Allied General PDF
Allied General PDF
Y M C K
                                                                           R   U   L   E   B   O   O   K
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ALLIED GEN IBM MAN U.K.                 26-06-1998 10:20           Page 3
                                          TABLE OF CONTENTS
    INTRODUCTION . . . . . . . . . . . . . . . . . . i            Embarking and Disembarking
      Getting Started . . . . . . . . . . . . . . . . . . 1       Air and Naval Units . . . . . . . . . . . . . 24
i INTRODUCTION
INTRODUCTION
    Getting Started
    If you want to get a quick start, refer to the “Basics” section of the manual
    which begins on page 2. It provides a step-by-step plan to familiarise you with
    the menus and aspects of ALLIED GENERAL.
    Copy Protection
    There is no physical copy protection on your ALLIED GENERAL CD, but in order to
    play the game the CD must be in the CD-ROM drive.
    For Windows
    In this book, the term “click” means moving the mouse pointer to the desired
    area on the screen and pressing the left mouse button.
    “Right-click” means moving the mouse pointer to the desired area and pressing
    the right mouse button.
    For Macintosh
    In this book, the term “click” means moving the mouse pointer to the desired
    area on the screen and pressing the mouse button.
    “Option-click” means moving the mouse pointer to the desired area, holding
    down the Option key, and pressing the mouse button.
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2 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE CAMPAIGN SELECTION WINDOW
        Currently                                                                                                          Campaign
        Selected                                                                                                           Buttons
       Campaign
Open a Saved or E-Mail Game View Scenarios Area of Currently Selected Campaign Start Currently Selected Campaign
    There are three campaigns in ALLIED GENERAL: North Africa, Western Europe,
    and Russia. Each campaign is made up of several scenarios based on historic
    battles from World War II.
    When the Campaign Selection window appears, the North Africa campaign is
    already selected. To play the North Africa campaign, click on the Start button in
    the lower right-hand corner of the screen. When you are more familiar with the
    game, use the Open button to load saved games, and the Scenario button to
    play individual battle scenarios.
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Preferences
    The Preferences window permits you to set the levels of Axis and Allied
    Experience and Prestige, player or computer control, and gameplay options.
    ALLIED GENERAL can be played as a one- or two-player game; one side is the Axis,
    and the other is the Allies.
    Player Control
    Click on the following icons to select the Allied player and the Axis Player.
    ¨ Human
    ¨ E-Mail Opponent
    ¨ Easy Computer Opponent (Green)
    ¨ Hard Computer Opponent (Red)
    For one-player games (like campaign games), click on the Green Computer
    (CPU) button under the Axis column to set the AI (Artificial Intelligence) to easy
    mode. When you feel that you can challenge the computer, choose the Red
    Computer button for a higher level of difficulty. For e-mail games, select yourself
    as the Human player, and the envelope icon for your e-mail opponent — after
    choosing e-mail play these settings cannot be changed.
    Supply
    Toggles the automatic supply rules on and off. See the “Automatic Resupply”
    section on page 30 for more information.
    Weather
    Toggles effects of realistic weather conditions during the game. Beginning play-
    ers may want to leave this option off while they are learning the game.
    Note: The Preferences can be changed at any time during the game, except for
    e-mail games, which have the Preferences locked once the game has started.
    The Preferences can still be viewed during an e-mail game, but not changed.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: BEFORE THE GAME BEGINS 5
                                                                    Movie windows
                                                                    provide actual
                                                                    WWII footage
                                                                    and backgrounds.
6 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
Game Buttons
Unit Buttons
       Battlefield
                                                                                                       Scroll Bars
Currently Selected Unit Light Hexes the Currently Selected Unit Can Move to
    The Main Game window is where the action of ALLIED GENERAL takes place.
    There are four main parts to this screen: the Information Bar at the top of the
    screen, the Battlefield in the centre, the Game Buttons on the right side, and
    the Unit Buttons on the left side. In addition, there is a Macintosh or Windows
    Menu Bar at the top of the screen which provides easy access to game menus
    and windows.
THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 7
    The Battlefield
    The Battlefield displays the area where all movement and combat take place. In
    two-player games, one player controls all of the Axis forces, and the other con-
    trols all of the Allied forces. The campaign games are for a single player who
    controls the Allied forces.
    The map scale varies from region to region, as does the size of the units repre-
    sented. There can be only one unit per hex, except that an air unit can occupy
    the same hex as a ground or naval unit.
    The following features appear on the map:
    ¨ 12 different types of terrain.
    ¨ Nationality flags indicating city, port, and airfield ownership.
    ¨ Victory Objective hexes denoted by a nationality flag with a gold border.
    ¨ Mud and snow conditions, represented by a change in the colour of map
      hexes.
    ¨ Neutral hexes, bordered in blue (e.g. Sweden or Switzerland). No units may
      enter these hexes.
    To view different parts of the Battlefield, click on the scroll bars at the bottom and
    right sides of the Battlefield, or click on the Recon button.
    Game Buttons
    The left-hand side of the Main Game window has buttons that affect units.
    These buttons change based on the active unit and what options are available.
    Options that are unavailable appear darkened.
    Along the right side of the Main Game window are buttons that affect the game
    globally, including: a Map of the Battlefield, the Purchase window for buying
    new units, and the Forces Review for examining the status of all your units.
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8 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
    The Recon window, like the Map and Unit Information windows, can be moved on the
    Battlefield to allow better viewing and use. To move the window, click on the window’s
    top bar and drag it where you want. To hide (or “shade”) the contents of the window,
    click on the triangle in the upper-right corner, and click on it again to redisplay the
    window. To remove the entire window, click on the close box in the upper-left corner.
    Use the Information window to view the complete statistics for the unit currently
    under the mouse pointer. You can compare the combat capabilities of units in
    the Battlefield by moving the mouse over different units. For definitions of unit
    statistics see page 37.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 9
              Strategic Map
                        Close Window                            Shade Window
Victory Objective
Allied Units
Axis Units
    The Strategic Map shows the entire Battlefield as well as surface or air units,
    depending on which view mode you are in. The Map is a floating window and can
    be moved like the Recon window. Axis units are indicated with black German
    crosses; Allied forces with gold stars; Russian forces with hammers and sickles; and
    your battle objectives in bright green. Hexes with large white dots are your objec-
    tives which have been taken and must be held throughout the battle.
    To view a portion of the map up close, click in the Map window on the section
    you wish to see. The Main Game window now contains the section you selected.
Forces Review
    Brings up the Forces Review window that lists all of the units currently under
    your command. Units that have already acted this turn have a red square around
    them; those that are waiting for orders have a green square. You can view a
    unit’s statistics by clicking on it or go directly to a unit by selecting it, then press-
    ing the Go To Unit button at the bottom of the window; the Forces Review
    window disappears, and the desired unit is selected in the Main Game window.
Casualties
    Displays Axis and Allied unit losses for campaigns and scenarios.
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10 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
              Deployment Window
    Brings up a floating window containing the core units to be deployed on the
    Battlefield. The Deployment window automatically comes up before the first
    turn of a scenario during campaign play. To place a unit on the Battlefield click
    on it, then click on a highlighted Battlefield hex. Note that one air unit and one
    land unit can occupy the same hex.
              Purchase Unit
    Add new units to the core army if more core units are available, or to auxiliary
    forces if only auxiliary units are available. You purchase units with Prestige
    Points and place them in or adjacent to friendly cities (if land units) and friendly
    airfields (if air units). You cannot purchase ships. See the “Buying Units” section
    of this manual on page 33 for more information.
              E-Mail Comment
    Brings up a dialog box during e-mail games for inserting comments to your
    opponent. When your opponent plays back the turn, the comments appear at
    the point in the turn that you inserted the comment. For more information on
    playing by e-mail, refer to the “How to Play E-Mail” section on page 35.
              Step Forward
    Steps forward through one unit’s actions during playback of an e-mail turn that
    you receive from an opponent.
              Playback Turn
    Plays back an opponent’s e-mail turn until the end.
              Rewind Turn
    Rewinds to the beginning of an e-mail turn received from an opponent. You can
    review an opponent’s e-mail move several times this way.
              End Turn
    Ends your turn and proceeds to the opponent’s turn.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 11
                                                                   Infantry units
                                                                   are a vital
                                                                   complement of
                                                                   combined-arms
                                                                   forces.
    Unit Buttons
    The Unit Buttons are along the left side of the Main Game window. Most of these
    buttons provide options which are applicable to the unit you currently have on the
    Battlefield. Be aware, however, that some commands require the unit’s turn to exe-
    cute, so once the action is completed, the unit cannot do anything else that turn.
Abort Move
    This button is available when you have selected a destination hex for the unit’s
    move. When a unit has moved (but before it has attacked), it can return to its
    point of departure without any adverse affects (like fuel consumption). If the unit
    moves next to any previously-hidden enemy units, it cannot undo its move.
Mount/Dismount
    Units can move more quickly when using organic transport, but are more vul-
    nerable to attacks. After you Mount/Dismount and move your unit, you must
    then choose whether or not you want to abort the move. Unless selected imme-
    diately after the unit’s movement, you will not be able to take back the move
    you just made. A mounted unit appears in the Main Play window as the form of
    transport, (for example, a truck or half-track icon).
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12 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
Embark/Disembark
    Embarking and disembarking units onto or from air or naval units can only be
    done at the beginning of a unit’s turn, i.e. a unit may not move or fight before
    embarking or disembarking. Disembarking ends the unit’s turn; a unit may not
    move or attack after disembarking. Embarking and disembarking are not equiva-
    lent to mounting and dismounting. A unit may not assume the same embarkation
    state more than once during a turn. For the differences between Air and Sea
    Embarkation, refer to the “Air and Sea Embarkation” sections on page 25.
Upgrade
    Activates the Upgrade Unit screen and enables you to change the type of unit
    within its class and add organic transport if available. You can only upgrade units
    when deploying for a campaign scenario or during a scenario when in a friendly
    city (or, in the case of air units, over a friendly airfield or aircraft carrier) with no
    adjacent enemy units. Upgrading costs Prestige Points and expends that unit’s turn.
    Toggles between viewing your land and air forces. When both a surface and air
    unit occupy the same hex, the view determines which one of the icons is large
    and which is small on the Battlefield. The large one is the one that you select by
    clicking on it. Keep in mind that the Map window shows either the currently-
    viewed air units or land units, not both.
Show Terrain
    Removes hexes, ownership flags, and units to reveal the terrain. Click again to exit
    this mode.
Disband Unit
    Disbanding units can be useful when you’ve reached the limit on the number of
    units allowed. Weak units can be disbanded in order to make space for new
    units which are more effective in given circumstances. For example, you may
    want to disband an inexperienced infantry unit in order to purchase a tactical
    bomber to soften enemy defenses. Disbanding a doomed unit also denies the
    enemy Prestige Points for destroying the unit.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 13
    When you elect to disband a unit, a dialog box appears to ask for confirmation.
    If you cancel the disbanding order, then the unit can still act, and remains selected.
    A unit can be disbanded anywhere on the map. For instance, an infantry unit in
    an air transport can disband over the middle of the ocean.
    Disbanding does not increase your own Prestige Points.
Name Unit
    You can personalise units with new names that are up to nineteen characters
    long. These names remain in effect until the end of the scenario or through the
    entire campaign. You may want, for example, to name units according to their
    capabilities or how you intend to organise them in battlegroups. Keep in mind
    that units are numbered consecutively by the computer in each scenario, thus
    slightly changing the names you choose.
Elite Replacements
    Elite replacements are treated the same way as regular replacements except that:
    they do not reduce the unit’s experience level; they cost four times as much; and
    they provide double resupply for the unit. Although expensive, elite replacements
    are cheaper, point-for-point, than building a new unit with no experience.
    Elite replacements allow a unit to become “overstrength ,” in other words, have
    a strength greater than 10. A unit may have a maximum strength equal to 10
    plus its number of levels of experience. For example: a unit at full-strength with
    one experience level receives elite replacements; its strength increases to 11.
    Between campaign scenarios, under-strength units are brought up to strength
    10 via elite replacements.
Supply Unit
    Resupplies the selected unit with up to half its maximum capacity; this is the only
    action that the unit can take during its turn. Units receiving replacements
    automatically resupply and units receiving elite replacements receive double-
    resupply. Adjacent enemy units prevent resupply except as part of receiving
    replacements. Snow and rain reduce resupply by one-third. When a unit is on a
    desert hex, it resupplies at a rate one-fourth of normal. A unit is always guaran-
    teed to receive a minimum resupply of 1 ammo and 1 fuel.
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14 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
              Weak or
          unnecessary
          units can be
       disbanded, but
       do not increase
       prestige points
Replacements
    Replace lost strength points (to strength 10 maximum) and automatically resupply
    the unit as described under “Supply Unit ”. This action ends that unit’s turn.
    Replacements normally begin with 0 experience which is averaged with the unit’s
    current experience to generate a new experience level. This depends on what level
    the experience was set to on the Preferences screen. Units can get replacements
    anywhere, except that air units can receive replacements only when in a friendly
    airfield or carrier hex, and naval units can get replacements only when in a port. A
    unit receives fewer replacements if an enemy unit is adjacent. If three enemy units
    are adjacent, the unit cannot receive any replacements unless it is in a city. Bad
    weather and desert terrain also reduce replacements.
Save Game
Provides a quick way for saving the game to the current save file.
Next Unit
    Selects the next unit waiting for orders. If all units have already acted, the icon
    becomes shaded. Mounting or dismounting a unit does not count as an action.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 15
    File Menu
    New automatically restarts the game and returns to the Campaign Selection screen.
    Open allows you to open a saved game or e-mail game.
    Save allows you to save and name the current game.
    Save As allows you to save the current game under a new save file name.
    Quit or Exit exits ALLIED GENERAL.
    Edit Menu
    From this menu you may choose to view the Settings or Preferences windows.
Settings
16 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW
    Game Menu
    Preferences
    The Preferences window allows you to set the Experience and Prestige each
    player is to receive during the game, as well as who the players are to be.
    Options at the bottom of the Preferences Window are on if they have a gold star
    next to them. Refer to the “Preferences” section on page 3 for more information.
Show Casualties
    Displays the Axis and Allied unit losses for an entire campaign or scenario. Click
    on the Campaign or Scenario button to toggle the listings.
    Show Intelligence
    The Show Intelligence menu displays all keyboard commands for ALLIED GENERAL
    and provides additional information.
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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 17
    Show History
                       View Next or Previous Unit                        View Next or Previous Turn
Current Unit
Current Turn
    The History window records the actions of each unit for each player on a turn-
    by-turn basis. The units are listed in the order that they acted during the turn.
    Only the units that act in a turn are listed in the history.
    The arrows on the right-hand side of the Turn window increase and decrease
    the turn counter. The arrows on the Unit window scroll through each unit
    that acted during the turn.
    The actions of the units are recorded in a file with a name that corresponds to
    the saved game file name. For example, if you save your current game in a file
    named “Mygame.sav”, then the history file will be named “Mygame.his ”.
    You can view the contents of the history file with a text editor or word proces-
    sor. For safety, make a copy of the history file on your hard drive, and examine
    the copy there.
    ALLIED GENERAL stores the location of the history file in the saved game. If ALLIED
    GENERAL cannot find the history file where it expects it, it will ask you to find it.
    If you want, you can have ALLIED GENERAL start a new history file.
    Note: History files are not generated during e-mail games.
    Windows Menus
    This menu provides a quick and easy way to open the Recon, Map, and Information
    floating windows.
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        Auxiliary units
            are used to
           supplement
       your core units,
         but only serve
      in single battles.
    In the campaign game, you control a “core group” of units and, in most battles,
    non-core or “auxiliary” units. The core group’s strength flags have black num-
    bers, and the auxiliary units’ strength flags have white numbers. Auxiliary units
    serve with you only for the duration of the battle, while you take surviving core
    units with you to the next campaign battle. Your units gain combat experience
    and can be upgraded with new equipment over time.
    Your core units are already deployed in the first scenario of any campaign. In later
    campaign scenarios, you may deploy your core units freely within designated
    deployment zones.
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                                                                                                                       A Selected
                                                                                                                       Scenario
Open a Saved Game View the Campaign Screen Play a Scenario by E-Mail Start the Selected Scenario
    There are thirty-nine individual scenarios you can choose to play in ALLIED
    GENERAL, from the burning deserts of Tripoli to the frigid terrain of Leningrad,
    even major Allied assaults like Operation Jupiter and Operation Overlord.
    Click on the Open button to play a saved scenario, campaign, or e-mail game.
    To go to the Campaign Selection screen, click on the Campaign button.
    To start a new e-mail game using the currently selected scenario, click on the E-
    Mail button.
    To play a single scenario, simply click on a scenario name and then click on the
    Start button.
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    Beginning a Battle
    You begin a battle by selecting a scenario or a campaign game. In the campaign
    game, you control a group of “core units” through the various battles you fight.
    Auxiliary units, which have their strength numbers in white, are available for the
    duration of that battle only. Surviving core units gain experience through combat,
    and your unit combinations reflect your own preferences. As you progress
    through the campaign, the number of core units available to you will increase.
    In campaign play, you have the option of deploying your core units within specified
    deployment areas before the first turn of each scenario. There is no deployment
    phase for non-campaign games (like e-mail, two-player, or a single scenario).
    Game Turns
    In ALLIED GENERAL, each scenario has a specific number of “turns.” Each turn is
    comprised of two parts: The Allied phase, during which the Allied player acts
    while the Axis player observes, followed by a similar phase for the Axis player.
    In all games, the Allies act first during a turn.
    In each turn you and your opponent are given a chance to move units, attack
    enemy units, resupply units, and so on. When your turn is done and you have
    moved or given orders to all of your units, click on the End button. Afterward,
    the opponent moves his units and completes the turn.
    During a turn each unit can move once, and attack once, in either order.
    Exception: artillery and air defence units can only shoot before they move.
    If a unit acts, and another unit is selected, no further actions can be taken by the
    first unit. (“You already took your hand off that piece; you can’t move it back.”)
    Example: You move Unit A to a hex adjacent to an enemy unit; you then select Unit
    B. Unit A cannot attack this turn; selecting Unit B signaled the end of Unit A’s turn.
    Weather
    Weather is randomly determined based on actual weather conditions for the
    month of the year and weather zone in which a battle occurs. Weather may
    change between fair weather and storm fronts. Storm fronts can last for a num-
    ber of days and have the possibility of generating only overcast weather or
    becoming rainstorms or snowstorms. It never rains or snows in North Africa.
    Note: during rain or snow storms aircraft cannot attack.
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Deploying Troops
Unit Experience
    When you are given the chance to deploy your troops at the beginning of a
    scenario it is best to start by viewing the Battlefield on the Strategic Map and
    evaluating its tactical possibilities. See the section “Strategy Notes,” on page 49
    for some tips on planning your battle. Once you’ve planned your strategy, start
    deployment with your spearhead units and then follow with the rest. The
    Deployment window allows you to see all of your available units at one time,
    upgrade their equipment (including providing them with organic transport) and
    select which ones to place. Select a unit in the Deployment window, and click on
    a hex in a highlighted deployment area to place the unit; right-clicking (or
    Option-clicking) on a placed unit removes it from the map.
    Moving Units
    Click on any unshaded unit to make it ready for orders. The selected unit can
    move to any hex that is illuminated; it cannot move to a hex occupied by
    another unit. (Exception: An air unit can occupy the same hex as a ground unit.)
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    Movement Cost
    Each unit has a movement point allowance per turn that is spent as it moves.
    The movement point cost of each hex depends on the terrain in the hex,
    weather conditions, and the unit movement type. After selecting a unit, when
    the cursor moves over a lighted hex the amount of movement expended to reach
    that hex is displayed at the top of the screen. Every movement point a unit uses
    costs 1 fuel, except that when the ground is covered with snow all ground units
    pay double fuel costs, i.e. two fuel points per movement point; snow does not
    reduce the distance that a unit can move. No matter how much they move, air
    units consume a minimum of half their movement allowance in fuel every turn.
    Movement ends prematurely if a unit moves adjacent to or is ambushed by
    (moves into) a previously-hidden unit. An ambush is treated as an attack with
    the defender receiving an automatic rugged defence. Entering a river hex ends a
    ground unit’s movement, except when the river surface is frozen. It may exit
    river hexes normally the following turn. Dismounted bridging engineers may
    serve as bridges, eliminating this penalty for the hexes engineers occupy.
    Abort Move
    After moving a unit to another hex you can cancel that move by immediately
    selecting the Abort Move button from the Unit Menu. Abort Move does not permit
    you to undo attacks, nor does it let you undo moves which spot enemy units. If the
    unit did not attack before moving, undoing the move will permit you to take any
    action with the unit: attack, movement, resupply, and so on.
    Keep in mind that once a unit has moved and you have selected another unit,
    you cannot select that unit again except to look at unit statistics.
        Infantry units
        have a limited
      movement range
         which can be
     greatly increased
        when they are
         mounted onto
           transports.
GAME PLAY BASIC RULES: EMBARKING AND DISEMBARKING AIR AND NAVAL UNITS 25
    Air Embarkation
    Units can embark in a plane from a friendly airport hex; units can disembark
    only onto an unoccupied airport hex. A unit may disembark when the airport
    hex is owned by an enemy nation.
    When a unit embarks onto an Air Transport, the unit icon is replaced by the
    Air Transport icon.
    Only certain classes of units can embark in a plane: infantry, light anti-tank,
    light artillery.
    A unit cannot take its organic transport with it when it embarks in an aircraft; it
    must abandon the transport. The game will ask for confirmation for abandoning
    the transport.
    There is a fixed number of air transport units available in a scenario. Even if a
    unit can legitimately embark, there might not be an air transport available, in
    which case the Embark button will not be available.
    Players cannot purchase air transport units. When an air transport unit is
    destroyed, it cannot be replaced.
    If the unit is on the airport hex at the beginning of the turn, the unit can embark
    and move in the air transport during the same turn.
    Paratroops and rangers need not disembark at an airfield, they may select the hex
    the air transport occupies or any adjacent ground hex as their drop zone, but they
    may drift from the selected drop zone.
    Sea Embarkation
    Most ground units can use sea transports; naval and air units cannot.
    Units can embark on naval transports only at ports or coastal cities.
    A unit with organic transport can take its transport with it when it embarks into
    a sea craft; it does not need to abandon the organic transport. A unit will be dis-
    mounted when it disembarks, regardless of the state it had when it embarked
    (mounted or dismounted).
    Sea transports can disembark on any unoccupied coastal hex; they do not need
    to get out in a port. Note that sea transports cannot disembark into coastal cities.
    A unit that disembarks into an unoccupied enemy port captures it. Remember
    that only infantry, tank, anti-tank, and recon units can capture cities.
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    Combat Rules
    Spotting Units
    If the Show Hidden Units preference is off, all hexes become hidden at the
    beginning of each turn except those that are within 1 hex of a friendly city, port,
    or airfield or within the spotting range of friendly units. Air units’ spotting range
    is halved by overcast weather and reduced to 1 hex when it is raining or snow-
    ing. Other units’ spotting ranges are halved when it is raining or snowing.
    Once a hex is spotted during a player’s turn, it remains spotted for the entire turn.
    Any time a friendly unit moves and does not abort its move, it spots all hexes
    within its spotting range. Terrain has no effect on spotting.
    Enemy units within your unit’s spotting range are automatically spotted except for
    enemy U-boats, which you have a 50% chance of spotting unless they are adjacent
    to one of your units.
    Zone of Control
    A unit exerts a zone of control into the six hexes around it. Surface units’ zones
    of control affect only surface units and air units’ zones of control affect only air
    units. When you move a unit into the zone of control of an enemy unit, your
    unit’s movement is stopped and it must either attack or end its turn. If your unit
    was ordered to move to a point which takes it through a hex occupied by a pre-
    viously hidden enemy unit, your unit is ambushed by the enemy unit and your
    unit’s turn ends after combat is resolved.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 27
    Attacking
    The attack option (cross-hairs) appears when you pass the mouse pointer over
    an enemy, and the Expected Losses appear in the Information Bar.
    The Attack number is the losses projected for the attacking force (your unit), and the
    Defend number is the projected losses for the unit being attacked. Keep in mind that
    these are projected losses; they may not be the same in actual battle! When you
    decide to attack, click when the cross-hairs target is over the enemy unit.
    As battle ensues, unit losses are indicated on the unit strength flags, and battle
    details are listed in the Information Bar.
    A unit may move and attack, or attack then move, with the exception of artillery,
    air defence, or anti-tank units which cannot attack after moving.
    Initiative
    Initiative is determined by the equipment used in battle, the terrain upon which
    the battle takes place, and the experience of the units. It is also adjusted by a
    randomly generated score of 0-2 to help simulate the uncertainty of battle.
    If an ambush or rugged defence occurs, the attacker’s initiative is 0.
    Supporting Fire
    Under certain circumstances, units adjacent to the defending unit shoot at the
    attacker prior to normal combat. Artillery units contribute ‘defensive fire’ in
    support of any adjacent ground units. Air defence units contribute defensive fire
    for any adjacent ground units against air attacks. Fighters adjacent to defending
    bombers or ground units may intercept attacking air units, but fighters may
    make only one interception per turn, and each attacking air unit may be inter-
    cepted only once. Each of the above events occurs before normal combat; the
    attacker cannot respond to defensive fire. Losses and suppression from defen-
    sive fire persist during the remaining combat. If the attacker has no more
    strength points in the firing order (all of them destroyed or suppressed), the
    attack is broken off immediately.
    Each time a unit shoots it uses one ammo point. Defending units can easily use
    up several points of ammo in a single turn when defending themselves or adja-
    cent units.
    Rugged Defence
    A rugged defence can occur in two ways: (1) if a unit’s movement takes it into
    the hex of a hidden enemy an ambush occurs (for air and naval units this mis-
    fortune is called “out of the sun” and “surprise contact”), which is automatically
    treated as a rugged defence, and (2) if an entrenched unit is subject to a non-
    ranged attack by a ground unit, there is a risk of a rugged defence based on the
    relative experience, the unit type, and the defender’s entrenchment level. If the
    entrenchment level is 0, or if the attacker is a pioneer or engineer, there is no
    risk of a rugged defence.
    Suppression
    Each non-suppressed strength point makes an individual attack on the enemy
    using the unit’s attack and defence values. Suppressed elements do not count in
    the firing order, but suppression (other than suppression resulting from level
    bombers) lasts only for the duration of the current combat. The number of
    strength points in the firing order is also halved by rain or snow for ground
    troops and by overcast weather for air units (air units may not attack in rain or
    snow). It is also halved if the unit has run out of fuel (if it runs out of ammo, it
    can’t attack).
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                                                                  Artillery units
                                                                  provide defensive
                                                                  fire in support of
                                                                  any adjacent
                                                                  ground units.
         With support
        from artillery,
      infantry are the
       preferred units
      to assault cities
    and fortifications.
    Supply Rules
    There are two types of supply: ammunition and fuel. Each time a unit shoots, it
    uses one point of ammo. Every movement point a unit uses costs it one point of
    fuel. Exceptions: when the ground is covered with snow all non-air units use 2
    fuel points for each movement point; air units that are not on or adjacent to air-
    fields use fuel equal to at least one-half of their movement capability every turn,
    but are not affected by snow limitations.
    Automatic Resupply
    If the “Supply” preference is selected on the Preferences window, the following
    automatically resupply: air units which are on or adjacent to airfields, naval
    units which are in port, and ground units which have not acted. Ground units
    may not resupply, however, if there are enemy units adjacent to them and if they
    are not in a town. The resupply rate is limited by the proximity of enemy units,
    terrain, and bad weather.
    Air units which are out of fuel and not adjacent to an airfield are eliminated.
    Units normally receive half of their ammo and fuel maximums during resupply.
    Units receiving Replacements automatically receive resupply, and units receiv-
    ing Elite Replacements get double the resupply.
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    Victory Conditions
    Battles are won by taking or holding some or all of the Victory Objective hexes
    (depending on the scenario), which are represented by gold-bordered flags on
    the Battlefield and by green or white highlights on the Strategic Map. Capturing
    towns that are not victory objectives gains you prestige points, but does not
    affect the victory conditions, so you should always focus on capturing the objec-
    tives you have been ordered to take. Only units of the tank, anti-tank, recon, and
    infantry classes can capture cities, ports, and airfields, although other troop
    types can occupy them and prevent their use by the enemy.
    True Neutrals
    True neutrals are countries like Sweden or Switzerland which no one is allowed
    in or over. These hexes are indicated on the Battlefield with blue hexsides.
    Prestige Points
    Prestige points represent the influence you have earned with the high command
    by taking and holding Victory Objectives and cities, destroying enemy units, and
    winning battles as quickly and decisively as possible. In the same manner, how-
    ever, losing cities and battles reduces your prestige. You can exchange prestige
    points for new units, replacements, and new equipment for existing units. Note
    that you must pay the full prestige cost of new equipment even if the cost of the
    new equipment for a unit is less than that of the old equipment given up.
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    Upgrading Units
                                          Upgrade Unit Statistics
       Available
       Upgrades
                                                                              Current Unit
                                                                              to be
                                                                              Upgraded
       Available
       Transport
    You can only upgrade units when deploying for a campaign scenario or during a
    scenario when a unit is in a friendly city (or, in the case of air units, over a
    friendly airfield or aircraft carrier) with no adjacent enemy units. Select the unit
    type you desire and its transport, if applicable, then click on the Upgrade but-
    ton. Upgrading costs Prestige Points and expends that unit’s turn. The Upgrade
    Unit screen displays the different types of upgrades available, transport (if avail-
    able), unit statistics, and the original unit being upgraded.
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    Buying Units
                              Available Units                   Unit Statistics           Approval Lamp
       Nationality
             Flag
                                                                                                          Unit
                                                                                                          Slots
                                                                                                          Free
                                                                                                          Prestige
                                                                                                          Points
      Unit Classes
                                                                                                          Cost
    Click the $ button on the right-hand side of the Main Game window and the Purchase
    windows appears. The left side of the Purchase window displays unit classes “avail-
    able” with a green light; “not-yet available” units are not lighted. Units which are
    above the cost of your current Prestige Points are indicated by a red light. Click on the
    Artillery button to see the available artillery class units. When you click on a unit, the
    unit’s statistics appear along the right side of the screen, next to Your Prestige, Unit Slots
    Free, and Total Cost sections. If transport is available for a unit, it appears with its statis-
    tics on the lower section of the screen. Click on one to choose it and view its statistics.
    The new total cost for both the unit and the transport appears.
    Select Purchase from the lower-right corner to confirm the purchase. If you want
    to cancel a purchase before placing the unit on the Battlefield, right-click (or
    Option-click) anywhere.
    Note: Units may not be purchased in newly-won cities until two turns after the
    cities are captured, and a clear line of supply three hexes wide exists between the
    captured city and a friendly city. If an enemy unit is in this three-hex supply line,
    then units cannot be purchased.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 34
         Allied leaders
        encourage war
    production so new
          equipment is
       available often.
    Overstrength Units
    A unit with an experience level of 1 or greater may be made overstrength by
    adding elite replacements when it is already at 10 or more strength points. You
    may only do this as long as the current unit strength is less than 10 plus the unit’s
    experience level. For example, a unit with two experience levels may have a maxi-
    mum strength of 12. Each time the player takes elite replacements under these
    conditions the strength of the unit increases by 1.
    Player 1
    Starting the E-Mail Game
    It is assumed that you, the player playing an Allied General, starts the e-mail game
    process. Your opponent will play an Axis General.
    Choose a Password
    To make sure that no one else can play your side of the battle, enter in a pass-
    word by first clicking inside the green bar. When the blinking cursor appears,
    type in your password and click the OK button.
    Recording Light
    Note that a red “recording” light blinks on and off while you are playing the e-mail
    game. This shows that your moves are being recorded for your opponent to watch.
    As you play, you can insert comments to your opponent by clicking on the
    E-Mail Comments button and typing in the message. When finished, click on the
    OK button. When your opponent plays back the turn the comments appear in the
    order in which they were made.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 36
    Player 2
    When you receive an e-mail game from your opponent, go to the Scenario
    Screen and click on the Open button. E-mail games are identified with “.eml” at
    the end. Choose the e-mail game you want to play and open it.
Step Forward
    Steps forward unit-by-unit during playback of an e-mail turn that you receive
    from an opponent.
Playback Turn
Rewind Turn
    Rewinds to the beginning of an e-mail turn received from an opponent. You can
    review an opponent’s e-mail move several times this way.
                                                                                                    Unit
                                                                                                    Statistics
    Current Fuel
    The amount of fuel the unit currently has. Avoid running out of fuel while adja-
    cent to the enemy or you can be trapped and unable to resupply. Units that run
    out of fuel have their number of strength points halved for combat purposes.
    Maximum Fuel
    The maximum fuel capacity of the unit. For certain units this capacity also
    reflects susceptibility to breakdowns.
    Current Ammo
    The amount of ammo the unit currently has. Avoid running out of ammo, as
    without it you cannot shoot at the enemy. Note that many rounds of ammo can
    be consumed in a single turn if a unit defends against several enemy attacks.
    Maximum Ammo
    The maximum ammo capacity of the unit. Each instance of combat (whether
    attack or defence) expends one ammo point.
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    Entrenchment
    This unit’s current total entrenchment level. All ground units can entrench, but
    at different rates. All terrain types have a base entrenchment level from 0-4
    which ground units in that hex with lower entrenchment levels automatically
    obtain at the end of their turn. Units that have not moved are assumed to dig in
    each turn even if they attack, resupply, and so on. Each turn the unit does not
    move, it digs in. Infantry is best at entrenching, and anti-aircraft and tanks are
    the worst. Units can entrench up to a maximum of 5 levels above the base
    entrenchment level for the terrain. If a unit moves out of the hex it loses all its
    entrenchment levels, so pick a good position before digging in.
    Each attack on an entrenched unit, whether successful or not, reduces its
    entrenchment level by one level. Repeated attacks in a single turn can even reduce
    the entrenchment level below the base level for the terrain, thus facilitating fur-
    ther attacks during the same turn.
    Base entrenchment levels are: 4 for fortifications, 3 for cities, 2 for forests,
    bocage (intertwined hedgerows), and mountains, 1 for rough terrain and non-
    city port facilities, and 0 for everything else.
    Experience
    Each time a unit takes part in a combat it gains experience, and the more suc-
    cessful it is in combat, the more experience points it gains. An experience
    level is symbolised by a medal in a unit’s summary information. The maxi-
    mum experience level a unit can achieve is 5. When two units fight, their
    relative experience levels affect who shoots first and determine relative casu-
    alties. Experience also determines overstrength size, reduces the risk of
    rugged defence, and modifies initiative. Units with 2 or 3 experience levels
    should be considered veteran troops and those with 4 or 5 levels elite troops.
    Elite replacements should be used to preserve the quality of veteran and elite
    units. Making veteran and elite units overstrength is valuable because they
    are better able to withstand and inflict casualties in combat.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20     Page 39
                                                                  Experienced units
                                                                  may gain higher
                                                                  overstrength size,
                                                                  reduced risk of
                                                                  rugged defence,
                                                                  and modified
                                                                  initiative.
    Strength
    Units begin with 10 strength points. Losses are suffered in strength points, and
    a unit reduced to 0 strength points is destroyed. Units with experience have
    their maximum strength increased by 1 per experience level, up to a maximum
    strength of 15 points at 5 experience levels. Units can add overstrength points at
    a rate of one per turn by selecting elite replacements. If you lose strength,
    rebuilding the unit to overstrength status must be done the same way.
    Overstrength units are very potent in battle.
    Kills
    The number of enemy units a unit has destroyed in the current scenario or, over
    the course of a campaign.
    Suppression
    This indicates the number of a unit’s strength points suppressed by enemy
    shooting. The unit’s number of remaining strength points are used to shoot back
    in that turn. Most suppression lasts only for the duration of a single combat, but
    level bombers can suppress units for the player’s turn, thus facilitating further
    attacks on the suppressed unit. Defending units whose suppression number is
    greater than or equal to their current strength, retreat or surrender.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 40
    Cost
    The prestige point cost of building a new unit of this type.
    Maximum Ammo
    The amount of ammunition the unit equipment begins with.
    Maximum Fuel
    The amount of fuel the unit class begins with.
    Movement Method
    The different methods of movement units may use are: leg, towed, wheeled,
    half-tracked, tracked, off-road, all-terrain, naval, and air. Units with leg or
    towed movement have no fuel rating, and can acquire organic transport for
    speedier movement.
    Spotting
    The hex radius within which a unit can spot all enemy units in fair weather.
    Note that there are no terrain restrictions on spotting; for example, a mountain
    hex does not block spotting beyond it.
    Range
    The unit’s shooting range in hexes. A range of ‘0’ means that only targets adja-
    cent to the unit can be attacked.
    Initiative
    In combat, the unit with the greater initiative attacks first. In the case of identi-
    cal initiative, attacks are simultaneous. Experience and the terrain of the
    defending unit modify initiative values. Initiative plays a critical role in that the
    unit that attacks last can use only its remaining strength.
    Soft Attack
    The unit’s attack value against “soft targets” such as infantry, trucks, and towed
    weapons. A bracketed value indicates that the unit may not initiate combat
    against a soft target, but may respond with that strength when attacked.
ALLIED GEN IBM MAN U.K.       26-06-1998 10:20       Page 41
    Hard Attack
    The unit’s attack value against “hard targets” such as tanks, recon, and half-tracks.
    A bracketed value indicates that the unit may not initiate combat against a hard
    target, but may respond with that strength when attacked.
    Air Attack
    The unit’s attack value against air targets. A bracketed value indicates that the
    unit may not initiate combat against an air target, but may respond with that
    strength when attacked.
    Naval Attack
    The unit’s attack value against naval targets. A bracketed value indicates that
    the unit may not initiate combat against a naval target, but may respond with
    that strength when attacked.
    Ground Defence
    The unit’s defence value against attacks by land and naval units.
    Air Defence
    The unit’s defence value against air units and air units’ defence value against
    all attacks.
    Close Defence
    The unit’s ability to defend itself in disadvantageous situations. These situations result
    when a unit unexpectedly encounters an enemy, and are announced by the game as
    “Rugged Defence!”, “Surprise Contact”, and “Out of the Sun!” When any unit attacks
    infantry which puts up a rugged defence, the attacking unit uses its close defence
    value. When combating infantry in city or forest hexes, ground units suffer the handi-
    cap of using their close defence values. Infantry do not retain this advantage when
    they are in clear terrain. Since close defence values are usually less than ground
    defence values, this makes infantry more dangerous in favourable terrain.
    Target Type
    There are four target types: Soft, Hard, Air, and Naval. Each unit has a separate
    attack value against each type of target.
    Transport
    If a unit has organic transport, statistics for the unit’s values while mounted are
    displayed below the unit’s normal statistics. When a unit has mounted or
    embarked in a transport, that unit uses the attack and defensive ratings of the
    transport. In general, units are vulnerable when in transport. A unit must aban-
    don organic transport in order to embark on air transport.
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    Ground Classes
    Anti-Aircraft
    The primary use of the anti-aircraft (AA) class is to respond quickly to enemy air
    units. Unlike the air defence class, AA units may fire and move or visa versa
    and can attack ground units. AA can keep up with a quick moving attack force,
    and if properly used, assist in mopping up enemy infantry. Protect AA from
    enemy tank, anti-tank, and artillery units and you may find them very useful.
    Unlike air defence units, AA must be in the same hex as enemy air units to
    attack them.
    Air Defence
    Like artillery, air defence units cannot attack after they have moved; unlike artillery,
    however, they cannot attack ground units. They are ideally suited for defending rela-
    tively stationary ground units against enemy airpower in defensive battles, but given
    time and proper protection, they can also be useful when brought up to support your
    offensives by fending off enemy aerial counterattacks. Because of their ranged attack
    and protective fire capability, well placed air defence units can keep enemy aircraft at
    bay around a vital city, or protect a difficult ground assault from disruption.
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    Anti-Tank
    The anti-tank (AT) class is divided into two unit types: towed anti-tank weapons
    and self-propelled anti-tank weapons (often referred to as “Tank Destroyers”
    TDs). The towed type are excellent on defence, especially if heavily entrenched,
    but their vulnerability while being towed by trucks or half-tracks makes them
    difficult to use effectively on the attack. When attacking, use tank destroyers
    instead. TDs are much cheaper than tanks for the equivalent gun size, but less
    well-armoured and lack a rotating turret. This means that they can use their ini-
    tiative to get in the first shot when defending against tank attacks, but always
    fire second when attacking tanks themselves. This makes attacks on tanks risky
    unless they are already seriously weakened. The key to TD tactics against tanks
    is moving offensively but fighting defensively — rather than attacking enemy
    armour, move TDs into positions where the enemy armour is forced to attack
    you. For example, while your tanks strike deep through enemy lines, TDs can be
    used to block enemy armoured counterattacks on the flanks of the advance.
    Although their intended purpose is to fight tanks, TDs make excellent tank-sub-
    stitutes for overrunning other troops.
    Artillery
    Artillery cannot attack after moving. Artillery units, like anti-tank units, are
    divided into towed and self-propelled categories, but the difference is less signif-
    icant because they are too vulnerable, even when armoured, to confront the
    enemy directly — their role is instead to bombard the enemy from a distance in
    support of other friendly troops. The main advantage of self-propelled artillery
    is that it can keep moving without having to mount and dismount. Towed
    artillery, in comparison, is very vulnerable and unable to fire in defence of itself
    on adjacent enemy units. Artillery is suitable for softening up enemy soft targets
    prior to an offensive attack (even if they inflict no losses, each bombardment
    attack reduces the enemy’s entrenchment level), and equally valuable because of
    their ability to provide defensive fire when adjacent ground units are attacked
    by enemy ground units. Artillery is best deployed immediately behind friendly
    units where it can support them on both offense and defence. Artillery support
    is especially critical if you want your infantry to have a chance of stopping
    armoured attacks in the open.
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    Fort
    The fort class is divided into two types: “forts,” which are networks of immov-
    able, strongly-built heavy artillery and infantry positions, and “strongpoints,”
    which are lighter networks of pillboxes and light field fortifications. Since forts
    have ample reserves of ammo and strong attack values, they should shoot
    aggressively at any enemy that approaches. A combination of artillery and aerial
    bombardment followed by an assault by engineer or pioneer units is the proven
    method of capturing enemy forts and strongpoints that cannot be bypassed.
    Infantry
    The infantry class consists of several different types of units. Infantry are the
    most common troop type in any army and are the most versatile. Their advan-
    tage lies not in their speed but in their ability to fight in cities, forests, and other
    difficult terrain without the penalties suffered by most other classes. Although
    vulnerable to artillery fire and armoured vehicles when in open terrain, they are
    almost impossible to dig out of well-entrenched defensive positions unless
    attacked by other infantry and artillery in coordination. Even the most powerful
    armoured offensive can be halted or seriously delayed by a single well-posi-
    tioned and well-entrenched infantry unit if the armoured units lack proper
    support.
    Engineer and pioneer units are excellent at assaulting heavily entrenched positions
    because their special training and equipment enables them to avoid the risk of a
    rugged defence. Bridging engineers, indicated by a bridging icon, carry bridging
    equipment that allows them to serve as a bridge for other friendly units while dis-
    mounted in a river hex. Paratroops and rangers are lightly-armed but highly-trained
    infantry able to paradrop from air transports. Heavy weapons infantry have higher
    attack values than ordinary infantry and so are more suitable for assault roles, but
    move more slowly, making them prime candidates for transporting. Cavalry in this
    period are actually mounted infantry, with relatively low combat values but high
    mobility without the expense and vulnerability of organic transport.
    Recon
    The recon class consists of highly mobile but lightly armoured units with supe-
    rior spotting ranges (which is very important if using realistic spotting rules).
    They can pinpoint the location of enemy units, seize and hold cities and other
    objectives temporarily, and successfully attack weakened enemy units and vul-
    nerable units such as units mounted on organic transport. Recon units are most
    useful in offensive battles, and having one as a pathfinder for each major
    advance saves you time and helps you avoid ambushes.
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    Tank
    Because of its speed, armour, and heavy weaponry, the tank class is most able to
    take aggressive risks and survive. But beware of overconfidence — although tanks
    dominate open country, they are vulnerable to infantry in cities, forests, and rough
    terrain; can be stopped by anti-tank guns and tank destroyers; and require air sup-
    port when the enemy is able to use tactical bombers against them. A successful
    general does not win with tanks alone.
    Truck
    The truck class includes trucks, half-tracks, and a few fully-tracked vehicles
    used as organic transport (i.e., it is specifically assigned to a unit and cannot be
    shared). Organic transport is useful for giving otherwise slow units greater
    mobility but, while mounted, units use the weak combat values of the transport
    and are easily destroyed. Troops moving by truck should therefore be protected
    from enemy ground and air attack at all times. Trucks are faster on roads, but
    half-tracks have a higher defence and move more quickly in difficult terrain.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 46
    Air Classes
    Air Transport
    Most scenarios include a pool of air transport points. Air transport is non-
    organic transport which allows infantry, light artillery, and light anti-tank units
    to embark at friendly airfields and disembark at any unoccupied airfield (enemy
    airfields may be seized in this way). Paratroops and rangers can “jump” in any
    non-city hex. See the “Embark/Disembark” description in the Unit Menu on
    page 13 for information about transporting units by air. Note that air transports
    are highly vulnerable to both enemy fighters and air defence units and require
    fighter escorts, particularly for paradrops behind enemy lines.
    Fighter
    The tank and the airplane were the decisive new weapons of the war, and the
    fighter class is your key to obtaining air superiority. The fighter class is highly
    effective attacking enemy air units, and is able to protect adjacent friendly bomber
    and ground units through its ability to intercept air missions against them.
    Fighters can strafe infantry, artillery, and transport units with some effect and
    help soften up entrenchments, but their primary mission is to clear the skies of
    enemy fighters and enemy bombers. Losses in fighter combats are typically heavy,
    so getting the first shot through superior initiative and experience is critical.
    Level Bomber
    The level bomber class consists of high-altitude, long-range bombers with large
    bomb loads but limited accuracy. They attack by “carpet bombing” ground targets
    including cities, ports, and airfields. They tend to suppress rather than destroy
    targets, but this is advantageous because enemy units suppressed by your level
    bombers remain suppressed for the entire turn. Successful attacks by level
    bombers reduce fuel and ammo points of enemy units. Level bombers are the only
    class that can assist other units’ attacks by inflicting prolonged suppression.
    Level bombers only attack the hex they are in, and are immune to all ground
    units except for AA and air defence units. When they bomb a victory hex,
    located in a city, port, or airfield, they inflict prestige damage on the enemy and
    have a significant chance of destroying its usefulness (which is represented in
    the game when it converts to neutral ownership). Only dismounted infantry can
    recapture/repair a neutralised city, port, or airfield.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20      Page 47
    Tactical Bomber
    The tactical bomber class includes aircraft designed for ground attack, which
    can only attack ground targets; and fighter-bombers, which can also attack
    enemy air units (though they are generally less effective than fighters). Tactical
    bombers are useful against a variety of targets, including vulnerable targets
    such as transport and artillery, but also against more difficult targets such as the
    submarine, tank, and anti-tank classes. Tactical bombers can also be used to
    soften up entrenched positions. Note that fighter escorts are essential to the sur-
    vival of tactical bombers if the enemy possesses fighters.
    Sea Classes
    Capital Ship
    The capital ship class includes battleships, battle-cruisers, heavy cruisers, and
    light cruisers. Capital ships have the ability to make ranged attacks and may
    move and shoot in either order. They are best used to defeat the enemy fleet,
    but after a naval victory can support the ground forces with off-shore bombard-
    ment, especially against soft targets. Capital ships shot at by other capital ships
    are entitled to shoot back with a ranged attack with any surviving unsuppressed
    strength points. All capital ships repair extremely slowly, making it rarely
    worthwhile to obtain replacements for them.
    Carrier
    The carrier class acts as a mobile airfield for fighters and tactical bombers, but,
    unlike airfields, carriers can resupply only air units in the same hex. Carriers
    have excellent spotting ranges but are vulnerable to naval attacks, and their
    high cost makes them very attractive targets in terms of prestige.
    Destroyer
    The destroyer class consists of destroyers, destroyer escorts, patrol craft, and
    torpedo boats. Destroyer class units are the only naval units able to attack sub-
    marines, and always attack first against submarines they attack during their
    turn, but are easily destroyed by capital ships. Use screens of destroyer class
    vessels to protect heavier ships from submarines. Together with tactical
    bombers, they can form effective sub-killer task groups.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20      Page 48
    Sea Transport
    Sea transport is extremely important in amphibious invasion scenarios. Sea
    transport is non-organic transport which allows ground units to embark at
    friendly port facilities or coastal cities and disembark in any unoccupied coastal
    hex. See the “Sea Embarkation” section on page 25 for more information. Note
    that sea transports should be protected by naval and air covering forces because
    they are highly vulnerable to enemy naval units and, to a lesser extent, to
    enemy tactical bombers.
    Submarine
    The submarine class, can be deadly against enemy heavy naval units because
    destroyer class naval units and tactical bombers are the only units that can
    attack them. Submarines always shoot first when they attack during their turn.
    When submarines are attacked, they are often able to evade the attack by
    manoeuvring or submerging.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20      Page 49
STRATEGY NOTES 49
STRATEGY NOTES
    Tactics Checklist
    Remember that in ALLIED GENERAL:
    ¨ Clicking activates buttons and units in hexes.
    ¨ Clicking on a unit makes it ready for orders.
    ¨ All buttons appear along the sides of the screen, and button descriptions
      appear in the top centre section of the screen when you pass the mouse
      cursor over them.
    ¨ When a unit attacks, it uses one unit of ammo. When it’s out of ammo, it can’t
      attack another unit, and must resupply (when not adjacent to an enemy unit).
    ¨ Cities secondary to your battle objectives should only be attacked if in the
      direct path of your units. On the other hand, in later scenarios, risking units
      to capture other cities gains you more prestige points.
    ¨ All units have movement points which are expended as the unit moves. Each
      hex costs a number of movement points, based on the type of terrain entered.
      When you select a unit the legal hexes that unit may move to are highlighted.
      When you move units across rivers without using available roads or cross-
      ings, all movement points for those units are used.
    ¨ Replace weakened units even when they are close to enemy positions. It’s
      better to suffer loss than annihilation.
    ¨ Mount units which have transports whenever possible, but be sure there is
      armoured protection close by. A given unit can only embark on a naval trans-
      port at a port or coastal city. Only infantry, light artillery, and light anti-tank
      units may use air transports at an airfield. Embarking or disembarking a unit
      can only be done at the beginning of the unit’s turn. Naval transport units can
      disembark into an adjacent land square, air transport can only disembark at
      airports, while paratroopers can disembark anywhere. Disembarking ends
      the unit’s turn.
    ¨ Replacements, Disband, Upgrade, and Elite Replacements can only be
      done at the beginning of the unit’s turn. If any of these options are chosen,
      the unit’s turn ends.
ALLIED GEN IBM MAN U.K.      26-06-1998 10:20      Page 50
50 STRATEGY NOTES
    ¨ Abort Move returns a unit to pre-order status, and cannot be used after the
      unit has acted by attacking, resupplying, receiving replacements, and so on.
      Right-clicking after moving a unit ends that unit’s turn.
    ¨ Keep in mind that in the second battle of the 1940 North Africa campaign
      (the battle of El Agheila), aircraft units are available and are necessary for an
      Allied success.
    • Even though the “expected losses” may not be in your favour, you may still
      need to sacrifice some of your unit strength to achieve your goals. This is
      especially important when attacking enemy units with high entrenchment
      levels. Even though the attack may not be effective, the enemy entrenchment
      level decreases by at least one point, and is more vulnerable the next turn.
    ¨ The enemy cannot place newly-purchased units around one of its cities if you
      have a unit adjacent to that city.
    ¨ Surround centres of resistance such as cities and strike deep beyond them to
      force the enemy to mobilise and defend its rear areas. This makes the
      bypassed cities easier to take than if you wore yourself down in an immediate
      direct assault on them. Placing troops next to the city prevents the enemy
      from building more units there.
    ¨ Use the Strategic Map to select good avenues of attack, preferably open tank
      country with few obstacles the enemy can use as defensive positions to hold
      up your advance.
    ¨ Organise your forces into objective-oriented battlegroups and, if necessary,
      separate city garrison units. Battlegroups should combine units with compati-
      ble movement speeds.
    ¨ Start each battle with a plan to deal with issues of naval and air superiority.
    ¨ Good siege tactics against heavily-entrenched troops are to bombard them
      with artillery to weaken their entrenchments, and to place friendly infantry
      units adjacent to the defending unit to prevent it from “replacing” its losses.
      When it is sufficiently weakened, the infantry units attack the defending unit,
      destroying it or forcing it to retreat. The city can then be occupied or captured
      by an infantry unit (or a tank, AT, or recon unit — artillery units cannot cap-
      ture cities). It is very dangerous to try to attack cities with tank units, as they
      often suffer crippling losses in such unfavourable terrain for tanks. Tank units
      work best in the open against enemy infantry, cavalry, artillery, and tank units.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20     Page 51
    Though it occupies a single hex on the map, each unit makes its presence felt in
    the six hexes surrounding its location by exerting a zone of control. ALLIED
    GENERAL uses what are called a ‘hard’ zones of control: Enemy unit that enter a
    ZOC en route to another destination are forced to stop.
    There are three distinct sectors in which a unit can exert a ZOC: aerial, terres-
    trial, naval. A ZOC can be visualised as a planar object; a ZOC extends only
    horizontally, not vertically.
    Ground units cannot move through the ZOC of another ground unit. Ground
    units can move through the ZOC of an air unit, since that air unit doesn’t radiate
    a ZOC in three dimensions. The same relationship applies to an air unit’s mov-
    ing through the ZOC
    Air units cannot move through the ZOC of another air unit.
    ¨ The more expensive the unit, the more expensive it is to replace troops.
      Organic transport increases the prestige cost of a unit.
    ¨ A less expensive unit becomes less attractive to the AI, which selects targets on the
      basis of total probable damage caused, weighted by the prestige cost of the unit.
    Example: The AI has two targets within attack range, both targets of strength 10: a
    GB Inf 39 (Cost: 40) and a GB Inf 39 with GB 3Tn Lorry transport (Cost: 60; 40+20
    for the transport). The unit with the organic transport is not mounted, and both
    units on the same type of terrain; thus they will defend at the same strength. The AI
    will choose the GB Inf 39 with Lorry transport because the attack will exact a
    greater price in prestige terms; the replacement cost for the defender will be greater.
    ¨ Each player has a maximum number of unit slots that can be filled (“Unit
      Slots Free”). When these slots are all full, the player must disband a unit to
      free up a slot to purchase a new unit. You could upgrade a unit without hav-
      ing to free up a slot, but you can upgrade only within that unit’s class. You
      could not, for instance, upgrade a tank unit to a tactical bomber.
    ¨ Weak units (low strength) are juicy targets for the enemy, and provide an easy
      opportunity to gain experience. You can deprive your opponent of that opportunity.
    ¨ Auxiliary units that are no longer useful can be abandoned so that they don’t
      need to be dealt with each turn.
    ¨ Not all replacements are created equal; the greater the cost of the unit, the
      greater the cost of each strength point replaced. There is a direct linear rela-
      tionship between the cost of points replaced and the cost of the unit.
    ¨ Elite replacements cost four times as much regular replacements, but don’t
      dilute the experience of the unit.
    ¨ True, the assault capabilities of recon units are limited, and they cannot with-
      stand attacks well. The key advantage of recon is their ability to provide
      information about the Battlefield:
       1) Their greater spotting radius allows recon units to surmise the presence of a dis-
       tant enemy unit.
       2) Recon units can move more hexes per turn, and later models usually are better-
       adapted to a wider range of terrain.
    ¨ Use your recon to spot hidden units:
       1) Before you move expensive and vulnerable units into uncharted territory. An
       infantry on a truck that gets ambushed is going to be expensive to repair.
       2) Before you send a bomber to a target that could have unspotted air defence.
       3) Before you assault a city that could have unspotted artillery.
    ¨ Recon units are also especially useful for “mop-up” operations: While your
      more powerful units carry on the assault, recon units can demolish crippled
      enemy units.
    ¨ There are aircraft that have spotting ability on par with and superior to that
      of recon units. Planes, however, are usually much more expensive to acquire
      and to replace.
ALLIED GEN IBM MAN U.K.       26-06-1998 10:20      Page 54
    ¨ The target sight signifies that the mouse is over a legitimate target; however,
      you cannot launch an attack because you have no ammo or if the weather
      won’t allow an aerial attack. You need to supply the unit before you can attack
      again (or for aircraft, wait for the weather to clear). Note that supply is the only
      action that unit can take this turn; it may be better to make a discrete retreat.
    ¨ The colour of the ground indicates the level of moisture that it has absorbed.
    ¨ The ground can be dry, muddy, or frozen.
    ¨ The weather affects the ground’s wetness: rain increases wetness and fair
      weather diminishes wetness by two points and overcast weather decreases
      wetness more slowly.
    ¨ Aircraft cannot attack during rain or snow storms.
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20     Page 55
    ¨ Fuel represents maintenance and fuel; units that historically broke down
      often have lower maximum fuel ratings to reflect this tendency.
    ¨ Only infantry, tank, anti-tank, and recon units can capture cities.
    ¨ Only infantry units can reclaim cities that have been subject to strategic
      bombing and thereby stripped of their nationality.
ALLIED GEN IBM MAN U.K.   26-06-1998 10:20    Page 56
HALESTORM CREDITS
                                 Special Thanks:
    Denise Wendler, Melissa Farmer, The Green Tongue, The Mermen,
    Beth Froelicher, Kamla Sundquist, Margret Meyer, The Elixir of Life,
    Catharine Clune, Zachary’s Pizza, Lori Orson, Dan Perry, Sarah Moraga,
    Rick Martinez, Berkeley Parking Authority, Alan Knapp
ALLIED GEN IBM MAN U.K.     26-06-1998 10:20     Page 57
                                    Special Thanks:
    C. Peabert Perry, Fish and the Leadeaters, Paul Murray, Dave Jensen,
    Keith Brors, Ralph Thomas, Lee Crawford, André Vrignaud, Josh Cloud,
    Jason Dawdy, Jeff Shotwell, James Young
    Allied General was designed and implemented using the Halestorm Class Library.
    The HCL is written in C++, and provides a platform-independent interface for devel-
    oping simultaneous Windows and Macintosh multimedia and game applications.
ALLIED GEN IBM MAN U.K.                      26-06-1998 10:20                   Page 58
     Always make sure to include your name, address, and daytime telephone number with any correspondence.
     We will do our best to see that any problems are corrected as soon as possible.
                                                     TECHNICAL SUPPORT
    Should you experience any technical problems with this software, such as it failing to operate, please contact our Technical
    Services Department:
    Address:      Technical Services, Mindscape International Ltd,
                  Priority House, Charles Avenue, Maltings Park,
                  Burgess Hill, West Sussex, RH15 9TQ, England.
    Telephone: From inside the UK: 01444 239600
               From outside the UK: {international code} 44 1444 239600
    Fax:          From inside the UK: 01444 248996
                  From outside the UK: {international code} 44 1444 248996
    Hours of business: 09:30 to 13:00hrs and 14:00 to 16:30hrs Monday to Friday
    We regret that we cannot offer game hints and tips, as the service is provided for technical difficulties only.
Allied ManCover UK   6/29/98 4:37 AM   Page 1
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