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PC-SIG: World of Games
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PC-SIG World of Games (CDRM1080710) (1993).iso
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ADVANCE.DOC
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1989-10-18
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449 lines
TTTTTTTTTTTTTTT CCCCCCCCCCCCCCC SSSSSSSSSSSSSS
TTT CCC SSS
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TTT CCCCCCCCCCCCCCC SSSSSSSSSSSSSS
<<<< A TACTICAL COMBAT SIMULATOR >>>>
<<<<********ADVANCE RULES********>>>>
>>>>Copyright 1989<<<<
By: Michael J. Feldhake
************************************************************
******** A Shareware program for wargamers ********
******** ********
******** If you like this program. Send $15.00 to: ********
******** ********
******** Michael J. Feldhake ********
******** P.O. Box 47054 ********
******** Indianapolis, IN 46247-0054 ********
************************************************************
These advance rules were written so that you may get the
most out of TCS. There are several topics discussed here.
Some are tricks on using TCS and some are ideas. The ideas
are only one of many ways to handle things. With a little
time, you will soon begin to come up with your own.
TOPICS COVERED:
1>>...............Maps
2>>...............Hexagonal Maps
3>>...............Unit Numbering
4>>...............Safe Zone
5>>...............Deployment And Rally Points
6>>...............Airborne Ops.
7>>...............Artillery
8>>...............Transports
9>>...............Spotting Locations
10>>...............Zones
11>>...............Scouts
12>>...............Combat
13>>...............Scale And Century
1>> MAPS:
There are two types of maps that can be used in TCS. The
first one is a Square Grid map. Or you can use a Hexagonal Grid
map. Both of these could be premade or created by yourselves.
The square grid map is the one I have been using to describe
TCS's functions. I will also tell you how I made one of these
below. To find out how to correctly work with a hexagonal map.
See the section after this one titled Hexagonal Maps.
Since a premade map does not come with TCS. You will have
to make your own. The way I have handled this was to draw a
fictitious map. I included all terrain, towns, rivers and
bridges on the map. I then overlaid some adhesive plastic so
I could write on it with china markers.
I made two sets of these. One for my opponent and one for
me. Since you may have up to 4.3 billion ( 65535 X 65535 )
square grids. I also broke my map into four pieces. Each map
one corner of the large map. I started numbering each map on
the bottom left corner to correspond to the location it
would represent. For example. My large map went to 0 to 56
North and 0 to 76 West. My top right small map started at 29
North and 39 West (on the bottom left.)
You can have any kind of terrain you want. You could have
from deserts to oceans. This way, you can design the map to
meat you scenario. With a little honesty -meaning you have
the ability to tell an armored unit to move out somewhere in
a lake- you can use this and have as many maps as you want.
2>> HEXAGONAL MAPS:
You might want to use TCS to play a game like Panzer Leader,
that already has a map. Panzer Leader like many others, uses a
Hexagonal map. You can, following these directions, use TCS to
keep track of all your units on your game's hexagonal map.
TCS was geared to play on a square grid map. And, if you
decide to design your own map. I suggest using that method.
The only difference using a hexagonal grid map is the way you
number the map. If you noticed my examples of the zones
discussed in the basic manual. You will find that the North
coordinates are along the Y axis and the West coordinates are
along the X axis. This no longer applies to a hexagonal map.
Please study the display below before continuing on.
Nc/
19/ \'Wc
18/ u1 \'20
17/ / \ \'19
16/ / \ \'18
15/ / \ \'17
14/ / / / / / / / \ / / / / / \'16
13 12 11 10 9 8 7 6 5 4 3 2 1 \'15
\ \ \ \ \ \ \ \ \ \ \ \ \ '14
'1 '2 '3 '4 '5 '6 '7 '8 '9 '10 '11 '12 '13
Their are two sets of numbers here. The first set is 1-19
and the second set is '1-'20 (NOTE THE "'"!) The two sets of
numbers represent a coordinate. The 1-19 set MUST be the North
coordinate and the '1-'20 set MUST be the West coordinate. For
each number, you see a "\" or a "/" on top of it. These are the
directions in which the coordinate is going. These IMAGINARY
lines form the hexagonal grid system of you map.
Notice how the sets of numbers bends when they get to the
edge of the map. This is very important. The display is also
trying to show you a unit and its location. Although this is
very vague, it will have to do. The unit (u1) has a location of
8 North 9 West (NOTE the slashes representing the imaginary grid
lines.)
The only real problem using hexagonal grids is that the unit's
control zones that are discussed later are somewhat smushed at
the top and bottom. But besides that, TCS will handle this grid
system just like the other.
3>> UNIT NUMBERING:
The way you number your units could make the game a little
more interesting. Say you had one armored brigade. This brigade
has one infantry battalion and two armored battalions. It also
has three support companies. If you follow the numbering scam
below. Your opponent could tell through intelligence, how you
are organized. Now, as grazy as that sounds, most of the time,
real intelligence could tell what company belongs to what
battalion of what brigade anyway.
23 Armored Brigade <HQ>
231 Infantry Bat.
2311 Inf Co.
2312 Inf Co.
2313 Inf Co.
2314 Inf Co.
2310 Transport Co.
232 Armored Bat.
2321 Mobile Inf Co.
2322 Arm Co.
2323 Arm Co.
2320 Mobile Fuel Co.
233 Armored Bat.
2331 Mobile Inf Co.
2332 Mobile Inf Co.
2333 Arm Co.
2334 Arm Co.
2330 Mobile Fuel Co.
2301 Communications Co.
2302 Light Artillery Co.
2303 Light Transport Co.
Notice the numbering scam. The companies are sequencialy
numbered to have the first two digits of the brigade, the third
digit is the battalion, and the last is the company number.
Also, note that the brigade also has a brigade HQ. Since it is
common practice to have your battalion HQ with your first
company (meaning company one or company 'A' is usually named HQ
& ALPHA Co.) You will not need a HQ for the battalions.
You can use a numbering system to your advantage. If you and
your partner agree. You can add in special units to your primary
units in advance. For example. Say you had a Ranger Co. attached
to a regular airborne brigade. You could give this Ranger Co.
the number of 2391 and make unit type INFANTRY. The first two
digits is again the brigade. The '9' is a 'special' number
(meaning the unit is a special unit) and the '1' is the unit
number. When and if your opponent comes in contact with this
unit. He will know that it is a special unit.
4>> SAFE ZONE:
The safe zone in the game is the coordinate 0 North 0 West.
This means that the program does nothing to those units that
are in that zone. It happens to be only one grid. But you may
have as many units as you want in there.
You will find a good use for this zone. Since both players
have access to it. And after some experience with TCS. You will
find it a very useful spot.
Remember though, as long as a of yours unit is in that zone.
It cannot see or come in contact with any other unit on the board
or in the zone itself.
5>> DEPLOYMENTS AND RALLY POINTS:
The deployment of a unit is also a very useful tool. If one
of your units have to control more than one grid. You can deploy
the unit into a line or a semi circle. You will have to program
in all the points directly. From then on, until you assemble the
unit, the unit can not move.
When you deploy the unit. You will notice that a RALLY =>
marker will be displayed beside the unit's LOCATION North and
West coordinate. The rally point is where the unit will assemble
when you tell it to. During a deployment of a unit. You can move
the rally point where you wish. This will give you control of
where you want the unit to assemble if and when there is trouble.
In actuality. You could move the rally point anywhere on the
map you wish. It will assemble there so that same move, you
could move the unit to another place. This seems easy to take
advantage of. It is, but if your opponent found out. I am sure
he'd get steamed and call your number.
6>> AIRBORNE OPS:
Airborne ops can be handle in this way. Start your airborne
units in 0 North 0 West. When you decide you need them. Use your
air transports to transfer them from the safe zone to the LZ
(Landing Zone.) You can only transport one unit at a time with
transports. So have enough to complement your AB units.
A smart tactic is this. Since your opponent can see all of
your air activity. Send in your AB Scouts first to recon the LZ.
Have them set up AREA type zones around the LZ. Then bring in the
troops. You could also determine units of crack troops (like
Rangers and Green Berets) at the beginning of the game and bring
them in and have them deploy around the LZ for security.
7>> ARTILLERY:
Artillery units are good for support. Like real war. Some
artillery units could be well off the theater of war. TCS can
handle that too. If you place all your artillery units that are
supposed to be off the map into the safe zone. You can call in
artillery strikes from there.
When and if you assign the artillery unit a fire-mission.
The display will highlight the unit type and diplay a '!'
beside it. It will also show the target info (i.e. 12N-5W)
in the column next to the unit type.
If your scenario calls for naval artillery. Assign a unit
number to it and place it in the safe zone. Make the unit type
HEAVY ARTILLERY.
One note to artillery. There are two types of artillery fire
in this game. The first was discussed above. It is 'preplanned
fire missions.' The other type of mission is 'on call.' If you
do not wish to pre-plan a strike. Then you can give the program
a target at 0N 0W to delete any strike. This will give you the
ability to call that unit's strength -in fire power- when and
where you want it during your combat phase. Although it is
possible to call in fire from an artillery unit almost
immediately. This could not be said about large caliber weapons
like naval guns. Usually these have to be preplaned.
Also, the light artillery and mortar units can not move
without the help of transports. The heavy artillery units may
move by themselfs.
8>> TRANSPORTS:
Transports are important in this game. Since your infantry
units can move only one grid at a time. And your light
artillery and mortar units can not move at all by themselfs.
You will have to supply enough transports to help your
organization.
The ENTER UNITS screen again, will display all your units. It
will also display your transport units and status. If they are
presently transporting a unit. The unit type will be display
with a '^' beside it. It will also display the unit ID# of the
unit it is transporting in '<<xxx>>' in the next column. Also,
the unit that is being transported, will be displayed with a '^'
beside it.
Each transport has its limits. Light transports would not be
able to carry tanks. So the list below gives what each
transport type can carry.
Light Transports;
Infantry
Airborne
Light Artillery
Mortar
Heavy Transport;
Infantry
Airborne
Mobile Infantry
Airborne
Light Artillery
Mortar
Air Transports;
**ALL UNITS**
The thing to remember about transport units is, that to pick
up a unit, the transport must occupy the same grid as the unit
you wish to transport. When you drop off the unit, the transport
will set the unit to the present location of the transport unit.
You may now give commands to the transported unit.
9>> SPOTTING LOCATIONS:
During the move phase of your game, TCS will move all your
units and alert the proper player when an if there is contact
made. Each unit has its own zone of control. That is, if any
opponent comes within the control zone, TCS will alert the
player that contact has been made.
TCS has two different control zones. The first one is for
all units except the SCOUT and the SPOTTER PLANE. This control
zone is defined as the unit's present location and all
surrounding grids. See zone for 'u1' at the display below.
The second zone is and extension of the first one. It is
again the present location of the unit and the next TWO grids
outward of that location, except at the corners. See zone for
u2 below.
WEST
20 21 22 23 24 25 26 27
13
N
12 * * * * * *
O
11 * u1 * * * * * *
R
10 * * * * * u2 * *
T
9 * * * * *
H
8 * * *
7
This is a graphical representation of the two control zones
of TCS. u1 is all the units except the SCOUT and the SPOTTER PLANE.
Note all of the surrounding '*'. These represent the grids that u1
can see. u2 is for the SCOUT and the SPOTTER PLANE. Note that for
u2, it can not see the four far corners of its zone.
10>> ZONES:
Zones can make or break you in this game. If you can keep up
with you zones and stay current (meaning to keep creating zones
when you push forward or get pushed back.) You can make life a
whole lot better for you and your troops.
If you are still not comprehending the concept of zones, then
try this. A zone is defined as: Predetermined points on a map, in
which you have determined by defining the zone, that you can
see all of the opponents units that come on those points.
There is no limit on overlaping these zones. It might be
beneficial to you to place overlaping zones someplaces on the map.
Say you wanted to create two zones that are based differently
but overlap. This way if one base is overrun. You could still
see what is in that zone.
Zones can not be based at points that you do not occupy at
the time you create them. So when you see a "ILLEGAL ZONE BASE!"
message blink at you. Then you know you can not set that zone
at that location. The program can not tell if you have created a
zone to look into trees. Use good sound morals when using them.
I have a policy for my own use about tree lines. You can see the
first grid into trees. That way, you can see the edges of little
or big forests.
11>> SCOUTS:
Scouts can be very helpful in your game. They can serve you
in many ways. The most prominent way is in the reporting of units
and their locations. Another use for these is to scout out zone
bases. If a scout finds an opponents zone base. The program will
tell you that a scout reports a 'SPOTTER' at a location given.
You may now move in units to occupy that grid so the program will
delete that zone clearing that section of the map for your use.
NOTE: A zone base refers to the base of a zone (Area or
Line type) of your opponents.
12>> COMBAT:
A combat result section was not provided with TCS because of
the unlikely event that all situations could not be provided for.
Since TCS is very versatile, the magnitude of a result section
would be ridiculous.
However, there are many ways you can resolve your combat. The
best way is to use miniatures. That would make the war even more
realistic. You can use your own method too. When one of your
units gets crushed. Just use TCS to delete the unit. You can do
this by entering the ENTER UNITS section, picking the unit and
press <e> to delete. This will mark the unit with a '999' for
its unit ID#.
13>> SCALE AND CENTURY:
Another use of TCS is using TCS for any scale of battle and
time. Now, be careful, I do not recommend using TCS with unit
sizes over brigades. Because when you get to that level.
Intelligence starts to play a larger role. TCS was geared for
company size units. But that is not a rule.
Time wise, you can always use TCS for any time in history.
With a little imagination. You can fight the war between
Constantine and Maxentius (312 AD.) To the battle of Khe Sanh
(Vietnam war 21 January 1968.)
Use TCS as you like. It is a very useful tool. If I get
enough feedback on this utility. I might come up with an updated
version.
**************************THE END******************************