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- FRONT LINES
- ---------------
- v1.02
-
- Copyright (c) 1995, Impressions
-
- FLOPPY
-
- =============
- Release Notes
- =============
-
-
-
- This file contains important information that wasn't available when the
- manual was printed. It also provides reference material that may be printed
- for your convenience.
-
-
- -----------------
- TABLE OF CONTENTS
- -----------------
- Section 0.0 Update Information
-
- Section 1.0 Machine Performance
-
- Section 1.5 Memory Managers
-
- Section 1.7 Performance Hints and Tips
-
- Section 2.0 Game Switches
-
- Section 2.5 Running from Windows
-
- Section 3.0 Important Supplementary Manual Material
-
- 3.1 The Height Report
- 3.2 Ending a game early
- 3.3 Simultaneous Resolution for Two Players
- 3.4 When to set game defaults
- 3.5 Starting FRONT LINES
- 3.6 (% Kill) and (% Survive) Objectives
- 3.7 Opportunity Fire
-
- Section 4.0 Scenario Descriptions
-
- Section 5.0 Unit Profiles
-
- Section 6.0 Trouble shooting
-
- Section 7.0 Modem Play
-
- *****************************************************************************
- 0.0 ************** Update Information ********************
- *****************************************************************************
-
-
- In our continuing effort to provide you with the best software possible, we
- are providing this update to enhance FrontLines Floppy.
-
- This "patch" will update your copy of FrontLines version to version 1.02.
-
- To update your game, copy the FLFPMD.EXE file to your FrontLines directory,
- then CD to your FrontLines directory and type FLFPMD and hit the enter key.
- Once the patch has finished extracting type UPDATE and hit the enter key.
- This will install the patch to your FrontLines program. After the patch
- installation has run successfully, you may delete patch.exe and
- flophist.rtp. However, you will need to rerun the patch if you re-install
- the game at a later date.
-
-
- The following issues have been addressed (FIXED) with this update:
-
-
- In full screen mode, opportunity fire will now work.
-
- In full screen mode, unit summary will not cause a crash.
-
- In the Reports only mode, reports now display correctly.
-
- CD-ROM scenario stills will no longer periodically display with
- flashing white pixels.
-
- When ABOUT is chosen in the File menu, Front Lines would crash on
- some machines.
-
- In the Scenario Muddy Waters, if the AI takes the first turn the game
- will no longer crash.
-
- Problems with leaving reports on when loading other games have been
- fixed.
-
- Scenarios will no longer present problems redeploying as a certain
- side or allow you to place units in illegal areas.
-
- After a game is concluded the mouse will no longer lock itself into
- the upper third of the screen with some mouse drivers. ( This only
- happened on a couple of machines)
-
- In the Scenario Editor the game will no longer prematurely exit
- to DOS (with an LBM error).
-
- We have also added 23 new voices to this version.
-
- On some machines after a scenario was won and then a new one was
- started, the dialog box would flash.
-
- Mine fields now work properly.
-
- We have now added modem play, please refer to Section 7 of this
- read.me for instructions on how to play.
-
- ** NOTE: MODEM PLAY REQUIRES 8 MEGS OF RAM **
-
-
- *****************************************************************************
- 1.0 ************** MACHINE PERFORMANCE ********************
- *****************************************************************************
-
- FRONT LINES is a SVGA game that runs in protected mode and requires that
- your machine have at least 4 Megabytes of RAM . Two factors will affect the
- performance of FRONT LINES on your computer. The first is your machine's
- processor type and speed. The second is how much total RAM is installed. We
- recommend for optimal performance that you run FRONT LINES on a 486 DX with
- at least 8 Megabytes of RAM installed.
- If your machine has less than 8 Megs of RAM installed FRONT LINES will create
- a 4 Meg temporary swap file on your hard drive for virtual memory processing.
- This will slow the performance but on a 486 DX2 66 you shouldn't notice too
- much of a difference. If you have 8 Meg of RAM or more, no swap file will be
- created. This will mean fewer accesses to the hard drive and much faster
- performance in FRONT LINES.
-
-
-
- *****************************************************************************
- 1.5 ************** Memory Managers *******************
- *****************************************************************************
-
- EMM386.exe, QEMM, 386 Max and any other memory manager that allow the
- use of virtual memory as extended memory may conflict with FRONT LINES, it is
- recommeneded that these memory managers be disabled and the system started
- with a clean boot.
-
-
- ******************************************************************************
- 1.7 ********************** Performance Hints and Tips ********************
- *****************************************************************************
-
- Machines with 4 megs of ram.
- ----------------------------------------------------------------------------
- CONFIG.SYS
-
- Device=c:\dos\himem.sys
- files=25
- buffers=25
- lastdrive=z
- ----------------------------------------------------------------------------
- AUTOEXEC.BAT
-
- prompt=$p$g
- Path=c:\dos
- c:\video\vesa.com ( your SVGA/VESA driver goes here if needed)
- c:\mouse\mouse.com ( your mouse driver goes here)
- c:\dos\smartdrv.exe 128 (use this if you have Dos 6.20 or higher If you
- experience lockups or any strange behavior
- please disable this line(4 meg machines only)).
- -----------------------------------------------------------------------------
- Machines with 8 megs of ram.
- -----------------------------------------------------------------------------
- CONFIG.SYS
-
- Device=c:\dos\himem.sys
- files=25
- buffers=25
- lastdrive=z
- -----------------------------------------------------------------------------
- AUTOEXEC.BAT
-
- prompt=$p$g
- Path=c:\dos
- c:\video\vesa.com ( your SVGA/VESA driver goes here if needed)
- c:\mouse\mouse.com ( your mouse driver goes here)
- c:\dos\smartdrv.exe 256
- -----------------------------------------------------------------------------
-
-
- ******************************************************************************
- 2.0 *********************** GAME SWITCHES ********************************
- ******************************************************************************
-
- For your convenience, FRONT LINES will allow you to start up the program
- without sound, music, or the introduction sequence from the command line.
-
- The switches are:
-
- -i = no introduction
- -x = no sound effects
- -s = no music
-
- Example: C:\> FLINES -i -x -s
-
- There is no specific order that the switches must be in. The above example
- could have been typed FLINES -x -s -i and the results would be the same.
-
-
-
- ******************************************************************************
- 2.5 *********************** Windows 3.x *****************************
- *****************************************************************************
-
- FRONT LINES should not be played from windows. Please be sure to exit
- windows or any other menu program before running FRONT LINES.
-
-
-
-
- *****************************************************************************
- 3.0 ************ Important Supplementary Manual Material! *****************
- *****************************************************************************
-
-
- 3.1 ********************* THE HEIGHT REPORT ***********************
-
- When the LIMITED VISIBILITY option is active in the game, it is often
- the case that you will not be able to see all of your opponents pieces
- because they are obstructed from your view by hills, cities, or forests.
- You may wish to move your units into better positions to gain new
- Line of Sight information. We have provided the Height Report located in
- the Report Menu to use in conjunction with the Line of Sight rules in the
- your manual to help you determine where to move your units.
- The Height report will very simply display the height of each hex of
- terrain on your map.
-
-
-
- 3.2 ******************** ENDING THE GAME EARLY ********************
-
- It is possible that you may vanquish your foe by destroying all of
- his units before the all of the turns have expired. In this case FRONT
- LINES will provide you with option to finish the game at that point or
- continue on until all of the turns have run out. This may be important
- because though you have crushed your opponent you may need to finish your
- remaining objectives to beat him.
- At any time after you have been offered the option to conclude the
- game you may still end the game early by choosing the End Game option in
- the Turns menu.
-
-
- 3.3 ********* SIMULTANEOUS RESOLUTION FOR TWO PLAYERS *************
-
- Due to the nature of Simultaneous resolution, it is not practical
- to enforce the Limited Visibility rule for two players at one machine.
- Once two players playing at the same machine that have chosen the
- Simultaneous Resolution option the game will be played with the Limited
- Visibility rule OFF. Therefore, both players units will be visible
- at all times.
-
-
- 3.4 ***************** WHEN TO SET GAME DEFAULTS *********************
-
- The most convenient time to change game settings while playing FRONT
- LINES is during your turn. During the Computer's turn, access to the game
- settings are restricted. (However, should you wish, you can still changes
- these setting using the Hot Keys as indicated in your manual.
- If you know of any changes to the game settings that you wish to
- make you should try to make them during the Accept/Redeployment phase of
- the game.
- Should the Computer be first to play, FRONT LINES will indicate this
- and give you the opportunity to change any game setting before beginning
- the game.
-
-
- 3.5 ******************** Starting FRONT LINES ************************
-
- Each scenario in FRONT LINES comes with a default name for
- both Player 1 and Player 2's side. These names represent the countries,
- divisions, or people as described in the scenario briefing.
- When you start FRONT LINES, the manual says that you will be
- requested to chose what type of game you wish to play (New Scenario or
- a previous Saved Game). After that you would be asked for the number of
- players that would be playing, enter in the player's names, and so on.
- This has now changed! All you need to do now is to select the type
- of game that you wish to play and then you will be brought to the Main
- File screen. From here you can choose what scenario you wish to play and
- whether you will be facing a computer or human opponent.
- Once you have highlighted the scenario that you would like to play,
- you will see the default scenario player names as mentioned above. If you
- wish you can change those name and personalize them by clicking on the
- CHANGE NAME button beside each name.
-
-
- 3.6 ************* (% Kill) and (% Survive) Objectives ***************
-
- In the manual you will see reference to objective that require
- killing a certain percentage of enemy units or ensuring that a certain
- percentage of your units survive. These two objectives were once part
- of FRONT LINES but were removed.
-
- 3.7 ******************* OPPORTUNITY FIRE *****************************
-
- Opportunity Fire is available when the text on the Opportunity Fire panel
- is flashing in red letters. On faster machines, you may wish to press a key
- several times to activate the Opportunity Fire.
- Once Opportunity Fire has been chosen you must right click to select
- which of your units you wish to fire. To fire, left click on your
- selected unit.
-
-
- *****************************************************************************
- 4.0 *************** FRONT LINES Scenario Descriptions ********************
- *****************************************************************************
-
-
-
- TUTORIAL
-
- The scenario is dominated by a forest in the center of the map. Blue
- Team, the default human player, starts the game in control of one of his two
- Victory Point hexes, while Red Team starts in the Northwest corner of the map,
- with no Victory Point hexes in control.
-
- BLUE TEAM Play aggressively. You should advance on the Northern
- city with armor. Infantry should garrison your Victory Point hex. The rest of
- your units should set up an ambush near the forest. If time allows, advance
- and destroy the enemy HQ.
-
- RED TEAM Rely on speed. Send all the Ferrets and SCABs against
- one objective. If you send all your units through the forest toward the
- Southern city, you have a chance of overwhelming the enemy Headquarters
- and holding the city.
-
-
-
- FJORDS
-
- The Nobel Prize committee has been captured by a crazed South
- American drug lord. No one is expecting Sweden to mount a military raid.
- Sweden calls out its Elite Hover Company and orders it to eradicate the drug
- lord's troops once and for all.
-
- BLUE TEAM Concentrate your forces and wipe out one enemy force
- at a time. The speed of the Ferret will be your only advantage over the enemy
- Technical Infantry. Watch out for surprises.
-
- RED TEAM You have the firepower to wipe out several Ferrets,
- but there are just too many to deal with at the shore line. Fall back and make
- your stand in the large city in the Southeast corner of the map.
-
-
-
- MUDDY WATERS
-
- Relations have broken down between two border states. The fight is
- over the tariff imposed on goods traveling the Friendship Turnpike. Both
- sides wish to restrict the flow of traffic on the other's side of the highway,
- in the hopes of collecting tariffs. Talks have broken down and armed forces
- have been called in.
-
- BLUE TEAM The Border Treaty allowed both sides to keep equal
- sized reaction forces to deter piracy and keep the peace. You need to protect
- your engineer units, whose job it is to erect the secondary bridges and mine
- the enemy's roads.
-
- RED TEAM While protecting your own engineer units, you should
- use artillery to destroy the enemy's bridge. Hopefully, this will draw their
- engineers into the open, where they will be vulnerable.
-
-
-
- VOLCANO SACRIFICE
-
- In the mouth of this inactive volcano lies the base of the outpost for this
- sector. A small, fast strike team has just appeared. Being an outpost in a
- desolate area of this territory, it is not very heavily defended but is a key
- component in the Red team's early warning system. Success here will create a
- gap in their defenses.
-
- BLUE TEAM Speed is of the utmost importance here. The enemy has just
- become aware of your presence and has not had time to react. You need to take
- out the enemy HQ before they organize. Ignore losses and look to flank the
- enemy if you can.
-
- RED TEAM You only goal is to protect your HQ. Fall back
- as close as you can to the rim to prevent any access. Beware of their
- artillery capabilities.
-
-
-
- AMBUSH!!
-
- On the Italian coast, near Naples, members of the International
- Organization of Trade Rights (IOTR) have gathered for strategic planning. In
- a daring assault, members of the European Mobile Marines slip behind enemy
- lines, and assault the meeting. The party's over!
-
- BLUE TEAM Many Governments are glad for the excuse to risk such
- a bold attack and openly assault this group which has long been suspected of
- organized crime activities. Move in and attack the enemy Headquarters.
-
- RED TEAM Caught off guard, with only a mix of forces, you find
- yourself defending more than a meeting of IOTR, but also defending your bid at
- true power. Save your Headquarters, and kill as many of the bureaucrats as
- you can!
-
-
-
- BARRICADE
-
- Months of long fighting in Northeast Asia led to a spring assault by
- experienced units from the Pacific Rim Alliance, against the Asia Free Trade
- Cartel (AFTC). Battle focuses around the Stronghold of the China Steel
- Conglomerate.
-
- BLUE TEAM Heavy Recon Marines from the South Korean "Tiger
- Stripe" Battalion C, must destroy the central command post and city of the
- AFTC. A large scale covert operation is about to begin. Sophisticated
- systems contained in the stronghold may thwart this effort. Intelligence
- reports that the Headquarters is really a hardened bunker with defensive
- enhancements.
-
- RED TEAM Protect your stronghold at ALL costs. Your stronghold
- contains electronic and satellite tracking equipment that must survive. You
- have several older GSMs with limited movement.
-
-
-
- BLACK FOREST DELIGHT
-
- As the talks over trade sanctions fail to bring about a resolution,
- two Bavarian provinces have gone to war. Neither side can initiate an invasion
- until the city of Delight, which controls the road junctions through the
- Black Forest, is taken.
-
- BLUE TEAM You have only Tech Infantry and a single Heavy
- Artillery piece to complete your objective. The limited Line Of Sight within
- the forest makes your Infantry the perfect tank hunting weapon. Advance the
- Infantry on the city, take it, then split off a force
- to hunt the enemy's Headquarters.
-
- RED TEAM You should drive your forces into the city, where your
- armor will have clear Line Of Sight on any advancing Infantry units. If time
- permits, hunt down the enemy's artillery. Your armor is slow, but the
- Mega-Tank is useful against Infantry.
-
-
-
- CHARGE OF THE LIGHT MECH. BRIGADE
-
- This is a recreation of the engagement between Captain Custer's Light
- Mechanized Brigade and Major Buckley's Heavy Artillery Brigade. In reality,
- Captain Custer's Brigade was utterly destroyed after a brisk three
- minute barrage.
-
- BLUE TEAM You need to do only one thing, CHARGE. The faster that
- you get your forces into firing range the better. If you stop, you risk losing
- everything.
-
- RED TEAM Sit back and bombard the enemy as they advance.
- Concentrate on any disrupted units and finish them off.
-
-
-
- CHOKE POINT
-
- After three weeks of fighting, a security detachment of Supply Group B.
- EEC, encounters mixed forces from the European Conglomerate Coalition.
- Control of this crucial valley means control of the most efficient supply
- link between Eastern and Western Europe. This may determine the length or
- success of the war in the European Theater.
-
- BLUE TEAM Commander of Supply Group B, EEC: Using your security forces,
- and a few pieces of armor, you must secure the hills in the Fulda valley. Your
- only alternative is 100% elimination of enemy forces.
-
- RED TEAM Prevent the EEC in their effort to control this
- strategic valley. This is your only mission. You have GSMs, but as they are
- older models, they have limited movement.
-
-
-
- CROSSING THE RHONE
-
- Units from the United German Light Recon Battalion endeavor to take
- back control of key crossing points and cities along the Rhone. Control of
- the small cities represents access to heavy industry along the River.
-
- BLUE TEAM Quickly cross the Rhone and set up a defensive
- perimeter. Beware, you are evenly matched, and the enemy has some vicious
- artillery. Take control of the land bridge and donĂt allow the enemy to
- slip back to your side of the river.
-
- RED TEAM Get your units up and go in to set up a kill zone in
- the city and on the land bridge. Don't go too fast as you must protect your
- artillery from your enemy's Ferrets and fast units. Use your units on the
- front to spot for your artillery.
-
-
-
- GENERATION GAP
-
- This is a classic conflict of old versus new. The Blue Team is
- equipped with state-of -the-art units and intend to uproot the red team
- from their stronghold in the city. The Red Team is comprised of a powerful
- but older technology.
-
- BLUE TEAM Your objective is simply to capture the city
- currently held by the defenders. Speed is to your advantage.
-
- RED TEAM Your best strategy lies in the use of artillery to
- soften up the advancing forces. Avoid straying too far from the city
- perimeter. Take advantage of your fortified position.
-
-
-
- GEORGE'S ISLAND
-
- The island of George is under siege by forces from the mainland. The
- defender is outgunned, but has time on his side. Blue Team must succeed in
- capturing the island before reinforcements arrive. Red Team must grudgingly
- give ground while holding the key central cities on the island.
-
- BLUE TEAM You have a vast advantage in armor and hover units.
- You should use the hover forces to attack the flanks of the island, while the
- armored units drive down the center of the island and capture the large
- cities.
-
- RED TEAM You have to draw your forces into the center of the
- island to counter any flanking moves while keeping the center of the island
- under your control. Holding both the bridge and the bottom half of the island
- will assure victory.
-
-
-
- KING OF THE HILL
-
- These two cities have been enemies since their founding. Each of the
- neighbors wishes to control its sister city. The focus of the conflict is
- located in the hills themselves. Areas of these hills hold deep cultural
- and religious significance. Neither city can permit the other to attain and
- control their holy ground.
-
- BLUE TEAM This is the big assault. Not only are you to
- secure your holy ground, but you must also conquer and reform your mistaken
- neighbors.
-
- RED TEAM This is the big assault. Not only are you to
- secure your holy ground, but you must also conquer and reform your mistaken
- neighbors.
-
- WARNING: ONLY HOVERCRAFT AND INFANTRY CAN CROSS RIVERS.
-
-
-
- LAKES
-
- Two nations struggle to occupy the ore rich hills surrounding the
- Farlane Lakes. The rugged terrain around the lakes will call for a
- two-pronged assault on your objectives. The hover units should sprint for the
- high ground, endeavoring to hold out until the armor arrives.
-
- BLUE TEAM You should consider sending a raiding force down the
- road in order to draw attention away from the lakes region. Sprint the
- hovercraft to the lakes and try to pin the enemy forces before they can
- 3reach their objectives.
-
- RED TEAM While the sides are about evenly balanced, you have
- the advantage of the large hill surrounding your HQ. The GSM on the mountain
- can barrage enemy forces in the open while remaining hidden.
-
-
-
- MORNING COMMUTE
-
- Every conflict in this region has tried to make this city, new Gothel,
- one of its prized goals. This area is rich in resources and would be a boon
- to whatever side controls it. Far too often such conflicts resulted in the
- decimation of New Gothel.
-
- BLUE TEAM Though you are close to the city, you have a
- potential bottleneck problem when trying to cross the bridges. It would be
- wise to build more bridges and send scouts to establish the enemy's
- whereabouts.
-
- RED TEAM Both sides have forces of equal strength, but you
- are further away from the goal than your opponent. You may wish to send a
- fast force to capture and hold position until the rest of your forces
- arrive.
-
-
-
- SLASHING ASSAULT
-
- Units of the 1st US Recon division, dash across the Rio Grande into
- rear echelon units from the private army of the South American Conglomerate
- of Heavy Industry.
-
- BLUE TEAM Take advantage of your position and seize your first
- objective: the land bridge. From this point you can organize an offensive on
- the headquarters. Try to maintain a high kill - ratio.
-
- RED TEAM Take some time to form an organized defensive
- perimeter and move forward cautiously. If done properly, your artillery can
- decimate the Recon division. Deny your opponent the land bridge, and protect
- your headquarters.
-
-
-
- TOURIST TRAP
-
- Several generations ago the territory of Cape Cob seceded from the
- larger commonwealth. Cape Cob has flourished under self rule but has piqued
- the interest of the commonwealth. The commonwealth would very much like Cape
- Cob to be a member once again, by martial law if need be.
-
- BLUE TEAM The only access to Cape Cob is across bridges.
- Avoid bottlenecks by building more bridges. Soften any areas you can with
- artillery fire before entering them.
-
- RED TEAM Destroy any bridges that give access to the Cape.
- Don't be afraid to lose some ground in order to lure the enemy into your
- sights. Take advantage of the cover that the cities provide and slow the
- enemy's advance with artillery. Buy as much time as you can. Defend your land
- till the very last man.
-
-
-
- CANAL BATTLE
-
- This scenario takes place in the Middle East. Two warring factions
- are planning a preemptive strike of each other's headquarters.
-
- BLUE TEAM Destroy the enemy headquarters while protecting your
- own. Use your transports to advance your artillery and move forward slowly.
- Be wary of the enemy's artillery. You will also need to destroy the bridge
- connecting the two lands.
-
- RED TEAM Destroy the enemy headquarters while protecting your
- own. Maintain and protect the bridges to the east.
-
-
-
- SHANGRI-LA
-
- As Major Thanh's forces advanced through Tibet, they came across a
- remote, uncharted valley. Within lay lush green fields, a breathtaking
- glacial lake, and General Chin Mai's Mechanized strike force. The snake
- had entered the garden.
-
- BLUE TEAM You have a difficult choice to make: to force your
- armor through the forest, or use the hover units to try and draw the
- defenders out of the forest and into the flatlands.
-
- RED TEAM Rush reinforcements to the hot spots while keeping a
- reserve force available near the crossroads to counter the enemy's hovercraft.
-
-
-
- STALINGRAD
-
- The nations of the Ukraine and Russia have been at war since the
- spring thaw, fighting over the Caucasus Oil fields. As General Russelov leads
- the final Ukrainian drive on Volgograd, the Russian Parliament renames the
- city to Stalingrad, in the hopes of inspiring the defenders. Will history
- repeat ?
-
- BLUE TEAM You need to strike quickly and achieve several
- breakthroughs toward the river. Focus on getting your forces to the river as
- quickly as possible.
-
- RED TEAM Both players have a vast array of weapons with which
- to accomplish their mission, but you must trade ground for time. Defend the
- cities to the last man, while rushing troops across the river to
- deal with breakthroughs. Guard your shuttles well, they are your only way
- across the river.
-
-
-
- SUBURBAN ATTACK
-
- Dec., 10th: 2044, 0700, Suburbia, Texas: In the first major
- governmental offensive of the war, elements of the US 1st Armored Cavalry
- counterattack. Primary objective is control of the power plant and the
- surrounding city. Of almost equal importance for both sides is the
- preservation of friendly units and the disruption of enemy forces.
-
- BLUE TEAM Since this is the first major assault for government
- forces, it is vital that losses are kept to a minimum, while obtaining your
- objective.
-
- RED TEAM Not expecting a counterattack so soon, you now must
- try to gain a morale victory over government forces. If you can hold your
- position, and inflict heavy casualties, you will gain a significant political
- victory.
-
-
-
-
-
- ****************************************************************
- 5.0 ******************** Unit Profiles **********************
- ****************************************************************
-
-
-
- The S.C.A.B. (Surface Combat Airborne Battletank) is the latest in
- hover technology. The high speed 1150 hp Gas Turbine, Kevlar polymer armor
- and the Dire Wolf 120 mm Anti-Tank gun system make this an effective tank
- hunter and fast reaction force vehicle. Its one weakness is the attachment
- point for the Typhoon 40 mm anti-personnel cupola, which is susceptible to
- shrapnel and can lead to damage to the lifting fan controls positioned next
- to the unit.
-
-
- The Ferret Mk 2 is the old Airborne Battle tank. It is a first
- generation Hovertank and suffers from many shortcomings. Crews often describe
- it as "The most comfortable coffin I've ever ridden in." The original idea
- for the Ferret came from a prototype of a civilian pleasure vehicle. To this
- model they added light armor and two 40 mm cannons. Its saving grace is its
- amazing speed, which in the hands of an experienced crew can often keep the
- Ferret from becoming a mass of smoking metal.
-
- The Guardian MK V1 is the epitome of the Heavy Battle Tanks. With
- the staying power of a Titanium Reinforced Command Bunker, the Furnace 1250
- hp Gas-Turbine engine, twin 155 mm Screamer Anti-Tank guns, and 700 mm of
- ceramic-steel armor plating, this tank is capable of Break Through and Point
- Defense roles. However, its staggering cost of 12.3 Billion dollars prevents
- the armies of the world from owning many of these gargantuan tanks.
-
-
- The Assailant M21A6F2 MBT is the mainstay of most modern armies. Its
- current configuration offers nations an alternative to the Guardian Mk V1
- tank, at a quarter of the price. The new upgraded 155 mm Banshee Anti-Tank
- gun will penetrate most other battlefield tanks' armor, while the Thor
- Anti-Personnel Gatling cannon will destroy most soft targets in a matter of
- seconds. As the model has been in production for over a decade, several
- versions of this MBT may be encountered in the field.
-
-
- The Mercury X-10 is last generation's MBT. However, now 20 years old,
- it is today obsolete in this role. The Serafino Tool Works took several of
- these obsolete tanks and modified them to perform as Recon Tanks. With the
- offered X-10 upgrade costing one tenth the price of a new tank, many nations
- jumped at the chance to utilize their otherwise obsolete equipment. The
- Mercury has the battle tested 105 mm Caesar Anti-Tank gun, Commander's 40 mm
- Mini-gun and laser sighting system, and the new 990 hp Terrier engine. This
- tank can attain speeds of over 65 mph. However, nothing could be done to
- upgrade the aging Phoenix plating, and the weapon system is highly vulnerable
- to the advanced weapon systems of most heavier MBTs.
-
-
- The Phantom SPA utilizes the new Howler dual purpose Dark Bolt 105 mm
- gun. Capable of firing both anti-tank and high explosive shells, this system
- has quickly become the preferred battlefield support weapon. Because of the
- Howler's two rapid fire Dark Bolt 105 mm guns, the system needs to be mounted
- on a vehicle to allow it to carry enough ordinance to be effective on the
- battlefield.
-
-
- The Hot Head Light Artillery is the dream child of the Whippet Gun
- Works. Whippet has been the largest producer of 75 mm Howitzers and
- munitions in the late 20th century. With the advent of the new quick firing
- 105 mm Howitzers, the company realized that it needed protect its market
- share in the world's arms market. In the span of only three months, the design
- team produced the Hot Head system. With triple the firing rate of their old
- models, the Hot Head makes up for its lack of shell weight with its ability
- to shower the area with huge numbers of shells in a frighteningly short
- amount of time.
-
-
- The latest in technology from the Wilding Labs, this system is the
- cutting edge of ballistic artillery. The twin Spiro 275 mm Howitzers will
- deliver 1050 kilos of high explosives two kilometers downfield in four
- seconds. The Cyclops Doppler radar system can link into any battlefield
- ranging system to supply the Armageddon target system with target coordinates
- for immediate fire support. The Wilding Labs have also supplied a wide
- variety of ordinance for this system allowing it to fulfill any fire support
- functions required on the battlefield. Its only drawback is its staggering
- size, which often leaves it lagging behind in quick moving fire fights.
-
-
- With the advent of the Guardian, Assailant, and the S.C.A.B., front
- line commanders were lamenting over the ineffectiveness of normal artillery
- versus these hulking armored brutes. Ever mindful of their military needs,
- Serafino Tool Works designed the ultimate in Ground Support weapons. The GSM
- (nicknamed the "Grunt Smashing Missile" by the ground commanders ), was
- designed to pin down any known battlefield unit, a job it performs superbly.
- Two Winged Avenger Missile Launchers mounted on the company's Happy Trails
- heavy duty trailer provide the 1000 kg Winged Avenger Surface to Surface
- missiles with a stable platform. The Crystal Ball radar system allows for
- guidance of the ordinance for over three kilometers.
-
-
- With the implementation of the Dire Wolf 120 mm anti-tank cannon, the
- last generation's Armored Personnel Carriers, or APC, became little more than
- mass coffins with treads. Shakedown Motors sent their engineers back to the
- drawing boards and came up with the Terrapin APC. The Terrapin offered
- striking power unheard of in an APC. The amphibious ability of this APC make
- it a must-have item in any army.
-
-
- When the Darkhand Transport Co. came to the military with a shuttle
- craft design capable of moving a squad of Assailant Battle Tanks at speeds
- almost rivaling the Ferret, it took the janitors a week to mop up all the
- drool. The twin Volcano 7800 hp gas turbine engines generate the power to
- lift any known battlefield weapon. In the testing stage of the Kangaroo, two
- 600 ton locomotives were loaded onto the craft to prove its ability to move
- any size load. The short barrel 75 mm howitzer and quad Shredder 20 mm
- cannon give this Kangaroo a serious punch. However, to achieve the cargo
- capacity promised, it was necessary to ensure that the Kangaroo is also the
- lightest armored vehicle present on the battlefield.
-
-
- This is a typical foot grunt supplied with weapons and fatigues. They
- are excellent for holding cities, but totally out of their element in the open
- as they are up against serious opposition. But they are easy to acquire and
- plentiful.
-
-
- Line Infantry are basically little walking tanks. The Second Chance
- Defense Co. introduced the Galahad Body armor system just five years ago, and
- it has quickly become the standard in Armored Infantry. With a built in
- Morning Star laser sighting system, a 30 mm semi-automatic Combat Grenade
- Launcher, and a full life support and first aid system built into the armor,
- the Second Chance Defense Co. has given Infantry a new lease on life on the
- battlefield.
-
-
- Your typical infantry man, but with a Ph.D., and carrying enough
- equipment to build or blow up a small town. The basic equipment for the
- Combat Engineer is the Foam Core Insta-Bridge and Force Field Generator, both
- from Li'L Giant Enterprises, and the Nova Corps new C41 Plasticene Demolition
- Charges from Redmen Inc. The Sumar light semi-machine gun is the standard
- sidearm of these squads.
- The Titanium Reinforced Command Bunker is a self contained command
- center. The center is complete with satellite links, a fast scrambled
- communication computer and 3D Mirage Battlefield Imaging Table.
-
-
-
-
- *****************************************************************************
- 6.0 ********************** Trouble Shooting ****************************
- *****************************************************************************
-
- Question: "I've noticed several files that end in SWP taking up space in my
- FRONT LINES directory. Can I get rid of them?"
-
- Answer: Yes, you may. FRONT LINES creates *.SWP files on machines with 4 Meg
- of RAM. It refers to that file thought the game. Should FRONT
- LINES not be allowed exit properly. It may have to create a new
- *.SWP program. If it does not see the last valid SWP it was
- for, it will create a new one. So there is no danger in
- deleting them.
-
-
- Question: "In modem play I've noticed it every once in a while the game will
- pause when a new unit is selected?"
-
- Answer: This can happen from one of two ways. First, if you have a bad
- connection line the game may pause while resending data. Second, for
- some machines having sound effects and music on may be the cause of the
- problem. Try reconnecting without music or sound effects.
-
-
- *****************************************************************************
- 7.0 *********************** Modem Play *****************************
- *****************************************************************************
-
- ** NOTE: MODEM PLAY REQUIRES 8 MEGS OF RAM **
-
-
- MULTIPLE PLAYER GAMES
-
-
- There are two ways to enter Modem, or Null Modem play. The first
- method is to select the Modem Play box, at the end of the introduction
- sequence. After you have selected this box, you will be able to enter
- your name. This name will not appear again, untill you have linked up,
- selected your scenario, and begun play.
-
- The second way to set up a two-player game over a modem link is to
- click on the Modem button on the Load Scenario sceen. This method will
- not allow you to add your name.
-
- Both of these methods take you to the Modem Play screen.
-
- Two Players: Dial Modem Play
-
- Use this type of connection if the game is to be played on two computers
- connected via Dial Modem.
-
- * Select the communications port using the right and left arrows
- * Select Dial Modem.
- * Select a speed using the right and left arrows.
- * Type in the number to be dialed.
- * The player who will be on the receiving end of the link should click
- the button marked WAIT FOR CONNECTION - SLAVE.
- * The player who will initiate the call should then click MAKE
- CONNECTION - MASTER. The number will be dialed and the modem game
- set up.
-
-
- Two Players: Null Modem Play
-
- Use this type of connection if the game is to be played on two computers
- connected directly by a null modem cable.
-
- * Set the communications port using the right and left arrows.
- * Select Null Modem.
- * The player who will be on the receiving end of the link should click
- the button marked WAIT FOR CONNECTION - SLAVE.
- * The player who will initiate the call should then click MAKE
- CONNECTION - MASTER. The number will be dialed and the modem game
- set up.
-
-
- Chat Mode for Modem Play
-
- During a modem game, you can chat with your human opponent by pressing
- the F10 key. This will display a chat panel on both machines; players
- can then type messages to each other in real time.
-
- NOTE : The machine that initiates chat mode is also the only
- machine that is allowed to terminate it.
-