1984 Nicholas Holgate Copies of this recording may only be made for the sole use of purchaser unless written permission is obtained from the publisher. CASES COMPUTER SIMULATIONS LTD., 14 Langton Way, London, SE3 7TL 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. The program will RUN automatically once loaded. INSTRUCTIONS 1. INTRODUCTION Insurgency simulates a campaign of subversion in an isolated region of a third world state that has come to a head. The government has placed the area under martial law and assigned a task force to hunt down dissidents. Meanwhile, a neighbouring country is supporting a large querilla force in a bid to seize control of the area. 2. CHOICE OF FORCES (Program 1) A. GOVERNMENT (Blue) You are limited by budget and by the maximum number of combat untis under your command. You may choose 20 combat units initially from: - Infantry: occupy villages, fight, can move in jungle. - Armour: elite units, they occupy villages, fight, but can only move on main roads. - Helicopters: search for insurgents, strafe, support ground units, based at HQ. - Aircraft: reconnoitre, bomb, support ground units. - Artillery: shells enemy positions, supports infantry and armour. Note: additional units may be added as the game progresses Support Forces - Engineers: build roads, bridges, strengthen fortifications. - Supply Trucks : (minimum 10) transports other units, essential for supplying all forces. - Intelligence: interrogates villagers, discovers loyalty, enemy strength. - Medics: recover casualties, improve villager's health. - Headquarters: is your command post for all units and helicopter base. B. GUERILLAS (Insurgents, Red) You are limited to 12 service units from: - Guerillas: occupy villages, fight, can recruit villagers - (with radios): These guerillas can communicate faster and move further. - Anti-aircraft: shoot down enemy aircraft. - Supply plane: supplies troops, vulnerable to enemy air attack, necessary as forces penetrate south. In addition you have:- - Spy/scout: which report on villagers' loyalty, enemy strength, disseminates propaganda and shift village loyalties ahead of or after liberation automatically if they do not move. - Command post: headquarters from which orders are issued. You must next choose the proportion of food to arms supplies (maximum 100 plane loads) - Food supplies: for freedom fighters and villagers. - Arms supplies: for freedom fighters and impressed villagers. Note: you may be able to liberate government supplies, be fed by villagers and recruit more guerillas as/if you advance. 3. SEQUENCE OF PLAY (Program 2) A. WEATHER REPORT Each period, which vocers 2 weeks, you get a REPORT on current weather conditions and a FORECAST for next turn, which may not be accurate. There may be RAIN FOG MUD FLOOD STORM B. INSURGENTS MOVE FIRST 1. INTELLIGENCE REPORTS Reports can be obtained from spies (officials, businessmen and political sympathisers). Some may be unable to report; other may give misleading data; spies can report from enemy territory. 2. SUPPLY UNITS Decide level of supply and this will be followed by a status report. Note: supply lines may be disrupted by bad weather or enemy action. Poor supply will affect movement and encourage desertion. 3. COMMAND MODE (a) AMBUSH: guerillas set up prepared postitions on main roads at the end of their movement; (f) TAKE FOOD: units may replenish supplies from villages to maintain fighting strength but may lose popularity; (g) GIVE FOOD: this raises the popularity of the donor; (l) LAY MINES: this harrasses and slows down movement of government forces on roads; (m) MOVE: pressing 'm' allows the player to use the direction keys 5 to 8 without pressing ENTER after each move; movement into an (unoccupied) village changes its allegiance; movement into a space occupied by the enemy starts a battle and ends movement apart from involuntary retreats. Mountains are impassable; only guerillas can cross unbridged rivers. (n) NEXT UNIT: use if no change is required. (r) guerillas can RECRUIT up to 50 more men in villages; the quality of recruit depends on the level of dissatisfaction with the government. (u) to return to menu. (e) to END move key 'e' and then use 'n'. C. GOVERNMENTS MOVE 1. INTELLIGENCE REPORTS (as insurgent above) 2. SUPPLY UNITS, similar to insurgents above except budget is adjusted and supply trucks are used up. 3. COMMAND MODE (b) BUILD: engineers (only) may build bridges or roads and fortify villages; (c) CLEAR MINES: to speed movement and reduce losses; (f) TAKE FOOD: as insurgents above; (g) GIVE FOOD: as insurgents above; (m) MOVE: as above; (armour may not move in jungle); (t) TRANSPORT: spare supply trucks can speed movement. 4. NEWS REPORTS for both players may give information, true and false and will declare the winner, if any. 5. WINNING CRITERIA The government wins if the insurgents suffer heavy losses or run out of time. The insurgents win if the government runs out of money or loses control of more than half the villages. 6. HINTS ON PLAY The government: (i) Conserve your forces until aircraft and spies have located enemy units concentrating for an attack. (ii) Never let the insurgents control a whole chain of villages otherwise they will be difficult to stop. (iii) Support your infantry with artillery and keep any armour as a mobile reserve. The insurgents: (i) Guerillas have an advantage over government units in moving through the jungle so they can stay out of reach. (ii) When capturing villages, take a number in one turn to divide enemy forces and their response. (iii) Try to block off government supply roads by taking control of the southernmost roads.