SECTION 4.1.5  (Clarification)
  Streams are shown as thin blue line, rivers as thick blue lines.  Gullies
  are solid dark brown lines.


SECTION 8.9  (Addition)
  An additional feature has been added to TOP that allows players to modify
  the execution delays for each player.  When used, the new value overrides
  the standard delay in all circumstances.  The override value also entirely
  eliminates the use of the chain of command routines, including the
  considerations concerning a  unit's distance from a HQ.

  The TF HQ delay is not affected by the override.  It remains zero.  Also,
  the override value really does not affect detachments, since they may never
  be given movement orders.

  This option is provided in the interests of "getting to the action"
  quickly.  The overrides are not historical, and may drastically affect the
  balance of play.  Players are also cautioned that the initial VPs were
  determined before the overrides were set, based on the standard (historical)
  delays.  These values are not recalculated when the override is set.


SECTION 10.2  (Clarification)
  In the unit strength summary, original unit strength values are equal to
  quantities before detachments are released.  So, whenever a unit provides
  one or more detachments, the unit will appear understrength from the very
  first turn.


SECTION 10.10.5  (Note)
  If the FOUR UNIT SYMBOLS PER HEX display option is used, unit symbols may
  overflow into adjacent hexes.  Often, when the hex is redrawn/highlighted/
  unhighlighted, outlines of the symbols will remain in the adjoining hexes.
  To remove these outlines, use the "R" (redraw) feature to refresh the map
  screen.


SECTION 12.7 (Addition)
  In games where both sides are controlled by the computer, unit moves may be
  shown (hex by hex) during the activity phase.  Just set the message detail
  level to 3 or 4.  Otherwise, the computer units units will not be shown
  except when firing (or being fired at).


SECTION 14.2  (Addition)
  When scrolling around the map, the mouse buttons may be used to bring up
  unit information for unit(s) in the current hex.  For single units,
  clicking the RMB calls up the detailed WEAPON TECHNICAL DATA box.  Clicking
  the LMB or CMB will cause the UNIT INFORMATION window to page up or down.

  For hexes with multiple units, clicking the LMB identifies the units.
  To get the detailed weapon information about a particular unit, highlight
  the unit and click the RMB.  To remove the unit display, click the LMB
  on any unit line or the DONE (F1).


SECTION 14.2.1  (Addition)
  In the UNIT INFORMATION BOX, a speed value of "0P" indicates that the unit
  has paused to fire at an enemy target.  The unit will begin moving again
  automatically once it ceases firing.  Alternately, setting the PAUSE TO
  ENGAGE value to NO or clearing the target will also cause the unit to
  begin moving.


SECTION 14.3 (Addition)
  The WEAPON TECHNICAL DATA and AMMO CHARACTERISTICS displays are not
  described in the manual, although they are shown on page 1-9.  The WEAPON
  TECHNICAL DATA box is self-explanatory, and lists all of the primary
  combat related values for the weapon system.

  The AMMO CHARACTERISTICS box is brought up by pressing the RMB or <F3>
  while the WEAPON TECHNICAL DATA box is displayed.  This box gives the
  general characteristics for the ammunition types that may be used by the
  weapon's primary and secondary armaments.  Note that the primary weapon
  may have up to 4 ammunition types, while the secondary and tertiary have
  only one each.

  At the top of the box, the main weapon system name is shown (in black),
  with the primary armament to the right (in red).  The secondary gun is
  listed below the system name (in blue), and the tertiary gun is under
  the primary (in black).

  The ammunition types are listed underneath the armament names.  MV is the
  muzzle velocity in meters per second, WGT is the projectile weight in
  grams, and APF is the shell's Anti-Personnel Factor.  For HEAT rounds
  (only), the APF value is the normal armor penetration in mm.  All HEAT
  warheads have an actual Anti-Personnel value of 5.


SECTION 17.12  (Clarification)
  The Soviet 76mm, 85mm and 100mm guns are classified as artillery, not AT
  guns.  This is because they were often used to provide IF - which AT guns
  can not do.  In games where these weapons are being used exclusively as AT
  guns, it is up to the players to make sure that they are not selected to
  fire IF missions.


SECTION 23.16  (Addition)
  Mud and Heavy mud ground conditions eliminate dust trails.  Frozen ground
  reduces dusts levels by 50%.  Snow and heavy snow reduce dust levels by
  70%.


SECTION 26  (Addition)
  Vehicles moving through wire obstacles may cause the wire to be eliminated.
  The probability of removing wire (per vehicle passing through the hex)
  depends on the vehicle type:  TRACKED 30%; HALFTRACKED 20%;  WHEELED 10%.
  Note that the wire is not reduced by one or two levels from the vehicle
  movement.  It is either completely eliminated from the hex, or remains
  unaffected.


SECTION 34.2  (Addition):
  The game ends automatically when either side has no manuever units left
  on the map (detachments do not count as maneuver units).


APPENDIX A-8  (Addition)
  At the conclusion of each turn, the game is automatically saved to the
  file 'QZRTL.OPS'.  If for some reason you need to access this file (the
  program locks up, the power is knocked out, etc.), copy QZRTL.OPS to
  ZZ.OPS (in DOS use the command: "copy qzrtl.ops zz.ops <ENTER>").
  Rebooting your computer (in the case of a lock-up) will have no effects
  on the QZRTL.OPS file.

  After copying the file, run TOP normally.  Select SAVED GAME from the
  menu.  Your saved game (ZZ.OPS) will normally be the last one displayed,
  and will show the current turn number.  Of course, it's always a good
  idea to save games every so often - just in case.



 ***********************  SCENARIO INFORMATION  ***********************

The TOP scenarios are for the most part historically correct.  In some cases,
slight modifications have been made to the force structures in the interests
of improving play.  All of the TOP maps (including the scenario maps) are
entered directly from the German General Staff maps of the Eastern Front
published 1941-44.  The scenario forces and situations were taken from a
variety of sources, including several regimental histories, official military
reports, and war memoirs.

I'd like to thank my wife, Elisa, for her time and efforts entering all of
the TOP maps in from the originals (using ADC).

In order to maintain some mystery surrounding the the forces involved in each
scenario, exact strength and size values will not be used.  Instead, only a
very general description will be given for each side.

The scenarios begin with the units of both forces already deployed on the map.
Players are always given an opportunity to modify these set-ups at the start
of a game.  Units are NOT always loaded at the start of the game, even if
they are located in the same hex as a carrier unit.  When issuing movement
commands during the first orders phase, always check if the passenger
units are loaded before giving movement commands to the carrier.



LOWICZ, Poland.  1939.
  In this scenario, elements of the Polish Poznan Army, surrounded West of
  the Bzura River, are attempting to break out in the direction of Warsaw.
  The attack is being launched from a Polish bridgehead at Lowicz on the
  east bank of the Bzura.  Defending against the attack are elements of the
  German 30th Infantry Division.

  At the time, the Polish attack caught the German command almost completely
  by surprise.  In fact, the drive on Warsaw was temporarily halted to
  release forces to contain the Polish breakthroughs.  In the scenario, the
  German player will be hard pressed to stop the Polish advance.  The key
  for both sides is in the effective use of fire support and mobile reserves.

  Orienting the TOP map, North is towards the upper right corner.  The
  Polish force is attacking left to right (west to east).


ADAMOW, Poland.  1939.
  At Adamow, southeast of Warsaw, the tables were turned.  In this case the
  German 13th Motorized Division found itself cut off and made an attempt to
  break through to the west to link up with the 29th Division.  Standing in
  the way were elements of the Polish "Brzoza" Division.

  This scenario is a hard-fought infantry battle.  It is very unlikely that
  the German forces will be able to reach the left map edge within the game
  limit of 90 turns.  In real life, the Germans did reach the west edge, but
  just barely and only after a half-day battle.  By then, the Poles had
  brought up reinforcements in the form of the "Kmicica" Brigade.  The
  German attack ground to a halt, and eventually the Poles managed to regain
  some of the lost ground.

  Becasue this sceanrio contains very few mobile units, the game play is
  fairly slow.  New players should probably skip it in favor of one of the
  more "exciting" scenarios.

  On the map, north is at the top.  The German forces are attacking right to
  left (east to west).


DOROGOBUSH, Russia, USSR.  1941.
  Dorogobush was the site of the last significant Soviet delaying action in
  front of	Smolensk.  With orders to hold at all costs, elements of	the
  Soviet Sixteenth Army vainly tried to halt the advance of the German 29th
  Motorized Division.

  While this scenario is primarily an infantry battle, the motorized German
  force possesses a high degree of mobility.  Because of this, the Soviet
  player probably can not block the German advance completely.  Even so,
  the German player must be careful - the Soviet force does have the ability
  to inflict significant losses.

  On the map, north is at the top.  The Germans are attacking from left to
  right (west to east).


W. BIRJUKOFF, Ukraine, USSR.  1942.
  In late December, 1942, the Soviets launched an offensive against the
  sector held by the Italian Eighth Army.  This offensive was designed in
  conjunction operation "URANUS", the encirclement of Stalingrad to the
  south, with the objective of destroying the German Southern flank.

  For the most part, the Italian units were overwhelmed and quickly
  disintegrated under the onslaught of the superior Soviet forces.
  However, at isolated locations some Italian units managed to make a stand -
  if only for a short time.  This scenario represents one of those stands,
  made by part of the Celere Division against the advance elements of the
  Soviet 197th Guards Rifle Division in the broken terrain east of Meshkoff.

  This scenario is an almost exclusively infantry battle.  However, the
  Soviet force inclues some good fire support.  If used effectively, the
  Italian player will have his hands full.  Normally, this game can hang in
  the balance until the very end.

  On the map, North is towards the top.  The Soviets are attacking from right
  to left (east to west).


GERESHENOWKA, Ukraine, USSR.  1944.
  A battle in the general "mud offensive" in the Spring of 1944, this
  scenario recreates the last ditch effort of the Germans to keep the Soviets
  from capturing the critical supply base at Uman.  Unfortunately for the
  Germans, the defending force of stragglers and rear echelon troops (mostly
  from the VII Corps) was no match against the advancing Soviet XVI Tank
  Corps.  This battle took place on 9 March.  The Soviets captured Uman the
  next day.

  This scenario is notable for the fact that it takes place during the mud
  season.  In a large measure, the mud reduces the Soviet edge in mobility,
  at least for off road movement.

  Historical note:  The German armor in this scenario is comprised of small
  "ad-hoc" units.  These units were hastily improvised from vehicles in the
  Uman maintenance shops and men returning from leave or on duty in Uman.

  North is at the top of the map.  The Soviets are attacking from right to
  left (east to west).


BUKRIN, Ukraine, USSR.  1943.
  In the late summer of 1943, the German forces in the Ukraine pulled
  back behind the Dneiper River.  Even though the German forces prevented
  the Soviets from using any the five major bridges across the river, the
  Soviets managed to push units onto the west bank none the less.  As the
  Germans soon learned, if these small bridgeheads were not eliminated
  immediately	the Soviets would continue to pour in troops and equipment.
  Within the space of only a few days, or at most a week, the bridgehead
  became impregnable.  Soon after that, the force would be strong enough to
  break out, and thereby in most cases force the Germans off the entire
  river line.  With the stakes high for both sides, the "battles for the
  bridgheads" were exceptionally fierce actions, but conducted with only
  what forces could be scraped together quickly.

  The Bukrin bridgehead over the Dneiper (south of Kiev) was established on
  the 23rd of	September by the 8th Guards Rifle and 69th Mechanzied Brigades.
  This scenario represents the action on 28 September. The 69th Mech
  Brigade was attacking to expand the bridgehead to the south, and ran into
  the 19th	Panzer Division attacking to the north.

  North is towards the left side of the map.  The Soviets are attacking
  from left to right (north to south), and the Germans from right to left
  (south to north).  The river along the east edge (top) is the Dneiper.

  Playability Note:  This scenario is set up as a meeting engagement.  As
  such, it may take 20 or more turns for the respective forces to come
  into contact.  Players looking for a quick game should either play another
  scenario, or use the FAST TURN MODE option.


RYMANOW, Poland.  1944.
  This action is part of the intial Soviet offensive to capture the Dukla
  Pass at the Czech-Polish border.  On 10 September the IV Guards Tank Corps
  and the I Czech Corps attacked south on both sides of the German 208th
  Infantry Division.  On the 12th, the pincers met south of Rymanow, trapping
  part of the German force, and setting the stage for a further advance.

  This scenario takes place on the far right of the 208th Division's lines
  along the Wistok River.  The Soviet attack is being delivered by parts of
  the IV Guards Tank Corps.

  North is towards the right.  The Soviet forces are attacking from right to
  left (north to south).


PROKHORVKA, Russia, USSR.  1943.
  The best has been saved for last.  With clearly more tanks engaged than
  at any other time in the battle of Kursk, the meeting engagement around
  Prokhorvka was the greatest tank battle in history.  On 12 July 1943, the
  II SS Panzer Corps and the Fifth Guards Tank Army simultaneously attacked
  (the Germans to the north, and the Soviets to the south).  The resulting
  head-on collision initiated a wild melee, the likes of which has never been
  seen before or since.  When the smoke and dust cleared, both sides had
  suffered huge losses and were exhausted.  But, the German attack had been
  stopped in its tracks.  The failure of this attack sealed the fate of
  Citadele, and along with it, utimimately doomed the Third Reich.

  This scenario recreates the meeting engagement between the Liebstandarte
  Adolph Hitler (1st SS Panzer Division) and the 18th and 29th Soviet Tank
  Corps.  Like the battle, this scenario is enormous - with over 400 tanks
  and vehicles on the the map at the start!

  Because of the large number of tanks and units compressed into such a
  relatively small area, a number of historical and mechanical modifications
  have been made to this scenario.  First, infantry forces are basically not
  included.  While infantry units were present on the battlefield, during
  this very deadly and  mobile engagement their importance was much less
  than the tanks and AFV's.

  Secondly, the normal TOP force structures have been changed to accomodate
  almost the entire LAH and 29th Tank Corps.  For the most part, this was
  accomplished by making what would normally be a company (HQ + 3 platoons)
  into a battalion (9 platoons + HQ).

  While perhaps not completely historical, this scenario provides a very good
	"feel" for the intensity and destruction of that day's unique action.

  On the map, North is to the upper right corner.  The Germans are attacking
  left to right (southwest to northeast), and the Soviets right to left
  (northeast to southwest).

  Playability note:  This scenario, becasue of its size, takes quite a long
  time to get going and complete.  Once the action starts, the game speed may
  be increased by reducing the message detail levels and delay.  Even so, if
  you're looking for a quick game THIS IS NOT IT!

