NATO Alert ========== Nato Alert is a simulation of a non-nuclear conflict in Europe between NATO and Warpac forces. The scenario opens with political unrest, causing the vulnerable neutral countries to ally themselves to either NATO or Warpac governments. The two forces move their fleets in order to consolidate sea zones. The game presents the player with the strategic problems of geography, supply and enemy formations etc. that have beset and will beset Commanders of armies who have been and are presently in Europe. The game is for 1 or 2 players. LOADING INSTRUCTIONS -------------------- The procedure for loading a program into your Spectrum is given in your manual. Please follow these steps for loading the program. 1. Connect the ear socket of the computer to the ear socket of your tape recorder. 2. Set the volume control as per Sinclair manual. 3. Adjust the tone control to maximum. 4. Type LOAD "". 5. Start the tape recorder. INSTRUCTIONS ------------ 1. OBJECTIVE ------------ At the start of the game, the player will be asked to enter the objective level. This will determine how many areas of sea or land must be conquered and occupied by one side before victory is declared. The maximum zones which may be entered is 21. Each sea zone begins with 1 fleet, each land area with 4 divisions and two factories. 2. GAME TURNS ------------- Each game turn will begin with the Soviet forces being manipulated by the Soviet player or the computer. The NATO player will then manipulate his/her forces, The computer will display an overall battle plan which will show the current situation and strengths of the forces in Europe. Each country and sea zone occupied by the player in turn will have a menu of options to choose from. The country in question will flash and its name and industrial output will be displayed along with the total number of forces at the countries disposal to the right hand side of the map. 3. RECONNAISSANCE ----------------- Each country may choose this option, guide the cursor over the target City and press 'S'. A Country may only attack or make a reconnaissance into an adjacent country if that country's capital is within: - 5 cursor positions (country with no planes). - 8 cursor positions (country with planes). - 8 cursor positions (fleets). To move the cursor use the following keys: O W E A D Z X C 4. ATTACK --------- When the cursor is over the desired centre, press 's' and the player will be shown a list of options. A brief description of which is as follows: 1. ARMY v ARMY: use to attack enemy divisions with your own. 2. SHIP v SHIP: use to attack enemy ships which may be at sea or in ports. 3. PLANE v ARMY: 1 air unit will destroy 2 divisions. 4. PLANE v FLEET: 1 air unit will destroy 1 fleet. 5. PLANE v PLANE: air units enter combat with defending air units, as they are the target, the engagement lasts longer and the casualties are higher. 1 air unit will destroy 1 air unit. 6. PLANE v FACTORY: 2 air units will destroy 1 factory. 7. CONVEY: this will allow the player io move all of one type of unit from present position to an adjacent position, air units may be moved up to two areas away. 8. NONE: allows player to return to build phase without having to take any action. Note: Aircraft will enter combat with defending air units, the surviving air units will then press home their attack onto the targetted units. Also note that attackers will suffer a higher casualty rate than that of defenders. Do not attack until you feel that you are strong enough to take the initiative. Remember when a force attacks and occupies an area, all the forces that made the attack will move into the area to occupy it. 5. BUILD -------- Build allows the player to increase resources according to the number of factories he hits. 1 = increases Divisions of Army 2 = increases Ships in Port 3 = increases Planes in respective countries 4 = increases Factories in respective country Note that a country may not build more than 5 factories. FLEETS: if a country has vessels amongst its forces then those vessels are considered to be in port. In this state they may not be used in any way other than to move out to a sea zone to attack an enemy there or reinforce friendly units there. Fleets in a sea zone may be used to convey other forces. There are no limits upon the numbers of units that may be carried, but if a vessel in a sea zone is sunk and it was the last vessel in that zone, then any units which were, being carried would be lost. 6. OCCUPATION ------------- To occupy a land zone and its factories, the attackers must destroy all defending divisions. To occupy a sea zone, the attacking force must destroy all defending vessels. 7. SAVING --------- At the end of each game turn the player has the option of saving the game at its present position. 8. TACTICS... Player v Computer ------------------------------- It is most likely that at the start of the game the Soviet forces will quickly bring pressure to bear an the central European theatre. It is wise to divide NATO into 3 distinct areas, 1. all adjacent countries to Soviet countries must maintain divisional strength if ground is not to be lost. 2. Middle areas would be wise to build air units for early use against Soviet factories and general Support along the frontline. 3. rear areas provide Safe areas for building factories in large numbers. If the NATO player is successful and begins to advance then a player may begin to feel the problems of having overstretched supply lines. It becomes essential that the NATO commander uses his air units early against Soviet production centres, this is the only way that Soviet formations will be kept to a size that gives the NATO player a Chance of victory. Always be prepared for a surprise attack. The Soviets may build up large formations in zones outside range of reconnaissance. Due to pressure of Soviet attacks in central Europe, it is most likely that the early support needed in Norway, Greece, Turkey and Italy will not be forthcoming, the result is usually the early collapse of these countries, with the Soviets gaining valuable factory sites. The importance of Greece and Turkey can be appreciated if the NATO commander assembles a strong fleet and air strength in West Med and then advances towards the Black Sea. The air bases provided by these areas can do untold damage to the rear production areas in South East Europe. Turkey is a useful springboard for an early attack into Russia, as are Norway, Sweden and Finland. Portugal, Spain and Ireland are particularly good areas for building up production levels. If the NATO commander finds that he is in a position to turn to the offensive then some forward factory areas should be built to provide for the immediate requirements of a counter offensive. Italy can be useful to this end and also provides a good air base, as does Denmark. France has no flanks and therefore the NATO commander can usually halt a Soviet advance and gain breathing space. North Africa will be a constant thorn unless Tunisia is captured and held. Build up armies in Tunisia and air units in Morocco. Only attack the Soviet divisions so that the factories can be captured intact. If an area has its factories reduced to one or less then it will not be able to build new factories as its production base has become too small. During the first move, move all fleets forward to frontline positions, this will protect sea zones from attack for several moves. The NATO commander should always maintain a strong Navy and Airforce, if these are reduced too much then the Soviets will gain initiative for local attacks more frequently. Due to the importance of Denmark it is often worth using Britain just to supply Denmark via the North Sea, again the navy should be strong in this area for this reason. Watch out for Soviet invasion from the sea, especially into rear areas, the results can only be defeat for the NATO commander. 9. TACTICS... Player v Player ----------------------------- NATO commander will use same tactics as above. SOVIET commander should hold sea zones. Take France as quickly as possible, the NATO forces will find this area invaluable if they choose to defend. France will become harder to capture as the game proceeds. Capture North Sea and Norwegian Sea to increase attack options. Capture Greece, Turkey and Norway as soon as possible. It is dangerous to allow the enemy to control and reinforce these areas and also valuable factories can be obtained easily from them. The capture of Italy makes a useful base for air units. ©1984 Norman Smith Copies of this recording may only be made for the sole use of the purchaser unless written permission is obtained from the publisher. CASES COMPUTER SIMULATIONS LTD., 14 Langton Way, London SE3 7TL