games-pc clash of steel Manual De Usuario

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RESERVE
(R) removes the unit from the
map and places it in Reserve. It costs one
transport point to place a unit in reserve.
Reserve movement is allowed only dur-
ing the first or second impulses. After a
unit is placed into reserve, you can take
the unit out of reserve by moving the
map cursor to an empty hex on or adja-
cent to a city. Access the NEW option on
the Main Menu. The hex cannot be in an
enemy ZOC and the hex must be
friendly-controlled. All reserve units
must be deployed out of reserve before
you can end your turn. The unit must
have a supply level greater than zero to
be put in reserve.
AMPHIB
(H) option allows a land unit
(with a morale of at least 25) in a port
during the first or second impulse to per-
form an amphibious operation. See the
sections on “Naval Movement” on page
22 and “Naval Combat” on page 27 for
further details.
PREPARE
(A) option allows paratroop
units to be put into preparation mode. In
any subsequent first or second impulse,
they are allowed to take part in assaults
up to 4 hexes away. In this event, para-
troop units have a 25% chance of
disabling the defender’s terrain bonus, a
20% chance of disrupting the defender,
and they automatically disable the effect
of rivers.
FORTIFY
(F) option allows engineers to
build forts. This will place them into for-
tification mode. They will build a fort at
the start of the next turn. Forts act like
the Maginot Line. They can further hin-
der sea invasions with an unoccupied
fort having a 50% chance of defeating a
sea invasion. Forts are removed if control
of the hex changes.
MOVE
(M) option is active if an engineer
is fortifying. Selecting this option takes
the engineer out of fortification mode.
REBASE
(B) option allows an air unit to
relocate up to four hexes away in a
friendly-controlled hex. You cannot
rebase on snow or mud turns. You can
rebase on any impulse.
OOPS
(O) option allows you to move back
to your starting location. If you are using
hidden units, this option is not available.
Navy Menu
The Navy Menu allows you to deploy new
ships that have been produced, move
your fleets to engage enemy fleets, pro-
vide escort, launch amphibious
invasions, transport troops to friendly
ports, and engage in shore bombardment
against enemy troops on coastal hexes. A
map is displayed with two types of boxes
that contain the various ships. The large,
light blue box is the At Sea box which
represents the seven sea zones: Baltic
Sea, North Sea, North Atlantic, South
Atlantic, West Mediterranean, East
Mediterranean, and the Black Sea. The
smaller dark blue box is the Port box.
The menu options shown on the right
side of the map are as follows:
SELECT
(S) allows you to select the naval
units you wish to move from one box to
another. When you access the Selection
Menu, you can highlight the ship you
wish to move and then choose SELECT
(S). An asterisk will be placed to the
right of the ship name showing that the
ship has been selected to move. If an “M”
appears across from the ship’s name, it
means that the ship has already moved. A
“D” means the ship is damaged. Exit the
Selection Menu and you will notice in
the top-right corner the ship(s) in the
MOVING STACK
box. Next choose the des-
tination box to move the ships to by
clicking on the appropriate box. Click the
MOVE TO
box to move the ships.
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The Main Menu
This menu is the heart of the game in
which you move and attack your forces
and check on the status of many items
such as research, weather, Order of
Battle, etc.
Main Menu
MENU
(U) option returns you to the
Setup Menu described on page 8.
END
(E) option allows you to end your
orders for the impulse.
ASSAULT
(A) option allows you to select
the adjacent friendly units to attack the
enemy unit in the hex which contains
the map cursor. You can combine multi-
ple units to attack the selected enemy
unit. A unit can only make one assault in
a given impulse.
STRIKE
(S) option allows you perform an
air strike on the enemy unit in the hex
which contains the map cursor.
NAVY
(V) option allows you to access the
Navy Menu described on page 14.
NEW
(N) option allows you to place rein-
forcements or units in reserve onto the
map in an empty friendly-controlled hex
which is on or adjacent to a friendly city.
The hex cannot be in an enemy ZOC or
contested hex.
UNLOAD
(L) allows a friendly unit that
has previously been loaded onto a naval
transport ship with the AMPHIB option to
land in a coastal hex. If the hex is
friendly-controlled, the unit lands auto-
matically. If it is enemy-controlled or
occupied, then the amphibious invasion
combat routine is used to determine if
the unit successfully lands or not.
PRODUCT
(P) option graphically displays
which units are currently in production
for both players. Axis units are on the
left; Allied units are on the right side of
the display.
MAP
(M) option allows you to access the
Map Menu described on page 15.
INFO
(I) option allows you to access the
Information Menu described on page 15.
CNTL
(C) option shows you the hexes
currently under the player’s control.
First one player’s controlled hexes are
displayed; next the other player’s hexes
are shown.
CLEAR
(R) removes the units from the
map so you can see the underlying ter-
rain features more clearly. Clicking the
left button returns the units to the map.
Unit Menu
When a combat unit is accessed, the
unit’s data will be displayed in the lower
left hand text window showing the unit’s
name, strength, Action Points (AP),
morale, efficiency, and supply.
To move a ground combat unit place the
mouse pointer over an empty adjacent
hex and click the left mouse button.
Using the keyboard, press one of the key-
pad keys. You cannot stack with friendly
units. You can also select a non-adjacent
hex to move to. The computer will auto-
matically move the unit toward the
destination hex selected. In addition you
also have the movement options listed
below:
OPERAT
(P) allows you to move the unit
up to 10 hexes away. Each player, includ-
ing Russia (before Russian Winter
strikes), can move one unit per impulse
with this Operational Movement.
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