Computer Ambush.txt

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The Project 64 etext of the ~Computer Ambush manual~, converted to
etext by anonymous, obtained from the Asimov Apple ][ site
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/strategy/SSI/
computer_ambush.zip, pointed to by Evin Mulron's Apple ][ SSI page
http://www.concentric.net/~evin/ssi/.

COMAMB10.TXT, May 1997, etext #240#.

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Computer Ambush

TABLE OF CONTENTS
                                                  Page
 1.0 GENERAL DESCRIPTION...........................1
 2.0 GETTING STARTED...............................1
 3.0 SEQUENCE OF PLAY..............................2
 4.0 SOLDIERS CHARACTERISTICS......................2
 5.0 ORDERS:WHAT THEY ARE AND HOW TO USE THEM......3
 6.0 STATUS REPORT.................................4
 7.0 GET AND DROP ORDERS...........................5
 8.0 MOVING YOUR SOLDIERS..........................6
 9.0 SNEAKING......................................7
 10.0 SIGHTING THE ENEMY...........................7
 11.0 WEAPONS......................................8
 12.0 WEAPONS AND COMBAT...........................9
 13.0 NON-STANDARD SOLDIER CHARACTERISTICS........10
 14.0 COMPUTER AMBUSH DISK MANAGEMENT.............11
 15.0 ORIGINAL DESIGNER'S NOTES...................11
 16.0 SCENARIOS...................................11
      CREDITS.....................................13

1.0 GENERAL DESCRIPTION
Computer Ambush is a simulation of squad versus squad combat in France
during World War II. The game scale is 3 meters per square and one
second per 10 time points. You will notice while reading the rules
that we do not divulge all of the mathematics behind the game. We have
done this intentionally in order to create as much uncertainty as
possible in the players minds. By playing the game many times you will
begin to get a feel for what to expect, but you will never know for
sure. Thus we have here a game that truly creates the "fog of war".

1.1 Parts Inventory
A. Box
B. Rule Book
C. 5 1/4 inch game disc
D. Two Mapboard Cards
E. Two Squad Cards
F.  Two Grease Pencils

1.2 Mapboard Codes
P,R,K...- First letter of last name of a friendly soldier
(Star)- An American Soldier as seen by the German Player
(Swastika)- A German Soldier as seen by the American Player
(Plus)- An enemy soldier in shock (50 or more wound points)
(Skull & Xbones)- An enemy soldier that is dead (99 wound points)
(Straight line)- Wall
(Line w/sect miss)- Window
(Line w/offset sect)- Door
(Squiggle)- Hedge
(Box w/dot)- Interior of a building
(Splotch)- Rubble
(Pyramid)- Statue

1.3 Password.
At the start of each game both players will be required to enter a
five character password. It is important that each player keep his
password to himself. This will ensure that secret information held by
the computer is given only to the appropriate player.

1.4 Saving a Game or a Squad
A decision must be made at the end of each turn whether or not to
"save" the game. Saving a game allows you to restart the game at a
later date from the point at which you left off. You are also given
the opportunity to save a squad of soldiers with non-standard names
and characteristics (see section 13 and 14). Saving a squad allows you
to use the same non-standard soldiers in more than one game. In order
to save a game or a squad, you must first initialize a SAVE disk. This
means that You MUST have a pre-initialized disk available before you
start any game you think you might want to save (see section 24).

1.5 Mapboard Coordinates
To read the map coordinates, first read the column number and then the
row number. Example: The statue is in column 30 and row 43, and thus
it is in square 3043.

1.6 Setting Up the Game
To prepare for play, refer to the Game Selection Card contained in the
game box. The different scenarios are listed on this sheet, including
the objectives for both players. If this is your first game, we
suggest that you play the NCO training scenario while reading the rest
of the rules.

1.7 Talking to the Computer
After a command is given to the computer, terminate the command by
pressing the "RETURN" key. The return key is indicated in the rulebook
by the symbol "(CR)" which stands for carriage return. If you make a
mistake while entering a command, you may use the "back arrow" to go
backwards, then type over the mistake.

2.0 GETTING STARTED
To begin playing, insert the COMPUTER AMBUSH diskette into the drive
and turn on your computer. In a few seconds, an American and a German
soldier will be displayed on your screen. Press any key to start the
game.

2.1 Menu Options
You will be asked to choose one of four options from a listed menu.

These options are: 1) perform disk management (section 14), 2)
generate a squad of soldiers (section 13), 3) start a new game, and 4)
restart an old game. If you choose either of the first two options,
you will later return to the menu, allowing you to start a game if you
desire. However, if you choose options 3) or 4), you will begin
playing COMPUTER AMBUSH and will not return to the menu. This means
that you cannot initialize a SAVE disk nor generate a non-standard
squad of soldiers after a game has begun. If you choose to start a new
game, you will enter the Scenario Selection Phase.

2.2 Scenario Selection Phase
The purpose of this phase of COMPUTER AMBUSH is to allow you to select
the game you wish to play. This phase will be executed only once at
the beginning of each new game. You will choose from a selection of
five solitaire scenarios or seven two-player games (see Game Selection
Card). If this is a two-player game, the two players must decide who
will play each side and enter passwords when asked. The player(s) will
then select his squad of soldiers (with either standard or
non-standard soldier characteristics) and place them on the map. Each
player will also choose to either accept the standard weapon
allocation (section 11.1), or to allocate weapons to his soldiers
himself. This gives a player the opportunity to match weapons
according to the strengths and weaknesses of his soldiers and can
often mean the difference between victory and defeat. You may get a
hard-copy listing of your Squad's characteristics and weapons
distribution if you desire (and if you have a printer!).

2.3 Sound or Silence?
After the game scenario has been chosen, the computer will ask if you
desire to play a quiet game or a game with sound effects. If you play
a game with sound, the computer will play "music" whenever introducing
a new phase of the game, and voice its dissatisfaction on input
errors. NOTE: this question does let you play late at night without
disturbing (pick one) parents, roommate(s), or spouse!

2.4 Blind or Unlimited Sight?
You must also choose whether you will play a "blind" or an unlimited
game. In simplest terms, an unlimited game means that the American
player can see all the German soldiers in the game, and the German
player can see all the American soldiers in the game. A blind game, on
the other hand, is more true-to-life, since a player will see only
those enemy soldiers that his own soldiers see. The factors which
determine whether an enemy soldier is seen or not during a blind game
are described in section 10. A blind game clearly adds to the
challenge of COMPUTER AMBUSH. NOTE: All solitaire games played at
skill level three are blind.

2.5  How Many Time Points?
The last question you must resolve in the Scenario Selection Phase is
the number of time points you wish to simulate during the first turn.
You may choose any number of time points between 1 and 250 (that is,
between 0.1 and 25 seconds). The computer will also ask this question
at the end of each turn.

3.0 SEQUENCE OF PLAY
COMPUTER AMBUSH is played in a series of turns un...
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