Strategic WARGAMES SERIES IWO JIMA designed and written by John Bethell INSTRUCTION BOOKLET CMB 64 and SPECTRUM 48K 1. INTRODUCTION --------------- In the closing stages of the war in the Pacific, IWO JIMA offered US forces the prospect of an air base near Japan that could provide fighter support and emergency landing facilities to aircraft on bombing runs to Tokyo. The island, which is about 4.5 miles long and 2.5 miles wide, at its widest point, was garrisoned by some 22,000 Japanese under the command of General Kuribayashi. US superiority in numbers virtually guaranteed the outcome, but the cost was tremendous. All, except 216, Japanese died fighting for the island, and the US Marines suffered almost 7,000 men killed, and more than 17,000 wounded, in the 36 days that it took to capture the island. It was the U.S. Marines costliest and toughest fight, with the Marines suffering a 1.5 to 1 casualty rate. As Maj-General Erskine, the 3rd Marine Division's commander, commented, "The enemy could have displaced every cubic inch of volcanic ash on this 'fortress' with concrete pillboxes and blockhouses, which he very nearly did, and still victory would not have been in doubt. What was in doubt, in all our minds, was whether there would be any of us left to dedicate our cemetary at the end, or whether the last marine would die knocking out the last Jap gun and gunner!" IWO JIMA is a simulation of that battle, and each game turn represents one full day. There are five levels of difficulty, and depending upon the level selected the game is played over 32 to 36 turns. You will control the American forces, and the computer will control the Japanese troops. Your objetive is to eliminate, in combat, all of the Japanese units on the map, within that number of game turns, and failure to do will mean that you have lost the game. The American units are displayed as black characters, and the Japanese units are coloured red. 2. TO LOAD ---------- CBM 64 DISKETTE version Insert the game disk into the 1541 disk drive. Type LOAD "IWO* 8 and when the program is loaded type 'RUN'. CASSETTE version Ensure that the tape is fully rewound. Press 'SHIFT' and 'RUN/STOP' together, and the game will automatically be loaded and will run, on completion of the load. SPECTRUM Type LOAD "" / ENTER and start the cassette player. The game will auto run when loaded. 3. GETTING STARTED ------------------ CBM 64 First, connect a joystick to either port of the computer, as all commands are given by either movement of the joystick, or by pressing the fire button, which signifies the commitment of an order. When the game has loaded, you will be asked to press the Fire Button to register the joystick port in use, and to then press the Fire Button for a 'New Game', or move the joystick to restore a Saved Game. Press Fire. You will then be asked to select the level of difficulty, on a scale of 1 to 5, where 1 is easy and 5 is difficult, by moving the joystick backwards or forwards to select the level, and by Pressing Fire to confirm your choice. Select '1' and press the Fire Button. SPECTRUM All commands are given by the keys "1", "2" and "3". "1" and "3" page between the command options and "2" confirms the selection. When asked to select the level of difficulty, select 1 and press key "2". 4. THE SCREEN LAYOUT AND THE MAP -------------------------------- The screen will then clear, and a map of IWO JIMA island will appear, together with "windows" for specific information, and a blank area at the bottom of the screen where prompts and more general information is displayed. WINDOWS Down the left hand side of the screen are 5 windows which are used to display the Identity. Aggression Factor, Defence Factor, Movement Factor, and Range Factor of the U.S. unit currently in play (see UNIT FACTORS). In the central position at the top of the screen is the Command Window in which the alternative Orders are selected (see ORDERS). Immediately below the map display is a row of 5 windows in which the Identity and Unit Factors of any Japanese Unit firing, being fired on, or being examined, are displayed. As a U.S. or Japanese Unit receives damage, and its Aggression Factor is depleted, this will be reflected by a change of value in the appropiate window. THE MAP On the map you will see symbols which are interpreted as follows: AIRFIELDS three large grey crosses which occupy several squares each (Magenta on Spectrum) MOUNTAINS rugged brown shapes (red on Spectrum) VILLAGE RUINS dark grey diamond symbols (black on Spectrum) MINEFIELDS white skull symbols SCRUB the yellow squares which make up most of the map area QUARRY FACE black crossed pick-axe symbols In addition the numerals 1 to 6 are displayed, (1 to 5 on Spectrum) which identify the soft volcanic ash landing beaches available to U.S. forces. The beaches are overlooked by Mount Suribachi, the cluster of mountain symbols to the bottom left of the screen, and the Quarry Cliff Face represented by the row of crossed Pick-Axes in the centre of the screen, the exits from the beaches being made difficult by Minefields, signified by white 'Skull' symbols. TERRAIN Units must expend Movements Points (MV) to cross the varying types of terrain, and if a unit has insufficient Movements Points left to exit a particular square, the unit halts on entering it. The terrain occupied by a unit adds to its Defence Factor (DF) when attacked. Minefields represent fortified areas protected by minefields, and so give the highest value, however, moving into a minefield can cause up to 4 points of damage to a unit's Aggression Factor (see UNIT FACTORS). In a reducing scale of Movement costs and combat adds, the remaining terrain types are Quarry Faces, Mountains, Village Ruins, Soft Beaches, Scrub, and Airfields. 5. ORDER OF ARRIVAL ------------------- At the start of the game, all 21 of the Japanese units set up, on the map, secretly. These units will be revealed during the game by the followinf four methods. 1. Troops coming ashore alert all enemy units within a 5 square radius. 2. An American unit ends its move close to the concealed unit. 3. The Japanese unit prepares to move or fire, and so reveals itself. 4. On game turn 22 all Japanese units, which have not by then been spotted, will reveal themselves and enter the battle. The first ten US Marine units are available from turn 1, made up as follows: 1. 1/28 2. 2/28 3. 1/27 4. 2/27 5. 1/23 6. 2/23 7. 1/25 8. 3/25 9. 4 TANK 10. 5 TANK On turn 3 ten more units arrive, offshore, unless the seas are stormy, when their landing will be postponed until the weather changes. The ten reinforcements consist of the following units: 11. 3/28 12. 3/27 13. 3/23 14. 2/25 15. 13 BTY 16. 14 BTY 17. 1/24 18. 2/24 19. 1/26 20. 2/26 On turn 6 the 21 RGT arrives, and on turn 10 the 9 REGT is landed, always dependent on the weather conditions not being Stormy Seas. Throughout the game the units will be offered to you, for Orders, in the above sequence, but by moving the joystick back and forth you may select the phasing units in an order to suit your tactics. 6. UNIT FACTORS --------------- The unit factors of the phasing unit are displayed in the 5 "windows" on the left of the screen, and a typical unit will look like this: 1/28 AF 8 DF 6 MV 6 RG 2 This information is interpreted as follows: 1/28 is the identity of the unit (1st Battalion. 28 Regiment U.S.M.C.) AF is the Aggression Factor. This represents the attack strength, the weaponry, the determination, the morale, and to an extent the reputation, of the unit. This factor is the potential "Firepower" of the unit when in combat, and as the unit takes casualties, this Factor will be reduced. When the Aggression Factor reaches zero, the unit ceases to be an effective fighting force, and is eliminated from the game. The Aggression Factor cannot be increased during the game, nor if it has been reduced, can it be restored. This is, therefore, an important detail to monitor, and consider carefully, when committing a unit to combat. Obviously, the higher the Aggression Factor, the more potent the unit is likely to be when attacking. DF is the Defence Factor of the unit, and represents its defensive strength and instinct for self preservation. This Factor is compared with the Aggression Factor of an attacking unit, in determining the results of a combat. This Factor is modified by the type of terrain occupied by the defending unit, so that a unit in mountains, for example would be more difficult to overcome than if the same unit were defending in scrub. This factor is not diminished throughout the game. MV is the Movement Factor or "Speed" of the unit. It is the number of points which can be expended by the unit, each turn, when moving around the map. Each type of terrain has a different movement cost, and the computer will only permit the unit to move whilst it has sufficient points left to exit the present terrain. This Factor is never reduced so that at the start of each turn, the full allowance is available. All units are able to move at least one square regardless of the terrain. RG is the Range Factor of the unit, and is the number of squares that an enemy unit may be away from the unit in play, and still be in range. 1/28 with a Range Factor of 2 will, therefore, need to be within 2 squares of the enemy unit in order to attack it. 7. ORDERS --------- At the top centre of the screen is a "window" in which appears the Orders available for the unit which has its Factors currently displayed. The possible Commands are "ATTACK", "LAND", "MOVE", "QUIT", and "PASS". Select one of these options when the command is displayed in the "window" and the computer will respond, either by performing the Command given, or with a prompt describing what further is required. All replies to prompts are by pressing Fire to give an Order or by moving the joystick back and forth to select an alternate command or option for the CBM version; and by pressing key "2" to give an order or pressing keys "1" and/or "3" to select an alternative command or option on the Spectrum. ATTACK Units cannot both move and attack in the same turn, so this is selected as an alternative to moving. (Units can, however, LAND and ATTACK in the same turn). When ATTACK is ORDERED the computer will superimpose a flashing selection box over the nearest displayed enemy unit display the prompt "ATTACK THIS UNIT?", and display "YES" in the Command Window. If "NO" is selected and ordered, then the box will be superimposed over the remaining displayed enemy units, in turn, starting with the next nearest, and continuing until "YES" is selected and confirmed, or until all of the enemy units have been rejected, when the selection box will be placed over the nearest unit once more. It is, therefore, possible to inspect the UNIT FACTORS of all of the enemy units presently displayed on the screen, before committing your phasing unit to a specific attack. At the start of the game your troops are supported by 6 gunship support factors, and one factor may be added to every attack made by U.S. units, provided that: 1. You have not used up all of the remaining factors for the turn. and 2. The Sea Conditions are Calm or Heavy Surf. If there are support factors still available the computer will ask "DO YOU WANT NAVAL GUNFIRE ON THIS UNIT?". If the Fire Button is pressed then Gunfire will be directed on the enemy unit. The number of Gunfire Support Factors available can be permanently reduced by Japanese Air or Submarine attacks. On occasions, it will be preferable to attack an enemy unit which is beyond the range of the land unit's weapons. It may be that you are trying to relieve a unit which is about to be overwhelmed, or that you are being kept at a distance by ranged fire from the enemy. In such cases, if you select to ATTACK the enemy unit in question, the computer will respond with the message "OUT OF RANGE", but if there are Naval Gunfire Support Factors available one will be offered to you, if the Sea Conditions are suitable, and on pressing Fire the enemy unit will be shot at. It is assumed that the U.S. Marine units have Naval Gunfire Observers attached, directing the fire of the Support Ships. In order to Attack, a unit must first have "LANDED", and if this has not happened, the computer will reject any Attack Orders (see LAND). LAND When you have decided which of the six indicated squares is to be the unit's landing beach, move the joystick back and forth until "LAND" appears in the Orders "Window", and you will be prompted to enter a number from 1 to 6 corresponding to the site chosen. Provided that the selected site is not already occupied, your unit will come ashore in the square immediately under the selected number. Landing in Heavy Surf Sea Conditions can be very dangerous, and there is a 40% chance of a unit taking heavy casualties. You must, therefore, balance the need for landing a particular unit against such a possibility. Until a unit MOVES after a Landing Command, it is indicated as "LANDING" (see MOVE). This means that the unit is either on a landing craft, or is ashore at the water edge. Once a unit has MOVED after Landing "LAND" will no longer be offered as an option. Of course, if you try to MOVE before Landing, the computer will remind you of the position. Both LANDING and MOVING, or LANDING and ATTACKING, can be ordered for a unit during the same turn. MOVE As previously mentioned, this option is an alternative to ATTACKING. When "MOVE" is selected the computer will prompt you with "DIRECTION?", and the direction selection is by moving the joystick (CBM 64) or by pressing keys "1" or "3" on the spectrum. Your units may not enter "WATER" squares, except on "LANDING" turns, when the unit 'arrives' at the water's edge. Japanese units may not enter "WATER" squares. Throughout the game, all units may move anywhere on land, provided that they have enough MV points remaining. QUIT CBM 64 If QUIT is selected, three options are offered to you, these being to terminate the game (QUIT), continue the game (RETURN), or to store the present game to TAPE or DISK (SAVE), and these are selected and accepted by use of the joystick, in a similar manner to other commands. SPECTRUM The game will terminate and you will be asked to press any key to play again. PASS This Command is used when you do not wish to MOVE or ATTACK with a particular unit. If you wish to cease MOVEMENT with points still remaining then PASS is signified by pressing the Fire Button. PASS ends the unit's turn, skipping to the next unit or, if this was your last unit in the current sequence, to the Japanese Forces Phase. 8. THE JAPANESE FORCES (played by the computer) ----------------------------------------------- There are 21 Japanese units, in sizes varying from battalion to division and, as with the U.S. units, all of the main units involved in the conflict are individually represented in the game, as are several of the lesser units. Those not specifically mentioned in the game are taken into account by modification of the combat Factors of some of the main units. In the Japanese Forces Phase, units may MOVE or ATTACK in a similar manner to the U.S. units. However, they do not get the option of Naval Gunfire. The Air Strikes are directed occasionally against units still on landing craft, but mainly against the Gunfire Support ships, and for each successful KAMIKAZE attack one Gunfire Factor is permanently lost. The Japanese submarine I-15 is also considered to be in the area, and if all of the Japanese aircraft are destroyed the I-15 will stalk and attempt to sink any remaining Gunfire Support Ships. Occasionally U.S. aircraft will be diverted from raids on Japan to atack airstrip 2, where the Japanese aircraft are based, but these, being carrier based, cannot fly in Stormy Seas Conditions, whereas the Japanese, being land based, can, and will often seize this advantage. Gunfire Support Ships are represented on the map by a Gunship symbol, and the colour of the symbol indicates the number of factors still available, the colours being WHITE for 5 or 6 Factors. GREY for 3 or 4 Factors, and BLACK for 1 or 2 factors (CBM); CYAN, GREEN and BLACK respectively for the Spectrum. If all of the ships providing Gunfire Support are sunk (i.e. the Factors are reduced to zero), no further Naval Gunfire will be available to the Marines. If there are Japanese aircraft on Airfield 2 when a U.S. unit moves onto the Airfield, advance units will destroy all of the remaining aircraft before they can take off. 9. DEGREE OF DIFFICULTY/VICTORY CONDITIONS ------------------------------------------ The degree of difficulty, selected at the start of a game, affects the Victory Conditions and the Japanese Forces strength and actions. As the difficulty increases you will notice a corresponding increase in the Defence Factors of the Japanese units, representing an increase in morale, leadership, and determination, and even better preparation and defensive tactics. The units tend to fight harder, and will dig in where possible. Japanese Infantry units also have the opportunity, at the start of the game, to waive all movements points and take up a fortified position, when the unit symbol will change from a "MAN" to a "PILLBOX", with an enhanced Defence Factor. At all levels of difficulty, the Japanese Forces recognise the added defensive value of suitable terrain and often will take advantage of it. In recognition of this, the period within which the Victory Conditions must be achieved is extended. At level 1 Victory must be achieved by the end of turn 32. For level2, turn 33, and so on to level 5 and turn 36. Time is on the Japanese Forces side. A too cautious approach can be just as self defeating as throwing every unit into contact with nearest enemy unit, Without first considering its strength and weaknesses. The Japanese side is well aware of the power of its artillery, and will concentrate its fire, where possible, in order to reduce or eliminate your better units as quickly as possible. It knows that it will receive no reinforcements, and so each unit will sell itself as dearly as possible. The Japanese units in the game differ in reactions to the U.S. units, in that if they as a result of combat cease to be an effective fighting unit, they will, on occasion, carry out a suicide (BANZAI) charge against an adjoining U.S. unit. Equally, from time to time a Japanese unit may choose to withdraw as far as possible towards "safety" regardless of the proximity of American units. 10. TO SAVE LOAD or QUIT THE GAME --------------------------------- CBM 64 ONLY At the start of every turn, after selecting the first U.S. unit to phase, QUIT may be selected, and you will be given the ------------------- PAGES 14 & 15 MISSING --------------------------------- 311/2 INFY 311th Battalion, 2nd Regt, I.J. ARMY 312/2 INFY 312th Battalion, 2nd Regt, I.J. ARMY 314/2 INFY 314th Battalion, 2nd Regt, I.J. ARMY 2 INF HQ H.Q. Unit, 2nd Regt, I.J. ARMY 3/7 INFY 3rd Battalion, 7th regt, I.J. ARMY 1 NLF BTN Battalion, Special Naval Landing Force, I.J. NAVY 2 NLF BTN Battalion, Special Naval Landing Force, I.J. NAVY 3 NLF BTN Battalion, Special Naval Landing Force, I.J. NAVY NLF HQ H.Q. Battalion, Special Naval Landing Force, I.J. NAVY NLF REGT Regiment Special Naval Landing Force, I.J. NAVY 1 TANK DET Detachment comprising 11 tanks 2 TANK DET Detachment comprising 11 tanks 1/26 ARTY 1st Battery, 26th Artillery Regt, I.J. ARMY 2/26 ARTY 2nd Battery, 26th Artillery Regt, I.J. ARMY 3/26 ARTY 3rd Battery, 26th Artillery Regt, I.J. ARMY 1/2 ARTY 1st Coastal Battery, 2nd Artillery Regt, I.J. ARMY 2/2 ARTY 2nd Coastal Battery, 2nd Artillery regt, I.J. ARMY 145 REGT 145th Infantry Regiment, I.J. ARMY 109 DIV 109th Infantry Division, I.J. ARMY AUTHOR'S NOTES -------------- For the purpose of game balance and playability, the American troops allowed during the game represent a total of 30,100 men. In actually, over 100,000 men were landed on Iwo Jima over the 26 day period, some 60,000 being U.S. Marines. Only two Tank Units and two Artillery Units are available to the American player, and represent approximately one third of the numbers which finally landed. these four units together with the two regiment size units will sway the balance of the fight. The Japanese are aware of this and whilst they will seize targets of opportunity, they will usually, where possible try to eliminate these units, preferably at long distance. Ranges have been considerably curtailed for the purposes of the game, the artillery on both sides in real life being able to fire well over the actual length of the island. An arbitary optimum was decided on, and this is the maximum range allowed in the game. The two Japanese Costal Batteries have a range of 20 squares, (16 squares for the Spectrum) and this, together with the high aggression Factor, makes the effect of each unit devastating. It would, therefore, be wise to concentrate on eliminating these units as early in the game as possible. The Japanese expected no reinforcements, even though they asked for them throughout the battle, for except as suicide units, the Japanese Airforce and Navy had practically ceased to exist. Kuribayashi had decided that the outcome was inevitable and that he was to die on Iwo Jima, and he accordingly instructed his men to fight to the death, taking as many Americans with them as possible. In preparation for the battle Kuribayashi's troops had dug 3 miles of connecting tunnels and constructed over 800 pillboxes. Plans were subsequently found indicating that a further 15 miles of tunnels were planned. To the top of the map is a cluster of Mountain symbols which represent hill 362a which was a maze of caves and tunnels and strongpoints, and alone took two days to clear. There were 22 Japanese Tanks on Iwo Jima, none of which was a match in face- to-face combat with the American Shermans. Typically, these were used in small groups hidden in gullies or folds of ground, in order to gain the maximum protection. The Marines' 21st Regt in pushing north from Airfield 2 encountered one particularly bizarre form of defence when elements of one Company were approaching some huge mounds of earth. As they got closer these mounds began to move rocks and brush falling away to reveal a number of Japanese tanks, which rose up out of the ground, where they had been buried, to attack the startled Marines. Bazzokas and flamethrowers were rushed forward, and saved the day, but for a while the whole of the Battalion's left flank had been in danger of collapsing. On Mount Suribachi over 1,000 strongpoints were encountered and whilst many were bypassed, mopping up took many days. During the battle for Iwo Jima there were relatively few Banzai (Suicide) Charges, and in the game these will only occasionally occur, and then only if an American Unit is in the immediate vicinity of a Japanese Unit which is about to be eliminated. Landing troops and equipment proved to be very hazardous, as was discovered by 14th Marines, who lost 7 out of their 12 howitzers, and in addition suffered a number of casualties. The heavy Surf and soft volcanic ash beach made manoeuvring awkward and many men drowned, weighted down by their heavy equipment. On several occasions before the battle was won, U.S. units suffered such casualties that remnants of companies were merged in order to create an effective fighting unit out of the survivors. There were, in fact, no submarine attacks on the Task Forces throughout the 36 days that it took to secure Iwo Jima, and it is purely conjecture on the part of the author that, had there been a submarine in the vicinity. I-15 might have been a likely candidate. The American fleets supporting the landings were Vice Admiral Mitscher's Fast Carrier Task Force, and Rear Admiral Blandy's Support Task Force. Between them they mustered 17 Carriers, 8 Escort Carriers, 14 Battleships, 31 Cruisers and about 900 other craft. Only a token representation of these Fleets is made in the game, in the form of occasional Carrier Strikes against Airfield 2, and the six Gunfire Support Factors available at the start of the game. In addition, on turns 10, 20 and 30, Batleships will fire on all enemy units which have at that time been identified. On turn 10 the ships providing Gunfire Support will add their firepower to these attacks, and so will not be available for Support Fire during turn 10. On turns 20 and 30 they will still be available to support any selected Attacks, subject to the Sea Conditions being Calm, or Heavy Surf. The following sources were referred to for information used in the program. MARINES AT WAR by Ian Dear THE PACIFIC WAR by John Costello ATLAS OF BATTLES by Richard Natkiel THE HISTORY OF WORLD WAR II by Lt-Col E. Bauer WORLD WAR II IN PICTURES by John Pimlot The Author would particularly like to thank Karen Abbott, Chris Bottone, Rob Easterby and Steven Vickers for their assistance with the design and testing of this game. For a full list of our games, please send a S.A.E. to "CATALOGUE" PSS 452 STONEY STANTON ROAD COVENTRY. CV6 5DG. P.S.S. 452 STONEY STANTON RD. COVENTRY CV6 5DG. TEL. COVENTRY (0203) 667556