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- Second Front Amiga
- README File
- Version 1.0
-
- Here are some clarifications to the rules that came up after they were
- printed.
-
- The MOSCOW SCENARIO victory conditions in the manual are incorrect for the
- Axis player. Kalinin is worth 1 Pt and Tula is worth 1 Pt.
-
- In the 1941 AND 1942 CAMPAIGN SCENARIOS Kazan has replaced Gorki as a
- victory city.
-
- The General Orders Phase listed in the rules is shown as the Axis or Soviet
- Action Phase on screen.
-
- The CV of Units and HQs have two values.
- Unit CV:#:# = CV Value : Number of formations in the unit.
- HQ CV:#/# = CV Value / Number of Air Units attached to HQ
-
- The Axis Western Front, Italian Front, and O.K.W. HQs all have the value of
- their air units figured into their CV values for calculating special events.
- No other HQ has the value of their air units added to their CV value.
-
- The Axis armies in France do NOT begin getting experience until the Allies
- invade France.
-
- All independent Artillery and Flak units are considered to be motorized. An
- Artillery unit with a readiness of 90 or more has its firepower multiplied
- by 4. An Artillery unit with a readiness of less than 60 has its firepower
- multiplied by 1/2.
-
- Units recover readiness at the rate of ten times the effective supply level
- of their hex.
-
- The Axis can have a maximum of 48 regular German corp, 3 SS German corp,
- 6 Finish corp, 8 Rumanian corp, and 2 Italian corp.
-
- The Russians can have a maximum of 70 regular infantry corp, 8 mechanized
- corp.
-
- Only the Finnish HQ can create units north of Leningrad. Other Axis, Axis
- Ally, or Soviet HQ's may not create units north of Leningrad.
-
- Soviets cannot build mechanized corps in 1941 and can only have a maximum of
- 8 mechanized corp at one time. On the third turn the Soviet army reorganizes
- and loses all of its mechanized corps. They reorganized historically because
- they did not have the training and logistics to support the mechanized corp.
-
- The computer will always transfer Axis allied units into a HQ of their own
- nationality.
-
- You can entrench armies during Rain turns.
-
- A player cannot change the Commander for the highest level Headquarters.
- Ex. You cannot move Rommel from the North African Front or Stalin from
- Stavka.
-
- When you change the aircraft type on a HQ, the type changes, but no aircraft
- appear on the display. All transferred aircraft are considered damaged on the
- turn that they transfer. They are repaired at the normal rate.
-
- When you change the tank type on a unit, the unit gets the tanks immediately,
- but looses some readiness.
-
- If you change the type of tank a factory is producing, the factory takes 3
- weeks to retool. The computer will retool factories according to historical
- factors in 1 week. The Soviet player cannot modify production for factories
- in Murmansk because they represent Lend-Lease. The Soviet player can now
- move up to 11 factories to the Urals.
-
- When game is set to BOTH COMPUTER players, you can interrupt the game by
- pressing the space bar any time during the turn. The computer will finish the
- current turn and then return to the SELECT TYPE OF ACTION menu.
-
- The color of the map will change to indicate the current weather conditions:
- Yellow background is clear, Brown background is rain (mud), and Grey
- background is snow or blizzard. During blizzard conditions trees will turn
- white.
-
- Additional Command Keys that are not on the Command Summary Menu:
-
- SHIFT+Q = Exit to AmigaDOS.
- SHIFT+H = Examine Heavy Industry (From replacement pool screen).
- SHIFT+H = Change HQ (For highlighted unit)
- SHIFT+A = Examine Artillery Factories (From replacement pool screen).
- SHIFT+A = Air Transfer Mode (From HQ's only).
- SHIFT+O = Examine Oil/Resources (From replacement pool screen).
- P = Set replacement level for currently highlighted HQ.
- / = Help Key (Gets you to Command Summary Menu).
-
- Product Test: Glen A. Cureton, David A. Lucca, Larry S. Webber,
- Don B. McClure
-
- Final Development: George G. MacDonald
-