












                        C   R   I   S   I   S












                  Advanced Strategic Wargaming System











                   R E F E R E N C E   M A N U A L














     This manual, and the CRISIS wargaming system, are (C) Copyright,
1993-95, by Charles E. Owen.  All Rights are Reserved.













     "All men can see these tactics whereby I conquer, but what none can
      see is the strategy out of which victory is evolved."
                              -- Sun Tzu, "The Art of War", 500 B.C.





     "The Famous Quotations in this and other CRISIS documentation were
not chosen just to make the manuals seem more interesting or erudite,
but each one was carefully chosen because of it's specific applicability
to the CRISIS wargame. Veteran CRISIS players will recognize the truth
of each.  Novice CRISIS players will do well to play attention to each."

                        -- "Dutch" Owen, CRISIS designer and manual writer.


                            N  O  T  I  C  E



     The CRISIS wargaming system is still in the development stage,
though it is at a rather advanced state -- advanced enough to be played
by anyone interested in how the system works, and who likes to have fun
playing a realistic strategic wargame.  However, be aware that the
AI is lacking, so any play must be between human opponents on the
same machine, or human oppponents playing by exchanging E-mail save
files back and forth.

     Future plans call for:

     1. Installation of the modem play option, to play over a serial
        link with or without modem; and possibly over an IPX
        network also.

     2. Conversion to 32-bit Windows, thus gaining a huge flat address
        space, to make room for...

     3. Refining the AI, which will get better and better as play
        experience and tweaks imporve it.


     One point I'd like to make about playing this game.  It's very
comprehensive and detailed, to some it may seem overwhelmingly so. But
the key to winning this game is not the perfect management of the
details of operations, it's the choice of the right strategy against
your opponent in a given situation.  You won't remember every detail,
nor will you always manage your units to perfection.  I don't and I
designed the game and play it often.  Plans often go awry somewhat;
remember, it's happening to your opponent as well.  It happens in real
life military operations.  It's part of the experience. Try not to get
frustrated when details don't work out.  Keep your nerve and press on.


     I appreciate your willingness to help me test and develop this
product.  Thank you, and I hope you have lots of fun with it!


                                         Sincerely,
                                         Charles E. Owen








    [This manual applies to the BETA prerelease version 0.67 of CRISIS]

                            Table of Contents

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . .   1

How to Play CRISIS. . . . . . . . . . . . . . . . . . . . . . . . .   2
           Sequence of Play.. . . . . . . . . . . . . . . . . . . .   3
           Game Options . . . . . . . . . . . . . . . . . . . . . .   4
           Playing your Turn. . . . . . . . . . . . . . . . . . . .   8
           The CRISIS Map.. . . . . . . . . . . . . . . . . . . . .   9
           The Map Display. . . . . . . . . . . . . . . . . . . . .  10
           Cities.. . . . . . . . . . . . . . . . . . . . . . . . .  11
           Military Units.. . . . . . . . . . . . . . . . . . . . .  13
                     Examples of Land Units.. . . . . . . . . . . .  15
                     Examples of Air Units. . . . . . . . . . . . .  16
                     Examples of Sea Units. . . . . . . . . . . . .  16
           Concerning strategy. . . . . . . . . . . . . . . . . . .  18

Military Operations in CRISIS . . . . . . . . . . . . . . . . . . .  20
           Movement.. . . . . . . . . . . . . . . . . . . . . . . .  21
                     How to Move Units. . . . . . . . . . . . . . .  22
                     Air Movement.. . . . . . . . . . . . . . . . .  23
                     Airborne Operations. . . . . . . . . . . . . .  23
                     Maximum Realism in Movement. . . . . . . . . .  24
                     Movement Tips. . . . . . . . . . . . . . . . .  25
           Combat.. . . . . . . . . . . . . . . . . . . . . . . . .  26
                     Land Combat. . . . . . . . . . . . . . . . . .  26
                                Flank Attacks . . . . . . . . . . .  27
                     Air Combat.. . . . . . . . . . . . . . . . . .  28
                                Offensive Air operations. . . . . .  28
                                Air Defense.. . . . . . . . . . . .  30
                                Combat Air Patrols. . . . . . . . .  30
                     Sea Combat.. . . . . . . . . . . . . . . . . .  31
                     How to Order Combat. . . . . . . . . . . . . .  32
                     Combat Tips. . . . . . . . . . . . . . . . . .  33
           Command and Control. . . . . . . . . . . . . . . . . . .  35
                     Organizational Operations. . . . . . . . . . .  36
                                Creating a New HQ.. . . . . . . . .  36
                                Transferring Units from One HQ to
                                     Another..  . . . . . . . . . .  36
                                Splitting a Unit into Two Units.. .  37
                                Merging Two Units into One. . . . .  38
           Intelligence.. . . . . . . . . . . . . . . . . . . . . .  39
                     How to Control your Intelligence Services. . .  40
                     Air Patrols. . . . . . . . . . . . . . . . . .  40
                     Tips for Using Intelligence Effectively. . . .  42
                     Using Air Reconnaissance.. . . . . . . . . . .  44

           Logistics. . . . . . . . . . . . . . . . . . . . . . . .  45
                     How to Manage Logistics. . . . . . . . . . . .  47
                     Tips on Managing your Supply.. . . . . . . . .  48
           Engineering. . . . . . . . . . . . . . . . . . . . . . .  49
                     How to Manage your Engineers.. . . . . . . . .  51
                     Building or Repairing Objects. . . . . . . . .  51
                     Destroying objects or Terrain. . . . . . . . .  51
           Transportation.. . . . . . . . . . . . . . . . . . . . .  53
                     How to Use the Transportation Orders.. . . . .  54
                                Loading a Unit onto a Transport.. .  54
                                Unloading Units from a Transport. .  54
                     Air Transport. . . . . . . . . . . . . . . . .  54
                     Transport Tips.. . . . . . . . . . . . . . . .  55
           Production and Resource Management.. . . . . . . . . . .  56
                     New Unit Production. . . . . . . . . . . . . .  57
                     The Manpower Pool and the Replacement System .  58
                     Unit Training and Readiness. . . . . . . . . .  58
                     Food and Material Resources. . . . . . . . . .  59
                     Production/Management Commands.. . . . . . . .  60
                     Production/Management Tips.. . . . . . . . . .  61
           Weather. . . . . . . . . . . . . . . . . . . . . . . . .  62
                     The CRISIS weather model . . . . . . . . . . .  62
                     Sky Effects. . . . . . . . . . . . . . . . . .  63
                     Surface Effects. . . . . . . . . . . . . . . .  64
                     Day and Night Effects on CRISIS Operations . .  64
           MapMaker Reference . . . . . . . . . . . . . . . . . . .  66
                     The Map  . . . . . . . . . . . . . . . . . . .  66
                     Map Parameters . . . . . . . . . . . . . . . .  68
                     The Palette. . . . . . . . . . . . . . . . . .  69
                     The Configuration. . . . . . . . . . . . . . .  73
                     Placing Units. . . . . . . . . . . . . . . . .  74
                     Extra Stuff. . . . . . . . . . . . . . . . . .  75
                     Icon Reference Tables. . . . . . . . . . . . .  76





















                               Introduction

     The game this manual documents is a wargame called CRISIS.  It is
really more than a wargame, though -- it is a sophisticated, realistic
wargaming system that allows you to command battles, campaigns, and
whole wars both from history and entirely made-up.  You can even design
your own wars, or create detailed re-creations of historical conflicts.
Some may be very simple and fast, others highly detailed and deeply
realistic re-creations of real campaigns, taking days, weeks, or months
to finish.

     While CRISIS is highly sophisticated, comprehensive, realistic, and
alot of other ten-dollar words, it is NOT difficult to play this game. A
look through the reference manual might convince you otherwise, because
it covers every rule and every detail.  But in fact, actually playing it
is as simple as dragging and dropping objects or selecting options from
a menu with the mouse.

     Playing the game is easy, but playing it well is not.  You will
find that conducting real military operations is quite a challenge.  Not
because of the details involved (CRISIS handles all the details that a
the staff would for a military commander) but because of the very real
problems that commanders have faced through the centuries. Problems that
are reproduced by the system of rules that make this game unique among
all wargames, for there has never been a anything quite like CRISIS --
even though it borrows many ideas from the games that have gone before
it.  Years of planning, revising, and testing have been spent to refine
the rules so that they reflect how battles, campaigns, and entire wars
are really won and lost.

     If you already understand the basics of real-world military
strategy, such as the art of maneuver and the importance of logistics,
not to mention the nature of the indirect approach and the principles of
surprize and dislocation, you will be an excellent CRISIS player from
the very start.
     If on the other hand you think that battles are won by massing your
forces and heading straight for the enemy to fight them, you have a
great deal to learn,  and CRISIS can help you, because learning to win
this game you not only learn to win a computer wargame; you also will
feel how wars have been, are, and will be won and lost in the real
world.

     If you have sought a wargame that challenges you to the utmost, and
provides the gut-wrenching tension of commanding an army or armies in
real conflict, but all without miring you with irrelevant details, you
now have found it.






                               -1-

                        How to Play CRISIS.
                        ==================



 "Supreme excellence consists in breaking the enemy's resistance without
fighting. Thus the highest form of generalship is to balk the enemy's
plans; the next best is to prevent the junction of the enemy's forces;
the next in order is to attack the enemy's army in the field; the worst
policy of all is to besiege walled cities."


                                         -- Sun Tzu



     There are two sides in a CRISIS conflict, generically called Blue
and the other Red.  (We say generically because the armies are named by
the scenario designer, but we refer to the two sides as Blue and Red).
The game is played in alternating turns, with either side starting
first. The game ends when either of the Supreme Command headquarters is
destroyed, or one side surrenders, or one side captures all the
objective squares in the scenario.

     CRISIS is played on a map, representing a simplified version of
surface terrain.  There are a variety of maps available, each one
depicting a different historical or made-up area.  A special mapmaker
program is provided with CRISIS so you can easily design your own
terrain map.

     When a terrain map is combined with a set of military units and
other objects such as cities, airfields, and fortifications, the
combination is called a 'scenario', which is the starting point for a
CRISIS game.  The wargaming system is so flexible that different
scenarios can differ completely in size, scale, and the historical
period being represented.  The mapmaker program also allows you to
easily create or modify your own scenarios.

     The length of physical time that each turn represents can vary for
each scenario, but it is typically 12 or 24 hours.  For the 12 hour
turns, one turn will cover daylight, and the next nighttime. Operations
in day or night vary in character in ways which will be explained later
in the "weather" section.

     At the start of each sides' turn, CRISIS calculates the effects of
the passage of time since the last turn, including what new data has
been discovered by intelligence operations, the quantity of supplies and
replacements that each unit has received, the progress made by engineers
on their works, and the amount of work done on the production of new
units in your factories. After these calculations, the results are
presented to you on the CRISIS map display.  How to read and use the
display is explained in the Map section.

                               -2-

     Sequence of Play.
     ----------------
     
     At the point when your turn begins, you are ready to start giving
orders to your units.  The user interface is intuitive and mouse-driven.
All the general functions that can be performed are in a control panel
on the left of the map.  Objects and units are inspected and manipulated
either by dragging and dropping them, or by clicking on them with the
right mouse button to access a smart tear-off menu.

     CRISIS implements a simplified but effective organizational
structure, with one required unit called 'Supreme Command' directing
other units or other Headquarters units, which in turn can direct other
units lower in the hierarchy.  When you first start your turn, Supreme
Command is in control, and can issue any orders to any units.  If your
scenario contains subordinate HQ's (or if you want to create some),
you can switch control at any time to any other HQ and issue orders
to it's units without reference to others.

     Supreme Command can create and dissolve HQs under it, and can
transfer operating units between HQs.  You can use these organizational
facilities to make the game play easier and more logical for yourself.

     The orders you issue are the output of your deliberations, and the
input comes from two sources:  the map (where the exact position and
strength of all your forces is displayed along with the estimated
position and strength of the enemy based on the available information),
and the written communications received from the staff and units under
your command.  You can examine the map at any time by simply moving
the mouse cursor or clicking on the edges of the map to scroll it.

     As each headquarters unit receives control, if any of the units
under that HQ have sent any messages back to the HQ, you will be
informed by the HQ staff. You can choose to read any or all of them.
These messages are only generated by units who have something important
to say, for example reports of combat actions or requests for decisions
or reinforcements. In addition to written messages, you also have
available a variety of reports and statistics kept for you by your HQ
staff.














                               -3-

     Game Options.
     ------------

     When the game first starts, you will select the scenario you wish
to play, either from the list of provided scenarios, or by pushing the
"Load saved game" button and providing the name of a saved game in
progress.

     If you are starting up a new game, you see a window of options
which you can select before the game actually gets under way. None of
these options can be changed later as the game progresses, so choose
well.


     * Your side:

       Press <1> (or push the 1 button) to choose to be the Blue side,
or <2> for the Red side. The actual names of the contending sides are
shown over on the right of the buttons.


     * Opponent:

       Here you choose who will direct the opponent's forces.  At this
stage, there are only two choices, but as CRISIS development progresses,
you will be able to play against the computer, or over a modem/direct
connect.  The valid choices now are:

       Human:  This means you will play another person, both taking
alternate turns (chair- swapping) on the same computer. The game doesn't
have to be completed at one sitting -- it can be saved and returned to
at any point.

       Play by Mail: This is a style of play where each player plays a
complete turn, and then sends (mails) the actual scenario save file to
his/her opponent, who players their turn and then sends the file back.
CRISIS save files are compact, and compress well when placed in an
archive by a program such as PKZIP.


     * Intelligence:

       CRISIS has a sophisticated, realistic system for determining how
much knowledge each side has of the other's position and strength.  This
is explained fully in the "Intelligence" section of this manual, further
on.  This option however lets you turn this system off, so that each
side will "magically" know everything about the other.  Limited
knowledge is realistic, and opens up many possibilities for deception
and creative use of your intelligence services, and is a major reason
why a CRISIS game can be so interesting and exciting.  But, you may wish
to turn this option off when you are learning the game, to see what's
"really" going on.

                               -4-

     * Logistics:

       Like the Intelligence rules, CRISIS also has a realistic system
for determining how units are resupplied before, during and after action.
This system does not impose any undue work on the player, and indeed is
often invisible in it's operation.  But it's work is vital, because the
interruption or disruption of supplies has always been a main feature of
military strategy.  It's the main avenue, for instance, whereby a
smaller force can dislocate and defeat a larger one. Logistics rules are
covered in detail in the "Logistics" section, further in the manual.
Some players prefer to not involve logistics in their games.  While this
is not realistic, we do offer the option to turn the logistics rules
off, and have all units "magically" be resupplied no matter what their
position in the game.

     * Weather:

       Weather conditions seriously affect military operations, and can
influence in a major way the outcome of battles and campaigns, as has
often happened in history.  Therefore, CRISIS contains a realistic,
detailed weather generator that simulates the changing weather patterns
of the real world, and their effect on the military units under them.
Effects such as grounding aircraft, and impeding the movement of ground
units in muddy conditions, among many others. However, although you do
have a forecast available to you, the weather is essentially random in
nature.  This introduces a random factor into the game, and for this
reason the weather generator is sometimes referred to as the
"frustration generator".  This is realistic, as many a general has seen
his careful plans blown away by storms (Spanish Armada), freezing
conditions (Napoleon, Hitler), and many others.  But you may not want
this to happen to you, so you can turn off this option.  We should note
that bad weather is not unrealistically common in CRISIS, but it does
happen, like in the real world.

     * Realism:

       CRISIS is, above all, a realistic wargame.  This means that the
rules try to reproduce reality, in all it's complexity.  This is some
wargamer's cup of tea, but others are frustrated by it, since it can get
in the way of gameplay.  Therefore, this option lets you control how
"realistic" CRISIS really is.  There are three settings:

       Minimum:  This setting imposes very few restrictions and effects
on movement and combat. For example, units are subject to terrain as
they move, but they never suffer any attrition (losses) from simply
moving.  This level is not realistic, naturally, but it will keep some
of the complexity out of the gameplay for you, if that's what you want.






                               -5-


        Normal:  This is the default setting.  CRISIS movement and
combat will be subject to those restrictions that are common in other
sophisticated wargames, for example, as units move across difficult
terrain, or in bad weather, their efficiency ratings will suffer as a
result.

        Maximum:  This setting invokes rules which go beyond those
commonly found in wargames when CRISIS is published.  For example, in
real life military units can't "turn on a dime", but suffer time delays,
confusion, and loss of efficiency if they have to change direction.
Also, when units cross one another's path during movement, confusion and
delay results.

     * Fog of War:

     In real war, the information a commander receives is less than
perfect, to say the least.  This applies not only to the information the
commander has about the enemy (which is determined by the
"Intelligence"option above), but also how precise and accurate his
information is concerning his own forces.  CRISIS lets you control this
with three settings:

     Minimum:  This setting will provide exact, precise, and 100 per
cent correct numerical data to you concerning the state of your forces
and enemy losses.  This is not realistic, but it is nice to see.

     Normal:  This setting will represent correct information to you,
but generally, instead of precise numbers, you will receive more
realistic worded estimates.  For example, with "minimum" fog of war, a
battle result would be reported to you as "We suffered 17 percent
casualties, the enemy lost 6 percent.".  With the "normal" setting, the
same report would be worded "We suffered heavy casualties, the enemy is
estimated to have suffered moderate loss".

     Maximum:  This is for those of you that would like to experience
the real confusion and "Fog of War".  In this mode, reports will be
worded as in normal mode, and any vestige of numerical information will
be removed (including the "Combat value" rating normally shown for each
unit on it's status line), except for the actual information commanders
would really see in numeric form (i.e. casualty totals).  Further, the
information is not always accurate.  For example, an attack that was
really repulsed with heavy losses could be reported by an embarrassed
unit commander as "checked" with "moderate" losses.









                               -6-

     Playing your Turn
     -----------------
    
     At the start of your turn, the game will highlight your Supreme
Command HQ, and that unit is then "in control" and is ready to issue
orders to it's subordinate units.  Since in fact all units on your side
are controlled ultimately by Supreme Command, that means all units can
be directed at this point, whether or not that a unit is actually
controlled by a subordinate HQ or not.  When Supreme Command gives an
order to a subordinate HQ's unit, it's technically legal but it's
considered discourteous meddling by the subordinate HQ's commander.
Doing so has no detrimental effect on gameplay, but we recommend that if
you have a command structure, you should respect it or get rid of it.

     You give orders in one of two ways:  Most can be issued by clicking
and dragging the ordered unit to a destination.  The destination
determines the order, and if there is ambiguity you will be asked to
clarify your order. These are the rules determining the order issued:

     * If a land or sea unit is dropped on valid reachable terrain, but
       that terrain does not contain either visible enemy troops or any
       friendly transport units, the game issues a "March" or "Move"
       order to the unit to move to that destination.

     * If a land, sea, or air unit is dropped over a square containing
       enemy units, or an enemy city, then if the unit has an attack
       capability you'll be prompted for the attack type, and if you
       give that an "attack" order will be issued to the unit to attack
       that target.

     * If an air unit is dropped over a square containing a friendly
       airfield, a "transport" order will fly the unit to that airfield.
       If an air unit is dropped over any square it cannot either attack
       or land at, you'll be asked to confirm that you are ordering  a
       land march.

     * If a transportable land unit is dropped over a square containing
       a transporter (of any type, land, sea, or air) with enough empty
       space to contain the unit, you will be asked if you want to board
       the transport.  If you respond yes you will board, if not, a
       "Move" order will be issued to move to that destination square.

     * If a unit currently riding on a transport is dropped over a
       destination that results in a "move" order, the unit
       automatically unboards before starting the move.







                               -7-

     The other way to issue orders is to click on a unit with the right
mouse button.  A "smart" tear-off menu will appear, listing all the
orders valid for that unit at that time.  This menu varies widely by
unit type and with other circumstances, but you are offered only valid
choices.

     Simply click on the order or command you want, and follow further
directions in the prompt window onscreen (the layout of the screen is
explained in the next section).

     We mentioned that Supreme Command is "in control".  The command and
control organizations in CRISIS vary widely from scenario to scenario,
in some Supreme Command controls everything, and there are no
subordinate HQs; in others, Supreme Command controls no operational
units, and the lower level HQs do all the work.  No only does this vary,
but you can change your organization slightly or completely at any time
during gameplay.

    The reason to have HQs is to simplify and organize control.  Once
Supreme Command is done, you can right-click on it and select the "next
HQ" function, and you'll be positioned on the first subordinate HQ. All
untis on the map that are not commanded by that HQ will be marked with
an X to indicate this for you.  You can issue orders to that HQ's units,
then select "Next HQ" to move to the next one -- or, you can visually
spot any HQ on the map, right-click on it, and select "Switch To" to
immediately switch to that HQ regardless of sequencing.

    Please note that although a unit may not be commanded by that HQ
(signified by the X over it) you can still order any unit to do anything
at any time. You do not have to switch to an HQ to give an order to it's
units -- that would introduce drudgery into the game system.

    You can do much more than just issue orders.  You can click on any
of the functions on the Control Panel to call up reports and displays,
you can save your game, or zoom in and out your map display.

    You can also click on any map square to highlight it and read in the
information window the contents of the square.  You can right-click on
any object that has attributes, such as yours or enemy units, or cities,
to obtain a tear-off menu of options for that object.

    Some orders such as moves are started as soon as you issue the order.
Others, like scheduled attacks, are delayed until executed so they can
combine with other orders.  You can press the "Execute" button on the
Control Panel to execute your pending orders at any time.

    You can, if your opponent agrees, declare a "truce" that will allow
the game to suspend all orders and cycle through the number of turns of
your choice.  This can help skip over "dead time" when armies are
(re)building rather than moving or fighting.  Select "Truce" on the
control panel to request a truce.

                               -8-

     The CRISIS Map.
     --------------

     War is fought on the surface of the earth, and in modern scenarios,
in the air above it.  This surface is represented in CRISIS by the
Terrain layer, which has only four possible textures:

   * Water, where lands units can't march but ships can float. There are
     also swamps, which are basically soggy land where neither mounted
     units nor ships can travel.

   * Clear land, where land units can move about most freely, but where
     there is little cover to hide from the enemy. "Desert" is a
     variation of clear land that is even clearer.

   * Forested land, which makes movement more difficult but provides
     cover against discovery by the enemy intelligence services.
     "Jungle" is an intense version of Forested land.

   * Highlands, which impedes movement even more than forest, and which
     aids in the defensive. "Mountains" are an intense version of
     Highlands.

       
     On the terrain, there can exist a number of Objects, all of which
     have military significance:

   * Roads:  These make movement quicker and easier.

   * Rivers:  Are difficult to cross or to attack over.

   * Bridges:  Makes rivers easier to cross.  Bridges are, in fact,
     roads which cross over rivers or water squares.

   * Fortifications:  Provide a boost to defensive units occupying them,
     and a degree of protection from air attack.

   * Airfields:  Bases where Air units conduct their operations.

   * Cities:  Centers containing a concentration of population and
     resources.  The population is used to replace losses in combat, and
     a city's supply resources are used to supply the military units
     conducting operations.  Cities contain factories, which are used
     for the manufacturing of new military units. Cities are by far the
     most important strategic objects in CRISIS.







                               -9-

     The amount of terrain that each square contains varies by scenario,
-- this is the "scale" of the map -- and can be as small as one square
mile or as large as 200 square miles ("miles" can be Kilometers in
Metric scenarios).  Typically, they will by 5x5 miles, or 10x10 miles.
Each square can be only one type of terrain, but can contain multiple
objects.

     The Map Display.
     ---------------
     
     The map is constantly displayed on the screen, and most of the
other information you need or ask for is displayed in windows on the top
or bottom of it. A typical screen display shows 35 squares horizontally
by 26 vertically, though the map is usually larger than that.  Clicking
on the gray borders around the map is the simple way of scrolling it.

     You can "zoom out" the display, thus showing more territory but
with smaller icons, by pressing the "Zoom Out" button.  You can also
"zoom in".  There are currently 3 levels of zoom.

     Above the map are two windows. A small one in the upper left corner
displays the current temperature and shows the weather as it would be
viewed out the tent flap of the current HQ in control. (This is *not*
the weather over the whole map, but it does give an indication of the
general prevailing conditions).  The other window above the map is
called the "Prompt Window" and a line of text (in white) will always
tell you which HQ is issuing orders; or, if a special function is being
asked for, you will see the request in this window.

     The bottom line under the map describes the object(s) in the
current highlighted square. It's important to note that when units are
described, an approximation of their relative combat power is displayed
in brackets after the name of the unit, and if that unit is currently
executing any orders, the orders are shown in braces after that. For
example:

     22nd Infantry Division [Cp 14.0] in City "River City" {Guard}.

     This indicates that the 22nd Infantry division is currently under
the cursor, it has a combat power of 14.0 (this is in relation to other
units, a unit with 28.0 would be twice as powerful), it is currently
located in "River City" (a city in the same square but invisible under
the unit's icon), and it is executing a "Guard" order.

     (Please note that if the Maximum "Fog of War" option has been
selected, then you will not see the [Cp 14.0] figure.)
   





                               -10-

     The visual representation of the terrain types should be obvious,
with water being blue, land being generally green in the flatlands and
greyer in highlands and mountains.  Forests and jungles are easily seen
as mottled green or dark green areas.

     As surface conditions vary during realistic gameplay, these basic
color patterns change.  At night, the land gets darker to remind you it
is nighttime and activity should be less in normal circumstances.
     During periods of wet weather, the land surface may change from green
to brown, indicating that mud will possibly be a significant factor in
military movements.
     During snow, once the snowfall has accumulated to a level where  it
is a noticeable impediment to movement, the surface will turn white or
silver-gray.
     These color changes are not for asthetic effect, but to signal you
when conditions are arising that affect your strategy.

     Over the terrain, you will notice man-made objects, such as
airfields, roads, fortifications, and cities.  All these are important,
but cities particularly so.


     Cities.
     ------
     
     Cities are very important objects in CRISIS, and they have a number
     of attributes.
     
   * Name:  All cities have a name.  You can change the name of cities
           that you own or are in control of.

   * Owner:  A city can be owned by either side.  Ownership can change
           -- in fact, this is basically the object of the game. A city
           is owned by the side of the last unit that marched through
           it.  At the start of a scenario, cities are already assigned
           an owner in most cases. The owner can use the city for supply
           and production.

   * Size:  This is the population of civilians in the city.  The total
           of all loyal citizens in all owned cities represents the
           population of the nation, from which a percentage can be used
           as replacements for combat losses.  When this percentage is
           used up, there can be no more replacements.  Population grows
           slowly with the birth rate, and declines with combat losses,
           (those used as replacements and civilians killed by bombing
           and combat in the city).  Another factor defining the size of
           the city is the number of structures within it.





                               -11-

   * Loyalty:  This is the percentage of the city's population that is
           loyal to the owner.  This can change over time.  The
           percentage of disloyal population represents a source of
           spies for the opposition, and is not available for factory
           work or as combat replacements for the owner.  A city that is
           predominately disloyal to it's owner requires that a
           substantial garrison be kept in the city at all times if the
           owner wishes to use the city's supplies and/or its production
           facilities.

   * Supply:  Represents how rich the city is in material supplies.  One
           hundred percent is enough to supply the city's population.
           Over 100 is a surplus which can be used to support military
           units without starving civilians.  Using the material supply
           percentage below 100 percent for your military units will not
           improve a city's loyalty towards your side, you can be
           assured. See "logistics" and "resource management" for more
           information on how cities supply the military.  Note: A
           percentage of 999% means the supply cannot be exhausted.

   * Production:  Cities contain factories.  These factories can be
           assigned to produce new units of any type in the game (see
           below for descriptions of units).  A later chapter,
           "Production", details how to manage your factories.

   * Efficiency:  This represents how damaged the city's production and
           transportation facilities are.  100 percent means no damage,
           and units can be produced at maximum speed.  50 percent means
           new production will take twice as long to get ready as at 100
           percent.  A City's efficiency can be reduced by enemy action
           such as strategic bombing, and will repair itself over time,
           or it can be repaired faster by the use of military
           engineers.

   * Damage:  Expressed as a percentage, this represents the amount
          of damage to the infrastructure of the city.  A city with 4 percent
          damage, and 10,000 buildings, would have 400 of it's buildings
          wrecked.  Damage is done when combat occurs in cities, and is
          repaired at the scenario-designated rate.

   * Casualities:  Humans live in cities, and when combat occurs they
          too are killed and wounded, even if the troops do not intend
          for this to happen.  The extent of casualties caused by combat
          are determined by the time period involved, the type of combat,
          and the "Precision" of the fighting units.  "Precision" is
          explained under Units, below.
                       





                               -12-

     Military Units.
     --------------
     
     These units represent separate self-contained military
organizations with their control staffs and the humans and machines they
make war with.  Units have many important attributes which govern how
they perform their duties.

   * Name:  Each unit has it's own name.  You can change the names of
            your units at any time.  When new units are created, the
            game will provide a default name for you based on the
            organization size, for example, "3rd Infantry Division",
            or "22nd Armored Brigade".

   * Size:  The actual number of troops and vehicles assigned to the
            unit.  This will change over time as the unit suffers losses
            and receives replacements.

   * Power:  Two ratings, offensive and defensive power.  These are used
           to determine relative power when units engage in combat.  For
           example, two units, both with an offensive power of 8,
           attacking a single unit with a defensive power of 8, would
           achieve a two-to-one odds ratio for the attack (this is
           simplified for illustration.  In actual practice, before odds
           are determined, the power factors are adjusted for unit
           efficiency, quality differential, terrain, weather, and a
           host of other factors).

   * Speed:  This is how fast the unit can move, in Miles Per Hour.
           Determines how many squares a unit can move in one turn,
           subject to movement rules documented below.  It's important
           to realize that this is the unit's movement speed, not the
           speed of the individual components that make it up.  For
           example, though a tank could drive steadily at 25 Mph, the
           speed of an armored division is still at best 4-5 Mph,
           because we are taking into consideration all the factors that
           go into the movement of a complex organization.

   *Precision:  This factor, a number from 1 to 9, determines how much
           collateral damage a unit inflicts as it fights. "Collateral
           damage" is that caused by land units fighting in and around
           cities, and air units that bomb cities from the air. A lower
           number indicates a high precision, which translates into low
           civilian casualties.  A higher number indicates more damage.
           Example:  Modern precision-guided weapons cause far less
           unintended damage than the iron bombs dropped in mass
           quantities in World War II.





                               -13-


   * Efficiency:  This factor varies constantly, and determines how much
           of it's combat power and maneuverability the unit can use.
           Efficiency declines as the unit moves and fights, but will
           recover so long as the unit maintains a line of supply. Units
           that are unsupplied CANNOT recover lost efficiency.

   * Specialty:  The unit's role, can be Combat, Administration (HQ),
           Intelligence, Supply, Engineering, or Transport.  Specialist
           units provide important, even critical services to the basic
           fighting units in your army.

   * Range: Some specialties have a limited range.  Supply and
           intelligence units, for example, or air units in general.
           When range is applied to a land or sea combat unit, it means
           the unit can attack enemy units at that range.  For example,
           in land units this would apply to artillery, and many sea
           units with big guns can throw shells many miles.

   * Quality:  Units have a quality rating, indicating their general
           competence level at their mission.  Quality 0 is the lowest,
           representing basically an untrained mob, and quality 9 is the
           highest:  the Elite of the Elite.  Most units range somewhere
           in between.  Quality can have a dramatic effect on how a unit
           fights, see the "Combat" section for more details on this.

    The actual kinds of units you have in CRISIS depends on the
scenario. Unit types can be created or modified in the MapMaker program
which is used to design CRISIS scenarios. Virtually the only
"predefined" unit type in CRISIS is the HQ. All others may and often
will vary according to the time period of the scenario.  These are
typical units for the "generic modern" unit sets in the primary CRISIS
learning scenarios:

 HQ: Headquarters unit.  There is always one, called "Supreme Command".
           There may be others provided with the scenario, or you can
           create your own new ones, and dissolve others.  Any HQ can
           command any number of any other units.  HQs have all the
           movement restrictions and attributes of ordinary land units.
           They are weak and not meant for fighting, and must be
           protected by other combat units. Any land attack on an HQ by
           an enemy combat unit is almost sure to destroy it, and the
           destruction of an HQ results in an immediate loss of
           efficiency for all the units under it's command -- in short,
           a disaster.
             







                               -14-

    Examples of Land Units.
    ----------------------
     
 IN  Infantry Division.  The basic foot-sloggers.

 MI  Motorized Infantry.  Infantry unit with generally more mobility and
           power than the non- motorized version.

 AR  Armored Division.  Consisting of Tanks and other powerful armored
           vehicles, this is even more mobile and powerful than the MI
           division.  The most powerful combat units you will have.

 IU  Intelligence Unit.  Weak and vulnerable, these units are
           intelligence staffs, equipment, and scouts.  They can
           sometimes detect enemy units at a distance, typically, of up
           to 30 miles.

 SU  Supply Unit.  These vital units maintain supply lines to the combat
           units so their efficiency can recover.  They too have a
           maximum range of about 30 miles.  It takes many supply units
           to sustain an advancing offensive.  Weak and vulnerable, they
           are a prime target of enemy operations.

 EU  Engineering unit.  This unit can build, destroy, or repair objects
           on the map, over time.

 LT  Land Transport.  These units can "carry" other units inside them
           overland, often faster than the units they are carrying.
           Units carried do not suffer attrition like when they move
           under their own power, but they cannot fight while being
           transported.

 SF  Special Forces.  This is a small but powerful unit, that is very
           difficult for the enemy to detect.  It can remain invisible
           even to enemy units that it is next to.

 RA  Radar Unit.  This special land unit (of subtype "R") is vital to
           give early warning of the approach of enemy aircraft.
           Without functioning radars in modern scenarios, air
           intercepts of the enemy will be difficult.  When an RA is at
           80% or below efficiency, it no longer functions until it
           recovers to above 80 percent.  In this way, air defenses can
           be crippled by air attack.

 AA  Anti-Aircraft unit.  This is a special land unit, of subtype "D",
           which when in a square that is suffering air attack on any
           ground target, will attack and cause damage on the attacking
           aircraft.  It is not necessary that the aircraft actually
           attack the AA, only that the square containing the AA have
           any unit in it attacked from the air.



                               -15-

 FA  Field Artillery.  This unit represents a battery of heavy field
           guns.  It is strong on attack, but very weak on defense.  It
           has a range attribute, so it can attack units on squares
           beyond one square.
             


    Examples of Air Units.
    ---------------------
     

 FI  Basic Fighters.  These units engage other air units to destroy
           them.

 BM  Level Bombers.  These are heavy aircraft that strike land targets.
           They are weak defensively and are vulnerable to attacks by
           enemy fighters unless escorted.

 FB  Fighter/Bombers.  A combination of the two above types, they can do
           either role competently, but neither quite as well as the
           specialists.

 AI  Air Intelligence.  This unit is used for Air reconnaissance,
           searching for enemy units on the ground.

 AT  Air Transport.  Like the Land Transport, this unit can carry other
           land units inside it (only Land units -- other Air units or
           Ships can't be carried).  Air transport is much faster, but
           has far less capacity, than a typical land transport.

 FS  Stealth Fighters.  Special units, powerful on offense but weak on
           defense, which are difficult for enemy radars and other air
           defenses  to detect.


    Examples of Sea Units.
    ---------------------
     
 DD  Basic Destroyer, a small, fast, but relatively weak ship.

 CR  A Cruiser.  Larger and more powerful than the destroyer. Often has
           some small transport space also.

 SB  Submarine.  Underwater craft difficult to detect and powerful in
           attack but weak in defense.

 BA  Battleship.  Most powerful of the surface sea units.

 AC  Aircraft Carrier.  Transports air units, which can conduct active
           air operations from this ship.



                               -16-

 TT  Troop Transport.  These ships can carry any other land or air
           units.  However, the air units cannot operate from these
           ships like they can from Aircraft carriers. These are the
           most capacious of the transport units.  Like all ships, they
           are faster than land units. Transports are very vulnerable,
           and if damaged or destroyed, their cargo units are likewise
           damaged or lost.

 SI  Sea Intelligence.  A seaborne Intelligence unit for detecting the
           enemy at greater than normal distances.

 SS  Supply Ship.  Able to deliver supplies, particularly fuel, to the
           other types of ships.  Supply ships can also supply land units
           providing they dock close to shore and have land supply
           specialist units to unload them.






































                               -17-

     Concerning Strategy
     -------------------

     CRISIS is a Strategic wargame. It's possible you might look upon
this statement as redundant, after all, aren't all wargames strategic in
nature?  They all involve using a strategy to win, whether you're
playing the role of squad leader, tank commander, fighter pilot,
division commander, or Commander-in-Chief.

     But in CRISIS, we are talking about strategy in the technical
military sense, not in the general sense of "a plan to win".  There are
several terms to describe the different levels involved in the decision
making process in wartime:

     * Grand Strategy:  this is the province of the national leader or
       leaders; it is the formulation of the goals of the war and the
       general policies that will be used to try to gain those goals.

     * Strategy:  this is the province of the "Supreme Military
       Commander" (or commanders, in a multi-theater war); it is the
       design and supervision of a plan or plans to use the nation's
       military power to best accomplish the goals and policies defined
       by Grand Strategy.

     * Operations (sometimes called "Grand Tactics"): This is the
       science (or art) of directing military forces in order to meet
       the specific missions designed by the Supreme Commander.  It
       includes not only combat, but manuever, logistics, and every
       aspect of military operations.

     * Tactics:  When strategy and operations lead to combat, Tactics
       is the art of directing the combat forces in such a way as to win
       the fight.

     CRISIS covers the levels of Strategy and Operations.  Grand Strategy
is present only in that your goals have been defined for you (by the
scenario designer or the historical situation) as your start each game.
Tactics is abstracted, in that in CRISIS, when units fight, the outcome
of the tactical operations of both sides is determined by a combination
of the strength, readiness and quality of the units involved (plus a
random "luck" factor.

     Playing CRISIS, you take the role of the Supreme Commander, and
possibly the roles of the subordinate and unit commanders under his
command.  A typical scenario does not start on the eve of battle, but
far enough away from it so that you have a wide choice of strategic
options for accomplishing your goals.





                               -18-

     The purpose of this section is to give you some broad, general
principles that will make you a successful strategist rather than a
frustrated and defeated one.

     The CRISIS system has been designed so that it is possible (but not
obligatory!) to make campaign scenarios that have a very high degree of
what we call "Strategic Realism".  What do we mean?  Very simply, this
means that when playing an accurately constructed, realistic scenario
(like most of those that come with the game) the problems and
opportunities you have are the same ones that a real commander would
have in that same situation out in the "real world" away from your
computer screen.  Not only that, but the considerations that you reflect
on to make your decisions are the same as his would be.

     The most important principle for you to know about is one called
the "Primacy of the Defensive".  This means that on the strategic scale,
the defense is more powerful than the offense.  It is a generally
accepted maxim that to prevail, an offensive force must apply a ratio of
force of 3 to 1 or greater at the point of attack.  This may surprize
you, because on a tactical level, this is not always true.  It does not
always take 3 or more tanks to defeat one.  But on the strategic level,
we are not talking about numbers of troops or weapons, but power.  A few
soldiers, better trained and motivated, and carrying superior weapons,
wield far greater power than larger numbers of inferior troops.

     The other extremely important thing to know about is the concept of
concentration and dispersal.  A concentrated force is a powerful one, a
dispersed one is a weak one.  The goal of strategy, stated as concisely
as possible, is to produce a concentration of your forces against a
dispersal of the enemy at a decisive point in space and time.

     The combination of these two important concepts (and others) has
produced a strategic method known as the "Indirect Approach".  CRISIS is
based on this.  If you understand and apply it, as every truly great
general of the past and present has (often without calling it by that
name), you will win this game more often than not.

     This Indirect Approach is not a laundry list of things to do to
win. Instead, it is an idea, and a simple and obvious one if you think
about it:  In order to produce a winning concentration in space and time
against a losing dispersal of your enemy, you must do the unexpected
thing in an unexpected way.  You must deceive, baffle, mystify, and
confuse your opponent before the clash of arms occurs, so that you have
maximum strength at a decisive point against the enemy's weakness.

     If you attack force-on-force, as has been done so often in the
sorry history of mankinds' wars, you will at the very best win a long
battle of attrition.  Quite likely, you will reach a bloody stalemate or
suffer a disastrous defeat.

     Remember this, apply it, and you will be a great CRISIS player.

                               -19-






                     Military Operations in CRISIS
                     =============================










   "Military tactics are like unto water; for water in it's natural course
   runs away from high places and hastens downwards.  So in war, the way to
   avoid what is strong is to strike what is weak.  Water shapes it's
   course according to the ground over which it flows; the soldier works
   out his victory in relation to the foe he is facing."

                                         -- Sun Tzu
     




























                               -20-


                             Movement.
                             ========


         "Appear at points which the enemy must hasten to defend,
         march swiftly to places where you are not expected."
                                               -- Sun Tzu.
     

     Moving units is a military fundamental, and probably what you'll
spend most of your time playing CRISIS doing.  Like all military
operations in this game, it is very easy to do -- so easy that many
novice players don't realize the effect of movement on their units.  Try
to keep in mind that CRISIS is a realistic game, and that when you slide
a unit several squares across the map, you have ordered thousands of
troops and vehicles to pick up, pack up, and travel many miles possibly
over difficult obstacles.  This has a detrimental effect on the unit, as
we will explain in the rules below.

     Movement Rules.
     --------------

     Units must move on terrain which is appropriate for them.  This
means that land units must stay on land, and sea units must stay on
water.  Air units are really land units, and can move overland by
marching.  They also can fly from airfield to airfield very quickly.
Land and air units can also be carried by other units, both land, sea,
and air transports.  See "Transportation" for the rules on this option.

     CRISIS maps are divided by squares.  How many squares a unit can
move in one turn is determined by four factors:

     1)  The unit's basic speed as defined by the unit type.  You can
         see any unit's speed by pressing the "I" key over the unit.
         You may however be surprized that even a fast unit is usually
         no more than 5 or 6 Mph (or KmH).  This is because all factors
         involved in large unit movement are considered...not just how
         fast for example the vehicles the unit uses can move.

     2) The unit's current efficiency rating, which is how much of it's
        speed can be used.  At 50 percent, a 4 MPH unit can only move
        at 2 MPH.

     3) The terrain the unit is moving through.  Moving over roads is
        fastest, clear land next fastest, forest or rough terrain is
        slower, and highlands even slower than that.  In addition,
        crossing a river without a bridge is slow (or impossible for
        some units); plus, moving in wet or muddy conditions, or at
        night, will slow down movement (see "weather").  Moving through
        a city has a severe effect on speed of movement.


                               -21-

     4) The direction of movement.   This may surprize you...but we need to
        explain that CRISIS calculates movement very precisely, down to the
        mile (or kilometer) regardless of the scale of the map and the size
        of each square.  Thus, when you move diagonally, you are crossing
        more territory than if you move straight.   One and a half times,
        to be exact.  Therefore, for example, a unit which could move 6
        squares due west, could move only 4 north west.  This is realistic
        and accurate...it compensates for CRISIS using squares rather than
        hexes (which offer equidistant movement in all 6 directions).

     Movement is a difficult operation, and it reduces a units'
efficiency to perform it.  The amount of reduction depends on the unit's
type and the difficulty of crossing the terrain.  This reduction is
commonly known as "attrition".
     You should always try to travel over the easist terrain, which
will also be the fastest, unless you have sound military reasons (and
there are many of these) for doing otherwise.

     There are two special restrictions related to the presence of the
enemy.  1) it costs a 50 percent movement penalty to make a move next to
an enemy unit and 2) it is not allowed to move diagonally between two
enemy units.
    Note that when a unit is executing a move order, and comes in
contact with an enemy unit, the move order is automatically canceled.

     How to Move Units.
     -----------------
     
     Normally, you simply click on the unit to move, and drag the white
square to the unit's destination, and release the mouse button.

     If, however, the unit to move is in a stack and not on the top of
it, you need to get the unit to the top.  Right-click on the stack and
you'll get a menu of units in the stack.  Click on the unit you want,
and you then get the tear-off menu for the unit.  Click on "cancel" to
get rid of it, then drag & drop the unit to it's destination.

     Move orders issued this way are "normal speed" marches.  The units
will rest during the night.  To increase the speed of the march by about
33 percent, but at a cost of more attrition and straggling during it,
you can order a "Forced march".  To do this, right-click on the unit to
get the tear-off menu, then click on "Move".  The prompt will say
"Select destination" at the top of the map.  Over on the control panel,
click on the "Forced" button.  Then, on the map, clink on the
destination square.

     If you direct a unit to move by dragging and dropping it during
a night turn, the unit will move that night and not wait until the
next day.  This is a "temporary forced march".  If the move carries
over into another night turn, the unit will rest unless given an
explicit Forced March order.

                               -22-

     Anytime you issue a march or move order, it cancels any other order
the unit may have been executing at the time.

     When a unit is moving, and it encounters an enemy unit, the move
order will be cancelled.  Another order will need to be issued to
keep the unit moving.


     Air Movement.
     ------------

     When air units want to move, they have two choices:  slowly
marching over land, or flying from airport to airport.  The land
movement is accomplished in the same way as any other land unit moves
... just be aware that to operate, air units must be placed in a square
with an airfield.

     If you choose to fly, you must first be located in a square with a
friendly airfield.  Then, simply drag the air unit to a destination
airfield. The destination you select must have a friendly airfield in
it, or an aircraft carrier type ship.  When you drop the unit, it will
immediately fly to it's destination.  This is an air flight, and it is
subject to intercept by enemy aircraft during the flight. Once it lands,
you can then give further orders to the air unit if you like, until the
air unit has used up all it's movement points for the current turn.

     Movement points for air units are subtracted for flying across
squares, of course, but they are also subtracted for ground operations,
such as loading units onto transports or landing/takeoff.  This
represents the time taken by all these operations, so as not to give air
units an unrealistic amount of game time to conduct air operations.  Air
units cannot execute any air-operation orders until there are sufficient
points available.  Since points are deducted for operations such as
loading and unloading, a transport unit for example may not be able to
actually make it's flight until a turn or two after the units have
loaded aboard it.


     Airborne Operations.
     -------------------

     CRISIS provides a strategic movement feature of allowing military
units (including supply units) to be "dropped" from transport aircraft
without having to land at an airfield.  To airdrop a unit, load the unit
aboard an air transport, then right-click on the transport and select
the "Air Drop" order. When you select the target, it must be a square
free from enemy units (it can contain friendly units).  The air
transport unit will then fly to the target drop area.  During it's
flight, if it is detected and intercepted by enemy air defenses, combat
may occur one or more times. Losses to the transport unit will likewise
reduce it's cargo unit, as in normal CRISIS rules.

                               -23-

     Once the transport appears over the drop zone, the unit will be
dropped out of it.  During this drop, the unit will suffer an efficiency
loss.  The amount of the loss depends on four major factors:  1) the
quality of the transport unit (higher means less loss), 2) the quality
of the dropped unit (again higher quality means less loss), 3) weather
conditions -- bad weather (or night) means more loss, and 4) proximity
to the enemy -- units dropped next to enemy units will suffer higher
loss.  It is possible for a low or medium quality unit, dropped near the
enemy in marginal weather, to suffer so much loss as to be practically
destroyed when it hits the ground.

     As you can see, airborne operations are not a magic bullet.  They
are risky and expensive. You should use only highly-trained, elite units
if possible, and be sure weather is good in the DZ.  Try not to drop at
night if possible, although this is a tradeoff -- night drops can reduce
the likelihood of enemy air intercepts.

     We mentioned dropping supply units.  This can be done in order to
offer some help to cut off ground units, but again some or even most of
the supplies thus dropped may be wasted, as happens in real combat.


     Maximum Realism in Movement.
     ---------------------------

     When the "Maximum Realism" option is selected, it has several
important effects on normal CRISIS movement:

           * When you move a unit that has low efficiency, the unit will
drop off men and vehicles as it moves.  The lower the efficiency, the
higher the losses will be.  This is called the "straggling" effect, and
the exact numbers are a function of the definition of the scenario you
are playing.  Straggling is higher in lower quality units, and is higher
during bad weather than in nice weather.  Those troops that have
"straggled" will show up as "missing" casualties, and some will be
recovered when the unit is put into "reserve" for replacements and
recovery.  But not all stragglers are recovered -- these are "deserters"
and are gone forever.

           * When a unit moves in a given direction, the unit is then
considered "facing" in that direction.  When the unit stops moving, and
waits one turn, it is no longer facing in a direction but is "encamped".
When a unit is given a defensive order such as "hold", it is facing the
enemy. The point of the "facing" direction is that if the unit is given
an order to move in a direction 90 degrees off from it's facing
direction, that movement will be delayed somewhat, and the attrition for
the movement will be higher than if the unit moved in it's facing
direction.  A 180- degree shift is the same, but it's effects are even
more pronounced.  Units in camp, or in reserve, can move in any
direction without penalty.


                               -24-

           * In scenarios in which Maximum Realism is selected
(generally, realistic ones set between 1700 and 1870 -- this includes
the American Civil War), units which move to their left will suffer
greater disruption and delay than units moving to their right.



     Movement Tips.
     -------------
     
     -  Do not move units unless necessary to accomplish a purpose.

     -  Unless speed is essential,  move over the easiest terrain and do
           not "force" the pace. This minimizes efficiency loss due to
           movement.   Rest your units often whenever possible.

     -  Stick to roads whenever possible (unless you are trying to avoid
           detection from the air) and always cross rivers over bridges.
           
     -  Be cautious near the enemy or in unknown territory.  Units are
           vulnerable when caught in motion by a sudden attack.

     -  Units in motion are more detectable to enemy intelligence,
           particularly from the air.  Air units can often judge a units
           size and power if they fly over it when it is moving.  To aid
           in stealth, move at night and/or under forest cover.



























                               -25-

                               Combat.
                               ======


        "The whole art of war consists in a well-reasoned and
         extremely circumspect defensive, followed by rapid and
         audacious attack."
                                               -- Napoleon


     Combat is the essence of war.  It is always initiated in CRISIS by
an explicit "attack" order - - it never occurs spontaneously as a result
of contact or proximity to the enemy.  Units can and often do remain in
contact with the enemy without fighting.

     There are significant differences in the way combat occurs in the
three spheres of land, sea, and air; but the way the result is
calculated is the same for all of them.  We will discuss each in turn.


     Land Combat.
     -----------
     
     Land units are ordered to attack objectives by selecting a square
to be taken.  If there are no enemy troops in the square when the
attacker reaches it, the attack is in effect just a move. But if there
are one or more enemy units in the square, combat will occur to
determine if the attacker gains the objective and at what cost to both
attacker and defender.

    For each objective assigned to be attacked in a given turn, the raw
offensive power rating of all attacking units is added up, with each
being adjusted for the unit's efficiency first.  That total is then
compared to the defensive rating of the most powerful defending  unit in
the objective square, adjusted for it's efficiency.  The totals for each
are adjusted for terrain and weather effects, and also adjusted for any
difference in the quality ratings of the units, then a ratio of offense
to defense is obtained.  This ratio is looked  up in the combat results
table, where one of a range of eight possible results for each ratio is
selected randomly.

    Those results determine the percentage losses for the attackers and
the defender.  The attacker's loss percentage is applied to all the
attacking units, decreasing their power and size by that percentage. The
attackers efficiency is also reduced by the effort of the attack, the
amount of the reduction depending on the terrain and the result of the
attack.  Possible results are, from the point of view of the attacker:

 * Repulsed.  The attacker suffers heavy loss in comparison to light
           losses by the defender, plus a high loss of efficiency also.
           A definite victory result for the defense.


                               -26-

 * Checked. The attacker(s) do not succeed in forcing the defender to
           retreat, and the losses for both sides are roughly similar.
           The attack may be resumed next turn with continued chances
           for success.

 * Defender retreats.  The defender unit, and any other units in the
           objective square, are forced to retreat, while the
           attacker(s) move into the objective.  This results in an
           additional efficiency loss to the defender.

 * Defender overrun.  This is a definite victory for the attacker(s),
           with the defending unit being destroyed.  Any other units in
           the objective square are forced to retreat with consequent
           extra loss of efficiency.  The attacker(s) move into the
           objective square.

     The four possible results above are not determined based on the
percentage of losses, but instead are based on the quality rating and
efficiency of the defender. Lower quality units will retreat or
surrender more easily than higher quality units, and the lower the
defender's efficiency, the more likely it will retreat.  Thus a high
quality unit, at high efficiency, can hold despite heavy losses, whereas
low quality or worn-out units can retreat or surrender even with
relatively light losses.


     Flank Attacks.
     -------------

     One of the principle ways to gain odds in your favor is to attack
enemy units on the flank. In CRISIS, this means forcing the unit to
defend from more than one direction at once.  In order to understand how
this works, it is necessary for you to understand what CRISIS, using
it's map squares, considers a "direction":

      When a unit is positioned in a map square, it is surrounded by 8
other map squares.  Any 3 contiguous squares are considered a single
"direction".  Thus, an example, below:  Unit XX is faced by enemy units
AA, BB, and CC north of it.  If these 3 units attack, they are all
attacking from the same direction, thus there is no flank attack:

                              AABBCC
                                XX

      But if a fourth enemy unit, DD, appears on any other square, then
the attack is a flank attack:

                              AABBCC
                                XXDD




                               -27-

      All the enemy units don't have to attack to get the flank effect.
Their mere presence, forcing the unit to defend in another direction, is
enough to get the flank attack bonus if any one of them attacks. These
are further examples:

    AA                  AA  BB               BBCC              AA
      XXDD                XX                 AAXX                XXBB
                                                               CC

    Flank               No flank             No flank          Three-way
    attack!             attack.              attack.           attack!!

      In the fourth example, XX is being attacked from 3 directions at
once.  The flank effect is even more pronounced here. The amount of
penalty to the defender is a scenario variable, and varies by unit
quality, being worse for low-quality units.  Typically, a 2-direction
attack on an average-quality unit results in 25-30 percent drop in
defender power, and a 3-direction attack about a 50 percent drop!


     Air Combat.
     ----------
     
     Air combat is fundamentally different than land combat
strategically, and it is more complex.  We will discuss air offense
against both air and ground targets, then air defense.


     Offensive Air Operations.
     ------------------------
     
     You can order your fighter and fighter/bomber units to attack enemy
air units, which will likely result in air-to-air engagements.  The
objective of these engagements is not to gain ground, of course, but to
destroy more enemy aircraft than you lose.  The way to do this is to
have a numerical or a quality advantage.  Quality ratings count for much
more in air combat than in land combat -- a higher quality unit will
almost always inflict greater losses on a lower quality unit, even if it
is outnumbered in the engagement.   Of course, as in all combat, the
units are adjusted for their current efficiency ratings.

     To order an air unit to attack, that air unit must currently be in
a square with an airfield.










                               -28-

     You can order your level bomber and/or fighter/bomber units to
attack land targets as well, including enemy cities.  In this case, you
select not a square to attack but a specific enemy unit, city, or
object.  If the unit has antiaircraft capability, or has an antiaircraft
unit to defend it in the same square, the attacking air unit will match
up to the unit and combat will be resolved before the results of the air
strike on the target are calculated.  Air strikes almost always succeed
to some degree, the question is the cost in aircraft versus the results
obtained.

     The results of air engagements are measured in aircraft lost for
each side, plus ground damage in air-to-ground strikes.

     In either air-to-air or air-to-ground attacks, your attacking unit
must fly to it's target before attacking it.  During this flight, the
unit will likely be detected and face one or more intercepts by the
enemy's air defenses, which can consist of defensive fighters and/or
surface-to-air missiles or antiaircraft batteries.  This will result in
air-to-air battles and ground-to-air battles before the ordered
engagement even begins.

     A prime objective of offensive air operations is always to catch
the enemy airforce "on the ground".  This is difficult to achieve if the
enemy is wary.  Although you target enemy air units located in their
airfields, the units will rise up to defend themselves if, and only if,
your attacking units are detected as they fly to their target.  There
are two ways to be detected: 1) Radar contact, or 2) the attacking unit
flies directly over an enemy unit and is observed from the ground.  If
the inbound attacker is not detected, the defending air unit is struck
"on the ground", which will result in high losses for the defender and
low ones for the attacker.  Thus, to achieve surprise when the enemy has
radar, one must either use Stealth aircraft (if available), or knock out
the radar installations before the airfield strike is launched.




















                               -29-

     Air Defense.
     -----------
     
     You can defend against enemy air attacks with your own fighters, or
with land-based antiaircraft guns and missiles.  The best defenses are a
combination of these techniques.

     Air defense by fighters is based on "Air defense zones", which are
circles around friendly airfields where your fighter units have been
given defensive 'hold' orders.  Each unit so ordered will look for any
incursion by enemy air units within it's air defense zone.  When an
incursion is detected, the defending unit will automatically fly an
intercept to engage the enemy unit. Intercepts do not always succeed.
The enemy unit may not be flying directly into the zone, but may be only
crossing part of it.  If the enemy unit leaves the zone or strikes it's
target before the defending unit can reach it, the intercept is
automatically canceled.  The point of intercept is realistically
calculated based on the airspeeds of the intruding and defending units.
After an intercept engagement, the attacking unit will likely continue
on to it's target.  It may be intercepted again and again on it's path
by other air defense units (only one intercept per attack is computed
for each potential interceptor). The point of air defense is not so much
to stop enemy attacks directly  as it is to inflict unacceptable losses
on the attackers without taking the same yourself.

     A good way to do this is to use ground-based air defenses.  Guns
and missiles are relatively cheap and can inflict aircraft losses on
attackers even though they never actually stop an attack from inflicting
some losses on you.

     Successful modern air defense is based on the availability of good
radar for early detection of intruding aircraft. CRISIS fully simulates
the strategic and operational aspects of this by implementing special
"radar" units, without which your air defense system is blind and nearly
helpless.  But these Radar units are units like any other -- they can be
attacked and damaged or destroyed by the enemy's forces, from the air,
land, or sea.  On defense, you must protect your Radars, and hide them
if possible, and on offense, a good strategy is to attack the enemy's
radar system and air defense HQ's.


     Combat Air Patrols.
     ------------------

     Another, very commonly used and very flexible method of air defense
is to order your fighter units into "Combat Air Patrols" (CAPs).  These
are ordered exactly like Air Recon patrols (which are explained in Air
Recon section of the Intelligence chapter), but instead of Recon units,
they are given to Fighter and Fighter/Bomber air units.  These units
will patrol their assigned combat zones, and will intercept any enemy
aircraft they detect in the zone.


                               -30-


     Detection is not automatic, and depends on these major factors,
roughly in this order: 1) presence of friendly radar -- if a radar unit
covers the zone, ground controllers will vector the patrollers onto any
penetrating enemy aircraft, almost without fail (except for enemy
Stealth units), regardless of other factors, 2) density of patrolling
aircraft -- the fewer miles per plane in the zone, the more likely
intercept will occur, and 3) weather -- bad weather (in the absence of
radar) makes interception less likely. As the units patrol, so long as
they are not engaged in combat, they will look down and report any
ground units they see, so these CAPS also provide some air recon -- but
since the pilots are mainly scanning the skies for the enemy,
information is not as good as from specialized Air Recon units.

     When CAP zones overlap with those of the enemy, this will result in
constant air combat, until one or the other side realizes they are
losing, and cancels the zone.  Cancellation is never automatic, but
units suffering badly will send a message to their commander requesting
help or cancellation.

     CAPs are also used to provide air cover to your ground units.  When
the enemy shows that they are striking your ground units from the air,
CAPs can be laid over the attacked units -- thus intercepting the
strikers and distracting them so as to reduce ground damage, and make
them pay for their strikes in more lost aircraft.


     Sea Combat.
     ----------
     
     Like air combat, in sea combat the object is not so much to gain
territory but to sink enemy ships.  In accomplishing this mission, the
most important factor is not quality (though this is important) but
sheer power.  Always attempt to attack weaker ships with stronger ships,
since the stronger almost always prevails in sea combat.

     Sea combat works like land combat, in that ships can be ordered to
attack other ships.  The combat is resolved in much the same way, with a
ratio determined by the comparison of the attacker to the defender.
Then the damage inflicted to each ship in the engagement is calculated
from the combat results table with a random factor included.  The
results are reflected in the amount of efficiency lost by each ship.
It's possible that either ship could be sunk, heavily damaged, lightly
damaged, or untouched.









                               -31-

     How to Order Combat.
     -------------------
     
     Simply dragging a unit to an enemy target (whether that target is
a unit, city, or objective) indicates you want to attack it.  When you
drop the unit, you will have a menu of choices of attack types:

     * Normal:  This is a normal, scheduled attack.  The order will be
       accepted but the attack does not actually occur until an
       'execute' is done either from the control panel or by ending your
       turn. This attack will combine with any other attacks on the same
       target.  Valid for all attacks.

     * Immediate.  The attack is ordered immediately, and resolved
       immediately.  It does not combine with any other attacks.
       Valid for all attacks.

     * Supporting:  Behaves like a "normal" attack, and combines with
       others, but the attacking unit will *not* advance if the enemy
       retreats, and the attack only uses 1/2 of it's offensive power
       in the attack.  Valid for land type units only.

     * Assault:  Behaves like a "normal" attack, and combines with
       others, but if the attack is neither repulsed nor succeeds,
       it will be repeated automatically.  The assault sequence only
       stops after success, a resulse, or the attack unit(s) run out
       of movement points.

     For air units, the attacking unit must be in a airfield before it
can participate in an attack.   If an air unit is dropped over a city,
you'll be asked if you want to attack the city.  If you reply "yes",
a normal attack is scheduled against the city, not any units in it.
If you reply "no", you are attacking a unit in the city.
     Land and Sea units attack an objective square.  Air units attack a
specific unit.  If the target contains a stack, the unit attacked is the
one on top of the stack.  To attack another unit, right-click on the
stack, then click on your target unit to bring it to the top before you
drag the unit to attack it.

     Units automatically defend against attacks, of course, but you have
control over the disposition of defending units to some degree. To boost
a units defensive potential, you can place it in "hold" status, which
means it will be on alert and dug in to repulse an attack.  To do this,
select "hold" from the tear-off menu. The unit will hold it's position
until the Hold order is canceled or the unit is overrun or forced to
retreat.  But keeping a unit in Hold status uses up more efficiency per
turn, so don't use it unless the unit is likely to be attacked.





                               -32-

     To order an air unit to defend, give it a "hold" order just like
you would a land unit.  But in this case, you will be presented with a
window asking to enter the radius of the "Air Defense Zone".  This is a
number of miles around the airfield where the air defense unit will
attempt to intercept any intruding enemy air unit.  You can assign
overlapping air defense zones. Generally, only assign Fighter-type units
to air defense, in a pinch you can use fighter/bombers, but NEVER assign
bombers to defense.  In the window you will also be asked for "minimum
aircraft".  This means the unit must have at least this number of
aircraft left serviceable to continue to defend.  If the unit's strength
falls below this number, the air defense "hold" order will automatically
be canceled.  This is needed because air defense units can be involved
in many intercepts before you have a chance to change any orders.

     For Sea units attacks are ordered in the same way as other units,
The ship will move within range if it is not already there, then fire
it's guns on the target.  It will always fire from maximum range unless
you move it closer first before ordering the attack.

     You may select any land target for bombardment by the ship's guns,
if the target is within range.  Sea bombardment will generally not
destroy a land target, but it can damage it and cause severe loss of
efficiency if the ship is big and powerful enough.



     Combat Tips.
     
     Do:

      - Apply enough power to win.  Attack with your strength against
           your opponent's weakness.  Don't hold back when the time to
           attack has arrived.
                 
      - Strike your enemy's soft spots.  Try to reach his supply units
           or HQs in the rear.  Destroy these, or cut off his combat
           units from their supply source, and you can win a brilliant
           victory by forcing the enemy to attack you at very
           unfavorable odds.
                  
      - Attack on the enemy's flanks and rear.  These are their weak
           points.  Whenever possible, attack an enemy unit on a flank
           from as many different directions as possible.
                  
      - Maneuver to gain an advantage before attacking.  Deceive the
           enemy as to your true point of attack.






                               -33-

      - Use terrain.  Attack with armored units on clear land, where
           they are most effective.   When defending, first choose
           cities which offer the most defensive boost, after that,
           fortifications, then highlands and forest in that order.

      - Use combined arms.  Weaken your enemy with air and sea
           bombardment before attacking.  Reduce their efficiency as
           much as possible while keeping your own efficiency high and
           ready.
                  
      - Secure your flanks.  Try to have your flanks protected by
           terrain features, ideally water or rivers that prevent the
           enemy from attacking them effectively.
                  
      - Always have a well-positioned reserve available to send quickly
           to trouble spots.
                  
      - Pay attention to the quality ratings of your aircraft.  Try not
           to use lower quality units unless necessary -- keep them in
           reserve.  Use lesser quality units in ground strikes against
           the enemy units closest to you, so they will be less likely
           to have to contend with enemy air defense.

      - Attack your enemy's air power before you try to strike his
           ground forces.  Ground attacks are less effective when they
           have to constantly contend with enemy intercepts.  An
           excellent way to destroy the enemy's air power is to
           relentlessly attack his airfields and HQ's, which are the
           basis of his air command/control system.

 
     Don't:

      - Ever attack without a clear purpose.  A failed attack always
           costs much more than a successful defense.  Don't rely on an
           attrition strategy unless you really have an overwhelming
           advantage in long-term resources -- attrition never works in
           the short term.
                  
      - Attack with less than a 3 to 1 advantage in power over your
           defender.  Take into consideration all factors before
           deciding to attack: power, unit quality, efficiency, terrain.
                  
      - NEVER continue a failing attack.  If you can't break the enemy,
           suspend operations and try another strategy.  Many generals
           and game players have lost due to depleting their offensive
           power.  You will be surprised in CRISIS how fast units on the
           attack get worn down and need recovery.
                  




                               -34-


                           Command and Control.
                           ===================



        "All military action is permeated by intelligent forces and
         their effects."
                                               -- Clausewitz



     All units in CRISIS respond only to orders, coming from either you
or another unit acting on your behalf.  The process by which units
receive, attempt to execute, and report the results of orders is called
Command/Control.

     In CRISIS, all orders are transmitted to units through special
units called HQs (headquarters).  In each scenario, each side has at
least one HQ unit which controls ALL other units and HQs, called
"Supreme Command".  This unit represents the physical presence in the
game of you, the CRISIS player.  If this unit is destroyed in combat,
the game is over, with the side that did the destroying the winner.
This is the only way a game of CRISIS can officially end.  Most games
are ended by one side surrendering long before the final destruction of
it's Supreme Command.

     All units in CRISIS except Supreme Command are attached to an HQ.
There may be other HQ units in CRISIS subordinate to Supreme Command.
You can create and remove HQ units, and attach operating units to them,
to suit your organizational needs.  If an HQ is destroyed in combat, all
those units which it controls suffer a drop in efficiency and become
attached to Supreme Command until reassigned.

     When you are playing CRISIS, the order in which you visit units to
give them orders is controlled by your table of organization.  First,
Supreme Command is visited, then all operating units under the control
of Supreme Command.  Then, the first HQ subordinate to Supreme Command
is visited, then all units attached to that HQ, followed by the next HQ
until all HQs have been visited.

     As each HQ is visited in turn, units which have reports to give to
the HQ commander will do so, in the commander's "inbox".  You may, as
commander, read or ignore these at your option and peril.  Units do not
report ordinary operational results, but in fact only things which they
feel need to be brought to your attention.







                               -35-

     Needless to say, HQs are vital and important parts of your forces.
In pre-radio scenarios, when communications are by courier, you will
find it necessary to keep your HQs near the combat units they command.
This may entail creating many new HQs, depending on how you plan to use
your forces.

     HQs need to be protected.  They do not generally have combat power
all their own, and if an HQ is destroyed by enemy forces, the effects on
it's subordinate units are severe:
   
      * Loss of efficiency for all subordinate units.
      * Temporary loss of movement points by all the units.
      * Location and power of all commanded units instantly revealed to
        the enemy.


     Organizational Operations.
     -------------------------


     Creating a New HQ.
     -----------------

     A new HQ can be created easily, but it must created within a city
or town you own.  Right-click on the city, and get the city menu (it will
pop up first if there are no units in it. If there are, select "City
Menu" from the unit menu).  One option is "Create new HQ".  Click on it
and choose a name for your HQ.  It will appear immediately.

     Transferring Units from One HQ to Another.
     -----------------------------------------

     Every unit will be commanded by an HQ at all times.  The only
exception is Supreme Command itself, which has no unit above it.  HQ
units, including new ones just created, all are commanded by Supreme
Command.  You can transfer a unit under one HQ to be commanded by
another.  The unit transferred does not have to be in any particular
physical relationship to the new HQ or to the old one -- only control is
transferred.

     You can "mass transer" all units from one HQ to another, by
select "Transfer HQ" on the HQ itself.  Once you select from target HQ,
all units will transfer and the old HQ will be left unitless.  It can
then be dissolved if you want -- see below.








                               -36-




     Splitting a Unit into Two Units.
     -------------------------------

     Often you may need to make a new unit from an existing one.  The
resulting two or more units will all be smaller than the original, of
course, but this can have it's advantages -- you may need to cover more
ground defensively, for example; or you may want to split up an infantry
division into small parts for garrison duty.

     CRISIS units often have 2 or more "component units".  A typical
example would be a divisional unit, which might have 3 brigade
components.  If a unit does not have more than 1 component, it cannot
be split.
      Splitting is the process of breaking component units out and
making new ones out of them.  If a unit has 4 components, a new unit
spilt out could be composed of 1, 2, or 3 of the original components
of the unit.

     To split a unit, right-click on it and select "New Unit" from it's
menu.  If you don't see "New Unit" it means the unit can't be split.
You'll get a dialog asking how many components of the old unit to make
into the new one, and what the new unit's name should be.

     The old unit part will retain all the components not split, and
will keep the old name, and the new unit would pick up the name you
enter in the window.  The new unit will have the same quality and
efficiency of the old unit, but the strength points and troop/vehicle
counts are split proportionally of course. The new unit will appear in
the same square as the old one, just underneath it in the stack.  The
new unit will have the same commanding HQ as the old unit it came from.
To transfer it's HQ, see "transferring unit's HQs" above.

     Because of the way the Intelligence, Logistics, and Transportation
rules are implemented, units with these specialties can't be split at
all, for to do so would unfairly and inaccurately create extra
capability from "nothing".

     Ships, too, differ.  Ordinarily, a sea unit consists of only one
ship, but this is not necessarily the case for every unit.  Transport
units, for example, often consist of groups.  You can split up a group
of ships into it's components, just like you would split any other unit,
except that of course the split is not based on "slots" but instead on
the number of ships.






                               -37-




     Merging Two Units into One.
     --------------------------

     The opposite of splitting is merging.  In fact, units can be split
and then merged back together, or with other units.  You have great
power in organizing your forces.  However, merging has a penalty:  the
new units efficiency will be the lower of the two units.  Thus you can't
by magic restore a worn-out unit by merging it with a another, fresher
unit.  Again, the two units' efficiency is not combined:  the LOWER
becomes the efficiency of the new unit.

     To merge units, right-click the unit to be absorbed first.  Then
click on the "Join Unit" button,  If you don't see a Join button, it
means there are no units of the same type as the one you selected within
one square of your unit.  Units can only be joined to adjacent units of
the same type.  Once you click on "Join", the prompt will say "Select
a unit to Merge with".  Click on the unit you want to merge with, and
the two untis will merge. The unit you selected first will disappear,
and the new unit will have it's size and power increased to reflect the
merging of the other unit into it.

     When units are merged, the resulting unit's strength is the
combination of the two, and it's "component count" is increased to
reflect the merge. (It, of course, can be split again at a later time).
It's troop and vehicle counts also are added together.  It will be
commanded by the HQ of the absorbing unit.  It's efficiency will be the
*lower* of the two units.  It's quality will be the *average* of the two
units.  It's commander is the commander of the absorbing unit, the
commander of the other unit (if any) is returned to the available leader
pool.

     Dissolving an HQ.
     ----------------

     You can get rid of an HQ you no longer want.  You can't do this if
the HQ is commanding any units, though, so first you must transfer all
units to another HQ if there are any.  This can be done 'en mass', see
above.  Once the HQ is unitless, right-click on it and select "Dissolve
HQ" from the menu.  The HQ will disappear, and it's leader (if any) will
be returned to the available leader pool, where you may or may not want
to ever see him again, depending on why you dissolved his HQ.








                               -38-

                            Intelligence.
                            ============



    "All warfare is based on deception.  Hence, when able to attack, we must
    seem unable; when using our forces, we must seem inactive; when we are
    near, we must make the enemy believe we are far away; when far away, we
    must make him believe we are near.  Hold out baits to entice the enemy.
    Feign disorder, and crush him." -- Sun Tzu.




     In war, even more than in normal life, the phrase "Knowledge is
Power" is especially true. To win at CRISIS, you must successfully
exploit your intelligence services to penetrate the enemy's veil of
secrecy, while at the same time preserving your own.  A large amount of
this is under your direct control, and although controlling it is
simple, you must understand how the CRISIS intelligence services gather
and analyze data for you so you can use it to your best advantage.

     CRISIS seeks to simulate real-world intelligence operations.  There
are three primary sources of information about the strength and location
of enemy units:

   * The primary source is reports of contact by your own units.  Any
           time any unit of yours occupies a square next to an enemy
           unit, the location and approximate strength of that unit
           becomes known to you.  However, in most scenarios, you have
           special units called "intelligence units", which can extend
           the range of their detection capability beyond the zone of
           immediate contact. The length of the detection range varies
           by scenario, it is a unit variable (see "unit descriptions"),
           but is generally 20-30 miles. This range increases on clear
           ground or water, and decreases in forest or highlands, so
           units can conceal themselves in these terrain features.
           Information from unit reports is quite reliable, especially
           those resulting from close contact.

           A special case of Unit Reports is Air Reconnaissance, which
           is available in modern scenarios.  You can order any air
           units to patrol designated zones in which they look for enemy
           activity, and any found is reported to your intelligence
           services.








                               -39-

   * Another even more long-range source for intelligence is spy
           reports. In any city which is not completely (100%) loyal to
           the enemy, you have a random chance of getting a spy report
           on any enemy units in or around the city.  The chance
           increases with the disloyalty of the city.  A city with 70%
           loyalty to the enemy gives you a 30% chance of getting spy
           reports each turn.  Spy reports can be quite detailed, but
           are less reliable than unit reports.

   * The last source, available only in scenarios after about 1925, is
           signals intelligence, that is, picking up unit locations by
           radio and communications intercepts.  The rule is that any
           unit which transmits messages to another unit or HQ will have
           it's location revealed to the enemy on the next turn.
           Therefore, HQ's are almost always known to the enemy, since
           they are always transmitting orders.  Operational units which
           send reports or requests back to HQ (you as commander always
           see these reports so you know who is sending them) also
           reveal themselves.  But, only the location, name, and type of
           the unit is revealed -- not it's strength.
      

     Your intelligence services gather information about the enemy on
each turn and present it to you directly on the map.  You can enter
Management mode at any time during your turn and inspect the enemy units
you can see on the map.  Just be aware that the information you see is
always accurate as to location, but less so as to strength.  You can
generally rely on info about enemy units in contact with yours, others
may be unknown or guessed at.


     How to Control your Intelligence Services.
     -----------------------------------------

     Generally, there are no explicit commands to order your
intelligence units around with.  You take care of the positioning of
your land and sea-based Intelligence units with the ordinary Move
command.
     The exception is Air Patrols.

     Air Patrols.
     -----------

     You can order any of your Air units to patrol any areas of the map,
searching for enemy units.  Any found are shown on the map display just
like any other units reported from unit contacts.  The difference is
that while enemy units reported by land contacts have strength estimate,
air sightings generally do not unless the unit was seen in daylight in
the act of moving. While any air unit can be ordered to patrol, you
should always use the special Air Intelligence units when available.
Being specialists, they will provide more and better reports than
others.

                               -40-

     Air reconnaissance may seem like magic, but it is not.  It's
subject to many restrictions:

   * Area.  The larger the area you order patrolled by a single unit,
           the less likelihood that any enemy unit within it will be
           spotted.  This is dependent on the speed and number of patrol
           aircraft versus the square mileage being scanned.

   * Size of the enemy units.  Large units are much easier to detect
           than small units.  The enemy knows this, and may choose to
           split up large units to escape detection, merging them back
           together only when ready for attack.

   * Weather and time of day.  During overcast days, or at night, air
           reconnaissance will not detect very much enemy activity.  You
           may be sure the enemy knows this, and when they want to hide
           movements, they will likely do so when you can't see them.

   * Terrain.  On clear land or on water, visibility is quite good, and
           units can be seen easily. But under forest cover or in
           highlands, units, even large ones, can often hide from you.

   * Enemy activity.  Although your reconnaissance aircraft try to avoid
           enemy contact, sometimes they are located and shot down.  The
           deeper into enemy territory you are having them operate, the
           more likely they are to be lost.

   * Unit Quality and Efficiency. Obviously, like all operations in
           CRISIS, the effectiveness of your air reconnaissance depends
           on the current efficiency of the units you are using -- keep
           it high.  And also, unit quality; the higher the quality
           rating, the better the results will be.

     To order a unit to patrol, right-click on it and select "Patrol
Airspace" from the menu.  When you do this, you'll see any other active
patrols shown as rectangles, you help you choose where this one should
go.  Blue rectangles are recon zones, red are CAP zones.

     The prompt heading will change to "Select northwest corner of
Patrol Zone". You are going to select a rectangular area for the unit to
patrol in, and this first selection is the upper left corner of the
area.  Move the cursor to the point you want and click on it. Now the
prompt changes to "Select southeast corner of Patrol Zone".  This will
be the lower right corner.  Click on it. Be sure your second point is
lower and to the right of the first point, or your order will be
rejected. Once selected, an Air Patrol order will stay in effect until
canceled.  You may assign overlapping Patrol Zones.

     Remember, if you assign combat aircraft to a Patrol, you are setting
up a Combat Air Patrol, detailed in the Combat section above under "Air
Defense".

                               -41-


     Tips for Using Intelligence Effectively.
     ---------------------------------------

     Remember Clausewitz's famous quote:  "All military action is
permeated by intelligent forces and their effects.".  Battles may be won
by superior force, but that force cannot be achieved without first
defeating your opponent in his mind.

     It's important when you are trying to surprise the enemy to keep
them from knowing your real position and strength.  We will list some
effective ways of doing this below.  You can be sure the enemy will use
these same techniques against you.

     - Use Terrain.  It's much harder for enemy units to see your units
           when they are in forests. Remember, they will have their
           intelligence units out in front scanning for you, and they
           may have aircraft flying above looking down.  Stick to forest
           squares, or if they are not available, highlands.  The worst
           thing you can do is travel over clear land on roads in
           daylight and clear weather.

     - Use weather conditions.  In many CRISIS scenarios, the turn
           length is 12 hours.  One of your turns will be a daylight
           turn, the other a nighttime turn.  Rest your moving units in
           forest squares during the day, and move them at night.  This
           technique will keep their efficiency high and minimize the
           chances of the enemy detecting them.

     - Be aware of unit size.  The larger the units you move in, the
           more likely they will be seen. You can control this by
           temporarily splitting larger units into smaller ones, then
           rejoining them at your destination.

     - Be aware of the enemy's signal intelligence capability.  In
           modern scenarios, the enemy can detect the position of any
           unit which sends messages to you.  You can instruct units to
           maintain "radio silence" by issuing the "Q" (Quiet) command
           to them.  Of course, this has the drawback that you will not
           receive combat reports or warnings from the units so ordered.
           You can cancel the "Q" command at any time for any unit.
           "Urgent" messages are sent regardless of the Q command.

     All the above techniques are effective at concealment, but to be
really deceptive you must fake the enemy into believing you are where
you are not.  This is more an art than a science, but we'll give you
some starting points here.






                               -42-

     Deception is based on creating small weak "phantom" units and then
positioning them so that they look threatening, but in such a position
that the enemy can't detect their real strength. You must put on a show,
but one that is subtle, since if it's obvious the enemy will guess it is
a fake.  This is one possible recipe:

     1. Take one or more of your lowest quality divisions, let's say an
           infantry division, and use the 'New Unit' command to break it
           up into it's smallest components.  For an infantry division
           rated at a size of 4 brigades, this means you could come up
           with 4 brigade-sized units.  They would be worth less as real
           combat units at this size, but if detected by enemy
           intelligence, all four will appear on their maps as full-size
           infantry unit icons with strength unknown.

     2. Obviously, the key above is "strength unknown".  You have to
           position them so that no enemy unit comes in contact with
           them, but close enough that they are visible to enemy
           intelligence units or air reconnaissance.  To keep their
           strength unknown to the air patrols, be sure the enemy does
           not overfly them if they are moving -- keep them still.

     3. Experienced CRISIS intelligence analysts often judge a potential
           enemy offensive by looking not for combat units, but for the
           support units that will be needed to sustain a big attack if
           it achieves a breakthrough.  A pile of full-strength supply
           units behind a particular point in the enemy line is a fairly
           sure indication that they plan a massive attack there, since
           the supply units are needed to sustain the combat units as
           they advance into your territory.  As an attacker, you can
           use this knowledge to dupe the enemy by allocating some of
           your supply units (if you can spare them) and placing them in
           such as way as to appear that they are ready to back up an
           attack -- it only takes a few, properly revealed, to ring
           alarm bells in the enemy camp.  They naturally assume that
           they have seen only the tip of the iceberg.

     4. Any unusual attention paid to any part of the front calls the
           enemy's attention there. Intensive air reconnaissance, air
           strikes, troop movement; any activity will be detected at the
           enemy HQ, and tend to draw their attention as defenders to
           that area.  Keep the real attack sector as quiet as you can
           while making noise somewhere else.









                               -43-

     Obviously, as a defender and intelligence analyst, pay attention to
all the above deception techniques in reverse, knowing that the enemy is
likely to be trying to dupe you with them.  But the most important
advice we can give you in trying to see through what they are doing is
not to fool yourself.  Keep a cool head, and trust to your reserves.
Don't get jumpy and rush from point to point, as that will wear you
down.  Wait for the enemy to commit his true strength, then commit
yourself to stopping him.

     As a defender, don't forsake the value of deception to aid you.
All the above techniques can be used to conceal your weaknesses and hide
your strengths.  Remember Sun Tzu:  "Appear weak where you are strong,
and strong where you are weak".  They will be looking for your weakness
to pick the place of their attack.  If they are wrong and attack your
strength, you stand a good chance of stopping them, and have the
possibility to crush them and turn the tide.

     Using Air Reconnaissance.
     ------------------------

     Air patrols can give you information about the enemy that you can't
get any other way, searching deeper behind enemy lines than your
ground-based intelligence could ever hope to. But it's easy to misuse
this powerful tool, since it's impossible to know what it isn't telling
you about the enemy.  Pay attention to the following points:

     - The most important variable you control is the size of the area
           being searched by each unit. The larger the area in relation
           to the number and speed of the aircraft in the unit, the less
           likelihood that the enemy will be detected.  Therefore, use
           wide sweeps to gain an idea of what the enemy is generally
           doing, and focus narrow patrols on areas of specific
           interest.  Don't try to cover everything:  you will in effect
           be covering little or nothing, while deriving a false sense
           of security from believing an area free of the enemy when in
           fact it may not be.

     - Air recon is too valuable to lose.  Your patrolling aircraft can
           be shot down by the enemy. Try to protect them by not sending
           large numbers of patrols deep into enemy territory unless
           it's vitally necessary to detect what they are doing there.
           Also, try to avoid placing search rectangles over enemy
           airfields, where it's likely that their radars and defensive
           fighters are based.

     - The game allows you to assign any units, even combat units, to
           air patrol duties.  While this may be useful if Air
           Intelligence units are in short supply, or when combat air
           activity is down, be aware that using non-specialist units in
           this way gives you far less information than using the Air
           Intelligence units for the job they are trained and equipped
           to do.

                               -44-


                            Logistics.
                            =========




       "Amateurs think strategy.  Generals think logistics."

                                            -- Anonymous military axiom.



     The quote above is absolutely true in CRISIS.  It's almost not too
much to say that protecting and utilizing your logistics while
disrupting and destroying your enemy's is the key to victory in this
game.

     The CRISIS logistical system is optional.  There may be some
scenarios which have this option turned off, for simplicity.  But no
battle or campaign is the least realistic without taking logistics into
account.

     You may be saying to yourself "Oh, no!  logistics may be important,
but it's boring and too much work!"  We agree, and hence in this game
the logistics implementation is virtually painless but yet realistic. No
special actions or work is required by you except the proper positioning
and protection of your supply units and resources, but you must
understand the rules of logistics before you can hope to carry out
effective offensive or defensive operations.


     Land and Air Unit Logistics.
     ---------------------------

     The key to movement, combat, and all other operations in CRISIS is
each unit's efficiency rating.  And the key to maintaining that rating
in a high state is to maintain an unbroken line of supply from each unit
back eventually to at least one friendly, loyal, and well supplied city.

     Units use up efficiency when they move or fight, or just sit in a
state of readiness.  They only recover efficiency when they are
supplied, and the amount of recovery depends on the quality of the
supplies. To recover lost efficiency, a unit must first be within range
of either 1) a friendly (loyal) city not held by the enemy, or 2) an
unfriendly city that is occupied by friendly forces, or 3) a supply unit
from it's own army.






                               -45-

     The amount of recovery is dependent on the efficiency of the city
or the supply unit, and averages about 4 to 8% per day for a high
efficiency supplier.  (Air units typically recover at a much higher
rate, so long as they remain in a supplied airfield). "Range" is a unit
variable which can vary by scenario, typically it is about 30-40 miles.
However, the amount of recovery diminishes with distance, even within
range.  Furthermore, to recover, the line of supply must not at any
point be occupied by an enemy unit.  When depending on friendly supply
units rather than cities, the supply unit itself must be supplied by
another supply unit or a city.

     An unsupplied supply unit can still provide it's supplies to it's
dependent combat units, but at a declining rate as it will find itself
unable to recover it's own efficiency until it's supplies are restored.
Thus, to continuously supply any unit and keep it's efficiency rating
from declining, a supply line must run from the unit to a supplier, and
from there perhaps to another supplier (there is no limit to the length
of this "chain"), but ultimately to a city that can supply the chain.
The supplying city is "charged" for the supplies on a turn-by-turn
basis, thus it's own supply cache will decline.  See "production" on how
cities resupply themselves.

     A unit which is not supplied not only can't restore efficiency lost
through it's operations, but starting on about the 3rd day with no
supplies, is charged extra efficiency penalties for each day it stays
without supply. Thus even standing still and doing nothing, a unit will
consume it's efficiency.

     As you can see, a cutoff of supplies can result in a unit losing
power down to the point of surrender without a shot being fired.  You
must maintain your own supply lines, and attempt to disrupt your
enemy's.


     Logistics at Sea.
     ----------------

     As you might imagine, the problem of logistics at sea is quite
 different from that on land. Ships carry their own "onboard" supplies
 (typically fuel in post-wind-powered scenarios), which declines with
 the passage of time and distance as the ship performs it's duties.  So
 long as the ship maintains any onboard supplies, it's mission is not
 affected.  You can check the percentage of supplies remaining by using
 the 'Get Info' command on the ship.

     To replenish the supplies (i.e. provision the ship), simply docking
at a friendly port will bring the total back up to 100 percent, debiting
the city for the amount taken.  To complete provisioning, the ship must
remain in the port city for a minimum of one turn.



                               -46-

     Ships can also get supplies at sea from friendly Supply Ships,
which are seagoing supply units, by simply remaining in the same square
as the supply ship for one turn.

     The amount of supplies consumed per turn depends on the ship's
"range" attribute. Generally, larger ships can go further.

     Supply Ships also consume supplies, and they will need to be
provisioned at friendly ports also, since they do not actually make
their supplies but merely carry them.  They do have quite a long range,
however, and so it is practical to use them for long-range operations at
sea. Supply ships cannot, however, supply one another -- only a
friendly, well-supplied port can provision a supply ship.

     If a ship runs out of supplies, it cannot move until it resupplies.
The only way this can be done, obviously, is to get a friendly supply
ship to it as it drifts at sea.


     Supplying Land Units from the Sea.
     ---------------------------------

     Land units can draw supplies directly from Sea Supply units,
provided the units are adjacent to one another.  Ordinarily, only land
units with the "Supply" specialty (example, type SU) can unload supplies
from ships. In order to supply landward units, a supply unit must park
on a land square next to a supply ship in a sea square.  The supply unit
functions as if it was getting supplies in the normal fashion from a
city, rather than a supply ship.

     The ship's onboard supply percentage is reduced for the supplies
drawn out by the land unit(s) it is supplying.  Land units cannot draw
supplies from non-supply type ships.


     How to Manage Logistics.
     -----------------------

     There are no orders specific to logistics or supply.  The rules are
managed automatically by the CRISIS game.  You simply must keep your
units within supply range of a friendly supply unit or a controlled
city, using the standard Move orders for either the supply unit(s)
and/or the supplied units(s).










                               -47-

     Tips on Managing your Supply.
     ----------------------------

     Logistics have ever been a principle key to military victory.  No
army can long fight without supplies, and every general is aware of this
fact and plans accordingly.  If you are not accustomed to playing
wargames where logistics assumes such importance, you can be assured
they are not realistic.  If you aren't used to constantly being aware of
your supply lines, you will be after playing CRISIS for a while.

      - It is obvious, but bears repeating -- often.  PROTECT YOUR
           SUPPLY LINES.  The enemy will target them if at all possible,
           since merely threatening them will cause mild panic at your
           HQ. (If you don't believe this, you have never had enemy
           units closing in on your supply lines behind you.  Nor have
           you ever called a staff meeting to discuss the color of ink
           you will sign the surrender with, after being cut off.)

      - Be aware not only of your supply lines, but your enemy's as
           well.  Remember that supply lines can't pass around enemy
           units, so if you can place your units behind their lines you
           will cut off their supplies.  This is like putting a
           chokehold on in a fight -- they will have to either establish
           another route or attack you to reopen the old one, or
           retreat.  In any of these cases, you are the gainer and they
           are the loser.

      - If you are planning an offensive into enemy territory, logistics
           will dominate your planning.  You will have to keep your
           advancing units supplied by providing sufficient supply units
           behind them, and/or capturing enemy cities so as to use their
           supplies.  Be aware that the enemy may use a logistic
           strategy (more commonly called "scorched earth") to destroy
           their own cities to prevent you getting supplies.  Also be
           prepared for the enemy to attack and molest your supply lines
           with raids or air attacks, so your supply units must be
           protected by combat units.

      - Defending against an enemy offensive entails using their supply
           lines as their major weakness.  Everything said in the
           previous tip holds in reverse.  Don't let cities fall intact
           into enemy hands unless you think you'll be able to recapture
           them quickly.  Menace the enemy's communications to keep them
           distracted, or better, if you have the resources, mount a
           major attack around the flank to cut them off.  Both history
           and many CRISIS games have seen this tactic result in
           decisive victory for the defenders. Remember, the further
           they advance, the more vulnerable they should be.





                               -48-


                          Engineering.
                          ===========


        "The most complete and happy victory is this: to compel
         the enemy to give up his purpose, while suffering no harm
         to oneself."
                                               -- Belisarius.



     Military Engineers are the specialists concerned with altering the
map on which wars are fought, to the advantage of their side.  In
CRISIS, all major aspects of this art are simulated, and in any war
lasting more than a few days, proper management of these resources can
be essential.

     In CRISIS, all land units that have at least 1 point of combat
power can perform certain limited engineering duties, such as
destruction of forts, bridges, airfields, and even cities.  But certain
specialized CRISIS units, called Engineer units, can do all these things
much faster than combat units, plus accomplish many specialized
functions such as the building of bridges, airfields, or cities; and
they can also repair damaged objects.

     These operations all require two valuable resources:  manpower and
time.  Below we will discuss the formulas by which the amount of time to
complete a work is computed.  You don't have to understand the formulas
to order engineering work; your units will furnish an estimate of  the
time required to complete a job for you.

     Generally, the time and manpower requirements are obvious.
Fortifications are quickest to build, often being built in a matter of a
few days per square mile, given sufficient manpower. Other objects take
longer, of course, with bridges and airfields taking weeks, and cities
taking months.

     Destruction, of course, is much quicker, being accomplished with
explosives.  Bridges can be blown very quickly by engineer units, and
airfields and roads can quickly be rendered useless.  Cities take
longer, but their industrial capacity can be wrecked in a few days
maximum, depending on the size of the city. Forested areas can be
cleared in a matter of a few days per square mile (the exact numbers
are, again, scenario-dependent).







                               -49-


     The bigger the units you have working, the faster the work will be
accomplished.  Only one unit can work at one job, but you can use the
organizational 'merge' command to create large engineer units for big
jobs.

     While engineer units are working, their defenses are lower.  If in
danger of attack by enemy units, they should be protected by combat
units in the same square.   If an order is canceled before work is
complete (either by the commander or by involuntary retreat or by
destruction), then often the work in progress is lost.  The exception
ise work done on cities.

     Engineer units can work next to enemy units.  But if they are
forced from the square where they are working, their work orders are
automatically canceled.

     The standard rate of completion is a scenario-provided figure, for
each type of work and object or terrain involved, expressed in terms of
days to complete the work per square mile per 1000 engineers.  To
fortify a 5-square-mile square, at 2 days per mile per 1000 workers,
with a unit of 2,000 engineers, would take 5 days (5 miles times 2 days
per mile divided by 2,000 engineers working).  This is at 100%
efficiency.  The rate of work per turn is adjusted for the efficiency of
the unit involved.  At an average of 50% efficiency, then, the work
described above would take 10 days.  You can see why the figures you get
from your engineers are only estimates!

     Only engineering units can build or repair objects.  However,
any units, especially combat units, can destroy objects.  But the
engineer units will always do a quicker and more effective job, so use
them whenever possible.  The same formulas for estimating the time to
completion apply for non-engineer units, except that the times are
somewhat longer.



















                               -50-

     How to Manage your Engineers.
     ----------------------------


     Building or Repairing Objects.
     -----------------------------

     You order an engineer unit to build an object by using the "Build"
order.  The unit must be on or next to the square where the work is to
be performed, so it's often necessary to move or transport the unit to
the site before issuing the Build order.  When selecting "Build" from
the menu, the prompt will change to "Select Destination".  Click on the
square you want, which may be the square the unit is in, or one next to
it. If you select an adjacent square, the unit will remain in it's
current position, but the work will be done in the square you selected.
This so that units can construct bridges over water that they could not,
by the rules of the game, occupy.

     Once you select the destination, a window will appear, asking you
to select what type of object to build or repair.  All possible objects
for the terrain type of the site are displayed. If any of the objects
already exist, then your option is to repair it.  If the object does not
exist, then your option is to build it.  Upon selecting the object by
letter, the window will respond with an estimate of the number of days
and hours required to construct the object.  This estimate is based on
the assumption that the work will proceed with the engineer unit at 100
percent efficiency, with the manpower currently in the unit.

     While the work goes on, any drop in efficiency or manpower will
delay the project correspondingly, and any increase in manpower brought
about by merging another engineer unit with this one will speed up the
work proportionately.


     Destroying objects or Terrain.
     -----------------------------


     Destruction is the reverse of building or repairing, but in CRISIS
it is ordered in the same way, and follows the same basic rules.  The
unit to do the destroying must be on or next to the square with the
object to be destroyed.  The destruction is ordered with the "Destroy"
order, and you then select the object from a window.  An estimate is
provided for the length of time to complete the wrecking, and you can
accept or reject this work order, just like in the Build order.

     As in building, the length of time is estimated based on 100
percent efficiency and current manpower.



                               -51-

     When objects such as bridges, roads, or airfields are destroyed,
they vanish from the map and must be rebuilt entirely if you (or the
enemy) wants them back.

     Cities, on the other hand, are merely wrecked, not wiped out.  A
fully "destroyed" city will still be visible on the map, and will still
have it's effects on movement and combat.  But it's production and
transportation efficiency will have declined to zero, and it's material
supplies will be between zero and 10 percent.  It's damage percentage
will not increase, however, nor will it's population decline.  We assume
your engineers are competent and humane and the destruction is purely
military in nature.

     Civilians, even the disloyal ones, are not killed directly as a
result of a "destroy" order. However, if they remain in the city after
the supplies have declined below 100 percent, they will slowly starve
(and become very disloyal) unless you or your enemy feeds them by
transferring supplies back into the city.


































                               -52-

                         Transportation
                         ==============


        "Rapidity is the essence of war; take advantage of the enemy's
         unreadiness, make your way by unexpected routes, and attack
         unguarded spots."
                                                 -- Sun Tzu.




     Certain units can transport others within them.  These units are
sometimes referred to as "containers", and there are varieties for land,
sea, and air transport.

     There are many advantages to having one unit carry others.  In some
cases it is a necessity: since land units can't walk on water, you will
need to transport them across oceans and seas in troop transport ships.
In other cases, the speed of the units is enhanced:  a relatively slow
infantry division can be moved more quickly if it is inside a container.
Another advantage is that the carried unit does not suffer attrition
(loss of efficiency) like it would if it moved under it's own power.

     Of course there are drawbacks.  The most important of which is that
a unit that is being carried cannot fight, and if the transport which is
carrying it is attacked and destroyed, then all the units it was
carrying are destroyed also.  Transport units are not combat units, and
they have little defensive power of their own.  When moving near the
enemy, they should always be accompanied by a protective combat unit.

     The capacity of transport units is measured in a unit of measure
called "slots".  Each transport unit has a certain number of slots it
can fill, and each unit that can be carried has it's size rated in a
number of slots.  A transport can only carry a unit if it has enough
empty slots. Typically, a seaborne transport has the most slots, whereas
an air transport unit has the fewest, with land transports somewhere in
between.

     When a unit is onboard a container, the unit is still accessible to
the player.  It will be seen in stack displays, and you can give it orders
as shown on the orders menu when you right-click on it.
Any orders a riding unit is executing will
automatically cancel when the unit unloads from the transport.

     The exception, of course, concerns air units riding on aircraft
carriers.  These units can also execute Hold, Attack, and Patrol orders.





                               -53-

     How to Use the Transportation Orders.
     ------------------------------------


     Loading a Unit onto a Transport.
     -------------------------------

     One easy way to load a unit onboard a transport is to drag the unit
to the transport and drop it.  If the unit can be transported (ships, for
instance, cannot, nor can other transporter units), and the transporter
has space for the unit, you'll get a question asking if you want to board.
If you don't, the order will be changed to "move" not "board".
     Another easy way, if the unit is next to the transporter, is to
right-click on the unit and select "load on transport".  If there's only
one transport near the unit that can hold it, it will jump on
automatically. If there's more than one, the prompt will change to
"Select a Transport" and you will need to select the one you want.

     If you need to see what a container is carrying, you can request a
"cargo report" with the "Cargo" button on the control panel to view it's
contents (the units it is carrying).  The transport must be on the top
of the stack if there's more than one unit in the square.

     Unloading Units from a Transport.
     --------------------------------

     Simply right-click on the transporter to unload, and select "Unload
units". You will then be asked to select a destination, which must be a
legal terrain type for all the units, and on or adjacent to the
transporter. All the units inside the container will unload into the
same square with the container unit, or can unload to an adjacent square
if you select that.  The container itself will then be empty.  If the
unloaded units were executing any orders while on the transport, those
orders are automatically canceled.  The unloaded units can receive new
orders during the same turn they were unloaded.
     You can unload a single unit by bringing that unit to the top of
the stack and giving it a move (or an attack) order.  As the unit
executes the order, it unboards automatically.  You can conduct
amphibious assaults in this manner, for example; by ordering attacks off
loaded transports.

     Air Transport.
     -------------

     Air transport is a bit special.  You load and unload units in the
same way, but the air transport unit does not move overland via the Move
order.  Rather, it flies through the air like all air units. As usual,
you must start out and land at a friendly airfield (you can't land on
enemy airfields, even if they seem empty of enemy troops).



                               -54-


    A very special type of transport operation is an airborne assault,
or an air dropped resupply or reinforcement operation.  This type of
transportation uses an air transport unit, but does not require the
target to be a friendly airfield, as the air unit does not actually land
there.  See "Combat" for instructions on how to order air drops and the
considerations you should know about before trying one.


    Transport Tips.
    --------------

      In planning a winning strategy, mobility is a vital key to
victory. As General Forrest of the C.S.A. famously is reported to have
said, "Git thar fustest with the mostest".  (He spent, I believe, a good
part of his postwar life denying that he used this dialect and grammar,
by the way).  This is an important principle, and your transport units
provide you with the capability to do it better than your enemy.

      - Do not move transports within striking distance of enemy combat
           units without an escort (that is, a combat unit in the same
           square to defend the unit if attacked).

      - A good way to keep a mobile reserve is to keep some transports
           loaded at all times for rapid deployment.



























                               -55-

                Production and Resource Management.
                ==================================



       "There is no instance of a country having benefitted from
        prolonged warfare. It is only one who is thoroughly
        acquainted with the evils of war that can thoroughly
        understand the profitable way of carrying it on."
                                               -- Sun Tzu



     The term 'Production' refers to the way in which you control the
allocation of your national resources to your war effort.  In any war
that lasts more than a few weeks, mistakes in production can mean the
difference between victory and defeat.  In CRISIS, as supreme commander
you control directly every aspect of your war production.


     The CRISIS production rules cover three aspects:


     * Production of new military units

     * Manpower management in replacing combat casualties

     * Unit training and readiness


     We will discuss each of these in turn in the following sections.






















                               -56-

     For simplicity, you do not have to concern yourself with money,
taxes, or budgets.  This is abstracted in such a way that you simply
issue orders and if possible they are executed.  This is not to say that
your resources are not limited -- they are.  New units require both time
and production facilities to produce.  Manpower replacement depends on
the draftable/recruitable civilian population:  you can deplete your
replacement pool to the point where no more people are available to
serve in your armies, or to work in the factories to produce your units.

     Your units depend on a steady supply from your cities to maintain
their efficiency. Continued intense military operations can drain the
supply resources of your entire nation, such that you could face the
choice of halting operations and suing for peace, or risking starvation
of your civilian population, resulting in fatal political weakness and
the loss of the war.


     New Unit Production.
     -------------------

     Any unit of any type, except headquarters, can potentially be
produced by factories located in your cities.  Each 'city' (on one
square) can potentially produce one different kind of unit. In fact, a
city must be a minimum size (in population) before it can produce a
given unit. The actual minimum size depends on the kind of unit, which
is defined as part of each scenario.  For example, to produce a
Battleship a city might have to have a minimum population of 100,000.
Each different kind of unit has a specific cost, in terms of the time it
takes to produce the unit, and another cost in terms of the number of
troops it contains.  For example, when you first order a city to produce
a unit, it will require the full term of it's time cost for the unit to
actually emerge.  In addition, the total number of troops in the unit
will then be deducted from your manpower pool, which is described below.
After each unit is produced, the city will start working on another unit
of the same type, unless ordered to stop or to switch production.

     The cost in time to make a unit is at 100 percent efficiency.  If
the city is operating at less than 100%, the time is increased
accordingly. A Supply Unit that would normally require 30 days to
produce at 100% would require 60 days at 50%.  Damage to cities slows
production, in other words.

    If a city is taken by the enemy, all production ongoing in that city
is destroyed or captured (land units in production will be destroyed,
but air and sea units can be captured if their production is
sufficiently advanced and they are not destroyed by your troops before
they retreat out of the city), and the enemy may use the production
facilities to produce his own units.





                               -57-

     There is a "Rush" command available, which will allow you to
extract a unit in production before it is fully complete:

     From a city's menu, select "Rush Production". If the unit has
progressed in production enough to have at least 1 power point (land
units), 1 aircraft (air units), or is 80 percent complete (ships), the
unit can be extracted from the factory, and work will begin on a new
unit.  The extracted unit will enter at quality 1 (green) just like most
new units, but it's strength and size will be scaled to the percentage
of time used to create the unit.  Thus a unit that reaches full strength
in 40 days, if Rushed at 20 days, would have 50 percent of it's
full-strength power.


     The Manpower Pool and the Replacement System.
     --------------------------------------------

     Each CRISIS city has a population figure.  The sum total of all
populations of the cities under your control, with each adjusted by it's
loyalty percentage, plus all the troops in all your military units,
equals your Total National Population.  A fixed percentage of this
figure is considered to be available for military service.  This
percentage may vary by scenario but is usually around 15 percent for
realistic historical simulations.  The number of people represented by
this percentage, less the number of troops currently serving, is your
Current Manpower Pool.  The automatic replacement of casualties, and the
formation of new units, reduces this pool.  When the pool is empty,
there can be no more replacements or new units until the pool is
replenished.

     Each turn, the population of your cities is increased by a
percentage representing the birth rate.  This percentage varies by
scenario, but will average 2 to 4 percent increase per year.  The
population in cities is also reduced by combat in cities and also by air
or sea bombardment, or possibly by starvation (see "Logistics" in this
manual).

     Unit Training and Readiness.
     ---------------------------

     Each unit in CRISIS has a 'quality' rating which affects it's
ability to perform it's functions. When new units are formed, they
normally start out at the lowest quality rating, 1.  Placing a new unit
in 'reserve' status (this is a CRISIS order), and keeping it out of
combat, will gradually raise the unit's quality from 1 to about 4 in a
period of time of about 30 days (this varies by scenario).  This
represents a training period.  Quality may be further raised by keeping
the unit in 'reserve', but at a slower rate.  Quality may also be raised
by the unit's participation in combat, particularly successful combat.
But, quality is lowered by the loss of trained troops and their
replacement by green recruits.  Generally, every 20% loss in manpower
which requires that replacements be supplied results in a 1-point
quality drop.
                               -58-

     Food and Material Resources.
     ---------------------------

     As units use up supplies to replenish their efficiency ratings, the
supply units which draw these supplies reduce the cities "supply"
percentage by the amount they draw out.  This supply percentage, in a
normal situation, will start out at or above 100 percent for each city
-- the higher the percentage, the more the city has as a "surplus" to
feed other than it's own population.  At 100 percent, the city can
support itself but no other, at below 100 percent, some of the cities
inhabitants starve (and thus remove themselves from your potential
manpower pool and the living ones turn their "loyalty" rating against
you).

     Food and material supplies increase automatically every turn, at a
fixed scenario-dependent rate which varies by month (i.e. low in winter,
higher in summer, highest in fall when the crops come in). You can't
change this rate, but you must be aware of your cities supply
percentages and be careful not to draw them down if possible. The larger
your forces, the more they draw, plus, too large a concentration of
troops in a poor area can suck it dry very quickly.

     Supply percentages can be transferred from city to city, so long as
the cities are connected by an unbroken road network, free of the enemy.
There is a limit on the amount of supplies that can be transferred in
one turn, and this is scenario-dependent.


     Air Loss Replacement.
     --------------------

     When air units suffer losses in battle, the losses are
automatically replaced by the replacement system, as described under
"logistics".  However, the aircraft that replace the losses do not come
from thin air.  Current production is used to supply the replacements,
thus setting back the production of new units in order to supply
existing ones.

     This is how it works:  As a new air unit is produced, aircraft for
it are produced one at a time.  Only when all the aircraft that make up
a unit are produced does the unit become an operational new unit.  For
example, if a fighter unit takes 15 days to make, and it contains 30
aircraft, then the rate of production is 2 per day.  After working 5
days, then, the factory will have 10 planes available for the new unit.
Now for example assume that battle losses of fighters in existing units
require that 4 be replaced.  The four would be taken away from the 10
already produced, leaving only 6 for the new unit.  Thus, production
would be "set back" 2 days, to make up for the lost aircraft.





                               -59-

     Heavy battle losses will drain all waiting aircraft for loss
replacement.  If there are no waiting aircraft in the factories, there
will be no replacement, and the existing fighting units will lose power
as a result.   Thus, your aircraft unit production will only be able to
actually produce new air units in conditions where battle losses permit,
otherwise, your production facilities are being used for replacement
purposes.  This is a normal condition, of course, in modern warfare.

     Loss replacements are distributed evenly where multiple factories
are in use.  Thus if you have 4 fighter plants, and 8 replacements are
needed, 2 will come from each factory.  You will receive messages when
air production is failing to meet replacement demand, so you will be
able to adjust your production as needs require.


     Production/Management Commands.
     ------------------------------


     Changing or Assigning Production.
     --------------------------------

     To set or change the production of a city, just select "Production"
from a city's menu, or the "Production" button from it's Info window.
Or, you may choose to highlight a city in the "Cities" report display
and press the "Production" button. A screen will appear giving a
production status report. You can click on "Change" to change the
production if you want, but be aware that if there is something already
being produced, that production will be scrapped and the new production
will start.


     Transferring Supplies.
     ---------------------

     You may often have need to build up a heavy supply surplus in
cities that have large concentrations of troops depending on them, so as
to be able to sustain your operations comfortably.  To do this,
right-click on the city to RECEIVE the supplies.  Then the mode heading
will change to "select supply source".  Click on the city to SEND the
supplies. A window will appear asking for the amount of supplies to
transfer.  Enter the number, and press [enter]. In order to transfer
supplies, the source and destination cities must be connected by an
unbroken road, and that road must not pass over or even next to any
enemy unit, unless the road square that is close to the enemy is
occupied by a friendly unit.






                               -60-

     Production/Management Tips.
     --------------------------

      - Use all your cities to produce new units.  The larger the unit,
           generally, the longer it will take to produce.  So keep the
           cities that are making the largest units the furthest away
           from the enemy -- this is, the safest from attack.

      - Protect your cities with antiaircraft guns or fighter defenses
           if you think they may be targets of enemy strategic bombing.
           By reducing the efficiency of your cities, your production
           can be seriously delayed.

      - Keep watch over your front-line cities that are supplying your
           troops.  If necessary, keep their supply percentages high, in
           case later they get surrounded by the enemy. They will then
           be able to withstand a long siege.

      - On the other hand, if you feel a city is in serious danger of
           falling to the enemy, try to transfer as much of the supplies
           as possible out before the fall, and use your units to
           destroy the rest.































                               -61-

                              Weather.
                              =======



     Weather, particularly bad weather, can have some dramatic effects
on military operations.  At all times, it has more subtle effects.  For
this reason, planning for and coping with weather conditions is an
important and realistic part of any commander's job.  Therefore, weather
is realistically simulated in CRISIS.  Note: the weather is not the same
all over the map.  Every square has it's own conditions computed, based
on the weather model.


     The CRISIS weather model.
     ------------------------

     This is a wargame, not a weather simulator.  That's OK, because
generally a military commander is a soldier, not a weatherman.  He is
interested in three things:  what the weather is now, when it's likely
to change, and what that change will bring.

     While the general isn't a weatherman, he will know that weather
changes come in the form of "fronts", of the warm and cold variety.
Thus, CRISIS generates fronts, which will sweep across the CRISIS
scenario map, bringing changes to sky and surface conditions.  As a part
of each scenario, the designer provides a set of numbers which will
determine the average temperatures, precipitation, and wind directions
for the part of the world the scenario covers - - broken out by all
twelve months of the year.  Using this information the game weather
engine can randomly put together changing weather patterns which feel
realistic.

     As fronts are generated, and move across the map, they will often
bring stormy weather as they pass.  Following the initial zone of
change, the weather behind the front will be generally stable, gradually
drifting back towards the medium values for the current month. Meantime,
another front already generated is approaching, which in time will move
through, causing the weather to change.  As this new front moves
through, the generator puts together another front, to introduce later.
Thus, there as always a known front waiting to come onstage -- and this
front information is used to put together a forecast.  But, because
forecasts aren't always perfect, the actual timing of the front
introduction, and the weather effects of the front, may vary somewhat
from that predicted.

     Remember that fronts bring changes.  If the skies are overcast and
rainy, the next front will probably (not always) bring different
weather.  If the temperatures are low, the coming warm front will
probably warm them up.


                               -62-

      Sky Effects.
      -----------

           A front may bring these sky conditions:

           * Clear:  This brings maximum visibility and surface drying.

           * Partly cloudy:  essentially the same as clear, but less
           drying.

           * Cloudy:  Same as partly cloudy, except visibility is
           reduced a bit.

           * Overcast:  Solid cloud cover, which adversely affects air
           reconnaissance and impedes (but does not generally prevent)
           air operations.  The ground drys very slowly, if wet, under
           these conditions.

           * Rain (snow):  This is an even more dense cloud cover, with
           rain (or if temperatures are low, snow) actually falling.
           Rainy conditions will often suspend air combat operations and
           even air movement (this depends on unit weather capabilities,
           defined in the Unit Type file by the scenario designer).
           Ground operations can be affected by rain also, since in
           pre-1870 scenarios involving gunpowder, battles were often
           postponed because it was difficult to keep powder dry.

           * Thunderstorms:  These happen as fronts move through, and in
           hot climates as a part of any cloudy day.   Thunderstorms are
           very local, and can be happening in one square while another
           next to it can be clear.  An active thunderstorm will
           generally suspend any air operation in the affected squares,
           and can impede ground operations also.

           * Fog: When conditions are right, some squares may be fogged
           in.  This will stop any and all air operations, and severely
           hamper even ground intelligence gathering. Movement and
           combat on the ground is affected, but it is not stopped.















                               -63-

      Surface Effects.
      ---------------

           CRISIS not only tracks the immediate effects of weather, but
           also keeps account of the degree of moisture on the ground
           surface, by square.  This can result in conditions which
           range from very dry (like a desert) to extremely muddy (which
           makes movement difficult or impossible).  In low
           temperatures, ground or ground water may freeze, thus
           eliminating mud.  When surface conditions become important to
           you movements, the color of the surface may change on your
           map display, from primarily green to brown if mud is a
           problem, or white (silver-gray) if snow is a problem.

           The surface in each scenario starts out as "normal", that is,
           not too wet and not too dry. As weather occurs over it, it
           can get wetter because of rain, or dryer due to lack of rain.
           As ground conditions get saturated, rivers will start to
           rise.  Once they get very high or overflowing, the rules
           about river crossing are modified.  Whereas on a normal
           river, some units can cross it without help, and engineers
           can build pontoon bridges, on a swollen river these
           operations become impossible.  As conditions dry, the rivers
           will return to normal.  The opposite is possible:  in dry
           conditions, rivers can become so low that even units which
           normally could not cross now can.

           Each unit type as defined in the scenario has a rating which
           determines the minimum ground conditions on which the unit
           can operate unimpeded.  When the ground is wetter than this
           rating, the unit will slow down, and suffer higher attrition
           as a result of movement.



     Day and Night Effects.
     ---------------------

     In CRISIS, the length of time each turn represents is assigned by
the designer.  If the turn length is 12 hours or less, then some of the
turns will occur during the night, and some in daylight.  Whether you
are conducting operations at night, or in the day, there are some
important effects which you need to understand so as to be able to
exploit.








                               -64-

     During the day, or in games where the turn length exceeds 12 hours,
all operations are "normal", that is, they operate according to the
"standard" rules described in this manual.  But during the hours of
darkness, there is some modification:

     - Combat.  There is no significant advantage for either side in
       land combat at night.  Night combat tends to be even more
       confused and chaotic than day combat, but this is generally true
       for both attacker and defender.

     - Movement.  Movement at night is much more difficult than daytime
       movement.  To simulate this, movement points are generally
       reduced during night moves.  The exact amount is
       scenario-dependent, because it naturally would vary according to
       the historical time period being simulated.  In addition, and
       this is important, attrition is much higher for night movement,
       especially night movement over difficult terrain.

     - Intelligence.  The lack of daylight reduces the accuracy of
       intelligence operations dramatically.  Land-based intelligence
       units suffer a drop in range, sea units do also but not so
       significantly in the age of radar (prior to radar's advent in
       1941, their loss is as high as land units).  Air units suffer the
       most, since a blacked-out enemy is VERY difficult to spot at
       night.  Modern scenarios may ameliorate this effect to simulate
       night-vision, infrared, and look-down radar technologies, but
       it's still easier to hide at night.

     - Logistics.  The efficiency of logistics operations is not
       materially affected by day or night.

     - Engineering.  Engineers suffer a slight drop in efficiency at
       night, but the timing formulas take into consideration work in
       shifts, so the effect is minimal.

     - Production.  This is not affected by day or night.
           














                               -65-



                          MapMaker Reference.
                          ==================



     This section is a reference for the MapMaker program, which lets
you design maps, configurations, and scenarios for CRISIS.  We explain
the program and it's options here, but another manual, the "Scenario
Design Guide", might be helpful in providing a tutorial and techiques
for making historical scenarios and well as converting board games to
CRISIS.

     A CRISIS scenario is composed of three elements:

     * A geographic map of a rectangular portion of the earth, with a
       simplified representation of surface terrain and man-made objects
       on it.

     * A "Configuration" which is a set of parameters which control the
       environment for military operations on the map, and the set of
       military unit types which can be used in any scenario using this
       configuration.

     * A set of military units, selected from the unit type set in
       a configuration, placed on the map at the starting point where
       the scenario begins.

     Each of these elements is separate from the others, and only
when they are combined is a scenario playable.  You create them,
modify them, and combine them in the MapMaker program.



     The Map
     -------

     It's helpful to think of a CRISIS map in layers.  The bottom layer
is the surface terrain.  Surface terrain is fixed, and cannot be changed
during the playing of a CRISIS scenario.

     The next and middle layer is the set of man-made objects on the
terrain.  These consist of such objects as airfields, fortifications,
roads, bridges, and towns or cities.  Objects can change during the
playing of a scenario -- they can be created, destroyed, or repaired by
the military units under orders from their commanders.  While objects
can change, they cannot be moved -- they are fixed in place.




                               -66-

     The top layer consists of the military units that can move, fight,
and obey the orders of their commanders as the game is played.
Technically, these units are not part of the map per se; they are the
third element of a scenario, which we will discuss in detail later.

     In building a scenario, the starting point is the map.

     When MapMaker first starts, you are by default shown a small map
whose default size matches that of your screen display, and is filled
entirely with blue water squares.  Your first decision is the size and
scale of the map you will draw.  The size is the dimensions, for
example, 50 by 100 squares, which would be 50 vertical by 100 horizontal
squares. The scale is the size of each square, in miles.  In CRISIS, the
minimum square size is 1 X 1 mile.  The maximum is 20 X 20 miles.

     Many designers wish for a smaller minimum, but it must be
remembered that CRISIS is a strategic and operational simulation that
works best when the military units involved are between Corps and
Brigade sized. It is not a tactical simulation. It's rules system was
not designed for, and does not work realistically when small units
contend on a small map in a tactical situation.

     You should strive to match the scale of your map to the primary
size of the units you will be using in your scenario.  If you are
primarily using brigades, a square size of 1 to 3 miles works best.  If
divisions, a scale of 3 to 7 miles, and for corps a scale of 5 to 15
miles.

     Note that in CRISIS, all measurements of distance are stated in
this manual as "miles".  There is no reason why you cannot think of the
unit of measure as "kilometers" and simply substitute "kilometer" for
"mile" and design your scenario metrically.  We'll continue to use
"miles" as our reference word in this manual, however.

     Because all distance measurements are in miles (or Km), and all
time measurements are in hours,  any map you design can be used with any
CRISIS configuration.  The speed of units in the configuration, for
example, is never measured in squares or steps, only in miles per hour.
The game will automatically scale all speed and distance calculations
from any configuration to any map.  This offers the designer great
flexibility, and also allows a library of empty (empty of units that is)
maps to be built and reused as needs or desires dictate.

     Once you have decided your dimensions and scale, your first step is
to resize your map.  To do this, select "game setup" from the control
panel.  This allows you access to a set of parameters that exercize
overall control of both the map, the configuration, and any scenario
that might be played using this map.



                               -67-

     On the game setup window, click on "Modify" and you will be allowed
to change all these parameters.  (Important Note:  In this and any other
dialog box where text is entered, in the DOS version of CRISIS, you can
use the regular editing keys on your keyboard to edit each field, that
is, you can use insert, delete, backspace, home, end, etc. But you
cannot use the tab key to move between fields, nor can you use the mouse
to click on a field to move the cursor there.  You should enter the data
you want in a field, then press the enter key to move to the next field.
If you want to back up a field, you will have to go through all the
fields and use "modify" to again return to the field you want to change.
This inconvience will be fixed in a later version of the MapMaker.)

     The top box of parameters controls the map:

     * "Title":  Allows you to give a title to this map.  When the
       dialog box appears in the game to select a scenario, this title
       will appear next to each filename (we are not talking about the
       "Please select a scenario to Play" screen.  Those scenarios are
       "built-in".

     * "Map Size":  Here you specify the horizontal (H) and Vertical (V)
       dimensions of your map.  In the current version, a total of
       32,000 squares is the maximum permitted.  Later version will lift
       this restriction and allow a map size limited only by available
       memory in your computer.  32,000 squares is about 160 X 200.

     * "Square Size":  Here you specify the scale of your map.  1 means
       1 X 1 mile squares, 7 would be 7 X 7 mile squares.  Squares are
       always square, so only one number is needed here.  As we said
       before, 1 is the minimum, 20 is the maximum.

     * "Maximum Troops":  You may wish to control the number of units
       that can be in one square, to prevent unrealistic concentrations
       of troops from being used by players.  This and the next parameter
       "Vehicles" allows you do to so in a flexible manner.  Every unit
       has a troop count and a vehicle count.  By placing a number in
       this field, you are limiting the number of troops in a single
       square.  The limitation works in this way:  before any unit is
       allowed entry into any square, the troop count in that square
       is checked, and if the count is at or above this maximum, the
       unit is denied entry.  A count of 1 in the field means in effect
       there will be no stacking in any scenario using this map.  The
       maximum you can place in this field is 65,535.  If you put in
       this exact number, the square will have no troop limit. Anything
       other than this exact number is the actual maximum number
       allowed.






                               -68-

     * "Vehicles":  This works the same way as the troop count, except
       it is for vehicles rather than troops.

     Once you enter Vehicles, the dialog will move to "Scenario Control
Files", and another window will appear listing all the configuration
files found in the current directory.  You can select a configuration to
use.  If you don't know what you want, or plan to build a configuration
later, select "default".  This selection can always be changed later.
As long as you havn't placed any units on the map, any configuration can
be selected at any time with no adverse effects.  If you have placed
units and then change configurations, it's possible that the new
configuration may not have the same unit types that you have already
placed, in which case you have the option of either automatically
deleting the non-matching units, or selecting another configuration.

     After selecting the Configuration file, you are given fields to
specify the actual names of the contending forces and the date and time
of the scenario. You can specify these now or later.

     Following these is the "Hours per Turn".  This is the timescale.
The minimum is 1 hour per turn, the maximum is 168. (168 hours is one
week).  This can be changed later, the game will scale all movement
and other operations to any timescale.

     The last box of options is called, indeed, "Options".  These are
switches and parameters that act as suggestions to the player about what
to pick when the scenario is played.  They will govern, in part, the
default options on the "Game Options" screen as the scenario is
starting.  Any and all can be overridden by the player.

     Once the last option is set or passed thru, you can click OK and
the map will be resized and reinitialized.  You will be prompted to
choose a basic texture, land or water.

     The Palette
     -----------

     On the upper part of the control panel is a "palette" of buttons
containing icons that represent the various terrain textures, objects,
and special symbols you can put on your map.  We explain each of these
below, top to bottom, left to right:

     * The "Pointer" (a white arrow):  This is the default mode as you
       enter mapmaker.  The prompt above the map says "Modify Terrain
       and/or Objects". While the pointer is selected, you can freely
       scroll the map (by clicking on the gray edges), and click on any
       square to highlight it.  You can right-click on any unit or city
       to bring up an object tear-off menu to manipulate the object.
       When you click on a square, you do not change it in any way.



                               -69-

     * The "Eraser" (looks like one):  This tool is used to remove
       objects or units from the map.  It does not affect any terrain
       except for rivers.  (If you need to erase (i.e. change) terrain
       select a different terrain type and paint over it.)  When this
       tool is selected, the prompt says "Erase objects or units from
       the map", and clicking on any square that contains any of these
       will wipe the square clean of any object(s) or unit(s).
       THERE IS NO UNDO. (yet) Be careful!

     * "Square Names" (capital A):  In CRISIS, any square can have a
       name.  To assign a name, or change one, or delete one, select
       this tool and click on the square to change.  (Named squares are
       visible on the map because they have a tiny purple dot in their
       upper left corner).  Enter whatever you want for the name.  It's
       logical to name prominent geographical landmarks, and a
       semi-standard practice of naming every river at the point where a
       bridge crosses over it has emerged.  Note: Cities are named when
       they are defined, there is no need to name them using this naming
       mechanism).

     * "Objective Squares" (! inside a purple square): In any CRISIS
       scenario that contains one or more objective squares, if any side
       controls all the squares, that side wins as soon as control is
       established.  This tool lets you designate objective squares,
       which are shown on the map with a highly visible purple border.
       Not every scenario requires objective squares.  If you do include
       any, be sure that either a) both sides own at least one square,
       or 2) neither side owns any squares.  If one side owns them all
       at the start of the scenario, the game will declare that side
       the winner before any turns are played!  Ownership of any square
       is established in two ways: 1) when a city is defined, it's
       owner is specified explicitly, and 2) when any unit is placed
       in a square, that unit's side owns that square.

     * "Borders" (a dashed line): For reference purposes only, a dashed
       line can be drawn over any terrain with this tool.  The line has
       no game function, except to enhance the clarity and understanding
       of the map by showing borders on it.  Borders are optional, and
       what they represent (national borders, state borders, etc) is
       entirely up to the map designer.

     * "Water" (Blue square):  This tool selects water to be painted.
       Like the remainder of the paint tools, when you select this then
       any time you click or drag on the map display, water will be
       painted in the square(s) you touch.  This terrain will replace
       any other terrain in the squares, but objects will not be
       affected.





                               -70-


     * "Swamp" (Blue and Green): This paints the Swamp terrain texture
       on the map.

     * "Desert" (light brown):  This paints the Desert terrain.

     * "Clear Land" (light green):  This paints the clear land terrain.

     * "Forest" (mottled green):  This paints the Forest terrain.

     * "Heavy Forest (dark green):  Also called "Jungle", this tool
       paints the Heavy forest terrain on the map.

     * "Highlands" (green & gray): This paints the Highlands on the map.

     * "Mountains" (two-tone gray): This paints mountains.

     * "Rivers" (blue line over green): Rivers are part of the terrain,
       but this tool works somewhat differently than the other terrain
       tools, and rivers require some special considerations.

       When you paint rivers over the terrain, you place the river on
       top of any other terrain square -- it does not replace it. A
       single, isolated river square looks and acts like a small lake.
       When a river square is next to another river square, the two will
       connect to make a river.  The connect will be diagonal or
       straight, depending on the adjacent river squares.

       Rivers are a significant military obstacle.  Their level raises
       and lowers with the surface moisture and they be be difficult or
       impossible to cross depending on the way units are defined in
       each configuration.  You should not place rivers on your map
       except for those that actually pose a military obstacle.  Creeks,
       streams, and shallow rivers should not be included.

     * "Roads" (black lines):  The function of roads in the CRISIS
       simulation are two:  1) they boost the land movement ability of
       all units, and 2) some units can be defined as "roadbound".
       Roads paint like rivers, that is, they paint over all terrain.
       When a road crosses over a river, it is considered a bridge.
       What roads represent is up to the map designer, in some cases
       you may wish for them to represent railroads, in others,
       highways.  Like rivers, you should not include every horse
       path on your map, but only major highways or railroads.








                               -71-


     * "Cities" (white and/or black buildings/street patterns):
       Cities are the major object in CRISIS.  They contain many
       attributes, documented in the first section of this manual. They
       are production and logistics centers.  When you select this tool,
       any square you click on will contain a new city.  Every city you
       create will need to have it's specific data supplied by you in
       the dialog box that appears.  For an explanation of the various
       data items, see "Cities" on page 11.

     * "Fortifications" (gray box): With this tool, any square you click
       on will have a fortification placed in it.  Any fortified square
       can have any of it's four sides fortified or not.  A dialog will
       appear asking you what sides to fortify.  The default is all 4
       sides.  When a side is fortified, it provides protection to a
       unit *only* when the unit is in the square, and the attack comes
       from any of the three squares on the other side of the
       fortified side.

     * "Airfields" (little black runways):  An airfield provides a base
       for air operations.  You can place airfields on any land square.

     * "Blue Unit" and "Red Unit":  These two tools allow you to create
       new units from the unit set in the current configuration.
       Each unit has many attributes.  You can override the attributes
       from the unit type definition for each unit you create.  You
       *must* create at least one HQ unit for each side for the
       scenario to be playable.  More details are in "Placing the
       Units" below.


     Use the above tools to paint the terrain and objects on your map.
We recommend making a complete map before placing any units on it, and
saving that map empty.  You or others may want to use the map in another
scenario later.

     Note:  You can open any existing scenario (so long as no turns have
been played on it).  You can clear all the units off it and save it as
another name.  Clear all units off a map by pressing Ctrl-U (hold down
the Control key and press U).












                               -72-

     The Configuration
     -----------------

     A CRISIS "Configuration" is a set of parameters and unit types
that control the way the scenario operates, and the units that can
participate in it.

     You can select a configuration for a map, as you saw, by clicking
on "Game Setup", then "modify", and select a new configuration from the
list provided.  A configuration contains:

     * A set of unit types, each of which is a "template" for a type of
       unit.  Example types would be Headquarters, fighter squadrons,
       infantry divisions, battleships.  The unit type is only a
       template -- the actual units can vary in their details from the
       standard template.  For example, an infantry division actually on
       the map may be weaker of stronger, of lower or higher quality,
       and in other ways very different from it's template.  Every unit
       can be unique, but it is always one of the unit types defined in
       the configuration.

     * A set of detailed numeric parameters and switches that define
       how the game rules are implemented in regards to movement,
       combat, logistics, intelligence, engineering, and production.

     * A set of parameters that defines the weather environment for
       any map that uses this configuration.  Including temperatures,
       precipitation, wind direction, and more.

     * An (optional) set of leaders that can be selected to command
       HQs and units during the game.

     Each configuration exists separately from a map, and is linked only
on the 'game setup' options.  Configurations can be loaded, changed, and
saved by the mapmaker program independent of whatever map you are
working on.

     You access the Configuration Editor by clicking on the "Config"
button on the Control panel.  The configuration that is present
initially is the one that the current map is assigned to, or at program
startup, the "default" configuration.  You can load a configuration,
change it, and save it.  But then you load a new configuration, it
becomes the assigned configuration for the map you are working on. If
you want to change configuration data only, and are not working with a
map,  you can load and modify configurations and save them before
7loading a scenario or map.






                               -73-



     The Configuration Editor has extensive online help.  Every field
that you access has it's own documentation shown onscreen as you access
it.  Thus, we will not attempt to re-document each of the hundreds of
fields here.


     Placing Units
     -------------

     Once you have drawn a map, and defined or modified or selected a
configuration, the only remaining task to make a scenario playable is
to place the units on it.

     You place the units by using the Blue unit or Red unit tool. Each
time you click on a square you'll be creating a new unit, which you'll
select from the set of unit types in your configuration. You'll get a
dialog box for each one, allowing you to change it's name (the game will
suggest a modern-style name for you).  If you want to override the
details of the unit, once it's created, right-click on it and select
"Get Info", then "Modify" and you can then change the details of that
particular unit's parameters.

     One of the parameters available on each unit is called "Hours
delay".  This feature allows timed reinforcements.  A delay of zero is
normal, and means the unit is present at the opening of the scenario.
Any number of hours in this field that number of hours must elapsed
before the unit appears.  The unit will appear in the location you
specified in the mapmaker after the hours of gametime have elapsed,
unless that square is occupied by enemy forces, in which case the unit
is DELETED by the game at that time.

     You are required to create at minimum one HQ unit for each side.
This first HQ you create will be the Supreme Command HQ for the side,
regardless of what you name it.  If it is destroyed during gameplay, the
destroying side wins instantly.  So, be sure to place the initial
position of the HQ far away from the enemy, so the game won't end on the
first turn with a Supreme HQ kill.













                               -74-

     If your scenario is to have multiple HQ units in it, all other
HQs you create are subordinate to the Supreme Command HQ.  You should
create all the units for each side in turn, in order by HQ.  This
is because each unit is assigned to an HQ at the time it is created,
and the default HQ assigned is the last one created.  Thus, create
Supreme Command, then all the units it commands, then the first HQ,
then it's units, and so on.

     If, later, you need or want to transfer to control of a unit from
one HQ to another, you can do so by right-clicking on the unit and
selecting "transfer HQ".  Like in the game itself, if you select
"Transfer HQ on an HQ itself, you are saying to transfer all it's units
to another HQ.

     Extra Stuff
     -----------

     All the above -- making your map, selecting or modifying a
configuration, and placing the units -- is the minimum necessary to make
a working, playable CRISIS scenario.  But there's more.  You can add
some extras that enhance the value of your work.

     A Writeup:  You can compose a writeup for your scenario, which is a
short (not more than 24 lines of 80 characters each) description of the
strategic situation.  This writeup will display on the "Writeup" screen
after the scenario is picked or loaded by the player, and before the
options screen appears.  Create a file named exactly like your scenario
name, except instead of using the standard ".CRS" extension, use ".CRT".
When a scenario is loaded, for example TOBRUK.CRS, the game looks for a
writeup as TOBRUK.CRT.  If it finds such a file, it displays the writeup
screen.

     A fancy alternative to this is to create a PCX file and name it
TOBRUK.PCX.  If the game finds a PCX file of this name, it displays that
file rather than it's own writeup screen.  The PCX file must by 480 X
480 X 16 colors for this version.  Any other dimensions will not work!
You can use any paint program to product this file, but be sure of the
16 color depth.  For example, the Windows 3.1 paint program can save PCX
files, but the color depth is 256 colors, which will not work here.  An
excellent shareware DOS paint program that can do 640x480x16 is
NEOPAINT, available on most BBSes and online services.  NOTE: A later
version will expand past the 16 color limit.  Please be patient.

     You can also change the look of the icons that the program uses
to display units, cities, flags, and even the terrain.  Again, you
have to use an external paint program, at this time MapMaker does
not have it's own icon editor.  Follow this procedure:





                               -75-

     Take the CRISIS file DEFAULT.CRC, and copy it to another file
(using the DOS copy command) named XXX.PCX (you can use another name,
but you will need the PCX extension.  Then, you can edit this file with
any paint program that supports 680x480x16 PCX format files.  (The
DEFAULT.CRC file is really a PCX picture with the extension .CRC
rather than .PCX).

     Once you bring up the picture, you will see it is an arrangement of
gray-bordered cells, each containing an Icon.  CRISIS gets all it's
icons from this one file.  Like the writeup, CRISIS will look for a file
named by the scenario and containing the extension .CRC.  Thus for our
earlier example, TOBRUK.CRC would be considered to be a PCX picture with
the icons for use in the TOBRUK scenario only.

     You can modify any icon with your editor, and save the file, then
rename it to your scenario name plus .CRC.

     CAUTION:  The position of each icon is critical.  CRISIS looks for
each one in it's coordinates, which it knows.  You can't move them
around, nor can you expand or shrink them.  You can repaint them in
different colors and with different symbols.  Take at look at 1944.CRC
(rename or copy it first of course) for example to see how the unit
icons were modified to be appropriate for a WWII scenario.

     What icons are where?  The PCX has 14 rows of 19 icons each.
This is a chart to help you:

     (Rows 1 and 2 contain 16x16 icons generally for terrain.  The
terrain icons have a primary and secondary instance, these two are
"checkerboarded" onscreen to prevent obnoxious repeat patterns
on the display.)

     Row 1:
         Icon 1: not used
         Icon 2: The primary "Water" icon
         Icon 3: The primary "Swamp" icon
         Icon 4: The primary "Desert" icon
         Icon 5: The primary "Clear Land" icon
         Icon 6: The primary "Forest" icon
         Icon 7: The primary "Heavy Forest (jungle) Icon
         Icon 8: The primary "Highlands" icon
         Icon 9: The primary "Mountain" Icon
         Icon 10: The "Rivers" icon for MapMaker (this is not used to
                  paint rivers.  That pattern is builtin to the system).





                               -76-



         Icon 11: The "Roads" icon for MapMaker (not used to draw
                  roads).
         Icon 12: The "Village" icon, for cities with less than 10000
                  population.
         Icon 13: The "Town" icon, for cities between 10000-15000.
         Icon 14: The "City" icon for over 50,000 population.
         Icon 15: The "Fortification" icon, used to draw a four-sided
                  fort.  Forts with less than 4 sides are draw by
                  line drawing from within the system.
         Icon 16: The "open airfield" icon.
         Icon 17: The "fortified airfield" icon.
         Icon 18: The "Blue Unit" icon for MapMaker only (not used
                  to actually draw units).
         Icon 19: The "Red Unit" icon for MapMaker only (not used
                  to actually draw units).

     Row 2:
         Icon 1:  not used
         Icon 2: The secondary "Water" icon
         Icon 3: The secondary "Swamp" icon
         Icon 4: The secondary "Desert" icon
         Icon 5: The secondary "Clear Land" icon
         Icon 6: The secondary "Forest" icon
         Icon 7: The secondary "Heavy Forest (jungle) Icon
         Icon 8: The secondary "Highlands" icon
         Icon 9: The secondary "Mountain" Icon
         Icon 10: Icon for a fortified village
         Icon 11: Icon for a village with an airfield
         Icon 12: Icon for a fortified village w/airfield.
         Icon 13: Icon for a fortified town
         Icon 14: Icon for a town with airfield
         Icon 15: Icon for a fortified town w/airfield
         Icon 16: Icon for a fortified city
         Icon 17: Icon for a city with airfield
         Icon 18: Icon for a fortified city w/airfield
         Icon 19: not used

     (Rows 3 thru 9 contain the unit Icons.  A unit icon is linked to a
      unit type by a combination of it's type and subtype.  Type is
      <L>and, <S>ea, <A>ir, or <H>eadquarters.  Subtype is a letter
      which selects an icon, and sometimes confers special handling on a
      unit -- see the online docs for "subtype" in MapMaker for details.
      Each icon type/subtype has five entries: the first three are for
      displaying the "see-thru" icon set, the next two are for the solid
      set. For each see-thru, there will be a white template, and two
      drawing templates in inverse colors from their display colors.
      For the solids, there's one blue and one red in their real
      colors.)


                               -77-


      (Note: Example L/i is type Land, subtype i.  We note the
       "official" designation for the subtype (e.g. infantry) but
       you can change this if you want.  Only units whose subtype
       name is flagged (e.g. Radar*) should you not change, as this
       type has special handling in the game).

     Row 3:
         Icon 1:  L/i (infantry) Icon see-thru white template
         Icon 2:  L/i see-thru blue-unit inverse drawing
         Icon 3:  L/i see-thru red-unit inverse drawing
         Icon 4:  L/i 16x16 blue
         Icon 5:  L/i 16/16 red
         Icon 6:  L/a (armor) see-thru white
         Icon 7:  L/a see-thru blue inverse
         Icon 8:  L/a see-thru red inverse
         Icon 9:  L/a 16x16 blue
         Icon 10: L/a 16x16 red
         Icon 11: L/j (Mech Infantry) seethru white
         Icon 12: L/j seethru blue inverse
         Icon 13: L/j seethru red inverse
         Icon 14: L/j 16x16 blue
         Icon 15: L/j 16x16 red
         Icon 16: L/c (cavalry) seethru white
         Icon 17: L/c seethru blue inverse
         Icon 18: L/c seethru red inverse
         Icon 19: L/c 16x16 blue

     Row 4:
         Icon 1:  L/c 16x16 red
         Icon 2:  L/f (Artillery*) see-thru white
         Icon 3:  L/f see-thru blue inverse
         Icon 4:  L/f see-thru red inverse
         Icon 5:  L/f 16x16 blue
         Icon 6:  L/f 16/16 red
         Icon 7:  L/e (Engineers) see-thru white
         Icon 8:  L/e see-thru blue inverse
         Icon 9:  L/e see-thru red inverse
         Icon 10: L/e 16x16 blue
         Icon 11: L/e 16/16 red
         Icon 12: L/n (Intelligence) see-thru white
         Icon 13: L/n see-thru blue inverse
         Icon 14: L/n see-thru red inverse
         Icon 15: L/n 16x16 blue
         Icon 16: L/n 16/16 red
         Icon 17: H/* (Headquarters) see-thru white
         Icon 18: H/* see-thru blue inverse
         Icon 19: H/* see-thru red inverse


                               -78-


     Row 5:

         Icon 1:  H/* 16x16 blue
         Icon 2:  H/* 16/16 red
         Icon 3:  L/d (Air Defense*) see-thru white template
         Icon 4:  L/d see-thru blue-unit inverse drawing
         Icon 5:  L/d see-thru red-unit inverse drawing
         Icon 6:  L/d 16x16 blue
         Icon 7:  L/d 16/16 red
         Icon 8:  L/u (Supply) see-thru white template
         Icon 9:  L/u see-thru blue-unit inverse drawing
         Icon 10: L/u see-thru red-unit inverse drawing
         Icon 11: L/u 16x16 blue
         Icon 12: L/u 16/16 red
         Icon 13: L/r (Radar*) see-thru white template
         Icon 14: L/r see-thru blue-unit inverse drawing
         Icon 15: L/r see-thru red-unit inverse drawing
         Icon 16: L/r 16x16 blue
         Icon 17: L/r 16/16 red
         Icon 18: L/s (Special Forces*) seethru white
         Icon 19: L/s seethru blue inverse

     Row 6:
         Icon 1:  L/s see-thru red-unit inverse drawing
         Icon 2:  L/s 16x16 blue
         Icon 3:  L/s 16x16 red
         Icon 4:  L/t (Transport) see-thru white
         Icon 5:  L/t see-thru blue inverse
         Icon 6:  L/t see-thru red inverse
         Icon 7:  L/t 16x16 blue
         Icon 8:  L/t 16x16 red
         Icon 9:  A/f (Fighter*) see-thru white template
         Icon 10: A/f see-thru blue-unit inverse drawing
         Icon 11: A/f see-thru red-unit inverse drawing
         Icon 12: A/f 16x16 blue
         Icon 13: A/f 16x16 red
         Icon 14: A/c (Fighter/Attack) see-thru white template
         Icon 15: A/c see-thru blue-unit inverse drawing
         Icon 16: A/c see-thru red-unit inverse drawing
         Icon 17: A/c 16x16 blue
         Icon 18: A/c 16x16 red
         Icon 19: A/b (Bombers*) seethru white









                               -79-


     Row 7:
         Icon 1:  A/b see-thru blue inverse
         Icon 2:  A/b see-thru red inverse
         Icon 3:  A/b 16x16 blue
         Icon 4:  A/b 16x16 red
         Icon 5:  A/r (Recon*) see-thru white template
         Icon 6:  A/r see-thru blue-unit inverse drawing
         Icon 7:  A/r see-thru red-unit inverse drawing
         Icon 8:  A/r 16x16 blue
         Icon 9:  A/r 16x16 red
         Icon 10: A/t (Transport) see-thru white template
         Icon 11: A/t see-thru blue-unit inverse drawing
         Icon 12: A/t see-thru red-unit inverse drawing
         Icon 13: A/t 16x16 blue
         Icon 14: A/t 16x16 red
         Icon 15: A/s (Stealth*) see-thru white template
         Icon 16: A/s see-thru blue-unit inverse drawing
         Icon 17: A/s see-thru red-unit inverse drawing
         Icon 18: A/s 16x16 blue
         Icon 19: A/s 16x16 red

     Row 8:
         Icon 1:  not used.
         Icon 2:  not used.
         Icon 3:  not used.
         Icon 4:  S/d (Destroyer) blue
         Icon 5:  S/d red
         Icon 6:  not used.
         Icon 7:  not used.
         Icon 8:  not used.
         Icon 9:  S/c (Cruiser) blue
         Icon 10: S/c red
         Icon 11: not used.
         Icon 12: not used.
         Icon 13: not used.
         Icon 14: S/b (Battleship) blue
         Icon 15: S/b red
         Icon 16: not used.
         Icon 17: not used.
         Icon 18: not used.
         Icon 19: S/a (Aircraft Carrier) blue










                               -80-

     Row 9:
         Icon 1:  S/a red
         Icon 2:  not used.
         Icon 3:  not used.
         Icon 4:  not used.
         Icon 5:  S/t (transport) blue
         Icon 6:  S/t red
         Icon 7:  not used.
         Icon 8:  not used.
         Icon 9:  not used.
         Icon 10: S/s (Submarine) blue
         Icon 11: S/s red
         Icon 12: not used.
         Icon 13: not used.
         Icon 14: not used.
         Icon 15: S/i (Intelligence) blue
         Icon 16: S/i red
         Icon 17: not used.
         Icon 18: not used.
         Icon 19: not used.

     Row 10:
         Icon 1:  S/u (Supply) blue
         Icon 2:  S/u red
         Icon 3:  Weather icon: Clear
         Icon 4:  Weather icon: partly cloudly
         Icon 5:  Weather icon: cloudy
         Icon 6:  Weather icon: Overcast
         Icon 7:  Weather icon: rain
         Icon 8:  Weather icon: snow
         Icon 9:  Weather icon: storm
         Icon 10: Weather icon: blizzard
         Icon 11: Weather icon: fog
         Icon 12: Small Blue flag icon
         Icon 13: Small Red flag icon
         Icon 14: Large Blue flag icon
         Icon 15: Large Red flag icon
         Icon 16: MapMaker "Pointer"
         Icon 17: MapMaker "Eraser"
         Icon 18: MapMaker "Named Square"
         Icon 19: MapMaker "Objective Square"











                               -81-



     (The remaining 4 rows are the 8x8 icon set used for zooming back)

     Row 11:
         Icon 1:  water
         Icon 2:  swamp
         Icon 3:  desert
         Icon 4:  clear land
         Icon 5:  forest
         Icon 6:  heavy forest (jungle)
         Icon 7:  highlands
         Icon 8:  Mountains
         Icon 9:  Neutral city
         Icon 10: Blue-owned city
         Icon 11: Red-owned city
         Icon 12: fortification
         Icon 13: airfield
         Icon 14:
         Icon 15:
         Icon 16:
         Icon 17:
         Icon 18:
         Icon 19:

     Row 12:
         Icon 1:  L/i Infantry blue
         Icon 2:  L/i Infantry red
         Icon 3:  L/a Armor blue
         Icon 4:  L/a Armor red
         Icon 5:  L/j Mech Infantry blue
         Icon 6:  L/j red
         Icon 7:  L/c Cavalry blue
         Icon 8:  L/c red
         Icon 9:  L/f Artillery blue
         Icon 10: L/f red
         Icon 11: L/e Engineers blue
         Icon 12: L/e red
         Icon 13: L/n Intelligence blue
         Icon 14: L/n red
         Icon 15: H/* Headquarters blue
         Icon 16: H/* red
         Icon 17: L/d Air Defense blue
         Icon 18: L/d red
         Icon 19: L/u Supply blue







                               -82-

     Row 13:
         Icon 1:  L/u Supply red
         Icon 2:  L/r Radar blue
         Icon 3:  L/r red
         Icon 4:  L/s Special Forces blue
         Icon 5:  L/s red
         Icon 6:  L/t Transport blue
         Icon 7:  L/t red
         Icon 8:  A/f Fighters blue
         Icon 9:  A/f red
         Icon 10: A/c Fighter/Attack blue
         Icon 11: A/c red
         Icon 12: A/b Bomber blue
         Icon 13: A/b red
         Icon 14: A/r Recon blue
         Icon 15: A/r red
         Icon 16: A/t Transport blue
         Icon 17: A/t red
         Icon 18: A/s Stealth blue
         Icon 19: A/s red

     Row 14:
         Icon 1:  S/d Destroyer blue
         Icon 2:  S/d red
         Icon 3:  S/c Cruiser blue
         Icon 4:  S/c red
         Icon 5:  S/b Battleship blue
         Icon 6:  S/b red
         Icon 7:  S/a Aircraft carrier blue
         Icon 8:  S/a red
         Icon 9:  S/t Transport blue
         Icon 10: S/t red
         Icon 11: S/s Submarine blue
         Icon 12: S/s red
         Icon 13: S/i Intelligence blue
         Icon 14: S/i red
         Icon 15: S/u Supply blue
         Icon 16: S/u red
         Icon 17: not used
         Icon 18: not used
         Icon 19: not used












                               -83-



Index
=====

Airborne
   Operations    23
   Ordering an airdrop   23, 24

Aircraft Carrier
   Example of    16

Airfields
   Description    9
   Map symbol for   11
   Effect on Air movement   23
   Effect on Air Combat     28

Air Defense
   Description    30
   Considerations   30
   Patrols        30
   Zone           30, 31

Air Offense
   Description    28, 29
   Considerations   28

Air Reconnaisance
   Description    40, 41
   Ordering       41

Air Transport
   Description    23
   How to         24

Anti-Aircraft
    Example of    15
    In Air Defense   30

Armor
    Example of unit type    15

Artillery
    Example of    15
    Range attribute defines    14

Attack
    Ordering
       Probing       32
       Assault       32, 33
       Air strike    29, 32
       Sea attack    31, 33
       Bombardment   32
    Tips for         33, 34

Battleship
    Example of       16

Bombers
    Example of       16

Bridges
    Description      9
    Map symbol for     11
    Effect on movement   21
    Building         51
    Destroying       51, 52

Building (Objects on the Map)
    Description      50
    How to order     51

Cargo
    Displaying       55
    Loading          54
    Unloading        54

Ceasefire (see Truce)

Cities
    Description      9, 11
    Symbol for       11
    How to display    69
    Attributes       11, 12
    Effect on movement   21
    Effect on Combat     34

Clouds (see Weather, Sky Effects)

Combat (see also Attack, Defense, Air)
    Description    26
    How to Order   32, 74
    Results        26, 27
    Air            28, 29, 30
    Land           26, 27
    Sea            31
    Tips           33, 34

Combat Air Patrols (see Patrols)

Command/Control
    Description    35
    Rules          35, 36
    How to Manage    36-38
    Orders for     83-85

Configuration       73

Containers (transport units)
    Loading         54
    Unloading       54
    Moving          54

Cursor
    Moving               80, 81

Deception
    Importance of        39
    Tips for             43

Defense
    Considerations        26
    Land                  27-29
    Air                   30
    Orders for            33

Destroy (Objects on the Map)
    Description           49-50
    How to order          51

Engineering (see also Build, Destroy)
    Description           49
    Rules                 49-50
    How to order          51

Erasing Objects           70

Fighters
    Example of            16
    Use in Combat Air Patrols   30, 31
    Use as Bomber escorts   29

Flank attacks
    Description           27-28
    Examples              28
    Effect of             27

Fog (see Weather, Sky Effects)

Fog of War
    Descriptions of       6
    Options for           6

Food supplies             59

Forced Marches            22

Forests
    Description           9
    Effect on movement      21
    Effect on Intelligence    41, 43, 44

Fortifications
    Description           9
    Map symbol for        11
    Effect on combat      34

Game
    CRISIS description    2
    Writeup, providing    75

Graphics
    Changing Icons        75

Headquarters
    Description           35
    Role of               36
    Creating              36
    Dissolving            37
    Transferring units between   36
    Effect of loss of     36

Highlands
    Description           9
    Map symbol for        11
    Effect on movement     34
    Effect on Intelligence   41, 43

Hold order                32, 75

Icons
    Changing the look of  75, 76
    List of               76-83

Intelligence
    Description           39, 40
    Rules                 39, 40
    How to manage         40, 41
    Tips                  42-44

Land combat               26

Land units
    Examples              15

Logistics
    Description           45
    Rules                 46-47
    How to manage         47
    Tips                  48

Manpower                  58

Maneuver (movement)
    Description           21
    Rules                 21-22
    How to order          22-24
    Tips                  25

Map
    Scale                 10
    Description           9
    Terrain on            11
    Objects on            9, 11
    Units on              13-14
    Display               10
    Zooming in and out    10
    Designing             66
    Parameters            67

MapMaker                  66

Merging units             38, 85

Movement (see Maneuver)

Movement Command          73

Mud (See Weather, Surface Effects)

New unit command          84

Night
    Description           64
    Effect of             65
    Effect on Recon       41-42

Objective squares         70

Options
    Opponent              4
    Intelligence          4
    Logistics             5
    Weather               5
    Realism               5
    Fog of War            6

Orders
    Description           8
    Issuing               8


Organization
    Of your armed forces  35-36
    Orders for            36-38

Palette                   69

Patrols
    Air Reconnaisance     40
    Combat Air            30

Power
    of units, offensive and defensive   13

Production
    Description           56-57
    Rules                 57
    How to change         58
    Rushing production    58

Quality (of units)
    Description           14
    Effects of
       Movement           24
       Combat             27
       Reconnaisance      41

Radar
    Example of            15
    Effect on Air intercepts   30, 31
    How to attack         29

Rain (see Weather, Sky Effects)

Range
    of units of various kinds   14

Realism
    Option for            5-6
    in movement           24

Replacement
    of casualties         58
    of air losses         59

Reserve
    How to place units in     58
    Considerations            58
    Effects of                58

Reserve command               76

Retreat
    Involuntary               27
    Effects of                27

Rivers
    Description               9
    Map symbol for            11
    Effect on movement        21
    Weather effects on        64
    Placing on the map        71

Rough terrain (see Forests)

Sea squares (see Water)

Sea units (Ships)
    Examples of               16
    Supply of                 46
    Supply from               47
    Combat with               31

Selecting
    Destinations              22
    Targets                   32
    With the mouse            19

Ships (see Sea Units)

SIGINT
    As an intelligence source   40

Splitting units               37

Sky conditions and effects    63

Special Forces
    Example of                15

Spies
    As an intelligence source   40

Submarine
    Example of                16

Supply (see Logistics)

Supply unit
    Example of                15

Supreme Command
    Importance of             3
    Orders from               3
    Destruction of            2

Surface conditions and effects    64

Terrain
    Description               9
    Types                     9, 11

Training
    Rules of                  58
    How to order              58

Transfer
    Units to a different HQ   36
    Supplies between cities   60

Transportation
    Description               53
    Rules                     53-54
    How to order              54
    Tips                      55

Transport by Air (see Air Transport)

Troop Transport (ship)
    Example of                17

Truce                         8

Units
    Description               13
    Attributes                13-14
    Examples                  15-17
    Placing on the map        74

Victory
    Conditions                3

Water (sea squares)
    Description               9
    Map symbol for            11

Weather
    Description               62
    Rules                     62
    Report                    68
    Forecasts                 62
    Effects of                63-64

Zones
    Air defense               30-31
    Air Recon                 40-41
    Air Combat                30

Zooming the Map               10


