CONFLICTS 2
(PSS)


Conflicts 2 is a compilation of two strategic simulations set in the Pacific 
Theatre during World War II.
  Both are controlled via the keyboard but BATLLE FOR MIDWAY is compatible with 
the following joystick interfaces:
                    KEMPSTON
                    PROTEK
                    INTERFACE II
  In each of the simulations you take the role of the American commander and the 
computer controls the Japanese forces.

1. Battle For Midway

In May 1942, some 6 months after Pearl Harbour, the Japanese commander in chief 
of the first fleet - Admiral Yamamoto - proposed a plan to destroy the remains 
of the American Fleet. His carriers would launch a surprise dawn raid against 
the Midway Island Airbase. With that destroyed, the Japanese would land and 
capture the island and then have 2 days to prepare for the arrival of the US 
fleet. The plan required surprise to work but the Japanese navy code was broken 
some months previously and the Americans were well aware of their plans.
  In the ensuing battle between dawn on June 4th and 13.30 on June 6th, the 
Japanese navy lost 4 aircraft carriers and more than 250 aircraft. The American 
navy lost just 1 carrier and 100 aircraft.
  For the first time in the war, the Japanese had been decisively defeated. From 
then on, they were overwhelmed by the massive American Task Forces of the later 
years.

2. Iwo Jima

In February 1945 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 US marines costliest and toughest fight, with the marines suffering 
a 1.5 to 1 casualty rate. And Major 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 cemetery at the end, or whether the last marine would die knocking out the 
last Jap gun and gunner!"

LOADING
CASSETTE - each of the games is recorded in the following order on both sides of 
the tape:
                              Battle For Midway
                              Iwo Jima
   Each one is loaded via the normal command (LOAD ""). We suggest that you make 
a note of the tape counter reading at the end of each loading sequence to aid 
you in future.


Battle For Midway

GETTING STARTED
Once the program has loaded make your selection for keyboard or joystick, select 
the game level (A is easy, C is hard - see game levels) and game speed (A is 
fast, F is slow).
Keyboard controls: W=up, X=down, A=right, D=left, S=FIRE.
   The screen will clear and the main playing map will appear.

GAME LEVELS
LEVEL 1: This level is used mainly to learn the game, as the Japanese fleet 
routes are shown. TF16 will not be attacked by Air so you should have little 
difficulty in winning.
LEVEL 2: This is the normal game. The Japanese fleets will not be visible at the 
start. They will approach from the west of Midway. Any of your fleets are liable 
to attack from air and sea. This level follows the true course of history.
LEVEL 3: He re we suppose that the Japanese are aware that the Americans have 
broken their Naval Code, and they consequently set a trap for you. Hint: there 
will be more Japanese carriers than you think.

THE MAIN MAP
On screen you will see Midway Island in the centre, your two fleets, their 
accompanying search aircraft and in the bottom right of the screen, a white 
square. This is your COMBOX and is used for getting information, ordering moves 
and attacks etc. It is moved via the keyboard or joystick.
   The dotted lines (only on level 1) are the routes followed by the Japanese 
fleets.
Red line = 1st MOBILE FLEET (Aircraft Carriers)
White line = MAIN BODY (Battleships)
Yellow line = OCCUPATION FORCE (Invasion force)

UNIT BOOK
Whilst you are in map mode, you can read the unit book which shows the US and 
Japanese forces as they are at the start of the game. It is useful for working 
out which fleet you are looking at when you have an aerial view.
     Key F: US TF 16
     Key G: US TF 17
     Key H: US base Midway Island
     Key J: Japanese 1st mobile fleet
     Key K: Japanese Main body
     Key L: Japanese Occupation force

UNIT SYMBOLS
   COLOUR   UNIT SYMBOL   UNIT
   Yellow   1             TF 16 (US Fleet)
   Yellow   2             TF 17 (US Fleet)
   Orange   Aircraft      US Search Aircraft
   Yellow   Aircraft      US Attack Aircraft
   Orange   Blank         US Search Area
   Red      J             Japanese Fleet
   Red      Aircraft      Japanese Attack Aircraft

REPORTS
Move the COMBOX over a US unit. (The Combox will turn RED when correctly 
positioned and press "R". The display will show the ships and/or aircraft in the 
unit. To return to map mode, press any key.

MOVING A UNIT
Place the combox over one of the US Search Aircraft Units. When the COMBOX turns 
red, press fire. The COMBOX will now turn Green. Move the COMBOX to where you 
want the unit to go and press fire again. The unit will now begin moving to that 
point. Obviously air units moves faster than ship units.

LAUNCHING AIRCRAFT
Both fleets and Midway Islands have Air Units. With the COMBOX over one of the 
units press P. The screen will display the AIRPLOT for that unit (which aircraft 
are present, which are ready for launch etc.).
   Only those units on deck can be launched.
   As a matter of course at the beginning of each day you should launch your 
CAP. This is your COMBAT AIR PATROL and is the defensive air unit for the fleet 
unit. Once launched, the CAP will be deemed to be present for the rest of the 
day and will land automatically at the end of the day. No unit symbol is 
displayed for the CAP.
   Press L to launch an air unit. It takes 10 minutes to launch an air unit and 
40 minutes to bring the next line up on deck.

AIRCRAFT FUEL & STATUS
You can obtain a report on all air units in the same way as for a ship unit. 
When an air unit is down to 60 minutes flying time, a report will automatically 
be given.

LANDING AIRCRAFT
Move the air unit next to a fleet unit or Midway Island. Now get the AIRPLOT for 
the unit you want to land onto, and press K to land the air unit. A maximum of 2 
air units (not counting CAP) may be on board a Task force at any one time.

AIR SEARCH
If any of the search units (large orange squares) spots a Japanese unit, it will 
be displayed on a red square with a black J in it. Now move the COMBOX over the 
Japanese unit and press R. A visual representation of the Japanese unit will now 
be given. You can identify the unit by reference to the UNIT BOOK. Press ANY KEY 
to return to map mode.

TO MAKE AN AIR ATTACK
Move one of your ARMED air units next to a Japanese unit. It will flicker and 
the attack will begin. You will now see part of the resulting battle.

SURFACE ATTACK
If the Japanese make a surface attack, it will be indicated on screen by a 
flickering Japanese fleet symbol. You will then be shown part of the ensuing 
battle.

DAY & NIGHT
At 19.00 hours (Night) the map will change colour, the search aircraft will 
disappear. No air units can be launched although you may still land units.
   The game clock runs at twice normal speed. Surface attacks are allowed at 
night.

VICTORY CONDITIONS
You must sink more than two Japanese carriers for every one of yours that is 
sunk. The main aim of the Japanese was to destroy the American carrier fleet, 
since with those carriers gone, the whole of American West Coast was open to 
attack.


Iwo Jima

GETTING STARTED
All the options are selected by keys "1", "2" & "3". "1" & "3" page between the 
command options and "2" confirms the selection.

THE SCREEN LAYOUT
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 US 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 upon, or being 
examined, are displayed.

THE MAP
On the Map you will see symbols which are interpreted as follows:
AIRFIELD - these large magenta crosses which occupy several squares each.
MOUNTAINS - rugged red shapes
VILLAGE RUINS - black diamond symbols
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 5 are displayed which identify the soft 
volcanic ash landing beaches available to US forces.

TERRAIN
Units must expend Movement Points (MV) to cross the varying types of terrain, 
and if a unit has insufficient Movement 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 units Aggression Factor. (See UNIT FACTORS)
   On a reducing scale of MOVEMENT COSTS and COMBAT ADDS, the remaining terrain 
types are Quarry Faces, Mountains, Village Ruins, Soft Beaches, Scrub, and 
Airfields.

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 following four 
methods:
1.  Troops coming ashore alert all enemy units within 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 you may select the phasing units in an order to suit your 
tactics  by using the "1", "2", "3" keys.

UNIT FACTORS
The unit factors of the phasing unit are displayed in the 5 "windows" on the 
left screen, and 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 USMC).
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 attacking.
DF is the Defence Factor of the unit, and represents its defensive strength and 
instinct for self preservation. The 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.

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 any of these options and the computer will respond, either by 
performing the Command given, or with the prompt describing what further is 
required. All replies to prompts are by pressing "2" to give an order or by 
pressing "1" or "3" to select an alternative command or option.

ATTACK
Units cannot 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 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 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 US units, provided 
that:
     1. You have not used up all of the remaining factors for the turn.
     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 "2" is pressed then Gunfire will be 
directed on the enemy unit.
   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 five indicated squares is to be the unit's 
landing beach select "LAND", and you will be prompted to enter a number from 1 
to 5 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.
   Both LANDING and MOVING or LANDING and ATTACKING can be ordered for a unit 
during the same turn.

MOVE
When "MOVE" is selected the computer will prompt you with "DIRECTION?" and the 
direction selection is via the "1" & "3" keys.
   Throughout the game, all units may move anywhere on land, provided that they 
have enough MV points remaining.

QUIT
If QUIT is selected, the game will terminate and you will be asked to press any 
key to play again.

PASS
Use this if you don't want to move or attack with a particular unit or if you 
want to stop moving with MV points still remaining.

JAPANESE FORCES (Computer Controlled)
There are 21 Japanese units, in sizes varying from battalion to division and, 
with the US 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 specificially 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 US 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 Ship, and for each successful KAMIKAZE attack 
one Gunfire Factor is permanently lost. The Japanese submarine I-15 will stalk 
and attempt to sink any remaining Gunfire Support Ships.
   Occasionally US aircraft will be diverted from raids on Japan to attack 
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 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 CYAN for 5 or 6 factors, GREEN for 3 or 4 factors, and BLACK for 1 
or 2 factors.
   If all the ships providing Gunfire Support are sunk (ie 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 US units move onto the 
Airfield, advance units will destroy all of the remaining aircraft before they 
can take off.

VICTORY CONDITIONS
As the American player, you must eliminate all of the Japanese units on the map 
within 32 game turns at level 1, 33 at level 2, to 36 at level 5.


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