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The Project 64 etext of the ~Nato Commander manual~, converted to
etext by anonymous, obtained from the Asimov Apple ][ site
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/strategy/
Microprose/nato_commander.zip, pointed to by Evin Mulron's Apple ][
MicroProse War page http://www.concentric.net/~Evin/mp/.

NATOCO10.TXT, May 1997, etext #242#.

*********

 N A T O   C O M M A N D E R

    by MicroProse (1984)

    Al Duffy & Sid Meier


BOX
===

"Pin on the four stars of a Nato General and defend Europe in a heart
pounding, accelerated Real-Time war simulation! React to the combat
radio, teletype, and news service messages from the battle front, and
use your full continent scrolling battle map to deploy, manoeuvre, and
command the battle units, including infantry, armour, helicopters, air
forces, and tactical nuclear weapons in real time to stop the ever
advancing Warsaw Pact battle units! Nato Commander is great fun and
challenge for wargamers and arcaders alike!"


CODES
=====

(See section Important - Read Carefully)

Computer code: A B C D E F G H I J K L M N O P
Counter code:  M K C L H A L D I E M K B L E M


MANUAL
======

News Summary (April 21-30)
==========================

UPI...Brussels: The new NATO commander was sworn in today in a
brief ceremony.

AP...Wittenberge: The East German labour movement claims that the
workers in the border town of Wittenberge are on strike. Reports from
West German sources indicate that large numbers of refugees are
crossing the border in the vicinity. East Germany today accused the
West German Government of supplying food and weapons to the striking
workers.

REUTERS...Franfurt: NATO forces have been placed on Alert Level 3 and
all leaves have been cancelled. Tension along the East German border
has increased as a result of the West German government's recent
support of the dissident East German labour movement.

REUTERS...Moscow: The USSR threatened today to crush the labour revolt
by force if necessary. It warned the West German government not to
interfere with the "internal affairs" of a Warsaw Pact country.

AP...Wittenberge: East German dissident announced the beginning of
talks with the West German government aimed at the reunification of
the two Germanies.  The West German government refuses to confirm or
deny the existence of these talks.

REUTERS...Berlin: All access routes to the city of Berlin have been
closed by the East German Government. American and British outposts
report contact with Russian mechanized forces. The Soviet government
refused to acknowledge the outbreak of hostilities but noted that
"appropriate measures" were being taken.


Situation Briefing (April 30) To: Incoming NATO Commander
=========================================================

NATO forces in Central Region consist of 24 divisions and supporting
assets from the US, West German, British, Dutch, and Belgian armies.
In addition a number of French divisions should become available if
war breaks out. The Warsaw Pact had deployed over thirty divisions
from East Germany, Czechoslovakia, and the USSR along the East German
border. An additional fifty divisions are available from the WP
strategic reserve in Poland and the USSR. Therefore the initial
priority in any conflict with WP forces must be to hold back the
attack until NATO reserves can be assembled and NATO air superiority
can be established.


NATO Order of Battle
====================

US V Corps: 3rd Armored and 8th Mechanized divisions. Headquartered at
Franfurt, this Corps must defend the centrally located Fulda gap and
the large concentration of air assets based at franfurt.

US VIII Corps: 1st Armored and 3rd Mechanized divisions. This Corps
defends the city of Nurenberg and the US nuclear missiles near Ulm.

US Support Units: Six Surface-Air missile units, three Air Wings, two
Assault Helicopter units and two groups of Tactical nuclear missiles
(Pershing).

US Reinforcements: 1st Mechanized Division, arrives May 3-4; 2nd
Armored division, May 6-7; 4th Mechanized Division, May 13-14; 2nd
Marine Division, May 15; 101st Airborne Division May 24.


West German I Corps: 3rd and 21st Panzer (Armored) Division; 1st, 7th,
and 21st Mechanized Divisions. This Corps defends the northern
approaches (Hannover/Hamburg).

WG II Corps: 10th Panzer, 1st, and 1st Alpine Divisions. This Corps
defends the southern approaches and the city of Munich.

WG III Corps: 5th and 12th Panzer Divisions; 2nd Mechanized Division.
This Corps defends the central approaches.

WG Militia units: Will be called up to defend major cities if war
breaks out.

WG Support units: Two air wings, three assault helicopter units, and
six SAM installations.


British I Corps: 1st, 2nd, and 4th Armored Divisions. This powerful
armored force is concentrated near Hannover. The 3rd Mechanized
Division (Airmobile) arrives on May 8th.

Netherland I Corps: 1st and 4th Mechanized Divisions.

Belgian I Corps: 1st and 16th Mechanized Divisions.

These small divisions are ideal for rear area defense against Soviet
Airborne divisions.

These countries also contribute two air wings and four SAM sites.


The French army is not integrated into the NATO command structure but
is expected to supply the 3rd, 4th, 7th and 8th Mechanized Divisions
in the event of a European war.


Warsaw Pact Order of Battle
===========================

Stationed in Eastern Europe:
2nd Soviet Guards Tank Army, 6 divisions.
3rd Soviet Shock Army, 3 divisions.
20th Soviet Guards Army, 5 divisions.
8th Soviet Guards Army, 4 divisions.
1st Soviet Guards Tank Army, 4 divisions.
East German 3rd Army, 3 divisions.
East German 5th Army, 3 divisions.
Czechoslovakian 1st Army, 3 divisions.
Czechoslovakian 4th Army, 4 divisions.

WP Strategic Reserve:
5th Soviet Guards Tank Army, 12 divisions.
7th Soviet Guards Tank Army, 12 divisions.
8th Soviet Guards Tank Army, 5 divisions.
13th Soviet Mechanized Army, 4 divisions.
16th Soviet Mechanized Army, 12 divisions.
1st Polish Army, 13 divisions.
1st Hungarian Army, 6 divisions.

The strategic situation and Warsaw Pact doctrine require an all-out
attack by WP forces. Soviet strategy envisions overrunning forward
NATO defenses and airfields before reinforcements arrive and NATO's
qualitative air superiority can be decisive. You may expect
concentrated attacks all along the line. The Soviet strategic reserve
may reach the front in as little as two or three days. Maximum
advantage should be taken of the excellent defensive positions offered
along the major rivers and forests. Air units and SAM support units
should be protected. Without air superiority any prolonged defense or
counterattack will be impossible. Major cities should be held for
political reasons. The powerful attack strength of the helicopter
units should be used to eliminate WP units which are cut off or to
support a counterattack. Nuclear weapons should be used only as a last
resort and must be authorized by the Commander-in-Chief.


Loading the Game
================

Connect one joystick to the computer using the connector closest to
the rear of the computer, (Port #2). Turn on the disk drive or
cassette drive first and then turn on the computer.

Disk: Insert the game diskette into the disk drive and type LOAD
"*",8,1 (Return). When the READY prompt appears, type RUN (Return).
The rest of the program will then be loaded. Leave the game diskette
in the disk drive while the game is playing.

Cassette: Insert the cassette into the tape drive and type LOAD
(Return).  When the READY prompt appears, type RUN (Return). The rest
of the program will then be loaded.

After the rest of the program has been loaded the game will
automatically begin a DEMONSTRATION scenario. To exit from the
DEMONSTRATION scenario, press function key F1. Additional data is then
loaded and the scenario selection menu is displayed.


Important - Read Carefully!
===========================

At the end of every day (except in the Demonstration game) a
classified NATO code is displayed and requires the player to enter the
correct countercode, read the letter displayed by the computer when it
asks for the countercode.  Then go to the countercode table (found in
the beginning of the document!) and locate the code letter given by
the computer. Located directly beneath the computer generated code
letter is the countercode response. Type the countercode into the
computer and press the "return" key. If an incorrect countercode is
entered and the "return" key has not yet been pressed, the player
should reenter the correct countercode and then press the "return"
key.  The last value entered before the "return" key is pressed is
taken to be the countercode.

Although the player must enter the correct countercode at the end of
the first day, it is permissible on all following days to press the
RETURN key without entering any countercode letter. It should also be
noted that if a player does a restart and begins a new game, he will
then again be required to enter the correct countercode at the end of
that game's first day.


Introduction
============

NATO Commander is a complex single-player simulation in which you
assume command of the NATO armies opposing a massive attack by Warsaw
Pact forces.  The simulation takes place in accelerated real-time.
With a large number of activities taking place simultaneously
including command entry, movement, combat, and status message - the
game requires your constant attention.


Scenarios
=========

Surprise Attack: In this scenario the Warsaw Pact launches a surprise
strike against the unsuspecting NATO forces. The NATO player must
delay the attackers and inflict maximum casualties. Political Points
are ignored in this scenario.  Only the Northern half of the map is
used and the NATO forces begin in dispersed positions.

Hannover/Hamburg: This scenario uses only the Northern half of the
map. Warsaw Pact forces attempt to overrun the NATO defenders and
capture these two key cities.

Pre-emptive Strike: The NATO player takes the initiative and attacks
the Warsaw Pact armies. This scenario gives the NATO player an
opportunity for offensive tactics.

The Italian Option: Warsaw Pact forces attack along the German front
but offer peace to the Italians. Political points are doubled as they
are required to persuade the Italians to join the battle.

You may select from one of four difficulty levels for each scenario.

Your armies may be organized into divisions (larger units) or brigades
(smaller units). Divisions are more powerful and easier to manage,
brigades give you more tactical flexibility.


Commands
========

Commands are entered via the joystick or by depressing the key
indicated in parenthesis ( ). It is not necessary to depress RETURN.

CURSOR CONTROL: The flashing cursor is used to designate which unit
you are communicating with. The joystick may be used to move the
cursor. The cursor may also be moved up/down/right/left in single
steps using the standard cursor control keys. For larger step
movements of the cursor, the "." (period), (down); "," (comma), (up);
"<" (less than), (left); and ">" (greater than), (right); can be used.
The map will scroll when the cursor reaches the edge of the screen.

UNIT STATUS: (Trigger or Space) This command displays the status of
the unit under the cursor. Included are Unit ID, Strength, Supply
Level, Defense Mode, Morale, and other status information.

MOVE: (M) Commands the unit to move to a new location. After entering
the MOVE command, move the cursor to the new location. Then use the
HERE command.

ATTACK: (A) Command the unit to attack an enemy unit. Ground units may
only attack adjacent units. Helicopter units may attack anywhere on
the map.  Designate the unit to be attacked using the HERE command.

HERE: (H) Used to designate the destination of a MOVE or ATTACK
command. If an attack is being ordered you will be asked to select an
accelerated attack, normal attack, or chemical attack using the
function keys F1, F3, and F5.

CANCEL: (X) Cancel any outstanding movement or attack orders for the
designated unit.

ORDERS: (O) Used to give special orders to Air or Nuclear units. Air
units may be ordered to begin Air Superiority, Ground Support, or
Reconnaissance missions. Nuclear units may be commanded to authorize,
launch, or cancel nuclear strikes.

TERRAIN: (T) This command removes the units from the display, allowing
you to see the terrain under those units. Enter T again to restore the
display.

FREEZE: (F) Stops the game action while allowing commands to be
entered. Enter F again to resume the action.

GENERAL STATUS: (G) Displays the current situation including
casualties, WP penetration level, Political Points, Combat Points and
total Victory Points.

AIR STATUS: (Q) Displays the basic air war status information.

WHO?: (W) Positions the cursor over the source of the previous radio
message unless the message was from a surrendering unit.

SAVE: (S) Saves the current game situation in 2 disk files. Enter a
file name from 1 to 8 characters. The SCN and MAP suffixes are added
automatically.

LOAD: (L) Loads a previously saved situation from the disk. Enter the
file name as in SAVE. Once the files are loaded, the game will resume
automatically using the just loaded situation.

RESTART: (F1) Terminates the current game and returns to the scenario
selection. In all scenarios except the demonstration, additional
verification of a wish to restart must be given by pressing the RETURN
key.


Unit Types
==========

American, British, and French units are blue. West German, Dutch, and
Belgian units are green. All Warsaw Pact units are red.

Mechanized Infantry: the backbone of every army. Better on defense
than attacking.

Armor: Fast moving and hard hitting.

Armored Cavalry: Mobile reconnaissance units.

Airborne: used mainly to attack lightly defended rear installations
(WP only).

Militia: best suited for fixed defense.

Helicopters: used to eliminate surrounded or weakened units.

Air Wings:

Surface-to-Air Missiles:

Tactical Nuclear Missiles:


Basic Concepts
==============

This simulation is designed to allow the player to concentrate on the
tactical and strategic aspects of the situation without requiring an
understanding of the mechanics underlying the game. For this reason
each unit has its own built in intelligence. For example, units will
automatically enter the Tactical mode and choose their own path from
their current location to the location assigned by the MOVE/HERE
command sequence. In doing so they will endeavour to avoid enemy units
and difficult terrain. As soon as the destination is reached, the unit
will begin to prepare a defensive position. Units which are attacked
in overwhelming strength will attempt to retreat without being ordered
to do so.

Modes
=====

A unit may assume one of four modes. In Prepared Defense mode the unit
is dug in a defensive posture. In Tactical mode the unit is in a
mobile posture.  A unit may only move and attack if it is in Tactical
mode. The Hasty Defense and Defense modes are used during the
transition from Tactical to Prepared Defense modes. Units
automatically enter the Tactical Mode when ordered to move or when
routed.


Movement
========

Units will move in accordance with the movement commands. Units move
more rapidly over road and clear terrain than river and forested
areas. Units which are fresh will move more readily than broken and
routed units. A unit cannot move through another unit.


Combat
======

A large number of factors affect the results of combat. Tanks are more
suited to attacking, infantry are better on defense. Attacking units
must be in Tactical mode. Defending units are strongest in Prepared
Defense mode. River and hilly terrain are particularly suited to
defense, forests and cities are also good. Combat is also affected by
the amount of air power assigned to ground support. Most engagements
are not resolved with a single round of combat: combat continues until
one unit is broken or routed and retreats or is eliminated. Heavy
casualties may be sustained by these broken or routed units. Three
varieties of combat are possible. In accelerated combat the attacker
accepts additional casualties in order to put maximum pressure on the
defender. A chemical attack reduces the effectiveness of the infantry
components involved while leaving the tanks at full strength. There is
a political point penalty for the use of chemical weapons by NATO
forces.


Morale
======

Morale levels are Fresh, Pressured, Tired, Broken, and Routed. Both
combat and movement are hindered by low morale levels. Units will
gradually recover their morale if left undisturbed.


Air Operations
==============

Air Wings may be assigned one of three missions. Air Superiority
orders the wing to engage and defeat the WP air units directly. This
is the most effective method of reducing the strength of the WP air
forces. Air Wings on Ground Support missions assist ground units in
both defensive and offensive combat. Air Wings on Reconnaissance
missions may discover location of WP units which are not in combat
with NATO forces. (The location of these units is not normally known
to the NATO commanders except at the very beginning of the game.)
Surface-to-Air missile (SAM) units contribute to the attrition of the
WP air forces. The usual NATO strategy is to weaken the WP air forces
early in the game by assigning Air Superiority missions. Once the WP
forces are weakened, Ground Support missions are the assigned to turn
the tide of ground battle.


Nuclear Operations
==================

Nuclear strikes must be authorized by the Commander-in-Chief. Such
authorization will not be given unless the battlefield situation is
serious or nuclear weapons have already been used by WP forces. There
is also a political point penalty for using nuclear weapons. Only one
nuclear strike request may be outstanding at a time. Generally a
number of hours will transpire between targeting a strike and its
execution.


Victory Points
==============

Victory Points are a measure of how successfully (or unsuccessfully)
you are conducting the campaign. Victory points may be Political or
Combat Points.  Political points represent general world opinion as to
the progress of the battle and are gained by capturing cities,
political points are lost by losing cities and using nuclear or
chemical weapons. Combat points reflect the battle situation and are
gained by inflicting casualties on the enemy, combat points are lost
by allowing the enemy to penetrate into your territory. At various
points in the game certain political events take place. These may be
beneficial to the NATO countries (A strike in Poland) or detrimental
(The surrender of Finland). The accumulation of these events will
eventually cause either the NATO or WP alliances to crumble, ending
the game.


Tactical Tips
=============

The simulation requires a sound overall defensive strategy, although
offensive opportunities will develop as the NATO air forces provide
ground support and the WP attack loses its momentum.

Position your defensive units to take advantage of the terrain, river
lines and mountains are the best. Defending units should be positioned
to support each other, don't allow many WP units to gang up on a
single NATO unit. Make sure your units have time to take up prepared
defense positions. Avoid encountering WP units while moving in
tactical mode.

Use massed helicopter attacks to eliminate WP units which threaten
rival rear area installations, air wings, nuclear weapons, etc.

Don't ignore the Air Forces, they can turn the tide of the battle.
Wear the enemy down with air superiority missions and then use ground
support.

Note that helicopters, SAM missiles, Air Wings, and Nuclear missiles
cannot move: they must be protected.

Don't be reluctant to FREEZE the action to study the situation and
plan your strategy.

Move your reserve and replacement units into the battle as soon as
possible.  Try to maintain a backup defensive line behind your main
defenses.

Use your imagination. The possibilities are endless. Use the SAVE and
LOAD functions to try different strategic variations.

*********

End of the Project 64 etext of the Nato Commander manual.

*********
