*********

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
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

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

USAAF10.TXT, May 1997, etext #244#.

*********

THE DAYLIGHT BOMBING OF NAZI EUROPE BY
U.S.A.A.F.
UNITED STATES ARMY AIR FORCE
======================================

TABLE OF CONTENTS
-----------------

 1.0 INTRODUCTION
     Starting a Game (Apple)
     Starting a Game (C-64)
     Starting a Game (Atari)
     Saving a Game
     Sound
 2.0 GENERAL DESCRIPTION
     Parts Inventory
     The Map
     Definition of Terms
 3.0 STARTING THE GAME
     Determining Conditions of Play
     Player Determination
     Handicap Level
     Delay Length
     Selecting a Scenario
 4.0 SEQUENCE OF PLAY
     Luftwaffe Morning Briefing
     USAAF Morning Briefing
     USAAF Target Assignment
     Luftwaffe Deployment
     Combat Phase - Luftwaffe Situation Room
     Overnight Activity Phase
 5.0 LUFTWAFFE MORNING BRIEFING
     Yesterday's Operations
     Weather Report
     Air Group Status
     Industry Status
     Replacement Aircraft
     Aircraft Production
     Aircraft Factories
 6.0 USAAF MORNING BRIEFING
     Yesterday's Operations
     Weather Report
     Air Group Status
     Industry Status
     Replacement Aircraft
 7.0 USAAF TARGET ASSIGNMENT
     Assign Raid
     Examine Raid
     Weather Report
     Map Display
 8.0 LUFTWAFFE DEPLOYMENT
     Fighter Gruppe Status
     Airfield Status
     Flak Status
     Weather Report
     Assign Fighter Tactics
     Move Fighter Gruppe
     Move Airfield
     Move Flak
 9.0 LUFTWAFFE SITUATION ROOM
     Fighter Gruppe Status
     Airfield Status
     Flak Status
     Weather Report
     Intercept Raid
     Establish Patrol
     Patrol Adjust
     Luftwaffe Fuel Usage
10.0 COMBAT PHASE
     Game Clock
     Raids Display
     Changing the Map
     USAAF Raid Resolution
     Luftwaffe Fighter Mission Resolution
     Air-to-Air Combat
     Flak Resolution
     Possible Kills
     Bombing Results
     Switzerland
11.0 MISCELLANEOUS
     Calculating Effective Industry Levels
     Calculating Axis Industrial Damage Level
     Aircraft Replacements
     Luftwaffe Aircraft Availability
     USAAF Allowable Targets
     USAAF Political Targets
     Flak Production
     Airfield Fuel Replenishment
     Reinforcement Groups
     Experience
     Morale
     building Industry
     Allied Fighter Cover Zones
     Advancing Allies
     Jet and Rocket Aircraft
12.0 AIRCRAFT DATA
13.0 ORDER OF BATTLE
14.0 VICTORY DETERMINATION
     Calculating the Score
     Loss Ratio
     Victory Level
15.0 SCENARIOS
     Phase I
     Phase II
     Phase III
16.0 STRATEGY NOTES
     USAAF Player
     Luftwaffe Player
17.0 AIRCRAFT DIAGRAMS


1.0 INTRODUCTION
================
U.S.A.A.F. is a simulation of the daylight startegic bombing offensive
against the Third Reich in World War II.  The game covers the period
from August 1943 to the end of the war.

1.1 Starting a Game (Apple)
---------------------------
To begin the game, boot side one and the game will begin
automatically.  If you are using an Apple III you must first go into
Apple II emulation mode.  After you have selected a scenario the
computer will instruct you to insert side two of the disk for the
remainder of the game.

1.2 Starting a Game (C-64)
--------------------------
To begin the game, insert the game disk into your disk drive.  Type:
LOAD "*",8 and press <RETURN>.  When READY appears, type RUN and press
<RETURN>

1.3 Starting a Game (Atari)
---------------------------
To begin, boot the Scenario side of your disk.  Before beginning
remove all cartridges from your computer.  Owners of the 800XL will
have to hold down the OPTION key when they turn on their computer to
boot the game.  After you have selected the starting conditions for
the game, the computer will ask you to insert the Game side of your
disk.

1.4 Saving a Game
-----------------
At various points during each turn the computer will allow the
player(s) to save a game in progress.  You will need a scratch disk to
store the save game data.  Save game disks may be initialized for SSI
use during a game by following instructions included in the game
program.  Each save game disk will hold approximately 6 games.  Once a
game is saved you will be able to restart it at the point your left
off.

1.5 Sound
---------
During the Combat Phase, the players may toggle the sound ON/OFF by
pressing the (O) key.  The new sound status will take effect when the
game clock display is updated.

2.0 GENERAL DESCRIPTION
=======================

2.1 Parts Inventory
-------------------
    A Game box
    B Rules manual
    C 5 1/4" game disk
    D 2 player aid cards

2.2 The Map
-----------
The game map displays England and Nazi-occupied Europe including the
area from France in the west to Rumania in the east and from Denmark
in the north to Italy in the south.  A 48 x 32 square grid is used to
control movement.  Each square is 33 miles across.

Terrain features on the map include American Flag symbols that
represent USAAF bases; blue areas represent seas and oceans; black
areas represent open land; green 'x' symbols represent Luftwaffe
airfield sites; white 'x' symbols represent active Luftwaffe airfields
(displayed only to the Luftwaffe player); orange areas represent Axis
cities; white striped areas represent neutral Switzerland.

2.3 Definition of Terms
-----------------------
ACTIVE AIRFIELD
A Luftwaffe airfield site that includes the necessary personnel and
equipment to effectively repair, fuel and arm fighter aircraft.

AIRFIELD SITE
Squares on the map that are eligible to contain active airfields.
There are over 100 airfield sites on the map and only 48 may be active
at any one time.

ALTITUDE
The elevation in thousands of feet that a raid or patrol is assigned
to fly in performing its mission.

DAMAGE
Individual target damage is displayed when reviewing a previous day's
operations.  This number reflects the percentage loss in production
of an industrial target, percentage loss in guns of a flak target or
percentage loss in operat- ing capability for airfield targets.  For
scoring purposes an overall damage level is displayed on the Morning
Briefing menu.  This number represents the cumulative effects of
strategic bombing on the German war effort.

EXPERIENCE
A measure of the average amount of flying or combat experience of the
pilots in a Group Gruppe.  Numbers range from 0 (no experience) to
over 100 (very experience).

FEINT
A USAAF mission undertaken for the purpose of deceiving the Luftwaffe
into committing fighters needlessly.

FLAK
Up to 200 heavy and 200 light flak batteries may be used to defend
target cities.  Heavy flak is effective against aircraft flying below
30,000 feet; light flak is effective against aircraft flying below
6,000 feet.

GROUP
The basic USAAF organizational unit used in the game.  Bomber groups
contain up to 48 aircraft (usually no more than 37).  Fighter groups
contain up to 55 aircraft.

GRUPPE
The basic Luftwaffe organizational unit used in the game.  Gruppes
contain up to 50 aircraft.

MORALE
A measure of the spirit and dedication of the pilots and crews of a
Group/ Gruppe.  Values range from 20 (demoralized) to over 100 (hungry
for action).  Morale is reduced by flying and may be increased by
resting.

RANDOM NUMBER
A number randomly determined that is greater than or equal to 0 and
less than 1.

ROCKETS
Air-to-air rockets were used primarily to disrupt heavy bomber
formations.  Aircraft armed with rockets suffered from greatly reduced
manueverability and were dead meat when opposed by Allied fighters.

SERVICEABLE AIRCRAFT
The number of aircraft in a Group/Gruppe available for immediate
operations.  Aircraft may become unserviceable (unavailable) due to
battle damage or normal wear and tear from just flying.

TIME
The passage of time is displayed on a 24-hour game clock during the
combat phase.  At the start of each day, the clock will begin at 520
and will increment in 10 minute pulses until all USAAF raids have been
completed.  Raids landing at night (after 1700) will suffer higher
operational losses.

WEATHER
Weather in the game is expressed as a percentage of overcast or cloud
cover.  Cloud cover may adversely after the ability of bombers to
locate or accurately bombe their targets.  Weather will adversely
affect the ability of fighters to locate targets for air-to-air
combat.  Aircraft taking off or landing in poor weather will suffer
higher operational losses and USAAF raids forming up in poor weather
may be forced to abort their missions.  During short game scenarios
the overcast levels will be reduced by an average of 20%.

WEATHER ZONES
There are a different weather zones on the map; northwest,
north-central, north-east, southwest, south-central and southeast.
Cloud cover is specifical- ly defined for each weather zone.  On the
average, cloud cover in the south- west and south-central zones will
be 20% less than the other zones on the map.  Flying conditions will
be best during the summer months, average during the spring and fall
months, and poorest during the winter months.


3.0 STARTING THE GAME
=====================

3.1 Determining Conditions of Play
----------------------------------
At the start of the game, the player(s) must determine the conditions
under which the game must be played.  On the APPLE version the
conditions may be changed by entering the following numbers:

(1) NEW GAME or SAVED GAME
(2) 1 DISK DRIVE or 2 DISK DRIVES
(3) SOLITAIRE or TWO PLAYERS
(4) HANDICAP LEVEL
(5) DELAY LENGTH
(6) SELECT SCENARIO

On the ATARI and COMMODORE 64 versions:

(1) NEW GAME or SAVED GAME
(2) SOLITAIRE or TWO PLAYERS
(3) HANDICAP LEVEL
(4) DELAY LENGTH
(5) SELECT SCENARIO

3.2 Player Determination
------------------------
U.S.A.A.F. may be played by zero, one or two players and this is
determined by the option selected on the opening menu.  For example,
if you wish watch a computer controlled USAAF face a computer
controlled Luftwaffe, you should select the option BOTH COMPUTER.

3.3 Handicap Level
------------------
At the start of the game the player(s) must determine the handicap
level (1-5).  The effects of the handicap level are such that LEVEL 1
would significantly favor the USAAF player and LEVEL 5 will
significantly favor the Luftwaffe player.  LEVEL 3 is the historical
level.

Handicap level will affect the USAAF replacement rate, the ability of
Allied Intelligence to determine critical targets and teh ability of
the Axis war industry to accelerate the development of advanced
aircraft types (such as the ME262A jet fighter).

3.4 Delay Length
----------------
The delay length affects messages displayed during the Combat Phase.
The greater the delay length, the longer these message will remain
displayd.  A delay length of 1 will speed up the game but will cause
the messages to be difficult to read.  A delay length of 9 will slow
the game considerably but will allow the player(s) maximum time to
study the various combat reports.

3.5 Selecting a Scenario
------------------------
The players may select from three different time periods in which to
start the game:

PHASE I   (1 AUGUST 1943)
PHASE II  (1 FEBRUARY 1944)
PHASE III (1 OCTOBER 1944)

It is strongly suggested that beginning players start with a Phase II
game.

In addition to selecting the time period, the player(s) may elect to
play either a Short Game or a Campaign Game.  The Short Game will end
after one month.  The Campaign Game will end when the Axis Industrial
Damage Level exceeds 99 or on 1 August 1945, whichever comes first.
The SHORT or COMPAIGN decision is not made from the opening menu; it
is made after the initial data has been read from the disk.


4.0 SEQUENCE OF PLAY
====================
Each game turn represents one day of real time.  The game turn is
divided into 6 phases in which the player(s) may review intelligence
reports and then plan and execute their daily missions.  On the first
turn of each new game, the Luftwaffe morning briefing phase is
skipped.

4.1 Luftwaffe Morning Briefing*
------------------------------
The Luftwaffe player may (1) review the results of the previous day's
operations, (2) check the weather forecast, (3) inspect the status of
his fighter gruppes, (4) inspect the status of the German war
industries, (5) check the numbers of aircraft available in the
replacement pools, (6) change the types of aircraft being produced in
aircraft factories, (7) review the production status for each type of
aircraft.

4.2 USAAF Morning Briefing
--------------------------
The USAAF player may: (1) review the results of the previous day's
operations, (2) check the weather forecast, (3) inspect the status of
his bomber and fighter groups at each of his bases, (4) inspect the
status of the German war industries.

4.3 USAAF Target Assignment
---------------------------
The USAAF player may: (1) assign bomber and fighter groups to fly
raids over Axis Europe, (2) examine data from previously assigned
raids with the option of canceling unsatisfactory raids, (3) check the
weather forecast, (4) examine the map display.

4.4 Luftwaffe Deployment*
------------------------
The Luftwaffe player may: (1) review the status of his fighter
gruppes, (2) review the status of his active airfields, (3) check the
number of heavy and light flak batteries protecting each of his
cities, (4) check the weather report, (5) assign tactics to his
fighter gruppes, (6) move fighter gruppes to different active
airfields, (7) move active airfields to a different airfield site, (8)
move flak batteries to protect different cities.

4.5 Combat Phase - Luftwaffe Situtation Room
--------------------------------------------
The Luftwaffe player may (1) alter the map display to view different
portions of the map, (2) review the size and altitude of any USAAF
raids that have been detected, (3) go to the Luftwaffe Situation Room.

From the Situation Room the Luftwaffe player may: (1) review the
status of his uncommited fighter gruppes, (2) check the status of his
active airfields, (3) inspect the flak batteries in each of his
cities, (4) check the weather report, (5) assign fighter gruppes to
intercept USAAF raids, (6) assign fighter gruppes to fly patrols over
particular areas, (7) instruct fighter patrols to intercept USAAF
raids or change their patrol locations, (8) resume the Combat Phase.

4.6 Overnight Activity Phase
----------------------------
During this phase the computer will automatically perform various
book-keeping functions such as repairing damage, assigning
replacements, calculating the score etc.


5.0 LUFTWAFFE MORNING BRIEFING
==============================

5.1 Yesterday's Operations
--------------------------
For each raid flown the previous day the computer will list:

(1) TARGET: if the target was a city then the city name will appear,
            otherwise AIRFIELD FLAK FEINT or DEEP ESCORT will be shown.
(2) BG: number of USAAF bomber groups included in the raid.
(3) BL: USAAF bombers lost due to air-to-air combat or flak.
(4) FG: number of USAAF fighter groups included in the raid.
(5) FL: USAAF fighters lost due to air-to-air combat or flak.
(6) IG: the number of times the raid was intercepted by Luftwaffe
        fighter groups.
(7) IL: the number of intercepting Luftwaffe fighters destroyed in
        air-to-air combat.
(8) TD: target damage percentage.
(9) C: class code of target (A-L) will be shown for city targets to
       indicate the type of target bombed within that city.

       A. railyard (Overlord)
       B. ball bearings
       C. chemicals
       D. oil
       E. aviation gas
       F. electric power
       G. steel
       H. rubber
       I. U-boat
       J. armaments
       K. aircraft
       L. V-weapon

USAAF losses shown on this display may be inaccurately reported
(usually higher than actual losses).

5.2 Weather Report
------------------
Lists the predicted cloud cover for each or the six weather zones on
the map.

5.3 Air Group Status
--------------------
Lists the following data for each available Luftwaffe fighter gruppes:

(1) ID: gruppe identification number
(2) GROUP: the historical gruppe designation
(3) AS: aircraft serviceable
(4) AU: aircraft unserviceable
(5) EX: experience rating
(6) MO: morale rating
(7) TYPE: type of aircraft used by the gruppe
(8) the gruppe's airfield ID number will be displayed at the right
    edge of the screen.

* indicates the game may be saved following this phase


5.4 Industry Status
-------------------
The Luftwaffe player may inspect the status for each type of industry.
For each city containing the selected industry the computer will
display the city ID number, city name and production level for that
city.  A total industry level will be displayed at the bottom of the
list.  The number to the right of the slash is the unadjusted industry
level.  The number to the left is the industry level adjusted for
critical industry damage (except for the aircraft industry).  The
adjusted levels will be set to 100 at the beginning of each game.

5.5 Replacement Aircraft
------------------------
The player may inspect the number of replacements for each type of
aircraft.  For each type of aircraft available the computer will
display the type ID number, type designation and the quantity of
aircraft available as replace- ments.

The Replacement Aircraft routine may be used to change the type of
aircraft being used by a particular gruppe.  This is done by
exchanging the aircraft currently used by the gruppe for a different
aircraft type available in the replacement pool.  The USAAF player may
not exchange fighters for bombers or bombers for fighters.

Type in the gruppe ID# for the gruppe you wish to change, then enter
the type ID# to indicate the new type of aircraft.  The old aircraft
will be added to those of the same type already in the replacement
pool.  The new aircraft will be subtracted from the replacement pool
and added to the exchanging gruppe in UNSERVICEABLE condition.  The
exchange transaction will not be allowed if the replacement pool does
not contain adequate numbers of the selected type to allow a 1 for 1
exchange.

The exchange procedure will result in a reduction of pilot experience.
When exchanging for aircraft of the same class (i.e. single engine for
single engine ), there will be a loss of 20% of the group's experience
points.  When exchang- ing for aircraft of a different class (i.e.
single engine for twin engine), there will be a loss of 50% of the
group's experience points.

5.6 Aircraft Production
-----------------------
The Aircraft Production routine may be used to examine or alter the
types of aircraft being produced in a particular city.  The computer
will display all cities that include aircraft factories.  The player
must enter the city ID# for the city he wishes to examine/alter.

Aircraft cities contain three production slots.  Each slot will
contain an aircraft type or will be empty.  Aircraft cities with only
one slot in use will devote their entire production to that one type
of aircraft.  Aircraft cities with two slots in use will devote half
of their production to each of the two listed types of aircraft.
Aircraft cities with all three slots in use will devote one third of
their production to each of the three listed types of aircraft.

The Aircraft Production routine may be used to add a new type of
aircraft to an empty slot, remove an aircraft type to create an empty
slot or change an occupied slot to a different type of aircraft.  The
player must be enter the type ID number for the new aircraft type and
the slot number that is to be altered.  Aircraft type ID numbers are
listed in section 12.0.  If you wish to remove an aircraft type to
create an empty slot, just enter aircraft type number '0' for a
currently occupied slot.

Altering the production of an aircraft city will reduce the aircraft
production level of that city.  The production level reduction will be
determined as follows:

(1) 60% reduction if subtracting an aircraft type to create an empty
    slot
(2) 20% reduction if adding an aircraft type to fill an empty slot
(3) 20% reduction if changing an occupied slot to a similar aircraft
    type (i.e. ME109G changed to ME109K).  Note: FW190A, FW190D,
    FW190F and TA152H are considered to be similar aircraft types.

(4) 60% reduction if changing an occupied slot to a non-similar
aircraft type

You cannot change the production characteristies of a city if the city
has a production level less than 5.

5.7 Aircraft Factories
----------------------
The player must select the aircraft type.  The computer will display
each city involved in the production of that aircraft type and the
production level devoted to that type.


6.0 USAAF MORNING BRIEFING
==========================

6.1 Yesterday's Operations
--------------------------
Similar to that described in section 5.1.  On this display the
Luftwaffe fighter losses will be inaccurately reported.

6.2 Weather Report
------------------
Same as that described in section 5.2.

6.3 Air Group Status
--------------------
Similar to that described in section 5.3.  The player must first
specify the base (England, Italy, Tunisia, Libya) whose groups he
wishes to examine.

6.4 Industry Status
-------------------
Sames as that described in section 5.4.

6.5 Replacement Aircraft
------------------------
Same as that described in section 5.5.


7.0 USAAF TARGET ASSIGNMENT
===========================

7.1 Assign Raid
---------------
For each raid assigned the USAAF player must perform the following
actions:

(1) select raid ID letter (A-Z)
(2) select origin base; the player must determine the base from which
    the raid will begin.  Before 1 OCTOBER 1943, England, Tunisia or
    Libya may be selected.  After 30 SEPTEMBER 1943, England or Italy
    may be selected.
(3) select target: the following types of targets or missions may be
    selected:

    A  railyard
    B  ball bearings
    C  chemicals
    D  oil
    E  aviation gas
    F  electric power
    G  steel
    H  rubber
    I  U-boat
    J  armaments
    K  aircraft
    L  V-weapon
    M  Overlord
    N  flak
    O  airfield
    P  feint
    Q  deep escort

(4A) select target city: the computer will list all cities that
     contain the selected target type.  The palyer must choose the
     city to be bombed.  This applies only to target types A-M.

(4B) select target point: the map will be displayed with the cursor
     over the starting base.  The player must move the cursor over the
     target to be bombed and press the (X) key.  If the target type is
     FLAK then the cursor should be placed over a city square.  If the
     target type is AIRFIELD, then the cursor should be placed over an
     airfield site square.  If the target type is FEINT, then the
     cursor may be played anywhere.  This paragraph applies only to
     target types N.O.P.

(5)  select secondary target city: secondary target type must be the
     same as the primary target.  Selection of secondary targets is
     optional.  This paragraph applies only to target types A-M.

(6)  select offset point: the computer will display the map with the
     cursor over the primary target location.  Move the cursor to the
     desired offset point and press the (X) key.  The raid will fly
     through the offset while returning to its base.  If the raid
     bombed a secondary target or if it is shuttling to a different
     base, then it will not fly through the offset point AFTER it has
     bombed or passed through the target point.  If an offset point is
     not desired, then press the (X) key without moving the cursor
     from the target square.  Applies to target types A-P.

(7)  shuttle to different base: only heavy bombers (B17F, B17G, B24D,
     B24J) may fly to a base that is different than the origin base.

(8)  select bomber type and assign bomber groups: the player may
     include as many of his available groups as he wishes in a single
     raid.  Different types of bombers may be combined in the same
     raid.  Heavy bombers may not fly in flak attack or deep escort
     raids.  A group (fighter or bomber) must have at least 10
     serviceable aircraft in order to fly a mission.

(9)  select fighter type and assign fighter groups: fighter groups
     that fly in the same raid as bomber groups will act as 'close
     escort' protection against enemy fighters.  Fighter groups in
     deep escort missions are not required to depart at the same time
     as the bomber raid they are escorting.  Deep escorts may join up
     with the bombers at various points on the route to or from the
     target.  Fighter groups may be used to bomb AIRFIELD, FLAK, and
     RAILYARD (OVERLORD) targets.  Fighter groups will not bomb if
     they are flying in the same raid with heavy bomber groups.  When
     acting as bombers, fighter groups will fly to the target at their
     assigned altitude dive to 1000 feet to attack the target, then
     climb back in the assigned altitude for the return to base.

(10) determine which raid to escort: this applies only to deep escort
     missions.

(11) assign raid altitude: the computer will display the altitude
     limits for each raid.  Raids on AIRFIELD, FLAK, and RAILYARD
     (OVERLORD) targets may not fly over 24000 feet.  For the best
     results, deep escorts should fly 1 to 3 thousand feet above the
     raid they are escorting.

(12) set departure time: may set any time from 600 to 1700 as
     departure time.  Deep escorts may not depart BEFORE the raid they
     are escorting.

7.2 Examine Raid
----------------
This routine may be used to examine data from previously assigned
raids.  Included in the raid data display is the range to target
(including offset point), raid speed and climb rate.

7.3 Weather Report
------------------
Same as that described in section 5.2

7.4 Map Display
---------------
The map display may be used as an aid in planning raids.  The cursor
may be moved around the map by pressing keys 1-8 (1=NORTH, 2=NE,
3=EAST, 4=SE, 5=SOUTH, 6=SW, 7=WEST, 8=NW).  If the cursor is moved
over a city square and the (L) key is pressed then the city name will
be displayed.


8.0 LUFTWAFFE DEPLOYMENT
========================

8.1 Fighter Gruppe Status
-------------------------
Same as that described in section 5.3.

8.2 Airfield Status
-------------------
Lists the following data for each active airfield:

(1) AF: airfield identification number
(2) LOC: the x,y location of the airfield
(3) D%: damage percentage, airfields with over 49% damage may not
        operate aircraft
(4) FR: fuel reserve points stored at the airfield.  Each fuel reserve
        point is sufficient to fly 1 aircraft on 1 sortie.
(5) GRUPPE & TYPE: lists the historical designation and type of
                   aircraft for each gruppe based at the airfield

8.3 Flak Status
---------------
For following data will be displayed for each city on the map:

(1) ID: city identification number
(2) CITY: the city name
(3) HVY FLAK: the number of heavy-flak batteries protecting the city
(4) LT. FLAK: the number of light flak batteries protecting the city

8.4 Weather Report
------------------
Same as that described in section 5.2.

8.5 Assign Fighter Tactics
--------------------------
Each day, the Luftwaffe player may alter the tactics assigned to some
or all of his gruppes.  The five tactical options are described below:

(1) ATTACK FIGHTER - BOUNCE
    The gruppe will attempt to engage USAAF fighter groups but will
    not attack unless a positional advantage can be attained.  Will
    engage bombers if no fighters are present.

(2) ATTACK FIGHTERS - DIRECT
    The gruppe will attempt to engaged USAAF fighters and will attack
    regardless of the tactical position.  Will engage bombers if no
    fighters are present.

(3) ATTACK BOBMERS - BOUNCE
    The gruppe will attempt to engage USAAF bombers but will only
    attack if a positional advantage can be attained.  Will NOT engage
    fighters.

(4) ATTACK BOMBERS - DIRECT
    The gruppe will attempt to engage USAAF bombers and will attack
    regardless of the tactical position.  Will NOT engage fighters.

(5) ATTACK BOMBERS - ROCKET
    The gruppe will attempt to engage USAAF bombers.  Will not attack
    unless the proper rocket launch position can be attained.
    Following a rocket launch, the gruppe will engage the bombers with
    cannon fire.  Will NOT engage fighters.

    There are two methods for assigning tactics.  THE DEFAULT TACTICS
    method allow a tactic to be assigned to all gruppes with a
    particular type of aircraft.  The SPECIFIC GRUPPE TACTICS method
    allows tactics to be assigned to individual gruppes as desired.

8.6 Move Fighter Gruppe
-----------------------
This routine may be used to move gruppes to different active
airfields.  The player must input the ID numbers for the gaining and
losing airfields and then the ID numbers of the gruppes to be moved.
Gruppes will lose 5% of their morale each time they are moved in this
manner.  The MOVE AIRFIELD routine contains an alternate (and easier)
method of moving fighter gruppes.

8.7 Move Airfield
-----------------
This routine may be used to move active airfields to vacant airfield
sites or move fighter gruppes to different active airfields.

(1) move airfield: move the cursor on the map display to the active
    airfield wish to move.  Press the (G) key to get the airfield.
    Move the cursor to the new airfield site and press (M) to move the
    airfield.  The airfield move procedure will result in 90% damage
    to the relocated airfield.  Airfields may not be moved to sites
    that are currently occupied by active airfields.

(2) move gruppe: move the cursor on the map display to an active
    airfield.  The airfield ID number displayed at the bottom of the
    text window will be inversed if the airfield contains one or more
    fighter gruppes.  Press the (L) key to look at the first gruppe.
    If you do not wish to move the gruppe then press the (N) key to
    look at the next gruppe or the (Q) key to return to the map menu.
    If you wish to move the gruppe you are looking at then move the
    cursor to the desired active airfield and press (M) to move the
    gruppe.  Gruppes moved in this manner will have their morale
    reduced by 5%.

8.8 Move Flak
-------------
This routine may be used to move flak to enhance protection of key
cities.  Move the cursor to the 'losing' city and press (T), move the
cursor to the 'gaining' city and press (X), then specify the quanties
of heavy and light flak you wish to move.  A maximum of 100 flak
batteries may be moved in a single day.

9.0 LUFTWAFFE SITUATION ROOM
============================
The Luftwaffe player may 'enter' the Situation Room by pressing the
(S) key during the Combat Phase.  In the Situation Room the real time
game clock is frozen while the Luftwaffe player examines his available
forces and orders his various gruppes to intercept detected raids or
patrol areas where activity is expected.

9.1 Fighter Gruppe Status
-------------------------
Similar to that described in 5.3. Gruppes that are flying patrols or
intercept missions will not be displayed.

9.2 Airfield Status
-------------------
Similar to that described in 8.2. Gruppes that are flying patrols or
intercept missions will not be displayed.

9.3 Flak Status
---------------
Same as that described in 8.3.

9.4 Weather Report
------------------
Same as that described in 5.2.

9.5 Intercept Raid
------------------
The detected raids will have their ID letters displayed.  To examine a
raid, press the key corresponding to be raid's ID.  The cursor will
move to the raid's location and the estimated raid size and altitude
will be displayed.

To intercept the raid, move the cursor to a nearby active airfield.
The computer will display the airfield (AF) identification number and
the fuel reserves (FR) stored there.  If one or more gruppes are
located at the base then the display will show the gruppe ID number,
historical designation, number of serviceable aircraft, type of
aircraft, experience and morale ratings for the first gruppe.

If you do NOT wish to assign the displayed gruppe to intercept then
press the (N) key to view the next gruppe or the (Q) key to return to
the main menu.

Type the (A) key to assign the displayed gruppe to intercept the raid.
It is possible to assign more than one gruppe from the same airfield
to fly in the same mission.  Gruppes flying intercept missions will
have the option of returning to a different airfield.  To select a
different return airfield move the cursor to the desired location and
press (X).

9.6 Establish Patrol
--------------------
Gruppes are assigned to patrol missions in the same manner that they
are assigned to intercept missions.  Press the (A) key to assign the
gruppe to a patrol mission.  Move the cursor to the desired patrol
area and press the (X) key.  The patrol altitude must be set and the
gruppe may be ordered to return to a different base.

9.7 Patrol Adjust
-----------------
The status of previously assigned patrols may be changed using the
Patrol Adjust routine.  The location and fuel status of the existing
patrols will be displayed one at at time.

If you do NOT wish to adjust the displayed patrol then press the (N)
key to locate the next patrol or the (Q) key to return to the main
menu.

By pressing the (A) key the player may change the patrol area,
altitude and return base.

By pressing the (I) key the patrol may be ordered to intercept a
detected raid.

9.8 Luftwaffe Fuel Usage
------------------------
When fighter gruppes are assigned to fly intercept or patrol missions,
then 1 fuel point will be subtracted from the airfield fuel reserve
for each service- able aircraft in the assigned group.  If there are
more flying aircraft than fuel reserve points, then the fuel will be
reduced to zero and the aircraft wll fly the mission with their
endurance reduced.


10.0 COMBAT PHASE
=================
During the Combat Phase, both players should be at the computer
viewing the action.  The USAAF player should turn away when the
Luftwaffe player is using the Situation Room routines.  Only the
Luftwaffe player is allowed to make keyboard inputs during the Combat
Phase.

Certain equations in this section are printed in a lighter color;
beginners need not read these to play the game.  Intermediate and
Advanced players, however should find that the formulas contribute to
a better understanding of how the computer determines values and
percentages.

10.1 Game Clock
---------------
Each day the clock will start at 520 AM and run continuously until all
raids have been completed.  Game time is divided into 10-minute
pulses.  Each pulse all raids, patrols and intercept missions will
move, search and possibly engage in combat.  The Luftwaffe player may
stop the clock's progress by using the Raids display routine or
entering the Situation Room.

10.2 Raids Display
------------------
At any time during the Combat Phase the Luftwaffe Player may examine
the detected USAAF raids by pressing the (R) key.  The ID letters for
detected raids will be listed.  To examine a raid, press the key that
corresponds to the raid's location on the map and the raid's estimated
size and altitude will be displayed.

10.3 Changing the Map
---------------------
The U.S.A.A.F. Game Map covers a 48 x 24 square grid.  Only a 20 x 10
area can be viewed at any one time.  During the Combat Phase, the
Luftwaffe player may alter the portion of the map being displayed by
pressing keys 1-9.  The map is divided into 9 areas that are situated
as follows:

          1  2  3
          4  5  6
          7  8  9

Thus by pressing the (1) key, the display will change to show the
northwest portion of the map; by pressing the (9) key, the southeast
portion of the map will be shown etc.

10.4 USAAF Raid Resolution
--------------------------
(1) FORMING UP: the time required to form up is equal to assigned
    altitude divided by the climb rate.  Raids that spend an entire
    pulse climbing will not move during the pulse.  Raids that spend
    only part of the pulse climb- ing will receive partial movement.

(2) MOVEMENT: raids will move in a straight line towards an objective.
    A movement objective may be either a target or an offset point.
    Deep escorts will move towards the raid they are designated to
    escort.

(3) FUEL CONSUMPTION: groups spend 1 fuel point each turn they are in
    the air.  Fighter groups spend 4 fuel points each time they
    participate in air-to-air combat.  Fighter groups that exceed
    their operational fuel limit will turn back.  Groups that turn
    back will be removed from the map.  Groups will never be forced to
    ditch for lack of fuel.

(4) FLAK: raids may be subjected to flak attacks each pulse they spend
    in a city square.  Airfield flak will only fire at raids that are
    attacking the air- field from less than 6000 feet.  Raids flying
    in the TARGET square will be subjected to full strength flak.
    Raids flying through a non-target square will be attacked by 1/3
    strength flak.  Flak is primarily useful in disrupting bomber
    formations before they drop their bombs.

(5) LOCATING THE TARGET: bombers that enter a target square will
    attempt to visually sight the target.  If the visual sighting
    fails due to cloud cover then the raid will proceed towards the
    secondary target.  If the visual sighting fails and no secondary
    target has been assigned then the bombers will attempt to bomb
    using radar.  Radar bombing will be only 10% as effective as
    visual bombing.  The probability that a raid will fail to 'sight'
    the target is equal to the cloud cover percentage in the target's
    weather zone.

(6) OFFSET POINTS: raids will fly through their assigned offset points
    before proceeding directly to the target.  Raids will fly through
    the offset point when returning to base unlesss the following
    exceptions apply (a) the raid is shuttling to a different base.
    (b) the raid bombed a secondary target.  Offset points may be
    useful in flying around heavy flak and fighter concentrations or
    in concealing the intended target until the last moment.

(7) RETURN TO BASE: after dropping their bombs or passing through
    their target points, the raids will set their return course.
    Shuttle raids will return to their origin base.  Returning raids
    will be removed from the map when they reenter the Allied fighter
    cover zone (see 11.13).  Bomber raids will have their speed
    increased by 25 mph after dropping their bombs.

(8) RAID DETECTION: The Luftwaffe player will always receive advance
    notice of impending raids.  A 'RAID FORMING UP' message will be
    displayed immediately after a raid takes off from its base.  The
    'RAID FORMING UP' message will be displayed each 10-minute pulse
    until the raid is detected.  When a raid is detected, the cursor
    will move to the raid's current location, and the raid's estimated
    size and altitude will displayed.

    Raids that are still within the Allied Fighter Cover Zone will
    have a random chance of detection. (The higher the assigned
    altitude, the greater the chance of detection)   Raids that fly
    beyond the Fighter Cover Zone will be automatically detected.

10.5  Luftwaffe Fighter Mission Resolution
------------------------------------------

(1) TAKING OFF; gruppes that have been assigned to fly or patrol
missions must first spend 1 pulse `on the runway' preparing to take
off.  If the airfield is bombed while the fighters are on the runway
then they will abort their mission.

(2) CLIMBING; following take off the fighters will climb to their
assigned altitudes.  Intercept missions will climb to the same
altitude as the raid they are attempting to intercept.  Fighter
missions will suffer the same movement penalties as those described
for USAAF raids.

(3) MOVEMENT; patrol missions will move in a straight line towards
their assigned patrol area where they will remain until: (a) a
different patrol areas is assigned, (b) the patrol is assigned to
intercept a USAAF raid, (c) the patrol sights a raid which it will
automatically intercept, (d) the patrol runs low on fuel and returns
to its assigned airfield.  Intercept missions will move toward the
raid they are attempting to intercept.

(4) FUEL CONSUMPTION;  fighter missions will spend 1 fuel point each
pulse they are in the air.  Fighters use 2 fuel points each time they
INITIATE air-to-air combat.  Fighters (but not jets and rockets) use 4
fuel points when DEFENDING in air-to-air combat. Fighters use 10 fuel
points to initiate a rocket attack.  Fighter gruppes that exceed their
operational fuel limit will turn back.

(5) LANDING & REFUELING; gruppes that turn back will be removed from
the map display and will spend a variable period of time in `landing
mode'. The number of pulses required to land the gruppe is equal to
the distance in squares from the turn-back point to the assigned
airfield.  Following the landing interval, the gruppe will spend an
additional 3 pulses refueling.  When refueling is complete, the gruppe
will be ready for reassignment to intercept or patrol missions.

10.6 Air-to-Air Combat
----------------------
Air-to-Air combat is a two step procedure: combat initiation and
combat resolution.

(1) REQUIREMENTS; only fighters may attempt to initiate air-to-air
combat.  Air-to-air combat may only occur between groups that occupy
the same square on the map.  Luftwaffe fighters may only initiate
combat against raids they have been assigned to intercept.  All
air-to-air combat situations are resolved as a single attacking group
vs. a single defending group.  If more than one fighter group exists
in the attacker raid/mission then each group will be given a separate
chance to initiate combat.  If more than one group is present in the
defending raid/mission then the defending group will be determined
randomly.

(2) FAILURE TO INITIATE COMBAT; if the requirements for air-to-air
combat exist the fighters may still fail to initiate combat due to
poor visibility, altitude difference or improper positioning.

 (a) visibility - the probability of failure due to poor visibility is
     equal to the percentage of cloud cover in the weather zone.

 (b) altitude - the probabilities of failure due to altitude
     differences are listed below:

          3000 ft or less       0%
          5000 ft              33%
          7000 ft              67%
          9000 ft or more     100%

 (c) position - the probability of failure due to improper position
     varies with the fighters tactics:

          DIRECT                0%
          BOUNCE               70%
          ROCKET               80%
          all USAAF fighters   70%

(3) FIGHTER VS FIGHTER COMBAT RESOLUTION;  combat is resolved by
comparing the `effectiveness' and size of the attacking group with the
`effectiveness' of the defending group.  Fighter effectiveness is
calculated as follows:

    effectiveness = maneuverability # X (400 - disruption) / 400 X
    (experience + 100) / 200 X (morale _ 100) / 200

The effectiveness of the attacking group is increased by 50% if it is
a USAAF group attacking from an altitude advantage or a Luftwaffe
group using `bounce' tactics.  The following formula is used to
determine the number of POSSIBLE KILLS suffered by the defender:

    possible kills = defender effectiveness / (1 + attacker
    effectiveness) X number of surviving defender aircraft X random
    number / 8

After the defender losses have been deducted the number of POSSIBLE
KILLS suffered by the attacker is determined:

    possible kills = defender effectiveness / (1 + attacker
    effectiveness) X number of surviving defender aircraft X random
    number / 8

(4) FIGHTER VS BOMBER RESOLUTION: fighter effectiveness is calculated
as follows:

    effectiveness = (70 + cannon # X3) X (400 - disruption) / 400 X
    (experience + 100) / 200 X (morale + 100) / 200

The effectiveness of the fighters is increased by 50% when using
`bounce' tactics.  Bomber effectiveness is calculated as follows:

    effectiveness = 50 X (400 - disruption) / 400

The formula used to calculate the number of POSSIBLE KILLS suffered by
the bomber group:

    possible kills = bomber effectiveness / (1 + fighter
    effectiveness) x defensive fire rating # X number of bombers X
    random number / 24

(5) ROCKET ATTACK RESOLUTION:  rocket attacks may only be initiated by
gruppes that have been assigned BOMBER ATTACK - ROCKET tactics.  The
rocket effectiveness if calculated as follows:

    rocket effectiveness = rocket rating # X number of fighters X
    experience / 100

Effectiveness of rocket attacks is doubled after 30 June 1944.

The number of POSSIBLE KILLS caused by rocket attacks is calculated:

    possible kills = effectiveness X (200 - bomber disruption) / 200 X
    random number / 100

The amount of disruption caused by rocket attacks is calculated:

    disruption = effectiveness X (200 - bomber disruption) / 200

The disruption caused by rocket attacks will have LESS effect against
bomber groups that have been previously disrupted.  Rocket attacks
worked best against tight formations of bombers.

After executing rocket attack the fighters will immediately attack the
same bomber group.  This attack is resolved using the FIGHTER VS
BOMBER COMBAT procedure described above.

10.7 Flak Resolution
--------------------
City flak will fire at USAAF raids whenever they begin their move in
the city square.  Airfield flak will only fire at raids that are
attacking that airfield.  Airfields will always be protected by 50
batteries of light flak.  Cities may be protected by a maximum of 200
heavy and 200 light flak batteries.

When firing at USAAF raids, flak will attack each group within the
raid with the entire effective flak strength.  Flak effectiveness is
calculated:

    effectiveness = heavy flak X (30 - altitude) / 20 + light flak X
    (6 - altitude)

------------------------------
# - see 12.0 for aircraft data


Flak effectiveness is divided by three when firing at a raid that is
not in its target square. Flak effectiveness is divided by three when
firing at USAAF fighters.  The POSSIBLE KILLS resulting from flak are
calculated:

    possible kills = effectiveness X Random number / 200 X (200 -
    disruption) / 200

The disruption resulting from flak is calculated:

    disruption = effectiveness X random number X (200 - disruption) /
       200

NOTE: Flak will be LESS effective when fired at groups that have been
previously disrupted.

10.8 Possible Kills
-------------------
During air-to-air combat or flak resolution, messages will be
displayed indicating that aircraft have been destroyed or damaged.
Each of these messages represents a POSSIBLE KILL.  In determining how
many possible kills have occurred, a random number between 0 and 1
will be added to the `possible kill' number calculated in 10.6 or
10.7.  Thus if the possible kill number was calculated as 1.45 then
this would be adjusted to TWO 45% of the time and ONE 55% of the time.

Each time a possible kill is reported, the computer will randomly
select one of three possible outcomes; false report, aircraft damaged,
aircraft destroyed.  Listed below are the probabilities of each
occurrence:

    33%   false report
    33%   aircraft destroyed
    34%   aircraft damaged
          (compare attacker firepower with defender durability)

In the last occurrence, the damage/destroyed determination is
calculated:  DAMAGED if: durability X random number > attacker
firepower X random number DESTROYED if: durability X random number <=
attacker firepower X random number

IN FLAK or ROCKET attacks, the firepower will always be 30.  For
bomber defensive fire, the firepower will always be 2.  In all other
instances the firepower will be equal to the fighter's CANNON rating.

10.9 Bombing Results
--------------------
When a USAAF raid bombs a target, the computer will calculate
separately the damage percentage caused by each bomber group.  The
effectiveness of a bomber group is calculated:

    effectiveness = (2 X experience + morale) / 3 X (125 - disruption)
    / 125 X (36 - altitude) / 36 X (200 - cloud cover) / 200

Effectiveness will be doubled if the disruption is less than 6%.

The damage caused by each bomber group is calculated:

    damage = effectiveness X number of bombers X bomb load X random
    number / (target defense X 50)

The `bomb load' is calculated by comparing the bomb rating for that
type of aircraft to the distance in squares flown to the target:

    bomb load = bomb rating # X (50 - disruption) / 50

Fighters that are attacking ground targets add their cannon # to their
bomb load.

Each type of target is rated separately for its defense (durability)
    railyard (Overlord)  6
    ball bearings       12
    chemicals            7
    oil                  9
    aviation gas         9
    electric power      30
    steel               12
    rubber              10
    U-boat              13
    armaments           12
    aircraft            12
    V-weapon            10
    submarine pens      20
    airfields           20
    flak                20
    Nordhausen          50

Submarine pens are the U-boat targets located in Brest, St. Nazaire
and Bordeaux.  Nordhausen was a large underground factory complex.
All target types located in Nordhausen will have a defense strength of
50.

Target defense strengths for targets with small industrial levels will
be reduced as follows:

   Industrial Level     Defense Adjustment
        1 - 4                X 1/3
        5 - 9                X 1/2
        10+                  X 1

When attacking from altitudes greater than 25000 ft, there is a chance
that some or all of the attacking bomber groups will completely miss
the target.

    chance of missing target = (altitude - 25) X (100 - experience) /
       500

Each attacking bomber group will roll separately to see if it misses
the target.

When an airfield is damages, aircraft and fuel on the base will also
be damaged.  For each 1% of damage to the airfield, %1 of fuel will be
destroyed, 1/1% of the aircraft caught on the ground will be damaged,
and 1/2% of the aircraft will be destroyed.  Fighter attacks on
airfields will cause four times the amount of damage to aircraft as to
the airfield itself.

10.10  Switzerland
------------------
Planes flying over Switzerland will be attacked by Swiss forces.


11.0  MISCELLANEOUS
===================

11.1 Calculating Effective Industry Levels
------------------------------------------
The industry levels of each city are combined to find the total
industry level for each type of industry.  The total industry level
may be reduced if that industry is `dependent' on other `critical'
industries that have been extensively damaged.

An industry is considered to be `extensively damaged' if it is reduced
below its `critical level'.  Listed below are the critical industries
and the industries that are dependent on them:

    Critical Industry        Dependent Industries
    -----------------        ---------------------------
    Railyard                 U-Boat, Armaments, Aircraft
    Ball Bearings            Armaments, Aircraft
    Chemicals                Oil, AvGas, Rubber, Armaments
    Electric Power           All Other Industries
    Steel                    U-boat, Armaments
    Rubber                   Armaments

At the start of the game, all critical industries have a critical
level of 50 except for railyards which have a critical level of 100.
If a critical industry is reduced below its critical level then the
following formula is used to find the effective industry level:

    effective industry level = dependent industry points X (100 -
    (critical level - critical industry strength) / 100

EXAMPLE: the industry level for chemicals is reduced to 10, the
critical level for chemicals is 50 and the industry level for oil is
100.  The `effective industry level' for oil will be 60 (- 100 X (100
- (50 - 10)) / 100)

EXCEPTION: extensively damaged railyards will affect the aircraft
industry in a different manner than that described above.  Individual
aircraft cities will be reduced in the following manner if railyards
are reduced below 80:

    Reduction       Aircraft Industry Size
     10%            greater than 9
     75%            less than 10

At the end of each turn that a critical industry is below its critical
level there is a random chance that the critical level will be REDUCED
by 10.  The chance of reduction is equal to HANDICAP LEVEL / 500.  The
0layers will not be informed when the critical level has been reduced.

11.2 Calculating Axis Industrial Damage
---------------------------------------
The Axis Industrial Damage Level (AIDL) is used to measure the USAAF
player's success in hindering the Axis war effort.  Damage points are
added to the AIDL when various industries are reduced to various
levels.  The matrix displayed in the chart to the right reflects the
points scored for reducing each industry.

THE AIDL (DAMAGE) will be displayed at the top of the Intelligence
Briefing menus.

11.3 Aircraft Replacements
--------------------------
Replacement aircraft will be added at the end of each day.  USAAF
replacements will arrive on a fixed schedule.  Luftwaffe replacements
will vary with Luftwaffe players production decisions and the
effective aircraft industry levels.

USAAF REPLACEMENT SCHEDULE
--------------------------

AIRCRAFT    AIRCRAFT      AIRCRAFT      AIRCRAFT
  TYPE       PER DAY      PER DAY        PER DAY

 P40E       8/43 = 9      1/44 = 1
 P47B       8/43 = 3      9/43 = 1
 P47D       8/43 = 0      9/43 = 12     1/44 = 18
 P51B       8/43 = 0     11/43 = 3      4/44 = 1
 P51D       8/43 = 0      3/44 = 18
 P38G       8/43 = 9     12/43 = 1
 P38J       8/43 = 0     12/43 = 12
 B17F       8/43 = 1
 B17G       8/43 = 18
 B24D       8/43 = 3     10/43 = 1
 B24J       8/43 = 0     10/43 = 12     1/44 = 18

          LUFTWAFFE
AIRCRAFT PRODUCTION RATES

              AIRCRAFT          LATEST
              PRODUCED         POSSIBLE
               PER 100        AVAILABILITY
              FACTORIES          DATE

 ME109G         15               8/43
 ME109K         12               8/44
 FW190A         10               8/43
 FW190D          9               6/44
 FW190F          8               8/43
 JA152H          8               1/45
 DO335A          7               3/45
 ME410A          7               8/43
 ME110G          8               8/43
 JU88G           0*              8/43
 ME262A          4              11/44
 ME163B          6               9/44
 HE162A         10               3/45

* Only a fraction of the production of this type of aircraft was
available for daylight air defense of the Reich, so the German player
will automatically receive one JU88G per day.

The daily replacements for each type of aircraft are calculated by
comparing the production rate with the aircraft industry level for
that type of aircraft:

replayments = production rate x industry level / 100

 INDUSTRY        0-19  20-29  30-39  40-49  50-59  60-69  70-79  80-89  90+

 railyard         20    15     10      5      4      3      2      1     0
 ball bearings     5     4      3      2      1      0      0      0     0
 chemicals         5     4      3      2      1      0      0      0     0
 oil              20    15     10      5      4      3      2      1     0
 aviation gas      5     4      3      2      1      0      0      0     0
 electric power   20    15     10      5      4      3      2      1     0
 steel             5     4      3      2      1      0      0      0     0
 rubber            5     4      3      2      1      0      0      0     0
 U-boat            5     4      3      2      1      1      1      0     0
 armaments              25     20     15     10      5      3      1     0

 Divide armaments level by 10 before comparing to the damage martix

Daily replacements will be added to the replacement pool.  The
replacement pool may contain a maximum of 255 aircraft of any one
type.  The adjusted industrial level of an aircraft type can never
exceed 255.

Each turn replacement aircraft may be distributed to depleted groups.
A maximum of 3 aircraft per day will be added to groups that receive
replacements.  All replacement activity is controlled by the computer.

11.4 Luftwaffe Aircraft Availability Certain Luftwaffe aircraft types
are not available at the start of the game (8/43).  Availability dates
are listed on the LUFTWAFFE AIRCRAFT PRODUCTION RATE chart.

Each month there is a random chance that the availability date for
each aircraft type will be accelerated by 1 month:

   availability acceleretion chance = handicap level x aircraft
   factories /1000

EXAMPLE: In hope of receiving ME262A jets sooner than 11/44 the
Luftwaffe player has converted 100 aircraft factories to ME262A
production.  At handicap level 3, there will be a 30% chance each
month that ME262A availability will be accelerated.

The players will not be informed that the availability date has been
accelerated.

At the start of the Phase III scenarios, the ME262A is available.

11.5 USAAF Allowable Targets
----------------------------
The USAAF player may be limited in the targets, he is allowed to bomb.
At the start of the game chemicals, electric power and steel
industries may not be attacked.  Each turn there will be a 1/1000
chance that one of these industry types will become an allowable
target.  These industries will automatically become allowable on the
following dates:

   chemicals            6/44
   steel                9/44
   electric power       1/45

11.6 USAAF Political Targets
----------------------------
At various times during the Campaign Games, the USAAF player will be
restricted to bombing specific targets for political reasons.
U-boats, V-weapons and Overlord (railyards in France, Belgium and
Italy) may be seleted as political targets at various points in the
game.

Only the USAAF bombers based in England (8th Air Force) will be
affected by the political target restrictions.  When a political
target has been declared, no other target types except airfields and
flak may be targeted by the 8th Air Force.  The political target will
remain in effect until the USAAF has inflicted satisfactory damage to
the political target industry or the Allied High Command loses
interest in that industry.

In 1943 and 1945, U-boats may become political targets.  In 1943,
unchecked growth of the sub-pens in France will trigger a political
reaction.  A significant reduction in the sub-pens or the submarine
factories will satisfy the High Command.  In 1945, the advanced U-boat
designs may take their toll of Allied shipping and trigger a political
reaction.  At this stage of the war a 'token' raid against a U-boat
factory will satisfy the High Command.

From April through August 1944, V-weapons may become political
targets.  Unchecked growth of 'launch sites' in Cherbourg, Calais and
LeHavre may trigger a political reaction.  A significant reduction in
the launch sites or the V- weapons factories will satisfy the High
Command.

During May through August 1944, the USAAF must assist in preparation
for the invasion of France.  During this period, the USAAF must reduce
the Overlord railyards to less than 15 total points.

11.7 Flak Production
--------------------
Flak replacements are produced in cities with armaments factories.
Each day there is a chance that new flak batteries will be added to
armaments cities.  The formula for adding flak is as follows:

  new flak = armaments industry level + 100 x random number / 100
  (fractions rounded down)

EXAMPLE: if the city armaments level is 60, there is a 60% chance that
1 heavy flak battery will be added a 40% chance that no heavy flak
will be added.  The procedure would be repeated to determine light
flak reinforcements.

EXAMPLE: if the city armaments level is 140 there is a 40% chance that
2 heavy flak batteries will be added and a 60% chance that only 1
heavy flak battery will be added, etc.

For the purpose of determining flak reinforcements, the armaments
industry level is NOT affected by damage to critical industries.

11.8 Airfield Fuel Replenishment
--------------------------------
Each day the effective industry total for aviation gas will be added
to the National Aviation Fuel Reserve (NAFR; this number will not
exceed 200).  Also, each day a number of fuel points equal to the
handicap level will be added to the NAFR.  If the NAFR total is
greater than 99 then airfield fuel replenish- ment will occur.

Fuel replenishment will only affect active airfields that contain at
least 1 fighter gruppe and with damage less than 50%.

Airfields with less than 101 fuel will add 100 fuel points and 2
points will be subtracted from the NAFR.

Airfields with less than 151 fuel will add 50 fuel points and 1 point
will be subtracted from the NAFR.

11.9 Reinforcement Groups
-------------------------
Reinforcement groups will become available during the game in
accordance with the Reinforcement Schedule (see 13.0).

New reinforcement groups will only be received if there are adequate
numbers in the aircraft replacement pool to 'buy' the new group.
Certain Luftwaffe gruppes represent transfers from other fronts.
Transfered reinforcement gruppes are not 'bought' from the replacement
pool.

11.10 Experience
----------------
Fighter groups add 1 experience point each time they participate in
air-to-air combat.  Groups add 1 or 2 experience points each time they
bomb a target.  Groups with experience less than 50 will automatically
gain 1 experience per turn.  However if the German fuel reserve is
less than 100, their gruppes will not receive this automatic
experience gain.  Groups with experience less than 71 gain experience
for just flying:

           CURRENT          EXPERIENCE
          EXPERIENCE          GAINED
           51-70                1
           31-50                2
            0-30                3

Groups with experience greater than 90 lose experience for just
flying:

           CURRENT          EXPERIENCE
          EXPERIENCE          LOST
           91-110               1
          111-130               2
            131+                3

Groups will lose experience when replacements are added.  USAAF
replacement crews will have experience equal to 2/3 of the experience
rating of the group they are joining.  Luftwaffe replacements will
have experience equal to zero.

The computer will keep track of how many pilots are available in
Luftwaffe fighter gruppes.  When German aircraft are destroyed in
combat, there is 50% chance that the pilot will be lost.  When German
aircraft are destroyed during takeoffs or landings the pilot will
always be lost.  Replacement pilots will be added (and experience will
be reduced) only when there are more serviceable aircraft than there
are pilots in a gruppe.

11.11 Morale
------------
At the end of each day groups with morale ratings less than their
experience ratings will add 2 morale points for USAAF groups and 4
morale points for USAAF groups and 4 morale points for Luftwaffe
groups.  Groups lose 5% of their morale each time they fly.  Groups
lose 5% of their morale for each aircraft destroyed in combat.
Luftwaffe gruppes that are bombed on the ground will lose 1 morale
point for each point of damage the airfield sustains.

11.12 Building Industry
-----------------------
At the end of each day there is a chance that cities will increase
their industry strength.  The table below shows the chance for
building industry strength and the optimum level for each type of
industry:

 TYPE                  BUILD         OPTIMUM
 railyard (Overlord)     8%             2
 ball bearings           5%             5
 chemicals               5%             6
 oil                     7%             5
 aviation gas            7%            10
 electric power          1%             3
 steel                   2%             8
 rubber                  5%            10
 U-boat                  3%             8
 armaments              *4%            50
 aircraft               *4%            50
 V-weapon                4%            10

* The build chance for armaments will increase to 12% and the build
chance for aircraft will increase to 20% starting 1/44.

If the industry strength for a city is equal to ZERO then the build
chance will be divided by 5.  If the industry strength for a city is
greater than or equal to the optimum level then the build chance will
be divded by 5.  If the industry strength is greater than 3 x optimum
level then the industry strength may not be increased.

The build chance for all industries will be reduced by 1% for each
point that STEEL is reduced below 25.  Thus if steel is reduced to 10
points then new industries will build only 85% as fast as normal etc.

A city will only build types of industry that are in that city at the
start of the game.  Thus Nordhausen which starts the game with only
aircraft and V-weapon industries will only build aircraft and V-weapon
industry during the game.  EXCEPTION: At the start of the game there
are certain cities with industrial sites for ball bearings, aircraft
and V-weapons under construction.  These industries may build during
the game even though they started with a strength of zero.

11.13 Allied Fighter Cover Zones
--------------------------------
Certain areas of the map will be designated as Allied Fighter Cover
Zones (see player aid map).  Luftwaffe aircraft may not enter a
fighter cover zone and USAAF raids will be more difficult to detect
while flying through these zones.

At the start of the game (8/43), the fighter cover zone will be
limited to the area in and around England.  During the game, fighter
cover zones will expand to cover the following areas:

SOUTHERN ITALY                   10/43
NORMANDY                          6/44
CENTRAL ITALY, FRANCE, BELGIUM    9/44

11.14 Advancing Allies
----------------------
During the campaign games certain areas that start the game in German
control will be captured by the advancing Allied Armies.  These areas
will include the Allied Fighter Cover Zone areas described in 11.13.
In addition the Soviet Armies will overrun EASTERN EUROPE in 9/44 (the
area east of Warsaw, not inclusive).

In areas captured by the Allies, all German industry, flak and active
airfields will be destroyed.  Fighter Gruppes based on captured
airfields will be removed from the game and returned as reinforcements
within 2 months.

11.15 Jet and Rocket Aircraft
-----------------------------
The following special rules apply to Luftwaffe jet (ME262A, HE162A)
and rocket (ME163B) aircraft.

(A) Fuel Consumption: jets and rockets do NOT require or consume fuel
points when flying combat missions.  These aircraft did not use the
specially refined aviation gas that the piston engined fighters used.
Jets and rockets do not expend fuel when defending against USAAF
fighter groups.

(B) Air to Air Combat: when jets and rockets engage in air to air
combat they will suffer 1/20 of the 'possible kills' calculated in
10.6.  This applies when encountering USAAF fighters or bomber
defensive fire.

12.0 AIRCRAFT DATA
==================

ID#     TYPE     CN   MV   DU   RR   SP   FU   MA   CL   C
 1     ME109G     8   38   17    2   42    7   38   30   1
 2     ME109K     7   50   17    2   46    6   41   41   1
 3     FW190A    10   44   18    2   44    8   37   18   1
 4     FW190D     6   48   19    2   46    8   39   28   1
 5     FW190F    15   32   25    6   42    8   35   12   1
 6     TA152H    13   48   24    2   50   10   49   48   1
 7     DO335A    19   45   19    2   50   13   37   30   3
 8     ME410A    13   22   20    6   40   17   33   18   2
 9     ME110G    18   18   19    4   36   13   26   12   2
10     JU88G     12   18   23    4   36   21   32   12   2
11     ME262A    20   14   14    6   68    5   38   28   7
12     ME163B    10   40   10    0   96    2   40   40   8
13     HE162A    10   21    7    2   52    4   39   39   6
14     P40E       6   37   14    1   40   10   30   18   1
15     P47B       8   44   22    2   40   10   42   18   1
16     P47D       8   46   23    3   40   12   40   24   1
17     P51B       4   46   18    2   42   16   42   24   1
18     P51D       6   48   18    2   42   23   42   24   1
19     P38G       6   36*  19    2   36   19   39   20   2
20     P38J       6   44*  23    3   40   25   44   26   2
21     B17F       9    0   42    9   28   90   33    8   4
22     B17G      10    0   43   16   28   90   31   12   4
23     B24D       9    0   32    9   30   90   25    6   4
24     B24J       9    0   33   13   30   90   24    8   4

* At altitudes greater than or equal to 20000 feet, the maneuver
ratings of the P38G and P38J are reduced to 27 and 33 respectively.

CN  cannon rating: this is the defensive fire rating for heavy bombers
MV  manueverability rating
DU  durability rating
RR  rocket rating
BL  bomb load rating
SP  speed ratings miles per 10-minute pulse
FU  operational fuel limit: fuel used before turning back
MA  maximum altitude
CL  climb rate: thousands of feet per 10-minute pulse
C   aircraft class

13.0 ORDER OF BATTLE
====================
LUFTWAFFE
FW190A GRUPPES
1.2.3/JG1
1.2.3/JG2
1/JG11
1.2.3/JG26
3/JG54
3/JG11                     5/44  NEW
1GR200                     7/44
1.2.4/JG54                 8/44
1GR10                     11/44

FW190F GRUPPES
1.2.3.4/SKG10
1.2.3/SG4                 10/43
1/SG2                      4/44
2/SG2                      7/44
2.3/SG1                    9/44
2.3/SG3                    9/44
1/SG5                     10/44
1.2.3/SG10                10/44
1.2/SG77                  10/44
3/SG77                    11/44
1.2.3/KGJ6                11/44  NEW
1.2.3/KGJ27               11/44
1.2.3/KGJ30               11/44
1/SG1                     12/44

ME109G GRUPPES
1/JG4
2/JG11
1/JG25
1.2.3.4/JG27
2/JG51
1.2.3/JG53
1.2.3/JG77
RJG1                   RUMANIAN
HJG101                HUNGARIAN
BJG6                  BULGARIAN
1JG3                    ITALIAN
1JG150                  ITALIAN
1.2.3/JG3                  8/43
4/JG3                     12/43
1/JG5                      1/44
1/JG50                     1/44
1/JG76                     5/44
2/JG5                      6/44
3/JG76                     6/44
1.3.4/JG51                 8/44
1.2.3/JG52                 8/44
1.2.3.4/EJG1              11/44

ME110G GRUPPES
2/ZG1
3/ZG26
1/ZG1                      8/43
1/ZG26                    11/43
1/ZG76                     4/44
2/ZG76                     5/44

ME410A GRUPPES
3/ZG1
2/KG51                    10/43
2/ZG26                    11/43  NEW
1.3/KG51                   2/44

JU88G GRUPPES
1.2/NJG2                   8/43
3/NJG2                     9/43

ME262A GRUPPES
JV44                       6/44* NEW
1/JG7                      6/44* NEW
2/JG7                      6/44* NEW
3/JG7                      6/44* NEW
4/JG7                      6/44* NEW
1/EJG2                     6/44* NEW
2/EJG2                     7/44* NEW
3/EJG2                     8/44* NEW
1.2.3/KGJ54                9/44* NEW
1.2.3/KGJ55               11/44  NEW
4/EKG1                    12/44  NEW


USAAF
-----
B17F GROUPS
ENGLAND
91.92.94.95.96.100.303.305.306.351.379.381.384.385.388.390BG

TUNISIA-ITALY
2.97.99.301BG


B17G GROUPS
ENGLAND
482BG                      8/43
401BG                     11/43
447BG                     12/43
452.457.493BG              1/44
4.398.486.487
490BG                      4/44

ITALY
463BG                      3/44
483BG                      4/44

B24D GROUPS
ENGLAND
392BG                      8/43

LIBYA-ITALY
44.93.98.376.389BG

B24J GROUPS
ENGLAND
445.446.448BG             11/43
453BG                     12/43
491.492BG                  1/44
458BG                      2/44
466BG                      3/44
467.489BG                  4/44

ITALY
449.450.451
454.455.456BG              1/44
459.460.461BG              2/44
464.465.484
485BG                      4/44

P40E GROUPS
TUNISIA-ITALY
33.57.79FG                 9/43
324FG                     10/43

P47B GROUPS
ENGLAND
4.56.352.353.
355FG
356FG                     8/43

P47D GROUPS
ENGLAND
358.359FG                10/43
361.362FG                11/43
365FG                    12/43
366FG                     1/44
368FG                     2/44
48.371.405FG              3/44
50.373.404.406FG          4/44

ITALY
325FG                    10/43
86FG                      1/44
332FG                     2/44

P38G GROUPS
ENGLAND
78FG
20FG                      8/43
25FG                      9/43

TUNISIA-ITALY
14.81.82FG
350FG                    11/43

P38J GROUPS
ENGLAND
370FG                     2/44
474FG                     3/44
367FG                     4/44

P51B GROUPS
ENGLAND
354FG                    11/43
357FG                    12/43
364FG                     2/44

ITALY
31FG                     11/43
52FG                      2/44

P51D GROUPS
ENGLAND
339FG                    4/44
479FG                    5/44


14.0 VICTORY DETERMINATION
==========================

14.1 Calcuating the Score
-------------------------
In all scenarios (both short and compaign) the USAAF player's base
score will equal the AIDL (see 11.12).

In short scenarios the FINAL SCORE will be equal to the AIDL x loss
ratio.  In the campaign game the FINAL SCORE equals 12 + 4 x the
number of months before May 1945 that the game ended (if the game ends
after May 1945 this will be a negative number).

14.2 Loss Ratio
---------------
The loss ratio is calculated:

loss ratio = Luftwaffe fighter losses x 2 / (2 x USAAF bomber losses +
             USAAF figher losses).

In Phase III games, divide the loss ratio by 2.  In all games, if the
number of bombers destroyed is less than 1000 and the loss ratio is
less than 1.0 then the loss ratio will be increased to 1.0.

14.3 Victory Levels
-------------------
The final score is compared to the following chart to determine the
level of victory for each scenario:

                   SHORT SCENARIOS     COMPAIGN
                   PHASE I  II  III      ALL

    LUFTWAFFE        -       -   -        -
    DECISIVE         0      20   50       0

    LUFTWAFFE        1      21   51       1
    MARGINAL         3      35   65      15

    USAAF            4      36   66      16
    MARGINAL         7      49   79      30

    USAAF            8      50   80      31
    DECISIVE         +       +   +        +


15.0 SCENARIOS
==============
The players may select from three time periods or 'Phases' at the
start of the game.

15.1 Phase I
------------
Starts 1 August 1943.  The USAAF has been in action against Germany
for over a year but has only recently received bombers in sufficient
quantities to fly 'deep penetration' raids.  USAAF fighters consist of
the short winded P47B and the awkward P38G.

In response to the growing USAAF threat, the Reich Air Defense has
been heavily reinforced with gruppes from the Mediterranean and
Eastern Fronts.  Experienced German pilots flying ME109G and FW190A
fighters are more than a much for their USAAF opponents.  Heavily
armed ME110G, ME410A and JU88G 'destroyer' aircraft have been
introduced to deal exclusively with USAAF bomber formations.

When playing the Phase I SHORT game it is recommended that experienced
players play the USAAF side.  We also recommend that only experienced
players play Phase I.

15.2 Phase II
-------------
Starts February 1944.  After some serious reverses in the second half
of 1943, the USAAF has reinforced and requipped its fighter groups.
Flying large numbers of P47Ds and P38Js and a few precious groups of
P51Bs, the USAAF can at last provide escorts continuously to and from
the target on deep penetration raids.

As the USAAF has gained experience and improved equipment.  Luftwaffe
quality has remained unchanged.  The ME109G is still widely used
despite being outclassed by new USAAF fighter types.  Axis production
has been reorganized and development of advanced fighter designs has
begun.

15.3 Phase III
--------------
Starts 1 October 1944.  After crippling the German fuel industries in
the Summer of 44, the USAAF has victory within its grasp.  As the
Allied Armies bog down on the German border it is hoped that strategic
bombing can hasten the collapse of the Axis war machine.

The Luftwaffe has been reduced to a shambles by the past 9 months of
heavy fighting.  Axis aircraft production has reached record heights
but shortages of fuel and experienced pilots have made this
irrelevant.  Luftwaffe hopes rest on increased availability or
advanced fighter types such as the FW190D, ME109K and ME262A.

All critical industries have their critical level set to 30.  The
ME-262A has already begun production at the start of Phase III.  When
playing the Phase III SHORT game, it is recommended that advanced
players play the Luftwaffe side.


16.0 STRATEGY NOTES
===================

USAAF Player
------------
Short Games - In the short games you should pick one industry
(preferably a critical industry) that can give you a lot of points
quickly and then destroy that one industry.  Ball bearings and/or
rubber are good targets as is chemicals/steel/electric power if they
are available as targets.  In phase I and phase II games railyards can
be a good target due to its high critical level.  Do not waste your
time bombing targets in many different industries, as this will not
score points in the short run.

Aviation Gas - By reducing aviation gas to below 5 (and keeping it
there) you will be able to ground the Luftwaffe.  Bombing chemicals if
available is a good way to help keep up an aviation gas shortage, so a
good time to bomb aviation gas is just after chemicals is discovered
as a target.  Keep in mind that you may have to wait several weeks to
begin seeing the effect and that you will have to make many deep raids
against 1 and 2 point targets to maintain the fuel shortage, but the
results can be well worth the effort.

Escorts - Proper use of your escorting fighters can make or break your
grand strategy.  Remember to send out your fighters on deep escort
from 30-50 minutes later than the bombers so that they don't waste
fuel while waiting for the slow climbing bombers to form up and send
them out at 1-3000 feet above the bombers (by staggering the elevation
of your escorts the high groups will be able to bounce German fighters
that are attacking your low groups).  Also don't forget to send
fighters out to cover the bombers on their return trip, otherwise the
Luftwaffe will devastate your home-bound bombers.  Let's assume you
have the following fighters available to cover a raid on Berlin which
will form up at 600 at 22000 feet: 10 x P47D, 8 x P51D, 3 x P38J.

A matching escort schedule could look like this:
630 - 6 P47 23000 feet
640 - 3 P51 24000 feet
700 - 3 P38 25000 feet
710 - 2 P51 25000 feet
800 - 3 P51 23000 feet
920 - 4 P47 24000 feet

This plan provides escort cover all the way to Berlin and back.  This
is just a suggested allocation of escorts and it is left to you to
discover the optimum escort tactics.

Luftwaffe Player
----------------
Flak - You should attempt to concentrate flak in those cities you
expect to be bombed.  For example if you see that the American player
is attempting to destroy your rubber plants, place 195 heavy batteries
in each of the major rubber targets as soon as possible.  Also,
protect those industries that are especially important in your defense
(i.e. aviation gas, aircraft factories, chemicals).  Never place 200
batteries in a city for you will lose any batteries that the cities
armament factories produce.  Placing flak is purely a matter of
anticipating the USAAF palyer's intentions.

Aircraft - Keep your single engine fighters based on airfields in
France, Northwest Germany and Italy and base your rocket firing
bomber-destoryers in central and southern Germany.  It is wise to
concentrate a large number of airfields and air gruppes around Essen.
Use your high manueverability fighters (greater than 35) to bounce
enemy fighters especially P-38 and P-51 long-range fighters.  If you
are successful at forcing these fighters to turn back, you can unleash
your bomber-destroyers to attack deep raids into Germany.  The ME410,
ME110 and JU88 should be equipped with rockets and launched last but
be forewarned that if they are attacked by American fighters they will
be decimated.  Do not fly units with less than 20-25 serviceable
planes and pull units back to the safety of central German airfields
if their morale is reduced below 40.  Try to keep your best units
poised on the front line airfields but realize that you will lose
morale each time you shuttle an air gruppe from one field to another.

Patrols - Patrols are useful in two ways.  First they can be used to
mass a large number of aircraft in one spot.  This will allow you to
launch a coordinated attack that may be able to overwhelm the escorts.
Patrols can also be used to shield the French coast against USAAF
fighter raids on German airfields.

Aircraft Production - This is your chance to build the Luftwaffe to
suit your own style of warfare.  It's usually a good idea early in the
game to convert some or all of your ME109G factories to the production
of FW190A fighters.  Although this will result in lower production,
you will generally find that you have all of the ME109G's you would
ever want especially when you begin to convert whole gruppes to the
new plane types.  If you believe that the USAAF player is going to
concentrate on destroying your aviation gas (and most do), it's a very
good idea to convert some of your factories to ME262A production in
order to speed up the arrival of your jets (remember that jets do not
require aviation gas to fly).  If the USAAF player does not bomb your
aircraft factories, you will find that you have plenty of production
capacity that can be spared on jet production.  If however, the USAAF
player concentrates on your aircraft factories, and he catches you
converting all of your factories to new production, you may find
yourself facing a critical shortage of aircraft.

17.0 AIRCRAFT DIAGRAMS
======================

ME109G
cannon: 3 x 20mm, 2 x 13mm
rockets: 2
cruise speed: 260
climb rate: 3000 ft/min
max altitude: 38000 ft
endurance: 105 min

ME109K
cannon: 1 x 30mm, 2 x 15mm
rockets: 2
cruise speed: 278
climb rate: 4100 ft/min
max altitude: 41000 ft
endurance: 90 min

FW190A
cannon: 4 x 20mm, 2 x 13mm
rockets: 2
cruise speed: 265
climb rate: 1800 ft/min
max altitude: 37000 ft
endurance: 120 min

FW190D
cannon: 2 x 20mm, 2 x 13mm
rockets: 2
cruise speed: 280
climb rate: 2800 ft/min
max altitude: 39000 ft
endurance: 120 min

FW190F
cannon: 2 x 30mm, 2 x 20mm, 2 x 7.9mm
rockets: 6
cruise speed: 255
climb rate: 1200 ft/min
max altitude: 35000 ft
endurance: 120 min

TA152H
cannon: 1 x 30mm, 4 x 20mm
rockets: 2
cruise speed: 293
climb rate: 4800 ft/min
max altitude: 49000 ft
endurance: 150 min

DO335A
cannon: 3 x 30mm, 2 x 20mm
rockets: 2
cruise speed: 295
climb rate: 3000 ft/min
max altitude: 37000 ft
endurance: 195 min

ME410A
cannon: 6 x 20mm, 2 x 7.9mm
rockets: 6
cruise speed: 245
climb rate: 1800 ft/min
max altitude: 33000 ft
endurance: 255 min

ME110G
cannon: 2 x 30mm, 4 x 20mm
rockets: 4
cruise speed: 220
climb rate: 1200 ft/min
max altitude: 26000 ft
endurance: 195 min

JU88G
cannon: 6 x 20mm
rockets: 4
cruise speed: 220
climbe rate : 1200 ft/min
max altitude: 32000 ft
endurance: 316 min

ME262A
cannon: 4 x 30mm
rockets: 6
cruise speed: 410
climb rate: 2800 ft/min
max altitude: 38000 ft
endurance: 75 min

ME163B
cannon: 2 x 30mm
rockets: 0
cruise speed: 550 +
climb rate: 8000 + ft/min
max altitude: 40000 ft
endurance: 8 min

HE162A
cannon: 2 x 30mm
rockets: 2
cruise speed: 307
climb rate: 4200 ft/min
max altitude: 39000 ft
endurance: 60 min

P40F
cannon: 6 x 50 cal
bomb load: 1000
cruise speed: 245
climb rate: 1800 ft/min
endurance: 150 min

P47B
cannon: 8 x 50 cal
bombs load: 2000
cruise speed: 231
climb rate: 1800 ft/min
endurance: 150 min

P47D
cannon: 8 x 50 cal
bomb load: 3000
cruise speed: 231
climb rate: 2400 ft/min
max altitude: 40000 ft
endurance: 180 min

P51B
cannon: 4 x 50 cal
bomb load: 2000
cruise speed: 253
climb rate: 2400 ft/min
max altitude: 42000 ft
endurance: 240 min

P51D
cannon: 6 x 50 cal
bomb load: 2000
cruise speed: 260
climb rate: 2400 ft/min
max altitude: 42000 ft
endurance: 345 min

P38G
cannon: 1 x 20mm, 4 x 50cal
bomb load: 2000
cruise speed: 220
climb rate: 2000 ft/min
max altitude: 39000 ft
endurance: 285 min

P38J
cannon: 1 x 20mm, 4 x 50 cal
bomb load: 3000
cruise speed: 235
climb rate: 2600 ft/min
max altitude: 44000 ft
endurance: 375 min

B17F
machine guns: 10
bomb load: 9000
cruise speed: 168
climb rate: 800 ft/min
max altitude: 33000 ft
endurance: 900 + min

B17G
machine guns: 13
bomb load: 16000
cruise speed: 168
climb rate: 1200 ft/min
max altitude: 31000 ft
endurance: 900 + min

B24D
machine guns: 10
bomb load: 9000
cruise speed: 180
climb rate: 600 ft/min
max altitude: 25000 ft
endurance: 900 + min

B24J
machine guns: 10
bomb load: 13000
cruise speed: 180
climb rate: 800 ft/min
max altitude: 24000 ft
endurance: 900 + min

VICTORY POINT MATRIX
====================

INDUSTRY        0-19  20-29  30-39  40-49  50-59  60-69  70-79  80-89  90+
railyard         20    15     10      5      4      3      2      1     0
ball bearings     5     4      3      2      1      0      0      0     0
chemicals         5     4      3      2      1      0      0      0     0
oil              20    15     10      5      4      3      2      1     0
aviation gas      5     4      3      2      1      0      0      0     0
electric power   20    15     10      5      4      3      2      1     0
steel             5     4      3      2      1      0      0      0     0
rubber            5     4      3      2      1      0      0      0     0
U-boat            5     4      3      2      1      1      1      0     0
armaments*       30    25     20     15     10      5      3      1     0

* Divide armaments level by 10 before comparing to the damage matrix.

AIRCRAFT DATA
=============

ID#   TYPE        CN  MV  DU  RR  SP  FU  MA  CL  C
1     ME109G       8  38  17   2  42   7  38  30  1
2     ME109K       7  50  17   2  46   6  41  41  1
3     FW190A      10  44  18   2  44   8  37  18  1
4     FW190D       6  48  19   2  46   8  39  28  1
5     FW190F      15  32  25   6  42   8  35  12  1
6     TA152H      13  48  24   2  50  10  49  48  1
7     DO335A      19  45  19   2  50  13  37  30  3
8     ME410A      13  22  20   6  40  17  33  18  2
9     ME110G      18  18  19   4  36  13  26  12  2
10    JU88G       12  18  23   4  36  21  32  12  2
11    ME262A      20  14  14   6  68   5  38  28  7
12    ME163B      10  40  10   0  96   2  40  40  8
13    HE162A      10  21   -   2  52   4  39  39  6
14    P40E         6  37  14   1  40  10  30  18  1
15    P47B         8  44  22   2  40  10  42  18  1
16    P47D         8  46  23   3  40  12  40  24  1
17    P51B         4  46  18   2  42  16  42  24  1
18    P51D         6  48  18   2  42  23  42  24  1
19    P38G         6  36* 19   2  36  19  39  20  2
20    P38J         6  44* 23   3  40  25  44  26  2
21    B17F         9   0  42   9  28  90  33   8  4
22    B17G        10   0  43  16  28  90  31  12  4
23    B24D         9   0  32   9  30  90  25   6  4
24    B24J         9   0  33  13  30  90  24   8  4

* At altitudes greater than or equal to 20000 feet, the
maneuverability ratings of the P38G and P38J are reduced to 27 and 33
respectively.

CN  cannon rating: this is the defensive fire rating for heavy bombers
MV  manueverability rating
DU  durability rating
RR  rocket rating
BL  bomb load rating
SP  speed ratings: miles per 10-minute pulse
FU  operational fuel limit: fuel used before turning back
MA  maximum altitude
CL  climb rate: thousands of feet per 10-minute pulse
C   aircraft class


CRITICAL INDUSTRY EFFECTS
=========================

CRITICAL IND.              DEPENDENT INDUSTRIES
Railyard                   U-boat, Armaments, Aircraft
Ball Bearings              Armaments, Aircraft
Chemicals                  Oil, AvGas, Rubber, Armaments
Electric Power             All Other Industries
Steel                      U-boat, Armaments
Rubber                     Armaments


INDUSTRY DEFENSE, REBUIILD RATE, & OPTIMUM LEVEL
================================================

INDUSTRY TYPE             DEFENSE    REBUILD RATE    OPTIMUM LEVEL
railyard                     6            8%               2
ball bearings               12            5%               5
chemicals                    7            5%               6
oil                          9            7%               5
aviation gas                 9            7%              10
electric power              30            1%               3
steel                       12            2%               8
rubber                      10            5%              10
U-boat                      13            3%               8
armaments                   12           *4%              50
aircraft                    10           *4%              50
V-weapon                    10            4%              10

* The build chance for armaments will increase to 12% and the build
chance for aircraft will increase to 20% starting 1/44

USAAF REPLACEMENT SCHEDULE
==========================

AIRCRAFT TYPE   AIRCRAFT PER DAY   AIRCRAFT PER DAY   AIRCRAFT PER DAY

  P40E           8/43 = 9           1/44 = 1
  P47B           8/43 = 3           9/43 = 1
  P47D           8/43 = 0           9/43 = 12           1/44 = 18
  P51B           8/43 = 0          11/43 = 3            4/44 = 1
  P51D           8/43 = 0           3/44 = 18
  P38G           8/43 = 9          12/43 = 1
  P38J           8/43 = 0          12/43 = 12
  B17F           8/43 = 1
  B17G           8/43 = 18
  B24D           8/43 = 3          10/43 = 1
  B24J           8/43 = 0          10/43 = 12           1/44 = 18


LUFTWAFFE AIRCRAFT PRODUCTION RATES
===================================

                       AIRCRAFT             LATEST
                       PRODUCED            POSSIBLE
                       PER 100           AVAILABILITY
                       FACTORIES             DATE

  ME109G                  15                 8/43
  ME109K                  12                 8/44
  FW190A                  10                 8/43
  FW190D                   9                 6/44
  FW190F                   8                 8/43
  TA152H                   8                 1/45
  DO335A                   7                 3/45
  ME410A                   7                 8/43
  ME110G                   8                 8/43
  JU88G                    0*                8/43
  ME262A                   4                11/44
  ME163B                   6                 9/44
  HE162A                  10                 3/45

* Only a fraction of the production of this type of aircraft was
available for daylight air defense of the Reich, so the German player
will automatically receive one JU88G per day.


Published by             : SSI 1985
Game Design & Programming: Gary Grigsby
Atari & C-64 conversions : Keith Bcore
Game Development         : Joel Billings
Game System              : Inspired by FIGHTER COMMAND
                           by Charlie Merrow & Jack Avery
Historical Research      : Micheal Musser
Playing Testing          : Michael Musser, Tom Cheche, Jefferson Guy,
                           William Thompson, bill Newman, Lisa Eugenides,
                           Charlie Merrow, Jack Avery, John Gray,
                           Jim McPherson & Jeff Johnson
Art & Graphic Design     : Louis Hsu Saekow, Kathryn Lee & Ben Willemsen

*********

End of the Project 64 etext of the U.S.A.A.F. manual.

*********
