The Best Of Micro Prose 1993_Command_H._Q._Manual.pdf

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COMMAND
TM
R
ULES OF
P
LAY
MICROPLA
Y
S
O
F
T
W
A
R
E
TM
1
C
OMMAND
HQ
Copyright © 1990 MicroProse Software™
180 Lakefront Drive, Hunt Valley, MD 21030
(301) 771-1151
MicroPlay Software™ is a division of MicroProse Software, Inc.™
COMMAND HQ, the name and stylized logo, Trademark 1990 by
MicroProse Software™.
All rights reserved.
This book may not be reproduced in whole or in part, by mimeograph or
any other means without permission, with the exception of quoting brief
passages for the purposes of reviews.
Printing: 9 8 7 6 5 4 3 2 1
Tandy, Atari, Apple and Macintosh, IBM, Commodore 64 and Amiga are registered trademarks of Tandy Corporation,
Atari Inc., Apple Computers Inc., International Business Machines Inc., and Commodore Business Machines Inc.
2
C
ONTENTS
I
NTRODUCTION
...................................... 4 4. A
DVICE
& H
INTS
............................. 39
General Strategy .................................................. 39
1. T
UTORIAL
.......................................... 5
General Tactics ................................................... 41
Familiarization ...................................................... 5
Combat Techniques Training ................................ 7
5. A
RMS AND
A
RMIES
........................... 47
2.
3.
Reactive Techniques ........................................... 11
G
AME
C
ONTROLS
............................ 15
Starting a War ..................................................... 15
Looking Around the War Room ......................... 18
S
PECIAL
F
UNCTIONS
........................ 33
Game Aids ........................................................... 33
Saving Games ..................................................... 36
Layouts ................................................................ 37
Game Films ......................................................... 38
World War I ........................................................ 47
World War II ....................................................... 54
World War III ...................................................... 67
C
REDITS AND
N
OTICES
......................... 71
Credits ................................................................. 71
Copyright Notice ................................................. 72
Warranty Information ......................................... 72
3
I
NTRODUCTION
The commander strides into the darkened
room, the glowing wall map and computer CRTs
providing most of the ambient light. “What’s the
situation?” he barks out.
“Two enemy mechanized armies are closing
on Paris,” the adjutant states. “Two infantry armies
are following up. Our troops in the area have
taken heavy losses from ground-based air strikes.”
“What’s the status of the convoy?”
“On its way. We’ve lost one transport to
enemy submarine activity, but the rest slipped
through. Under standard evasive procedures, it
should arrive in seven days.”
The commander contemplates the situation,
the armies and ships like miniature glowworms as
they crawl across the map of the world, deciding
the fate of continents.
“I want air strikes here, and here,” he says,
pointing. “Bring up a tank army here and open a
gap in the enemy flank with a combined paratroop
assault. Our destroyer fleet has to pull out of the
Mediterranean and comb the Atlantic. Belay eva-
sive action — I want the convoy full steam ahead
for Europe. Now what’s the situation with our
Pacific fleet?”
You are that commander,
directing the
armed forces of entire nations, deploying ground,
sea, and air troops to bring about the accomplish-
ment of your plans and the ultimate defeat of your
enemy. In any war, in any era, on any side, the
decisions that shape the course of history are
made in the
Command HQ.
How to Start
What
This
Game
Contains
This Manual
provides a tutorial for begin-
ning players, detailed operating instructions, and
a wide variety of historical and strategic back-
ground. It is applicable to all computer systems.
The Technical Supplement
gives specific
instructions for loading and/or installing the simu-
lation for your computer. It also provides a com-
plete reference of all the graphics and keys used in
the game.
There are three ways to learn to play
Com-
mand HQ.
Tutorial Method:
If you like step-by-step
guidance while learning a game, turn to the “Tu-
torial” (pages 5-14) and follow the instructions.
The tutorial, although long, introduces you to all
the salient points of the game.
Note:
We recommend the tutorial method
unless you are already familiar with games of
strategic combat on a grand scale. Other products
based on “the art of war” may not prepare you for
the number of options available in
Command
HQ.
Study Method:
You can study the game
controls and operating instructions of the game,
as detailed in the “Game Controls” section (pages
15-32). If you’re still confused, try things out with
the tutorial (pages 5-14).
Try and See Method:
You can just dive in
and try things out, referring to this manual and the
Technical Supplement as necessary. In this case
we strongly suggest that you have a mouse or
joystick interface available for easy access to the
pull-down menus.
Warning:
This method, usually the most popu-
lar, can lead to confusion and frustration because
Command HQ
is a real-time simulation; while
you’re learning how to play the game, things will
be happening all around you!
Learning
the
Game
4
1. T
UTORIALS
F
AMILIARIZATION
Before you take command of the combined
world forces of your national alliance, it’s a good
idea to practice on some set-piece situations to
learn about controls and tactics. There are two
tutorial games included with
Command HQ
to
help introduce you to the game controls.
Before you begin, locate the
Pause
key; you’ll
want to be able to pause the simulation while you
refer to the manual.
Starting
Options
Install:
See the Technical Supplement for
information on how to install
Command HQ
on
floppy disks or onto a hard disk.
Hardware Options:
In some versions, after
loading the game you’ll see questions about your
computer hardware. If you’re unsure of the an-
swers, or wish to automate this process, see the
Technical Supplement.
Main Options:
After the title screens you’ll
find yourself at the Main Options menu. Select
“Resume Saved War” to begin the first tutorial.
Load Game:
Choose “Tutorial One” to begin
learning
Command HQ.
Where
You
Start
You begin in control of the blue forces, with
a full view of the world situation. The top section
of the screen shows the current status of the game.
The tutorial begins in
Pause
mode to give you
time to look around.
The map is a terrain representation of the
world. Types of terrain include sea, plains, forest,
jungle, desert, and mountains. The colors for
terrain types vary according to your computer’s
graphics capabilities — see the technical supple-
ment for details.
5
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