A F R I K A K O R P S - I N S T R U C T I O N M A N U A L ABOUT THIS GAME Afrika Korps is a strategic war game, simulating the desert theatre of the Second World War. The game involves one person playing against a computer opponent. This computer opponent has taken years of development and testing - and the result is a system which offers three real difficulty levels. The first level is designed to be easy enough to offer a challenge to newcomers to wargames; more experienced gamers should try level 2, or, for a real challenge, level 3. INTRODUCTION Afrika Korps is an historical simulation of the campaign fought in the western desert during World War II. You can command the Axis forces of Erwin Rommel, or the Allied forces of the British Army. The game is played in turns, from two principle screens - the tactical and the strategic maps. The tactical map covers a far larger area and gives you an overall perspective. Your objective is either to defeat the opposing army, or to reach either El Agheila or Alexandria, depending on which army you are commanding. You control the divisions forming your army by issuing orders to each individual divisional commander. This involves an attack and/or defence line for their divisions. The computer-controlled intelligent commander will then direct their units with their new objectives in mind, thus enabling you to influence your commander's strategy. Each division can be directed to a new area of operations or a new axis of attack and defence by changing the front line of parameters. Divisional commanders will tell you of their intentions using a series of messages, and your own General Headquarters will advise you in the same manner. At the end of each game turn you have a number of indicators providing information on reinforcements, division strengths, commander's plans and the relative effectiveness of both armies. LOADING Insert the disk and turn on your computer. To start a brand new game, press return when the game has finished loading. To load a previously-saved game, follow the on-screen menu instructions. SAVE GAME Follow the on-screen menu instructions to save a game to disk. You will need a blank formatted disk for this purpose - the game disk may not be used. Note that the save game option is not permitted before the first turn is completed. DIFFICULTY LEVELS Afrika Korps has three difficulty levels: 1 is the easiest, 3 the hardest. You must select the level you wish to play. PLAYING AFRIKA KORPS There are two main modes of control in the game - Map control, and Menu control. When in Map control, moving your mouse/keyboard scrolls around the map; in Menu control, you move between the different command options, all of which are available from a menu. You play the game by assigning units to divisions (if you wish to reallocate strength from one place to another) and setting attack and defence lines for each division. You then instruct each division whether to advance or defend, and thus move your forces around with a view to defeating your computer opponent. GAME CONTROL you may play Afrika Korps using either the mouse or keyboard. You are given the option to toggle between these two control methods at the start of each game turn. Press RETURN to select keyboard control, or click the left mouse button to select mouse control. Where these instructions say 'select' something, this means moving the mouse pointer to that item, and pressing the left mouse button (unless specific instructions say otherwise). For users wishing to use the keyboard, selecting menu options is done simply by pressing the appropriate letter on the keyboard. If in keyboard mode, use the cursor keys to move the mouse pointer around the map. KEYBOARD CONTROL You may scroll the maps using either the cursor keys or the mouse. Single letter keystrokes should be used to avoid the possibility of skipping the next section if that section responds to the same letter key. (Cursor can, though, be held down for scrolling the maps) The game automatically sets Caps Lock on; if this key is inadvertantly pressed, the keyboard will not respond - simply press Caps Lock to rectify this. MOUSE CONTROL Movement of the mouse scrolls both maps. The right hand button is used to switch between map and menu control. In menu control, mouse movement will highlight the various section names on the menu. The left hand button will access the section highlighted. When you exit a menu section, control automatically reverts to map control. If you wish to access another section, press the right hand button again to regain control. Armies are accessed by moving the mouse pointer to your desired army, and clicking the left mouse button. Please ensure that the mouse is stationary when you click the left button, and do not hold the mouse button down - or you may skip the next section. MAIN MENU This is the first of two control menus. It provides the following functions: Scrolling of strategic and tactical maps Direct access to any part of the tactical map Access to the army menu Access to Army Re-Organisation Start Next Game Turn With Keyboard Control: Use the S and T keys to switch between maps Use appropriate letter keys to access functions Press Zero key to start next game turn With Mouse Control: When in map control use the left button to switch between maps Move the mouse to highlight differnet options, and click the left button to access that option While in Menu Control, clicking on MAP and then T or S changes the map. In order to avoid accidentally starting the next game turn, you must press the left mouse twice (when MOVEMENT 0 is highlighted) to start the next turn. ARMY ORDERS - A This option allows access to the army menu, for the purposes of issuing orders, or reviewing unit details, current orders, road move, and army information. REORGANISATION - R Press the R key or use standard mouse procedure to access this option. Then select R to access strategic reserve, or M for strategic movement. Initially there are no units in either of these sections. STRATEGIC RESERVE In between game turns 8 and 24, you will receive a number of reinforcement units. Units in strategic reserve with a strength below 100% will amalgamate with other similar units to form new full-strength units. For each turn that a unit spends in strategic reserve, its morale is increased by one step, to a maximum of excellence. UNIT ASSIGNMENT: To assign a reserve unit to a division, highlight it on the map, then press the U key, and then enter the appropriate division letter key for your chosen division for that unit. If there are more than 12 units in strategic reserve, access the second page of them via the P key. Under mouse control, highlight the unit you wish to assign, from map control, then select your chosen division from Main Control, using the left mouse button. To abort the command, simply select EXIT at any time. Note that you cannot assign units to a division that has lost all its units, and you can only assign units to divisions of the same nationality. You can check that this assignment process has been carried out satisfactorily by accessing the strategic reserve - the newly units should no longer be there, but should instead be seen in the strategic movement section. STRATEGIC MOVEMENT This section contains details of all units moving between divisions and strategic reserve. The time this travel actually takes depends upon the units distance from the appropriate map edge; the maximum delay is twelve game turns. A unit moving to a division will show that division's colour code alongside the unit details. A unit arriving at the division to which it has been assigned, will appear on the map if: the division has less than six units on the map AND the division has a supply rate greater than 25% AND the HQ symbol of that division is not already covered by another unit. The unit will then appear over the HQ symbol. Any number of units can be assigned to a division, although only six will appear on screen; the rest will form a tactical reserve for that army. DIVISIONAL REINFORCEMENTS During the course of the game, both armies will receive reinforcements, which will arrive at either El Agheila or Alexandria. TO START A NEW GAME TURN When you have given all the orders you wish to give, start the movement and combat again by pressing/highlighting and clicking on, MOVEMENT-0. THE ARMY MENU This second control menu allows you access to the following functions: Army Orders Unit details Army information Current orders Road Move Main Menu (via EXIT X) Access each section in the same way as for the main menu options. Please note that only the tactical map is displayed when using this menu; to view the strategic map, you must return to the main menu. ORDERS - O Each division is allocated both a letter and a colour code. To select a division, simply highlight the division on screen, and either click the left mouse button or press the appropriate letter key. Select A to change the attack front line, or D to change the defensive front line of the individuaol army. You can change just the division commanders mode without changing either of the front line parameters, by selecting X. CHANGING THE FRONT LINE: After access, a cross-hair cursor will appear on the divisional HQ, an X on one unit, an R on a second unit, and an L on a third unit. For the first unit, move the cursor to the position you wish that unit to move to, and press the T/left mouse button. Then repeat this procedure for the R and L units, forming the three points to your desired new front line. Repeat this procedure again for all units in the division (in batches of three units at a time). Should you wish to retain a previously issued order to any unit, press the X key rather than the T key, or press the right mouse button to skip a unit. This allows the player to change one or more unit's orders without needing to reset all units. ATTACK (A) DEFEND (D) DISCRETION (E) To instruct your divisional commanders whether to attack or defend, or whether you wish to leave it to their individual discretion, simply press one of the A, D or E keys (as appropriate) or use standard mouse procedure. These 'modes' for divisional commanders have the following effects: ATTACK: The divisional commander is biased in favour of an attack, but is not forced to do so. The division commander can decide either to move towards his attack front-line, or towards any enemy units in his immediate proximity. If the commander feels that his position is particularly hopeless, he may still decide to defend, when he will use the rules governing a defend order. DEFEND: The divisional commander here has just two options - to move all units towards their defensive front line positions, or, if he thinks his positions hopeless, to retreat. In retreat, the divisional commander will use his defence front lines as a guide as to where to retreat to. DISCRETION: While still using the front lines set by the player as a guide to movement, the divisional commander will decide himself whether to attack, defend or retreat. Clearly, the player has most control over divisional commanders when they are in defend mode. UNIT DETAILS D Select D, followed by either A(llied) or G(erman) to access the respective armies. Computerised opponents army units will not be shown if the units are too far away from the player's army units. The numbers at the bottom of the player units display the current morale levels. If one screen will contain an entire division's units, then the whole division's details will be shown at once. Select X to access another division of the same side, or X twice to access one of the other side's divisions. Return to the controlling menu screen by selecting Z. ARMY INFORMATION (I) Press I and then use control as for unit details; army information, including the supply situation, will then be shown. Unit details and army information sections can be used for general information purposes, or for specific comparisons of two opposing divisions. Scroll the map so that two opposing divisions are displayed in the centre of the screen, then access unit details or army information for both divisions. The screen will now show both relative positions, and information about the two divisions for detailed decision-making purposes. SUPPLY STATUS The higher the supply status of a division, the more effective its units will be in combat, the more individual combats the units of a division indulge in per game turn, the more likely the supply status is to decline. SUPPLY RATE The supply rate of a division is determined by the distance each division is from an 'in-supply' road position: the greater the distance, the lower the rate of supply. Road supply is cut if an enemy unit is on, or adjacent to, a road position. All road positions after the point at which supply is cut, will be out of supply. The supply rate is used to top up the supply status of a division. If the supply status used as a result of combat is less than the supply rate, then the supply status will be increased by the difference, to a maximum of 100%. The units of a division with less than 30% supply rate, will suffer a one step reduction in mmorale per game turn. The units of a division with abysmal supply rate will progressively lose effective strength. CURRENT ORDERS (C) Select G or A to access respective armies, then the code letter of the army required. For the Player's units, the current movement order of each unit will be displayed by a series of arrows. Should the arrows extend off screen, scroll the map to the required position, and press a key other than the X key, or click the right mouse button. The arrows are not printed if movement extends through another units. The short arrow denotes the objective position of a unit. For Computer-Opponent units, the arrows represent the previous turn's incomplete movement. They indicate what the opponent was trying to do on the previous turn. The computer opponent may or may not continue along similar lines. ROAD MOVE (R) Select R to access this section. Select the appropriate division, then select R to move the division towards the right hand map edge or L to move towards the left. To allow the road move, the following conditions must be met: The division HQ is within 4 units of the road No enemy HQ is within 10 unit positions of the friendly HQ All units of the division are within command radius of the HQ You will not be allowed to access a division in this section if any of these conditions are not met. MOVEMENT Each player unit is allocated a number of movement points each game turn, dependant upon its type (see unit chart). These points are used up according to terrain crossed, according to the rates shown on the terrain chart. Each unit exerts a degree of control over adjacent positions; as a result, no unit next to an enemy unit may move directly to a position that is also adjacent to an enemy unit. COMBAT After each unit's movement, the units of that army are considered attacking units during combat and the opposing units as the defenders. Combat occurs between adjacent enemy units, including diagonal adjacency. Combat terrain adjustments are applied as shown on the terrain charts. Units with a Defend order will not attack and, when themselves attacked, will defend with a 15% bonus added to their effectiveness. Units will attack only at the discretion of their respective division commanders. Units receive a combat bonus according to their type - see unit chart. The supply status of a division adds a combat bonus to each unit up to 25% of the unit's current strength; the lower the supply status, the lower the combat bonus. In a single combat phase, each unit will have its effectiveness reduced by one quarter of its current strength in its second and subsequent combat in that combat phase. Combat losses are shown as a percentage loss to their effectiveness within each unit's symbol as combat occurs. ADVANCE AND RETREAT DURING COMBAT Defending units may retreat, and attacking units advance, depending upon the results of combat. A retreating unit will move in a direction determined by the relative positions of the two units. An advancing unit will move towards the position set by its current movement order. An attacking unit advancing after combat will still resolve combat with all enemy units it was adjacent to before the advance took place. DISBANDMENT At the end of each game turn, each unit is subject to a disorganised test. Passing the test is based on the unit's strength, but more significantly on the unit's morale. A unit failing this test will disband and be sent, via strategic movement, to strategic reserve if its army has a supply rate of more than 25%. If the unit's supply rate is less than this, the unit will be lost. An army containing just one unit will automatically disband at the end of each game turn. ARMY HEADQUARTERS The player's HQ are for purposes of access and control. The computer's HQs provides the player with limited intelligence regarding the position of the computer's forces. It must be stressed that an HQ is not a physical unit - units may move freely through the HQ, with no effect. COMMAND RADIUS A unit more than five unit positions from its HQ at the start of a movement phase will move towards its HQ. It is effectively out of command. The position of an HQ is the centre of each divisional calculated on the average line and column number of all units in each division. LIMITED INTELLIGENCE Computer units whose exact positions are known are displayed on the screen. Units whose positions but not type are known are displayed by an HQ symbol. Divisions whose general whereabouts are known have their HQ displayed. MORALE The morale level of a unit adds to the overall effectiveness of each unit as follows: Excellent - +30% Very Good - +25% Good - +20% Fair - +15% Low - +10% Poor - +5% Abysmal - Nil Any unit suffering 15% or 20% loss in a single combat will have its morale reduced by one step. VICTORY CONDITIONS The game ends when either army is reduced to less than 30% effectiveness, or when the Axis army reaches the right hand edge of the map, or the Allied army reaches the left hand map edge. At this stage, select Y to continue the game, or reset the computer to play again. End. =================================================================================== A F R I K A K O R P S - H I S T O R I C A L B A C K G R O U N D CHAPTER 1. HISTORICAL BACKGROUND AND DESIGNER'S NOTES This document has been written to provide some background of the simulation. We aim to provide a brief summary of how the desert war was actually progressed, and to give some information about the two most successful generals involved - Rommel and Montgomery. Although this cannot claim to be anything than a small overview, we hope it will add to your understanding of the conditions during which the real battles were fought, to your general knowledge, and thereby to your enjoyment of this product. The designer's notes are provided as hints towards playing the game, more specifically regarding tactics for your armies. DESIGNER'S NOTES The first point that you should bear in mind is that this game is historical simulation, not historical duplication. The intent is to present you with the type of problems that existed historically, but without the advantage of hindsight. To this end, no specific events - such as the defence of Tobruk - have been programmed into the simulation. To do so would create predictability on the part of the computer, and would restrict the strategic options available to the player. Historically, Rommel took immediate advantage of any opportunity that came his way, stopping only when he was physically stopped. Montgomery, on the other hand, waited until he had sufficient force to fight a major set piece battle. Winning this battle effectively won the whole campaign. This game has been designed to enable the player to indulge in any kind of strategy. Divisions, once lost, cannot be re-created. This restriction is designed to impose a degree of caution on the player and to penalise the profligate. Don't be too worried by the complete loss of a few divisions, as reinforcements of any unit type can be assigned to any division of the same nationality. If commanding the Axis forces however, remember the limited number of German divisions. The desert campaign was dictated by supply. As the supply lines became extended, an army's effectiveness declined. It was this effect that produced the see-saw nature of the campaign. In the game, this effect is simulated by the time reinforcements take to reach a division, dependant on the distance to the relevant map edge. If possible, assign more than six units to some division to form an immediate tactical reserve. This allows a division to engage in combat for longer periods without pause. The battle is not made artificially difficult by weighting it overwhelmingly in the computer's favour. Gradually, reinforcements become available to you, using these effectively is one of the most important of your functions as Commander-in-Chief. At the beginning of each movement phase, the commander reports his intentions (unless nothing has changed since last time). This constant feedback gives you a feel for the overall situation and alerts immediately if his division is incapable of fulfilling his objective. The main map is very large (comprising 36 screens in all). This allows you scope for considerable mobility and manoeuvre. As a result: the variety of your options is increased; you can easily avoid a continuous, immobile front line, which would make things easy for the computer opponent; you can test the computer opponent's effectiveness by trying to out-manoeuvre it. The smaller strategic sketch-map is provided to give a quick overview of divisional positions. HISTORICAL BACKGROUND By February 1941 the British position in Cyrenaica was becoming more and more precarious. On the 6th February, Erwin Rommel was appointed to command a German Afrika Korps - to support the weakening Italian army of which the Axis force in North Africa had previously consisted. By late February, clashes between German reconaissance units and outposts of the British 2nd armoured division convinced Rommel that an immediate attack was possible. The almost bloodless capture of El Agheila on March 24th was followed by a break through of the British position at Mersa Breg. thereafter British resistance began to collapse and the Afrika Korps indulged in a rapid advance through Cyrenaica, all the way to the Egyptian border. Rommel did, however, fail to take Tobruk, and this garrisoned fortress prevented any immediate advances on the Suez canal. During May to Jume, the Western Desert Force (later designated the 8th Army) stabilised the front along the Egyptian border, though attempts to recover Cyrenaica and to relieve Tobruk failed. By November 1941, the British desert army had reinforced to become the strongest force yet assembled in the western desert. After weeks of bitter fighting the 8th army forced the Afrika Korps to retreat. By January 1942, Rommel once again found himself at El Agheila. Due to extended supply lines the British advance petered out and, within two weeks, Rommel was once again on the offensive. The pattern of the year before was repeated, but on this occasion the impetus of the Afrika Korp's advance was checked at Gazala. The front line stabilised once more as both sides reinforced and replenished their forces. The lull in the desert was lasted until June, by which time Rommel was anxious to continue his recovery of Cyrenaica, and Churchill was urging his commanders to resume their offensive. Rommel struck first, but almost immediately ran into trouble. An outflanking manoeuvre left the German armour out of supply and trapped between the front line and the British armour in reserve. The British commanders were however too slow to react to this opportunity, and after bitter fighting the Afrika Korps secured its supply lines. The fall of Tobruk followed, and the road to Suez now seemed open - the 8th Army was pushed all the way back to El Alamein. The first battle at El Alamein was a classic battle of manoeuvre, in which the 8th Army, now under the command of Auchinleck, fought hard and brought the Afrika Korps to a standstill. After strenuous efforts to break through, Rommel finally had to concede defeat, and both sides began digging in along the El Alamein line. Auchinleck's reward was to be replaced by Alexander - with Montgomery given field command of the 8th Army. From July to October, both armies received reinforcements, the 8th Army receiving considerably more than the Afrika Korps. During this time, Rommel made one last concerted bid to break through to the Nile valley - but was stopped at Alam Halfa. It was to be his last offensive. By late Octobre 1942, Montgomery was satisfied that he had the necessary resources not only to defeat the Afrika Korps on the El Alamein line, but also to push Rommel right out of North Africa altogether. The second battle of El Alamein, unlike the first, was a set piece battle in which the 8th Army gradually ground down the Afrika Korps until, short of both fuel and equipment, Rommel had no option but to retreat. On this occasion there was no stopping them. Rommel was forced to retreat all the way back to Tunisia - the was in the western desert was over. MONTGOMERY Monty, as General (later to become Field Marshall) Montgomery became affectionately known, is very closely associated with the desert campaign in World War Two - and rightly so, since it was under his leadership that the Eight Army first repulsed and then defeated Rommel's Afrika Korps. Monty's war experience began on the Western Front in World War 1, and extended afterwards to the troubles in Ireland in 1921-2. Between then and the Second World War, Monty concentrated on army training, and married and raised a family. He was given command of the 3rd Division (the 'Iron' division) forming part of the BEF which was sent to France at the start of the war. The speed and nature of the defeat of this BEF at the hand of the superior German forces, which led to the ramshackle evacuation from Dunkirk, made a huge impact on Monty, and arguably were the cause of his subsequent rise in the British Army. He became incensed with retribution for Dunkirk, and developed into a hard and ruthless commander who would accept no less than the best from officers and men alike. During the period of fighting before Dunkirk, Monty realised that the British army was no match for the Germans at that time - due to inexcusable failings: lack of faith, poor discipline, worse communications, and bad generals. In the months and years which followed, Monty therefore concentrated enormously in training the army in these aspects, desperately trying to create the same slick, well- oiled war machine which would be needed to defeat the Axis forces. He succeeded early on - making the 3rd Division in 1940 arguably the most efficient, best-trained unit in the British Army. Monty's reputation for command spread rapidly, so that, on 7th August 1942, he received a telephone call from the War Office, explaining that he was to replace General Alexander as commander of the Northern Task Force - which was to launch a massive invasion of North Africa, landing on the Mediterranean coast. But before this happened, Monty's orders were changed - and instead he was given command of the Eighth Army, where he set about rapidly exerting his influence and control: 'One point was firmly fixed in my mind - desert warfare was not suited to remote control. I decided to give a clear lead and to take a firm grip on the English Army from above' (cf. A History of Warfare by Montgomery) Monty installed renewed confidence in the Allied forces, aided considerably by his high profile and distinct style - wearing a beret instead of a general's cap. Together with new supplies and weaponry, Monty and the Eighth Army first halted the Axis advance and then reversed it, holding Alamein, and then pushing the Afrika Korps right out of Africa. Monty, now triumphant, famous and with an enviable reputation, returned to command the English components of Operation Overlord, the Normandy Landings. ROMMEL Lieutenant-General Erwin Rommel was the officer appointed by Hitler to support Mussolini's forces and provide a stable desert front. He rapidly acquired the reputation of first-class general, and became known as the Desert Fox. Despite being unpopular with certain of the upper echelons of the German Army (As Monty with the British Army) Rommel commanded Hitler's own bodyguard at one stage, and was held in high regard by the Axis leader. Prior to his desert appointment, Rommel had commanded a Panzer Division on the Western Front. He arrived in Tripoli to take command of the Afrika Korps on 12th February 1941. Rommel made extensive use of the advantages offered by Panzers and other mechanized transport, and advanced far, fast. This ultimately proved his undoing in the western desert, as his lines of supplies became too weak, enabling the Allied counter-attack to be decisive. Rommel subsequently returned to Germany, where he took part in a planned assassination attempt on Hitler. Once this had failed and the plotters revealed, Rommel committed suicide - a tragic end to a brilliant general. UNIT CHART Armour Mechanized Motorized Artillary Infantry Infantry Infantry MOVEMENT POINTS PER 16 16 14 12 9 GAME TURN COMBAT BONUS 45% 15% --- 30% --- End.