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Games PC Allied GeneralAllied General [PC Game]

Developed by Strategic Simulations - Strategic Simulations (1995) - 2D Turn-Based Strategy - Rated Everyone

The second edition of SSI's award winning Panzer General, Allied General is a complex and challenging, large-scale simulation of battle tactics. As American, British, or Russian Generals, players take command of troops and vehicles to destroy German forces. This World War II, turn-based strategy game, offers thirty-five scenarios, including three desert campaigns, and the Eastern and Western Fronts.

Details
Platform: PC
Developer: Strategic Simulations
Publisher: Strategic Simulations
Release Date: 1995
Controls: Keyboard, Mouse
UPC: 628553012099
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http://www.cheatcc.com/psx/manuals/alliedg.txt
Allied General/Panzer General Instruction Manual written exclusively for *Cheat Code Central* at http://www.cheatcc.com/ by iFlAB
Allied General -------------(also Panzer General) --- An I.f.L.a.b. document --<X> <C> <S> <T> <U> <D> <L> <R> = = = = = = = = X Button Circle Button Square Button Triangle Button Joy Joy Joy Joy Pad Pad Pad Pad Up Down Left Right
Here's an older game, but someone asked me for it. The Panzer General manual is virtually identical to the Allied General manual, except for city names, locations, start dates (Panzer General starts on September 1, 1939), and who you are fighting. These are old-style War strategy games that you just don't find any more. -----------------------------Contents GETTING STARTED.. 1 Game Controls.. 1 Saving or Restarting the Game. 2 TUTORIAL/QUICK START. 3 Setting Preferences. 3 Game Turns.. 5
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Battle Plan.. 7 Tactics Checklist.. 17 STARTING A NEW GAME. Start Game Menu.. Starting a Campaign Game. Information. 18 18
- Page - 1 Getting Started --------------If you want to get a quick start, refer to the "Turtorial/Quick Start" section of the manual which begins on page 3. It provides a step-by-step battle plan to familiarize you with the menus and aspects of a Allied General scenario, and should help you win the first battle of the North Africa campaign. If, however, you prefer to familiarize yourself with the game as a whole, turn to the "Menus" and "Game Play" sections on pages 19, and 29, respectively. Game Controls ------------This manual uses the word "button" to refer to two different things. One reference is to the NEXT. PREVIOUS, <X>, <C>, <S>, and <T> buttons on the game controller. The NEXT button is the R1 button on the front of the controller and the PREVIOUS button is the L1 button on the front of the controller. - The <X> button controls units. Use the <X> button to move, shoot, and inspect your own and any enemy units that are visible. - The <C> button takes you from the Tactical Map to menus where you can set preferences, issue commands, and is also used to accept choices and return to the game. - The <S> button exits all menus without accepting any selections. On the Tactical Map, pressing the <S> button also releases the currently active unit. When used by itself, the <S> button returns to play from any menu. - Holding down the <T> button while pressing the PREVIOUS button zooms in: the <T> button and NEXT buttons zoom out. Pressing a directional button while holding down the <T> button shifts the Strategic map that direction to enable you to view larger strategic maps.
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Buttons also refer to the rectangular icons found on menus which control many of the game's preferences. They are operated by using the directional buttons to highlight them and pressing the <X> button. This is referred to in the rest of this manual as "pressing" that button.
- Page - 2 Saving or Restarting the Game ----------------------------The CD icon on the Options Menu is called the Load/Save/Quit button and is used for loading or saving games. Note: Only PlayStation systems equipped with memory cards will be able to save games. Pressing the SAVE button presents the Save Menu. There are four save positions, and the game will be saved using the name of the current scenario and the turn number. Once you have selected a save position, press the <X> button. Pressing the <S> button returns to the Options Menu without saving. Holding down the Select button, and then pressing and holding down the Start button for two seconds abandons the game in progress and returns to the beginning of the game. Using these buttons in the opposite order, that is, pressing and holding down the Start button and then the Select button has the same effect, but prompts for confirmation that the game should be continued or abandoned.
- Page - 3 Tutorial/Quick Start -------------------This tutorial provides step-by-step suggestions to familiarize you quickly and easily with the basic menus, options, and units in the first scenario of the North Africa campaign. From the Start Game Menu, your choices are: SCENARIO, CAMPAIGN, LOAD, or INFORMATION. Use the directional buttons to highlight the SCENARIO button, and press the <X> button to activate it. Setting Preferences ------------------The Set Scenario and Set Control menus appear when you press the Scenario button. The Set Control menu has a human control and computer control button for each side. The Set Scenario menu has

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buttons for changing the difficulty level, the scenario, Start to start playing, and Exit or <S> to quit without making any changes. The difficulty level starts out on the EASY setting. Pressing the button next to this setting open the Set Difficulty and Settings menus. The Set Difficulty menu can be set to EASY, MEDIUM, HARD, or CUSTOM. The CUSTOM setting gives you the chance to adjust the computer's "Artificial Intelligence" (AI) by choosing how much experience and prestige the computer is given during play. Activating the Enhanced AI setting alters the Allied General's AI by increasing the tendency for a computer player to retreat and take replacements rather than just standing by and slugging it out. In some circumstances, this may make the "Enhanced" player easier to defeat than the unenhanced version. Later, if you play games between two human players or set the game up to play itself, a two panel screen appears where you can adjust prestige and experience for both sides.
- Page - 4 Press Exit to return to the Set Scenario Menu. Once there, press the button next to Sidi Barrani. The Scenario Description menu appears offering the choice of six scenarios. The currently selected scenario is listed in the panel centered at the top of the menu. The scenario description is in the large box and the six other scenario choices are listed at the bottom of the menu. The ? button in the lower right corner of the scenario description box opens a window with the scenario briefing. From the Set Scenario menu press Exit to return to the Scenario Description menu. With the settings on Easy for difficulty and Sidi Barrani for the scenario, press the Start button to begin play. Once chosen, the title screen of the scenario appears and displays the turn number, the date, the current weather, and the number of turns remaining. Press any button to proceed beyond the title screen of the scenario and start your first turn. The Tactical Map, which represents the battlefield, appears in the main view. The game begins with the Unit Information preference turned on. As each unit is highlighted, important information is displayed in the corners of the screen. The lighter colored hexes are those visible to your troops. Your British units are green and ready for action.

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- Page - 5 Game Turns ---------Each scenario in Allied General is made up of a number of "turns". In each turn, you and your opponent are given a chance to perform many activities such as moving units, attacking enemy units, and resupplying units. When your turn is done and you have moved or given orders to all of your units, press the <C> button to open the Main Menu, then highlight and press the End button. Afterward, the enemy moves its units and completes its turn. Highlight any Allied unit and press the <X> button to make it ready for orders. On the map the lighter colored hexes are the hexes that the selected unit can move to. The unit's statistics are shown in the corners of the screen. Be aware that an active unit cannot move to a hex occupied by another unit (unless one is an air unit and the other is a ground or naval unit). Press the action. <S> button to drop the active unit without taking any
With the Unit Information preference on, highlight and activate other units to see their summary information. You may also use the highlight to view the statistics of visible enemy units. Press the Unit Information Mode button on the Unit Menu to turn this preference off. For now, press the <S> button to drop a selected unit and press <C> to go to the Main Menu.
- Page - 6 Notice that when you highlight a menu button, that button's function is displayed in the text display at the bottom of the menu. Use this feature to verify the function of menu buttons until you are familiar with them. From the Main Menu, simply press the <C> button, or highlight and press the ? button, to go to the Options Menu. Then highlight and press Turn Weather On/Off button so your first game is unaffected by bad weather. Note: If you find the going difficult, a tactic you can use versus
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the computer is to choose Hidden Units Off at the beginning of every turn, then switch it "on" before you end each turn. That way you get to see the enemy, but when the enemy moves, he can't see you! As you become a more accomplished general, however, you may feel that defeating your enemy on honorable terms is more appropriate and you may choose not to use this feature. Press the <C> button to go to the Main Menu. begin the Sidi Barrani scenario. ----------------------Remember that in Allied General. - The <X> button activates units and controls the various choices that you can make for an active unit. - The <C> button takes you from the Tactical Map to one of the many menus where you can set preferences and issue commands. - The <T> button, pressed with the Previous or Next buttons, controls the zoom. - The <S> button used by itself drops the currently active unit. The <S> button also returns to play from any menu without implementing any changes. ----------------------You are now ready to

- Page - 7 Battle Plan ----------Although a variety of battle plans can be successful in Allied General scenarios, the following is a sound plan for Sidi Barrani, the first scenario of the North Africa campaign. The date is December 9, 1940 and your army's orders are to stop the Italian drive on Sidi Barrani. In ten turns your forces must capture the cities of Tobruk and Benghazi. View Strategic Map -----------------As the Allied General, it is always a good idea to start every battle by viewing the Strategic Map of the battle ground and formulating a battle plan. You can view the Strategic Map one of two ways. The first way is to switch to the Main Menu using the <C> button and press
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View Strategic Map button, or you can zoom out using the <T> and Next buttons, and then press the <T> button. A map appears which displays the entire battlefield: your Allied forces with gold stars. Axis units with black and white crosses, and your victory objectives outlined in gold. Green outlined hexes are objectives which you have already won and must hold throughout the battle. It may be necessary to use the directional buttons while pressing the <T> button to scroll around some of the larger campaign maps. To view a portion of the map up close, press any button to return to the Tactical Map, or press the <T> button while pressing the Previous button to zoom in. To see the rest of the Tactical Map in this view, use the directional buttons to shift the map in the direction you want to move. The screen scrolls in that direction until the farthest edge of the map is reached. Divide and Conquer -----------------As an Allied General you have been trained to move directly in order to capture your objectives with armored spearheads, surround slow-moving enemy defenders, and crush them with your following infantry and artillery. Your battle plan therefore focuses on organizing your forces into flexible, combined-arms battlegroups, each aimed at a specific objective. Enemy forces in non-crucial sectors can be ignored or dispatched with small detachments.
- Page - 8 In this battle, your most effective plan is to begin with an attack on the Italian troops surrounding Tobruk. Afterwards, send one spearhead containing most of your forces west along the coast, while a small mechanized force crosses the desert and attacks Benghazi from the south. In later scenarios, other cities may earn you additional prestige but cost more than they are worth if they delay the seizure of the objectives you have been ordered to take within the time you have been given. The battle plans for each battlegroup implementation are described below. and their turn-by-turn

- Bombard enemy artillery and anti-tank units prior to assaulting them with infantry. Use armoured units to counterattack any armor that the enemy attack with, and to take advantage of retreating enemy units.
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Avoid attacking the fortified hexes in and around Tobruk until the artillery has softened it up first. - Once the Italians are on the run, detach your fastest tank, the 84th GB MkIII A13 (possibly supported by one half-track mounted infantry unit), to circle around to the south and attack Benghazi from behind. - The rest of your forces, consisting of the 4th GB Matilda, another tank that should be purchased in the first turn, any of the infantry that has transport capability, and all of the remaining artillery, should proceed towards Benghazi at their best pace. Capturing Tobruk is very important because it provides you with a large quantity of prestige. Destroying enemy units also gains prestige, but not in the same quantities. Your first goal should be the capture of Tobruk. ----------------------Prestige Points Prestige rather than money is the medium of exchange in Allied General. Prestige points represent the influence you have earned with the high command by taking and holding cities, destroying enemy units, and winning battles as quickly and decisively as possible. In the same manner, however, losing cities, losing units, and losing battles costs you prestige. -----------------------
- Page - 9 Turn 1 -----Your orders are to bombard the 8th Italian 75mm Gun unit with your artillery units, then assault the 3rd and 8th infantry, and 7th 47mm Anti-Tank Gun (ATG) with infantry units. Use your artillery to soften up entrenched enemy units before committing the ground troops. Beware of cities defended by infantry with artillery adjacent to them. The artillery can support the infantry by shooting at your units as they attack the infantry. This is why you should try to attack and destroy, drive away, or at least weaken the artillery unit before assaulting the city of Tobruk. This should not be hard since artillery units are vulnerable to attacks by tanks and infantry.
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In this scenario, it is best to lead attacks versus enemy infantry and artillery units in clear terrain with tanks first and follow up with infantry. Attack -----Highlight and press <X> on one of the artillery units to activate it. A red hex border marks the currently active unit. To attack, move the highlight over an enemy unit. If at this time you are concerned about which enemy units are appropriate to attack, the highlight becomes a set of res cross-hairs when over enemy units which are appropriate targets. The expected losses appear to either side of the potential target. The number under the star is the projected losses for the Allied force (your unit), and the number under the eagle icon is the losses projected for the Axis unit. Keep in mind that these are projected losses; they may not be the same in actual battle! When the cross-hairs are over the 8th 75mm Gun, press the <X> button to bombard it. Because this is an artillery attack, only the target suffers casualties. When you engage with infantry or armor, both sides can take casualties.
- Page - 10 As the shells fall, unit losses are indicated on the unit strength flag underneath each unit. Use the other artillery unit to attack the 8th 75mm Gun, then attack again by moving the 1st GB Infantry 39 adjacent to it. Movement -------Each unit has a movement point allowance per turn that is spent as it moves. The number of movement points it costs to enter each hex depends on the terrain entered. It takes a unit's full turn to enter a river hex except where there is a bridge. The hexes to which a selected unit can move are lighter colored. In Allied General, most units can both move and attack in their turn. For this scenario, you need to know that tanks and infantry can attack either before or after moving, but artillery can only attack before moving. Highlight and press <X> on the 1st GB Inf. 39 unit to activate it for movement. A red hex border marks the currently active unit. Move the highlight and press the <X> button when you reach the hex you want to move to, which should be next to the 8th 75mm Gun. Move the highlight over the Italian artillery unit and press the <X> button to attack. As before, the losses are displayed on the strength flags attached to
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each unit. When moving a unit, and before selecting another unit to be moved, you can cancel your move by immediately pressing the Abort Move button on the Unit Menu. In effect, Abort Move returns the status of your unit to the pre-order phase, and it can still move, resupply, etc. This is useful in case you change your mind about that unit's move or wish to move another unit first. Keep in mind that once a unit has moved and you activate another unit, you cannot go back except to look at unit statistics.

- Page - 11 Follow Through -------------Attack the 6th IT AB40 scout car with the 4th GB Matilda, then follow up with the 84th Mk III A13. With its superior mobility this is also the unit that should be used foe the southern thrust, so move it as far west as possible when following up against the scout car, but don't break contact. The remainder of the infantry should be used to attack the 7th IT 47mm ATG and the 3rd Inf. in Tobruk if possible. It is important to have units remain adjacent to enemy units that have been damaged but not destroyed. This forces the enemy unit to choose between moving the unit and providing partial replacements - or no replacements if enough of your units are adjacent. Purchase New Units -----------------To ensure success, you should purchase another tank unit. This purchase can be made using your influence with high command in the form of "Prestige Points." Press the Purchase Unit button from the Main Menu and the Purchase Type menu appears. The Purchase Type menu displays unit classes available with a green light and units which are above the cost of your current prestige points are indicated by a red light. Press the Tank button to see the available tank class units. The Purchase Screen shows the unit name, the type of unit, up to four available types of tank units, the statistics of the currently selected unit type, and buttons to scroll through the various units of that type. The cost for the unit is the figure with the "$" sign next to it in the Defense column at the top of the screen. The total number of units which are available is shown in the upper right corner. The ? button next to the prestige point total opens the
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Glossary, where information about this unit type can be found. When you press the button which represents the Matilda II unit, the unit's statistics appear in the table at the top right corner of the screen. This unit (more become available in the future) costs 156 prestige points. There are four other rectangular buttons:
- Page - 12 - The top button displays the class of unit currently being viewed; in other words, if the current unit type is tank, the button reads TANK. Pressing this button, however, changes to the next class of unit listed on the Purchase Type menu. - TRANSPORT - Switches to show the available types of transport, if available or necessary, including statistics and costs. - PURCHASE - Deducts the unit's cost from your prestige points and exits to the Tactical Map so you can deploy the unit. - EXIT - Returns to the Tactical Map without making a purchase. If transport is available for a unit, a green light appears next to the Transport button. If you were purchasing an artillery or infantry unit, there would be two choices of transport for your unit this early in the war: either the 3-ton Lorry transport, or the Bren Carrier half-tracked transport. You would highlight one or the other and press <X> to choose it and view its statistics. The new total cost for both the unit and the transport appears in the "Cost" box above the statistics. Press the Purchase button to confirm the purchase of the Matilda II. if you want to cancel a purchase before placing the unit on the map, press the <S> button. Note: Once a unit has been deployed, there is no going back!

- Page - 13 The units you purchase must be placed in or adjacent to friendly cities; captured cities where there is no adjacent hex occupied by an enemy unit, can also be used for recruitment. Your new tank unit must be placed next to the city of Sadi Barrani. Move the highlight to one of these hexes and press <X> to place the unit.
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From the Main Menu, press the End button, and answer Yes to confirm the end of your turn.
Turn 2 -----Your attacks in Turn 1 should have placed you in position to attack and capture the city of Tobruk. After you do so, mount on transports those units able to do so, for the drive on Benghazi. The artillery should switch targets to the 74th 47mm ATG unless the 8th 75mm Gun is still in range. The 84th MkIII A13 should pursue the 6th AB40 scout car, or proceed west if the Italian unit has been destroyed. The infantry should complete the assault on Tobruk, while the two Matilda units move around the city towards the coast road. Mount onto Transport -------------------After firing the 3rd 25 Pdr artillery unit at any remaining targets around Tobruk, but before selecting another unit, it should be loaded onto transports in order to keep up with the advance. To load the artillery unit into its transport, start with the artillery unit highlighted. Press the <X> button to activate the unit, then press the <C> button to open the Unit Menu. The Mount button has a truck with a two-ended arrow pointing at it. Press the Mount button. Once the unit is mounted, the unit icon changes to its transport type, in this case a truck. The number of lighter colored hexes increase, which indicates the mounted unit's movement range. If there are any forward areas that are protected by friendly units, move the truck mounted artillery on up. Units in transports do not have high defensive capabilities. It is necessary to dismount artillery units first before using their ranged attack, avoid leaving mounted units where they can be easily attacked. Duplicate this firing it. process with the 83rd 25 Pdr artillery unit after
- Page - 14 Note: In later scenarios, if you want to purchase a transport for an infantry or artillery unit, you must move the unit into a friendly city hex and choose Upgrade from the unit menu on the following turn. Go to Unit

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---------If you find that you are forgetting which units have moved and which have now, press the Go To Unit button on the Main Menu. A display shows units which have moved with a red light and units which are ready for orders with a green light. If the Unit Information Mode is on, the words "Ready" or "Moved" will appear in the upper left corner when you activate a unit to indicate that the unit has or has not moved. The ? button next to the Prestige Point display opens the Glossary, where information about this unit type can be found. If you have not captured Tobruk, repeat the attack next turn. After Menu, turn. you have moved all of your units, press <C> to open the Main press the End button and answer Yes to confirm the end of your
Turn 3 - 4 ---------Continue to move tank units northwest along the coast towards Benghazi as well as south and west around the mountains. Attack enemy artillery and armored vehicles with your tanks, as these can do serious damage to your infantry as they follow behind. Leave an infantry unit which has suffered the most behind in or next to Tobruk as a garrison and replace its losses. Have any units that have gone along the southern route approach Benghazi carefully to avoid being ambushed. You do not have the movement for the northern force to make it all the way around to Benghazi until the end of Turn 4, and it is important to place units carefully along the coast to avoid blocking the path of the slower units. Pace yourself and resist the urge to launch a premature attack on Benghazi. First, clear away any enemy units near the city which might interfere with your attack, then bombard the city with your artillery while your infantry move into position to attack.
- Page - 15 Replacements -----------You may have suffered serious casualties in some units up to this point. It is good practice to promptly reenforce units with low
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strengths by highlighting them and pressing the Replacements button on the Unit Menu. A unit can receive replacements only if it does not take any other action juring the turn (except mounting or dismounting). Units which have fallen below 8 strength points should receive replacements. Strengthening your infantry before the assault on Benghazi may delay the attack, but it gives you more time to drive away nearby enemy units and allows you to deploy your artillery in range of the city to commence bombardment. Keep in mind that enemy units adjacent to the unit that is getting replacements reduce or even prevent the replacements from arriving. Once the unit has been supplied, the view returns to the Tactical Map with that unit still active. Press Next to drop that unit and activate the next one. Remember that providing any unit with supplies, replacements or elite replacements ends that unit's turn. The Southern Thrust ------------------Use your tank unit to attack enemy units you have spotted, particularly artillery and other tanks. Because infantry units are vulnerable when mounted, even in Bren Carriers, Dismount them at the beginning of the turn and advance them towards Benghazi on foot (if you have sent any along). Dismount -------Activate an artillery transport and press Dismount from the Unit Menu. Place the highlight over Benghazi and red cross-hairs appear. Even if the casualties the artillery can inflict are minimal, when you attack the city the entrenchment level of the defending Italian infantry is weakened. Since the artillery is making a ranged attack, it suffers no risk of losses by bombarding. Fire by pressing the <X> button. After shooting, you can choose to move the artillery one hex while remaining deployed or Mount the artillery to move it to another location. Remember that units mounted in trucks or half-tracks fight poorly. Do not move the artillery next to Benghazi even if you can, since it may block your other units and it can bombard just as well from 3 hexes away. If you choose not to mount the artillery unit, press the Next button to end its turn.

- Page - 16 Turn 5 -----By now the tank unit you have sent around to the south should be able
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to see all the units around Benghazi and has probably engaged one or more of them. Continue to advance along the coast with the bulk of your forces until your artillery transports are within 3 hexes of Benghazi masked by tanks or infantry Supply Units -----------Be aware that tank units and units with transport can run out of fuel and all units can run out of ammo. To avoid this, units can use their turn to resupply by highlighting them and pressing Supply Unit on the Unit Menu. Units cannot resupply when adjacent to enemy units, unless in a city, airfield, or port. Units the receive Replacements are automatically resupplied at the same time.
Turn 6 - 10 ----------This turn or next should see the liberation of Benghazi, since you should now be able to bombard the city before having a tank or infantry unit press home the assault. As soon as a unit enters Benghazi and another unit is selected (thus ending the first unit's turn) the scenario ends.
After The Battle ---------------Save or Exit -----------After the battle you may inspect the battlefield before choosing to Save or Exit your game. Don't worry if your first experience in the Sidi Barrani scenario ended with an Axis victory. Allied General is designed to be thought-provoking and challenging - there is more than one approach to victory. War is often as much a battle against time and terrain as it is against the enemy, and the best-laid plans can be defeated by bad weather, rugged defense, or just plain bad luck. You know the basics of playing Allied General. The interface is highly intuitive and you may wish to simply continue playing. Read through the manual for more detailed information about the game mechanics and for tactical advice.

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Tactics Checklist ----------------Remember the following tactics in any scenario you play: - When a unit attacks, it uses one unit of ammo. When it's out of ammo, it can't attack and must resupply (when not adjacent to an enemy unit) - Cities secondary to your battle objectives should only be attacked if they are in the direct path of your units. On the other hand, in later scenarios, risking units to capture other cities gains you more prestige points. - All units have movement points which are expended as the unit moves. Each hex costs a number of movement points, based on the type of terrain. When you activate a unit, the lighter colored hexes are where the unit may legally move. When you move land units across rivers without using roads or crossings, all movement points for those units are used. - Check you units' ammo frequently, and if low, resupply. - Pull weakened units out of the front line positions and replace them whenever possible. - Mount units which have transport whenever possible, but be sure armored protection is close by. A unit can only embark on a navel transport at a port or coastal city. Only infantry, light artillery, and light anti-tank units may use air transports. Embarking or disembarking into an adjacent land square, air transport can only disembark at airports, and paratroopers can disembark on any unoccupied land hex. Disembarking ends that unit's turn. - Replacements, Disband, Upgrade, and Elite Replacements orders can only be given at the beginning of the unit's turn. When these options are chosen the unit's turn ends. - Abort Move returns a unit to pre-order status, and cannot be used after the unit has acted by attacking, resupplying, receiving replacements, or by moving adjacent to hidden enemy units. If you press the Next button after moving a unit, it ends that unit's turn. - Keep in mind that in the second battle of the North Africa campaign (the battle of El Agheila), aircraft units are available and are necessary for an allied success. - You may need to sacrifice some units strength to achieve your goals.

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This is especially important when attacking enemy units with high entrenchment levels. Even though the attack may not be effective, the enemy entrenchment level lowers at least one point, and becomes more vulnerable. - The enemy cannot place new units around its cities if you have a unit adjacent to the city.
- Page - 18 Starting A New Game ------------------Start Game Menu --------------The Start Game menu gives you a choice to begin a single Scenario, start a Campaign, Load a saved game or view Information. For information about starting a scenario, see page 3. Starting a Campaign Game -----------------------Campaign games are made up of a series of scenarios which represent the operations conducted over a period of time during World War II. You begin with a group of core units which are carried over from scenario to scenario, and are also given command over other units that headquarters has made available. You can supplement those forces with units purchased using prestige points which become part of your core force. Choosing a Campaign ------------------The Campaign button on the Start Game menu opens the Campaign Selection menu. Highlighting and pressing OKAY starts the campaign, while pressing the Exit button returns you to the Start Game menu.
Information ----------The Information Button opens a menu offering four new choices: Glossary, Help, Victory Rating, and Campaign History. Glossary entries contain useful information regarding specific unit types. The Victory Rating shows your top ten scores for scenarios you have won.

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The Campaign History shows the results of your most recently completed campaign. Note: The Victory Rating and Campaign History options will only function on PlayStations equipped with memory cards. Help displays designers notes, tips for play and any important details that couldn't make it into this manual. There are three basic menus in Allied General: The Main Menu, the Options Menu, and the Unit Menu. The following menu options are available on each menu as buttons. These buttons change based on the active unit and what options are available. Unavailable options appear pressed-down and cannot be used. Note: Buttons which are referred to as "toggles" do not return to the Tactical Map even though they may make a change to it. Pressing the Exit or <S> button returns you to the Tactical Map. -----------------------------That's it for now. This should be enough to get you going. I didn't enter the rest of the manual, about 45 pages in total, since I don't have the time. If people need more info, I might complete it some day. -----------------------------Look for my other PSX Manuals: - Ape Escape - Bugs Bunny Lost In Time - Driver - Evil Zone - Lunar: Silver Star Story Complete - S.C.A.R.S. - Ultimate 8 Ball All my manuals are near complete. Formatted 70 characters across. This makes it easier to print them out in a 2 column sheet with a small font size of approx. 7 - 9 points. Or do what you want of course :) Greets go out to the folks who still enjoy this genre of game style. -IfLAB 23-July-99

-=Cheat Code Central=- is one of the largest and most comprehensive video and computer game help sites in the world. We usually are the *first* or one of the first places on the web to post new codes for a
http://www.cheatcc.com/psx/manuals/alliedg.txt (18 of 19) [12/29/2007 8:44:00 PM]
game. We have thousands of cheat codes, Game Shark codes, strategy guides, FAQs, instruction manuals, and much more for Sony PlayStation, Nintendo 64, PC, and Sega Dreamcast. http://www.cheatcc.com/ (c) 1999 Cheat Code Central. All Rights Reserved. This text file may be freely distributed, provided that all text in this file remains unedited.
http://www.cheatcc.com/psx/manuals/alliedg.txt (19 of 19) [12/29/2007 8:44:00 PM]

doc1

Allied ManCover UK

Y M C K

6/29/98 4:37 AM

Page 1
Priority House, Charles Avenue, Maltings Park, Burgess Hill, West Sussex RH15 9TQ

MU260280

ocs.com http://www.replacementd

ALLIED GEN IBM MAN U.K.

26-06-1998 10:20

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TABLE OF CONTENTS
INTRODUCTION. i Getting Started. 1 What Comes with This Game?. 1 Copy Protection. 1 Using the Mouse. 1 THE BASIC MENUS, WINDOWS, AND BUTTONS. 2 The Campaign Selection Window. 2 Preferences. 3 Before the Game Begins. 5 The Main Game Window. 6 The Information Bar. 6 The Battlefield. 7 Game Buttons. 7 Unit Buttons. 11 The Menu Bar. 15 GAME PLAY BASIC RULES. 18 The Campaign Games. 18 Scenario Selection Window. 20 Beginning a Battle. 21 Game Turns. 21 Weather. 21 Deploying Troops. 22 Moving Units. 22 Movement Cost. 23 Abort Move. 23 Which Units Have Moved?. 23 Mounting and Dismounting Units. 24 UNIT STATISTIC DESCRIPTIONS. 37 UNIT CLASS DESCRIPTIONS. 42 STRATEGY NOTES. 49 FREQUENTLY ASKED QUESTIONS. 51 Embarking and Disembarking Air and Naval Units. 24 Combat Rules. 26 Spotting Units. 26 Zone of Control. 26 Attacking. 27 Initiative. 27 Using Artillery and Ranged Attacks. 27 Supporting Fire. 28 Rugged Defence. 28 Suppression. 28 Refuelling Air Units. 29 Supply Rules. 30 Automatic Resupply. 30 Weather Effects on Supply. 31 Victory Conditions. 31 True Neutrals. 31 Prestige Points. 31 Upgrading Units. 32 Buying Units. 33 Overstrength Units. 34 New Equipment Available. 34 HOW TO PLAY BY E-MAIL. 35

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i INTRODUCTION

INTRODUCTION

Imagine that you are an Allied General. You are the commander of the Allied troops in Europe during World War II, and are the best hope of defeating the Axis forces which have captured Europe and North Africa. Use your strategic knowledge in performing daring invasions, paradrops, naval engagements, and fierce aerial combat for control of the skies. Can you lead and command your units through North Africa, Western Europe, Russia, and ultimately to victory? Glory awaits!
INTRODUCTION: GETTING STARTED 1

Getting Started

If you want to get a quick start, refer to the Basics section of the manual which begins on page 2. It provides a step-by-step plan to familiarise you with the menus and aspects of ALLIED GENERAL.
What Comes with This Game?
Your game box should contain this rule book, a data card, and an ALLIED GENERAL CD. This rule book explains how to play and contains important information on menus, scenarios, and unit classes and equipment. To play, follow the installation instructions on the data card.

Copy Protection

There is no physical copy protection on your ALLIED GENERAL CD, but in order to play the game the CD must be in the CD-ROM drive.

Using the Mouse

In ALLIED GENERAL whenever the mouse passes over a button or hex, a description appears in an Information Bar on the screen. This makes identifying buttons and units easy during gameplay.

For Windows

In this book, the term click means moving the mouse pointer to the desired area on the screen and pressing the left mouse button. Right-click means moving the mouse pointer to the desired area and pressing the right mouse button.

For Macintosh

In this book, the term click means moving the mouse pointer to the desired area on the screen and pressing the mouse button. Option-click means moving the mouse pointer to the desired area, holding down the Option key, and pressing the mouse button.

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2 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE CAMPAIGN SELECTION WINDOW
THE BASIC MENUS, WINDOWS, AND BUTTONS
This section provides step-by-step suggestions to familiarise you quickly and easily with the basic menus, windows, and buttons in ALLIED GENERAL.
The Campaign Selection Window

Campaign Description

Currently Selected Campaign

Campaign Buttons

Open a Saved or E-Mail Game

View Scenarios

Area of Currently Selected Campaign
Start Currently Selected Campaign
There are three campaigns in ALLIED GENERAL: North Africa, Western Europe, and Russia. Each campaign is made up of several scenarios based on historic battles from World War II. When the Campaign Selection window appears, the North Africa campaign is already selected. To play the North Africa campaign, click on the Start button in the lower right-hand corner of the screen. When you are more familiar with the game, use the Open button to load saved games, and the Scenario button to play individual battle scenarios.

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6 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW

The Main Game Window

Information Bar
Game Buttons Unit Buttons

Battlefield

Scroll Bars

Currently Selected Unit

Light Hexes the Currently Selected Unit Can Move to
The Main Game window is where the action of ALLIED GENERAL takes place. There are four main parts to this screen: the Information Bar at the top of the screen, the Battlefield in the centre, the Game Buttons on the right side, and the Unit Buttons on the left side. In addition, there is a Macintosh or Windows Menu Bar at the top of the screen which provides easy access to game menus and windows.

The Information Bar

At the top of the Main Game window the Information Bar displays the current weather, unit information, and hex descriptions. Notice that when your mouse pointer is over a button on the sides of Main Game window, that buttons function is displayed. Consult these definitions until you are familiar with all of the buttons.

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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 7

The Battlefield

The Battlefield displays the area where all movement and combat take place. In two-player games, one player controls all of the Axis forces, and the other controls all of the Allied forces. The campaign games are for a single player who controls the Allied forces. The map scale varies from region to region, as does the size of the units represented. There can be only one unit per hex, except that an air unit can occupy the same hex as a ground or naval unit. The following features appear on the map: 12 different types of terrain. Nationality flags indicating city, port, and airfield ownership. Victory Objective hexes denoted by a nationality flag with a gold border. Mud and snow conditions, represented by a change in the colour of map hexes. Neutral hexes, bordered in blue (e.g. Sweden or Switzerland). No units may enter these hexes. To view different parts of the Battlefield, click on the scroll bars at the bottom and right sides of the Battlefield, or click on the Recon button.

Game Buttons

The left-hand side of the Main Game window has buttons that affect units. These buttons change based on the active unit and what options are available. Options that are unavailable appear darkened. Along the right side of the Main Game window are buttons that affect the game globally, including: a Map of the Battlefield, the Purchase window for buying new units, and the Forces Review for examining the status of all your units.

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8 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW

Abort Move

This button is available when you have selected a destination hex for the units move. When a unit has moved (but before it has attacked), it can return to its point of departure without any adverse affects (like fuel consumption). If the unit moves next to any previously-hidden enemy units, it cannot undo its move.

Mount/Dismount

Units can move more quickly when using organic transport, but are more vulnerable to attacks. After you Mount/Dismount and move your unit, you must then choose whether or not you want to abort the move. Unless selected immediately after the units movement, you will not be able to take back the move you just made. A mounted unit appears in the Main Play window as the form of transport, (for example, a truck or half-track icon).

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12 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW

Embark/Disembark

Embarking and disembarking units onto or from air or naval units can only be done at the beginning of a units turn, i.e. a unit may not move or fight before embarking or disembarking. Disembarking ends the units turn; a unit may not move or attack after disembarking. Embarking and disembarking are not equivalent to mounting and dismounting. A unit may not assume the same embarkation state more than once during a turn. For the differences between Air and Sea Embarkation, refer to the Air and Sea Embarkation sections on page 25.

Upgrade

Activates the Upgrade Unit screen and enables you to change the type of unit within its class and add organic transport if available. You can only upgrade units when deploying for a campaign scenario or during a scenario when in a friendly city (or, in the case of air units, over a friendly airfield or aircraft carrier) with no adjacent enemy units. Upgrading costs Prestige Points and expends that units turn.

View Surface/Air Units

Toggles between viewing your land and air forces. When both a surface and air unit occupy the same hex, the view determines which one of the icons is large and which is small on the Battlefield. The large one is the one that you select by clicking on it. Keep in mind that the Map window shows either the currentlyviewed air units or land units, not both.

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16 THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW

Game Menu

The Preferences window allows you to set the Experience and Prestige each player is to receive during the game, as well as who the players are to be. Options at the bottom of the Preferences Window are on if they have a gold star next to them. Refer to the Preferences section on page 3 for more information.

Show Casualties

Displays the Axis and Allied unit losses for an entire campaign or scenario. Click on the Campaign or Scenario button to toggle the listings.

Show Intelligence

The Show Intelligence menu displays all keyboard commands for ALLIED GENERAL and provides additional information.

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THE BASIC MENUS, WINDOWS, AND BUTTONS: THE MAIN GAME WINDOW 17

Show History

View Next or Previous Unit View Next or Previous Turn

Current Unit

Current Turn
Text Description of each Units Move
The History window records the actions of each unit for each player on a turnby-turn basis. The units are listed in the order that they acted during the turn. Only the units that act in a turn are listed in the history. The arrows on the right-hand side of the Turn window increase and decrease the turn counter. The arrows on the Unit window scroll through each unit that acted during the turn. The actions of the units are recorded in a file with a name that corresponds to the saved game file name. For example, if you save your current game in a file named Mygame.sav then the history file will be named Mygame.his ,. You can view the contents of the history file with a text editor or word processor. For safety, make a copy of the history file on your hard drive, and examine the copy there. ALLIED GENERAL stores the location of the history file in the saved game. If ALLIED GENERAL cannot find the history file where it expects it, it will ask you to find it. If you want, you can have ALLIED GENERAL start a new history file. Note: History files are not generated during e-mail games.

Windows Menus

This menu provides a quick and easy way to open the Recon, Map, and Information floating windows.

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18 GAME PLAY BASIC RULES: THE CAMPAIGN GAMES

Game Turns

In ALLIED GENERAL, each scenario has a specific number of turns. Each turn is comprised of two parts: The Allied phase, during which the Allied player acts while the Axis player observes, followed by a similar phase for the Axis player. In all games, the Allies act first during a turn. In each turn you and your opponent are given a chance to move units, attack enemy units, resupply units, and so on. When your turn is done and you have moved or given orders to all of your units, click on the End button. Afterward, the opponent moves his units and completes the turn. During a turn each unit can move once, and attack once, in either order. Exception: artillery and air defence units can only shoot before they move. If a unit acts, and another unit is selected, no further actions can be taken by the first unit. (You already took your hand off that piece; you cant move it back.) Example: You move Unit A to a hex adjacent to an enemy unit; you then select Unit B. Unit A cannot attack this turn; selecting Unit B signaled the end of Unit As turn.
Weather is randomly determined based on actual weather conditions for the month of the year and weather zone in which a battle occurs. Weather may change between fair weather and storm fronts. Storm fronts can last for a number of days and have the possibility of generating only overcast weather or becoming rainstorms or snowstorms. It never rains or snows in North Africa. Note: during rain or snow storms aircraft cannot attack.

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22 GAME PLAY BASIC RULES: DEPLOYING TROOPS

Deploying Troops

Unit Experience Unit Has Transportation Units to be Deployed Use Scroll Bar to View More Units

Upgrade Selected Unit

When you are given the chance to deploy your troops at the beginning of a scenario it is best to start by viewing the Battlefield on the Strategic Map and evaluating its tactical possibilities. See the section Strategy Notes, on page 49 for some tips on planning your battle. Once youve planned your strategy, start deployment with your spearhead units and then follow with the rest. The Deployment window allows you to see all of your available units at one time, upgrade their equipment (including providing them with organic transport) and select which ones to place. Select a unit in the Deployment window, and click on a hex in a highlighted deployment area to place the unit; right-clicking (or Option-clicking) on a placed unit removes it from the map.

Moving Units

Click on any unshaded unit to make it ready for orders. The selected unit can move to any hex that is illuminated; it cannot move to a hex occupied by another unit. (Exception: An air unit can occupy the same hex as a ground unit.)

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24 GAME PLAY BASIC RULES: MOUNTING AND DISMOUNTING UNITS
Infantry units have a limited movement range which can be greatly increased when they are mounted onto transports.
Mounting and Dismounting Units
A unit can only mount and dismount prior to moving; a unit that has moved via transport must remain in the vehicle at the end of the move. A unit cannot mount, move, and then dismount. A mounted unit can perform the same actions as a dismounted unit: get replacements, upgrade, disband, resupply, and so on. Organic transport is transport which is permanently assigned to a unit and cannot be shared (i.e., trucks or half-tracks). Note: In later scenarios, if you want to purchase a transport for an existing unit, you must move the unit into a friendly city hex and choose Upgrade from the unit menu.
Embarking and Disembarking Air and Naval Units
All cities adjacent to an ocean hex act as ports for the purpose of embarking on troop transports. At the beginning of each scenario that uses air and naval transport, transport units are given to each side. These transports represent the allocation of air transports and naval transports to your army. These transports are used to move units around the map and over the sea. When you move the cursor over a friendly port, coastal port, or airfield, the current transports available appear at the top of the screen. When you embark a unit, it uses one transport available. When you disembark a unit, it frees one available transport.

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GAME PLAY BASIC RULES: EMBARKING AND DISEMBARKING AIR AND NAVAL UNITS 25

Air Embarkation

Units can embark in a plane from a friendly airport hex; units can disembark only onto an unoccupied airport hex. A unit may disembark when the airport hex is owned by an enemy nation. When a unit embarks onto an Air Transport, the unit icon is replaced by the Air Transport icon. Only certain classes of units can embark in a plane: infantry, light anti-tank, light artillery. A unit cannot take its organic transport with it when it embarks in an aircraft; it must abandon the transport. The game will ask for confirmation for abandoning the transport. There is a fixed number of air transport units available in a scenario. Even if a unit can legitimately embark, there might not be an air transport available, in which case the Embark button will not be available. Players cannot purchase air transport units. When an air transport unit is destroyed, it cannot be replaced. If the unit is on the airport hex at the beginning of the turn, the unit can embark and move in the air transport during the same turn. Paratroops and rangers need not disembark at an airfield, they may select the hex the air transport occupies or any adjacent ground hex as their drop zone, but they may drift from the selected drop zone.

Sea Embarkation

Most ground units can use sea transports; naval and air units cannot. Units can embark on naval transports only at ports or coastal cities. A unit with organic transport can take its transport with it when it embarks into a sea craft; it does not need to abandon the organic transport. A unit will be dismounted when it disembarks, regardless of the state it had when it embarked (mounted or dismounted). Sea transports can disembark on any unoccupied coastal hex; they do not need to get out in a port. Note that sea transports cannot disembark into coastal cities. A unit that disembarks into an unoccupied enemy port captures it. Remember that only infantry, tank, anti-tank, and recon units can capture cities.

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26 GAME PLAY BASIC RULES: COMBAT RULES
Use your units spotting values wisely to avoid ambushes and plan attacks.
Combat Rules Spotting Units
If the Show Hidden Units preference is off, all hexes become hidden at the beginning of each turn except those that are within 1 hex of a friendly city, port, or airfield or within the spotting range of friendly units. Air units spotting range is halved by overcast weather and reduced to 1 hex when it is raining or snowing. Other units spotting ranges are halved when it is raining or snowing. Once a hex is spotted during a players turn, it remains spotted for the entire turn. Any time a friendly unit moves and does not abort its move, it spots all hexes within its spotting range. Terrain has no effect on spotting. Enemy units within your units spotting range are automatically spotted except for enemy U-boats, which you have a 50% chance of spotting unless they are adjacent to one of your units.

Zone of Control

A unit exerts a zone of control into the six hexes around it. Surface units zones of control affect only surface units and air units zones of control affect only air units. When you move a unit into the zone of control of an enemy unit, your units movement is stopped and it must either attack or end its turn. If your unit was ordered to move to a point which takes it through a hex occupied by a previously hidden enemy unit, your unit is ambushed by the enemy unit and your units turn ends after combat is resolved.

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GAME PLAY BASIC RULES: COMBAT RULES 27

Attacking

The attack option (cross-hairs) appears when you pass the mouse pointer over an enemy, and the Expected Losses appear in the Information Bar. The Attack number is the losses projected for the attacking force (your unit), and the Defend number is the projected losses for the unit being attacked. Keep in mind that these are projected losses; they may not be the same in actual battle! When you decide to attack, click when the cross-hairs target is over the enemy unit. As battle ensues, unit losses are indicated on the unit strength flags, and battle details are listed in the Information Bar. A unit may move and attack, or attack then move, with the exception of artillery, air defence, or anti-tank units which cannot attack after moving.

Initiative

Initiative is determined by the equipment used in battle, the terrain upon which the battle takes place, and the experience of the units. It is also adjusted by a randomly generated score of 0-2 to help simulate the uncertainty of battle. If an ambush or rugged defence occurs, the attackers initiative is 0.
Using Artillery and Ranged Attacks
Since artillery units make ranged attacks, they can attack with no risk of losses by bombarding distant enemy units. After shooting, you can choose to move the artillery one hex while remaining deployed or mount it to move them to another location. Remember that units mounted in trucks or half-tracks fight poorly. Do not move the artillery too close to enemy units; use their ranged attacks to their advantage. Artillery are vulnerable to attacks by tanks and infantry. Units with ranges of one or more hexes can make ranged attacks, i.e., shooting at the enemy without the enemy being able to fire back (except that capital ship class units can shoot back using indirect fire when shot at by other capital ships). Units with a range of 0 must attack into the target units hex, giving the defending unit the opportunity to shoot back.

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28 GAME PLAY BASIC RULES: COMBAT RULES

Supporting Fire

Under certain circumstances, units adjacent to the defending unit shoot at the attacker prior to normal combat. Artillery units contribute defensive fire in support of any adjacent ground units. Air defence units contribute defensive fire for any adjacent ground units against air attacks. Fighters adjacent to defending bombers or ground units may intercept attacking air units, but fighters may make only one interception per turn, and each attacking air unit may be intercepted only once. Each of the above events occurs before normal combat; the attacker cannot respond to defensive fire. Losses and suppression from defensive fire persist during the remaining combat. If the attacker has no more strength points in the firing order (all of them destroyed or suppressed), the attack is broken off immediately. Each time a unit shoots it uses one ammo point. Defending units can easily use up several points of ammo in a single turn when defending themselves or adjacent units.

Rugged Defence

A rugged defence can occur in two ways: (1) if a units movement takes it into the hex of a hidden enemy an ambush occurs (for air and naval units this misfortune is called out of the sun and surprise contact), which is automatically treated as a rugged defence, and (2) if an entrenched unit is subject to a nonranged attack by a ground unit, there is a risk of a rugged defence based on the relative experience, the unit type, and the defenders entrenchment level. If the entrenchment level is 0, or if the attacker is a pioneer or engineer, there is no risk of a rugged defence.

Artillery

Artillery cannot attack after moving. Artillery units, like anti-tank units, are divided into towed and self-propelled categories, but the difference is less significant because they are too vulnerable, even when armoured, to confront the enemy directly their role is instead to bombard the enemy from a distance in support of other friendly troops. The main advantage of self-propelled artillery is that it can keep moving without having to mount and dismount. Towed artillery, in comparison, is very vulnerable and unable to fire in defence of itself on adjacent enemy units. Artillery is suitable for softening up enemy soft targets prior to an offensive attack (even if they inflict no losses, each bombardment attack reduces the enemys entrenchment level), and equally valuable because of their ability to provide defensive fire when adjacent ground units are attacked by enemy ground units. Artillery is best deployed immediately behind friendly units where it can support them on both offense and defence. Artillery support is especially critical if you want your infantry to have a chance of stopping armoured attacks in the open.

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44 UNIT CLASS DESCRIPTIONS: GROUND CLASSES
The fort class is divided into two types: forts, which are networks of immovable, strongly-built heavy artillery and infantry positions, and strongpoints, which are lighter networks of pillboxes and light field fortifications. Since forts have ample reserves of ammo and strong attack values, they should shoot aggressively at any enemy that approaches. A combination of artillery and aerial bombardment followed by an assault by engineer or pioneer units is the proven method of capturing enemy forts and strongpoints that cannot be bypassed.

Infantry

The infantry class consists of several different types of units. Infantry are the most common troop type in any army and are the most versatile. Their advantage lies not in their speed but in their ability to fight in cities, forests, and other difficult terrain without the penalties suffered by most other classes. Although vulnerable to artillery fire and armoured vehicles when in open terrain, they are almost impossible to dig out of well-entrenched defensive positions unless attacked by other infantry and artillery in coordination. Even the most powerful armoured offensive can be halted or seriously delayed by a single well-positioned and well-entrenched infantry unit if the armoured units lack proper support. Engineer and pioneer units are excellent at assaulting heavily entrenched positions because their special training and equipment enables them to avoid the risk of a rugged defence. Bridging engineers, indicated by a bridging icon, carry bridging equipment that allows them to serve as a bridge for other friendly units while dismounted in a river hex. Paratroops and rangers are lightly-armed but highly-trained infantry able to paradrop from air transports. Heavy weapons infantry have higher attack values than ordinary infantry and so are more suitable for assault roles, but move more slowly, making them prime candidates for transporting. Cavalry in this period are actually mounted infantry, with relatively low combat values but high mobility without the expense and vulnerability of organic transport.

The recon class consists of highly mobile but lightly armoured units with superior spotting ranges (which is very important if using realistic spotting rules). They can pinpoint the location of enemy units, seize and hold cities and other objectives temporarily, and successfully attack weakened enemy units and vulnerable units such as units mounted on organic transport. Recon units are most useful in offensive battles, and having one as a pathfinder for each major advance saves you time and helps you avoid ambushes.

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UNIT CLASS DESCRIPTIONS: GROUND CLASSES 45
Tanks are most effective in open terrain, but are vulnerable in cities, forests, and rough terrain.
Because of its speed, armour, and heavy weaponry, the tank class is most able to take aggressive risks and survive. But beware of overconfidence although tanks dominate open country, they are vulnerable to infantry in cities, forests, and rough terrain; can be stopped by anti-tank guns and tank destroyers; and require air support when the enemy is able to use tactical bombers against them. A successful general does not win with tanks alone.
The truck class includes trucks, half-tracks, and a few fully-tracked vehicles used as organic transport (i.e., it is specifically assigned to a unit and cannot be shared). Organic transport is useful for giving otherwise slow units greater mobility but, while mounted, units use the weak combat values of the transport and are easily destroyed. Troops moving by truck should therefore be protected from enemy ground and air attack at all times. Trucks are faster on roads, but half-tracks have a higher defence and move more quickly in difficult terrain.

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46 UNIT CLASS DESCRIPTIONS: AIR CLASSES
Air Classes Air Transport
Most scenarios include a pool of air transport points. Air transport is nonorganic transport which allows infantry, light artillery, and light anti-tank units to embark at friendly airfields and disembark at any unoccupied airfield (enemy airfields may be seized in this way). Paratroops and rangers can jump in any non-city hex. See the Embark/Disembark description in the Unit Menu on page 13 for information about transporting units by air. Note that air transports are highly vulnerable to both enemy fighters and air defence units and require fighter escorts, particularly for paradrops behind enemy lines.

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50 STRATEGY NOTES
Abort Move returns a unit to pre-order status, and cannot be used after the unit has acted by attacking, resupplying, receiving replacements, and so on. Right-clicking after moving a unit ends that units turn. Keep in mind that in the second battle of the 1940 North Africa campaign (the battle of El Agheila), aircraft units are available and are necessary for an Allied success. Even though the expected losses may not be in your favour, you may still need to sacrifice some of your unit strength to achieve your goals. This is especially important when attacking enemy units with high entrenchment levels. Even though the attack may not be effective, the enemy entrenchment level decreases by at least one point, and is more vulnerable the next turn. The enemy cannot place newly-purchased units around one of its cities if you have a unit adjacent to that city. Surround centres of resistance such as cities and strike deep beyond them to force the enemy to mobilise and defend its rear areas. This makes the bypassed cities easier to take than if you wore yourself down in an immediate direct assault on them. Placing troops next to the city prevents the enemy from building more units there. Use the Strategic Map to select good avenues of attack, preferably open tank country with few obstacles the enemy can use as defensive positions to hold up your advance. Organise your forces into objective-oriented battlegroups and, if necessary, separate city garrison units. Battlegroups should combine units with compatible movement speeds. Start each battle with a plan to deal with issues of naval and air superiority. Good siege tactics against heavily-entrenched troops are to bombard them with artillery to weaken their entrenchments, and to place friendly infantry units adjacent to the defending unit to prevent it from replacing its losses. When it is sufficiently weakened, the infantry units attack the defending unit, destroying it or forcing it to retreat. The city can then be occupied or captured by an infantry unit (or a tank, AT, or recon unit artillery units cannot capture cities). It is very dangerous to try to attack cities with tank units, as they often suffer crippling losses in such unfavourable terrain for tanks. Tank units work best in the open against enemy infantry, cavalry, artillery, and tank units.

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FREQUENTLY ASKED QUESTIONS 51
FREQUENTLY ASKED QUESTIONS
What is a Zone of Control?
Though it occupies a single hex on the map, each unit makes its presence felt in the six hexes surrounding its location by exerting a zone of control. ALLIED GENERAL uses what are called a hard zones of control: Enemy unit that enter a ZOC en route to another destination are forced to stop. There are three distinct sectors in which a unit can exert a ZOC: aerial, terrestrial, naval. A ZOC can be visualised as a planar object; a ZOC extends only horizontally, not vertically. Ground units cannot move through the ZOC of another ground unit. Ground units can move through the ZOC of an air unit, since that air unit doesnt radiate a ZOC in three dimensions. The same relationship applies to an air units moving through the ZOC Air units cannot move through the ZOC of another air unit.

Sometimes I move one of my units into an enemy city and I dont capture it. Why is this?
Only infantry, tank, anti-tank, and recon units can capture cities. Only infantry units can reclaim cities that have been subject to strategic bombing and thereby stripped of their nationality.

Page 56

HALESTORM CREDITS
Technical Lead Programming Michael Fullerton Anthony L. Farmer, Michael Fullerton, Brian Hales, Ed Smith, Jeremy Werner, Heiser Hales John Cooper, Brendan Creane Michael Fullerton Ed Smith, Brian Hales, Anthony L. Farmer Mitch Pergola Charles London John Weir Leonard G. Fisher, Charles London, Mitch Pergola, John Weir Laura Levy Steve Kirk Wally Fields, Josh Pollock, Alexander Van Frank, Linc Wilmerdinck Brett G. Durrett Chris Perry Jonathan Korman Mitch Pergola
Additional Programming HCL Chief Architect HCL Programmers Art Director Additional Art Direction Lead Artist Artists Additional Art Music Composition and Arrangement Voice Talent
Executive Producer Producer Associate Producer Production Manager
Special Thanks: Denise Wendler, Melissa Farmer, The Green Tongue, The Mermen, Beth Froelicher, Kamla Sundquist, Margret Meyer, The Elixir of Life, Catharine Clune, Zacharys Pizza, Lori Orson, Dan Perry, Sarah Moraga, Rick Martinez, Berkeley Parking Authority, Alan Knapp

Page 57

STRATEGIC SIMULATIONS, INC. CREDITS
Producer Associate Producer Game Design Campaign Game Design Scenario Design Carl Norman Rick Martinez SSI Special Projects Group IdG Bret Berry, John Eberhardt, Chuck Kroegel, Michael Kroon, John Ross Jonathan Kromrey Mark Whisler Caron White Glen Cureton Rick White John Cloud Joel Billings, Dion Burgoyne, Kelly Calabro, Cyrus Harris, Mike Hawkins, Anthony Hobbs, Richard Wagenet Steve Byrum, Clint Derby, Steve Murphy, Gerry Penaflor, Matt Shussett LOUIS SAEKOW DESIGN: Dave Boudreau, Leedara Zola
Manual Manual Editor Data Manager Test Manager Test Coordinator Lead Tester Product Testers
Additional E-Mail Testers

Graphic Design and DTP

Special Thanks: C. Peabert Perry, Fish and the Leadeaters, Paul Murray, Dave Jensen, Keith Brors, Ralph Thomas, Lee Crawford, Andr Vrignaud, Josh Cloud, Jason Dawdy, Jeff Shotwell, James Young Allied General was designed and implemented using the Halestorm Class Library. The HCL is written in C++, and provides a platform-independent interface for developing simultaneous Windows and Macintosh multimedia and game applications.

 

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Ignition RM-EZ4 500 Trio KAF-A55 A3000V2 AVR-1508 Gamemaker 3 5 Aficio 700 IC-V200 Editor VN-1800 Vistapix 8X22 TSS308GE-a NZ VS2420 AVR-1403 Connoisseur BD2 Elution 3 Freespeak 250 SC-BT100 Humminbird 515 60XLT RMR939P FX-9750G Edition WPG54G 29SX8879-78R D1740 KDC-C717 Xwnav1-K Cabrio 290 Master I Pressure VCR-3030 EW1259W Behringer 1202 KX-T7630 All-IN-ONE G2020HDA P2570HD Nokia 6088 VFW 132 PV-GS50D 10 E Optio E75 Zoom 80 CQ-C8351N Cross Uniq DAV-S500 SS13E Interface Eternal Mana FT-270R 20434 DS WF9622SQR Seiko SKX AS-BT100 ALL-IN-ONE TX-SR602 Office 25 IS 220D 7000-S Premio ST4 Silent-DI-512md2 WF-T8500TP HCA2205A 3 RS DPC6410 DB155 MCM11 KDL-40VL160 GR-S392QVC Review DVD-R128 ES-7036 2020 FAX-190 RX-884R KX-TG1311NE Grundfos MQ M4201C-BA NP-FM30 PC1864 Nikkor Late 2004 Control Plus FAV50860IM DG-2 - E Outback EF2280 LP1000 TK-2180 GT-I5800 Solution Disk SMR450 Start Trilogy EUF27391W5 HDR3500 MX5021

 

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