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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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┌────────────────────────────────────────────────────┐
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│ Registered users: │
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│ put BIG THREE sticker here. │
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└────────────────────────────────────────────────────┘
TABLE OF CONTENTS (Version 1.02, First Edition)
page page
1.1 INTRODUCTION.......... 1 4.1 INPUT DEVICES...................... 13
1.2 Getting Started....... 1 4.2 Keyboard........................... 13
1.3 Introductory Screen... 1 4.3 Joystick........................... 14
4.4 Mouse.............................. 14
2.1 THE GAME SCREEN....... 2 4.5 Multiple Methods................... 14
2.2 The Game Map.......... 2
2.3 Special Terrain....... 3 5.1 ROUTINE OF PLAY.................... 15
2.4 Control............... 5 5.2 Phase I- Count and display VP's.... 15
2.5 Movement Restrictions. 5 5.3 Phase II- Allocate Military Points. 16
2.6 Date.................. 6 5.4 Phase III- Initial Supply Check.... 17
2.7 Player Turn........... 6 5.5 Phase IV- Military Operations Query 18
2.8 Text Window........... 6 5.6 Phase V- Build and Deployment Phase 20
2.9 SCROLL button......... 6 5.7 Phase VI- Surrender and Demobilize. 22
2.10 DIRECTION Button..... 6 5.8 Phase VII- Destroy Unsupplied Units 22
2.11 SKIP Button.......... 7 5.9 Defensive Air and Navy Options..... 22
2.12 LATER Button......... 7 5.10 Military Aid Convoy............... 23
2.13 Defensive Air, Navy.. 7
2.14 Military Points...... 7 6.1 COMBAT............................. 24
6.2 Combat Results..................... 24
3.1 UNIT DESCRIPTIONS..... 7 6.3 Automatic Retreats................. 25
3.2 Ground Units.......... 8 6.4 Combat Modifiers................... 25
3.3 Zone-of-Control (ZOC). 8 6.5 Ground Support..................... 26
3.4 Air Units.............10 6.6 French, Italian Incompetence....... 26
3.5 Sea Units............ 11 6.7 Anglo-Franco non-cooperation....... 26
3.6 Troop Transport...... 12 6.8 Russian Winter..................... 26
3.7 ID Numbers........... 12 6.9 Rommel's Tactical Genius........... 26
3.8 Stack Counters....... 12 6.10 Combat Results Tables............. 26
3.9 MC- Mission Completed 12 6.11 Amphibious Assault................ 27
7.1 NEUTRALS........................... 27
HARDWARE REQUIREMENTS: 7.2 Italy Enters the War............... 28
----------------------------- 7.3 Soviets Enter the War.............. 28
IBM(tm) PC and 100% Compatibles 7.4 USA Enters the War................. 28
CGA, EGA or VGA graphics card
512K memory 8.0 SCENARIO DESCRIPTIONS........... 29-31
Mouse and/or Joystick(s) are
recommended but not required. 9.0 GLOSSARY, SHORT CUTS, EXHIBIT... 32-34
(1)
1.1 INTRODUCTION
BIG THREE is the ultimate WWII strategy game. You control
all the action from the desolate fiords of Norway to the
scorching sands of Egypt, from the strategic Rock of
Gibralter to the frozen streets of Moscow. Recreate the
epic and fiercely fought battles of Tobruk and Stalingrad.
Decide to open your second front in Normandy or the "soft
underbelly" of Europe (Italy). Build bombers to hit your
opponent's cities or build tanks and fighters to encircle
and destroy his armies at the front. BIG THREE gives you
all this in an easy-to-use format plus excellent graphics.
Each player assumes supreme command of the Axis, Allied or
Soviet forces in Europe during 1939-1945. Players can
choose from three scenarios (register today and receive four
addition scenarios plus a scenario editor) or a previously
saved game. Players that perform better than their
historical counterparts will normally win and those that
under perform will normally lose.
1.2 Getting Started
Boot up DOS 2.0 or higher and put the START-UP diskette into
the default disk drive. Type BIGTHREE and press [ENTER].
Wait for the program to load. After the copyright and
donation request screens appears, follow the instructions.
BIG THREE will often ask you to press the 1st or 2nd button
to accomplish a task. When using the keyboard, the 1st
button is the space bar (or Enter key) and the 2nd button is
the "L" key. When using a joystick, the 1st button is the
main trigger button and the 2nd button is the secondary
trigger button. When using a mouse, the 1st button is the
left button and the 2nd button is the right button. The
"Esc" key can be used to cancel erroneous input or halt
combat.
1.3 Introductory Screen
The Introductory screen has a picture of the original big
three, Winston Churchill of Great Britain, Franklin D.
Roosevelt of the United States and Joseph Stalin of the
Soviet Union. The Introductory screen also displays a
message stating which input devices are available, which one
is currently active and the Main Menu (see below).
(2)
MAIN
MENU FUNCTION
---- ------------------
New Loads and briefly describes one of seven scenarios.
Load Loads a previously saved game into memory.
Save Saves the current game in progress (filename.WW2)
Start Starts the currently loaded scenario or saved game.
Input Displays the input menu (see below).
Quit Quit the game and exit to DOS.
F1 key Toggles the sound "on" and "off".
F2 key Toggles automatic game save (autosave) "on" and "off".
F9 key Temporarily exits to DOS (COMMAND.COM must be present
in default drive or accessible through PATH command).
Type "EXIT" at DOS prompt to return to the MAIN MENU.
INPUT
MENU FUNCTION
----- ------------------
Active Displays and changes the current active input device.
Player Displays a player's input device. Also allows that
player to change devices using DEVICE (see below).
Device Changes a player's input device (if available).
Exit Returns to the MAIN MENU.
2.1 THE GAME SCREEN
After selecting a pre-made scenario or loading a saved game,
move the highlighter over START and hit the 1st or 2nd
button. Wait for BIG THREE to load the game map and unit
locations into memory. After it's done loading, BIG THREE
will display the game screen.
The game screen (see exhibit on page 37) presents the game
map, date, player turn, text window, SCROLL button, six
DIRECTION buttons, the SKIP button, the LATER button, the
DEFENSIVE AIR and NAVY buttons, and each player's current
military points (MP). Each of these are described in detail
below.
2.2 The Game Map
The game map depicts Europe, North Africa and the Middle
East at the start of World War II. Due to space
limitations, most of the countries' names are abbreviated
(see glossary for list of abbreviations). Axis countries
and colonies are grey, allied countries and colonies are
dark green, the Soviet Union is light red, neutral countries
are white, prohibited areas are white with black dots, and
sea areas are green.
(3)
Some scenarios only use a subset of the game map, leaving
the rest of the map inaccessible. Also, some areas that
normally aren't considered prohibited may be designated that
way, depending on the scenario. Players are urged to
familiarize themselves with the game map at the start of
each scenario by entering the SCROLL mode (see below).
The game map is superimposed over a hexagonal grid of
eighteen rows and eighteen columns, for a total of 324
areas. (Register today and receive a complementary game
map.) Each area is about 200 kilometers in diameter. Only
ten rows and twelve columns can appear at any one time. To
see the rest, enter the SCROLL mode (see below).
For geographic, logistic and political reasons, the game map
is divided into three fronts- western, eastern and
Mediterranean. A heavy red line delineates the division
between fronts. The western front encompasses the USA,
Great Britain, France, Germany, etc. The Eastern Front
includes the USSR, Poland, Finland, etc. The Mediterranean
Front includes Italy, Yugoslavia, Greece, Spain, Turkey,
North Africa, etc.
2.3 Special Terrain
Many areas have special terrain, such as capitals
(designated by a flag), ports (an anchor), industry (a
factory), mountains (black inverted v's), forts (a jagged
edge) and marsh (green inverted v's). Note, some areas are
a combination of terrains (e.g. port and industry).
CAPITALS - There are eight capital areas, two Axis,
three Allied and three Soviet. Each capital is
designated by a flag representing either Germany, Italy,
Great Britain, France, the United States or the Soviet
Union. Occupying an enemy capital will normally force
that country to surrender and demobilize its troops.
(Exception: the Axis must simultaneous control all three
Soviet capitals to force surrender. Also, the United
States cannot be forced to surrender.) Note, a country
always has one season to counter-attack before being
forced to surrender and demobilize.
Capitals are the main source of supply. Units inside
them cannot be destroyed due to a lack of supply. Excep-
tion: Soviet capitals can only supply Soviet units. Cap-
itals are difficult to attack because of their numerous
reinforced buildings. All attacks against capitals are
at -1. Defenders cannot be forced to retreat from a
capital during attrition operations.
(4)
Friendly capitals are worth 3 VP's each while occupied
enemy capitals are worth only 1 VP each. (Exception:
Moscow, the middle Soviet capital, is worth 2 VP's to
the Soviet player while the other two capitals are worth
only 1 VP each. Also, the United States' capital is
worth 6 VP's.)
PORTS - All fleets must return to a port by the end of
the season or be destroyed. (Exception: defensive fleets
may stay at sea until the end of the owning player's
next turn.) Defending units cannot be forced to retreat
from a port during attrition operations.
A Port may be converted into a bridgehead after a
successful amphibious assault or when a fleet enters a
friendly, unsupplied port during an offensive operation.
Also, some ports may start the scenario as a bridgehead.
Bridgeheads cost 2 MP's to build and serve as a source
of supply. All attacks against bridgeheads are at -1.
Enemy ground units automatically destroy a bridgehead
(convert it back to a port) by moving onto it.
INDUSTRY - Industrial areas provide materiel to sustain
the war effort. Also, they are harder to attack because
of their numerous reinforced buildings. All attacks
against industrial areas are at -1. All industrial
areas are worth 1 VP each. (Exception: the United
States' industrial areas are worth 2 VP's each.)
Defending units cannot be forced to retreat from an
industrial area during attrition operations.
MOUNTAINS - Mountain areas are difficult to move in and
attack. All attacks against mountain areas are at -1.
FORTS - Forts are entrenched, reinforced fortifications.
All attacks against fortress areas are at -3. Also,
units inside forts cannot be destroyed due to lack of
supply.
The Maginot Line (the only fortress in France) ceases to
be a fortress after it's occupied by Axis ground units
or after France falls.
MARSH - Marsh areas are difficult to move in and afford
the defender much protection. All attacks against marsh
areas are at -1.
(5)
BLACK ARROWS - The game map has three solid black
arrows. One is located in the north next to Norway,
another in the southwest next to French North Africa,
and another in the southeast just below the Suez canal.
The arrow in the north (To Mur.) represents the
direction Allied fleets must move when trying to deliver
military supplies to the Soviets via Murmansk. Fleets
can only deliver military supplies during non-winter
turns in the deployment phase.
The arrow in the southwest (To Suez) represents the
direction units must be moved to go around the southern
tip of Africa to the Suez canal. The arrow in the
southeast (To Atl.) represents the direction units must
move to go to the Atlantic. Note, you must use the
direction buttons (see section 2.10) to move a unit off
th map in the direction of the arrows. Units can only
move around Africa during the deployment phase. Only
Allied units can move around Africa.
2.4 Control
All non-prohibited land areas start out being controlled by
the either the Axis, Allied, or Soviet player, or a neutral
country. No player can ever control a prohibited or sea
area. To gain control of an area, simply move an infantry
or armored unit into it. Also, an airborne unit can gain
control by ending Phase IV (Military Operations Query) in an
unoccupied, enemy controlled area.
Only controlled areas can be in supply during your turn.
Only controlled areas and sea areas can be moved through
during deployment. (Exception: fighters and bombers can move
over enemy controlled areas but will be destroyed if they
end the season there.) During offensive operations, fighters
can only move over controlled areas. Fleets can only enter
land areas that are controlled and have a port. (Exception:
Fleets transporting infantry or armor may launch amphibious
assaults against unoccupied, enemy ports or islands.)
2.5 Movement Restrictions
Axis units can never enter the USA. Allied units can't enter
Soviet areas if they are occupied by a Soviet unit. Also,
the Soviets cannot enter Allied areas if occupied by an
Allied unit. British ground units cannot enter the French
capital unless France has already surrendered.
(6)
2.6 Date
The current season (spring, summer or winter) and year
(1939-1945). Note, Spring runs from March to June, Summer
runs from July to October, and Winter runs from November to
February.
2.7 Player Turn
The current player turn - Axis, Allied or Soviet. Note, the
enemy player(s) is called the defensive player.
2.8 Text Window
The Text window displays a variety of messages to
communicate what's going on to the players.
2.9 SCROLL button
Press the SCROLL button to enter the scroll mode. Then,
press one of the DIRECTION keys to move the map in the
desired direction. To exit the SCROLL mode, press the
SCROLL button or the 2nd button.
The scroll mode also allows you to gather information about
a particular area. Move the cursor over the area and press
the 1st button. The text window displays who controls the
area, its supply status and any special terrain, such as
capital, industry, port or island.
You can also enter the scroll mode during the military
operations query by pressing the 2nd button. Finally, the
game map will automatically scroll when you move a unit off
the "edge" using a DIRECTION button.
2.10 DIRECTION Button
There are six direction buttons located immediately below
the SCROLL button. You can move a unit or scroll the game
map (if you're in the scroll mode) by moving the cursor over
the desired DIRECTION button and pressing the 1st button.
Note, when your enter the scroll mode, SKIP and LATER are
replaced with the UP and DOWN DIRECTION buttons. SKIP and
LATER will return upon exiting the scroll mode.
(7)
2.11 SKIP Button
The SKIP button ends the blinking unit's movement for the
remainder of the military operation and causes a new unit to
start blinking.
2.12 LATER Button
The LATER button causes a new unit to start blinking. Note,
pressing the 2nd button accomplishes the same thing.
2.13 Defensive Air and Navy Buttons
The defensive air button allows a player to move his
fighters during the enemies' turn. The defensive navy
button allows a player to move his fleets during the
enemies' turn. These buttons are important when trying to
thwart an enemy attack. (See section 5.9 for details.)
2.14 Military Points
The bottom right hand corner of the game map displays each
player's current number of Military Points (MP's). The Axis
player's MP's are next to the German and Italian hybrid flag
(top). The Allied player's MP's are next to the British,
French and USA hybrid flag (middle). The Soviet MP's are
next to the Soviet flag (hammer and sickle on the bottom).
3.1 UNIT DESCRIPTIONS
All infantry, armor, fighters, fleets, airborne, bombers and
U-boats are collectively known as "units". An area is
considered occupied if it contains any units.
Each scenario has it's own unique set of units and when they
are available. Players should refer to the Scenario
description for details. Each player's armies are a
coalition of the following:
Axis
German, Finnish, Romanian, and other unspecified minor
allies are black and white with blue borders. Italian units
are black and blue with red borders.
(8)
Allied
Britain's army is a diverse combination from Canada,
Australia, India, Poland, New Zealand, Free French and
others. They are light green and black with black borders.
French units are green and black with red borders. USA
units are green and black with black borders.
Soviet
Soviet units are red and black with black borders.
Neutral
Swedish, Spanish, Yugoslavian, Greek and Turkish units are
white and black with black borders.
3.2 Ground Units
Ground units include all infantry and armor units. They may
not stack with other ground units and cannot move across
water except when transported by a fleet. (Exceptions:
ground units may stack with friendly Neutral units. Also,
ground units can move back and forth from the Italian
mainland to Sicily, the triangular island at the end of the
boot. Finally, ground units can move across water into
adjacent land areas during deployment.)
Ground units must advance into an unoccupied area vacated by
a retreating or destroyed enemy unit.
3.3 Zone-of-Control (ZOC)
Ground units exert a ZOC into adjacent land areas. A ZOC
interferes with enemy movement, retreat and supply. Note, a
ZOC has no effect on friendly units.
Infantry cannot move from one ZOC to another ZOC. Armor can
move from ZOC to ZOC but must expend two movements to do so.
Important: during offensive operations, armored units can
still move from ZOC to ZOC even if they only have one move
remaining (i.e., They can exceed their 3 move allowance.)
A line of supply can be traced into a ZOC but not through
it.
(9)
Cost Type Summary
---- ------ ------------------
1 Infantry -Depicted by a rifle or machine gun.
-Two moves during offensive or attrition
operations.
-Attacks vs. armor at -1.
-Cannot move from one ZOC to another ZOC.
-Exert ZOC on adjacent areas.
-Destroyed if not kept in supply.
-Must advance into unoccupied, enemy areas after
defender destroyed or defender retreat.
-Cannot stack with other ground units, except
neutrals.
-Cannot move during strategic operations.
-Can be loaded onto fleets during deployment
and then transported across sea areas during
deployment or offensive operations.
-Have no moves left after amphibious assault. Have
one move left after unloading at friendly port.
2 Armor -Depicted by a tank.
-Three moves during offensive or attrition
operations.
-During offensive operations, attacks
resulting in a defender destroyed or defender
retreat allow the armor one additional
movement. Only applicable once per season.
-Attacks vs. infantry at +1.
-Required to expend two moves when going from ZOC
to ZOC. Note, during offensive operations, armored
units can still move from ZOC to ZOC even if they
only have one move left.
-Exert ZOC on adjacent areas.
-Destroyed if not kept in supply.
-Must advance into unoccupied, enemy areas after
defender destroyed or defender retreat.
-Cannot stack with other ground units, except
neutrals.
-Cannot move during strategic operations.
-Can be loaded onto fleets during deployment
and then transported across sea areas during
deployment or offensive operations.
-Have one move left after amphibious assault. Have
two moves left after unloading at friendly port.
(10)
3.4 Air Units
Air units can move across sea areas. Air units may stack
with other units. During strategic operations, fighters and
bombers can move over enemy controlled areas. Air units are
destroyed if they end movement over a sea area or if they
end the season over an enemy occupied area. Fighters and
bombers will also be destroyed if they are left over enemy
controlled areas.
Cost Type Summary
---- ------ ------------------
3 Fighters -Depicted by the front of an airplane.
-During offensive or strategic operations,
five moves before combat, two moves after
combat. Exception: USA fighters, after
1942, have four moves after combat.
-During offensive operations, cannot move
into enemy controlled areas.
-Cannot move during attrition operations.
-Cannot attack or defend if they start the season
in an unsupplied area.
-Not required to advance into a vacated enemy
area after defender destroyed or defender retreat.
-Have a better chance than ground units of
surviving an attack on the enemy.
-During offensive operations, must be stacked
with supplied ground unit or fleet to
attack enemy ground units.
-Can only conduct one mission per season.
Missions include attacks on other units and
attacks from other units. Exception: Bombers
moving into fighters must always enter combat.
- Can attack and destroy U-boat during offensive
operations.
4 Bombers -Depicted by the front of a large airplane.
-Allowed 12 moves during strategic operations.
-Cannot move during offensive or attrition
operations.
-Cannot conduct bombing missions if they start
the season in an unsupplied area.
-Destroy 1 enemy MP by moving over enemy
capitals or enemy home industrial areas.
(Exception: the Axis can only bomb the British
or French capitals.) The bombs are dropped
when the bomber tries to exit the area.
-Can only conduct one bombing mission per season.
-Each enemy capital or home industrial area
can only be bombed once per season.
-Bombers moving into enemy fighters must enter
combat even if fighter already conducted a mission.
(11)
3 Airborne -Depicted by a parachute.
-Allowed 3 moves during offensive operations.
-Can't move during attrition or strategic operations.
-During offensive operations, can move over
enemy occupied or enemy controlled areas.
-Can take control of unoccupied, enemy controlled
areas at the end of Phase IV - Military Operations
Query (i.e., after all other combat has occurred)
-Destroyed if not kept in supply.
-Defend at -2 vs. armor, -1 against everything else.
-Once per season during an offensive operation, if
a friendly airborne unit is in the same area as an
enemy ground unit or where your amphibious assault
occurs, add +1 to the attack. Note, afterward, the
airborne can't move for the rest of the operation.
-Destroyed if it ends movement over a sea area or
if ends season over enemy occupied area.
-Cannot be rebuilt if destroyed by "out of supply".
3.5 Sea Units
Sea units cannot move across land except into a port. They
cannot end the season out of port or they will be destroyed.
(Exception: defensive fleets may end their opponent's turn
out of port.) Sea units may freely stack with other units.
Cost Type Summary
---- ------ ------------------
5 Fleet -Depicted by a battleship.
-During offensive operations, allowed fifty moves.
-Cannot move during attrition or strategic operations.
-Can load ground units during deployment.
-Can transport ground units across sea areas and
unload at friendly ports during deployment or
offensive operations.
-Can attack ground units with shore bombardment.
-If transporting amphibious infantry or armor,
fleets can launch amphibious assaults against
unoccupied, enemy ports or islands.
-During offensive operations, can provide supply to
port or island or may build bridgeheads in unsupplied,
friendly ports (must have at least 2 MP's to do so).
-Can deliver military aid to the Soviets via
Murmansk during non-winter deployments or via
Suez if Persia is under Allied control.
-Allied fleets can sail around Africa during deployment.
-Can only conduct one mission per season. Missions
include shore bombardment, loading ground units,
delivery of Soviet military aid, and attacks on
other sea units.
-Can attack U-boat during offensive operations.
-Attack at -1 (cumulatively) for every three areas
moved during the current season.
(12)
Cost Type Summary
---- ------ ------------------
3 U-boat -Depicted by a submarine.
-Can only move during deployment.
-Can destroy allied MP's by ending the allied
turn in the Atlantic Ocean. Some locations
destroy no MP's, others 1 or 2 MP's (depending
on a random number). You be the judge of the
best areas to hunt.
3.6 Troop Transport
To load ground units, be sure that the ground unit and fleet
are occupying adjacent areas and that one of them is in a
friendly port. (Exception: ground units on an island don't
need to have a port nearby to load up.) Then, during
deployment, simply move the ground unit into the same area
as the fleet and answer "Yes" to the question prompt, "Want
to load troops?" Fleets that have already conducted a
mission that season may not load any troops. To unload
ground units, move the fleet into a friendly port and answer
"Yes" to the question prompt, "Want to unload troops?"
After unloading at a friendly port, infantry have one move
left and armored units have two moves left.
3.7 ID Numbers
Each unit has an ID number to help the player's keep track
of their units. The ID number appears in the second line of
the text window (to the far right, inside parenthesis)
during offensive, attrition and strategic operations and
during deployment. It also appears to the right of the
current buildable unit (underneath the BUILD function).
3.8 Stack Counters
When more than one unit occupies the same area, a small
number appears in the lower right hand corner of the top
unit. This number represents the total number of units
"stacked" in the area and is meant to help the players keep
track of where their units are.
3.9 MC (Mission Completed)
To help the players keep track of which fighters, bombers
and fleets have already completed a mission (and are thus
unable to make further attacks), an MC (mission completed)
appears in the text area next to the unit type.
(13)
4.1 INPUT DEVICES
BIG THREE features an easy to use "point and click" input
system that allows players to concentrate their energy on
developing and implementing a winning strategy. Each player
needs only one input device (mouse, joystick or keyboard) to
play the entire game (Exception: players may periodically
need to use the "Esc" key to cancel erroneous input.) The
program automatically checks to see which devices are
available and assigns one to each player. To find out which
device each player is assigned, use the INPUT function on
the MAIN Menu and then the PLAYER function. To change input
devices, use the DEVICE function.
If the keyboard is the only available device, BIG THREE
allows all the players to share the keyboard. If only two
devices are available, the Allied and Soviet player should
share the keyboard.
BIG THREE supports four different input devices; the
keyboard, joystick A, joystick B and the Microsoft (tm)
mouse. (To use mouse, install mouse software first.)
4.2 Keyboard
During your turn, use the numeric keypad to move the
highlighter or the cursor in the desired direction.
Depending on the circumstances, pressing the space bar will
erase the text window and continue the game, or initiate the
highlighted option, or move the blinking unit towards the
cursor, etc. Pressing the "L" key will also erase the text
window and continue the game, or cause a new unit to start
blinking, or exit the SCROLL or DEPLOY modes, or enter the
SCROLL mode at the military option text window, etc.
During your opponent's turn, pressing the "Q" key will
highlight the Defensive Air option. Pressing the "Z" key
will highlight the Defensive Navy option. The Axis or
Allied player activates the highlighted option by pressing
the "A" key; the Soviet by pressing the "S" key. After
you've activated one of the Defensive options, pressing the
"L" key will cause a new unit to start blinking. After all
defensive units have had a chance to move, control
automatically returns to the player whose turn it is.
(14)
4.3 Joystick
During your turn, tilt the joystick to move the highlighter
or cursor in the desired direction. Pressing the main
trigger button is equivalent to pressing the space bar (see
above). Pressing the secondary trigger button is equivalent
to pressing the "L" key (see above).
During your opponent's turn, tilting the joystick up will
highlight the Defensive Air option. Tilting it down will
highlight the Defensive Navy option. Pressing the 1st or
2nd button will activate the highlighted option. After
you've activated one of the Defensive options, pressing the
secondary trigger button will cause a new unit to start
blinking.
4.4 Mouse
During your turn, rolling the mouse will move the
highlighter or cursor in the desired direction. Pressing
the left mouse button is equivalent to pressing the space
bar (see above). Pressing the right mouse button is
equivalent to pressing the "L" key (see above).
During your opponent's turn, rolling the mouse upward will
highlight the Defensive Air option. Rolling it downward
will highlight the Defensive Navy option. Pressing the left
mouse button will activate the highlighted option. After
you've activated one of the Defensive option, pressing the
right mouse button will cause a new unit to start blinking.
4.5 Multiple Methods
To provide flexibility, BIG THREE offers several different
ways to accomplish most tasks. (Exception: the SKIP button
is unique.) For example, players can move their units by
pressing a direction button on the game map, or by putting
the cursor on an unoccupied area and pressing the 1st
button. Also, players may cause a different unit to blink
(prepare to move) by moving the cursor over the LATER button
on the game map and pressing the 1st button, or by pressing
the 2nd button, or by moving the cursor over the desired
unit and pressing the 1st button. (Note, the latter method
only works if the desired unit is more than one area away
from the current blinking unit.)
(15)
5.1 ROUTINE OF PLAY
Each player has one turn per season. The Axis goes first,
followed by the Allies and then the Soviets. (Note, some
scenarios don't include the Allies and others don't include
the Soviets.) Each player's turn is divided into the
following seven phases :
Phase I - Count and display VP's.
Phase II - Allocate MP's (spring season only).
Phase III- Initial Supply Check.
Phase IV - Military Operations Query
(Offensive, Attrition and Strategic Operations)
Phase V - Build and Deployment Phase.
Phase VI - Surrender and Demobilize Troops (if applicable).
Phase VII- Destroy Unsupplied Units (if applicable).
Each of these phases is described in detail below.
After completing Phase VII, the next player takes his turn,
and so on. After each player has had a turn, the season
will change. After the winter season, the year will change.
5.2 Phase I - Count and display VP's.
If the autosave is on, BIG THREE will automatically save the
current game in progress under the file name SAVEGAME.WW2.
At the beginning of each player's turn, BIG THREE counts and
prints his current VP total in the text window while playing
the musical theme. It also highlights the corresponding
level of victory. Note, if your level of victory is an
Absolute Defeat, nothing will be highlighted.
At the end of the musical theme, if you want to change input
devices, start a NEW game or SAVE the current game, press
the "Esc" button to return to the main menu. Select the
START option to return to the current game. WARNING: if you
press NEW or LOAD you will erase the current game in memory.
Victory Points (VP's) are awarded by occupying capitals,
industrial areas and the Suez Canal (the port in Egypt with
two rings). Friendly capitals are worth 3 VP's each,
occupied enemy capitals and all industrial areas are worth 1
VP each and the Suez canal is worth 2 VP's. (Exceptions: The
middle Soviet capital, Moscow, is worth 2 VP's to the Soviet
player while the other two Soviet capitals are worth only 1
VP each. Also, the USA capital is worth 6 VP's and the USA
industrial areas are worth 2 VP's each.)
(16)
There are six levels of victory.
Absolute Victory (AV)- The results are good enough to have
changed the outcome of the war and its aftermath.
Strategic Victory (SV)- The results are good enough to have
changed the course of the war but not its outcome or
aftermath.
Tactical Victory (TV)- The results are good but not good
enough to have altered the course of the war or its
aftermath.
Tactical Defeat (TD)- The results are bad, but not bad
enough to have altered the course of the war or its
aftermath.
Strategic Defeat (SD)- The results are bad enough to have
changed the course of the war but not its outcome or
aftermath.
Absolute Defeat- The results are bad enough to have changed
the outcome of the war and its aftermath. (Note, an
absolute defeat has no corresponding level of VP's. It
occurs automatically when a player has less than the
required number of VP's for a strategic defeat.)
At the end of the game, the player with the highest level of
victory is the winner. If the players have the same level
of victory, the game is considered a draw.
In many scenarios, one side starts with a military
advantage. To make for balanced play, the superior side
usually starts at a lower level of victory. So don't be
discouraged if your side starts with a strategic or absolute
defeat. It's only a reflection of your superior military
strength. Also realize the onus of attack rests with you.
Likewise, an inferior military force usually starts with
enough VP's for an absolute or strategic victory. However,
maintaining it against a superior military force for the
entire scenario is not easy.
5.3 Phase II - Allocate Military Points (Spring Season Only)
In spring, each player is allocated one Military Point (MP)
for each VP plus 1 MP for every three unspent MP's from the
prior year. (Exception: The Soviet player receives 1 MP for
every four unspent MP's.) Military Points are needed to
initiate offensive operations, declare war and build units.
(17)
5.4 Phase III - Initial Supply Check
Armies require an enormous amount of food, fuel, ammunition
and medicine just to function normally. Losing this "life
line", for even a short period of time, can destroy a unit's
ability to attack and defend. Units are considered to be
in supply if they begin their turn in a supplied area.
An area is supplied if you can trace a contiguous path of
controlled areas, free of enemy units and enemy ZOC, back to
a controlled supply source. Note, supply can be traced into
an enemy ZOC but not through it. (Exception: supply can al-
ways be traced through a friendly infantry or armored unit
regardless of the presence of enemy ZOC.) Supply lines can-
not exceed 18 areas in length.
Supply sources include friendly and occupied capitals, areas
with both a port and supply (also called bridgeheads), the
two areas on the game map that contain both a port and an
industry (one is in southern France and the other is in
Sweden), and the eastern-most land areas of the Soviet Union
(areas 2,18 4,18 6,18 and 8,18). Important: supply sources
inside the Soviet Union can only supply Soviet units. Enter
the SCROLL mode to check an areas' current supply status and
for supply sources.
All infantry, armor and airborne units that start their turn
in an unsupplied area cannot move or attack for the entire
season. If they are still out of supply at the end of the
season (Phase VII), they are destroyed. Fighters and bombers
that start their turn in an uncontrolled area cannot conduct
any missions (however, they can move) until their next turn.
Units on islands or in unsupplied areas next to a controlled
port can be supplied during offensive operations by moving a
fleet into the island or port. Unsupplied ground units still
cannot move or attack during the season, but at least they
won't be destroyed at the end of Phase VII. Note, Sicily
(area 14,8) is a unique island because it can be supplied
from either Malta (area 15,9) or the Italian mainland.
The Axis can supply only one German unit in Africa so long
as the Allies control Malta (area 15,9). If more than one
German unit is in Africa then the unit with the largest ID
number gets supplied and the others don't. Note, there is
no limit to the number of Italian units that can be supplied
in Africa. This rule only applies to German units in Africa
that are west of the Suez canal.
(18)
5.5 Phase IV - Military Operations Query
You must choose one military operation for each of the three
fronts. Exceptions: You won't be queried about a front if
no units are present on that front, or if the units are
incapable of moving during a particular operation. Also,
players with no MP's remaining will not be queried about
offensive operations. Finally, strategic operations involve
all three fronts simultaneously. In other words, during
strategic operations, all fighters and bombers can move and
attack regardless of which front they're on.
Units move one front at a time. All units on the western
front move and attack first, followed by all units on the
eastern front and then the Mediterranean front.
Note, only infantry and armor can move and attack during
attrition operations. Bombers are only allowed to move and
attack during strategic operations. The U-boat can't move
at all except during deployment.
The Query
There are four different military operations: Offensive,
Attrition, Pass and Strategic.
Offensive - Costs one MP and allows the player to move and
attack with infantry, armor, fighters, fleets and airborne.
Also, the defensive player may move his fighters and fleets
using the defensive air and defensive navy options. Note,
fighters and fleets that attack in an offensive operation
cannot be used in the next Defensive Phase (during your
opponent's next turn).
Attrition - Allows the player to only move and attack with
infantry and armor. This operation usually inflicts less
damage on your opponent, but also holds your casualties to a
minimum. Also, no defensive air or naval movement is
allowed.
Pass - Neither of the above operations is selected.
Strategic - Allows the player to move and attack with his
fighters and bombers in an attempt to bomb enemy cities.
Also, the defensive player may move his fighters using the
defensive air option. Note, strategic operations encompass
all three fronts. That is, all fighters and bombers can
move and attack regardless of which front they're on.
(19)
At the military operations query, you can press the 2nd
button, instead of Yes or No, to enter the SCROLL mode and
look around the map. This may help you arrive at a decision.
If you accidentally bypass your desired military operation
or select the wrong operation, press "Esc" before moving any
units. This should return you to the top of the query and
return any spent MP's.
The Blinking Unit
After you've chosen a military operation for a given front,
one of the units on that front will automatically start to
blink. The blinking unit is the only unit that can move.
To make a different unit blink, press the 2nd button, or
move the cursor over the LATER button on the game map and
press the 1st button, or place the cursor over a another
unit and press the 1st button. (Note, the latter method
will only work if the blinking unit is not adjacent to the
new unit or if both units are ground units.)
Press the SKIP button to end the blinking unit's movement
for the rest of the operation and make a new unit blink.
The text window displays the blinking units' description,
moves remaining, mission completed status and ID number (in
parenthesis).
To move the blinking unit, move the cursor over the desired
DIRECTION button and press the 1st button. Alternatively,
put the cursor in an unoccupied, or enemy controlled, or
adjacent area and press the 1st button.
Normally, all air units on the screen blink first, followed
by all ground units and sea units. After all units on the
current screen have moved, BIG THREE automatically searches
and scrolls for other units located in other parts of the
game map.
To enter combat, attempt to move the blinking unit into the
same area as the enemy unit. This can be done by moving the
unit one area at a time (the recommended way) or by putting
the cursor over the desired enemy unit and pressing the 1st
button. This will cause the unit to approach the enemy unit
one area at a time, but not necessarily in the way you would
like. Your unit may accidentally encounter a prohibited
area or a different enemy unit than planned.
Fighters or bombers that end the military operation over an
uncontrolled, sea or prohibited area are destroyed. Airborne
units that end over a sea or enemy occupied area are also
destroyed.
(20)
If you accidentally move the blinking unit in the wrong
direction, immediately press the "Esc" key. This should
return your unit to it's original location and restore it's
used moves.
If you accidentally cause combat to occur, press the "Esc"
key anytime before the final random number is generated.
Your move and the combat will be cancelled. If you wait
until after the final number has been generated, combat will
occur.
5.6 Phase V - Build and Deployment Phase
The build and deployment phase allows players to replace
destroyed units, build new units and move some units to a
new location. Note, if a player doesn't have any MP's
remaining or any available units to build, the BUILD option
is inaccessible.
After first entering this phase a menu will appear with the
following options: BUILD DEPLOY SCROLL END.
If the player has units available to build and at least one
MP remaining, then underneath the BUILD option appears a
unit that can be built by moving the highlighter over BUILD
and pressing the 1st button. You will also see the unit's
ID number immediately to the right.
Underneath the DEPLOY option, you'll see the number of
deployments remaining. Every time you move a unit using
DEPLOY, the number of deployments remaining decreases by
one. (Exception: if a unit has already been moved this
season using the DEPLOY option, you can go back and move it
again without reducing your remaining deployments.)
To enter the scroll mode, move the cursor over the SCROLL
button and press the 1st button.
To end the Build and Deployment Phase, move the highlighter
over END and press the 1st button.
(21)
Building a Unit
To build a unit, first move the highlighter over BUILD and
select the desired unit. You may select the desired unit by
scrolling up and down the list of available units with the
"8" or "2" key (keyboard), tilting the joystick up or down
(joystick) or rolling the mouse up or down (mouse). Keep an
eye on the ID number to the right of the buildable units to
keep track of them.
After selecting a unit, press the 1st or 2nd button.
Infantry cost 1 MP to build, armor cost 2 MP's, Fighters
cost 3 MP's, Fleets cost 5 MP's, Airborne cost 2 MP's,
Bombers cost 3 MP's and the U-boat cost 2 MP's. If you
don't have enough MP's remaining to build the unit, an error
message appears in the text window.
If you make a mistake and accidentally build the wrong unit,
immediately press the "Esc" key. This should remove the
unit and replace your spent MP's.
Building Infantry, Armor, Fighters, Airborne and Bombers
The newly built unit automatically appears in the sponsoring
countries' capital. (Exception: you must select which of the
three Soviet capitals you want the new unit to appear in.)
Normal stacking limits on ground units apply.
Building Fleets and the U-boat.
You must select a controlled home port to build the unit in.
Exception: German and Italian units can only be built in one
port and will automatically appear there. Otherwise, a home
port is defined as a port located inside the sponsoring
country that built the unit. Great Britain has three,
France has four, the USA has three and the Soviets have
four.
Deployment
During deployment, you can freely move units around the game
map subject to the following restrictions. Ground and
airborne units cannot enter or leave an enemy ZOC.
(Exception: These units may always enter a capital or fort
area. Also, they may always exit a capital or fort as long
as they don't try to enter an enemy ZOC.) Ground units
cannot cross sea areas unless first loaded on board a fleet.
Note, to load a ground unit, the fleet must not have already
conducted a mission. Figthers and bombers are allowed to
cross over enemy controlled areas.
(22)
5.7 Phase VI - Surrender and Demobilize Units
At the end of the Axis turn only, if the German or Italian
capital is occupied by the enemy, that country must
surrender and demobilize its units.
At the end of the Allied turn only, if the French or British
capital is occupied by the enemy, that country must
surrender and demobilize its units. The United States
cannot be forced to surrender. If France surrenders, all of
the unoccupied, Fr. N. Africa areas controlled by the allies
are switched to Axis control.
At the end of the Soviet turn only, if the Axis simultaneous
control all three Soviet capitals, the Soviets are forced to
surrender and demobilize their units.
Demobilized units cannot be rebuilt for the remainder of the
game.
Note, just because a country surrenders, it doesn't mean all
of its areas revert to the control of the conquering
country. The remaining areas only become controlled by
moving a ground unit into them.
5.8 Phase VII - Destroy Unsupplied Units
Any fleets still at sea (out of port) are destroyed. Any
fighters or bombers not over a controlled area are destroyed
and any airborne units still over a sea or enemy occupied
area are destroyed.
Any infantry, armor and airborne units that began the season
out of supply and are still out of supply are now destroyed.
Units destroyed by lack of supply are available for
rebuilding during the next build and deployment phase.
Exception: Airborne units destroyed by lack of supply cannot
be rebuilt.
5.9 Defensive Air and Navy Options
During your opponent's offensive operation, you may activate
the Defensive Air or Navy Options. This allows you to move
your fighters and/or fleets in an effort to thwart your
opponent's attack(s). Any of your fighters that initiated
attacks or fleets that conducted missions during your
previous turn cannot move during the defensive option. Also,
newly built fighters and fleets cannot be moved. If no units
are available to move on the current front, BIG THREE
automatically recognizes this and ignores your request.
Otherwise, units are allowed their full movement allowance.
(23)
To activate a defensive option, move the highlighter over
the desired option and press the 1st or 2nd button.
Exception: when using the keyboard, press the "Q" key to
move the defensive cursor up and the "Z" key to move it
down. Also, to activate the defensive option, the Axis and
Allied players should press the "A" key while the Soviet
should press the "S" key.
Defensive fighters cannot initiate any attacks, even against
other fighters. However, they can guard an area by moving
over it and waiting for the enemy to attack. (Exception:
during strategic operations, defensive fighters can attack
enemy fighters and bombers.) Defensive fighters that have
suffered a defender retreat can't move or defend that season.
As a general rule, don't leave you defensive fighters over
water or uncontrolled areas at the end of your opponent's
turn. They will eventually be destroyed unless you save
them by selecting an offensive operation during your next
turn. Even then, they are considered out of supply and
won't be allowed to attack.
Defensive fleets are allowed to attack other fleets, but
they cannot attack anything else. Once they attack an enemy
fleet, they are stuck out at sea cannot move anymore until
their next turn. You'll need to move them with an offensive
operation or deployment to get them back safety to a port.
Defensive fleets are better at blockading enemy fleets (i.e.
forcing the enemy to enter combat unless they stay put) than
attacking because of the -1 modifier for every 3 areas moved.
5.10 Military Aid Convoy
Each season the Allied player may create a convoy containing
2 MP's in order to aid the Soviets. The Allied player is
requested to select a fleet to escort the convoy. The
convoy remains with the fleet until delivery via Murmansk or
Persia. Fleets escorting a convoy may not also load or
transport ground units. The military aid may be delivered
to the Soviets either through Murmansk or Persia during the
deployment phase.
Military aid delivered through Murmansk is subject to attack
from Axis fleets, fighters and U-boats stationed in Bergen
(the only port in Norway). Allied fleets cannot be harmed
by these attacks, only the military aid being escorted. To
deliver military aid to the Soviets via Murmansk, attempt to
move the escorting fleet off the edge of the map in the
direction of the black arrow next to Norway. Note, you must
use the direction arrow keys to accomplish this. Murmansk
is closed during winter turns.
(24)
Military aid can only be delivered through Persia if the
Persian industrial area and the Suez canal are under Allied
control. To deliver aid to the Soviets via Persia, move the
fleet escorting the aid into the Suez canal.
6.1 COMBAT
Combat occurs when your unit attempts to enter an area
occupied by an enemy unit. First, BIG THREE generates a
random number between one and six (simulating the roll of a
die). Then the appropriate combat modifiers are added to
the random number to get the total and determine the
battles' outcome. A total of less than one provides the
same result as a one and a total above seven provides the
same result as a seven. In general, a high total is better
for the attacker and a low total is better for the defender.
To stop combat from occurring, press the "Esc" key anytime
before the last random number is generated. Otherwise,
combat will proceed as normal.
All attacks, whether successful or not, cumulatively add one
to the die roll of further attacks on that unit for the
remainder of the season.
6.2 Combat Results
There are four possible outcomes to combat, attacker
destroyed (A), Stalemate (S), Defender Retreat (R) and
Defender Destroyed (D). Each of these is described in
detail below.
Attacker destroyed (A)- the attacking unit is eliminated.
Stalemate (S)- neither the attacker or defender is destroyed.
Defender retreat (R)- the defending unit must immediately
retreat one area. It cannot retreat into an enemy unit, an
enemy ZOC, an uncontrolled area, inhospitable terrain or a
prohibited area. Also, normal stacking restrictions for
ground units apply. If the defending unit doesn't have an
acceptable area in which to retreat, it is destroyed.
All ground units on islands suffering a defender retreat are
automatically destroyed.
(25)
Infantry and armored units must advance into newly vacated,
unoccupied enemy areas. Also, during offensive operations,
attacking armor will be allowed one additional movement to
either move or attack (only allowed once per season).
During attrition operations, Defender Retreat has no effect
(is treated like a stalemate) if the defender is in a
capital, industrial area, fort, port or bridgehead.
Neutral units are destroyed by a defender retreat result
during offensive operations. They are not destroyed during
attrition operations if they are in an industrial area.
Fighters and fleets suffering a defender retreat cannot move
during the Defensive air or naval option.
Defender destroyed (D)- the defending unit is eliminated.
If the attacking unit is infantry or armor, it will
automatically advance into the newly vacated area. Also,
during offensive operations, attacking armor will be allowed
one additional movement to either move or attack.
6.3 Automatic Retreats
The defending unit is automatically forced to retreat when:
-a ground unit attacks a fighter during attrition operations;
-a ground unit attacks a fleet or U-boat in port;
-a ground unit attacks a fighter and the fighter doesn't
have any ground support.
-a ground unit, airborne or fleet attacks a bomber;
-a fighter attacks a bomber during offensive operations;
-a ground unit, fighter or fleet attacks a fighter that has
already conducted a mission;
-an Axis unit attacks a British fighter over a French ground
unit or a French fighter over a British ground unit.
6.4 Combat Modifiers
Positive modifiers benefit the attacker, negative the defender.
Each previous attack on the defender this season adds +1.
Infantry vs. armor at -1. Armor vs. infantry at +1.
All attackers (except armor) vs. airborne at +1 (armor at +2).
Defender in capital, industrial, mountain or marsh at -1.
Defender in fortress at -3.
Defender in port and supply source (bridgehead) at -1.
Ground unit vs. fighter with ground support at -2.
Fleets attack at -1 (cumulatively) for every 3 areas moved.
Friendly airborne in enemy ground unit's area, add +1 (one time).
See sections 6.6, 6.8 and 6.9 for special combat modifiers.
(26)
6.5 Ground Support
Fighters need ground support to effectively attack enemy
ground units. A fighter has ground support if it is stacked
with a friendly, supplied ground unit or a fleet. Neutral
units don't qualify as ground support.
A ground unit attacking a fighter that doesn't have ground
support results in automatic defender retreat.
Airborne vs. fighter without ground support results in
automatic retreat.
6.6 French and Italian Incompetence
Due to the low morale of the Italian troops and incompetence
of the French and Italian high command, all attacks by the
French and Italians are at -1. All attacks against the
French and Italians are at +1. For your convenience, French
and Italian units have a red border.
6.7 Anglo-Franco non-cooperation
British fighters cannot provide defensive air protection for
French ground units, nor can they make attacks using French
ground support. Conversely, French fighters cannot protect
British ground units nor make attacks with British ground
support. Also, British ground units cannot enter the French
capital prior to the surrender of France.
6.8 Russian Winter
The Axis troops were sorely unprepared for the terrible
Russian winter. To reflect this, in the winter of 1940 and
1941, Axis attacks are made at -3 while Soviet attacks are
made at +3. In the winter of 1942, Axis attacks are made at
-2 while the Soviets attack at +2. In the winter of 1943,
Axis attacks are made at -1 while the Soviets attack at +1.
Note, this rule only effects Axis units inside the USSR.
6.9 Rommel's Tactical Genius
Prior to 1943, all German armor units in North Africa (west
of the Suez canal) attack at +1 and defend at -1. Note, the
Axis can only supply one German unit in North Africa as long
as the Allies control Malta (section 5.4, paragraph 6).
(27)
6.10 Combat Results Tables
Attrition Operations
Ground unit vs. Ground unit.. 1S 2S 3S 4S 5S 6R 7R
Defenders in capital, industrial, port and fortress areas
may ignore defender retreat (treat it like a stalemate.)
Offensive Operations
Ground unit vs. Ground unit.. 1A 2A 3S 4S 5R 6R 7D
Fighter vs. Ground Unit...... 1A 2S 3S 4S 5R 6R 7D
Fighter vs. Fighter.......... 1A 2A 3S 4R 5D 6D 7D
Fighter vs. Fleet............ 1A 2A 3A 4S 5D 6D 7D
Fighter vs. Bomber........... 1S 2D 3D 4D 5D 6D 7D
Fighter vs. U-boat........... 1S 2S 3S 4S 5S 6S 7D (+3 after 1943)
Fleet vs. ground unit........ 1A 2S 3S 4S 5R 6R 7D
Fleet vs. fighter............ 1A 2A 3S 4S 5D 6D 7D
Fleet vs. fleet.............. 1S 2S 3A 4D 5A 6D 7D (-1 every 2 moves)
Fleet vs. U-boat............. 1S 2S 3S 4S 5S 6S 7D (+3 after 1943)
Amphibious Assault........... 1A 2A 3D 4D 5D 6D 7D (+1 vs. Norway,
if neutral)
Bomber vs. Fighter........... 1A 2A 3A 4A 5S 6S 7S
6.11 Amphibious Assault
Players may launch amphibious assaults against unoccupied,
enemy controlled ports or islands by moving a fleet that's
transporting an infantry or armored unit into the area. The
assault gets no benefit from previous attacks. Friendly
airborne in the port adds +1 to the attack (once a season).
If you launch a successful amphibious assault on a port and
have at least 2 MP's, you may build a bridgehead. Bridge-
heads cost two MP's to build and change an ordinary port
into a port and supply source. Bridgehead defend at -1 and
continue to serve as a source of supply until captured by
the enemy. At that point, they revert to a normal port.
(Exception: the Suez canal will remain a bridgehead even if
captured by the enemy.) Note, in several scenarios, some
ports start out as bridgeheads and in others they don't.
Enter the Scroll mode to find out for sure.
If the amphibious assault is successful, the transported
ground unit will automatically be unloaded into the port or
island. Unloaded infantry have no moves left and armored
units have one move left.
(28)
7.1 NEUTRALS
The following neutral countries- Sweden, Spain, Yugoslavia,
Greece and Turkey- have garrisons and special rules when
they are attacked. Due to space constraints, many small
countries' names, like Bulgaria and Portugal, don't appear
on the game map.
Sweden, Yugoslavia and Greece have a garrison of one
infantry unit each. Spain and Turkey have two infantry units
each protecting them.
When first entering an area controlled by one of the above
neutral countries, you will be asked whether or not you want
to declare war on that neutral. If you answer no, then your
move is ignored. If yes, and you are the Axis player, then
the neutral joins the Allies. If you're the Allies, then
the neutral joins the Axis. When a neutral country joins
your side, you gain control of the countries' armies and all
of the areas under its control.
7.2 Italy Enters the War
In some scenarios, Italy starts out as a neutral country.
If Italian troops attack the Allies, the Axis player must
pay 2 MP's for a declaration of war. Likewise, if the
Allied player attacks Italy, the Allies must pay 2 MP's.
7.3 Soviets Enter the War
In some scenarios, the Soviets start out as a neutral power.
They cannot enter any uncontrolled areas before 1941. This
reflects Stalin's rebuilding of the Soviet military
following his ruthless purges of the 1930's. After 1940,
the Soviet player may attack the Axis player but must pay 2
MP's for a declaration of war. The Soviets may attack
neutral areas at no cost. The Axis may attack the Soviets
anytime at a cost of 2 MP's.
7.4 USA Enters the War
The United States randomly enters the war on or about the
Winter of 1941. The American forces cannot move or attack
until they declare war.
(29)
It is recommended that the scenarios be played in order.
SCENARIO 1- NO MORE PHONEY WAR (WESTERN FRONT 1940)
Situation: In 1939, Hitler started one of the worst, yet
most fascinating, periods in human history by launching a
surprise attack on Poland. The new German battle tactics,
known as "blitzkrieg", quickly encircled and destroyed all
organized resistance within the beleaguered nation. To make
matters worse, Joseph Stalin, the Soviet dictator, made a
secret pact with Hitler to simultaneously invade from the
east. While the Allies sat helplessly by, the short-lived
independent Polish nation was crushed. Meanwhile, the
situation on the Western front was quite peaceful. Hence,
this period was dubbed the "phoney war". The allies seemed
content to sit by and let the Germans make the first move.
In the spring of 1940, they did.
Start: Winter, 1939 End: Winter, 1940
Players: Starting Starting Victory Points
MP's Deployments SD TD TV SV AV
Axis 0 7 10 11 12 13 14
Allied 0 8 4 5 6 7 8
Germany: At War
At Start 1940
-------- ----
Infantry 3 3
Armor 3
Fighters 3
British: At War French: At War
At Start At Start
-------- --------
Armor 1 Infantry 2
Fighters 1 Armor 1
Fighters 1
Aftermath: In short, the whole campaign was a brilliant
success for the Germans and a debacle for the French and
British. The Axis correctly surmised that if they attacked
Belgium, the allies would quickly send their best troops
northward to its defense. The Germans would then punch a
hole in the Allied lines farther to the south and send their
newly formed armored units on a race to the sea, thereby
cutting the best allied troops off and leaving the road to
Paris wide open. The plan worked perfectly and France was
soon forced to surrender. Worst still, the bulk of the
British force was trapped at the French port of Dunkirk.
Only German bungling and a daring sea rescue saved them from
total destruction.
(30)
SCENARIO 2- AFTER THE 1ST THAW (EASTERN FRONT 1942-44)
Situation: In the summer of 1941, Germany launched a
surprise attack on the Soviet Union. The blitz carried deep
inside Russia, costing the Soviets dearly as whole armies
were surrounded and destroyed. But the terrible Russian
winter halted the Axis drive at the very gates of Moscow.
Hitler's refusal to withdraw his troops to winter quarters
almost caused the collapse of the entire front as the
Russians pressed their winter counter-offensive. But
somehow the lines held and the Germans began preparing for
their spring offensive. Instead of striking towards Moscow
again, Hitler moved his armored units south toward the
fateful city of Stalingrad.
Start: Spring, 1942 End: Winter, 1944
Players: Starting Starting Victory Points
MP's Deployments SD TD TV SV AV
Axis 0 6 10 11 12 13 14
Soviet 0 5 5 6 8 9 10
Germany: At War
At Start
--------
Infantry 6
Armor 3
Fighters 2
Soviet: At War
At Start 1940 1941 1942
-------- ---- ---- ----
Infantry 5 3
Armor 1 2
Fighters 1
Aftermath: With the coming of Spring, the Germans were
quickly on the march. They gobbled up immense chucks of
Soviet territory in the south while playing a waiting game
in the north. However, their southern offensive finally
stalled at the city of Stalingrad in the face of fanatical
Soviet resistance. The Soviets managed to tie down an
entire German army in vicious hand-to-hand and street-
to-street combat. Hitler, once again ignoring the advice of
his generals, discounted reports of a large Soviet buildup
to the north and south of the city. Instead, he ordered his
troops to dig in and hold the city at all costs. When the
inevitable Soviet winter offensive came, the Germans found
themselves hopelessly trapped behind enemy lines. It was a
defeat from which the Germans would never recover.
(31)
SCENARIO 3- AFRIKA KORPS (MEDITERRANEAN FRONT 1940-42)
Situation:
In the summer of 1940, France capitulated and Britain stood
alone against the Axis juggernaut. By winter, the "Battle
of Britain" was raging in the skies above London and Winston
Churchill, the British Prime Minister, desperately needed a
victory to boost sagging morale.
Start: Winter, 1940 End: Winter, 1942
Players: Starting Starting Victory Points
MP's Deployments SD TD TV SV AV
Axis 3 4 8 9 10 11 12
Allied 3 4 5 6 7 8 9
Germany: At War Italy: At War
At Start 1940 At Start
-------- ---- --------
Infantry 1 1 Infantry 3
Armor - 1 Fighters 1
Airborne - 1 Fleets 3
British: At War
At Start 1940
-------- ----
Infantry 1 1
Armor 1
Fighters 1 1
Fleets 4
Aftermath: Churchill got the victory he so desperately
needed in the far off desserts of North Africa. The British
army routed the Italians, capturing thousands of prisoners.
Meanwhile, the Italians launched a surprise attack on Greece
and suffered another humiliating defeat. The Germans
intervened and quickly conquered the ill-fated country.
Next, the Axis struck at Yugoslavia and sent General Erwin
Rommell, the "Dessert Fox", to stabilize the rapidly
deteriorating situation in North Africa. To nearly
everyone's surprise, Rommell struck quickly and drove the
British all the way back to where they had started from.
Afterwards, the battle for North Africa see-sawed back and
forth, but in the end, the lack of supplies and
reinforcements and the entry of the United States into the
war eventually forced the Axis from the continent for good.
(32)
GLOSSARY
Major Powers Abbreviations (printed in all capitals)
GER. - Germany
IT. - Italy
BR. - Great Britain
FR. - France
USA - United States
USSR - Soviet Union
Neutral Country and Other Abbreviations
Fin. - Finland
Fr. N. Africa- French North Africa (Morroco, Tunis, Algeria)
Gr. - Greece
Norw. - Norway
Pol. - Poland
Rum. - Romania
Sp. - Spain
Swed. - Sweden
Turk. - Turkey
Yug. - Yugoslavia
Other Abbreviations and definitions:
Br. - British island, colony or port
Fr. - French island, colony or port
It. - Italian island, colony or port
To Mur. - To Murmansk (deployment only, not allowed in winter).
To Suez - To the Suez canal around the southern tip of Africa
(during deployment only).
To Atl. - To the Atlantic Ocean around the southern tip of
Africa (during deployment only).
MP or MP's - Military Points are needed to build new units
or rebuild destroyed units, to declare war or
conduct offensive operations. MP's can be
destroyed during enemy strategic operations.
VP or VP's - Victory Points determine a players level of
victory and therefore the winner.
(33)
1st button - On mouse is the left button.
On joystick is the main trigger button.
On keyboard is the space bar.
2nd button - On mouse is the right button.
On joystick is the secondary trigger button.
On keyboard is the "L" key.
"Esc" key - The escape key on the keyboard.
SHORT CUTS
Most input requirements are well documented in order to keep
the game flowing smoothly. However, due to time and space
constraints, some useful short cut keys are not well
documented. Therefore, please take note of the following
list.
1) Press the "Esc" key at the Display Victory Points Phase
(phase I) to return to the Main Menu. Note, if the sound
is on, you must wait until it stops playing before
pressing the "Esc" key.
2) While at the Main Menu, the F1 key toggles the sound on
and off, the F2 key toggles autosave on and off, and the
F9 key temporarily exits to DOS.
3) Press the "Esc" key during offensive, attrition or
strategic operations to cancel erroneous or accidental
movement. Or press the "Esc" key before any units have
been moved to exit an erroneous military operation.
4) To make another unit blink during offensive, attrition or
strategic operations, move the cursor over the desired
unit and press the first button. Or, press the 2nd button
and the next unit (according to the ID number) will blink.
5) Press the 2nd button during the military operations
query to enter the SCROLL mode.
Copyright (c) 1989 by SDJ Enterprises, Inc., St. Louis, MO 63131
All rights reserved. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording, or otherwise,
without the express, prior written permission of SDJ Enterprises, Inc.
(34)
Exhibit 1- The Game Screen
┌───────────────────────────────────────────────╥─────────╖
│ ║BIG THREE║
│ ║ SDJ ║
│ ╠═════════╣
│ ║ SCROLL ║\
│ ╠════╦════╣ \
│ ║ \ ║ / ║ \
│ ╠════╬════╣ \
│ ║ <- ║ -> ║ \
│ ╠════╬════╣ \
│ (Game Map) ║ / ║ \ ║ Button
│ (Area) ╠════╬════╣ Area
│ ║Skip║Later /
│ ╠════╩════╣ /
│ ║Def. Air ║ /
│ ╠═════════╣ /
│ ║Def. Navy║/
│ ╠═════════╣
│ ║ MP ║\
│ ║Axis ║ \
│ ║ ║Military
╞════════╤════════╤═════════════════════════════╣Allied ║ Point
│ (Date) │(Player)│ (Text) ║ ║ Area
│ (Area) │ (Turn) │ (Area) ║Soviet ║ /
└────────┴────────┴─────────────────────────────╨─────────╜/
Game Map Area (Section 2.2)....... European theatre of operations.
Date Area (Section 2.6)........... The current season and year.
Player Turn (Section 2.7)......... The current player turn.
Text Window (Section 2.8)......... Displays a variety of messages.
SCROLL button (Section 2.9)....... Press to enter the scroll mode.
DIRECTION Button (Section 2.10)... Move a unit or scroll game map.
SKIP Button (Section 2.11)........ Ends the blinking unit's movement.
LATER Button (Section 2.12)....... Causes a new unit to blink.
Defensive Air (Section 2.13)...... Move defensive player's fighters.
Defensive Navy (Section 2.13)..... Move defensive player's fleets.
Military Points (Section 2.14).... Each player's Military Points.