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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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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 until one or both sides
have completed their missions or until one side is totally destroyed.
Each turn follows a standard pattern of phases.

3.1 American Order Entry Phase
During this phase the American player may give orders to his soldiers
(section 5), obtain a status report about a soldier (section 6),
obtain the characteristics of his squad, or get a view of the
mapboard. Each time an order is written, the estimated time and energy
required to execute that order will be subtracted from the total
available to that soldier. Thus, you will have a fairly good idea of
what your soldier can accomplish during this turn. It is always
possible during this phase to change the orders given to your men. No
orders are final until the player ends the phase.

3.2 German Order Entry Phase
The German player gives orders to his soldiers. If you are playing a
solitaire game, the computer will give orders to the German soldiers.

3.3 Computer Resolution Phase
During this phase the computer executes the orders given by the
players. The computer resolves all of the action with total
simultaneity. If your soldier has greater dexterity and intelligence
than his opponent, he will fire the first shot, unless he has a rifle
vs. a machine gun, etc.) The computer will first ask if you want to
hear the sounds of battle (gunfire, hand grenades, explosions,
screams, etc.) or the sounds of silence. Opting for sound effects will
cause the Computer Resolution Phase to take longer, since the computer
can't process the orders you have given your soldiers while it is
producing sounds.

3.4 American Report Phase
During this phase the American player may view a movie of the events
of the turn just completed. The movie will show movements of soldiers
across the mapboard as well as any fire and explosives attacks that
take place. By displaying the (A)ction during this phase the player
will see the location of all soldiers that were spotted at any time
during the turn, even if they were subsequently lost. By displaying
the (M)ap, the player will see the final location of all the soldiers
that he can see. The player may also obtain the characteristics of his
squad during this phase.

3.5 German Report Phase
The German player is allowed to see the results of the turn just
completed.

3.6 Save Game Phase
This phase marks the end of the current turn. it is at this time that
you can save the game in progress for resumption at a later time. The
computer will also ask you how many time points you wish to simulate
on the next turn.

3.7  Repeat steps 3.1 - 3.6 until a victor is declared.

4.0 SOLDIER CHARACTERISTICS
COMPUTER AMBUSH is a game dealing with individual combat, and because
of this, you will need to familiarize yourself with the
characteristics of your men. These characteristics should be carefully
considered as you deploy and use your troops. You can find the
standard characteristics of each man on the squad cards provided with
the game. You are also given the opportunity to have the computer
generate a random set of characteristics for your soldiers (see
section 13). The following is a discussion of what each characteristic
represents and how it is used in the game. NOTE: The abilities listed
in 4.3 - 4.10 are on a scale of 1 - 10, with 1 usually meaning 10% and
10 usually meaning 100%.

4.1 Rank
The ranks of the soldiers are as follows: sergeant (sgt), corporal
(cpl), private first class (pfc), and private (pvt) for the Americans,
and feldwebel (fw), unteroffizier (uo), obergefreiter (og), ana
gefreiter (gf) for the Germans. The highest ranking soldier in a squad
is considered to be the squad leader. Thus when Padooka is used in a
game he is the American squad leader. If he becomes dead or in shock,
then the next higher ranking soldier will assume squad leader status.
For example, if all ten soldiers were being used and Padooka and
Richfield were both in shock, then Bastinelli would become the
American squad leader. The squad leader has an effect on the command
control ratings (section 6.7) of the other soldiers in the squad.
Also, higher ranking soldiers will usually have higher command control
ratings.

4.2  Name
Each friendly soldier is represented on the screen by the first letter
of his last name. This letter is also used by the player to indicate
to the computer which soldier is being referred to for order writing
or status checks.

4,3  Body Weight
This characteristic is the weight of each soldier. Each unit of body
weight is equal to 10 kg (22 lbs).

4.4 Physical Strength
The number in the physical strength column is the percentage of a
soldier's own body weight that he can carry. This characteristic is
used to determine the amount of endurance and energy points the
soldier receives at the beginning of each turn. The higher a soldier's
strength the more he will be able to do before he becomes fatigued.

4.5 Intelligence/Combat Reflexes
The combination of intelligence, training and combat experience is
represented by this figure. The higher a man's intelligence/reflexes
the faster that man will execute his orders. Thus a man with high
intelligence will take less than the normal amount of time points to
carry out his orders, while a man with low intelligence will use more
time points to execute the same order.

4.6 Dexterity
This characteristic reflects the solder's ability to move swiftly. As
with intelligence, the higher a soldier's dexterity, the less time
points the soldier will use when executing his orders.

4.7 Power of Observation
The combination of a soldier's basic awareness and his eyesight, this
figure is used by the computer to determine whether a man spots enemy
soldiers in his field of vision (see section 20.3).

4.8 Throwing Marksmanship
This characteristic represents the soldier's ability to throw a
grenade. A high marksmanship rating will increase the accuracy of the
throw.

4.9 Firing Marksmanship
This characteristic represents the soldier's ability to hit a target
with his fire weapon. A rating of 6 would indicate that the soldier
has a 60% chance of hitting the target before accounting for the
accuracy of the weapon being fired, defensive terrain, etc.

4.10 Ability in Hand-to-Hand Combat
A soldier's basic ability in hand-to-hand combat.

4.11 Demolitions Expert
Even though any soldier may carry the plastic explosive, only one
soldier per squad has enough expertise in explosives to qualify as a
demolitions expert, and therefore has the ability to detonate a
plastic explosive safely. However, if the demolitions expert is dead
or in shock, then the squad leader may attempt to detonate the plastic
explosive (see section 12.7). In the standard squads, the American and
German demolitions experts are Cheng and Wagner, respectively. If you
use a computer-generated squad, you decide which soldier is your
demolitions expert. Because you may also allocate weapons to your
soldiers (section 11), it is possible to start a game with a
demolitions expert, but not have a plastic explosive; or have a
plastic explosive, but not have a demolitions expert. In the latter
case, the squad leader could attempt to detonate the plastic explosive
(see sections 11.2 and 22.7).

5.0 ORDERS: WHAT THEY ARE AND NOW TO USE THEM
During each player's order entry phase, the player may order his
soldiers to perform a combination of tasks. Each soldier begins every
turn with a number of energy and time points. The energy and time
points required to perform a task are given on the squad card. These
costs are the cost for an average soldier (that is, a soldier who
rates 5 in all categories). When a player writes an order for one of
his soldiers, the soldiers energy and time points will be displayed on
the screen. After each order is given, energy and time points required
to complete the order will be subtracted and new totals will be
displayed on the screen. This allows a player to monitor the
approximate number of orders his soldier can accomplish during the
current turn. (The number is "approximate" because factors which
affect the time required to execute an order may change during the
computer resolution phase.) The computer reserves an identical amount
of space to store each soldiers orders.  A player may continue to
write orders for a soldier until that space is filled. This means that
a soldier may receive further orders even though his time and/or
energy fall below zero.

5.1 Execution of Orders / Insufficient time during the computer
resolution phase.

A soldier will execute the orders given to him in the order entry
phase provided that he has the requisite time and/or energy. (NOTE:
This assumes, of course, that your soldier was not shot, forced to
defend himself from a charging enemy, etc.) If a soldier does not have
sufficient time to execute an order during the computer resolution
phase, the computer will advise the player during the next order entry
phase on how much additional time is required to execute that order
(see section 6.10). The player may then choose to either 1) write
(N)ew orders, 2) (L)eave the current orders, or 3) (A)ttach new
orders. If (N)ew orders are written, the old orders list is
obliterated. If you (L)eave the orders list as is, the soldier will
continue to complete the original set of orders during the subsequent
computer resolution phase. If a player chooses to (A)ttach new orders,
the player can append new orders to the first order in the list (that
is, only the first order in the list is kept). This option allows a
player to alter his strategy without wasting the time already spent by
the soldier in partially executing an order.

5.2 Execution of Orders / Insufficient Energy
A soldier cannot execute an order in the computer resolution phase if
he has insufficient energy to do so. Whenever this occurs, the
soldier's orders list is cleared and he will be unable to do anything
more until he regains additional energy at the beginning of the next
turn (see section 6.6). It is usually poor strategy for a player to
frive his soldiers so hard they become completely fatigued. Obviously,
such soldiers become extremely vulnerable.

5.3 Execution of Orders / Redundant Orders / Impossible Orders
The computer will not allow a player to write obviously redundant
orders during the order entry phase. For example, a soldier who is
already sneaking, cannot be given another sneaking begin command.
Never the less, circumstances may occur during the computer resolution
phase which makes a legitimate order, redundant or impossible to
execute. For example, a soldier fell prone after being wounded by
enemy gunfire; an order to have him fall down would obviously be
redundant. As another example, a soldier is ordered to pickup a rifle
in the square in which he is standing; however, there is no rifle in
the square. Clearly, this order is impossible to execute. In such
circumstances the computer ignores the redundant or impossible order,
and executes the next order on the list, except for the "Get" (section
7.2) and the "Load" commands (section 1?.5). Attempted execution of
orders impossible to carry out do not cost the soldier any time or
energy points. The following is a complete list of the orders that may
be given.

5.4  MRdnm - Move regular in direction "d" for "n" squares in mode
"m". While moving regular a soldier will face in the direction that he
is moving.

5.5  MIdnm - Move irregular in direction "d" for "n" squares in mode
"m".  While moving irregular a soldier will remain facing in the same
direction in which he was facing before the movement order was given.

5.6  SB - Sneaking begins. When given this order a soldier will begin
sneaking and will continue sneaking while executing further orders
until he fires a weapon or is given an SE order.

5.7  SE - Sneaking ends. When given this order a soldier will stop
sneaking.

5.8  PA - Prepare automatic rifle/sub-machine gun. A soldier given
this order will unsling his automatic rifle/sub-machine gun and
prepare it for use. A soldier may not fire an unprepared weapon nor
may be he use it in hand-to-hand combat.

5.9  PB - Prepare bayonet. A soldier given this order will attach his
knife to his rifle so it maybe used as a bayonet in hand-to-hand
combat.

5.10  PF - Prepare fragment grenade. A soldier given this order will
pull out a hand grenade and place it in his hand so that he may throw
it when so ordered.

5.11  PG - Prepare garotte. When given this order a soldier will pull
out his garotte and prepare it for use.

5.12  PK - Prepare knife. When given this order the soldier will pull
out his knife and keep it in his hand ready for use.

5.13  PM - Prepare machine gun. A soldier given this order will
prepare his machine gun for use.

5.14  PP - Prepare plastic explosives. A soldier given this order will
prepare his plastic explosives for use.

5.15  PR - Prepare rifle. A soldier given this order will unsling his
rifle and prepare it for use.

5.16  LA - Load automatic rifle/sub-machine gun. A soldier given this
order will load his automatic rifle/sub-machine gun.

5.17  LM - Load machine gun. A soldier given this order will load his
machine gun.

5.18  LR - Load rifle. A soldier given this order will load his rifle.

5.19  GA - Get automatic rifle/sub-machine gun. A soldier given this
order will pick up an automatic rifle/sub-machine gun if it is in the
same square as the soldier. (i.e., either on the ground or carried by
a soldier who's dead or in shock).

5.20  GF - Get fragment grenade. A soldier given this order will pick
up a hand grenade if it is in the same square as the soldier.

5.21  GG - Get garotte. When given this order a soldier will pick up a
garotte that is in the same square as the soldier.

5.22  GK - Get knife. When given this order a soldier will pick up a
knife that lies in the same square as the soldier.

5.23  GM - Get machine gun. When given this order a soldier will pick
up a machine gun that lies in the same square as the soldier.

5.24  GP - Get plastic explosives, When given this order a soldier
will pick up a plastic explosive that lies in the same square as the
soldier.

5.25  GR - Get rifle. A soldier given this order will pick up a rifle
that lies in the same square as the soldier.

5.26  DA - Drop automatic rifle/sub-machine gun. A soldier given this
order will place an automatic rifle/sub-machine gun on the ground.

5.27  DF - Drop fragment grenade. A soldier given this order will drop
an unprepared hand grenade.

5.28  DG - Drop garotte. When given this order a soldier will drop a
garotte on the ground.

5.29  DK - Drop knife. When given this order a soldier will drop a
knife on the ground.

5.30  DM - Drop machine gun. When given this order a soldier will
place a machine gun on the ground.

5.31  DP - Drop plastic explosive. When given this order a soldier
will place a plastic explosive on the ground.

5.32  DR - Drop rifle. When given this order a soldier will place a
rifle on the ground.

5.33 FSxxyy - Fire a single burst at an enemy soldier in square
"xxyy".

5.34 FApptt - Fire on any target that enters the area which you are
facing, within "tt" time points, but only if the percentage chance of
hitting the target is greater than "pp". FA orders may not be given
for less than 10 time points.

5.35  HH - Engage in hand-to-hand combat. A soldier given this command
will engage in hand-to-hand combat with any enemy soldier in his
square.

5.36 HJtt - Wait "tt" time points ("tt" must be between 10 and 99 time
points) for an enemy soldier to enter an adjacent square and then jump
to the square and engage in hand-to-hand combat with the enemy
soldier.

5.37  EPttt - Set your plastic explosives to explode in "ttt" time
points and then place the explosives in the square you are in.

5.38 EFxxyy - Throw hand grenade to square "xxyy".  All fragment
grenades have an automatic fuse setting of 04 time points, thus 04
time points after the grenade lands in the target square the grenade
will explode.

5.39 WAtt - Wait "tt" time points before executing any further orders.
WA commands must be given for at least 10 time points.

5.40  NL - List the current orders list of the soldier you are
currently giving orders to. This "order" gives a player an update of
the orders given to a soldier. Additional orders may be given to a
soldier after an NL has been executed.

5.41  FSxxyyL - Same as FSxxyy except that the computer displays the
terrain multiplier used in determining the probability of hitting an
enemy in the target square (see section 10.4). This is a special order
designed to help novices understand the effects of terrain. Thus, the
computer will accept this order only if you are playing the "NCO
Training" scenario or any level 1 solitaire game (see Game Selection
Card).

5.42  NO - To end writing orders for a soldier.

6.0  STATUS REPORT
A status report for any friendly soldier is available at any time
during a player's order entry phase or report phase. The report
contains information on the current status of the soldier.

6.1  Wounds
The number of wounds is the percent of wounds received by the soldier
compared to the number of wounds needed to kill the soldier. At 50 -
98 the man is in shock and will accept no further orders. A soldier is
considered dead when his wounds reach 99. Wounds effect the number of
endurance points and energy points received by each soldier at the
beginning of each turn.

6.2  Position
This is the x,y coordinates in which the soldier is currently located
during the order entry phase (this position is the position as of the
beginning of the turn).

6.3 Facing
This is direction in which the soldier is facing at the beginning of
the turn.

1 - N (up)
2 - NE
3 - E (right)
4 - SE
5 - S (down)
6 - SW
7 - W (left)
8 - N

In addition to the 8 directions on the map a man may have a facing of
"0" or "9".  A "0" indicates that the soldier is scanning in all 8
directions and a facing of "9" means that a soldier is in hand-to-hand
combat and thus is too busy to look for other enemy soldiers. The
facing of a soldier determines who that soldier may see.

6.4  Posture

The letter indicates the posture of the soldier:
U - upright
P - prone
6.5  Sneaking

This indicates whether a soldier is sneaking
Y yes
N-No

6.6  Endurance
Endurance is a measure of how tired each soldier is. Each soldier
starts the game with 99 endurance points. When a soldier's endurance
reaches 0 he is considered fatigued and may not carry out any other
orders until he has regained some of his endurance. When a soldier
executes an order a number of energy points is subtracted from his
energy level and a proportional number of endurance points are
subtracted from his endurance. Example - if a soldier had 50 endurance
points and 100 energy points at the beginning of a turn and he used 50
energy points during that turn, he would use 25 endurance points that
turn. At the beginning of each game turn, all soldiers gain back a
number of endurance points proportional to their strength and wounds.

6.7  Command Control
This number reflects the control a soldier has in understanding and
completing orders given him. It has a value between 0.1 and 1.0. The
squad leaders command control rating depends on his rank, the
percentage of friendly soldiers he has line of sight to (see section
10), and the percentage of enemy soldiers he can see. The remaining
soldiers of the squad have command control ratings that are dependent
on (in order of decreasing importance): distance from the squad
leader, the soldiers power of observation, whether the squad leader
has line of sight to the soldier, and whether the soldier has line of
sight to his squad leader. A German soldier's command control rating
will never exceed his squad leader's rating; this is not true for an
American soldier. A soldiers command control rating affects the amount
of time it takes for him to complete an order. A soldier far away from
his squad leader, for example, will have a lower command control
rating and will execute fewer orders, than if the soldier were closer
to his squad leader.

6.8  Explosives
The explosives section of the status report has the capacity to show
the status of up to 6 explosive weapons. Each explosive being carried
by the soldier has a two-letter indentification code. The first letter
specifies whether the explosive is a fragment grenade (F) or a plastic
explosive (P).  The second letter refers to whether the explosive is
prepared (Y) or not prepared (N).

6.9 Other Weapons
The other weapons section of the status report has the capacity to
show the status of up to 5 other fire or hand-to-hand weapons. (see
section 8.7 for the weapon carrying limits for each type of weapon).
Each other weapon has a three-letter identification code. The first
letter specifies the weapon type:

Code - Weapon
   A - Automatic rifle/sub-machine gun
   B - Bayonet
   G - Garotte
   K - Knife
   M - Machine gun
   R - Rifle

The second letter specifies whether the weapon is prepared (Y) or not
prepared (N). The third letter specifies whether the weapon is loaded
(Y) or unloaded (N). If the weapon is a bayonet, garotte, or knife it
will not be given a third letter.

6.10  Current Orders
This is a list of the current orders given to a soldier. If a soldier
had insufficient time to execute an order during the last computer
resolution phase, the time required to complete the first order on the
list will also be given.

6.11  Enemy Soldiers Sighted
If a blind game is in progress (see section 2.4), the player also
learns the location of any enemy soldiers his friendly soldier
currently sees. For example, suppose a view of the mapboard reveals an
enemy soldier in square 4337. Furthermore, suppose six of your
friendly soldiers have the potential to see this enemy soldier (see
section 10). You may find it advantageous to know which of your
soldiers see this enemy, or perhaps more importantly, which (if any)
of your soldiers do not currently see the enemy.

7.0  GET AND DROP ORDERS
Soldiers have the ability to drop and/or get (pick up) weapons. Time
and energy costs required to drop and get weapons are shown on the
order summary chart. There are limits on the number of weapons each
soldier may carry (see section 8.7). Although the computer keeps a
record of where all dropped weapons are located, it does not divulge
this information to the player(s). Thus, it is the player s
responsibility to remember where he had a soldier drop a weapon, if he
later intends to have a soldier retrieve it.

7.1  Weapons on the person of a soldier who is dead or in shock are
considered to be dropped weapons. Dropped weapons may be picked up and
used by soldiers from either side. All "Get Weapon" orders which
cannot be executed because the weapon is not present in the square,
require 10 time points and 1 unit of energy - the cost of "searching"
for the weapon. (If a "Get" order cannot be executed due to the weapon
carrying limit, the order is simply ignored).

7.2  Each soldier is issued one fire weapon (rifle, autorifle, or
machine gun) at the start of the game. A soldier who drops his fire
weapon will gain 1 point in dexterity (up to a maximum of 10 points),
allowing him to execute orders more rapidly. If the soldier
subsequently retrieves the dropped fire weapon, his dexterity will
decrease to the original level. Furthermore, a soldiers dexterity will
decrease by one point for each additional fire weapon he acquires in
excess of the one he normally carries. Exception: if the additional
fire weapon is a machine gun, the dexterity decreases by two points.

7.3  All weapons that are retrieved with a "Get" command will be in
the unprepared/unloaded state after it is retrieved. The "Get" command
does not affect the status of the currently prepared weapon. The
"Drop" command will affect the currently prepared weapon only if the
dropped weapon is the prepared weapon. An explosive weapon primed to
explode is not considered a dropped weapon. Example - A soldier
carrying a prepared rifle as his only fire weapon executes a DR (drop
rifle). He will place his rifle on the ground and will not have a
prepared weapon. Example - A soldier carrying 4 hand grenades, one of
which is prepared, executes a DF (drop fragment grenade). He will
place an unprepared hand grenade on the ground. His prepared weapon
will still be a fragment grenade.

8.0  MOVING YOUR SOLDIERS

All movement orders use the format Mxdnm:
M - Indicates movement order
x - Represents whether the movement is regular (R) or irregular (1)
d - Direction of movement (0-8)
n - Distance to be move (in # of squares 0-9)
m - Mode of movement (i.e. walk, run, crawl, etc.)

When a soldier moves he uses time and energy points as shown on the
order summary chart. The effects of terrain (doors, windows, etc.) on
movement are shown on the terrain effects chart.

8.1  Regular or Irregular Movement
Regular movement is represented by an "R", and means that the soldier
is facing in the direction of movement. An "I", indicates that the
soldier remains facing in his original direction of facing while
moving in direction "d" Energy and time costs for irregular movement
are twice that for regular movement.

8.2  Direction
A man may move in any of 8 directions as shown in section 6.3. For
diagonal movement, time and energy costs are multiplied by the square
root of 2. Thus, the soldier pays appropriately for all the ground he
covers. Enter the number of squares you want the man to move.

8.4 Mode of Movement
There are 7 different movement modes available. Each requires
different time and energy costs (see the squad card). Of the 7 modes,
5 allow movement from one square to another. The other 2 modes change
a soldier's posture between prone and standing. The chart below lists
the different modes which may be used:

R - Run
W - Walk
D - Dodge
C - Crawl
L - Look
F - Fall
S - Stand
A soldier must be upright in order to run, walk, or dodge. A soldier
must be prone in order to crawl. The "look" mode is a special case,
since a soldier can "look" while moving or while standing still. If a
soldier is moving (i.e., the distance (n) is not 0) in the look mode,
he must be upright. Otherwise, a soldier can "look" in either posture.
When falling prone or standing upright, the distance (n) must be 0
while any direction may be chosen.

8.5  Scanning
To scan, enter a 0 in both direction and distance positions of the
movement order. While a soldier can scan in either an upright or prone
position, it will take him longer to execute when prone (see section
8.7). A facing of 0 indicates that the soldier is looking in all
directions. The soldier will have a 50% of normal chance of sighting
the enemy, but unlike soldiers with a facing of 1-8 he will he able to
look all around him. The movement mode entered at this time is
irrelevant unless you specify "L". In this case a soldier will "look"
as well as scan (see section 8.7).

8.6  Changing Facing
If you wish to change the facing of a soldier without having him move
out of his square, give a Move Regular order for 0 squares in the
direction you wish the soldier to face. While a soldier may change
face in either an upright or prone position, it will take him longer
to execute when prone (see section 8.7). The mode of movement entered
at this time is irrelevant unless you specify "L". Then a soldier will
"look" as well as change facing (see section 8.7). A soldier may be
given a order which includes an implied order to change face. For
example, a soldier facing direction "6" is given a "MR34R" order. A
soldier given this order will be charged the time and energy costs
required to execute the implied facing change, as well as the movement
costs between squares. The facing costs are also charged under the
appropriate circumstances for the FSxxyy order (section 12.2) and the
EFxxyy order (section 12.6).

8.7 The Look Mode
A soldier who is in the look mode will search for weapons lying on the
ground and/or carried by another soldier (friendly or enemy) who is
dead or in shock. A soldier can "look" while 1) moving in an upright
position between squares, 2) scanning, and 3) changing facing. The
time and energy costs required to execute a scan or Change of facing
order when upright or prone and/or looking or not looking is shown
below:

Scan / Changing Facing Costs
Upright (U)Looking ModeTimeEnergy
or Prone (P)(Yes / No)CostCost
UNo10 1
UYes151
PNo152
PYes202

If a soldier is in the look mode, and he spots a weapon, he will pick
it up. The time and energy costs required to pick up the weapons are
the same as for the "Get" commands. The rules that apply to the "Get"
commands also apply to the look mode when a soldier spots a weapon. A
soldier will pick up as many weapons as he sees in the square until
the weapons carrying limit has been reached. The limit imposed on the
number of weapons one soldier can carry depends on the weapon. The
carrying limits for each weapon class (i.e-, explosive/non-explosive)
and kind are listed below:

Limit on Number of Weapons that One Soldier May Carry
Explosive Weapons (No more than 6 total)
Weapon   Limit
-----------------------------
Plastic Explosive2
Hand Grenade6
Non-Explosive Weapons (No more than 5 total; No more than 3 fire weapons)
Weapon   Limit
-----------------------------
Machine Gun2
Autorifle Rifle3
Rifle3
Garotte2
Knife3

If a soldier spots more than one weapon of the same class in the same
square, he will pick them up in the order of their priority. The table
shown above lists the weapons in order of decreasing priority.
Example: A soldier carrying 3 explosive and 3 non-explosive weapons
(only one fire weapon) is in the look mode. He spots a dead soldier
who is carrying a plastic explosive, 4 hand grenades, an autorifle, a
garotte, and a knife. The soldier will pick up the plastic explosive,
2 grenades, the autorifle and the garotte. He will pay the appropriate
time and energy costs for each weapon he picks up. The soldiers
dexterity will decrease by one point.

8.8 Aperture Movement
A soldier may not move diagonally through a door or window. The
soldier must first move directly adjacent to the aperture, only then
may he move through it.

9.0 SNEAKING
If you wish to have a soldier move discreetly so as to have a low
probability of being seen, give the soldier a SB or sneaking begins
order.  Once a soldier is given a sneaking order, he will be
considered to be sneaking until the SE or sneaking ends order is
given. While sneaking, all time and energy costs for his actions will
be doubled. Under certain conditions, sneaking soldiers are afforded
protection from exploding fragment grenades not given to non-sneaking
soldiers (see section 1?.6). A sneaking soldier who fires a weapon
reverts to normal (non-sneaking) status.

10.0 SIGHTING THE ENEMY
In order to sight an enemy soldier, the enemy must he in one of your
soldier's field of vision. If a soldier has a facing of 1-8, his field
of vision is the angle of 180 degrees centered on his facing
direction. The center 45 degrees is considered to be the primary field
of vision. The remaining 135 degrees is considered the peripheral
field of vision.

               \ P   |
                \ E  |
      B          \ R |  PRIMARY
       L   F      \ I|
        I   I      \ |
         N   E    Soldier____________
          D   L      \
               D       \
                S       \ PERIPHERAL
                         \
The above diagram shows the field of vision Of a soldier with a facing
of 2. A soldier that is scanning has a primary field of vision of 360
degrees, i.e. he can see in all directions. A soldier in hand-to-hand
combat can only see the enemy soldiers in his square (he is too busy
just fighting to enjoy the view.)

10.1 Chance of Spotting
An enemy soldier in a friendly soldier's field of vision is not
necessarily spotted. The following formula is used to determine
whether the enemy man is spotted:

Pc = Fx Po x Tx S x PS
Pc - Percentage chance to spot the enemy
F - Facing multiplier (section 10.2)
Po - Power of observation multiplier (section 18.1)
T - Terrain multiplier (section 10.4)
S - Sneaking multiplier (sectiOn 10.6)
PS - Primary/peripheral multiplier (section 10.7)

This probability of spotting is also used in determining the
probability of hitting a target being fired upon (section 12.9).

10.2 Facing Multiplier

The facing multiplier is determined by the facing of the friendly
soldier:

Facing  Multiplier
-----------------------
1-81.0
 00.5
 90.0

10.3 Power of Observation Multiplier
The power of observation multiplier is determined by the following
formula: 0.5 + (Power of observation of friendly soldier x 0.05)

10.4 Terrain Multiplier
The terrain multiplier is determined by the following formula:

Tm = (1.0 - D x 0.01) x T1 x T2 x T3.....Tn
Tm - Terrain multiplier
D - Distance
T1, T2, T3, Tn - Terrain Type multipliers
TerrainMultiplier
--------------------------
Wall0.00
Statue0.00
Window         0.25
Door0.50
Hedge0.50
Rubble0.60
Interior0.80
Clear1.00

A few examples will illustrate the terrain multiplier.

Example 1: A soldier is standing at 3117 looking at a soldier in 3235.
The terrain multiplier is (1.0 - 18 x .01) x 1.0 = 0.82.

Example 2: A soldier standing at 1215 looks at a soldier at 1715.
Terrain multiplier is 1.0 - 5 x .01) x 0.5 x 0.6 = 0.285.

Example 3: A soldier standing standing at 1220 looks at a soldier in
2120. The terrain multiplier is: (1.0 - 9 x .01) x 0.5 x 0.8 x 0.8 x
0.8 x 0.8 x 0.8 x 0.5 = 0.0745472.

Example 4: A soldier standing at 1126 looks at a soldier at 1429. The
terrain multiplier is (1.0 - 4.2426407 x .01) x 0.5 = 0.478768.

NOTE:  The computer will display the terrain multiplier in any level 1
solitaire game when given an FSxxyyL order. Also if the terrain
multiplier (TM) is below .01, it is considered to be zero.

10.5 A soldier looking directly through an obstruction (i.e., adjacent
to a window, doorway, or hedge) does not count the adjacent
obstruction for visibility purposes. Example 1: A soldier at 1320
looks at a soldier at 2220.  The terrain multiplier is (1.0 - 9 x .01)
x 0.8 x 0.8 x 0.8 x 0.8 x 0.8 x 0.5 = 0.1490944 (compare with example
3 in section 10.4). Example 2: A soldier at 3318 looks at a soldier in
2918. The terrain multiplier is (1.0 - 4 x .01) = 0.96

10.6 Sneaking Multiplier
The sneaking multiplier is determined by the sneaking mode of the
enemy soldier.

ModeMultiplier
--------------------------
Sneaking0.5
Not sneaking1.0
10.7 Primary/Peripheral Multiplier
Field of Vision   Multiplier
------------------------------------------------
Enemy is in primary field1.00
Enemy is in peripheral field 0.75

10.8 Enemy soldiers may only be spotted if they are in the field of
vision of a friendly soldier. All enemy soldiers in a friendly field
of vision and for whom the percentage chance to spot the enemy is
greater than 0.01, are automatically spotted at the instant of their
firing a fire weapon.

10.9 If two soldiers are both prone, and there is a window or a hedge
between them, then they cannot spot each other, unless they are in
adjacent squares.

10.10  A soldier looking out from a window or a door is allowed only a
90 degree field of vision out of the aperture as shown in the
accompanying diagram. A square that is 1/2 blind spot and 1/2 in the
field of vision is considered to be in the soldier's blind spot.
Example: A soldier standing at 3524 with a facing of 7 would not have
line of sight to square 2633, but he could spot an enemy soldier in
2632.

[ Diagram here ]

10.11 Enemy soldiers are spotted if they are in a square containing a
friendly soldier.

11.0  WEAPONS
There are three types of weapons used in Computer Ambush: fire weapons
(rifles, automatic rifles/submachine guns, and machine guns), explosives
(plastic explosives and fragment grenades), and hand-to-hand weapons knives
(bayonets, and garottes).

11.1 Standard Weapon Allocation
Below is a table showing the standard weapon allocation for the German
and American sn~1ad0-

SoldierFire WeaponHand GrenadesExplosiveGarrotte
PadookaAutorifle2
RichfieldRifle1
BastinelliAutorifle2
LawsonRifle2
GarittyMachine Gun2
ChengRifle5Yes
WheelockRifle1
HossRifle2
MarootianAutorifle4 Yes
DumkeRifle
ReichAutorifle3
KleindorfAutorifle2
AllbrechtRifle2
GruberMachine Gun1
ZimmerAutorifle2Yes
SchneiderRifle1
BraunAutorifle2
WagnerRifle5Yes
MullerRifle2
DuselRifle

11.2 Non-Standard Weapon Allocation
During the Computer Ambush Scenario Selection Phase, a player has the
option of allocating weapons to his squad of soldiers. If you choose
this option, you must then decide if you will receive a "restricted"
allocation or a more "unlimited" allocation. The "restricted"
allocation will limit the numbers and types of weapons allocated to
your squad dependent upon the size of the squad (for example, with a
"restricted" allocation, a squad will never receive more than one
machine gun). With an unlimited allocation, however, each squad
(regardless of size) will receive a number of each type of fire weapon
equal to the number of soldiers in the squad, 30 fragment grenades,
and a plastic explosive. Note especially that the "unlimited"
allocation allows a squad that lacks a demolitions expert, to receive
a plastic explosive. Such is not the case with the "restricted"
allocation (see also sections 4.11 and 12.7). Irregardless of whether
a "restricted" or an "unlimited" allocation is chosen, each squad will
receive one garotte and each soldier will receive one knife. The
computer will give the player a list of the number and types of
weapons his squad has been allocated. The player then apportions these
weapons to his soldiers as he desires, subject to only the following
restrictions: 1) each soldier will carry one and only one fire weapon
and 2) each soldier can carry a maximum of 6 explosive weapons. A
player can obtain a print out of the non-standard weapon allocation if
he desires.

12.0  WEAPONS AND COMBAT
Most of the orders you can give to your soldiers concern manipulating
weapons in preparation for or during combat. These orders are
explained below.

12.1 Weapons Preparation
All weapons must be prepared before they may be used. Each soldier may
only have one weapon prepared at a time (exception: a rifle and
bayonet may both be prepared). When an order is given to prepare a
weapon, any other weapon that had been prepared will automatically be
unprepared. Example: A soldier carrying a rifle in his hands decides
to throw a grenade. By giving an order to prepare a grenade he slings
his rifle and then pulls out a grenade. The rifle is now unprepared
and the grenade is prepared. The prepare weapon order follows the form
"Pw". Where "w" is the initial of the weapon being prepared. Example:
A PF order will prepare a fragment grenade. See the order summary
chart for time and energy costs.

12.2 Use of Fire Weapons / Fire a Single Burst
There are two different orders which will result in the firing of a
fire weapon. The first order is fire on an enemy in a particular
square, and it takes the form FSxxyy where:

F  - signifies that this is a fire order
S  - signifies that this is a single burst fire order
xx - indicates the x coordinate (column) in which the enemy is located
YY - indicates they coordinate (row) in which the enemy is located

FS stands for fire a single burst. Since the enemy must be in the
designated square for your man to fire on him this order is most
useful on stationary targets. If an enemy soldier is present in the
target square when the FS order is given, your soldier will fire at
the enemy soldier even if he moves out of the target square (unless
the enemy soldier moves completely out of the line of sight of the
firing soldier before the soldier actually pulls the trigger). A
soldier who must change facing to execute the FSxxyy order will be
charged the appropriate additional time and energy costs for changing
facing (section 8.6). The soldier will remain facing in the direction
of fire after execution of the fire order.

12.3 Use of Fire Weapons / Fire on Area

The second type of fire order has the form FApptt where:

F  - signifies that this is a fire order
A  - signifies that this is an area fire order
PP - this is the minimum percentage-chance-to-hit the enemy that must
be obtained before the soldier will fire. (99 equals don't shoot until
you see the whites of their eyes).

tt - this is the amount of time in time points that you want your
soldier wait while looking for a target to shoot. The number of time
points must be between 10 and 99.

FA stands for fire on area. A soldier given this command will fire on
the first target that he can see for which he can obtain a shot that
has at least a "pp" chance of hitting. He will continue to fire on
targets that he can see until "tt" time has elapsed.

Example: A soldier is in square 3253 facing direction 1. The soldier
is given the order FA0599. After 30 time points have elapsed an enemy
moves from 3157 to 3257. At this point he is seen and fired at by the
soldier in 3253 (assuming that the chance to hit is over 5%). This
soldier cannot fire again until sufficient time points have elapsed to
account for his having fired (an average rifleman would have to wait
25 more time points before firing again).  Since the soldier had been
ordered to FA for 99 time points he would continue to look for targets
(possibly the same one) until 99 time points have elapsed.

12.4 Targets for FS and FA Orders/"Ducking" Rule
Soldiers given FS or FA orders will not fire at enemy soldiers who are
in shock or dead. Under certain conditions, soldiers who are being
fired upon may "duck". Three concurrent conditions must be met: 1) the
soldier, himself is being fired upon; 2) the soldier, himself is
currently firing a weapon (either FS or FA); and 3) he is looking
through an obstruction (that is adjacent to a window, doorway, or
hedge).  When such a soldier "ducks," he merely takes more time to
execute his fire order.  Note, however that even if the three
conditions listed above are met, the soldier will not automatically
"duck."  The chance of such a soldier "ducking," is proportional to
his command control: soldiers with a high command control have a lower
probability of "ducking."  If a soldier "ducks," he will take from 4
to 30 additional time points (0.4 to 3 seconds) to fire his weapon
(this is determined randomly).  A "ducking" soldier consumes no energy
during the time he is "ducking."

Extended example: The American squad is attempting to gain conrol of
the government building, strongly suspected to be guarded by German
soldiers. at this time, neither side has spotted an enemy soldier.
Currently, Padooka and Bastenelli are both prone, facing 1, looking
through the hedge in square 2945. Richfield is prone, facing 1,
looking through the hedge in square 3145.  Gruber is prone, facing 5,
looking throught the window in square 3150.  Bastenelli is going to
attempyt to strengthen the American position by dodging to square 3746
and falling prone behind the hedges, facin 8. Padooka and Richfield
are both given "MR10S (CR) FA0199" orders, while Bastinelli is given
"MR20S (CR) MR21D (CR) MR37D (CR) MR80F" orders. Gruber is protecting
the south flank of the government building and is given "FA0199"
orders. Just as in real life, what will actually happen is largely
unpredictable. Gurber will almost certainly spot Padooka or Richfield
first and start shooting at one of them, even though the chance of
this occurring is roughly 22% (see section 12.9), giving Bastinelli a
reasonable chance to survive a few gun bursts. As soon as Padooka and
Richfield are standing and Gruber starts shooting, they will spot
Gruber automatically and will begin shooting at Gruber. (Notice that
if they did not stand, they could not see Gruber, who is prone behind
a window, at all - see section 10.9). Even though their chance of
hitting Gruber is very poor (less than 10%), they may well force
Gruber to "duck." If Gruber does not "duck" due to a high command
control rating and/or luck, he will fire his machine gun enough times
to virtually ensure wounding Bastinelli. Of course, PAdooka or
Richfield might get very lucky and wound or kill Gurber. The number of
even this simple fire fight are large. Also don't forget the
possibility that fire weapons might unload (see next section).  Throw
in a hand grenade or two (no pun intended) and... well, you get the
idea. Whatever happens, the chances are good that they won't occure
exactly that way again.

12.5 Loading Fire Weapons
All fire weapons run out of ammunition 10% of the times after they are
fired. Exception: Machine guns only unload 3% of the times fired. An
unloaded weapon may not be fired. To load a weapon you must give the
soldier a load weapon order. This order takes the form Lw where w is
the weapon being loaded. A player may want to give a soldier who has
just fired a weapon a Load order in case the weapon unloads. If a load
order is given, and the weapon is already loaded, 10 time points and 1
unit of energy is charged. (If the load weapon order is impossible to
execute because the soldier doesn't have the weapon, the order is
ignored).

12.6 Use of Explosives / Grenades
There are two types of explosives: fragment grenades and plastic
explosive. In order to throw a grenade a soldier must first have line
of sight to the target square and sufficient energy to throw it the
required distance (see Squad Card). (The average unwounded soldier
with an endurance of 99 has enough energy to throw a grenade
approximately 60 meters. If a soldier does not have sufficient energy
to throw the grenade to the target square, the order is ignored).
Whether or not a thrown hand grenade lands in the target square is
dependent upon the throwing ability of the soldier who threw it. The
throwing ability will determine the accuracy of both the aim as well
as the range of a thrown hand grenade. To give you an idea of throwing
accuracy, an average soldier will throw a grenade with an accuracy in
aim of +/- 25% of the distance to the left or right of target center
and with an accuracy in range of +/- 10% of the distance. The path
that the hand grenade takes to its destination is the "line of sight"
determined by the computer.  (This means it will stop if it hits a
wall or the statue) A soldier will always face the direction he is
throwing; if he must change facing to execute the EF order, he will
pay the appropriate change facing costs. Hand grenades take time
points while they are in the air. The travel time of the grenade is
equal to 4 x the distance of the throw as measured in squares. The
grenade will explode 4 time points after it has reached its
destination. All soldiers in the blast square are killed by the
explosion. A grenade may wound soldiers up to 12 meters (4 straight
squares) away from the blast square. The further away the soldier is
from the explosion the less likely he will be hurt by the explosion.
If there are terrain features (doors, hedges, etc.) between the
grenade and a soldier, or if the soldier is prone, then the soldier is
less likely to be wounded.  A soldier who has a door or window between
him and an exploding grenade, and is both adjacent to the window or
door and in the sneaking mode, is protected from injury. Example: A
soldier standing in square 2852 throws a grenade through the door and
into square 2752. If this soldier is not sneaking when the grenade
explodes, he could be severely wounded whether or not he is prone.
However, if this soldier were in the sneaking mode when the grenade
exploded, he would not be injured.

12.7 Use of Explosives/ Plastic Explosives
Plastic explosives may not be thrown. Plastic explosives are used by
setting a fuse length in time points and then placing the explosives
in the square in which the explosives expert set the fuse. This means
that you should set a long enough fuse so that the explosives expert
can run clear of the blast area. Note: If your demolitions expert is
in shock or killed, your squad leader may attempt to detonate the
plastic explosives, if you consider it mission essential. However, be
forewarned that he may set the fuse incorrectly so that the plastics
do not explode, or they explode sooner or later than anticipated.
Equally likely is the possibility that they blow up in his face. When
plastic explosives detonate, the square in which the explosion
occurred and all adjacent squares are immediately turned into rubble
squares and all standing structures are blown down. All soldiers in
those squares are killed and all weapons (whether carried by soldiers
or lying on the ground) are destroyed. Soldiers up to 24 meters (8
straight squares) away from the blast square may be wounded or killed
by the blast. As with grenades, the further a soldier is from the
blast square as well as the more obstacles between the blast and the
soldier, the less likely the soldier will be hurt by the explosion.
Sneaking soldiers are given the same protection from plastic
explosives as from grenades (see section 12.6).  However, remember
that if a soldier is too close to the blast, the door or window giving
him protection will be blown down, and thus, will not give him
protection.

12.8 Hand-to-Hand Combat
A soldier given a hand-to-hand order while in the same square as an
enemy soldier will attack that soldier if he has the required 20 units
of energy. The soldier that comes under attack will defend himself if
he has the required 18 units of energy. Both soldiers are then in
"hand-to-hand status." The average soldier who is in hand-to-hand
status will "attack" once every 15 time points. Soldiers that are in
hand-to-hand status, remain in that status for the duration of the
turn (unless one soldier dies or goes into shock).  The percentage
chance to wound an enemy in hand-to-hand combat is proportional to the
attacker's hand-to-hand ability, his wounds, the weapon he is
carrying, whether he is jumping on an enemy, the defenders
hand-to-hand ability, his wounds, and the weapon he is carrying. If a
soldier is jumping an enemy (HJ), then he is twice as likely to wound
the enemy. Weapon effectiveness in hand-to-hand combat both as
offensive and as defensive weapons  are rated from best to worst is:
bayonet, knife, rifle, automatic rifle/submachine gun, machine gun,
garotte or hand grenade or plastic explosive or unarmed. The garotte
is a special weapon, for normally it is worthless; however, when
jumping at an enemy it is the best weapon to use. So that you have an
idea of the usefulness of hand-to-hand combat, an unwounded average
soldier who is jumping with a bayonet against an unwounded average
enemy who is carrying a bayonet has a 50% chance to wound the enemy. A
soldier who executes and survives an HH order, will be facing the
direction he was before he went into hand-to-hand combat. A soldier
who executes and survives an HH order will be in the scan mode. A
soldier who successfully defends himself from a charging enemy will
continue executing the orders given him. Note: a soldier who has been
given an HJtt order cannot be given a subsequent order to move to
another square in the same turn.

12.9 Weapons Accuracy
When a soldier is fired upon, the chance of wounding him is
proportional to the firing soldiers marksmanship, the accuracy of the
weapon being fired, the probability of the target being seen by the
firing soldier, the posture of the target soldier (prone men are 50%
less likely to be hit), the orders of the target soldier (moving
soldiers are 25% less likely to be hit, dodging soldiers are 50% less
likely to be hit), and the orders of the firing soldier. (a soldier
with a FA order is 25% less likely to hit the target than a soldier
with a FS order). The basic accuracy of the fire weapons are as
follows:

WeaponAccuracy
Rifle100%
Machine gun70%
Automatic rifle/submachine gun75%

Example: An average soldier with an FS order firing a rifle at a
soldier running in clear terrain ten squares away would have roughly a
34% chance of hitting the target. If that soldier was dodging, the
probability would be roughly 17%.

12.10  Except for the special cases of soldiers present in the blast
square of a fragment grenade or in a square adjacent to a plastic
explosive detonation, when a soldier is hit by either a fire weapon,
an explosive, or by hand-to-hand combat, the number of wound points
allotted to the soldier is between 1 and 99 and is determined
randomly. If a soldier is "hit" and his wound point total is greater
than 10 he will fall prone and fail to carry out any further orders.
If a soldier is "hit," he will "scream" 505 of the time.  Exception: A
soldier who is hit as a result of hand-to-hand combat will always
"scream."

13.0 NON-STANDARD SOLDIER CHARACTERISTICS
A player may choose to have the computer randomly generate a set of
soldier characteristics rather than accept the standard set of soldier
characteristics given on the squad card. Note: the rank and weight of
the soldiers remain the same. A challenging two-player game can he
developed in this manner if both players agree to take a
computer-generated squad into battle. This will add a great deal of
realism to the game: just as in real life, you must use the men you
get and make the most out of them.

13.1  Changing your soldiers characteristics
After the computer has generated a random set of characteristics for
each soldier of your squad, it will display the soldiers' names and
their new characteristics. The cursor will he over the strength
characteristics of the squad leader. If you are willing to accept both
the characteristics and the names of the soldiers, enter the letter
"F" for finished. If you are willing to accept the characteristics of
the squad as is, but wish to change the soldiers names, enter the
letter "N" (see section 13.2). If you wish to change a soldiers
characteristic, enter a number between 0 and 9 (0 equals 10). The
cursor will automatically advance to the next characteristic. You may
selectively change your soldiers characteristics by moving the cursor
over the characteristic you wish to change. You can move the cursor by
pressing the following keys: I, J, K, M, left arrow (<--), or right
arrow (-->). A list of the keys the computer will accept and their
function is given below:

I - moves the cursor up
J - moves the cursor left
K - moves the cursor right
M - moves the cursor down
<-- moves the cursor left
--> moves the cursor right
The numbers 0 through 9 - changes characteristic
N - enters the "Change Name" mode (see section 13.2)
F - moves the cursor to "Finish field"

13.2  Changing your soldiers' names
if you wish to change the names of your soldiers, enter the letter
"N".  The cursor will then be placed over the first soldier's name.
You may then enter new names for your squad. (A "return" moves the
cursor to the next soldier's name.) The first letter of each soldier's
name must be different.  When you have entered new names, the computer
will go back to the "Change Characteristics" mode. Enter the letter
"F" to enter the "finish" field. The computer will then ask if you are
finished changing the names and characteristics of your squad. If you
are finished, type "Y". On any other input the computer will enter the
"Change Characteristics" mode.

13.3  Saving/Printing Your New Squad
You are given the opportunity of saving and/or obtaining a printed
copy of your generated squad. If you wish to SAVE your squad, you must
have previously initialized a SAVE disk (see section 14). You will be
asked to give a name for your squad. The name must be different from
any other squad name you have already saved.

14.0 COMPUTER AMBUSH DISK MANAGEMENT
There are four disk commands Computer Ambush can perform. These
commands allow you to INIT a SAVE disk, CATALOG a SAVE disk, DELETE a
squad, and DELETE a game. You must INIT a SAVE disk before you can
perform any other function. A "CATAlOG" of a SAVE disk will list the
names of all SAVED games and squads (Note: The computer appends a
suffix to the name you give when saving a squad or game on disk.
Whenever, the computer later asks you for the name of your squad or
game, do not include the suffix in the name. One SAVE disk can hold
about 30 squads and 15 games. The "DELETE" command will remove a squad
or game from the disk. If you choose the "perform disk management"
option, the computer will give explicit directions for executing the
disk management.

15.0  ORIGINAL DESIGNER'S NOTES (Or, you should have seen the one that
got away)

I've been wargaming since I was twelve and game designing since I was
ten. I couldn't believe it when I was offered an opportunity to get
paid for what I've wanted to do. Having played all the tactical
man-to-man games that I could find, I figured it was time for the
definitive game on the subject.  Definitive because all the drudgery
would be dealt with by the computer! All the players would have to do
is have fun. During the last six months I've learned the hard way the
limitations of small computers and my own limitations in simulations.
I think the game you have in your hands is a very good one, certainly
worth playing often, and it should be a lot of fun. But honestly,
folks, as soon as we all get a home Cray II computer . My original
game had 30 different weapons, the map was 100 x 100 squares, there
were prisoners, guards, medics, communications, campaign games
c-rations...

-Ed Williger

16.0 SCENARIOS
COMPUTER AMBUSH is actually 12 games in one, for there are five
solitaire scenarios and seven two-player scenarios. At the beginning
of each game the player(s) will be asked whether a two-player or
solitaire game is to be played.

A. SOLITAIRE SCENARIOS
If You choose to play a solitaire game, you will be asked to choose
the skill level of play. That is, you will choose to play against a
squad from one of the following German divisions: 1) volksgrenadiers
(rookies), 2) Wehrmacht (average), or 3) Waffen SS (very good). Note:
If you choose the NCO Training Scenario, you will automatically play
against the German rookies)

1. NCO Training
This scenario serves as the introductory game for new players. The
American player is given four soldiers placed on column 13 south of
row 21.  His mission is to secure the village, i.e. eliminate all
German soldiers encountered. The American player wins if all German
soldiers are in shock or dead, otherwise the computer wins. The
computer will notify the player when he has either won or lost. The
following are possible orders for the American soldiers on the first
turn:

a. To have Padooka cover the street above the factory, enter: MR12R
(CR), MR21R (CR), MR30F (CR), SB (CR), FA0199 (CR), NO (CR). Padooka
will run around the building, fall prone in the street, and shoot if
he sees a German.

b. To have Cheng run around the corner of the building and then dodge
down the street, enter: MR15R (CR), SB (CR) MR21D (CR), MR38R (CR),
FA5030 (CR), NO (CR). Cheng will run up to the street, sneak, dodge
diagonally 1 square, face down the street, and shoot if he sees a
German soldier.

c. To have Bastinelli throw a grenade into the factory, enter: MR11R
(CR), PF (CR), EF1820 (CR), MR58R (CR), MR32R (CR), PA (CR) FA2510
(CR). NO (CR).  Bastinelli will throw a grenade into the factory, run
around the back of the building, unsling his autorifle, and shoot any
German soldier he sees.

d. To have Dumke run around the back of the building, enter: MR41R
(CR), MR34R (CR), MR21R (CR), MR13R (CR), NO (CR). Dumke will run
completely around the building, climb over a hedge, and run up the
other side.  ((CR), for Carriage Return, means the "RETURN" key.)


2. Ambush
In this scenario the American player must set up and execute an ambush
of a 7 man German patrol. The American Player has the option to use
any or all of his 10 soldiers (we suggest 4-5) and they may be set up
as desired by the player(the computer will ask the player which
soldiers he wishes and where he wishes to start them).The German
patrol will enter the map at one of eight locations. It will pass
through the center of the town (near the statue) and then exit the map
at one of the eight locations. The entrance and exit locations are
randomly chosen, except that they will never be adjacent.  The eight
entry locations are: 2464; 3664; 4849; 4837; 3111; 1126; 1137; 1158
The American player wins if all German soldiers are in shock or dead.
The American player loses if all of the American soldiers are in shock
or dead or if all non-wounded German soldiers (must be minimum of
three) are within 3 squares of the German target square. The computer
will notify the player if he has won or lost.

3. Raid
In this scenario the American player is attempting to destroy the
German communications center in the Government Building. The computer
will set up six German soldiers in or near the Government Building.
The American player may use any or all ten of his soldiers (we suggest
5-6). He should set up his soldiers west of column 20 or east of
column 44, and south of row 44.  It may appear that the Germans could
be easily out matched, however, the American player is under a time
constraint: he must accomplish his mission within 8 minutes if playing
a level 1 (easy) game and within 4 minutes if playing a level 2 or 3
game. (Note: 8 minutes equates to 4800 time points, or at least 20
turns.) The American player wins if all German soldiers are in shock
or dead or if he detonates a plastic explosive in square 3052. The
American player loses if all American soldiers are in shock or dead or
if he runs out of time. The computer will notify the player if he has
won or lost.

4. Infiltration
This scenario is basically the reverse of the Ambush solitaire
scenario. That is, the American player must move a patrol through the
town against 10 German soldiers. The American player will be asked to
choose both a starting and exit location from the list given in the
solitaire Ambush Scenario above the computer will verify that the
locations are not adjacent).  The computer will then automatically
place the American soldiers in a patrol formation near the starting
location. The standard patrol formation is given below. The numbers in
the squares refer to the relative rank of the soldier.  Thus, the
squad leader is "1", second in command is "2", etc. Soldier number "3"
is in the starting square.

 ______________
|____|_1__|____|
|_7__|____|_6__|    Center    /|\
|____|_2__|____|      of       |
|_8__|_10_|_9__|   Mapboard    |
|_4__|____|_5__|
|____|_3__|____

The American player may eliminate any of his soldiers that he desires
(we suggest you keep 8-10). However, he will not be able to change
their starting positions. The American player's mission is to move his
patrol to his target location; he has a 10,000 time point time limit
to accomplish the mission. The American Player wins if all German
soldiers are in shock or dead or if all half of the soldiers he
started with are within 3 squares of the target location. The American
player loses if all American soldiers are in shock or dead or the time
limit is exceeded. If more than one half of the American patrol is in
shock or killed, the only way the American player can win is by
killing all the German soldiers. The computer will notify the player
if he has won or lost.

5. Barn Defense
In this scenario the American player is defending the barn (B1)
against a 10 man German attack. The American player should set up his
players in or near the barn (we suggest 5-6 soldiers). The German
soldiers will start west of column 32 and north of row 27. The
American player wins when all German soldiers are in shock or dead.
The American player loses if all American soldiers are in shock or
dead or if the Germans detonate a plastic explosive in square 4113.
The computer will notify the player if he has won or lost.


B. TWO PLAYER SCENARIOS

1. Ambush
This scenario is basically the two-player version of the solitaire
Ambush scenario: the American player is ambushing a German patrol. The
German player will be asked to choose a starting and target location
from the same list of locations given in the solitaire Ambush scenario
(the computer will not divulge this information to the American
player, but will inform the German player of his squads objective
point whenever he asks for his squads characteristics). Both the
American and German players may use as many soldiers as they desire.
The German soldiers will be placed on the map in the standard patrol
formation (see the solitaire infiltration scenario). The American
players mission is to look for the German patrol and destroy all
German soldiers before the patrol reaches the target location. The
German players mission is to move his patrol to the target square
within 10,000 time points. The American player wins if all German
soldiers are in shock or dead or if the German patrol fails to reach
its destination in 10,000 time points.  The German player wins if all
American soldiers are in shock or dead or if all non-shocked German
soldiers are within 3 squares of the target square, and the number of
non-shocked soldiers is at least one-half of the starting patrol. The
computer will notify the players if a player has won the game.

2.  Patrol
This scenario is similar to the two-player Ambush scenario above,
except that the players reverse roles. That is, the German player is
ambushing an American patrol. Otherwise, the playing rules and winning
conditions are the same as the Ambush Scenario.

3.  Strongpoint
In Strongpoint, the American player is defending the factory (A1)
against a German assault. The American player should set up his
soldiers south of row 25 and west of column 30. The German player
should place his soldiers north of row 25 and east of column 30. The
American player's mission is to survive the German onslaught and
preserve the factory from destruction (detonation of a plastic
explosive within the main shop will destroy it) for 12 minutes (7,200
time points). The German player's mission is to either destroy all
American soldiers or detonate a plastic explosive within the factory
within the 12 minute time limit. The computer will notify the players
if a player has won the game.

4.  Church Defense
In this scenario the Germans are on defense protecting the church (D5)
from an American assault. The German player should set up his soldiers
north of row 37, east of column 33, and south of row 50. The American
player may set up anywhere outside of that perimeter. The German
player's mission is to preserve the church from destruction for 12
minutes (7,200 time points). The American player has 12 minutes to
either kill all Germans or destroy the church with a plastic
explosive. The computer will notify the players if a player has won.

5.  Seek and Destroy
This scenario represents a meeting of two enemy patrols. Chance
meetings of patrols were rare, but they could become quite violent.
The German player should place his soldiers anywhere north of row 40,
while the American player should put his soldiers south of row 35. The
American player wins if he gets a soldier back to row 11 after he has
passed through square 4055 (the soldier must end his turn in that
square). The German player wins if he gets a soldier back to row 64
after he has passed through square 4013.  Also, if all enemy soldiers
are in shock or dead, then the remaining player wins. The computer
will notify the players if a player wins.

6.  Alley Fight
In this scenario each player is attempting to gain control of an area
of the map within a specified period of time. The perimeter of the
area is row 55. row 27, column 24. column 11. The players are
attempting to "control" all the squares within the perimeter. The
computer will ask which player will start the game defending the area.
The player which defends the area, starts the game with control of all
squares within the perimeter. The other player attempts to wrest
control from the controlling player. A player has control of a square
if one of his soldiers was the last one to enter it. We suggest that
the player who begins the game in complete control of the area, keep
only 2/3 of the soldiers that the attacking player keeps. The winner
of the game is the player who has control of most squares at the end
of the game.  The length of the game is determined by the following
equation: Number of time points = number of defenders/number of
attackers X 5,000.

7.  Free Form
Make up your own scenarios. From one-on-one duels to 10-on-10 campaign
games, you can begin with as many soldiers as you wish and at any
place on the map that is mutually agreeable to the players. Try a game
of one-on-one where both players agree not to use their fire weapons,
hand grenades, and knives only). For those of you who want to try
simulated computer non-violence. try relay races (it's not as easy as
it sounds). Remember, the fewer the soldiers you choose the faster the
game. Note: If all the remaining soldiers are in shock or are killed
on the same turn the American is considered the loser and the German
player the victor (i.e. for the American player to win he must have at
least one remaining soldier that he can command). The defender should
be given roughly 2/3 of the number of soldiers given to the attacker


CREDITS
Original Game Design - Ed Williger, John Lyon
Redevelopment - Larry Strawser, Kendall Whitesell
Programming - Larry Strawser, Kendall Whitesell
Rule Book - Larry Strawser
Soldier Dossier - Robert Billings
Art and Graphic Design - Louis Saekow, Kevin Heney, and Robert Olliver
Typesetting - Abra Type Printing - A&a Printers & Lithographers

Column Row   A. Factory Complex
   16   20   A1. Main Shop
   16   16   A2. Tool Crib/Supers' Office
   16   13   A3. Misc. Work Shop
   25   14   A4. Warehouse
   23   23   A5. Office
   28   16   A6. Scrap and Junk
   27   21   A7. Raw Materials & Usable Junk
             B. Farm Complex
   41   13   B1. Barn
   45   20   B2. Small Personal Crops
   35   16   B3. Farm House
   38   16   B4. Outhouse
   45   16   B5. Tool Shed/Work House
             C. Bus Depot Complex
   26   35   C1. Passenger Waiting Area
   25   29   C2. Garage/Sho[
   28   28   C3. Tool Shed/Machine Shop
             D. Miscellaneous
   36   22   D1. School
   45   30   D2. Hotel/Roominghouse
   36   32   D3. Small Shops
   15   31   D4. Crummy Complex of Proletarian Houses
                  (i.e. workers' homes)
   43   43   D5. Church
   30   53   E.  Government Building
             F. More Miscellaneous
   30   43   F1. Statue
   19   44   F2. More Small Shops
   21   45   F3. Small Cafe
   13   46   F4. Light Industries and Shops
   46   55   F5. Upper Class/Bourgeois Home
   45   58   F6. Servants'/Gardener's Home
   45   62   F7. Garage
   41   55   F8. Mayor's Home
   42   60   F9. Servants' Quarters
   40   62  F10. Garage
   30   62  F11. Middle Class Homes
   18   62  F12. More Middle Class Homes
   21   56  F13. Gas Station/Garage
