Technologies, Cirrus
Logic, Matrox, S3, Tseng Labs, Western Digital, 3Dlabs, ATI, Creative
Labs, Rendition
DirectX 5 Setup
This game requires DirectX 5. If you do not have DirectX 5, then it can be
installed ro reinstalled from the CD. Installing DirectX 5 is an option
when installing the game. It can also be installed by exploring the game
CD, and opening the DIRECTX folder. Double click on DXSETUP.EXE to start the
DirectX 5 install.
Using either the Install DirectX 5 button from the AUTORUN or DXSETUP.EXE, you can
install DirectX 5, reinstall DirectX 5, test your drivers certification,
or reinstate your previous audio and video driver as described following.
DirectX Disclaimer
SOLDIERS AT WAR utilises Microsoft’s DirectX sound and video drivers.
DirectX is a programming tool created by Microsoft, and the installation
of DirectX may cause video problems and system anomalies with computers
using video drivers that aren’t DirectX compliant. DirectX is a Microsoft
product, and as such, SSI cannot be responsible for changes that might
occur to your computer system due to its installation. For DirectX related
problems that cannot be fixed by updating to your video card’s latest
Windows 95 driver set, you must contact either Microsoft or the
manufacturer of your video card for further technical support or service.
Microsoft retains all intellectual property rights to DirectX. The user
has been granted a limited license to use DirectX with Microsoft operating
system products.
Verifying DirectX Video/Sound Card Drivers
To verify that your sound and video drivers are DirectX 5 certified,
follow the steps below.
1. Click on the windows Start button (usually found in the lower-leftcorner of your screen).
2. Click on Run.
3. In the open field type the command: C:\progra~1\directx\setup\dxsetup.exe then
click on OK.
4. Make sure all drivers say Certified next to them.
If any of your drivers are not DirectX certified you should contact the
hardware manufacturer and see if they have certified DirectX 5 drivers.
4
Reinstating Windows 95 Video Drivers
If you find that there is a problem with your display after you have
installed DirectX 5 you can reinstate your old video drivers by following
the instructions below.
1. Click on the windows Start button (usually found in the lower-left
corner of your screen).
2. Click on Run.
3. In the open field type the command: C:\progra~1\directx\setup\dxsetup.exe then
click on OK.
4. Click on the Restore Display Drivers button.
This may require that you have the disk containing your original drivers.
Contacting SSI Technical Support
Before contacting Technical Support please refer to the ‘HELP.HLP’ file
included on the program CD. This file details useful Trouble Shooting
Tips together with notes relating to any late changes made to the
program. To view the file please follow the instructions below.
Insert the CD into your CD ROM drive (Cancel/Close any AutoRun screen
that may appear). Click on the ‘START’ button (normally on the bottom
left of your screen) followed by ‘RUN…’. At the prompt type D:\HELP.HLP
and click OK. (D should be replaced by your CD ROM drive letter)
We have a staff of Technical Support Specialists ready to help you with any
technical problems you may have with any of our games. If your problem is
due to your system configuration they can suggest some possible solutions.
Because of the millions of different hardware and software
configurations possible with today’s PCs, you may still have to
consult with your computer dealer, hardware manufacturer, or
software publisher to properly configure your system before our
game will work.
You may also need to get the latest version of your sound, video, mouse,
or CD-ROM drivers before the game will run properly.
We suggest contacting SSI Technical Support via fax or e-mail if possible.
Please send a printout of your c:\autoexec.bat file, a printout of your
c:\config.sys file, and a complete description of the problem. Please
include the operating system you are using, and any error messages you
have seen which indicate that there is a problem.
Technical Support:
Online Services
UK Web site:
Tech Support e-mail:
Phone:
Fax:
Mail:
From within the UK:
www.mindscapeuk.com
[email protected]
From outside the UK:
01444 239600 Monday - Friday
9.30-13.00hrs and 14.00-16.30hrs
{international code} 44 1444 239600
From within the UK:
From outside the UK:
01444 872212
{international code} 44 1444 872212
Mindscape International, Priority House,
Charles Ave, Maltings Park, Burgess Hill,
West Sussex RH15 9TQ ENGLAND
We regret that we cannot offer game hints and tips, as the service is
provided for technical difficulties only.
5
Game Screens and Menus
This section provides a list of all game menus and their functions. When
moving the cursor across the screen all hot-spot areas display smart text.
Clicking on a button bar selects the option and the check mark initiates
the selection. Pressing the Cancel button cancels any selection and
returns to the previous menu.
Mouse and Other Controls
The mouse is used to move characters and display information about game
features; moving the mouse cursor over a menu item on the screen causes a
pop-up information box to appear which identifies the function of that
button or control.
Left-click with the mouse to move characters, direct fire, and select
menu options.
Right-click with the mouse to open the Actions control panel. Left-click
anywhere on the map to close the Actions panel.
Pressing the Spacebar opens and closes the Slide Out Interface (SOI) panel
The Checkmark (a checkmark symbol) and Cancel (an X) buttons appear in
several places through the game. The Checkmark button is used to accept a
given choice and continue, the Cancel button aborts any current menus or
control panels and returns to the previous screen.
Any button that is available for use displays a solid black silhouette,
the silhouette of any button that is not available is greyed-out.
New Game
Game Options
Load Game
View Credits
Multi-Player Game
Quit
Main Menu
When SOLDIERS AT WAR begins, there is an opening cinematic, which can be
bypassed by left-clicking or hitting any key. After the opening
cinematic the first screen of the game is the Main Menu. There are six
options available:
6
New Game
Brings up the New Game screen with choices for playing a Campaign, Single
Scenario, or a custom scenario built with the Scenario Builder. Single
Scenario play allows the player to choose a Campaign mission to play.
Campaign mode jumps right to the Squad Select Screen to choose the
soldiers in the squad. Loading a custom mission displays all missions in
the Custom_G directory. Clicking on a custom map displays a mission
description, map size, and map type (Single Player, Multi-Player Map) in
the notebook on the right side of the screen. To choose a map to play
click on the check mark.
Load Game
Brings up the Load Game screen with all previous saved games available.
Clicking on a saved game displays a screen shot from the mission with the
date and time at the bottom. To load the selection click on the check mark.
Multi-player Game
Displays the Setup screen that allows a player to host or join head-tohead games of up to four player’s over TCP/IP Internet or LAN. For more
information, see the “Multi-Player” section, beginning on page 36.
Difficulty Menu
Audio/Video Settings Menu
Game Play Settings
Encyclopedia
<<bring in Options.EPS with callouts>>
Options
Brings up the Options screen with choices for Difficulty Level, Audio and
Video Options, Game Settings, and the Online Weapons Encyclopedia. For
more information, see the “Options” section, starting on page 11.
Credits
Displays the production team credits for Random Games and SSI. Left-clicking or pressing Esc key at any time exits the credits and return to the
Main Menu screen.
Quit
Prompts the user to confirm they want to quit the game and then exits to
the desktop.
7
SOLDIERS AT WAR TUTORIAL
At the SOLDIERS AT WAR Main menu, choose Load Game. Select the Tutorial scenario
from the games listed. After the tutorial loads, follow the steps below to
learn the basics of gameplay.
Turn One
SOLDIERS AT WAR Interface
At the beginning of any SOLDIERS AT WAR game, the Slide-Out Interface (SOI)
is automatically open on the right side of the screen. Press the Spacebar
to open and close the SOI during gameplay.
Scroll the screen around to look at the battlefield. Notice that some of
the objects on the map are “clipped” (like the tanks). This is because all
SOLDIERS AT WAR battlefields are made up of seven viewing levels. To see all
the levels in the battlefield, press the 7 key across the top of the
keyboard (don’t use the numbers on the numeric keypad — these have a
different function in SOLDIERS AT WAR). To see the levels in-between,
press the 1-6 keys.
Scroll the screen to the centre of the map and left-click to select the
soldier laying prone behind a wall (soldiers can also be selected by leftor right-clicking on the soldier portraits on the Slide-Out Interface;
this cycles through the available soldiers). To issue orders to soldiers,
use the Menu On Demand Interface (MODI). To bring up the MODI interface,
right click on the screen. This presents with a series of action buttons.
Take a moment to move the mouse over each button — smart-text appears
describing the function of each button as the mouse moves over it.
With a soldier selected, left-click on the button with the kneeling icon.
This raises the soldier to the kneeling position. Notice that the number
in the small circle above the soldiers head was reduced by 2. This
floating number represents the number of Action Points that each
soldier can spend each turn. Performing any action in the game costs
Action Points (AP).
Aiming and Firing
When the soldier raised himself to the kneeling position he was able to
see over the wall and detect several enemy soldiers. To take a look
around, press the numbers on the alphanumeric keypad (make sure the NUM
LOCK key is activated for the keyboard). This changes the soldier’s
facing. After looking around, press the 7 key to face the enemy soldiers.
A series of “enemy sighted” icons has appeared on the left edge of the
SOI. Click on these to cycle through the enemy soldiers that the active
soldier can see. Click on enemy #4.
To target enemy #4 with a rifle, place the cursor over the target. A red
target icon containing the percentage chance to hit that target appears
over the enemy soldier icon. Left-click to fire at the enemy soldier.
8
Throwing Grenades
Using a rifle is only one of the many ways available to take out enemy
soldiers. Soldiers usually have grenades at their disposal. Right click to
bring up the MODI. Left-click on the button labelled Action Menu. This is the
button with the gun icon on it. This opens a sub-menu. Left-click on the
Grenade button. NOTE: The smart text reads Toss Grenade (22). The 22 is the AP
cost to throw a grenade. All actions that require Action Points display
the associated cost in parentheses.
Left-click to select a grenade in the bag and left-click on the check
mark. The cursor becomes a grenade icon. When have an enemy is targeted
it turns red. Moving the cursor out of the soldier’s throwing range makes
it disappear.
Throw the grenade at the officer in the gray uniform next to the left of
the tank. Notice that throwing the grenade left the soldier in the
standing position, and more enemies came in to his line of sight.
Movement
Move the cursor against the wall directly in front of the selected
soldier. Press the Ctrl key. This indicates how many Action Points it
costs to move the soldier to that location. Left-click on the check mark
to close the menu.
Using The Inventory
Select the soldier laying prone behind the tank on the far right hand side
of the screen. Use the MODI to have this soldier stand up. Move the
soldier over to the pile of weapons directly in front of the soldier.
This icon represents a cache of weapons or equipment referred to as a
“canister.” Gear left on the ground or on the bodies of fallen soldiers
is held in these canisters.
There are two ways to check a soldiers inventory. The first and easiest
way is to bring up the MODI and left-click on the Inspect items button. This is
also used for checking canisters and bodies at the selected soldiers feet.
This option provides an opportunity to check the inventory as well as that
of the cell the soldier is standing in. NOTE: from this menu left-clicking
on the weapon / item name brings up the Weapons Encyclopedia.
The second method is to bring up the MODI and left-click on the button
labelled, Special. This is the menu button with the star graphic. Clicking on
this button brings up the special sub-menu. Left-click on the Drop / Pick up
Items(18) button in order to pick up and drop items from the occupied cell.
The box on the right hand side of the screen represents items on the
ground (or on a fallen soldier). To pick an item up, simply click on it
and place it on the soldier. NOTE: Some items only fit on certain areas of
a soldier. Notice the three buttons at the bottom of the right hand box.
These indicate the equipment section currently being viewed. Click on the
grenade and pick up the M2, place it in the soldiers inventory, then leftclick on the equipment button and pick up the metal detector that is the
next operation to be undertaken. Left-click on the Check Mark button to
return to the Battlefield Display screen.
9
Sweeping for Mines
The metal detector is very simple to use. Having the metal detector on a
soldier is all that is needed for it to work. Move this soldier straight
forward until he reaches the tank. As he does so he can be heard to say
“target destroyed” and a disarmed mine appears at his feet.
Taming Panthers
There are two ways to secure a tank. The occupants and the insides of a
tank can be destroyed by standing directly next to it and tossing an M2
frag grenade into it, or the occupants can be killed in order to use the
main gun (assuming it still has ammunition remaining). Let’s do the latter
and capture a tank.
After disarming the mine, move the soldier next to the tank immediately in
front of him. Right click on the screen and bring up the MODI interface.
Left-click on the Tank button, this brings up the tank sub-menu. Click on
the Secure tank(30) button. This brings up the grenade bag that was used
before. Left-click on the MKA3 grenade and click on the check mark. NOTE:
Targeting automatically takes place.
Bring up the MODI again, left-click on the Tank button and click on the
enter tank button. This uses all of that soldiers Action Points. In fact,
it uses so many that the soldier’s action point total is displayed in red.
This means that the soldier exerted extraordinary effort this turn and
will be fatigued next turn. At the start of the next turn, the soldier has
the value in red deducted from his normal action point total. We’ll shoot
something with the tank next turn.
Lets move to the soldier to the far right. NOTE: The only way to select
the soldier in the tank is to cycle through the squad by clicking on the
portraits on the SOI.
Romping With The Bazooka
Select the soldier at the far right of the screen in the prone position by
the wall. He has a bazooka strapped across his back.
Stand the soldier up using the MODI. His weapon of choice is the bazooka, it's
treated like any other weapon but it's perfect for making walls into doors.
Let’s blast a hole in the structure immediately in front of this soldier.
Bring up the MODI and click on the Target Weapon button. Place the cursor in
front of the wall and left-click. If fired again, the weapon makes a
clicking sound indicating it needs to be reloaded. This is indicated on
the SOI — the selected weapon has the numbers 000 next to it. To reload,
bring up the MODI, click on the Action button (the button with the pistol
icon on it), and click on Reload.
Getting a Little Help From Your Friends
Sometimes the squad needs some extra firepower to help clear out a
particularly nasty enemy position. In SOLDIERS AT WAR mortar, artillery, and
air strikes can be called to help the squad out. Let’s call in an
artillery strike. Right click to bring up the MODI then left-click on the
Special menu button, then left-click on the Radio for Support (40) button. This
brings up the radio menu. NOTE: Some missions may have multiple support
options. For this tutorial we will just deal with artillery fire.
Left-click on the Check Mark. This adds a bomb icon to the cursor. Place
the cursor on the officer with the black uniform and then left-click.
NOTE: There is a voice response. The artillery fire arrives a turn later.
10
Using the Medical Kit
Before we continue dealing with the Germans, lets heal our wounded
comrade. The soldier that is kneeling next to the soldier with the bazooka
is wounded. A soldier has to be standing right next to a wounded soldier
in order to use a Medical Kit.
Bring up the MODI, click on the Action Menu button then click on the Apply First
Aid button. A red cross appears in the centre of the cursor. Place the
cursor over the wounded soldier and left-click.
Ending the First Turn
After all the soldiers have used all their Action Points, it’s time to end
the turn and let the enemy take a turn (if they haven’t all been killed,
that is).
To end a turn bring up the MODI and left-click on the End Players Turn button;
it looks like a triangle at the bottom of the menu.
After ending the first turn, SOLDIERS AT WAR displays a “Hidden Movement”
screen. When this screen is displayed it means that the enemy is moving
around — out of the view of the squad. If any of the movement is visible,
the screen cuts to the action.
Turn Two
Satchel Charges
After the enemy is finished moving, turn two begins.
Select the first soldier we moved in the first part of the tutorial. Walk
him next to the low wall in front of him. Now that the soldier is against
the wall, bring up the MODI and click on the button with the Star. This
opens the the Special sub-menu.
Left-click on the Set Explosive Charges(22) button. The satchel is already
selected. Left-click on the gray knob with the gray arrows to set the fuse
length to 1. This means the charge is going to detonate in one turn. Leftclick on the Check Mark button. Notice the canister that appeared at his
feet. This represents the satchel charge. There is also an audio cue
indicating that something is going to happen . . . .
After placing the satchel charge the soldier should move directly behind
the furthest tree (in other words, “duck and run”).
Moving used up all of that soldier’s remaining AP. Notice that the numbers
in the AP counter turned red. This means that soldier went beyond his AP
maximum, and that the number indicated is subtracted from the soldier’s AP
on the next turn.
Tanks in the Open!
Let’s use the tank that was occupied last turn. Left-click on the
portraits on the SOI until the soldier in the tank is selected.
The tank acts as any gun — it targets all people on the map with the
appropriate coloured target icon. The same rules apply for targeting
objects. To target another tank the target icon / cursor does not show
a percentage to hit, although the other tank can still be fired on. Let’s
do that — place the cursor over the tank and left-click, this causes
the tank to fire.
11
To reload, bring up the MODI left-click on the Tank button, this brings up
the tank sub-menu. Left-click on the Reload Turret (15) button. If the tank runs
out of ammo this button is no longer highlighted.
Raising and Lowering Your Aim
Remember that to target objects, bring up the MODI and left-click on the
Target weapon button. In order to aim a little higher or lower, or select
an object at a higher level, use the A and Z keys. The A key raises the
cell-cursor by one level, and the Z key lowers it. Try reloading the
bazooka and firing at a higher point on the side of the building.
That’s the basics! After eliminating or incapacitating all the enemies on
the screen SOLDIERS AT WAR displays a notification of victory. To spend a
turn or two in the scenario until the mortar fire arrives, just press the
End Turn button on the MODI until the support fire shows up.
For more details about the controls and of gameplay, read through the rest
of the game manual. Good luck and we hope you enjoy SOLDIERS AT WAR!
<<bring in Options.EPS>>
Difficulty Menu
Audio/Video Settings Menu
Game Play Settings
Encyclopedia
OPTIONS
From the Main menu, left-clicking on the Options button displays the
following choices:
Difficulty Level
Choosing the level of difficulty for the game play is done at this menu.
There are four choices: Private (Easy), Captain (Normal), General (Hard),
and Commando (Very Hard). All SOLDIERS AT WAR and all of its missions were
constructed with the Captain difficulty setting in mind. Increasing or
decreasing the difficulty level changes the chance of enemy reinforcements
arriving. At Private level, enemy reinforcements are 25% less likely to
arrive. At General level, enemy reinforcements are 25% more likely to arrive,
and at Commando level, enemy reinforcements are 95% more likely to arrive.
12
<<bring in AVSettings.EPS>>
Music Controls
Sound Effects Controls
Voice Controls
Show Movies Controls
Animation Speed Controls
Resolution Dial
Audio and Video Options
All audio and visual aspects of the game can be modified at this screen.
At the top of the menu are three audio choices: Music, Sound Effects,
and Voices. Each choice can be turned on or off and has a volume control
slider. At the bottom portion of the menu are all visual options. The
bottom left portion of the screen is for modifying the SOLDIERS AT WAR
animations. All game animations can be turned on or off and have their
speed changed to suit the particular needs of the player. The bottom right
of the menu allows all movies to be turned off or on and the screen
resolution to be changed. The screen resolution defaults to 800 x 600.
SOLDIERS AT WAR requires the computer to be set at 256 colours to run.
<<bring in Settings.EPS>>
Night Conditions
Shot Percentage
Building Blackout
Screen Follow
Path Display
Grid Overlay
Enemy Movement
Weather Conditions
Game Settings
There are eight game play settings that can be turned off or on.
Night Conditions
Night conditions are a visual effect only. There is no impact on game play.
Building Blackouts
This option blacks out the inside of buildings. When turned off the
interior of buildings is visible but enemy locations are not. To speed up
the game, turn this option off.
13
Path Display
Shows the path of the unit who is currently selected. Clicking once
displays the path and clicking again in the same location moves the unit
to that location. Clicking in a new cell displays a new path.
Enemy Movement
When enabled, this option shows the enemy movement during any reaction
fire and the A.I.’s turn.
Shot Percentage
When enabled, this displays the percentage to hit on the targeting
reticule when it is placed over the target.
Screen Follow
Causes the Battlefield Display to follow the movement of the currently
selected unit. To speed up the game play turn this option to off.
Grid
This turns the overlay grid of the map on and off. With the grid on the
layout of the tile map is displayed.
Weather Conditions
Turns off and on the visual and sound effects of weather conditions.
<<bring in Encyclopedia.EPS>>
Online Weapons Encyclopedia
Displays valuable information on all items that units can use in the game.
At the bottom of the notebook are three buttons: Display Weapons, Display
Explosives, and Display Equipment. Clicking on one of them displays the
items that are a part of that particular list. Each item description has a
picture and lists any information that might be useful during game play.
To turn the page click on the bent page corner at the bottom right of the
notebook. To go to any previous pages click on the folded page at the top
of the notebook. The Online Weapons Encyclopedia can be accessed at any
menu that has game items displayed by right clicking on that item.
14
Single Scenario
This is where the player can select to play one of the fifteen campaign
missions in the game. The screen is divided into the Mission Selection,
Mission Viewer, and Mission Description areas.
Mission Selection
This area is split into two parts. The player has the ability to select
from the 15 Campaign missions or use the Random Mission selection to have
the computer choose one of the 15 missions for you. Each mission looks
like it is in a film strip with each frame representing one of the
missions. Left-clicking on a mission frame displays an image in the
Mission Viewer along with a description of the mission in the Mission
Description Area. Placing the cursor over a mission frame displays the
name of the mission in pop-up information box.
Mission Description Area
A brief description of the mission and the player’s objectives are displayed.
Receiving Orders
This screen is where the squad is assigned its next mission. Captain
Spencer, the platoon’s commander, issues orders, reveals secret
intelligence, and makes suggestions about the mission. To skip the
briefing either left-click the mouse or press the space bar.
Squad Selection
After choosing either Single Scenario or Campaign Play this menu is
displayed. Campaign games provide 32 characters at the start of a new
campaign. To select a squad member left-click on their portrait and it is
highlighted by an American flag. To view information on a character rightclick on the character’s portrait and the Character Personal Record
appears. For more information, see the “Character Personal Record”
section, beginning on page 29. If a squad member’s portrait is greyed
out then that character is wounded, dead, or under discipline and not
available.
15
<<bring inNext Soldier
OutFitting.EPS>>new shot
Platoon Pool
Weapons Locker
Return Soldier
to Barracks
Encumbrance
Meter
Equipment Menu
Begin Mission
Finish Outfitting
this Soldier
Return Outfitted
Soldiers to Loop
Explosives Menu
Outfitting Screen
The squad members start each scenario unequipped, and must be given
equipment from the Weapons Locker. This screen allows for an easy one
click approach to move all weapons and equipment from the Weapons Locker
to the squad for use and back to the Weapons Locker for redistribution. At
the top of the screen are a representation of the squad member and his
picture. Also, if any mission specific equipment is mentioned in the
briefing, this is where it becomes available for outfitting. Any items
that were found on the battle field are also made available in the Weapons
Locker. The player has the option of using these weapons also. A soldier
can keep the gear that is on them at the end of the mission, so the next
time he enters the outfitting screen those items are displayed. The screen
layout is as follows:
Portrait/Next Soldier Button
This is located at the top left corner of the screen. The portrait has
what looks like a stack of photos behind the main picture. To change to
the next character in the squad, left-click on the portrait. Right-click
to go backwards through the portraits.
Platoon Pool Button
This is located under the Portrait. Clicking on the Platoon Pool button
takes the player to the same screen as Squad Selection screen, where the
player can replace the currently selected character with one from the
platoon pool. Once at this screen the player can select and deselect up
to eight soldiers.
Return Soldier to Barracks
A quick method to remove a soldier is to click on this button. That
character is dropped back into the platoon pool and an empty slot becomes
available in the squad.
16
Character Silhouette
This is a representation of the soldier that appears in the Battlefield
Display. Around the character are boxes that represent places to put items
on the character. The boxes represent: Backpack, Shirt Pockets, Pants
Pockets, Belt, Left Arm/Shoulder and Right Arm/Shoulder. The amount a
character can carry is displayed in the Encumbrance Meter. Right-clicking
on the soldier’s torso displays a screen with the his statistics.
Weapons Locker
At the top right of the screen is a foot-locker icon called the Weapons
Locker. This is where all the items are kept that have been assigned for a
mission or found while in battle. Left-clicking on an item in the Weapons
Locker picks up that item. The item can now be dragged around the screen
and placed either in one of the boxes surrounding the Character Silhouette
or back into the Weapons Locker. At the bottom of the Weapons Locker are
three buttons: Weapons, Explosives, and Equipment. Clicking one of these
buttons sorts the item list to display only the items that belong to that
list. All weapons have their corresponding ammunition displayed below
them. Right-clicking on an item in the Weapons Locker brings up that
weapon’s entry in the Online Weapons Encyclopedia. For more information,
see the “Online Weapons Encyclopedia” section, beginning on page 14.
Encumbrance meter
The Encumbrance Meter lets the player see how much weight is on any
character and how much capacity is available for extra equipment.
A character’s statistics dictate how much encumbrance he can carry. On the
meter is an indicator that shows how much encumbrance is currently being
used. A starting character can carry between 1 and 30 units of weight
(even though he has the space to carry 38 items). Once a character is
carrying over 88% of his max. weight (blue line) he gets a -1 to his total
action rating for every unit over the limit. When a player carries over
95% of his maximum weight, indicated by the red line, he can no longer
run. The black line represents loads too heavy for the character to carry.
Finished Outfitting
Once a character is outfitted to the player ’s liking, that character can
be taken out of the outfitting loop by left-clicking on the Thumbs-Up
button. Once finalised that character does not appear while cycling
through the characters. This is useful in determining which characters are
finished and which characters can carry more gear. The player is prompted
to confirm or abort this option.
Return Soldier to Loop
If the player needs to retrieve a finalised character at any time, then
the Restore Character Configuration button returns all finalised characters back to
the Outfitting Screen and the character loop.
17
Begin Mission
This closes the Outfitting Screen and loads the mission.
Cancel
Clicking on this button returns the player to the Squad Selection screen.
The Mission
The actual mission phase. The deployment of the squad is determined when
the mission was created. The turn based action unfolds as the squad
members are moved and encounter enemy units. The human player always gets
to have the first move. The mission ends in either success or failure,
depending on the specific mission parameters and whether they are
accomplished. In this mode, the player can save the game at any time
during the players turn.
Current Level
Active Cell
Level Indicator
Cell Cursor
The game play view is a 3D coordinate environment: the cursor in the
game hugs to each blocked area called a cell. A cell is a block of 3D
space surrounded by a frame, that contains coordinates for movement,
character, and terrain data. The Battlefield Display is seven layers
high. As the cursor is moved around the game map, it hugs the terrain
shape. To raise the cell in the space it occupies, use the A key, the Z
key lowers the cell.
Movement
To move a character, point and click and the character begins moving
to that location. To change how the character moves (i.e. walk, run,
or crawl), right-click to display the Menu On Demand Interface (MODI)
and selecting the Movement Menu button. For more information, see the
“Menu On Demand Interface” section, beginning on page 23. Only one active
character can occupy a cell at a time — wounded or dead soldiers do
not restrict movement.
18
Shooting
To target an enemy, move the cursor to an enemy occupied cell. The cursor
changes to a target displaying the character’s chance to hit; leftclicking causes the active character to fire at the target character.
For more information, see the “Menu On Demand Interface” section,
beginning on page 23.
Change Direction
To change the facing of the selected character use the compass button on
the Slide Out Interface panel, or the number pad if the Num Lock is on.
Facing is very important in determining what a character can see.
For more information, see the “Menu On Demand Interface” section,
beginning on page 23. A character can only see in a 180 degree arc, so
there is a possibility that they could be attacked from behind if they are
not careful.
Canister
Any weapons, equipment, or explosive items that are on the map are
displayed as a Canister. The Canister can appear to be either a dead body
or a pile of weapons. To see what is in the Canister use the Inspect Item
button from the MODI. For more information, see the “Menu On Demand
Interface” section, beginning on page 23.
19
Mission Screens and Menus
Next Character
Character Name
Health Gauge
Other Characters In Sight
Fatigue
Action Points
Type of Fire
Ammo Indicator
Weapon Indicator
Mini Map
Level Indicator
Chat Screen Toggle
Current Turn
Game Length
Zoom Level
Save Game
Game Play Menu
Overview Map
Compass
Leather
Notebook
<<bring in InterfaceScreen.EPS w/callouts>>
Record
Book
Slide out Interface
The Slide Out Interface panel (SOI) slides in and out from the right side
of the screen when the Spacebar is pressed. It allows the player to get
information and to access controls for the game.
Name Bar
At the top of the SOI is a bar that has the name of the current character.
Soldier Portrait
This is a colour photo of the selected character. To select the next
soldier in the squad, left-click on the portrait and the player is
jumped to that Soldiers location, right-click to cycle backwards through
the roster.
Action Points Indicator
Underneath the Soldier Portrait is the character’s current number of
Action Points. This number also appears over the soldier’s head on the
Battlefield Display. As Action Points are used by characters to move,
fight, and use equipment in the game this counter decreases. Soldiers
cannot accrue unused points by not moving in a turn. Each character gets a
certain number of points per turn based on their rank and encumbrance. If
the character performs an action that costs more than the number of Action
Points left, the character can go “into the red” to perform that action.
This is an extraordinary effort which is more than normally fatiguing;
overuse may exhaust that soldier. On that character’s next turn the points
in red are deducted from his starting Action Point total.
Opportunity Fire
Soldiers with action points left over at the end of the player’s turn may
have the chance to shoot an enemy characters that become visible as they
move. This is called “opportunity fire” When a character can use
opportunity fire, a window appears giving the player the choice of whether
or not to have the character shoot. During opportunity fire, the character
20
may actually go negative, or “into the red” on action points. These action
points are deducted from that character’s total for the next turn.
Ending an opportunity fire phase is done using the End Turn button on
the Action panel.
It is possible for each soldier in the squad to have opportunity fire,
and each soldier goes through the opportunity fire procedure individually,
there is no way to change from one soldier to another during an
opportunity fire phase.
For more information, see “Appendix A — Actions and Costs”, beginning
on page 58.
Health Gauge
The character’s health status is displayed by this gauge. The range of the
gauge is from Perfect Health (Saluting Soldier icon) to Dead (Tombstone
icon), with tick marks in between.
Fatigue Meter
This indicator shows the characters fatigue level. There are ten tick
marks on the meter with 1 being the lowest, for no fatigue, and 10 being
too tired to move. As the character is injured on the battlefield, the
indicator begins to move from left to right. Fatigue affects how many
Action Points a particular character has at each new turn. A character
loses 10% of his Action Points for each step on the meter, so at a Fatigue
Meter reading of 5, the soldier regains 50% of his Action Points each
turn. Fatigue also affects soldier’s aim.
Weapons Selector
This dial displays the current weapon as a black silhouette. To cycle
forward through the weapons just left-click on the weapon silhouette and
it flips to the next available weapon. Right-clicking opens the Weapons
Encyclopedia. The character whose turn it is changes to each new weapon
clicked on. The player at this point can select a knife for close combat
or put away all weapons and select the fist for hand-to-hand combat.
Type of Fire Switch
This is an indicator, located to the left of the Weapons Selector, that
allows the player to decided between Automatic and Single Shot fire. If
the weapon can fire in either mode, then both are available. The choices
that are not available are greyed out and the switch cannot be moved.
Single shot fire is much more accurate, but may not be instantly fatal.
Automatic fire is less accurate, but a hit means that the target is struck
multiple times.
Ammo Indicator
This shows the player how much ammunition is left in their current weapon.
The icon is in the shape of a bullet, and the number of shots left in the
weapon are shown. As the shots are used the numbers on the indicator
decreases. If the character is out of ammo it is shown as 000. If the
active character is inside of a tank, his current weapon is displayed
as a fist.
21
Level Selector Switch
The level selector allows the player to lower the display level by
stripping off a layer of cells in order to see what is under them; members
of the squad, for example. Hidden or unseen enemy forces cannot be
uncovered by raising or lowering levels. There are seven levels to each
map in the game; at the beginning of the mission the level selector is set
to the level of the currently selected character.
<<bring in LevelOffScreen.EPS>>
Mini Map
This is a computer generated version of the Battlefield Display. It
represents friendly characters as green dots, enemy characters as red
dots, and civilians as white dots. Left-clicking on this map shifts the
Main Game map to the selected to permit the examination of buildings and
objects on the map. The Mini Map is an overhead view (rectangle view)
while the Battlefield Display is at an angled view. A white square or
rectangle represents what is displayed on the Battlefield Display. The
Mini Map displays the combined views based on what all of the characters
can see.
Turns Taken Indicator
This indicator informs the player of how many turns have passed since the
mission began. The text is in red.
Turn Limit Indicator
This indicator displays the number of turns remaining. Only missions that
have turn limits have this indicator activated. If the mission does not
have a turn limit then dashes are displayed instead.
Scaling Dial
This dial is used to scale the view to adjust the amount of the main game
map that is visible. It has three selections: 100, 50, & 25%. When each
mission begins the scale of the game is always set at 100.
Chat Screen
Located beside the turn indicators is a switch that displays the Chat
window on the SOI panel for communication during multi-player games.
Messages are received and player notes can be typed in the Chat window.
The top portion of the window is a text-entry area and the bottom portion
displays received and typed text.
22
Chat messages can be sent in private mode or broadcast mode. A private
message can be sent to an individual player by entering that players ID,
followed by a colon, before typing the message. For example: Jeff:
Germans on your left!. This configures the chat channel for private
messages only. To restore the channel to broadcast mode type a colon
before the message, for example: Vive le France!.
Save Game Button
Clicking on this button brings up the Save Game menu. You can do this
at any time during the player's turn(this is greyed out during
Multi-player games).
Overview Map Button
This button brings up the full map, given to the squad at the mission’s
start. The map is a topographical style map with mission objectives, start
location, and exit points marked as flags. Suggested routes are also drawn
on the map by the Captain.
Compass Button
When opened, this option displays a Compass. The direction the selected
character is currently facing is highlighted red. To change facing, move
the mouse over another direction area on the compass and left-click. The
selected character faces that direction and the appropriate number of
Action Points are deducted. To close the Compass without changing facing,
press the Esc key.
Leather Flip Notebook Button
Clicking on this button displays the Leather Flip Notebook, a standard
issue notepad for the characters to view important information, mission
objectives, and any notes to themselves or conversations during the
mission. For more information, see the “Leather Flip Notebook” section,
beginning on page 31.
Character Personal Record Button
This is a booklet given to the character that lists all the information
that the Army has about that character. For more information, see the
“Character Personal Record” section, beginning on page 29.
23
Game Menu Button
Clicking on this button displays a screen with options similar to the
Main Menu. The choices are Quit to Main Menu, Load Game, Restart Mission, Options Menu,
and Quit SOLDIERS AT WAR. The X button returns to the mission currently being
played and the Checkmark button confirms the choice.
Enemy Sighted Icon Bar
An icon bar running down the left side of the SOI panel displays an icon
for any other visible enemy or civilian. Germans, French, Italian,
civilians and friendly characters not part of the player’s unit are displayed on the Icon Bar in colours relating to their national flag colours
Clicking on one of them changes the viewpoint to the location of that
character.
MENU ON DEMAND INTERFACE
Right-clicking on the Battlefield Display during a game brings up the
Pop-Up Action menu whose array of buttons provide access to other game
menus and actions. Round buttons enable specific actions, while the four
capsule shaped buttons on the right side open other menus.
Action Buttons
Stand
This causes the character to stand if he is currently kneeling or prone.
This button stays selected until another stance is chosen or until the
character ends a running or walking movement in the standing position.
Kneel
This causes the player to kneel if he is currently standing or prone. This
button stays selected until another stance is chosen.
Prone
This causes the character to go prone if he is currently kneeling or
standing. This button stays selected until another stance is chosen or
until the character ends a running or walking movement in the standing
position.
Point Saving
Allows player to save enough points to make a quick or aimed shoot after
movement and calculates stance changes also. This option stays active
until turned off. Note: Point saving preempts the options listed above.
In order to use a different movement or stance, exit point saving mode,
activate the stance or movement mode, and reengage point saving.
Target Weapon
Brings up the Target cursor to enable the ability to target anything in
the game. Tanks can be targeted by any weapon, but no targeting cursor is
visible because what is being targeted is the inside of the tank.
24
Aimed Shot
This allows the player to sight an enemy and be able to hit it with more
accuracy with a better chance of not having stray bullets. This button
stays selected until the player deselects it. All characters exist in two
levels of a cell; this option always automatically targets the upper body.
Inspect Cell
Allows the player to view which items are in the selected character’s
current cell. This is an easy way to view what is in a canister, a dead
body, or on a character. Left-clicking on a listed item displays the
Online Weapons Encyclopedia. For more information, see the “Online Weapons
Encyclopedia” section, beginning on page 13.
Centre View
This button centres the viewpoint on the currently selected character.
Next Unused Character
This cycles to the next character in the squad that has not been moved
during the current turn.
End Turn
This ends the turn for the active side. If this is pressed and some
characters have points left then those characters have the possibility of
surprising and reacting to an enemy character during the opponent’s turn.
A dialog box appears asking for confirmation if a character has a chance
to use opportunity fire. For more information, see the “Opportunity Fire”
section, beginning on page 28.
End Mission
This is greyed out until the Mission Accomplished (Victory) dialog appears
at the end of the mission. The player can decide to stay on the map after
the mission is over and explore. This button allows the player to end the
mission at any time after the objectives are met.
Menus
Movement Menu
There are three different ways to move, which stay active once selected
until another mode is chosen. Since movement cannot be undone, it is a
good idea to activate this menu before moving if there is any question as
to the soldier’s current movement mode.
Walk
This puts the character in walk mode and stands him up if not standing.
This button stays selected for quick move until another movement type is
selected.
Run
This puts the character in run mode. This button stays selected for quick
move until another movement type is selected. A running soldier can move
much farther than by walking, but is less accurate when firing a weapon.
Crawl
This puts the character in crawl mode. This button stays selected for
quick move until another movement type is selected. A prone soldier is
more accurate when firing and less likely to be hit, but his movement
range is drastically reduced.
25
Kneel
Movement Menu
Stand
Point Saving
Prone
Action Menu
Aimed Shot
Special Menu
Target Weapon
Centre View
Tank Menu
Inspect Item
End Turn
End Mission
Next Unused Character
Action Menu
Toss Grenade
This displays the Choose Grenade menu, which allows the player to select
the grenade they want to use. This displays the Choose Grenade menu. To
choose a grenade, left-click on one to highlight it, then click on the
Checkmark button. A grenade cursor appears and clicking in a cell causes
the character to throw the grenade at that cell. If the range is too great
the cursor disappears or a message appears stating that the character
cannot throw that far. The Grenade menu allows the grenades to be sorted
by type or lists all of them for ease of selection. Also, the straps on
the left and right cycle through all the grenades in the inventory. If the
character doesn’t have enough Action Points to throw a grenade, or doesn’t
have any grenades then the button is greyed out.
Rifle-grenades work the same way except they are shot, not thrown, and so
have a much longer range.
Next Grenade
Previous Grenade
List Grenades
Group Grenades
Return to Mission
Cancel
Clip Action
This button is for reloading the character’s current weapon. The player
can only reload the weapon once it is out of ammo.
First Aid
Clicking on this button changes the cursor to a red cross cursor and
allows the player to administer first aid to himself or other adjacent
members of his squad. The Med Kit button becomes active if the soldier has
a Med Kit and is wounded or adjacent to someone who is wounded.
Look Around
This action allows the character to continue to face in the direction that
he is currently in but makes him look from left to right through a360
degree circle. In essence the character stops what he is doing and looks
over his shoulders.
26
Open/Close Door
This option works for open and closed doors. When a character stands
facing a door, this button allows the character to open it if it is closed
and close the door if it is open. The button is greyed out if the
character is not standing beside a door, or is facing away from the door.
Cut Wire
This button is greyed out if the character is not standing next to a wire
fence, barbed wire, or if he doesn’t have wire cutters. Clicking on this
button makes the character cut a gap in the wire large enough to walk or
crawl through.
Pick-up Drop Items
Exchange Items
Set Explosives
Pick-up / Drop Wounded
Radio For Support
Set-up / Dismount Machine Gun
Surrender
Give Motivation
Special Options Menu
Drop/Pick Up Items
This button allows the player to drop or pick up items that are in their
current cell. This brings up the Exchange Screen. For more information,
see the “Exchange” section, beginning on page 32. Action points can be
conserved by “Inspecting” the hex using the Inspect Cell button before trying
to pick anything up.
<<bring in EXCHANGE.EPS>>
Drop / Pick-up From Canister
Man-to-Man Exchange
Man to Man Exchange
This brings up the Exchange Screen, allowing the player to exchange
items between two characters and drop or pick up items that are in their
current cell. For more information, see the “Exchange Screen” section,
beginning on page 32. To exchange items between characters they must be
in adjacent cells.
27
Set Explosive Charges
From the Satchel Charge menu the player can set the length of the fuse for
the explosive charge. The fuses range from 1 to 8 turns. If there is more
than one type of satchel charge available then both are displayed for
selection. Once the fuse length is set and the satchel charge is selected
then clicking on Set Satchel Charge places the explosive on the ground in the
form of a canister. Once set it can not be stopped. This button is
greyed-out if the active character does not have a satchel charge.
Drop/Pick Up Wounded
With this option a character can either drop or pick up a wounded man.
This button is greyed out unless the selected character is in a cell
adjacent to an incapacitated character. Once carrying a wounded soldier,
the selected character can only walk to a destination and can neither use
weapons nor fight in any way.
Radio for Support
The only character that can use the radio is the soldier carrying the
radio. This button is greyed out if the character doesn’t have a radio.
Clicking on this button brings up the Support menu. For more information,
see the “Support Menu” section, beginning on page 32.
Set Up / Take Down Heavy Machine Gun
This allows the character to Set Up or Take Down a heavy machine gun. Since it
is so large and has such a high encumbrance value, this weapon must be
setup in order to use. Once set up, the character cannot move from that
position until the Take Down button is clicked on. Then the machine gun is
disassembled and the player can again move around the map. This action is
greyed out unless the current character is carrying a heavy machine gun.
Motivate
To have the selected character motivate soldiers, click on this button.
If the characters surrounding the selected character respond, they receive
Action Points based on their proximity to the active character. A message
box informs the player of which characters were motivated and which
characters were not.
Surrender
Clicking on this button brings up a dialog box for confirmation that this
soldier is to surrender to the enemy. If a character surrenders, then all
of his weapons and equipment are thrown on the ground and the computer
takes control of that character until he is freed, by killing the enemy
character. If the mission ends and a character is still captured he
becomes a prisoner of war (POW).
28
<<bring in TANKPD.EPS>>
Secure Tank
Enter Tank
Reload Turret
Tank Menu
Secure Tank
To secure a tank a character must be standing beside a tank and must
have a concussion grenade. Note: Using a frag grenade renders the tank
inoperable. Clicking on this button opens the Grenade menu. Selecting a
grenade causes the soldier to drop it in the tank.
Get In/Out of Tank
To get into a tank a character must be standing beside a tank, not in
front or behind. If a character gets in a tank that is not been secured
they run the chance of being killed by the crew of the tank. To leave a
tank, press the Exit Tank button and the cursor becomes a red arrow which can
be used to select an exit cell. The character can only exit the tank into
a the cell to either side of the tank.
Load Turret
This option is for loading the turret. To use this option a character must
be inside a tank and the turret of the tank must be empty. Once a turret
is loaded the player can fire the tank with the Quick Shot option.
OTHER ACTIONS
Opportunity Fire
Soldiers with action points left over at the end of the player’s turn
may have the chance to shoot enemy characters that become visible as they
move. This is called “opportunity fire” When a character can use opportunity fire, a window appears giving the player the choice of whether or
not to have the character shoot. During opportunity fire, the character
may actually go negative, or “into the red” on action points. These
action points are deducted from that character’s total for the next turn.
Ending an opportunity fire phase is done using the End Turn button on
the Action panel.
Detecting Mines
A Mine Detector is available for missions in which there is a possibility
of encountering enemy mines. When a character equipped with a Mine
Detector enters a hex with a mine, the mine is revealed and deactivated.
Other characters may traverse the hex and not trigger the mine.
29
Weapons Carried
Explosives Carried
Equipment Carried
Medical Status
CHARACTER Personal Record
Clicking on the Personal Record button on the Slide Out Interface or right
clicking on the Portrait in the Select Squad screen loads the Character
Personal Record. The Character Personal Record (CPR) is a book assigned to
every character with all their important information inside of it. For the
Player the CPR shows that particular character’s statistics, medals,
inventory, and damage assessment. The CPR is a one stop look at everything
important for that character.
Book
The opened book is divided into 5 sections and 6 pages: Character
Information (page 1&2), Weapons/Ammo (Page 3), Explosives (Page 4),
Equipment/Items (Page 5), and Medical Status (Page 6). Scroll arrows
appear on each page to view more than one pages worth of information.
Character Information-Page 1 & 2
The layout of the Character Information section is as follows:
Name
The full name of the character appears at the top of the statistics page.
No name appears here in custom game built with the Scenario Builder.
Portrait
The character’s portrait is displayed in the upper left hand corner of
the CPR.
Rank
This displays the rank of the character. Soldiers advance in rank over the
course of a campaign game. Rank is located directly beside the portrait.
The higher the rank, the more Action Points the soldier has.
30
Skills
A list of all the statistics that define the make-up of a character. The
statistics are displayed under the portrait/rank section and are divided
into two rows. The statistics are as follows: Experience (EX), Weapons
Rating (WR), Fighting Rating (FR), Throwing Rating (TR), Explosive Rating
(ER), Leadership Rating (LD), Medical Rating (MD), Fatigue (FA), and
Mission Points (MP). The different skills are represented by icons and the
information (numbers) are displayed with text:
EX: 5
TR: 2
MD: 6
WR: 6
ER: 3
FA: 4
FR: 2
LD: 2
MP: 100
Primary Training(PT) & Secondary Training(ST)
Predetermined skill sets for the character that affect different statistic
ratings in the game. The choices are None, Pistol, Submachine Gun, Bolt
Action, Semiautomatic, Machine Gun, and Explosives. Soldiers with training
in a weapon class gain bonuses to hit when firing that weapon. These
scores are set at the beginning of the campaign game.
Medal Awards
Any medals that have been awarded to this character are displayed under
the Training section. There are a lot of different medals that a character
can receive: Bronze Star, Silver Star, Distinguished Service Cross, Medal
of Honour, and Purple Heart (WW II Victory and African-European medal are
only awarded for the successful completion of a Campaign game). This
information is accumulated during the Campaign.
Weapons/Ammo-Page 3
Clicking on the Weapons/Ammo tab brings displays this section of the CPR.
This graphically displays, in linear form, the weapons and ammo currently
on the character. Under each weapon is the ammo used by that weapon.
Explosives-Page 4
Clicking on the Explosives tab graphically displays all grenades, satchel
charges, and smoke grenades that the character currently has on him. They
are displayed from top to bottom, one in each row.
Equipment-Page 5
Clicking on the Equipment tab graphically displays any equipment such as
Med Kits or mine detectors currently located on the character.
Medical Status-Page 6
Centred in the middle of the page is the Character Silhouette. This
displays any wounds or bandaged wounds that the Character has sustained.
Also if a wound has been bandaged then instead of the wound there is a
bandage displayed on the character. There are six places on a body that
can be wounded: Head, Body, Left & Right Arm, and Left & Right Leg. At the beginning of
each mission the character is returned to normal; no characters start a
mission wounded or bandaged.
31
<<bring in Notebook.EPS>>
Leather Flip Notebook
Cover
Clicking on the Notebook icon on the Slide Out Interface panel displays
the Leather Flip Notebook (LFN). The notebook cover is closed when
selected and can be opened by left-clicking on it.
Opened
Once open, the player can view the Mission Objectives, and Previous
Messages which displays the two previous messages. Each section displays
an icon at the top right of the notebook to indicate to the player what
section they are reading, also each section is displayed as the first page
of the LFN. Clicking on the Checkmark button closes the LFN.
Mission Objectives
The Mission Objectives button is the third button from the left. The
squad’s mission objective is displayed in this section.
Previous Messages
The Previous Messages button is the fourth button from the left. Whenever
a character in the game activates an information token that has pop-up
text, the text is displayed in the LFN. For example, these pop-up text
messages sometimes hold important information that the player needs to
be aware of. This section allows the player to cycle through all of the
pop-up text messages that the squad has received. Each message is on its
own page. The latest received message are on the top page. All other
messages appear in the following pages in the order they were received.
The Turn number (how many turns into the game play) at which the text was
received appears at the top of every new message. In a Multi-player game,
only the messages that the characters receive are in the LFN under the
Previous Messages section.
32
Exchange Screen
This works basically the same as the Outfitting screen, except that
this screen holds two character’s silhouettes instead of one. See the
illustration on page 26.
The layout of the character and his item boxes are the same as the
outfitting screen with the addition of two buttons under the feet of the
right-hand silhouette. Clicking on the Canister button replaces that
character with a box shaped canister that contains all of the items that
were at his feet. Dropping an item into the canister changes it to the
horizontal view similar to the Weapons Locker from the Outfitting screen.
Clicking on the Character Exchange button replaces the canister with the
character silhouette.
At this point the player can exchange freely between the two characters or
the Canister. At the top of the screen is the canister icon. Underneath
the canister icon is the scroll area where the items in the canister are.
If more than one of the same item is there, then that item has a number on
it to represent the quantity of that item. The player can then freely drag
and drop items to and from each box. There are also the following item
buttons: Weapons, Explosives, and Equipment.
Support Menu
Clicking on the Radio Support button in the Special section of the Pop-up
menu calls the support menu. If the character does not have a radio in
his inventory, or there is no Support available, then this button is
greyed out. The only soldier that can use the radio is the one carrying
the radio. The support menu looks like a radio bag. It has two switches,
two buttons, and a speaker that displays text. The switches are divided
into two sections: type of support and number of attacks (if applicable).
Left clicking on the switch itself moves the switch to the left, right
clicking moves the switch to the right. This is the only way to change
the selection.
Type of Support
On the left side of the menu is the type of support switch. There are
three choices, going left to right: Artillery, Mortar, and Air. When the
menu is enabled this switch defaults to the first available support .
Number of Attacks
The right side of the menu is the Number of Attacks switch. The Attacks
number determines how many attacks of that particular support the player
has in the mission. The switch has two choices: one or two. If the
particular support chosen has more than one attack available then this
option is available. If more than one attack is selected the player only
chooses one destination. When the menu is enabled this switch defaults to
one attack.
33
Text Speaker
This is at the top of the menu and represents the speaker on the radio.
This is where text is displayed for the player. What support is chosen
determines what text is displayed. If Artillery, Mortar, or Air support is
chosen then the message is: “Select Target.” Once the player clicks on the
Checkmark button the cursor changes to represent the type of support
selected. Left-clicking on the cell activates the support. With Air
Support, the target is not chosen until the turn of arrival.
Targeting
Once the Checkmark button is clicked on the support is activated. The
player now selects a target cell to be attacked (Artillery, Mortar, or
Air). The cursor changes to represent the support that is being requested.
Once the cell is chosen the appropriate support is directed into the cell.
Responses
There is an audible response to requests for support. Once the support is
activated by clicking on the cell a response comes from the character’s
radio. There are two types of response: “Support request received”
followed by “Support is incoming”, or “Unable to send support”. The
character is still charged Action Points for calling in the support even
if the battery is unable to send it.
Artillery
This is one of the most destructive forces at the squad leader’s disposal.
Because of the immense range of this weapon, the Artillery battery firing
into the Tactical Game Map is actually many miles away. For this reason
once the target (cell) is chosen by the player the artillery shell can
fall within a three cell radius from the point that was picked. The
computer randomly chooses one of the cells within the diameter as the
actual landing spot for the artillery shell. When more than one artillery
attack is requested, the computer treats each attack individually as
described. Artillery support arrives in three to five turns.
Mortar
A mortar is fired from a much shorter distance away from the area shown on
the Battlefield Display than an artillery piece; because of this it can
reach the map much more quickly. It only takes one to two turns for the
mortar to reach the map. Even though this weapon is closer, it still is
not very accurate. For this reason once the target (cell) is chosen by the
player the mortar shell can fall within a three cell radius of the centre
point. When more than one mortar attack is requested in the call for
support the computer treats each attack individually as described.
Air
The use of airplanes for support has its advantages and disadvantages.
Airplanes are usually a long away from the target area, much further than
any artillery piece. Because of the time it takes for planes to arrive and
locate their target there is a 3-10 turn wait between the time when
support was request and the time it takes for it to arrive. The pilot can
usually deliver his fire within one cell of the target point. The
difference between using air support and artillery or mortar support is
34
that there is not just one tile that is hit and the target is not chosen
until the turn that the attack is going to happen. Once the centre point
of attack is determined the aircraft strafes the 5 tiles before and the 5
tiles after the target hex, side by side in two rows. This is to
repre-sent a plane diving in and strafing targets on the ground, then
pulling up and flying away. The only things which stop strafing attacks
are walls and large objects. When more than one air support mission is
re-quested in the call for support the computer treats each attack
individually as described.
Mission Endings
Mission Accomplished (Victory) Dialog Box
Once all the mission goals have been met then the Mission Accomplished
Dialog box appears. This is divided into two areas: text and buttons. The
text area informs the player of the victory. Once the mission objectives
are accomplished the player can choose to stay on the map and explore, or
the player can end the mission and complete the mission.
Mission Failure
If the mission objectives were not met, or all of the player’s squad
members are dead, the mission ends in failure. This is displayed with a
screen and music. The game can not continue if this happens and the player
has to replay the mission or load a saved game.
Post Mission
After the successful completion of a Campaign Game mission the Player
enters the post mission sequence.
MovieTone Cinematic
In a theatre back in the States all the civilians watch as reports of
the war are told to them on the big screen. Left-clicking skips through
the cinematics.
Funeral Services
If any characters die in battle, there is a brief trip to the cemetery to
view their tombstones.
Administration Screen
This is the screen that sums up events from the previous mission. It
includes portraits, statistics, and icons. This allows for a quick
evaluation of the squad and gives more detailed information at the
click of the mouse.
Portraits
Going down the left side of the screen are four portraits. Moving the
cursor over the portrait and leaving it there brings up the character’s
name. If a character died in the line of duty his portrait is greyed out
and across his face are the words K.I.A. If a character was injured badly
or disciplined severely he may not be available for the next mission.
If this is the case his portrait is greyed out but his statistics are
still displayed.
35
Icons
To the right of each portrait there is place to display information icons.
Icons are displayed depending on what has happened to that character in
the previous mission. There are two options represented by icons: Medals,
and Disciplined. Clicking on the icons displays more detailed information for
Discipline, or a cinematic for Medals.
Medals
Left-clicking on the Medals icon opens the Medal Display Case. If this
icon is present it indicates that this character has received honours in
the form of a medal for his actions in the mission, or the character was
severely injured enough that he has received the Purple Heart. If a
character has received any medals, they can be viewed here.
The medals that a soldier can accumulate in the course of a Campaign game
are: Medal Of Honour, Bronze Star, Silver Star, Distinguished Service
Cross, Purple Heart, European African Campaign Medal, and World War II
Victory Medal. In order to be awarded a medal a character must accumulate
mission points by killing enemy soldiers and completing objectives during
that mission only. The soldier's points give that soldier a chance to be
awarded a medal based on the table below.
Points Awarded:
Enemy Kills
Objectives Completed
5 points
Varies by mission
Medals Awarded
Bronze Star
Silver Star
Distinguished Service Cross
Medal of Honour
Purple Heart
41-46 47-60 61-76
77-89
20
25
28
20
5
10
15
25
0
2
5
25
0
0
2
5
Surviving 20 points of wounds
90-125
10
20
35
30
Point totals are reset back to zero at the beginning of the next mission.
Once a character is awarded a medal it is displayed as an icon on the
Administration screen and Character Personal Record. To leave the Medal
Reward screen the player needs to hit the Esc key, or click with the mouse.
Civilian Casualties and Discipline
At the beginning of some missions the Captain informs the members of the
Squad that the possibility of civilians in the war zone is high, so they
need to be on the alert for them. This is to warn the character that
unnecessary deaths in the game are not acceptable and could lead to
punishment or even a court martial. The player should be aware that
civilian deaths sometimes are inevitable but the purposeful targeting of
civilians and other friendly squad members is going to met with discipline
at the end of the scenario. After the mission if an infraction has
occurred, points accumulated during the mission could be lost, and the
campaign itself could be lost. Wounding, incapacitating, or killing
someone other than an enemy character incurs misconduct penalties.
36
Disciplined
If a character has broken military conduct codes repeatedly then this
character could be disciplined. The penalties range from a warning to
being thrown in the brig to termination from the military. If a player is
going to miss a mission his portrait is greyed out. To see what charges
and what punishments were brought against this character click on the
Disciplined Icon.
Rank
This displays the rank of the character. Remember that the rank of the
character can change throughout the course of a campaign game only.
Statistics
This is a listing of all the statistics that make up a character. At the
top of the screen are the icons that represent each rating for that
character. There are 12 ratings going from Left to Right: Initiative (IN),
Agility (AG), Experience (EX), Weapons Rating (WR), Fighting Rating (FR),
Throwing Rating (TR), Explosive Rating (ER), Leadership Rating (LD),
Medical Rating (MD), Action Rating (AR), Mission Points (MP) and Next Rank
Level. Below each rating are the columns where the numerical values are
displayed. An unchanged rating is displayed in black. A changed rating is
displayed in red.
Multi-PLAYER
The objective in all Multi-player games is to be the last player with
troops left alive.
<<bring in Multiplayer.EPS>>
Multi-PLAYER Setup
Clicking on the Multi-player button from the Begin Game screen displays
this menu. This menu allows the creation of a new Multi-player game. One
player starts the process using the Server Area controls to select a map.
Protocol
This is a pull down menu with the list of different connections: IPX
Network and TCP/IP Internet. If TCP/IP Internet is chosen a pop-up
infor-mation box for viewing and entering IP addresses appears at the
bottom of the screen.
37
Host or Join Radio Buttons
Once a connection is selected the player creating the game can select
to either Host or Join a game by choosing one of the two buttons. If Join
is selected all games of that protocol are displayed in the Current Network
Games list box.
Player Name Edit Box
This is a text field for the player to enter their name.
Game Name Edit Box
This is a text field for the Host player to enter the name of the game
they are creating.
Current Games List Box
This lists all of the current games for SOLDIERS AT WAR that are occurring
under the currently selected protocol. Hosting a game does not display any
list information. To join one of these games click on one to select it.
Click on the Checkmark button to connect to the selected game.
Refresh Button
This updates the Current Games list box with all of the games running
under the currently selected protocol.
Configure Screen
After leaving the Multi-player Setup screen all players go to the
Configure screen. This menu is divided into 2 sections: Server Area and Client
Area. Each section has a Player Chat box but only the Server Area has the Choose Map
pull down menu.
Player Chat
At the top of this area is the text field that lists the active players by
name. Below that is the message box that allows the player to type in
messages to other players. Under the Text Edit Box is the Message List box. This
lists the players name (who sent the message) and displays their message.
There is a scroll bar to view all of the messages sent to you. The Player’s
Name area is a pull down menu that allows the Host to close the connection,
kick out the player in that slot, or assign the slot to a computer
opponent. Only the player hosting the game with the Server menu has the
ability to modify this setting. A Multi-player game can have from two to
four players in the game at a time.
Choose Map
This is a pull down menu that lists only the maps that have Multiplayer start locations in them. All maps can be pulled from the
Custom_G directory.
38
Mission Description
Every time a map is chosen its mission description is displayed in this
area. The description lists the number of players that can play and the map
size. There is a chat screen here for discussing the game to be played.
Only the Game Host can click on the Checkmark button. Once this is done
the players are all taken to the Squad Selection screen followed by the
Outfitting screen to equip their characters. Once all player have pressed
the Checkmark button then the mission can begin. Note: All players select
their soldiers from the standard squad selection screen; Axis soldiers
arrive on the battlefield in the appropriate uniforms.
Scenario Builder
Building a scenario for SOLDIERS AT WAR includes the following steps:
• Design the playing area by placing terrain elements called tiles,
and objects into some or all of the cells of the map.
• Assign troops to both sides.
• Establish events and victory conditions using objects called tokens.
Tiles, Objects, and Tokens
Tiles are screen elements that are visible in the editor and the game
which are used to support other things such as characters, objects, and
tokens. Tiles are used to lay terrain and build slopes, beaches, roads,
rivers, and bridges.
Objects are items used to build structures with walls and apertures, add
dressing, landscape, and to construct vehicles such as trucks and tanks.
Objects that do not block movement or line of sight have little effect on
the game.
Tokens are game tools that serve some game function other than terrain,
such as delivering information, holding objects, providing an entry point
for reinforcements and fog. Tokens are visible in the Scenario Builder
unless the option to hide them is chosen, but are invisible during game
play. Their effect may be visible, but the token never is.
Mouse Controls
Much of the process of building a SOLDIERS AT WAR scenario utilises the
mouse. There are several ways to apply game elements.
Click and Drop
Clicking on the map places a selection down. If a group of tiles or
objects are currently selected they can be placed one at a time.
39
Drag and Drop
Holding down the left mouse button and dragging across the screen draws a
boxed area, releasing the mouse fills each cell within the box with the
current selection. If a group of tiles or objects is currently selected,
then the boxed area is filled randomly with selections from the group.
Clicking on the Mini Map while dragging a box shifts the view to the
location on the map and creates a boxed area. This is useful for dropping
selections over long distances.
Holding down the Ctrl key while selecting tiles or objects allows more
than one kind of tile or object to be selected. Using the “drag and drop“
technique with a variety of items selected lays them in a random pattern,
to facilitate covering a large area.
Drag and right-click
Holding down the left mouse button and dragging across the screen draws a
boxed area, right-clicking while continuing to hold down on the leftmouse button displays a pop-up menu for selecting, editing, and deleting
items. You can also access the Undo and Redo options from this pop-up dialog
box as well. The primary use for this option is to delete large groups of
tiles or objects. Note: Tiles placed on Level 1 cannot be deleted, they
must be replaced with a “blank” tile.
3D Cursor
The Scenario Builder uses a 3D cursor when building the maps. There are
seven levels for every map. The A and Z keys raise and lower the active
cursor between the different levels. The cursor becomes an arrow when it
is dragged onto the menu bar.
Scrolling
Keyboard
The default settings allows scrolling around the screen in all
eight directions with the number-pad keys. In this mode the mouse can
only activate menus.
Mouse
Pressing the Spacebar hides the menu bar and gives the Player the ability
to scroll around the map with the mouse. The mouse can scroll around in
all directions. To bring the menu bar back press the Spacebar again.
Windows
The Scenario Editor can only support three open windows at a time; for
example Objects, Tiles and Zoom Size.
40
Menu Bar
File Menu Options — Alt+F
New — Ctrl+N
Creates a new map. There are two setup menus used to create a new map: Map
Size and Choose Tile/Object Set.
<<bring in SB_MapSizeMenu.EPS>>
Map Size
The size of the map is set here. There are five preset sizes and one
custom setting: 100% (130x100), 80% (104x80), 60% (78x60), 40% (52x40),
20% (26x20), and Other (specify map size, set width and length in tiles).
The map size is displayed in the Status Bar.
Note: Maps of a non-standard size may not display properly in the Mini Map
on the Slide Out Interface panel.
<<bring in SB_TileObject.EPS>>
Choose Tile and Object Set
This setting displays a list of which tile sets are available. Sets are
predetermined groups of the tiles and objects that are used to build the
maps. Clicking on one shows the description at the top of the dialog box.
OK initialises the new map and Cancel aborts the New Game command and
restores the initial screen.
41
Open — Ctrl+O
Brings up the open map menu. Only files with the .map file extension can
be loaded in the SOLDIERS AT WAR Scenario builder. Maps for scenarios
included in SOLDIERS AT WAR can be found in the Msn_G and Custom_G directory.
Files cannot be saved into the Msn_G directory, but all the campaign game
maps can be loaded from the Custom_G directory.
Save — Ctrl+S
Quick-saves the current map. If the map has not been saved before then
it brings up the Save As menu. Note: Be careful to only save altered
scenarios to the Custom_G directory, or it may be saved over an
existing scenario. If this should happen, SOLDIERS AT WAR can be reinstalled
to restore the original scenario.
Save As
This option allows the player to save and name the map. Maps can be saved
in any directory.
Exit — Alt+F4
Quits out of the Scenario Builder after prompting to save the scenario.
Left-clicking on the X in the box in the upper-right corner of the
Scenario Builder exits instantly without prompting for a Save Game
file name.
Edit Menu Options — Alt+E
Goto — Ctrl+J
Brings up the Goto menu. This allows the player to enter a characters ID
number. Clicking on the Character button centres the screen on that character
and clicking on the Other Start button centres on that character’s other start
location. The Next buttons (Next Character and Next Other Start provide the same
function as the Character and Other Start buttons, but they also allow the player
to cycle through all of the characters or start locations on the map.
Undo — Ctrl+Z
This reverses the last action(s) taken which affected tiles or objects
Redo — Ctrl+Y
This restores the last Undo action(s) taken.
Delete — Del
This deletes only the items that are in the currently selected mode. Note:
This command cannot clear any tiles on the bottom level. In order to
remove tiles placed on level 1, press F5 to open the tile menu and replace
tiles on that level with the blank tile at the top of the Tiles menu by Leftclicking and dragging across the tiles to be replaced with blanks.
42
View Menu Options — Alt+V
The following options are available on the View menu.
Status Bar — Ctrl+Q
This displays or hides the Status Bar. When building missions, the Status
Bar displays the Menu choices Zoom Level, Current Screen Resolution, Current Mode, Terrain
Hugging, Levels Viewed, Cursor Coordinates, and Map Size.
If this feature is On it is checked in the Menu Bar. The default for this
option is On.
Mini Map — Ctrl+M
Displays or hides the Mini Map. This is a flat, miniature, overhead view
of the Game Map. The white square indicates the current location of the
screen relative to the map. The mini map also reflects the size of the
Game Map. Green dots indicate human players, red dots are computer
opponents. Clicking on the Mini Map jumps the player to that location of
the map. If this feature is On it is checked in the Menu Bar. The default
for this option is Off.
Grid — Ctrl+G
Displays or hides the green Tile Overlay Grid on the game map. This
feature outlines all tile surfaces on the map giving it a schematic view.
If this feature is On it is checked in the Menu Bar. The default for this
option is Off.
View Sub-Menu
This menu consists of toggles to display or hide all of the items that can
be placed on the map. Items that are not checked are hidden from view.
Checked items are shown on the map. Clicking on a checked item removes the
check and hides that item from the map. The list of the items that can be
viewed or hidden is as follows:
• Object/Tank Body Alt+J
• Canister Alt+N
• Character/Other Start Location Alt+C
• Turret Alt+T
• Reinforcement Token Alt+R
• Information Token Alt+K
• Land Mine Alt+M
• Locked Door Token Alt+L
• Multi-player Start Token Alt+P
• Mission Exit Token Alt+X
• Fog Token Alt+w
• Building Blackout Alt+B
43
View Up to Level 1 through 7
Pressing the number keys 1–7, shows levels up to the currently selected
level. Any levels higher than the currently selected level are not
displayed. SOLDIERS AT WAR defaults to Level 7 which displays all levels from
the highest down. The currently selected level is checked in the Menu Bar.
Options — Alt+O
<<bring in SB_OptionsMenu.EPS>>
Display Cursor Items — Ctrl+C
Enables the 3D cursor to display, inside the 3D frame, - Tiles, Objects
and selected items from the Utilities menu (Information Tokens, Land
Mines, Tank Bodies, Reinforcement Tokens, Locked Door Tokens, Multi-player
Start Tokens, and Mission Exit Tokens). If this feature is On it is
checked in the Menu Bar. The default for this option is Off.
Terrain Hugging — Ctrl+F
Enables the cursor to hug to the landscape and features of the terrain
while scrolling around the Tactical Game map. This feature condition is
displayed in the Status Bar. If this feature is On it is checked in the
Menu Bar. The default for this option is Off.
Zoom — F3
This menu allows a choice of four preset zoom modes. The preset zoom modes
are 100% (Zoom Level 1), 50% (Zoom Level 2), 25% (Zoom Level 4), 10% (Zoom
Level 10). The zoom mode is displayed on the Status bar.
Video Modes
Menu
The choices are 640x480 F10, 800x600 F11, and 1024x768 F12. Only the video modes
that the player’s computer can support are available. The current mode
is checked in the Menu Bar and current resolution is displayed on the
Status Bar.
Scrolling Speed Menu
Sets the rate of scroll with the mouse when in Mouse Scrolling mode.
The choices are 1 through 5 with 5 being the fastest. The currently
selected speed is checked in the Menu Bar.
44
Items — Alt+I
This menu lists all of the Character Items that are in SOLDIERS AT WAR. There
are eight sections each containing a list of Character Items that pertain
to that section: Ammunition, Pistols, Rifles, Machine-guns, Explosive Weapons, Explosives,
Equipment, and Other. The currently selected item is checked in the Menu. All
of these items can be carried or used by characters. Selecting an item and
clicking on the Tactical Game map places the item down. Placing items on
the map displays a canister that contains all items that are in that
current cell and that are not on a character.
Once an item is placed on the map, deleting the item does not remove the
Canister. This can be done by right-clicking on the tile level containing
the canister, choosing Delete followed by the Canister line on the menu. Double
clicking on the Battlefield Display brings up the How Many ? menu.
How many?
This menu allows the Player to place down as many of the currently
selected item as they want. At the top of the menu is the name of the
selected item. Below the name are increase and decrease arrows where the
number of that item can be set. A number can be entered in the field,
although there is an upper limit of 500 items from this menu.
<<bring in SB_Canister.EPS>>
Canister
To edit the Canister, right-click on the cell that contains the Canister
that is to be edited. Choose the Edit pull down menu and select Canister. This
displays the Canister menu. At the top of the menu the player can change the
look of the canister to one of three dead bodies: American, German, or
Generic, or as a pile of weapons and ammo. The default is an American
body. There is also a section to allows the Player to delete items from
the Canister. To do this select an item(s), click on them and then click on
the Done button. The Select All button highlights all of the items in a Canister.
To remove a Canister/Dead Body from the map, right-click and choose the Delete
pull down menu and select the Canister from the list of items.
45
Utilities Menu Options — Alt+U
Characters Menu
This menu lists all of the characters that can be placed on the
Battlefield Display. To change a character’s facing, make sure the Num
Lock is on, move the cursor to the cell with the character in it, and use
the key pad on the keyboard to turn them. The currently selected character
is checked in the Menu Bar. To edit a character, right-click on the cell
that contains the character to be edited. Choose the Edit pull down menu and
select Character. This displays the Character Statistics menu.
Character Statistics
Breaks down the character’s make-up into different fields: Field Medic, Character
ID, Percentage, Encumbrance, Controller, Nationality, Rank, Artificial Intelligence, Primary & Secondary
Training, and Outfitting. Each character has default data already assigned.
Clicking on Done exits this menu.
Field Medic
Checking this box identifies this character as a Medic and grants them
special privileges during a game. Medics are allowed to roam about the
battlefield unconcerned about being shot at by enemy troops. American
forces that target and shoot Medics are punished by their superiors.
46
Character ID
This is a numeric ID given to all of the characters on the map. It is
important to note that there can be no more than 40 characters (including
Tank personnel) on the map at one time. The ID’s range is from 0 - 39. If
a living character is killed, that element changes from a character to an
object, in this case a Canister.
Percentage
Sets the chance of a character being in the mission. The range is from 0
to 100%.
Encumbrance
Sets how much weight that character can carry in the game. The range is
from 0 to 30%.
Controller
Determines who controls this character in a Single Mission game, the
Computer or the Human player. Computer opponents are controlled by their
Artificial Intelligence (A.I). If both side’s characters are assigned to
Human control, at the start of the mission the players are asked to choose
a side to play.
Nationality
Determines what nationality this character is and who the character’s
enemies are. The choices are: American, German, French, Italian, and
Neutral. Americans and the French are allied to oppose the Germans and
Italians. Neutral characters have no enemies.
Rank
The Nationality chosen determines what list of ranks are available. The
higher the rank the better the character’s statistics are.
Artificial Intelligence
Defines the character’s intelligence and role within the game. The types
of A.I. are:
• Seeker - Searches out its enemies, hunting them down. Does not give
up until all enemies are dead.
• Wander - Randomly walks around looking for enemies. No purpose in
destination until an enemy is spotted.
• Follower - Waits for an Ally to enter their line of sight and follows
them around the battle field.
• Hider - Wanders the map until an enemy is spotted, then begins to
look for the nearest cover.
• Guard - Walks a radius beat around the cell in which it was placed.
• Stationary - Never moves from the cell the character is placed in.
• Medic - Searches the map for wounded Allies. Heals them if there is a
medical pack available. Can only fight in self-defence.
• Mach. Gunner - Special A.I. Works only with characters that have
heavy machine guns. This A.I. has the character set up the heavy
machine gun and wait for enemy characters to enter their line of
sight. If no enemies appear after a certain amount of time, the
character to takes down the weapon and moves to a new location and
sets it up again. If this is assigned to a character that doesn’t
have a heavy machine gun then this character defaults to the
Wander A.I.
47
Primary/Secondary Training
Assigning these training skills determines which weapons that the
character is better suited to use. Using the weapon types that the
characters are trained in gives them a better chance of hitting their
target. The choices are: None, Pistol, Submachine Gun, Bolt Action,
Semiautomatic, Machine Gun, and Explosives.
Outfitting Screen
This is a graphical drag and drop interface for placing items onto the
characters.
Portrait
These are all of the portraits from the game: American, German, and NPC.
To cycle forward through the portraits left-click, and right-click to
cycle back through them. The portrait that is left on the screen is the
portrait that is assigned to that character. If that character is human
controlled then the portrait chosen is the picture displayed on the Slide
Out Interface panel.
Weapons Locker
This is where all of the weapons and equipment in the game are graphically
displayed. Buttons at the top and bottom of the Weapon Locker allow the
Player to scroll through the items. Clicking on an item picks it up.
Clicking on one of the boxes surrounding a character places the item on
the character. If the item exceeds the character’s encumbrance allowance,
or an item does not fit, it is not placed on the character. To put an item
back in the Weapons Locker right-click or simply click on the foot locker
in the Weapons Locker area with the currently selected item.
Character Silhouette
The Silhouette represents the characters that are used in the game.
Surrounding the Silhouette are the eight areas that can hold items: Right
Arm (2x6), Left Arm (2x5), Backpack (4x2), Belt (4x1), and four Pocket
Pouches (1x1). Each area can hold different amounts of items.
48
Encumbrance Meter
This displays how much Encumbrance this character can carry. The yellow
bar represents reasonable weight limits for the character to carry. If the
indicator is in the blue bar the character suffers a -1 to his Action
Points for each point the soldier is in the blue. If the indicator is in
the red bar this reflects that the current character can carry these items
but he is too heavy to run with them. The Black area represents an amount
of weight that the character is unable to carry. The indicator rises as
items are placed on the character.
Tank Body Menu
This menu displays the bodies of tanks for placement on the map. The
choices are: M4 Sherman (Shift+Z), M18 Hellcat (Shift+X), Mark IV G (Shift+C), and
Mark V Tiger (Shift+V). Tanks can’t move (due to being damaged) so all Tanks
in the game are stationary objects. The currently selected Tank Body is
checked in the Menu Bar.
Turret Menu
Sets the turrets for the tanks down on the map. The choices are: M4
Sherman (Shift+Z), M18 Hellcat (Shift+X), Mark IV G (Shift+C), and Mark V Tiger
(Shift+V). The turret is the only part of the Tank that can move. To change a
Turrets facing, move the cursor to the cell with the Turret in it and use
the key pad on the keyboard to turn it. The Num Lock needs to be on. The
currently selected Tank Turret is checked in the Menu Bar. To edit a
Turret right-click on the cell that contains the Turret to be edited.
Choose the Edit pull down menu and select Turret. This displays the Tank
Statistics menu. Pressing the A key places the turret on the tank body.
Tank Statistics
Sets up the Tank to be used in battle. The fields to modify are: Crew
Percentage, Ammo Amount, and Tank Crew.
Tank Crew Percentage
Sets the chance of the crew members actually being in the tank. The range
is from 0-100%.
Ammo Amount
Loads the tank with shells for the cannon mounted on the Turret.
Tank Crew
Sets the number of crew members that could be in the tank. Three is the
maximum and if a mission begins with crew members in the tank then the
tank is computer controlled. The number of crew members for a tank comes
out of the 40 character limit placed on all of the maps.
49
Reinforcement Token Menu
Reinforcement Token
Enables reinforcements to enter the map based on set parameters. There are
three types of reinforcement tokens that can be placed down: American Shift+B
(American Star), German Shift+N (German Cross), and NPC Shift+M (Stripes).
Each token placed indicates the entry location for the reinforcements
assigned to it. The currently selected Reinforcement Token is checked in
the Menu Bar. To edit a Reinforcement Token right-click on the cell that
contains the Token that is be edited. Choose the Edit pull down menu and
select Reinforcement Token. This displays the Reinforcements menu.
Reinforcements
The fields which can be set are:
Specific Tokens
All of one type of reinforcement tokens that are currently on the map
(American, German, NPC).
Total Tokens Used
All of the reinforcement tokens that are currently on the map.
Amount
Sets how many of the currently selected Character type can emerge from
that token. The range is from 1-100%.
Character Type
These choices determine what type of character appears from a
reinforcement token. American (American 1-8), German (Infantry, Grenadier,
Officer, SS Infantry, and SS Officer), and NPC (French or Italian). Only
one type of Character can be set at each token and all characters have
preset equipment assigned to them.
Percentage
Determines the chance that the reinforcement character appears when the
entry condition is triggered.
Controller
Sets who has control of the Characters once they are placed on the map.
Computer controlled reinforcements are controlled by the A.I.. Human
controlled reinforcements work the same as Human characters except on the
Slide Out Interface panel where the portrait is displayed. Human
reinforcements are assigned the greyed-out silhouette portrait.
50
Set A.I.
This sets the type of activity for computer controlled characters.
Reinforcements can only be set to Seeker or Wander settings. For more
information, see the “Artificial Intelligence” section, beginning on
page 46.
Entry
Sets the condition that calls the reinforcement onto the map.
• Target Eliminate — A Target Eliminate mission objective was met. This
is a general entry and applies to any information token.
• Target Get — A Target Get mission objective was met. This is a general
entry and applies to any information token.
• Target Destination — A Target Destination mission objective was met.
This is a general entry and applies to any information token.
• Sighted — Player characters are spotted visually by their enemies
which triggers this reinforcement entry.
• Trigger — A trigger mission objective was met. This is a general entry
and applies to any information token.
• Turn Limit — The number of turns in the game have been reached. A
player can determine how many turns before this entry condition is
activated.
• Condition — A particular information token’s condition has to be met
by the player. The player can assign a information token’s ID to this
entry option.
At the top of the menu are status indicators for the types of
reinforcements on the map. They are Total Tokens and Specific Tokens .
Information Token — Ctrl+I
This menu allows the editing of characteristics of information tokens.
Assign Token, Condition, Causes, Token ID, Token Radius, and Text Message. If the
information token is enabled it is checked in the menu. On the Tactical
Game map the information token is represented by a folder icon. Rightclick on the cell that contains the token to edit it. Choose the Edit pull
down menu and select information token. This displays the setting options
for that information token.
51
Assign Token
Information tokens can be assigned to three types of item: Cell, Character,
or Item.
• Cell — Links the information token to any object or tile that is in
the current Cell, including multi-celled objects.
• Character — Links the information token to any Character placed in
that Cell.
• Item — Links the information token to any Item that is on a Character
or that is in a Canister in the current Cell.
Condition
This menu sets events which need to happen to activate the token. The
conditions are: None, Target Get, Target Eliminate, Target Destination, and Trigger.
• None — This token has no cause and is not a Mission Objective. It is
primarily used to deliver a text message.
• Target Get — Picking up items or capturing Characters activates the
Target Get condition.
• Target Eliminate — Destroying objects or killing Characters activates
the Target Eliminate condition.
• Target Destination — This token is activated when a soldier arrives at
this location.
• Trigger — Entering the specified radius of the token activates the
Trigger condition.
Cause
Sets the outcome for accomplishing the Condition of the token. The choices
are: None, Immediate Victory, Immediate Defeat, and One Goal Met.
• None — Nothing happens when the Condition is met. It is most often
used to deliver a text message.
• Immediate Victory — The mission automatically ends and the Victory
Perspective wins.
• Immediate Defeat — The mission automatically ends and the Victory
Perspective loses.
• One Goal Met — Just one of the objectives to be met. To win all of the
objectives have to be accomplished.
See the “Victory Perspective” section, starting on page 53 for more
information.
Token ID
The number ID of that particular token. The first token is always 0.
Token Radius
Sets the Token’s radius area of effect in cells. This radius extends in
all directions from the token including up and down.
Text Message
This button brings up the Pop-up Text menu. Text can be entered as
messages to the player. When the radius of the Token is entered by the
Player then the message appears on the screen. This message only appears
once.
Land Mine — Ctrl+L
This places land mines on the map. If the Land Mine option is enabled it is
checked in the Menu Bar. On the Tactical Game map it is represented by a
Land Mine icon. To edit a Land Mine right-click on the cell that contains
the Land Mine that is be edited. Choose the Edit pull down menu and select
Land Mine. This displays the Land Mine Percentages menu.
52
Land Mine Percentages
This menu is a general menu for all land mines. Editing one land mine
edits them all. The fields check each land mine individually, so to have
some variety in the mission.
Working
The chance for the land mine to work if it is in the mission.
In Mission
The chance that the land mine is active this mission.
Locked Door Token — Ctrl+U
Designates that the door(s) that are in the cell that this token is placed
in are locked and that a key is needed to open them. Any key opens any
locked door. On the Tactical Game map it is represented by a padlock icon.
If the Locked Door Token is enabled it is checked in the Menu Bar.
Mission Exit Token — Ctrl+X
Specifies the cell or cells where a character must exit the map to
accomplish the mission objectives. On the Tactical Game screen it is represented by a blue square icon. If the Mission Exit token is enabled it is
checked in the Menu Bar. Note: Not all missions need to end with soldiers
exiting the map.
Fog Token — Ctrl + W
Places fog in the in the selected cell. Fog limits a character’s line
of sight.
Building Blackout — Ctrl+V
These hide areas of the map from sight. Placing them blacks out the entire
cell and only line of sight causes them to disappear. On the Tactical Game
map it is represented by a black cell. If the Building Blackout is enabled
it is checked in the Menu Bar. This option defaults to On.
Multi-player Start Token
Designates starting locations for squads in a Multi-player, head-to-head
game. On the Tactical Game map it is represented by an old telephone icon.
If the Multi-player Start token is enabled it is checked in the Menu Bar.
There can be up to four players on a Multi-player map. Each player has to
have a starting location.
Setup — Alt+S
Mission Setup — Ctrl+B
Basic information needed for every mission.
Start Time
Setting the Start Time determines what time of day the mission begins in.
Weather Conditions
Weather can be set from 0-100% for Clear, Rain, or Snow.
53
Radio Support Percentage
This determines the percentage chance for support to be available and
if there is support how many attacks are available. Support can be set
for both German and American forces.
Mission Description
A text area to type in a brief description of the mission being built.
Mission Ending — Ctrl+E
The main focal point for the mission objectives and mission endings. The
fields include: Victory Perspective, Turn Limit, Secure Area, Leave Map,
and Mission Objective List.
Victory Perspective
Determines which side has to accomplish assigned Mission Objectives in
order to be victorious. The choices are American, German, Italian, French,
and Neutral.
This is an important setting if Information Tokens are being used to
end the game, because the Immediate Victory and Immediate Defeat choices use them
to determine who wins or loses. Victory or defeat is the result for
the side selected using this option when the conditions for that token
are achieved.
Turn Limit
Enabling this option sets the Mission length in turns. In order to be
victorious, all of the Mission Objectives have to be accomplished before
the turn limit has been reached. Finishing the allotted turn limit is not
a victory condition in itself, others must be set.
Secure Area
Enabling this option indicates that all enemy forces must surrender or die
for the victory conditions to be met.
Leave Map
Enabling this option dictates that all members of the Player’s squad that
are alive, but not incapacitated, have to leave the map for the victory
conditions to be met.
Mission Objective List
This lists all of the information tokens set with mission objectives. The
mission objective information is as follows: Token ID, Condition, Cause,
Assignment, and Radius of Token.
54
Weapons Locker
Places items into the Weapons Locker of the Outfitting Screen for game
play but only for the mission that is under construction. The fields are
Selected Item and Items in Locker. If the Weapons Locker menu is enabled, it is checked
in the Menu Bar.
Selected Item
A pull down list contains all of the Character Items in the game.
A quantity can be set for all items and for most weapons and ammo,
for example, Clips. The Set button places the selected Item into the
Weapons Locker.
Items in Locker
Displays all Character Items set for the Weapons Locker. To edit a set,
left-click on it and it appears in the Selected Item field. To delete an item
set its Quantity and ammo to zero.
Windows — Alt+W
Windows hold the graphical objects that can be placed in the Tactical Game
map. All windows have two scroll bars. The bottom scroll bar cycles left
and right through each set from the current window. The scroll bar on the
right side of the window cycles up and down through all of the items in
the current set. To select an item from a window click on it and the item
are highlighted. Note: Only three windows from the Windows menu can be open
at one time.
55
Tile — F5
This window displays all of the tiles that are currently loaded into the
map. Press the Ctrl key while left-clicking to select a group of tiles. If
the Tile window is active it is checked in the Menu Bar.
Object — F6
This window displays all of the objects that are currently loaded into the
map. Press the Ctrl key while left-clicking to select a group of objects.
If the Object window is active it is checked in the Menu Bar.
Character — F7
This window displays all of the Characters that appear in the game.
Selecting a Character from their pull down menu in Utilities or with a hot
key shifts to that type of Character in the window. If the Character
window is active it is checked in the Menu Bar.
Tank — F8
This window displays all of the Tank Bodies (in four directions) that
appear in the game. Selecting a Tank Body or a Turret from their pull down
menu in Utilities or with a hot key jumps to the Tank Body position in the
window. If the Tank window is active it is checked in the Menu Bar.
Turret — F9
This window displays all of the Turrets (in eight directions) that appear
in the game. Selecting a Tank Body or a Turret from their pull down menu
in Utilities or with a hot key jumps to the Turret position in the window.
If the Turret windows is active it is checked in the Menu Bar.
Hide — Shift+Esc
This closes all windows that are currently active.
RIGHT-CLICK Pop-up Menus
Right-click pop-up menus contain features for easy one click mouse
actions. Some of the actions in the menus are also displayed in these
menus. The pop-up menus are broken up as follows:
Edit
Opens the menus for the items in the Scenario Builder that need data
assigned to them. The Edit list contains: Canister, Character/Other Start, Turret,
Reinforcement Token, Information Token, and Land Mine. Only the items that are in the
cell that the cursor is currently editing are accessible through the Edit
menu. Other options are greyed out.
Delete
Gives more flexibility than the delete command in the Menu bar. Only the
items that are in the cell that the cursor is currently deleting are
accessible through the Delete menu. Other options are greyed out.
56
Select
Similar to a copy command, except that it also puts the Scenario Builder
in that mode of the selection. All items can be selected, but any item
that has data assigned to it does not have the data copied. Once a
selection is made clicking on the map places the selection down. Only the
items that are in the cell that the cursor is currently selecting are
accessible through the Select menu. Other options are greyed out.
View
Same as the View pull down menu on the Menu bar. Display or hides all of
the items that can be placed on the map. Checked items are modes that can
be viewed. Clicking on a checked item hides that item from the map.
Undo
This will undo the last action(s) taken against tiles/objects
Redo
This will redo the last undo action(s) taken against tiles/objects.
Relocate Character
Is greyed out unless a Character is in the Cell that is being edited.
Allows the player to select a Character and move that Character and all of
their data to a new cell without losing any information.
Other Start Locations
Is greyed out unless a Character is in the Cell that is being edited.
Increase the mission’s playability by allowing the Player to set an
alternate location for that character to be when the mission begins. If
Other Stat Locations are used, the Computer chooses where to place the Characters
when the mission begins, it is a 50/50 chance. Both the Character and the Other
Start Location can be edited in the Edit pull down menu.
SCENARIO DESIGN SUGGESTIONS
Suggestions:
• The average map size should be from 40% to 60% size. Large maps
require a lot more setup and play time.
• It is a good idea to raise the entire map up one level, to provide
depth, and to allow walls to be placed on buildings that have been
placed near the foreground edge of the map. To do this, follow
these steps:
a) Turn on the Grid so to see what being done (Alt-G, or View Grid in
the menu selections).
b) Press F5 to open the Tiles window. Select the very first tile in
the upper left hand corner, which should be a blank tile (all
black). Fill the entire map with this tile. Press A to raise the
cursor level by one.
57
c) Select a few random grass tiles below the blank tile in the Tiles
window. Fill the entire map on the second level, except for the
bottom-leftmost and bottom-rightmost column/row. When this is
done, the entire map should be set on level 2, and have room to
place wall sections in the empty row/column, for buildings and
hills that are to be placed near the edge of the map.
d) As a finishing touch, press Z to lower the level again, and place
dirt cliff tiles along these emptied edges on level one, to give
the entire map a 3D impression.
• When making buildings, place the floor tiles first, then work on the
back walls, then any second story, then the fore walls, to insure that
all the sections are filled. Add doors and windows last, for proper
placement. Try to insure that each building has more than one entrance
or exit, and that there is a reason to go into a building. Also, for a
better look, look in the Objects window for the left-hand walls of the
building being made, and scroll to the bottom of the list. There are
“gap filler” objects that fit right in the foreground corner sections
of the completed building, to make the left and right walls look like
they connect. Otherwise, there might be small gaps in the wall.
• You can have up to 40 characters and 10 tank turrets on the map at one
time. Remember that tank crews count as characters.
• If one land mine is edited, it changes the values on all land mines on
the map, not just that one.
• Select an already placed enemy character, and right-click to get
the option to place an Alternate Start Location. This provides a random choice
of start locations for this character, adding replay value to the
scenario.
• Spotting and shooting happens at a range of 30 squares maximum,
something to keep in mind when setting up firing lines on the map.
• When making hills, work from the bottom up. Also, avoid making
irregular hills on the non-visible side of the hill, as players cannot
see the obstructions there easily. For the same reason, avoid placing
too many vertical walls or buildings that cover up sections of the
map, as the areas are not easily visible to the player. It can cause
line of sight difficulties for someone covering the area.
• It is always a good idea, for variety and strategy, to provide at
least three ways to get to any location on the map. Funnelling
characters through a pre-set path provides no room for strategic
manoeuvering.
• Other functions such as Mission time of day, air strikes and
bombardments, and weather effects can modify the battlefield
situation. Use these only when comfortable with how they affect
a scenario, as the addition of one simple air strike can drastically
throw off the scenario play-balance.
58
Appendix A - Actions and Cost
As the player manoeuvers characters around the tactical map trying to
achieve their mission objectives, there are a number of actions that
characters can perform. Each action takes a certain amount of time to
perform (Action Rating Cost). Action Rating Costs are subtracted from a
characters Action Rating as he performs the action. When a character’s
Action Rating equals zero, his turn ends. Soldiers can go into the
negative (red) if they have at least two points left; the negative number
are subtracted from his Action Points the following turn.
ACTION
ACTION RATING COST
TYPES OF FIRE
Directional Fire
Aimed Fire
Ready and Throw Grenade
12
20
22
STANCE CHANGES
Prone to Stand
All Others
4
2
MOVEMENT
Move Normally
Crawl
Run
Terrain cost *2
Terrain cost *3
Terrain cost *1
OTHER
Change Direction
Look Around
Fire Grenade Launcher
Call Support
Load Weapon
Administer First Aid
Open/Close Door
Drop/Pick-up Item
Cut Wire
Exchange Item
Set Satchel Charge
Pick Up Wounded
Drop Wounded
Set Up Machine gun
Take Down Machine gun
Surrender
Motivate
Enter Tank
Exit Tank
Secure Tank
Load Turret
Fire Turret
1
5
27
40
See Reload Time
(1 each DP) + 7 (medic),
15 (other)
4
18
55
15
22
20
8
16
26
All points to zero
25
24
16
30
15
26
Random Games Credits RANDOM GAMES, INC.
Producer .......................... Shawn Bryan
Project Leader ................... John E. Slaydon
Lead Programmer ................... Andrew Jones
Programming ....................... Travis Young, Mark D. Fitzgerald
Programming Assistance ............ Kirk Hammond, Scott Sherman,
Dre P. Gugliotta, Dylan Bromley,
Jim Feinburg
Art Director ...................... Greg Poland
Lead Artist ....................... Ray Tylak
Artists........................... Mike Tyson, Brenda Tracy,
Alexis Allen, Forrest Harless
Additional Art .................... Mike Haynes, Mary Myth,
Tanya Clark, Greg Sepelak
Sound Effects and Music ........... Crystal Lennon
Lead Tester ....................... Curt Frydach
Testers........................... Rich DíArconte, Jason Clark,
Andrew Kenney, Mark Kenney, Adam
Lau, Chris Powell, Frank Smith,
Bryan West, Jody Whitenhouse
Voice Simulation Technician........ Julie Daniels
Special Thanks .................... Randall and Bonita Masteller,
Kurt Masteller, Carolyn Adams,
Fabrizo Bianchi, Mike Bonestell,
Steve Clayton, Chirs Greogler,
Tony Nichols, Donald T. Polens,
Carl Schmidt, Dierde Toomey,
Connie Waddell
Additional Design ................. Tim Brooks
SSI Credits
Producer.......................... Scott Evans
Associate Producer ................ Jeff M. Pena
Audio Engineers ................... Steve Lam, Lance Page
Multimedia Production ............. Lee Crawford, Maurice Jackson
Manual Editor ..................... Mark Whisler
Data Manager ...................... Caron White
Test Manager ...................... Jan Lindner
Lead Tester ....................... Sean Decker
Assistant Lead Tester ............. John Pena
SSI Testers ....................... Jeremy Dang, John Pena,
Jesse Anacleto, Philip Wang,
Jessica Jones, Forrest Elam,
Todd Clark, Cliff Mann,
Jasun Reynolds, Cyrus Harris,
Bill White, Chris Smith
Beta Test Coordinator ............. Mark Schmidt
Scenario Designers ................ Chris Carr, Rich Donnely,
George Chastain Jr., Kelly Calabro
Support........................... Steve Peterson
Voice Talent ...................... Gary Martinez (Captain Spencer,
Sergeant\Intro, Leader\Intro),
Kevin Blackton (Theatre voice,
Private Davies, Private 2\Intro),
Carl Norman, Brigham Hausman,
Glen Cureton, Michael M. Simpson
R&D Support ....................... Jan Lindner
Localisation Coordinator .......... Jeff Groteboer
Additional Art .................... Saffire, Inc.
Graphic Design & DTP .............. Steve ‘Scally’ Longdale
Executive Producer ................ Bret Berry
TROUBLE SHOOTING
Before contacting Technical Support please refer to the
‘HELP.HLP’ file included on the program CD. This file details
useful Trouble Shooting Tips together with notes relating to
any late changes made to the program. To view the file please
follow the instructions below.
Insert the CD into your CD ROM drive (Cancel/Close any AutoRun
screen that may appear). Click on the ‘START’ button (normally
on the bottom left of your screen) followed by ‘RUN…’. At the
prompt type D:\HELP.HLP and click OK. (D should be replaced by
your CD ROM drive letter)
TECHNICAL SUPPORT
Online Services
UK Web site:
Tech Support e-mail:
Phone:
From within the UK:
www.mindscapeuk.com
[email protected]
From outside the UK:
01444 239600 Monday - Friday
9.30-13.00hrs and 14.00-16.30hrs
{international code} 44 1444 239600
Fax:
From within the UK:
From outside the UK:
01444 872212
{international code} 44 1444 872212
Mail:
Mindscape International, Priority House,
Charles Ave, Maltings Park, Burgess Hill,
West Sussex RH15 9TQ
ENGLAND
We regret that we cannot offer game hints and tips, as the service is provided for technical difficulties only.
The enclosed software program and this manual are copyrighted. All rights are reserved.
This manual may not be copied, photographed, reproduced, or translated or reduced to
any electrical medium or machine-readable form, in whole or in part, without prior written
consent from Mindscape. The program accompanying this manual may be copied, by
the original purchaser only, as necessary for use on the computer for which it was purchased. Any persons reproducing any portion of this book for any reason, in any media,
shall be guilty of copyright violation and subject to the appropriate civil or criminal action
at the discretion of the copyright holder(s).
© 1998 Mindscape, Inc. All rights reserved. S OLDIERS A T W A R is a
trademark of Strategic Simulations, Inc.
All other Trademarks and registered Trademarks are the property of
their respective holders.
Uses Smacker Video Technology. Copyright ©1994 by Invisible, Inc. d.b.a. RAD
Software