WARS The Wargaming Analysis & Recommendation System by Terry Phillips (c) 1994 Terry Phillips All Rights Reserved P.O. Box 25147 Colorado Springs, Colorado 80936 An Introduction to WARS WARS in a Nutshell WARS is a suite of programs that takes World War II wargam- ing to a new level. WARS provides detail that is commonly not found in wargaming because of the complexity involved in using realistic conditions. WARS creates detail by using the computer to resolve battlefield conditions, calculations, and information tracking. WARS uses specially designed computer engines that understand areas such as physics, ballistics, trigonometry, calculus, and other higher mathematics. WARS was designed to encompass all facets of World War II ground scenarios. The program can be used for anything from company level tank battles down to man to man infantry skirmish- es. WARS does not replace any particular wargame. Instead, WARS is used as a companion program for wargames. The player should use the WARS program as they see fit. Some parts of WARS may be inappropriate for a particular wargaming scenario. The program is written so that the player may use either the infantry and/or armor aspects of the game at any time. As an example, a wargame may consist of only armor. Therefore the program's infantry aspects should not be used. On the other hand, the program's ballistic components may prove valuable in resolving fire solu- tions. WARS (A Condensed View of Capabilities) WARS is divided into three separate programs. The first is used to manipulate the system's base information. This includes information on equipment, vehicles, weapons, shells, weapon shell combinations, vehicle weapon combinations, vehicle armor, vehicle equipment combinations, terrain, weather, shell types, ranks, materials, crew types, actions, and countries. The second program deals with modeling information. It keeps track of figurines, model vehicles, and model equipment that is used in wargaming. The last program is the gaming engine that takes information from the other two programs. It produces a realistic gaming environment that literally throws out the need for tables. The gaming program can accomplish this by solving situations at the time they occur. WARS Guidelines WARS also contains a set of guidelines that provides direc- tion and possible ideas on using the WARS program to its greatest advantage. The guidelines are not complete by any means, but, they will fit into almost any current or future wargame. What equipment is needed by WARS? WARS requires an IBM-PC equipped with at least 1 megabytes of EMS memory, a video card capable of using 50 line mode video (VGA), a printer (preferably a printer capable of emulating a Toshiba dot matrix or HP LaserJet), and 5 megabytes of disk space. Using the WARS Manual The WARS Manual contains instructions and explanations for all facets of the WARS programs. The user should read the manual completely before using the program. If that is not possible, the user can get a good idea of the program's capabilities by reading the table of contents, table of figures, and Fields Used by the xxx System. This last topic explains the program's data. It also provides an overview of the type of data expected by the program. Installation Instructions WARS is made up of three executable programs (WARS.EXE, MODEL.EXE, MENGAME.EXE) and 52 database files (*.DT, *.PI, *.SI, *.TI). All files must reside on the same drive and directory. The WARS program is distributed in a .ZIP compressed format. The user is expected to have a .ZIP compatible decompression utility for use in un-zipping the program files. Programs and their Chapter Association Chapters 1, 2, and 5 are associated with WARS.EXE. Chapters 3, 4, and 6 are associated with MODEL.EXE. Chapters 2 and 9 are associated with MENGAME.EXE. Chapter 8 explains the WARS Guidelines Chapter 7 contains questions & answers from past users. Chapters 10 and 11 are example descriptions of wargame scenarios using WARS. Special Keys / Commands The WARS program uses several special keys for such things as editing and keyboard short cuts. The following descriptions will help the user navigate the WARS program more effectively. Automated Field Acceptance: The program will automatically accept any value that fills the entire field length. The user does not have to type an enter key on this type of field. The enter key is only needed on fields that do not fill the field length. Automated Field Checking: Some fields do value checking on the field during data entry. If the program does not go to the next field after filling the field length or hitting a return, then the field contains an invalid value. The user must enter a valid value before the program will continue. Insert: Control-V turns insert mode on and off. WARS indi- cates the insert mode by the letters INS in the upper right hand corner. The program defaults to type over mode. Delete Line: Control-Y or Control-T deletes the line from the cursor to the end of the field. Delete Character: The program uses Control-G or the Delete key to delete the character the cursor is currently over. The Backspace key will delete the character to the left of the cur- sor. Moving From Field to Field: The program accepts the TAB key and the Down Arrow key to move forward one field. The program accepts the Up Arrow key and the Shift-Tab to move backwards one field. The user must hit an enter or fill in the last field of a box before the program will move to the next box. Boolean Fields: Boolean fields are those fields that accept only a true or false value. The program will accept the letters 'T' and 'Y' for 'true' and 'yes' for a positive value and 'F' and 'N' for 'false' and 'no' for a negative value. The program will always use 'T' and 'F' on the screen to indicate true and false. Accept Default Fields: The ESC key accepts the default values for the remainder of the fields in a box. This option is most commonly used on modifications where only a single field is updated. This key prevents the user from hitting the return key for each field in a box. NOTE: The user should complete the modified field before hitting the 'ESC' key. Otherwise, the program will not accept the information typed in that field. Abort Program: Alt-C aborts the program. NOTE: The user may need to do house keeping tasks on the database files if the abort key is used. This key should only be used if the program hangs or fails to function. If at all possible, attempt to exit the pro- gram using normal menu selections. Note on Screen Information WARS uses special symbols to indicate what actions the user is expected to carry out. The program indicates information by surrounding the screen information with a single lined box. The program indicates user provided data with a double lined box. When a double lined box is present on the screen, the program expects the user to enter the requested information. In this way, the program can control how information is entered. It also provides the user with a simple means of locating the current information on the screen. Information that does not have a single or doubled lined box indicates information that can go to either the screen or the printer. This information does not adhere to a particular screen format. The Wargaming Analysis & Recommendation System (WARS) 1 Introduction WARS is a set of programs that assist wargamers in creating realistic wargaming scenarios. The program uses the computer to predict ballistic trajectories and their effects on vehicles, men, and other equipment. WARS also produces reports on vehicles, weapons, shells, equipment, and other items. This coordination of information allows comprehensive reports that reflect the infor- mation from all systems. As an example, the user could change the weight and dimension of equipment on a vehicle. The program would show the effects of the vehicle's total weight in comparison to the listed weight. The program could also show the change in odds of hitting the vehicle at different ranges based on the change in dimensions. 2 Main Menu The main menu provides accesses to all the program's areas not directly associated with wargaming and modeling. 2.1 The Equipment System manipulates information specific to the characteristics of an object. Characteristics include dimen- sions, composition, and ownership. 2.2 The Vehicle System manipulates information specific to type 'V' objects. Characteristics for vehicles include speed, basic dimensions, performance characteristics and crew assign- ments. 2.3 The Weapon System manipulates information specific to type 'W' objects. Characteristics for weapons include caliber, basic dimensions, range and crew assignments. 2.4 The Shell System manipulates information specific to type 'S' objects. Characters for shells include caliber, basic dimensions, ownership, and weight characteristics for explosives and charges. 2.5 The Vehicle Weapon System manipulates information spe- cific to weapon assignments to vehicles. The program uses infor- mation to calculate firepower ratings in the modeling and wargam- ing systems. 2.6 The Vehicle Armor System manipulates information specif- ic to vehicles that use different thicknesses of armor on differ- ent vehicle parts. This program uses the information to calculate the effectiveness of a vehicle and the vehicle's ability to repulse attacks in the modeling and ballistic programs. 2.7 The Vehicle Equipment System manipulates information specific to the equipment carried by a vehicle. The equipment includes the vehicle's turret, tracks, tires, road wheels, return rollers, and radio equipment. The system also allows secondary equipment that is assigned to all vehicles of that type. This program uses this information to calculate ground pressure, hit probabilities, and the effectiveness of a vehicle's equipment from repelling attacks. 2.8 The Weapon Shell System manipulates information specific to type 'C' objects. This includes characteristics specific to weapons using certain types of shells. The information is used for ballistic calculations by all system components. 2.9 The Adjust Scale System manipulates the calculation scale for all calculations. This system works with several dif- ferent wargaming scales. 2.10 The Ballistic System calculates the effects of weapons on different objects. The Ballistic System is covered in more depth in Section 2. 2.11 The Utility System maintains the smaller utility data- bases. This includes areas such as rank, terrain, weather, compo- sition, etc.. The utility menu is covered in more depth in Sec- tion 3. 3 Equipment System The Equipment System is the keystone of WARS. Everything in WARS is made of components. These components can be vehicles, weapons, shells, personal equipment, turrets, etc.. The Equipment System tracks all components of all systems and calculates weights, dimensions, compositions, and contents. This information is used by other systems for hit probabilities, weight calcula- tions, and penetration calculations. 3.1 Equipment Fields 3.1.1 Name: The equipment name. The name should give enough information to tell the user the equipment's nature. This is simple for a 'canteen', but, both pieces of information should be part of the name field for weapon / shell combinations. 3.1.2 Country: The country that the object originated. 3.1.3 Composition: The composition of an item is the materi- al, substance, or mineral of the item. The material must match one of the materials already in the composition database. 3.1.4 Type: The type designates the group specification of the item. The type field controls how the item is manipulated. The program understands the following types: - 'V': vehicle - 'W': weapon - 'S': shell - 'T': turret - 'C': weapon-shell combination - 'M': miscellaneous item - 'P': clip for weapon Vehicles are any objects that exist in the vehicle database. The program does not calculate dimension or weight information for vehicle, weapons, or shells. This information is taken di- rectly from the appropriate database. Weapons are objects that exist in the weapon database. Shells are objects that exist in the shell database. Turrets are those objects that are turrets for tanks. They can be used as other items, but the computer does some special processing to calculate the turret weight. The weight is based on information from the vehicle armor database and the dimensions stored in the equipment database. Weapon Shell Combinations are the combinations of weapons and shells. This information is found in the weapon shell data- base. Miscellaneous items are any other items in the system. The item's weight is calculated based on the dimensions, composition, relative density and whether the object is hollow. Clips for weapons are self explanatory. 3.1.5 Use this item for reports: This field indicates wheth- er the item is an actual item used in reports or whether the item is a descriptor of a group of items. If the item is an actual item, then the item is used in reports (as with equipment break- down reports). If the item is a descriptor, then the item name is not used in reports, but the item's contents are used. An example of this type of item is an infantryman's backpack load. The back- pack may be made up of a cargo pack, a field pack, a shovel, and a large bedroll. The item's name may be U.S. infantryman's pack, but, the item name is not used in the report. The U.S. infantry- man's pack would have all the items listed as components of the item and those items are in the reports. 3.1.6 Category: This field is used for the item's category. The category is a method of grouping items together for easy look up by other systems. A default set of categories has already been set up (See Appendix A). 3.1.7 Length: 3.1.8 Width: 3.1.9 Height: All three fields are the actual item's dimen- sions. For all items, use the largest dimensions. The dimensions are used by all systems for various calculations including items that can fit in other items. Therefore the largest dimensions are preferable for accurate calculations. All dimensions use feet. 3.1.10 Weight: This field contains the item's weight in pounds. In most circumstances, the program calculates the ob- ject's weight automatically based on the dimensions, composition, density, and type of item. The exception to this rule is when the item is a vehicle, weapon, shell, weapon-shell combination, or the item is not used in reports. 3.1.11 Item is a Container: This field indicates whether the object is a container. The program uses this field for two pur- poses. The first allows the storage of other items inside this item (the program calculates the amount of space available based on the item's dimensions). The program also uses this field to calculate the item's weight. 3.1.12 Index of Container: If the item is a container, then the program uses this field to indicate a container other than the object itself. The default for this field is the item index if the item is a container, otherwise the field is left blank. This field indicates the container type when the record indicator is a descriptor (See Use this item for report field). 3.1.13 Container Name: This field is filled in by the pro- gram and indicates the container's name for this item. If the item is not a container, then the field is left blank. 3.1.14 Percent of Item Solid: This field adjusts the weight of an object by a percentage. There are cases when the dimensions and object's composition does not calculate correctly. This occurs when the object is not completely solid. This field ad- justs the item's density for weight purposes only. An example of this would be a shovel. The shovel's dimensions would indicate a much heavier object because the object uses the maximum dimen- sions in each plane (length, width, and height). This field reduces the weight without affecting other fields. 3.1.15 Total Weight: This field contains the item's weight and all items associated with it. The field is updated only after all information has been added (termination of the second screen). The weight is listed in pounds. 3.1.16 Can Hold Larger Items: This field indicates whether the item can hold larger items. This field is normally used with containers that are not completely enclosed. This field overrides the normal dimension checking carried out by the program if this field is true. 3.1.17 Item is Hollow: This indicates that the item is hollow. The program uses this field to determine whether the item is solid. Hollow items use a different formula for calculating the object's weight. An item can be hollow without being a con- tainer. Some examples include a radio and a helmet. Both are hollow but are not containers. This is the primary distinction between the two fields. 3.1.18 Item Can be Carried: This indicates that the item can be carried by a belt, strap, harness or other means that does not require the use of hands. Items that are vehicle based (tools, tracks, etc.) also come under this category if the item is some- how attached to the vehicle. 3.1.19 Sustainable Damage of the Item This field indicates how much damage the item can receive before it is considered destroyed and beyond repair. This value is expressed in thousand pounds per square inch (K-lbs./inch2). The field's value is based on a mathematical equation that uses the item's size, the item's composition, and how the item is constructed. This field cannot be modified by the user. 3.2 Quick-Scan Equipment Information This selection prints a brief overview of equipment meeting a specific criteria. The criteria can be any combination of the name, country, category, composition, container, or the items are a collection of other items (use first record). The program requires complete information for all fields except the name and composition fields. The program asks for Printer or Screen output after entering the criteria information. If printer output is selected, then the program asks for the printer type. The program understands the HP Compatible, Toshiba Compatible, or Standard Draft Printers. The quick-scan option displays a condensed version of the selected equipment. The information directs the user to other records using specific information such as an index or category. The quick-scan displays the item's full name, the country of origin, the item's composition, the category, and the equipment index. The primary purpose for the view command is to allow the user to locate the index associated with an item. The secondary purpose is to find the number of items that meet a particular criteria such as the number of items in a particular category. 3.3 Display Individual Equipment Record This selection displays an equipment record for an object. The program asks for an equipment index. It displays the record matching the equipment index as two screens. The first screen contains the information used by the Add and Modify Equipment Information that is described in a later section. The second screen contains information that is either contained in the item or the items associated with the record. The first screen asks for the item's index to view. The next screen displays the item's first screen. This screen contains the fields described in Fields Used by the Equip- ment System. In this example, the record is complete. The total weight includes the box's weight, the 20mm ammo clips, and the shells within the clips. The next screen is the equipment that is part of this item. Here, there are only two items that are 20mm ammo clips that contain HE shells. The item's index is listed under Idx, the number of items of that index is listed under No, and the item's name is listed under Name. There can be a maximum of six items in an equipment record. 3.4 Delete Equipment Record This selection removes an object from the equipment data- base. Care must be taken in using this option. Once the record is deleted, there is no way of recovering the record information. If an object is a special record type such as a vehicle, shell, weapon, or weapon shell combination, then the associated records in the vehicle, weapon, shell or weapon shell combination must also be removed or the program will not provide accurate informa- tion. 3.5 Update Dimension and Weight Information The option assures all databases are using the correct information. Although it is rare, there may be an occurrence when the specialized databases are updated from outside the program. This option transfers the dimension information from the special- ized databases to the equipment database. 3.6 Search for Specific Item by Index This option locates objects that are contained in or part of other objects in the equipment database. The purpose of this option is to estimate the effects of modifying an object by viewing the number of objects that use it. An object should never be deleted if the object is contained in or part of another object. This option can verify that an object is safe to delete. 3.7 Equipment Housekeeping This option packs the database and rebuild any indices that are used by the equipment database. Use this option if indexing errors occur during file access. 3.8 Print Equipment Library The print equipment information selection is different from the printing capability in View Equipment Information. The infor- mation printed by this option is more detailed and shows all information in the equipment record. This option uses the same selection process as View Equipment Information. The next screen is the output's destination. The report should be used sparingly when using a printer because of the amount of paper for each report. 3.9 Calculate Area of Folded Equipment This function calculates the area of a folded item (i.e., canvas mats, camouflage nets, blankets, etc.). The program bases its calculations on the dimensions and the item's composition. The program uses the equal folding method for all calculations. This method assumes that the item is folded in half in the op- posite direction on each fold. The calculation's results are the final width, length, and item's total area at a material composi- tion's thickness. The total area is a means of determining wheth- er some piece of material is sufficient to cover an object. The length and width of the coverage can be changed as long as the total area is equal to the stated total area. 3.10 Add Equipment Information This option adds an object to the equipment database. The program ignores certain fields during the processing of this record based on the type of information entered. As an example, the option ignores dimension information if the type field is a specialized record. After entering the screen data, the composi- tion field is validated against the composition database to assure that the material exists. The program asks if the informa- tion is correct when all fields contain proper data. At this point the program calculates the weight of the object based on the field's values. If the information is not correct, then the user can enter information to correct the values. The program moves to the next screen once all values are correct. NOTE: The index is automatically issued at the start of the add option. The second screen accepts objects that are contained in or are part of the host object. The program does some special pro- cessing if the object is a container. The program validates all dimensions for objects to assure that the object can fit into the host object. The program also calculates the host object's area and calculates the total area of all objects that are contained in the host object. This changes the number and type of objects so the host object's space is not exceeded. The program only allows six objects as part of a host object. There are ways of expanding the number of objects a host object can contain (See Advanced Techniques). The program calculates the object's total weight and keeps a running total of the total weight. Once com- pleted, this information is stored in the equipment database. The top six lines indicate the index, number of items, and names of items that are contained in or part of the record being added. The next line indicates whether the host object contains objects that exceed the host object's dimensions. In this case, the object does not contain any items whose dimensions exceed the host object's dimensions. The next line indicates whether the space is accurately calculated. This line indicates inaccurate calculations when an object is added as the contents of an item but does not have an accurate weight value. Therefore all future calculations will be inaccurate. The allowed space line indicates how much space is available for the container. Total space indi- cates how much of the container has been filled by the items currently contained in the host object. The last line indicates the container's total weight and all items contained within. The user adjusts items within the container or as part of the object by selecting a row number between 2 and 7. The program requests a category number that shows the name and index of all items in that category. If no category listing is wanted, do not enter a category number and hit return. The program asks for an index and a number. The program updates all pertinent information including the dimensions, weight, space used, and total weight. When all items have been entered, enter zero at the row to modify prompt. An item can be deleted by selecting the row number to delete and entering a negative 1 at the index prompt. 3.11 Modify Equipment Record This option changes information associated with an object. This function operates the same as the Add Equipment Information option. (See Add Equipment Record for more information). 3.12 Copy Equipment Information to Another This option creates another object based on an existing object. The primary purpose of this option is to save the user from entering information again and preventing needless mistakes. Once the object is created, the user may modify that object the same as any other object. The program asks for the copied ob- ject's index. The program asks for the new object's name and creates the object using a unique equipment index. 3.13 Calculate Weights for All Equipment This option recalculates the weight and total weight of all non-specialized objects in the equipment database. The process takes two passes. The first calculates the individual objects's weight. The second pass calculates the total weights of all objects and their contents. It is a rather lengthy task and recommended only when absolutely necessary. This option is recom- mended when the weight of an existing object is changed and the object is a part of another object. 3.14 Print Count of Categories This is a maintenance option. It gives a listing of all category numbers and the number of items that fall into those categories. This option assists decisions on creating additional object categories when the number of objects that falls into a specific category exceeds some maximum boundary. An example may explain this function better than a descrip- tion. All radios are under a single category. As time goes on, the user may add more radios from different nations. Assuming that the number of items in that category exceeded the number of items that can be displayed on a single screen. It might be necessary to divide the radios into categories for each country rather than having all radios under a single category. This option would spot these situations before they become acute. 3.15 Print Equipment Lists This option prints lists that are much more extensive than the standard Quick-Scan Equipment Information option. The reports are not as complete as the Print Library option. This is the primary method for printing information for later reference. The option requests a selection criteria that can include items in the equipment inventory. The program asks for directions on printing and sends the information to the appropriate device. The option prints out the following fields from the equip- ment database for all object matching the selection criteria. - name - category - total weight - length - width - height - composition - completed status The only new capability in this report from other options is the completed status. The program marks with an asterisk, those objects that do not have a weight or total weight. 4 Vehicle System The Vehicle System manipulates vehicle information. This information is used in the Vehicle System, the Model Vehicle System, and the Equipment System. The Vehicle System uses a unique index that it assigns to each vehicle when the vehicle is entered into the vehicle database. It is also possible to enter a vehicle into the equipment database and add supplementary infor- mation at a later time. 4.1 Fields Used in the Vehicle Database The vehicle database uses approximately thirty fields. These fields describe the characteristics of a vehicle. The program calculates the abilities of a vehicle in combination with charac- teristics from other databases. Abilities are displayed in vari- ous reports that are printed from within the system. 4.1.1 Name: The vehicle's name. 4.1.2 Chassis: The basis for the vehicle's construction. This is useful when the information for the vehicle database or the vehicle equipment database is not known. A search can be made to look at other vehicles using the same chassis. The information from those vehicles can be used as a guideline for the new vehi- cle. In most cases, information for some values is available from several vehicles of the same basic type, but rarely is all infor- mation available for any particular vehicle. 4.1.3 Country: The country where the vehicle was developed or operated. 4.1.4 Crew: The number of men that act as the full crew for the vehicle. This information is used to calculate recommenda- tions for the crew's composition. The program assumes that the vehicle is armed and bases its recommendations on this fact. 4.1.5 Capacity: The number of men the vehicle can carry. This information is based on the number of men a vehicle can carry as designed. Not the number of men the vehicle can carry when men ride on the sides, front, and rear. If the vehicle has space (such as a truck), then the weight should be based on the truck's carrying load / 200 lbs. Round all fractions to the lowest whole number. 4.1.6 Road Speed: The vehicle's speed over paved roads. The program allows a range of values. The value is based on miles per hour. 4.1.7 Cross Country Speed: The vehicle's speed over all other terrains. The program allows a range of values. The value is based on miles per hour. 4.1.8 Road Range: The range of a vehicle on a paved road. The program assumes the vehicle is traveling at a moderate speed using a single tank of fuel. The program allows a range of val- ues. The value is based on miles. 4.1.9 Cross Country Range: The range of a vehicle on a flat earthen terrain. The program assumes the vehicle is traveling at a moderate speed using a single tank of fuel. The program allows a range of values. The value is based on miles. 4.1.10 Fuel Capacity: The capacity of the vehicle's fuel tanks in gallons. This assumes the standard fuel capacity without additional or supplementary fuel tanks. The program allows a range of values. 4.1.11 Trench: The width of a trench measured in feet that the vehicle can cross. 4.1.12 Obstacle: The height of a vertical obstacle in feet the vehicle can drive over. 4.1.13 Gradient: The angle of a horizontal incline measured in degrees that the vehicle can negotiate. 4.1.14 Overall Length: The vehicle's length including any gun overhang measured in feet. The program allows a range of values. 4.1.15 Length: The vehicle's hull length measured in feet. The program allows a range of values. 4.1.16 Width: The vehicle's width measured in feet. The program allows a range of values. 4.1.17 Height: The vehicle's height measured in feet. The program allows a range of values. 4.1.18 Weight: The vehicle's weight measured in tons. The program allows for a range of values. 4.1.19 HP: The vehicle's horsepower. The program allows for a range of values. 4.1.20 RPM: The rotations per minute of the vehicle's en- gine. The program allows for a range of values. 4.1.21 Engine Location: This field indicates the vehicle's engine location. This value is used during the analysis of vehi- cle penetration when an engine is damaged. The values are front, rear, middle, and none. The first letter of each location is the value stored in the database. 4.2 Crew Information The program keeps track of the crew information and makes recommendations on crew composition based on the crew's size. Crew members are the following types: 4.2.1 Commander: The commander of the vehicle. 4.2.2 Driver: The driver of the vehicle. 4.2.3 Gunner: The operator of the gun. 4.2.4 Loader: The gun loader. 4.2.5 Radio Operator: Radio operator of the vehicle. 4.2.6 Machine Gunner: Hull machine gunner. 4.3 Quick-Scan Vehicle Information This option displays vehicles matching a specific selection criteria. Its primary purpose is to display vehicle indices that are assigned to a vehicle. The option is also used to determine the existence of a vehicle in the vehicle database. The program requests a selection criteria based on the name, crew, country, and chassis fields. The name and chassis fields do not have to be complete. The program matches any record that has those partial fields as part of the record. The program asks for either screen or printer output and send the vehicle's information matching the selection criteria to the appropriate output device. A selection criteria of nothing displays all records in the vehicle database. The output consists of the name, country, crew, and index fields. 4.4 View Individual Vehicle Information This option displays the information for a specific vehicle index in the vehicle database. The program asks for a vehicle index. The program displays the information on the screen for that vehicle. The user can then enter a new vehicle index or a zero to return to the main menu. 4.5 Delete Vehicle Record This option removes vehicles from the vehicle database. All systems that use this record also require updating. The program requests a vehicle index. The program deletes the record associated with that index from both the vehicle and equipment databases. 4.6 Vehicle Housekeeping This option packs the database and rebuilds any indices that are used by the vehicle database. Use this option if indexing errors occur during file access. 4.7 Print Library This option prints all information associated with a vehi- cle. The report produced by this option is much more detailed than the information in the vehicle database alone. It includes information from the vehicle, equipment, vehicle equipment, vehicle armor, vehicle weapon, weapon, shell, and weapon shell databases. The program requests a selection criteria for the report. The program prints all information available for the vehicle database matching the selection criteria. The program prints the Crew Analysis for the vehicle. This is the information entered during the Add or Modify Vehicle Information options. The program prints out any weapon information that exist for the vehicle. The information includes any records found in the vehicle weapon database, the weapon's weight, any shells assigned to the weapon, and their total weight. The turret armor is the next item on the report. The turret armor's probably weight is calculated if the turret information exists. This is based on the armor's weight times the amount of armor in feet3. The program also uses the armor's angle and its effect on surface area. The program prints out vehicle equipment information, and if it exists, also calculates the equipment's weight. The last step in the print routine is to print the hull's armor information. The program also calculates the armor's prob- ably weight using the same techniques used in printing the turret armor. The program uses the weight calculations from all informa- tion to calculate the vehicle's total weight. It then compares the calculated weight with the weight listed in the vehicle database and shows a percentage. This information is useful in calculating the vehicle's true weight or adjusting the weight of the vehicle and its equipment. 4.7.1 Additional Fields Calculated in the Vehicle Report 4.7.1.1 Fuel Consumption: the amount of fuel consumed by driving on both road and cross country terrain. The fuel consump- tion is measured in gallons per mile. This information is based on the vehicle's fuel capacity and range. 4.7.1.2 Idle Time: The vehicle's idle time measured in hours. This information is based on the fuel consumption, fuel capacity, engine size, and vehicle's weight. This calculation is a metric used to calculate fuel requirements based on a twenty- four hour period. Therefore all vehicles, when measured in this way, produce a fuel usage value that is equal across all vehi- cles. 4.7.1.3 Probable Weight of Engine: This measurement is based on the engine's size measured in pounds. 4.7.1.4 HP to Weight Ratio: This metric is a means of show- ing how well the engine matches the vehicle's size. Often the engine was underpowered. This led to more mechanical breakdowns. The average ratio is between 10-12 tons per horsepower. 4.7.1.5 Ground Pressure: The ground pressure is measured in pounds per inch2. This metric shows how well a vehicle handles poor ground conditions such as mud and swamp. Many vehicles are bogged down in war not because of combat conditions, but, because of weather conditions. This made the vehicle an easier target because it was stationary and in some cases, very vulnerable. The value is listed as a range and shows the ground pressure with the vehicle both unloaded and with a full crew and load. A negative one value as the maximum ground pressure shows that either the crew or the capacity for the vehicle is not set. 4.8 Add Vehicle Information This option adds a record to the vehicle database. The only information added from this option is information specific to the vehicle's characteristics. The program asks if the program should generate the vehicle index or if an index exists for the vehicle in the equipment database. Entering a zero forces the program to generate a unique index from the equipment database. Any other index forces the program to use the entered index from the equipment database. The program gets whatever information is available from the equipment database and use that information as a starting point for enter- ing vehicle information. The program allows the entry of the following fields: - name - gradient - chassis - obstacle - crew - fuel capacity - road speed - cross country speed - road range - cross country range - overall length - hull length - width - height - weight - hp - rpm - composition - country - engine location When all fields have been entered, the program makes recom- mendations for crew members if the crew size has been entered. The program asks for verification of the information and enters the information into the vehicle database. 4.9 Modify Vehicle Information This option changes information associated with records in the vehicle database. This option only works with existing vehi- cle indices. 4.10 Copy Vehicle Records This option creates a new vehicle using a current vehicle as the basis for information. This option creates a new vehicle, equipment, vehicle equipment, vehicle armor and vehicle weapon database record. This option is used when a new vehicle already closely matches a vehicle in the database. An example includes information on different production models that are the same for everything except the main weapon. The program asks for the base vehicle index and verifies the index is correct. The program then asks for the new vehicle's name. NOTE: The program only copies the first record in the Vehicle Equipment database for any vehicle. 5 Weapon System The Weapon System manipulates weapon information. This information is used in the Weapon System, the Model Vehicle System, Weapon Shell System, Vehicle Weapon System, and the Equipment System. The Weapon System uses a unique index that it assigns to each weapon when the weapon is entered into the weapon database. It is also possible to enter a weapon into the equip- ment database and add supplementary information to the weapon database at a later time. 5.1 Fields Used in the Weapon Database The weapon database uses approximately thirty fields. These fields describe the characteristics of a weapon. The program calculates the abilities of a weapon in combination with charac- teristics from other databases. The abilities are displayed in the various reports that can be printed from within the system. 5.1.1 Name: The weapon's name. 5.1.2 Country: The country where the weapon was developed or operated. 5.1.3 Crew: The number of men that act as the full crew for the weapon. This information is used by the program to calculate recommendations for the crew composition. 5.1.4 Caliber: The internal diameter of the weapon's barrel. 5.1.5 Caliber Length: The length of the weapon's barrel measured from the tip of the barrel to the weapon's breech. This differs from German methodologies because they included the weapon's breech. 5.1.6 Category: The weapon's category. This is used later in the system for weapon selection. 5.1.7 Overall Length: The entire weapon's length including barrel, breech, and trailers. This value is measured in feet and allows a range of values. 5.1.8 Length: The length of the barrel and breech measured in feet. The program allows a range of values. A vehicle weapon such as a tank gun would have the same values for the overall length and the barrel and breech length. 5.1.9 Width: The weapon's width measured in feet. The program allows a range of values. 5.1.10 Height: The weapon's height measured in feet. The program allows a range of values. 5.1.11 Weight: The weapon's weight measured in pounds. The program allows a range of values. 5.1.12 Carriage Weight: The weight of only the carriage (measured in pounds). The program allows a range of values. This is used by the system in calculating the weight of a weapon. The program calculates both a stationary and self propelled position. 5.1.13 Traverse: The total horizontal angle a weapon can fire without repositioning the weapon's carriage (measured in degrees). 5.1.14 Minimum Elevation: The minimum vertical angle a weapon can fire (measured in degrees). 5.1.15 Maximum Elevation: The maximum vertical angle a weapon can fire (measured in degrees). 5.1.16 Minimum Range: The minimum range a weapon can hit a target (measured in yards). All direct fire weapons have a value of zero. Indirect fire weapons, such as mortars, have a minimum range more than zero. High explosive rounds delivered by hand have a minimum safety blast range. 5.1.17 Maximum Range: The maximum range a weapon can engage a target (measured in yards). This value is general in nature since different types of ammunition can have different ranges with the same weapon. 5.1.18 Normal Rate of Fire: The rate of fire the weapon can sustain under normal battlefield conditions measured in rounds per minute. 5.1.19 Maximum Rate of Fire: The weapon's maximum theoreti- cal rate of fire measured in rounds per minute. This value is used by the program to calculate the effective firepower value for the weapon shell combination. 5.1.20 Tires: The number of tires on the weapon. This value is used in calculating the weapon's ground pressure. 5.1.21 Tires Index: This value is the tire's equipment index, if the weapon has tires. 5.1.22 Rifling: The number of rifles found in the barrel. This value is used in calculating speed and penetrative capabili- ties of a shell. 5.2 Crew Information The program keeps track of the crew information and makes recommendations on crew composition based on the crew's size. Crew members are the following types: 5.2.1 Commander: The commander of the weapon. 5.2.2 Gunner: The operator of the gun. Gunners were also responsible for calculating the range of a target (range finders) and operating elevation and traverse gears. Larger weapons sometimes required two or more gunners. 5.2.3 Loader: The gun loader. Larger caliber weapon sometimes required several loaders. Loaders are also responsible for preparing rounds for firing (round handlers) and for setting delay fuses (fuse setters). 5.2.4 Radio Operator: Radio operator of the weapon. Radio operators were responsible for maintaining contact with the commander giving firing instructions or the forward observer. 5.3 Quick-Scan Weapon Information This option displays weapons matching a specific selection criteria. Its primary purpose is to display weapon indices that are assigned to a weapon or to determine the existence of a weapon in the weapon database. The program requests a specific selection criteria based on the name, country, category, and caliber fields. The program asks for either screen or printer output. The information matching the selection criteria is sent to the appro- priate output device. A selection criteria of nothing displays all records in the weapon database. The output consists of the following fields: name, country, caliber, category, and index. 5.4 View Individual Weapon Information This option displays the information associated with a weapon index. The program asks for a weapon index. The program displays the information on the screen for that weapon. The user can then enter a new weapon index or a zero to return to the main menu. 5.5 Delete Weapon Record This option removes weapons from the weapon database. Other systems that use this record also require updating. The program requests a weapon index. The program deletes the record associated with that index from both the weapon and equip- ment database. 5.6 Weapon Housekeeping This option packs the database and rebuilds any indices that are used by the weapon database. Use this option if indexing errors occur during file access. 5.7 Print Library This option prints all information associated with a weapon in the weapon database. The program requests a selection criteria for the report. The program prints all information available in the weapon data- base for the weapons matching the selection criteria. The program prints the Crew Analysis for the weapon. This is the information entered during the Add or Modify Weapon Informa- tion options. This example shows a blank crew analysis. This exists because the crew field in the weapon has not yet been set. 5.8 Add Weapon Information This option adds a record to the weapon database. The only information added from this option is information specific to the weapon's characteristics. The program asks if the program should generate the weapon index or if an index exists for the weapon in the equipment database. Entering a zero forces the program to generate a unique index from the equipment database. Any other index forces the program to use the entered index from the equipment database. The program gets whatever information is available from the equipment database and uses that information as a starting point for enter- ing weapon information. The program allows the entry of the following fields: - name - country - crew number - caliber - caliber length - category - capacity - length - width - height - weight - carriage weight - traverse - minimum elevation - tires - maximum elevation - rifling - composition - minimum range - maximum range - normal rate - maximum rate When all fields have been entered, the program makes recom- mendations for crew members. This assumes the crew size exists in the database. The program asks for verification of the informa- tion and enters the information into the weapon database. 5.9 Modify Weapon Information This option changes information associated with records in the weapon database. This option only works with existing weapon indices. 5.10 Copy Weapon Records This option creates a new weapon using a current weapon as the basis for information. This option not only creates a new weapon record but also creates a new equipment record. This option is used to create a weapon that closely matches another weapon that already exists in the weapon database. As in the case with different production models that are the same for everything except the range or weight information. The program asks for the base weapon index and verifies the index is correct. The program then asks for the new weapon's name. 5.11 Shell Trajectory / 'HE' Hit Effects for Weapon This option does a ballistic trajectory projection for each increment of angle for the entire range of the weapon selected. The program also calculates the time of flight, terminating velocity, x and y position, maximum range, and the probability of hitting a target. The last calculation is based on the type of round and the degree of angular division. The first screen is an entry screen with information con- cerning how and what the program is suppose to analyze. The first prompt is the analyzed weapon's index. The next prompt asks for a wind speed in miles per hour. The third prompt asks for the division of time (the default is a tenth of a second). The larger the time increment, the more precise the calculations. The calcu- lation is also more lengthy. The last prompt asks for the divi- sion of angle. The default is in full degrees but the division can be anything down to a hundredth of a degree resolution. NOTE: Although the program can use angles of up to a thousandth of a degree, the smallest value normally used was the mil. A mil is a thousandth of a circle or .36 degrees. Therefore the smallest value normally used was about a third of a degree resolution. The program searches for any shells that are high explosive in nature and bases its calculation on those weapon-shell combi- nations. The result is a report that lists all trajectories for that particular weapon at its elevation range of motion. 6 Shell System The Shell System manipulates shell information. This infor- mation is used in the Shell System, the Model Vehicle System, Weapon Shell System, Ballistic System, and the Equipment System. The Shell System uses a unique index that it assigns to each shell when the shell is entered into the shell database. It is also possible to enter a shell into the equipment database and add supplementary information to the shell database at a later time. 6.1 Fields Used in the Shell Database The shell database uses approximately twenty fields. These fields describe the characteristics of a shell. The program calculates the abilities of a shell in combination with charac- teristics from other databases. These abilities are displayed in the various reports that are printed from within the system. 6.1.1 Name: The shell's name. This description should in- clude the caliber and type of explosive for easier identifica- tion. 6.1.2 Country: The country that uses the shell. 6.1.3 Specification: The type of shell used. The shell type includes high explosive, fragmentation, armor piercing, armor piercing ballistic capped, etc.. (See Appendix C for a listing of default specifications). 6.1.4 Fragmented: The field indicates whether the shell has fragmentation properties as part of its operation. 6.1.5 Caliber: The shell's caliber in millimeters (mm). 6.1.6 Area Eff: Area of effect of a high explosive or frag- mentation shell. The program calculates the damage and probabili- ty of hitting an object based on near misses. 6.1.7 Bal Coeff: The shell's ballistic coefficient. This is a value from 0 to 10 that describes the shell's flight character- istics. The smaller the number, the more aerodynamic the shell. Most shells have values ranging from 2-7 with armor piercing shells having the low values and howitzer and mortar rounds having the higher values. 6.1.8 Category: The category of the weapon the shell uses. This is a general guideline. Please refer to Appendix A for a listing of the default categories. 6.1.9 Length: The round's length in inches. This should include the bullet and casing. If the round uses a separate casing, then the value should reflect the size of both lengths. 6.1.10 Width: The round's width. This value should match the round's caliber except the width is measured in inches. 6.1.11 Height: This value should be the same as the width except in rare cases when the shell has a different height than the width (oval in shape). The height is measured in inches. 6.1.12 Weight: The weight of the complete round in pounds. This value should include the bullet, charge, filler, and casing. If the round uses a separate charge, then the value should re- flect the weight of the charge and bullet together. 6.1.13 Bullet Weight: The bullet's weight in pounds. If the shell is a high explosive round, the weight should include the bullet's weight and the filler. This value is used in calculating the round's trajectory. 6.1.14 Charge Weight: The charge's weight in pounds. This value should only include the powder's weight. 6.1.15 Inner Caliber: The field specifies the internal caliber of a round. This value is used for rounds that contain a casing around the shell or a round that uses a sabot type of shell. This includes sabot rounds, armor piercing composite rigid, and discarded sabot rounds. 6.1.16 Case Type: This indicates the type of casing used. The values include metal casing, bag charge, separate metal casing. 6.1.17 'HE' Filler: The weight of the high explosive filler in pounds. This value only applies to rounds that contain high explosive material. This includes armor piercing high explosive rounds ('APHE' rounds). 6.2 Quick-Scan Shell Information This option displays shells matching a specific selection criteria. Its primary purpose is to display shell indices that are assigned to a shells or to determine the existence of a shell in the shell database. The program requests a specific selection criteria based on the name, country, category, and caliber fields. The program asks for either screen or printer output. The information matching the selection criteria is sent to the appro- priate output device. A selection criteria of nothing displays all records in the shell database. The output consists of the name, country, caliber, category, and index fields. 6.3 View Individual Shell Information This option displays the information for a specific shell index. The program asks for a shell index. The program displays the information on the screen for that shell. The user can then enter a new shell index or a zero to return to the main menu. 6.4 Delete Shell Record This option removes shells from the shell database. Other systems that use this record also require updating. The program requests a shell index. The program deletes the record associated with that index from both the shell and equip- ment database. 6.5 Fragmentation Test The fragmentation test provides an analysis of the effects of high explosive and fragmentation based shells. This includes mortars, grenades, and howitzer shells. The program asks for the tested shell's index, the target index, and the distances from the point of explosion. The program allows seven distances from any one explosion with values of two decimal places of accuracy. The fragmentation test lists a report containing the shell name, the target name, and the seven distances from the point of explosion. The program also lists the velocity of the shell fragment or explosive gas, the number of fragments, the force's energy in K-pounds for all fragments, and the energy from the high explosive charge for all distances . The program finally calculates all the above for each object's face. 6.6 Shell Housekeeping This option packs the database and rebuilds any indices that are used by the shell database. Use this option if indexing errors occur during file access. 6.7 Print Library This option prints all information associated with a shell in the shell database. The program requests a selection criteria for the report. The program prints all information available for the shells matching the selection criteria. 6.8 Add Shell Information This option adds a record to the shell database. The only information added from this option is information specific to the shell's characteristics. The program asks if the program should generate the shell index or if an index exists for the shell in the equipment data- base. Entering a zero forces the program to generate a unique index from the equipment database. Any other index forces the program to use the entered index from the equipment database. The program gets whatever information is available from the equipment database and use that information as a starting point for enter- ing shell information. 6.9 Modify Shell Information This option changes information associated with records in the shell database. This option only works with existing shell indices. 6.10 Copy Shell Records This option creates a new shell using a current shell's information as the basis for the new shell. This option not only creates a new shell record, but, also creates a new equipment record. This option is used to create a shell that closely match- es another shell. The program asks for the base shell index and verifies the index is correct. The program then asks for the new shell's name. 7 Vehicle Weapon System The Vehicle Weapon System manipulates and assign weapons to a vehicle. This information is used in the Vehicle System, the Model Vehicle System, and the Ballistic System. The Vehicle Weapon System uses a unique index that it assigns to each vehi- cle's weapon when the weapon is entered into the vehicle weapon database. The information found in the database applies to weapons as they are used with a vehicle. This includes traverse, elevation, the number of rounds that are used with the weapon, and the number of weapons of that type that are carried with the vehicle. 7.1 Fields Used by the Vehicle Weapon System 7.1.1 Vehicle Index: Index value found in vehicle database. 7.1.2 Weapon Index: Index value found in the weapon data- base. 7.1.3 Vehicle Name: Name found in the vehicle database matching the vehicle index. 7.1.4 Weapon Name: Name found in the weapon database match- ing the weapon index. 7.1.5 Number: Number of weapons assigned to this vehicle. If the vehicle contains multiple weapons of the same type but with different traverse or elevations, then the weapons should be listed separately. Therefore if a Tiger had two machine guns with one gun used as a hull mounted and the other mounted on the roof. Two entries should be made in this system to distinguish the two since they have different traverse and elevation values. 7.1.6 Rounds: Number of rounds used by this weapon. If the vehicle contains two weapons of the same type, only the first weapon should have rounds assigned to it and the other weapon should have zero rounds. 7.1.7 Traverse: The weapon's traverse in degrees. This is the weapon's full traverse. Therefore if the vehicle's weapon were mounted in a turret, then the traverse is 360 degrees. If the weapon had a traverse of left 20 and right 15 degrees, then the weapon's traverse is 35 degrees. 7.1.8 Minimum Elevation: The weapon's minimum elevation. If the weapon is a free fire weapon, then the minimum elevation would be -90 degrees. 7.1.9 Maximum Elevation: The weapon's maximum elevation. If the weapon is a free fire weapon, then the maximum elevation would be 90 degrees. 7.2 View Vehicle Weapon Information This option prints all records that match the selection criteria. The criteria is based on the vehicle and weapon indic- es. The program displays the vehicle name, the weapon name, the number of weapons, the number of rounds, and the index assigned to the vehicle weapon combination. The user can view all vehicles that have a particular weapon or all weapons assigned to a particular vehicle. 7.3 Display Specific Vehicle Weapon Information This option display a specific vehicle weapon record match- ing a vehicle weapon index. The program displays two screens of information. The first screen contains information about the vehicle weapon's capabili- ties. This vehicle has 92 rounds, a complete traverse, and -4 to 11 degree elevation range. The program then displays secondary information of each shell available for the weapon assigned the vehicle. The second- ary information includes the shell's name, the shell's index, the number assigned to this vehicle, and the shell's specification. 7.4 Delete Information This option deletes a vehicle weapon record. The option requires a vehicle weapon index to complete a record deletion. 7.5 Vehicle Weapon Housekeeping This option packs the database and rebuilds any indices that are used by the vehicle weapon database. Use this option if indexing errors occur during file access. 7.6 Add Vehicle Weapon Information This option adds a record to the vehicle weapon database. The only information added from this option is weapon information specific to a vehicle. In addition, the user can lock in the number and type of shells that can be used with each weapon. The program generates a unique vehicle weapon index. The program then requests the vehicle index and weapon index from the equipment database. If this information is not available, the program prompts the user to continue or abort. Continuing changes one or both of the indices. The program allows the number of weapons, number of rounds (of all types) used by this weapon, traverse, and minimum and maximum elevations. Once this screen is completed, this option fine tunes the rounds used by this weapon. The program automatically searches the weapon-shell database for all shells that match the weapon index. The program then calculates what the shell complement should look like based on the shell's specification. The program finally adjusts the round's distribution. The program remains in a loop until the number of rounds matches the calculated rounds. To adjust the round distribution, the program asks for a line number that corresponds to a particular shell. The program then asks for a number of rounds. The program adjusts the number of rounds and display this value in the Calculated Rounds vari- able. 7.7 Modify Vehicle Weapon Information This option modifies a record in the vehicle weapon data- base. The only information modified in this option is weapon information specific to a vehicle. In addition, the user can lock in the number and type of shells that can be used with each weapon. The program requests the vehicle index and weapon index from the equipment database. If this information is not available, the program prompts the user to continue or abort. Continuing allows the user to change one or both of the indices. The program allows the number of weapons, number of rounds (of all types) used by this weapon, traverse, and minimum and maximum elevations. The remainder of the option works identically to Add Vehicle Weapon Information. Please refer to that section for more information. 8 Vehicle Armor System The Vehicle Armor System tracks a vehicle's armor thickness and angle. This information is used in the Model Vehicle System and Ballistic System. The Vehicle Armor System uses the vehicle index to track records. This database contains information on a vehicle's hull and turret as separate records. This assures that the vehicle information is accurate for either part of the vehi- cle during calculations. 8.1 Fields Used in the Vehicle Armor Database The vehicle armor database uses approximately twenty five fields. These fields describe the characteristics of a vehicle's armor. The Ballistic System uses this information to calculate the vehicle's ability to withstand a strike from a weapon. These abilities are displayed in the various reports that can be print- ed from within the system. 8.1.1 Index: The index that corresponds to either a vehicle index in the vehicle database or a turret index in the Equipment System. A superstructure is considered a turret in vehicles that are self propelled weapons. 8.1.2 Item Name: Name assigned to the vehicle or turret. 8.1.3 Front Thickness: Thickness of armor measured in mm that covers the front of the vehicle or turret. If the armor is based on a turret, then this value is the armor around the gun mantle. 8.1.4 Rear Thickness: Thickness of armor measured in mm that covers the rear of the vehicle or turret. 8.1.5 Side Thickness: Thickness of armor measured in mm that covers the side of the vehicle or turret. 8.1.6 Top Thickness: Thickness of armor measured in mm that covers the top of the vehicle or turret. 8.1.7 Bottom Thickness: Thickness of armor measured in mm that covers the bottom of the vehicle or turret. 8.1.8 Mantle Thickness: Thickness of armor measured in mm that covers the mantle of the main armament. 8.1.9 Front Angle: Angle of armor measured in degrees from the horizontal plane. 8.1.10 Rear Angle: Angle of armor measured in degrees from the horizontal plane. 8.1.11 Side Angle: Angle of armor measured in degrees from the horizontal plane. 8.1.12 Top Angle: Angle of armor measured in degrees from the horizontal plane. 8.1.13 Bottom Angle: Angle of armor measured in degrees from the horizontal plane. 8.1.14 Mantle Angle: Angle of armor measured in degrees from the horizontal plane. If the mantle is rounded or curved, then the angle should read 0 to 90. 8.2 Display Individual Vehicle Armor Information This option displays the information for a specific vehicle armor record from the vehicle armor database. The information is either for a vehicle's hull or turret (superstructures of a vehicle are also considered turrets). The program asks for an equipment index. The program dis- plays the information on the screen for that vehicle's armor. The user can then enter a new vehicle armor index or a zero to return to the main menu. The program displays the vehicle's name, armor thickness and armor angles for the front, rear, side, top, bottom, and mantle of the vehicle or turret. 8.3 Delete Vehicle Armor Record This option removes a vehicle armor record from the vehicle armor database. The program requests a vehicle armor index. The program deletes the record associated with that index from the vehicle armor database. 8.4 Vehicle Armor Housekeeping This option packs the database and rebuilds any indices that are used by the vehicle armor database. Use this option if index- ing errors occur during file access. 8.5 Modify Vehicle Armor Information This option changes information associated with records in the vehicle armor database. This option only works with existing vehicle or turret indices. The vehicle armor information contains two pieces of infor- mation for each side of the vehicle. The first part of the armor information is the armor's thickness in millimeters. The second piece of information is the armor's angle in degrees from the horizontal plane. All information is entered based on a range of values. NOTE: When the computer calculates relative armor thickness, the program considers the average armor thickness and the average armor angle. 8.6 Add Vehicle Armor Records This option creates a new vehicle armor record. The program asks for the vehicle's hull or turret index in the equipment database and verifies the index is correct. 9 Vehicle Equipment System The Vehicle Equipment System tracks specific parts of a vehicle. This information is useful in other areas including the ground pressure, probability of hitting a specific item, and the vehicle's total calculated weight. This option also keeps track of equipment that is common with all vehicles of that type. This common information is trans- ferred to the Vehicle Model System for gaming purposes. 9.1 Fields Used in the Vehicle Equipment System 9.1.1 Name: The vehicle's name. 9.1.2 Turret Index: The turret's index in the equipment database. 9.1.3 Road Wheel Number: The number of road wheels on one side of the vehicle. 9.1.4 Road Wheel Index: Index of the road wheel in the equipment database. 9.1.5 Return Roller Number: Number of return rollers on one side of the vehicle. 9.1.6 Return Roller Index: Index of the return roller in the equipment database. 9.1.7 Tire Number: The number of tires on the vehicle. 9.1.8 Tire Index: Index of the vehicle's tires in the equip- ment database. 9.1.9 Track Number: The number of tracks on one side of the vehicle. 9.1.10 Track Index: Index of the vehicle's tracks in the equipment database. 9.1.11 Radio Number: The number of radios in the vehicle. 9.1.12 Radio Index: Index of the vehicle's radios in the equipment database. 9.1.13 Number of Tracks in Contact with Ground: The number of tracks in contact with the ground. This assumes the vehicle has tracks on one side of the vehicle. 9.1.14 Are Road Wheels Interleaved: Some tracked vehicles had interleaving road wheels as part of the suspension. Examples included the Panther and Tiger tanks. 9.2 Quick-Scan Vehicle Equipment Database This option scans the database and displays the indices assigned to the turret, road wheel, return roller, tires, and radio. The report displays a quick overview of the listed equip- ment. This report is used to spot vehicles that have incomplete equipment fields. The only information that the program uses as search criter- ia is the vehicle's name. If there are several vehicles that have some portion of their name in common, then the program displays those records. 9.3 Show Individual Vehicle Equipment Information This option displays a complete record of the vehicle's equipment. The program uses the vehicle index as a reference. 9.4 Delete Individual Vehicle Equipment Information This option removes a vehicle equipment record from the vehicle equipment database. The program requests a vehicle equip- ment index. The program deletes the record associated with that index from the vehicle equipment database. NOTE: It is unlikely that this option is required since the delete vehicle option in the Vehicle System automatically deletes the associated record out of this database. 9.5 Vehicle Equipment Housekeeping This option packs the database and rebuilds any indices that are used by the vehicle equipment database. Use this option if indexing errors occur during file access. 9.6 Add Vehicle Equipment Record This option adds vehicle equipment information to a vehicle. It uses a series of question and answer prompts to load the proper information. The program first asks for a category number for the vehicle's turret. Superstructures of vehicles are also considered turrets to the program. The program prompts for the turret index after displaying the items that match the category number. The program displays the category screen for each remaining equipment question. The program prompts for the equipment index and number of items. The program finally prompts for the number of tracks that come in contact with the ground and whether the road wheels overlap. The next screen covers equipment that is not included in the specific equipment screen after the equipment information has been entered. (See Modify Equipment Record for details). The following notes describe what the program expects on each item: - Road Wheels: The number of road wheels on one side of a vehicle. Road wheels can either be half or full height. - Return Rollers: The number of return rollers on one side of a vehicle. Return rollers are only present on half height road wheels. - Tires: The number of total tires on the entire vehicle. The number of tires should only be those tires in contact with the ground. - Tracks: The number of tracks/treads on one side of the vehicle. - Radios: Number of radios in a vehicle. If the vehicle contains several different types of radios, then a separate entry should be made in the equipment database containing all the radios as a single record. - Number of Tracks in Contact with the Ground: This is the number of tracks/treads in contact with the ground on one side of the vehicle. - Road Wheels Overlap?: This asks whether the road wheels overlap. This option is used primarily for vehicles such as the German Panther and Sdkfz 251 Hanomag. 9.7 Modify Vehicle Equipment Record This option modifies a vehicle equipment record that cur- rently exist. The program prompts for a vehicle index. If the index exists, the program prompts the user for the information as covered in Add Vehicle Equipment Information. 10 Weapon Shell System The Weapon Shell System relates shells with weapons. The program does ballistic calculations and other operations that would not be possible without this additional information. 10.1 Fields Used in the Weapon Shell System 10.1.1 Index: The index assigned to each weapon shell combi- nation. This index matches the index used in the equipment data- base and is assigned as part of the Equipment System rather than being unique to the Weapon Shell System. 10.1.2 Weapon Index: The weapon's index found in the weapon database. 10.1.3 Weapon Name: The weapon's name that matches the weapon index. 10.1.4 Shell Index: The shell's index found in the shell database. 10.1.5 Shell Name: The shell's name that matches the shell index. 10.1.6 Specification: Specification that matches the shell used in the weapon shell combination. This value is automatically generated by the system. 10.1.7 Velocity: The round's velocity when used with the weapon. This value is based in feet per second (fps). 10.1.8 Minimum Range: The minimum distance the weapon may fire the round. This value is normally zero except where the weapon cannot elevate to zero degrees or below the horizontal plane. This value is expressed in yards. 10.1.9 Maximum Range: The maximum range the weapon can fire the shell. This value is dependent on the weapon's elevation and the shell's velocity when used with this weapon. This value is expressed in yards. 10.1.10 Accurate Range: The weapon shell combination's accurate range. This value is expressed in yards and is very subjective. Normally this value applies to direct fire weapons and is based on the type of weapon used. An infantry weapon is accurate up to the point that the degree of error is more than the height of an infantryman. An armor weapon is accurate up to the point that the degree of error is more than the height of an armored vehicle. In both cases the value is based on how the weapon is used. 10.1.11 Penetration (H/C): This value is only used on hollow charged weapons. This value is expressed in millimeters and represents the depth of a weapon's penetration through steel armor. 10.2 Quick-Scan Weapon Shell Database This option scans the Weapon Shell System for specific shells, weapons, or shell specifications. The option lists all weapon shell combinations that match the search criteria. The option first requests the selection criteria for the analysis. This information can be based on the name of the weapon or shell, a partial name of a weapon or shell, or a shell's specification. 10.3 Display Individual Weapon Shell Record This option prints the information assigned to a particular weapon shell record. This information includes the velocity, ranges, and hollow charge penetration values for the weapon shell combination. 10.4 Delete Weapon Shell Combination Information This option removes a record from the Weapon Shell System. It also removes the record from the equipment database. The program requests a weapon shell index. The program deletes the record associated with that index from the weapon shell database. 10.5 Update Names from Equipment File/Spec from Shells File This option updates the weapon and shell names from the equipment file. The program also updates the shell specifications from the shell file. This is strictly a housekeeping function. Use it when the name of the weapon or shell has been modified or when the shell's specification has been changed in a record. 10.6 Print Weapon Shell Information This option prints a detailed description of the weapon shell records. The first screen requests the type of analysis for the weapon shell combinations. The program requests the selection criteria for the report. The program prints the information found in the weapon shell record, the shell's energy, the number of rounds fired in a two second burst, and the calculated energy of the two second burst. 10.7 Add Weapon Shell Combination This option adds a weapon shell combination to the Weapon Shell System. The option generates a new index from the Equipment System and assign it to the weapon shell combination. The option requests a weapon index and a shell index. The program verifies the existence of both the weapon and shell information after all information has been entered. This program fills in the weapon name, shell name, and shell specification and requests confirma- tion of the information. The option creates a record and updates the equipment file with a record type of 'C' (weapon shell combi- nation). 10.8 Modify Weapon Shell Information This option modifies information from a weapon shell record. The operations are exactly the same as Add Weapon Shell Informa- tion except the record must exist. 10.9 List Weapons / Shells Not in Database This option tracks what weapons and shells are not accounted for in the weapon shell database. The program looks at all wea- pons from the weapon database and all shells from the shell database. The program determines if they are found in any combi- nation in the weapon shell database. If neither are found, then the program lists those items to the screen. This option is primary used as a housekeeping function. It assists the user when information is added to the database, but, not necessarily in an organized fashion. 10.10 Hints for Weapon Shell System The Weapon Shell System when used in combination with the Equipment System can cause a duplication problem in either shells or weapons. The problem occurs when weapon information is defined as having shells in multiple systems. As an example, a 25 pounder gun is defined as having a 25 pounder 'HE' shell as part of the equipment field. The weapon Shell System declares the 25 pounder/25 pounder 'HE' shell combination as also having the same combination. The result from this definition is two shells for one weapon. The following rules have been developed to avoid the duplication problem. 1) A weapon record in the Equipment System should have the weapon and any shells not in the weapon's breech. Most weapons store additional shells in a clips. Therefore a German MP40 sub- machine gun is defined as a MP40 and a MP40 Clip. The MP40 Clip is defined as holding 32 9mm shells. 2) A weapon that contains only one shell at a time is de- fined as having only the weapon in the equipment database record. The weapon shell combination record in the Weapon Shell System has the weapon and the shell together. Therefore the equipment analyzer resolves the equipment correctly. Another problem that occurs is exactly the opposite from the problem listed above. The problem is caused by multiple weapon shell combination entries assigned to the same figurine or model vehicle. This problem causes multiple weapon entries during the equipment analysis when there should only be one. The solution to this problem is to remove the weapon entry from the weapon shell combination record in the Equipment System from all shells that are secondary shells. Therefore only the main shell has a weapon and shell entry. All others have only the shell entry. The pro- gram still analyzes the weapon shell combinations correctly because the program uses the weapon shell combination index to reference fields within the Weapon Shell System instead of using the fields within the Equipment System. 11 Advanced Technique WARS accomplishes a great deal in the area of wargaming or general historical knowledge. This section carries the program's capabilities just a bit further. 11.1 Adding More Than Six Items to an Equipment Object: A user may add more than six items to a host object by creating intermediate objects. These objects will be used as descriptors but they are not used in the reports themselves. The items con- tained in these descriptor records are the actual items used in all reports. Therefore a person could create six different de- scriptor objects, each having six objects. Therefore an object could have 36 objects using this method. There is no limit to the number of nested descriptor objects allowed in the database. Weapon Shell Ballistic System 12 Introduction The Weapon Shell Ballistic System is a companion program to the WARS program. This system allows the user to experiment with ballistics of a much larger caliber than normal ballistic pro- grams. The program also allows the introduction of a higher level of realism into a game by tailoring fire solutions as opposed to using pre-defined tables. The program bases its calculations on information found in the WARS databases. This allows the user to modify the informa- tion for his game rather than relying on tables that may or may not work for his particular gaming requirements. 13 Calculate AP/APCR Penetration Chart This option creates a table for a particular firing solution based on a specific weapon shell combination and target at vary- ing distances. The option starts by asking for a degree of error. This is the amount a fire solution can be off in its calculations. At very close distances (under 100 yards), the degree of error is almost insignificant, but at longer distances (700 yards and over), a single degree can make the difference between a hit and a miss depending on the target's size. The second prompt ask for the vehicle's speed. The value is based in miles per hour (mph) and can be any value greater than 0. The third prompts asks for the angle of departure. The angle of departure is a means of measuring if a vehicle is moving towards or away from the firer at an angle. A value of 90 degrees indicates that the target is moving perpendicular to the firer. A value of zero indicates that the target is moving dead-on or straight away from the firer. The program also asks for the result's destination (printer or screen). The next step prompts for a weapon shell combination index. This index is used to retrieve information that is necessary for the calculations. The option validates the index and all informa- tion to assure there is sufficient information to complete a fire solution. The option prompts for a wind speed. This value is the cross wind's speed in miles per hour (mph). The default is 5 mph that gives a slight error rate. This value affects the shell's drift and at longer ranges affects the percentage to hit the target. The next field is the shell's ballistic coefficient. The program uses the shell's ballistic coefficient, if one is avail- able in the shell database. Otherwise, the program uses a value of .550. The user can modify the value to show the effects on the shell's performance. The ballistic coefficient multiplier is a means of modifying the trajectory of a shell's path in such a way as to allow the weapon shell combination's use in a smaller battle area. The default modifier is 1.0 that means the shell's trajectory is not changed. Using a smaller number extends the shell's trajectory while using a larger number shortens the shell's trajectory. This option also allows the user to simulate varying sized charges in a shell. Many shells used charges of different sizes to achieve the desired trajectory. As an example, the U.S. 105mm howitzer used nine different charges on its shells. The charge's effects on the trajectory was different depending on the shape and shell's weight. It was decided early in the project there was no means of providing support for each charge, shell, and weapon that existed in the system. To provide some means of simulating different charges, this option was developed. It effectively simulates a shell using a smaller or larger charge than normal. Another reason for this option is that some weapons could not be used in war gaming because their trajectories were always too long. A common example was the infantrymen's mortar. Although this weapon was used in relatively small areas, it could not be used in infantry skirmish based war gaming because the weapon's minimum range exceeded the scale size of the gamer's board. This option allows the use of these weapons in reduced battlefield areas by warping the shell's trajectory. The next prompt retrieves the target for the fire solution. The target can either be an object that has already been defined, such as a weapon, vehicle, or piece of equipment, or the target can be based on size. This second option is used to resolve fire solutions that were not anticipated such as buildings, bar- ricades, or other natural obstruction. The default is an object based on size. The size option allows the user to enter the object's size, composition, and density. The measurement for each dimension is based on the settings in Adjust Scale. The default values are yards. The composition can be any element found in the composi- tion file. The percent density is the percentage of the element in the composition. A value of 99% means that the item is solid. A value of 25% would indicate that the item is hollow as with road wheels or tires. The next screen displays the distances the fire solution is made. The option allows seven different distances that can range from point blank to 9000 yards. The program uses the current scale for all calculations. Therefore if the scale was set to 1/35, then the program would accept distance in inches. The report is divided into three parts. The first part contains the information about the fire solution including the weapon, shell, and target. The second section of the report contains the distance, velocity, flight time, drift, drop, cor- rection of angle, and percentage to hit for all sides of the target. The report's third section contains the amount of the shell's penetration on the target at varying degrees of slope. The report's second section requires a bit of explanation because of the amount of information found in this section. The distance is always measured in the scale currently set through the Adjust Scale option. Velocity is the shell's speed on impact and is measured in feet per second. The flight time is the time it takes the shell to reach the target and is measured in sec- onds. Drift and drop is the amount of horizontal drift and drop is the amount of vertical drop the shell makes at the point of impact. This is always measured in inches regardless of the current scale setting. The drift is affected by the cross wind speed. Drop is the effect of gravity on the shell. The correction of angle is the amount of elevation the weapon would need to compensate for the drop of the shell. The correction of angle should be used to see if the weapon is capable of firing at the elevation mentioned (most commonly used in anti-tank guns). The percentage to hit is the percentage needed to hit the target. The third section calculates the penetration factors using the composition of the shell and target. The program uses the densities of both objects and bases the figures on the material's relative hardness. This allows a wide variety of 'what if' analy- sis where a fire solution may occur that is not covered in the books. The angle values are based on the target's angle from the horizontal plane. Therefore 90 degrees indicates the vertical plane. The shell's composition is the largest single factor on the target's effects. This is shown by the effects of an armor pierc- ing shell and a high explosive shell. The high explosive shell will probably not make that great of an impact on a target at a low velocity as the program shows, but, the high explosive shell is not based on impact but rather the explosive charge contained within the shell. Therefore the shell's effects should be based on the explosion and not the impact. 14 Calculate Trajectory/Area Hit Probability This option is used to calculate the trajectory of an object and the odds of an object hitting a 50% field of fire zone with high explosive shells. The option first calculates the shell's trajectory. The results are an indication of the shell's flight time, the velocity at termination, the shell's maximum distance, the shell's maximum height, and the delta between degrees of resolution of the fire solution. The option next indicates the probability of hitting 50% of a target based on the shell's area of effect. The option starts by asking for a weapon shell index. The program uses the information contained in the weapon shell record to determine whether enough information is available to calculate a fire solution. The average wind speed is the speed of any cross winds that exists in miles per hour. The time increment, in seconds, indicates the fire solu- tion's accuracy. The default value is measured in .1 seconds and is probably acceptable for most situations. The higher that value, the faster the solution, but also the more erratic the results. The smaller the value, the more precise the calcula- tions, but, the solution could take a great deal of time to resolve. The height of target is used to indicate the target's alti- tude. This value is used to create fire solutions where the target is below the firer or above the firer's location. The default value is 0 meaning the target and the firer on both on the same level. The program brings up the next screen of questions that deal with the fire solution's parameters. The program does not use the parameters from the Weapons System for the starting and ending angles. Instead the program asks for the starting and ending angles for the solution. The program generates a table based on this values and the increment angle. The default for the incre- ment angle is 1 degree. The defaults for the starting and ending angles are 0 and 90 degrees respectfully. The ballistic coefficient is the coefficient for the shell that is taken from the Shell System, assuming one exists. If a ballistic coefficient does not exist, then a value of .550 is used. The user is free to change this field to any value, but, the values should not exceed a recommendation of 10. The ballistic coefficient multiplier affects the shell's trajectory for scaling purposes. Please refer to the previous section for a more in-depth explanation. The report contains the information explained above. The report above has several points of interest. The terminal veloci- ty is the velocity at the point of impact. Xpos is the distance the shell traveled in scale units (yards, inches, etc.). Xdelta is the difference between one angular division and another. The program uses this information to calculate basic hit percentages. Ymax is the shell's maximum height during the trajectory. Hit Perc is the percentage needed to hit a target based on the angu- lar divisions. This value is calculated by taking the Xdelta of two angular divisions and dividing that value by the shell's area of effect. One factor that is probably not apparent is the time it takes for a shell to hit when fired in an arc. This information should be taken into account when calculating hit probabilities on moving targets. Basically you take the shell's flight time times the vehicle's speed in feet per second. This gives the largest possible distance of error for hitting a moving target. 15 Calculate Spread Probabilities A spread probability is the chance of hitting a target based on a sweep motion. This action should only use weapons that fire at a high rate such as machine guns. The option allows the analy- sis of hitting an object or objects based on a sweeping motion. This option provides the user with hit probabilities and damage based on objects at varying distances and coverage from the point of fire. The first screen requests the angle of error and the tar- get's speed. This is an angular error that is added to the final hit probability calculations. The default is a value of 1.00 meaning that all calculations have a one degree of error added to all calculations. No error would use a value of 0.00. The average soldier in combat has an error as high as 10 degrees and more if they are running while firing. The next screen requests the weapon shell index that is used in the calculation for penetration and ballistics. The screen also asks for the cross wind speed in miles per hour. The next item is the ballistic coefficient and the ballistic coefficient multiplier. See Calculate AP/APCR Penetration Chart for a complete explanation of these two values. The program next requests the angle of sweep. This is a value (expressed in degrees) that indicates the sweep's arc. The arc should measure from the two most opposite targets. Therefore if one target was at a heading of 220 degrees, another target was at 270 degrees, and all remaining targets were at headings bet- ween 220 and 270 degrees. The angle of sweep would be 50 degrees. The targets are entered through the next screen. The first prompt is the target's distance. The unit of measure is listed above. In this case, the unit of measure is inches. The second prompt is the target index from the Equipment System. The third prompt is the amount of cover the target is using measured as a percentage of the object in view. Therefore a person kneeling behind a wall may have a coverage of 20% of his total body sur- face. The last prompt, side, indicates the side facing the bullet as it strikes the target. The valid values are 'L' for length, 'W' for width, and 'H' for height. The side value is used in two areas of the calculation. The first indicates the side used for depth penetration and the second area of use is for size of target. The 'L' values uses the length and height for the surface area, 'W' uses width and height, and 'H' uses height and length. This allows the user to simulate a penetration from any angle of any object. The program displays the object's name under name and con- tinue to the next target. The user can indicate the end of the target list by entering zeros in all three fields. The program carries out all calculations and prints out the results as an overlay over the previous screen. The screen is a bit cluttered, but the information is complete. The program fills in the probability to hit the target as a percentage in a rolling form. In this example, the first target is hit on a percentage roll of 1-14, the second target is hit on a roll of 15-20, and the third target is hit on a roll of 21-23. Any other values indicate a miss. The second value after the slash on the percent- age is used only if the probability to hit is below a one. In this case, the player must roll the value listed before the slash and then roll an additional value below the second value after the slash. The line underneath each target contains information concerning the hit's effects. The first entry indicates the amount of force that hits the target. In the first target, the target received 6.58 K-lbs/in2 which is sufficient to kill a man under normal circumstances. The second part of the line indicates the shell's exiting energy. The third item in parenthesis indi- cates whether the shell penetrated the target (solid objects indicate that the shell passed completely through the object). A value of minus ('-') indicates that the shell did not penetrate, a 'P' indicates penetration, and a value of '?' indicates that the penetration could not be calculated for whatever reason. In this case, the energy is zero and the indicator shows that the object was not penetrated. The sweep calculations can handle a total of ten targets at a time. 16 Vehicle Hit Probability This option is used to calculate the hit probability of a shell against a vehicle, the damage sustained by such a hit, and the amount of potential damage that can occur after a penetration has been made. The option's primary use is to resolve direct fire situations with more accuracy then can be demonstrated using ready made tables and charts. The results are realistic because the results are custom made for each situation. The first screen prompts for the angle of error and the target's speed. The next screen prompts for the result's output device. The program sends the results to either the printer or the screen. The next screen requests the weapon shell index and the cross wind speed in miles per hour. See Calculate AP/APCR Pene- tration Chart for a complete explanation of these two values. The screen after that requests the ballistic coefficient and the ballistic coefficient multiplier. See Calculate AP/APCR Penetra- tion Chart for a complete explanation of these two values. The program then asks for the target's distance from the point of fire. This value uses the current unit of measurement set in Adjust Scale. The program then asks for the vehicle's index in the Vehicle System. The next screen allows the user to calculate the effects of intermediate targets on the fire solution's results. This func- tion is useful for resolving situations where items are placed in the path of a shell to retard the effects of a shell. An example of this situation includes crewmen placing tracks, sandbags, and other items on key points of a vehicle to help protect the vehi- cle from enemy shells. The program resolves the fire solution by showing the shell's effects on the intermediate object and passes on the results to the normal fire solution. The program asks for the test object's index. A value of zero indicates there is no other intermediate objects. The first prompts asks for the ob- ject's index as found in the Equipment System. The second prompt asks for the object's face to strike. The values listed are measured in feet and relate to the length, width, and object's height. This is the amount of the object in between the shell and the target. The screen's third part shows the strike's effects on the object. The program lists the object's name, the result ('P' - penetration, '-' - no penetration, '?' - cannot resolve), the damage caused by the strike, the change in velocity caused by the intermediate object, and if the object was destroyed by the strike. The program asks whether the damage should be reported to the repair system. This only occurs if the object hasn't been destroyed and the program can calculate whether the object can be damaged. This last option is only used if this selection is run through the Men Weapon System, otherwise the program skips this question and does not transfer the repair information to the gaming system. At this point the program is ready to report its information of the shell's strike on the vehicle in whatever format the users wishes to view it. The program uses a selection menu. The menu is broken into six selections. The first option assumes a front on hit. The second assumes the vehicle is at- tacked at a perpendicular angle from the side. The third option is a perpendicular rear hit. Option four is for frontal attacks that are at an angle. Option five is the same as four except the attack is made from the rear. Option six exits this option and returns to the main menu. The information and hit probability is based on what can be hit and what is in view. 16.1 Report Description In this report, the name of each item, the percentage to hit, the hit's effects, and the amount of energy that continues into the vehicle is listed. The percentage hit shows that the attacker has a chance of missing the vehicle by about 10 percent. Any other value hits some part of the vehicle. The roll indicates the exact nature of the hit. In all cases of a hit, the vehicle takes secondary damage. This type of damage occurs when the shell penetrates the vehicle and continues into the internal compart- ments. The engine takes additional damage if the engine compart- ment was penetrated, the crew might take damage if the crew compartment was penetrated, etc.. The index before each line indicates the number used to calculate damage to the crew. (See next section). The front/side option has more information because more of the tank can be hit. A front/side report shows the weapon as part of the target. This includes the barrel and brake assembly of the weapon. Two items that are different on this report than the front report is the secondary percentage and the negative values for exiting velocity and energy. A secondary percentage is a second roll that is made when the percentage to hit an object is below one per- cent. Therefore a roll of 18 would indicate that the MG34 is the target, but a second roll of 2 or below is needed to indicate a true hit. Any other value indicates a clear miss of both the gun and the vehicle. The exiting velocity of -1 indicates that the program could not resolve this information. This is normally due to certain information not being available in the Equipment, Vehicle, or Weapon Shell System. The weapons listed do not have associated index values. This means that the crew is not affected when weapons are hit. An effect of (P) indicates that weapon is out of service until repaired. 16.2 Fire / Explosion Analysis: The program calculates the chances of a hit on fuel reserves or ammunition of a vehicle. The calculation is based on the total area of both objects. The program also calculates the damage caused by a fuel explosion. The user may wish to use this information as additional damage in the gaming system. Ammunition explosions are considered solvable by using the Fragmentation Test to show damage within the vehicle and on the vehicle itself. 16.3 Crew Analysis The next section of this report is the crew analysis. The program is capable of analyzing the effects of a shell that has penetrated the crew compartment of a vehicle. The program uses the angle of the attack, the location of crew members (based on crew size and standard crew compliments), the shell's velocity, and the type of shell. The program displays whether a crewman is hit and the amount of damage received from the hit. If the shell penetrates the crewman, the program ana- lyzes if another crewman is hit based on the above criteria. This continues until the shell runs out of velocity or the program has no other targets in the vehicle. The program calculates whether the engine has been hit in the attack and calculate the damage to the engine. In calculations involving engines, the program checks if the shell penetrates the crew compartment through the engine compartment and calculate damage at the point that the crew compartment was penetrated. The program bases its calculations on the current fire solution, therefore the results are based on the vehicle's cur- rent configuration, shell, weapon, and crew size. This means that the solution may be different based on the variable's values involved. The results are based on a standard roll of the dice. The results could be different from one run to another. NOTE: The effect of a shell penetrating the hull of a vehi- cle can be devastating. A shell is more than capable of killing a crewman even if it is traveling at a very low speed. Odds are, if a man is hit by a shell, he is killed. 17 Calculate Consecutive Penetration Chart This option is exactly the same as Calculate Spread Prob- abilities except that the exiting velocity of the first target is used as the entering velocity of the second and later targets. This allows the user to calculate the effects of shells that go through another object before striking the target. The option is also useful in calculating the effects of a shell passing through several targets. The example report shows a high caliber shell striking three men at different intervals. The first at 40 yards is passed straight through, the second at 50 yards is also passed through and the third at 500 yards is killed, but the round did not have enough force to penetrate. 18 Shell Fragmentation Test This option is used to resolve the effects of a high explo- sive and fragmentation shells or explosives. The option is based only on the shell and can be used with all high explosive shells including grenades, mines, and charges. (See Shell Fragmentation Test in Section 1 for more information). NOTE: The option appears in both the Shell System and this system. There is no difference between the two functions. 19 Indirect Fire Calculator This option is only used in the gaming system. This option takes the factors that contribute to the soldier's angle of error and applies that error to an indirect fire solution. The program starts by requesting the output device (printer or screen). The next screen is the indirect fire solution specif- ic information. The weapon shell index should exist in the weapon shell file. The height of the target is measured in the current scale (in this case: yards). The index of the firer is the index of the person setting the angle of attack. The index should match an index from the Gaming System. If the commander has a better degree of error than the gunner, then the commander's index should be used, otherwise, the gunner's index should be used. The angle of attack is a value from 0-90 degrees that is the weapon's elevation. The number of shots fired at this target indicates how many consecutive times the crew has fired on this target. Each time a crew fires on a stationary target, the level of error is reduced by half. This value returns to 1 when the target moves or the crew fires on another target. The next screen is the ballistic coefficient modifier. This value is used to simulate a variable charge on a shell or to warp the trajectory to fit inside a scenario's dimensions. The default value is 1 meaning that the trajectory is not affected. The next set of screens gather information on the firer's abilities, environment, and other factors that may affect the firer's angle of error. (See Men Weapon System in Section 9 for more information on these factors). The final screen shows the actual fire solution that incor- porates the firer's angle of error. The program also displays the shell's point of impact (Xpos) and the height of the shell's trajectory (Ymax). The Xpos value and the area of effect are the values used to indicate if a hit occurred on the target. If the target is within the shell's area of effect, then the Shell Fragmentation Option should be executed to show the shell's effects on the target. The Angle is derived from all the information gathered above. A random number is chosen within the boundaries of the modified angle of error. This value is added or subtracted from the entered angle of attack. The final angle of attack is com- pared with the elevation weapon's limits. If the angle of attack falls outside of the elevation boundaries, then the boundary itself is the angle of attack. Very small angles of attack (less than 1 degree of resolution) occurs when the angle of error is below one degree. In this case, the resulting angle of attack has a value less than 1 degree from the entered angle of attack. NOTE: Angles of less than 1 degree resolution can occur if the modified angle of attack falls outside of the weapon's elevation boundaries. In this case, the program uses mathematical models to derive a value that is within the weapon's elevation boundaries. Men System 20 Introduction The Men System is a computer program used to inventory, sort, and analyze model figurines for wargaming. The system is designed for use with WARS for coordination of equipment. The system provides the ability to enter figurine informa- tion and data concerning their equipment. The program provides reports detailing the figurine's specifics at a greater degree of accuracy than would normally be available without the use of a computer. 21 Main Menu The main menu is the primary interface for the Men System. Each option is selected by typing the number beside the option and hitting a return. If the option is greater than nine, then the program does not need a return. 22 Fields Used by the Men System The Men System can track a great deal of information. Each field is covered separately including any information specific to that field. 22.1 Index: The index is a unique identifier that is as- signed by the computer to distinguish one figurine from another. This index is used throughout the program to associate figurines with vehicles or to identify figures for modification. 22.2 Vehicle: This field shows the name associated with the model vehicle. This name is the same as the name in the Model Vehicle System. If a vehicle is not used, then the name remains blank. 22.3 Vehicle Index: This field shows the index assigned to a vehicle (by the Model Vehicle System) that is associated with a figurine. The index must exist in the Model Vehicle System before it is used in the Men System. If the figurine is not associated with a vehicle, then the index is 0. 22.4 Service (Primary): The primary service is the figuri- ne's duty. This includes services such as commander, armor, medic, engineer, etc.. Please refer to Appendix E for a list of base services supported by the program. 22.5 Service (Secondary): The secondary services are those services that are known by the figurine because of experience. These fields are only allowed if the figurine's rank allows secondary services. (See Rank System in the Utility System). 22.6 Rank: This field shows the figurine's rank. The Men System uses the figurine's rank to base the figurine's abilities for all reports. (See Appendix F for pre-defined ranks supported by the base program). 22.7 Country: The country field shows the figurine's country of origin. The base system recognizes: GER - Germany USA - United States BRI - Great Britain RUS - Russia FRA - France ITA - Italy 22.8 Group: This field shows the group of a figurine. This field is primarily used when men may have the same attributes but belong to different groups. An example of this would be two squads of men. Both squads have a machine gunner with the same basic attributes. This field would help distinguish the two figurines. 22.9 Pose/Position: This field describes the figurine's pose. Examples of poses include running, kneeling, walking, prone, crawling, etc.. There is no specification to this field and it is informational only. 22.10 Active: This field shows if this figurine is available to the gaming system. Under most circumstances, all men are used by the gaming system. There are exceptions to this rule. A com- mander in one scenario may be a captain. Another scenario may have the commander as a major. Rather than changing the figuri- ne's rank and abilities, both figurines are entered and only one figurine is marked as active. The other is marked as inactive and is not used by the Men Gaming System. 22.11 Slot Number: A slot number is a means of further dividing figures. The program allows ten different slots ranging from 0 to 9 where zero is the default. A slot number can be used in dividing different scale figurines. Slot number 0 is used for 1/35 scale figures. Slot number 1 is used for 1/72 scale figures. The user can also use the slot number to distinguish figures from different owners. Slot zero is used for person number 1. Slot 1 is used for person number 2. 22.12 Cold Weather Gear: A value that indicates if the sol- dier is equipped with gear that would protect the soldier from extreme conditions (i.e. cold weather, rain, etc.). 23 Equipment Fields Used by the Men System 23.1 Index: This field is the index used by the Equipment System for tracking specific equipment. This index is used by the program to create inventory reports of each figurine. 23.2 Number: This field shows the number of items indicated by index that the figurine is carrying. 24 View Personnel Information This option displays a brief summary of personnel matching some specified search criteria. The information is provided primarily for identifying figurines for their index. The first screen requests field values that select figurines for printing. The Search Parameter screen accepts any values that are valid in any particular field. The program automatically converts all characters to uppercase. The group field accepts any amount of field as search cri- teria. Therefore if 1ST SQUAD, 2ND SQUAD, and 1ST GROUP were in the system as group names, entering 1ST would return figurines belonging to the 1ST SQUAD and 1ST GROUP but not the 2ND SQUAD. The service field matches any service field including both primary and secondary services. Therefore if a sergeant had a service of communications as the third secondary service, then entering communications in the Service field would find this figurine. The program displays the primary service, rank, country, group, index, active, and position fields as a result of a search. 25 Display Specific Record Information This menu option displays all information on a specific figurine. This information includes all fields and equipment used in the Men System. The first step of this option is to enter the figurine's index. The index is issued by the program at the figurine record's creation. The index can be gained from either the View Personnel Information or Print Library options. The program responds with the first of two or more screens. The next screen is the equipment carried by the figurine. The number of screens that appear is directly related to the amount of equipment carried by the figurine. Each screen shows up to seven pieces of equipment. The screen contains the equipment's index (as found in the Equipment System), the number of that particular piece of equipment, and the equipment's name (as found in the Equipment System). 26 Delete Personnel Record This option deletes a figurine from the database. The option requests an index number. All records associated with that index are deleted. 27 Search for Specific Item by Index This option searches for a specific piece of equipment by index number. The option requests an index and prints the physi- cal record number and index associated with that equipment. This option shows if figurines are using a piece of equipment before the equipment is deleted. The option is also useful for showing how equipment is distributed. 28 Replace Specific Equipment With Another This option allows the global replacement of equipment without modifying each figurine's record individually. This option is especially handy when one piece of equipment is ex- changed for another because of scenario requirements. An example of this would be if all German canteens are replaced by another form of German canteen that holds more water. The option first requests a category number. This category number displays all pieces of equipment of that category. This option can be skipped by entering zero as a category number. See Appendix A: Catalog of Equipment. The option requests the index of the piece of equipment being replaced. This equipment is known as the source equipment. If the old canteen had an index of 109, then 109 is entered now. A value of zero aborts the process. The option does the same series of questions for the desti- nation equipment. The option replaces the source equipment index with the new index value. 29 Housekeeping The house keeping option indexes all files used by the Men System. This should be done at any time the program exhibits symptoms of printing the wrong information or not finding infor- mation that is known to exist in the system. 30 Print Library The Print Library option prints reports on figurines in the system. This information includes not only basic reporting func- tions but also in-depth analysis of single figurines. The first screen to appear is the report selection screen. Any or all reports can be selected. The option only prints the information associated with that report as part of a larger report. In this way the report can be tailored to the user's needs. Each report only applies to the selection criteria in- volved. If a report of all figurines is required, then a selec- tion criteria should not be used. 30.1 Report Header: The system always prints a page header for all reports that contain the date, the type of report, and the selection criteria for the report. 30.2 List Men Information from Database Report: This report lists basic information associated with a figurine. This informa- tion includes group, rank, position, services, and movement rates for the figurine. NOTE: The movement rates do not reflect the movement rates with the equipment's weight unless the equipment breakdown report is also selected. If not selected, then the movement rates reflect the movement of an unencumbered person. 30.3 List Equipment Assigned to Men Report: This report lists all equipment assigned to the figurine and the equipment's combined weight. The complete at the end of the total weight shows that the weight is accurate. An incomplete weight means that one or more pieces of the equipment does not have the weight correctly calculated. Equipment that is incomplete or has an invalid weight is marked with an asterisk to the side of the equipment name. The program also calculates the amount of container space for the soldier and the amount of equipment that requires con- tainer space. The amount of space left over can be used to carry other items. Space is measured in cubic feet. The value listed to the right of the equipment is the equip- ment index found in the Equipment System. 30.4 Men Breakdown of Equipment Report:This report lists all the equipment assigned to the figurine as individual items. Therefore a figurine carrying a pistol with 9 rounds of ammuni- tion, a carrying case with 15 rounds of ammunition, and a knap- sack with 10 rounds of ammunition would have all the rounds totaled. This report also lists equipment that is composed of other pieces of equipment. This report is useful in wargaming because the items can be checked off as they are used. 30.5 Total Breakdown of Equipment Report: This report lists all equipment of all figurines within a selected group represent- ed by the selection criteria. This report is much more extensive and includes the country, category, and index of all items. The report is sorted by category for easy analysis. This report is best used for the analysis of a squad of men to show the group's total capabilities. 30.6 Rank Report: This report shows the breakdown of all figurines in their respective ranks. The report prints the number of each rank, the rank's name, the total personnel in the analy- sis, and an average class rating. This rating is based on the class rating found in the Rank System. This rating could be used to compare two groups of men for equality of a scenario. 30.7 Group Report: The group report lists a breakdown of the figurine's group assignments based on the selection criteria. The report lists the number of figurines that are assigned to each group and a total of all figurines counted based on the selection criteria. 30.8 Service Report: The service report shows a breakdown of all figurines and the total of both primary and secondary servic- es. The primary services show the positions that are immediately executed by the figurines and the secondary services show servic- es gained through experience. This report can show inadequacies of a group of figurines such as a lack of medical personnel or lack of figurines with command experience. 30.9 Country Report: The country report shows a breakdown of figurines per country. The report lists the number of figurines for each country and the total number of figurines counted. The report is used as an overall comparison of opposing forces. 30.10 Food/Water Report: This report calculates the amount of food and water that is needed to keep a group of men alive for different periods. The report bases its calculations on several factors including the amount eaten per day, number of meals per day, the number of days, the amount of food available, and the expected attrition. The first screen is the number of days for each interval the calculation is carried out. The default values are listed from 1 to 25 days. The intervals are completely customizable but the program only allows a maximum of seven different intervals. The second screen is the attrition rate for the figurines. The program provides four rates of attrition. The default values are in quarters and form the Food/Water Table's y-axis. The third screen modifies the number and size of the meals. For the sake of argument, all meals are measured by cans of C- rations. This means that all food is measured in this style. This convention provides some form of uniformity for calculation purposes. The default values are 2 C-Ration cans/three times a day. The next screen is the actual calculations for both food and water. 30.11 Include Crewmen: This option allows crewmen of vehi- cles as part of any reporting options. 30.12 Print Weapon NRG Report: This option prints a report of the energy (NRG) available from the figurine's weapons and ammunition. This report is especially useful for calculating the relative strengths of two opposing forces to assure that a scenario is relatively even. The first screen is the type of weapon analysis. This selec- tion shows how the program calculates the relative force of a weapon-ammunition combination. The two choices are the standard K-NRG that bases the calculation on sheer hitting power or the British Figure of Merit that adds in the ammunition's size and shape into the force calculation. The K-NRG method is the default and most commonly used method. The second screen is the selection criteria for the figur- ines. The next screen is the printer selection screen. This screen directs the report to either the screen or the printer. If the printer is selected, the program asks for the type of printer. The report contains the weapon-ammunition combination's energy, weapon-ammunition combination's name, the type of ammuni- tion, the maximum single energy delivered by a weapon, the wea- pon-ammunition's total energy multiplied by the amount of varying types of ammunition, and an effectiveness factor. This is a logarithmic styled formula similar to seismic values used for earthquakes. The value is based on the selected criteria's total energy. These values allows the comparison of both small arms and artillery in the same reading. The complete at the end of the total energy amount is an indicator that information is available for all weapon-ammunition combinations and that the final value is accurate. If information is not available, then the total energy is marked incomplete. The value at the end of each entry is the weapon-shell combination's index. This information is useful for quick refer- ence when using the Ballistics System. 30.13 Active Gaming Options: This option prints additional gaming information including the command radius, number of ac- tions the figurine is allowed per turn, error rates for ground, support, and artillery weapons, mine laying percentage, and repair time multiplier. The values are based on the calculations made by using the crew and rank database information in combina- tion with the figurine's information on rank and services. NOTE: This option forces each soldier's printout on a separate page. NOTE: The user must also select List Equipment Assigned to Men for this option to function properly. 31 Add Personnel Records This option adds figurine information to the system. The system starts by displaying the input screen. The index field exists because the program automatically assigns this number. Refer to the Fields Used By the Men System section for more information on the contents of each field. The program asks if everything is correct when all fields are entered. The user can modify any values that were overlooked before continuing. The program validates the service, rank, and country fields. If an error is found in the any field, the pro- gram shows what error occurred. If the service is incorrect, then the program tries to offer suggestions based on the service's beginning letters. 31.1 Add Personal Equipment Information The second screen adds equipment owned by the figurine. The user can enter seven items at a time. The first column contains the row number for use in referencing the equipment. The next column is the equipment index and the last column contains the number of pieces of equipment owned by the figurine. Entering a zero exits the screen, a value of 1 through 7 selects a row number, and eight to go to the next page. This last option adds more than seven items for a figurine. If a row number is entered, the program asks for a category number. This category number displays all pieces of equipment with that category number. This option can be skipped by entering zero as a category number. (See Appendix A: Catalog of Equipment). The program prompts for the equipment's index and the number of items. If the item does not exist in the Equipment System, then an error message is displayed and the program zeros out both the index and number at the row number. The item can be deleted by entering a -1 as the index number. This zeros out the index and number at the row number. If an eight is entered, the program brings up the next screen for the figurine if any other screens exist. If other screens do not exist, then the program asks if another screen should be added to this figurine. The user is then allowed to add more items to the figurine. 32 Modify Personnel Information This option works exactly the same as Add Personnel Information except that the figurine must exist in the system. 33 Helpful Hints: Several hints may help in using the system to it's maximum potential. 1. Always use a weapon-shell index when referring to wea- pons. This allows the program to calculate weapon NRG values. If no weapon-shell indices are used, then the program has no means of associating weapons to shells. 2. Enter all vehicles first before entering crew informa- tion. This prevents the user from reentering information a second time for each crewman. 3. Organize figurines into groups before entering the infor- mation. The user can run reports immediately rather than organiz- ing the figurines from within the system. 4. Print reports to the screen whenever possible. This speeds up analysis and the user can print only what is necessary. 5. Have printouts available from the weapon, shell, and equipment system before entering figurine information. This avoids the need to reenter information because the information is not available. 6. Always enter all new equipment into the equipment system before entering figurine information. This avoids the same prob- lem listed in 5. Model Vehicle System 34 Introduction The Model Vehicle System is a computer program used to inventory, sort, and analyze model vehicles for wargaming. The system is designed for use with WARS and the Men System. The system stores vehicle information and data concerning their equipment. The provides reports detailing the vehicle's specifics at a greater degree of accuracy than is normally avail- able without the use of a computer. 35 Main Menu The main menu is the primary interface for the Model Vehicle System. Each option is selected by typing the number beside the option and hitting a return. If the option is greater than nine, then the program does not need a return. 36 Fields Used by the Model Vehicle System 36.1 Index: The index is a unique identifier assigned by the computer to distinguish one vehicle from another. This index is used throughout the program to associate figurines with vehicles or to identifying vehicles for modification. 36.2 Vehicle Index: This field indicates the vehicle's index in the Vehicle System. This program uses certain logistic infor- mation from the Vehicle System to create model vehicle reports. 36.3 Vehicle Description: This field describes the vehicle. The field is used in the Men System as a descriptor for crewmen. The vehicle description should include any special identifiers for the vehicle including the name, logos, etc.. 36.4 Vehicle Description from the Equipment File: The name in the vehicle or equipment file. This verifies that the vehicle index indeed matches the intended vehicle. 36.5 Country: Abbreviation of the vehicle's country of ori- gin. 36.6 Group: The vehicle's group name. The group name should match the vehicle crewmen's group. 36.7 Slot Number: A slot number is a means of further divid- ing vehicles. The program allows ten different slots ranging from 0 to 9 where zero is the default. A slot number can be used in dividing different scale vehicles. Slot number 0 is used for 1/35 scale vehicles. Slot number 1 is used for 1/72 scale vehicles. The user can also use the slot number to distinguish vehicles from different owners. Slot zero is used for person number 1. Slot 1 is used for person number 2. 37 Equipment Fields Used by the Model Vehicle System 37.1 Index: This field is the index used by the Equipment System for tracking specific equipment. The program creates inventory reports from the index. 37.2 Number: This field indicates the number of items indi- cated by index that the vehicle is carrying. 38 View Vehicle Information This option displays a brief summary of vehicles matching some specified search criteria. The information is provided primarily for identifying vehicles by their index. The first screen requests field values that selects vehicles for printing. The Search Parameter screen accepts any values that are valid in any particular field. The program automatically converts all characters to uppercase. The group field accepts any amount of field as search cri- teria. Therefore if 1ST SQUAD, 2ND SQUAD, and 1ST GROUP were in the system as group names, entering 1ST would return vehicles belonging to the 1ST SQUAD and 1ST GROUP but not the 2ND SQUAD. The program displays the model vehicle name, country, group, and model vehicle index fields as a result of a search. 39 Display Specific Record Information This option displays all information on a specific vehicle. This information includes all fields used by the Model Vehicle System. Enter the model vehicle's index as the first step. The index is issued by the program at the vehicle record's creation. The index is gained from either the View Vehicle Information or Print Library options. The program responds with the first of two or more screens. The next screen is the equipment carried by the vehicle not already logged with the figurines assigned to the vehicle. The number of screens is directly related to the amount of equipment carried by the vehicle. Each screen shows up to seven pieces of equipment. The screen contains the equipment's index (as found in the Equipment System), the number of pieces, and the name asso- ciated with the equipment. In this example the vehicle has six items. If the vehicle had more than seven items, then the program would display the remaining items on the next screen. 40 Delete Model Vehicle Record This option deletes a model vehicle from the database. The option requests an index number. All records associated with that index are deleted. 41 Search for Specific Item by Index This option searches for a specific piece of equipment by index number. The option requests an index. The program prints the physical record number and the index associated with that equipment. This option shows if vehicles are using a piece of equipment before the equipment is deleted. The option is also useful for showing how equipment is distributed. 42 Replace Specific Equipment With Another This option allows the global replacement of equipment without modifying each model vehicle's record individually. This option is especially handy when one piece of equipment is ex- changed for another because of scenario requirements. An example of this would be if all German canteens are replaced by another form of German canteen that holds more water. The option first requests a category number. This category number displays all pieces of equipment of that category. This option can be skipped by entering zero as a category number. See Appendix A: Catalog of Equipment. The option requests the index of the piece of equipment being replaced. This equipment is known as the source equipment. If the old canteen had an index of 109, then enter 109 now. A value of zero aborts the process. The option does the same series of questions for the desti- nation equipment. The option replaces the source equipment index with the new index value. 43 Housekeeping The housekeeping option indexes all files used by the Model Vehicle System. This is done any time the program exhibits symp- toms of printing the wrong information or not finding information that is known to exist in the system. 44 Print Library The Print Library option prints reports on vehicles current- ly in the system. This information includes basic reporting functions and in-depth analysis of vehicles in the selection criteria. The reports can include the crews stored in the Men System. The first screen is the report selection screen. Any or all reports can be selected. The option prints only the information associated with that report as part of a larger report. In this way, the report can be tailored to the user's needs. Each report applies only to the selection criteria. If a report of all vehicles is required, then use no selection criter- ia. If reports are sent to the screen, then the program will prompt the user before the next report is printed. 44.1 Report Header: This option operates the same as Report Header in the Men System. (See Section 3 for more information). 44.2 List Vehicle Information from Database Report: This report lists basic information associated with a vehicle. This information includes index, model vehicle name, country of ori- gin, and group. 44.3 List Equipment Assigned to Vehicle Report: This option operates the same as List Equipment Assigned to Men Report in the Men System. (See Section 3 for more information). 44.4 Vehicle Breakdown of Equipment Report: This option operates the same as Men Breakdown of Equipment Report in the Men System. (See Section 3 for more information). 44.5 Total Breakdown of Equipment Report: This option oper- ates the same as Total Breakdown of Equipment Report in the Men System. (See Section 3 for more information). 44.6 Group Report: This option operates the same as the Group Report in the Men System. (See Section 3 for more informa- tion). 44.7 Print Out Crew Information: This option is normally not a separate report. The report prints out four pieces of informa- tion for each crew member of a vehicle. The information includes the rank, primary service, position, and figurine index in the Men System. NOTE: The report does not wait for a response if this report is generated by itself. 44.8 Country Report: This option operates the same as the Country Report in the Men System. (See Section 3 for more infor- mation). 44.9 Food/Water Report: This option operates the same as the Food / Water Report in the Men System. (See Section 3 for more information). 44.10 Fuel Report: The fuel report analyzes the amount of fuel required to operate the selected vehicles. The analysis is based on the vehicle's idle time. This metric is a value that is calculated so all vehicles use the same standard. This in turn, calculates the fuel usage as one value rather than taking all vehicle usage rates individually. The program looks for fuel capacity and range factors and if information is missing, the program notifies the user with a message. The program asks for the analysis period. The report dis- plays the amount of fuel needed for all selected vehicles for each time division at each percentage. The percentage shows the number of vehicles the calculation supports. The amount of fuel available indicates the fuel that was available from the equip- ment breakdown (assuming the equipment breakdown was selected). 44.11 Print Weapon NRG Report: This option operates the same as the Print Weapon NRG Report in the Men System. (See Section 3 for more information). 44.12 Active Gaming Option: This option adds gaming informa- tion to the report. The report contains the area of ammunition for the vehicle in cubic feet and the vehicle's ground pressure in pounds per square inch. This measurement determines if ammuni- tion has been ignited during a shell's penetration by comparing the ammunition's and vehicle's area and calculating a percentage to hit. Under most circumstances, shells ignite with a force of greater than 4Klbs/in2. 45 Add Vehicle Records This option adds vehicle information to the system. The system starts by displaying the input screen. The index field is already filled in because the program automatically assigns this number. Refer to the Fields Used By the Model Vehicle System section for more information on the field's contents. When all fields are entered, the program asks if everything is correct. The user can modify any values that were overlooked before continuing. The program validates the vehicle index fields. If an error is found in the any fields, the program indicates the error. 45.1 Add Vehicle Equipment Information This option operates the same as Add Personal Equipment Information in the Men System. (See Section 3 for more informa- tion). 46 Modify Vehicle Information This option operates the same as Add Vehicle Information except that the vehicle index must exist in the system. 47 Model Vehicle Weapon System This option modifies shells and weapons that are assigned to model vehicles. This system is very similar to the Vehicle Weapon System, except that, this system operates on the Model Vehicle System rather than the Vehicle System. The only difference between the Vehicle Weapon System and this system is the Transfer Default Vehicle Weapon Information option. This system transfers default shell types and quantity information from the Vehicle Weapon System. This allows a start- ing point for shell modifications. The program deletes old infor- mation assigned to the vehicle before implementing the informa- tion transfer. This option can be implemented at any point with- out fear of duplicating vehicle weapon records. 48 Vehicle System This option runs the Vehicle System. This option is used primarily to look up vehicle information or vehicle indices. 49 Weapon System This option runs the Weapon System. This option is used primarily to look up weapon information or weapon indices. Miscellaneous Utilities 50 Introduction Miscellaneous Utilities is a companion program for WARS. It handles the task of updating tables that are used throughout WARS. This includes areas such as rank, services, composition, shell action, country, and database indexers. Each option in the menu operates in a similar manner. 51 Main Menu The main menu contains the following options. Each option is briefly explained below with a more detail description provided in its own section. 51.1 Rank Database: The rank database controls parameters that are based on the rank of an individual. These parameters include repair time, command radius, and degrees of errors for firing weapons. 51.2 Composition Database: The composition database controls the parameters associated with the materials used to describe the construction of an object. The parameters include density, hard- ness, compression strength, etc.. 51.3 Service/Crew Information Database: Service and crew information includes abilities that are performed by a person. Each service has several modifiers that complement the rank database parameters. 51.4 Rebuild All Indices: This option is a housekeeping function that rebuilds all indices used by all databases. 51.5 Clean Up All Databases: This option is also a house- keeping function and rebuilds all databases based on previous information. This assures that all information in the system is concurrent throughout all systems. 51.6 Shell Specification Database: This option updates or add shell types. 51.7 Action Database: The action database is used by WARS to control a person's actions. It should not be confused with serv- ices and crew information although the two are related. 51.8 Country Database: The country database controls parame- ters associated with the origin of personnel. 51.9 Terrain Database: This database describes the factors associated with different types of terrain. This information is used in calculating the effects of terrain on ballistic solutions and target visibility. 51.10 Weather Database: This database controls the effects of weather on the terrain, vehicles, and men of a scenario. 52 Rank Database The rank database controls parameters associated with a rank. This information includes the number of abilities a person may have, the person's moral level, the degree of error for firing weapons, and other odds and ends. 52.1 Fields Used in the Rank Database 52.1.1 Rank Name: The rank's full name assigned to the abbreviation. The name is used on reports. 52.1.2 Rank Abbreviation: The rank's abbreviation is used by all associated programs to indicate the rank. 52.1.3 Class of Rank: The rank's class shows the rank's pecking order in relation to other ranks. The variable's value has a range from 0 to 6. Zero indicates that the rank has no military equivalent (i.e., civilian) and the values of 1 through 6 indicate the rank's hierarchy. The class of a rank is used separately for enlisted and officers. Therefore a private and lieutenant are both at the bottom of their respective groups. 52.1.4 Level of Rank: The level of a rank is the number of services the soldier performs. This value has a range from 1 to 6. The value adjusts ranks that do not have legal superiority but do have technical superiority. An example is the difference between a private and a corporal. Neither has command rank and therefore cannot be a commander. There is a difference though in their abilities. A private has the service he was trained. A corporal on the other hand has some previous experience. He receives two services to the private's one. 52.1.5 Available Actions: The available actions are the number of actions a person may carry out in any one turn. The number of actions ranges from 1 to 9 with 9 the highest. See Action Database for more information. 52.1.6 Command Radius: The command radius is the longest distance a commander may give verbal instructions to his men. The distance is based on several factors including the commander's ability to give orders, the number of men that conceivably are in the area of command, and the distance the commander's voice carries. 52.1.7 Ground Weapons Error: The percentage of error added to a base percentage to hit a target using infantry weapons. 52.1.8 Support Weapons Error: The percentage of error added to a base percentage to hit a target using mortars, infantry anti-tank weapons, etc.. 52.1.9 Artillery Weapons Error: The percentage of error added to a base percentage to hit a target using artillery wea- pons. 52.1.10 Mine Laying Percentage: The percentage of error a person has of successfully defusing or correctly placing an explosive. 52.1.11 Repair Multiplier: The multiplier used to indicate how fast a person repairs vehicles. 52.1.12 Moral Percentage: The percentage a person's moral is increased or decreased based on their rank. More experienced men have a moral higher than 100 percent because of experience and ability. 52.2 Quick View Rank Database The quick view is a means of seeing all records in the rank database. It is by no means a complete report of all information, but, it does provide information on the name, abbreviation, level, and class of each rank. 52.3 Delete Rank The delete rank option removes a record from the rank data- base. The option bases the record's deletion on the rank abbre- viation. The option requests the abbreviation and deletes the record if the abbreviation exists in the rank database. The option issues an error message if the rank does not exist. The option is aborted by entering no rank abbreviation. 52.4 Housekeeping This option indexes and packs the rank database. This option is performed when changes have been made to the rank database. 52.5 Add Rank Database Record The add option adds a record to the rank database. The rank is based on the rank abbreviation. The option asks for the rank abbreviation and compare the entry to the rank database. If the entry exists, the program issues an error message and abort, otherwise the program requests the remaining record information. The user fills in the information based on the rank's needs. The program prompts if everything is correct and return to the main menu. 52.6 Modify Rank Information This option modifies a rank record. Please refer to Add Rank Database Record for more information. 53 Composition Database The composition database describes the composition of ob- jects. This information includes parameters such as hardness, density, and the thickness of containers made from the substance. 53.1 Fields Used by the Composition Database 53.1.1 Name: The name that describes the substance. If the substance is a composite of two or more substances, then the names should reflect all the composite's substances. 53.1.2 Density: The substance's density measured in pounds per foot3. This information is found in many reference manuals. 53.1.3 Relative Density to Steel: This value indicates the relativity to steel. In this program, steel is the baseline for substances. Therefore, all substances are based on steel. The computer automatically calculates the relative density based on the current density of steel. 53.1.4 Thickness of Containers: This value is the thickness of containers made from this substance. The value is based in inches and is used by the Equipment System and others to cal- culate the weight of containers. 53.1.5 Hardness Factor: This value approximates the substan- ce's relative resistance to outside forces. This value has no exact mathematical formula for its basis, but it does consider the substance's brittleness, hardness, viscosity, and liquid density, even when the substance is a solid. The program uses this value to accurately identify depths of penetration of ob- jects with different densities and composition. 53.1.6 Compression: Compression is the ability of a sub- stance to withstand weight. This value is measured in thousands of pounds per square inch. It ranges from several pounds such as glass to many thousands of pounds such as steel. This measurement is found in most substance reference manuals. 53.2 Quick View Composition Information This option shows an overview of all substances described in the composition database. The option displays information on the substance's name, density, relative density to steel, thickness of containers using the substance, and the substance's hardness. 53.3 Delete Composition Record This option deletes a record from the composition database. The option asks for the substance's name and deletes the record if the substance is part of the database. 53.4 Add Composition Record This option adds a record to the composition database. The option asks for the substance's name and add the record if the substance does not exist. The option uses the data entry screen to enter the record information. 53.5 Modify Composition Record This option modifies a record in the composition database assuming the record exists. See Add Composition Record for more information. 54 Crew/Services Maintenance Menu This option views, adds, or modifies crew information. The information is secondary to the information found in the rank database. The Men System uses this information to calculate the abilities of a soldier in each listed area. 54.1 Fields Used in the Crew/Services Database 54.1.1 Ground Weapons Error: The percentage of error that is added to a base percentage to hit a target using infantry wea- pons. 54.1.2 Support Weapons Error: The percentage of error that is added to a base percentage to hit a target using mortars, infantry anti-tank weapons, etc.. 54.1.3 Artillery Weapons Error: The percentage of error that is added to a base percentage to hit a target using artillery weapons. 54.1.4 Mine Laying Percentage: The percentage of error a person has of successfully defusing or correctly place an explo- sive. 54.1.5 Repair Multiplier: The multiplier used to indicate how fast a person repairs vehicles. 54.1.6 Moral Percentage: The percentage a person's moral is increased based on the service. Some services such as shock troops and paratroopers naturally give the those men a higher moral because of their specialized training. 54.1.7 Interrogation Damage: This is the amount of damage the person inflicts if they attempt to gain information from a prisoner. This value is expressed in K-lbs/in2. 54.1.8 Foreign Weapons Penalty: This is the penalty a person sustains by using foreign weapons (assuming they can use foreign weapons in the first place). Services such as paratroopers and assault engineers are actually trained in using foreign weapons and receive negative penalties (although the penalties should not adjust the margin of error below that of their own country's weapons). 54.1.9 Added Action Turns: This field gives soldiers addi- tional turns based on their training. This accounts for special training that gives a soldier more proficiency in combat. There- fore they could do actions faster. 54.1.10 Crew Type Indicator: This field identifies services that match services used by crewmen. This information is neces- sary in the gaming system so the computer can generate crewmen correctly with the appropriate service types. If the service does not match any of the listed crew's services, then the field is left blank. 54.2 Quick View Service Information This option displays an overview of the service information provided for each service record. The information provided in- cludes the name, mine defuse percentage, artillery error, ground weapon error, support weapon error, repair time multiplier, interrogation damage, and foreign weapon penalty. 54.3 Delete Crew Information This option deletes crew/service information based on the service's name. The program deletes the record if it exists in the database. 54.4 Housekeeping This option packs and indexes the database used for crew/service information. 54.5 Add Crew Information This option adds crew/service information to the crew data- base. The crew information is based on the service's name. This option adds services that are tailor-made for a scenario. The program asks for a service name. If the name does not exist, then the program allows the remainder of parameters asso- ciated with that service. NOTE: The General Armor and General Artillery crew type indicators are used to identify services that match armor or artillery positions. The positions are used in scenarios where the number of crewmen is tracked rather than the type of crewmen. 54.6 Modify Crew Information This option modifies parameters associated with a service. The service must exist for the function to work properly. See Add Crew Information for more information. 55 Rebuild All Indices This function rebuilds all indices used by the WARS program, Men System, Model Vehicle System, utilities, and any other pro- grams associated with WARS. The option is only required when database and index files have become out of sync because of system errors. 56 Clean Up All Databases This option rebuilds all database files based on relation- ships with other database files. The program starts with the equipment database and builds records for the weapon, vehicle, and shell database files. The program expands the analysis and rebuilding process to include the weapon shell, vehicle equip- ment, vehicle armor, and vehicle weapon files. This option is performed if errors persist after running the Rebuild All Indices option. 57 Shell Specification Database This option adds or modifies shell type specifications used by WARS. Shell specifications include armor piercing, high explo- sive, hollow charge, etc.. This option changes the shell's speci- fications, so shells can have different uses. 57.1 Fields Used in the Shell Specifications 57.1.1 Specification: Also known as spec, this value identi- fies the shell type. The abbreviation usually indicate the shell type. 57.1.2 AP: Armor Piercing Shell. This type of shell is nor- mally made of steel and pierces armor plate. Most shells have a pointed end to make the shell more aerodynamic. 57.1.3 BC: Ballistic Capped. The shell contains a ballistic cap to prevent the shell from shattering on impact with face hardened armor. Normally, this type of shell has a relatively blunt point. 57.1.4 CAP: The shell has a cap used to make the shell more aerodynamic. This 'cap' was added to ballistic capped shells. 57.1.5 DS: Discarded Sabot. The shell is equipped with sabots that fall off the shell after leaving the gun barrel. This increased the shell's velocity during firing. The shell also had a smaller surface area during the shell's impact with the target. 57.1.6 CR: Composite Rigid. The shell has a core of tungsten or other dense metal to give the shell more weight and therefore more striking force when hitting a target. 57.1.7 HE: The shell is composed of high explosives and causes damage by the explosion's force as opposed to the shell's kinetic force when striking a target. 57.1.8 HC: The shell uses high explosives in such a way as to focus the explosion against one small point. This effect, known as the 'Monroe Effect', is used as an anti-tank weapon. 57.1.9 ILL: Illumination. This round is used for lighting up an area at night. Illumination rounds normally use a slow burning white phosphorus or sodium flare. Unlike other white phosphorus shells, illuminations shells do not explode. 57.1.10 TRAC: Tracer rounds. Tracer rounds are composed of a white phosphorus tip or a small bit of phosphorus at the rear of the round that burns as the round travels along its trajectory. Tracer rounds provided an increase in accuracy by showing the firer the round's termination point. 57.1.11 FRAG: A fragmented round is designed to fragment or contains small balls that act as fragments during the shell's explosion. Fragmentation shells cause damage from the high explo- sive and the fragments. 57.1.12 BALL: Ball rounds are strictly a small arms term that indicates a shell made of lead or some other soft metal. The round is not intended to act as an armor piercing round and therefore effects only soft targets. 57.1.13 ROCKET: Rocket rounds are those rounds that operate by burning fuel as the shell is traveling along its trajectory as opposed to a normal shell that gains its velocity due to the explosion in the barrel. 57.1.14 WP: White Phosphorus. The round uses a white phosphorus substance to either create a small explosion with burning effects or as a basis for a smoke screen. 57.1.15 FLAME: Flame Based Rounds. The designator used for flamethrowers. This includes both infantry and vehicle flame weapons. 57.2 Quick View Specification Information The quick view option displays the state of all options on all shell types that exist in the system. 57.3 Delete Specification Information This option deletes a shell type from the specification database. The option asks for a specification and if the specifi- cation exists in the spec database, then the record is deleted. 57.4 Housekeeping This option indexes and packs the specification database. This option is performed if extensive changes are made to the specification file. 57.5 Add Specification Information This option adds a shell specification to the database. The program asks for a specification. If the shell type does not exist in the database, then the program allows the shell informa- tion. 57.6 Modify Specification Information This option modifies a shell specification that exists in the specification database. See Add Specification Information for more information. 58 Action Database The action database stores actions for gaming purposes. The action database assists the gaming program in tracking actions and modifying personal attributes based on the actions executed. 58.1 Fields Used by the Action Database 58.1.1 Name: The action's name. 58.1.2 Turns: The number of turns the action requires to execute. 58.1.3 Thirst: Effect in percentage points that the action has on thirst. Negative values indicate that the action makes a man thirsty, positive values eliminate thirst. 58.1.4 Hunger: Effect in percentage points that the action has on hunger. Negative values indicate that the action makes a man hungry, positive values eliminate hunger. 58.1.5 Exhaustion Effect in percentage points that the action has on exhaustion. Negative values indicate that the action increase exhaustion, positive values eliminate exhaustion. 58.1.6 Apply Primary / Secondary Time Cost: This field indi- cates whether the action is affected by the soldier's primary and secondary services. If a soldier executes an action that applies to a secondary service, then there is doubling in the time cost to execute that action. A false value in this field indicates that the action is not affected. 58.2 Quick View Actions This option shows the effects of all actions in the data- base. The listing shows the action's name, the number of turns required to carry out the action, and the action's effects on thirst, hunger, and exhaustion. 58.3 Delete Action This function deletes an action from the action database assuming the action exists in the database. 58.4 Housekeeping This option indexes and packs the action database. It is only needed if indexing errors occur during database access. 58.5 Add Action Information This function adds actions to the action database. The function requests an action name and checks the database. If no record is found matching the name, then the program allows the remainder of the action information. 58.6 Modify Action Information This function modifies action information that exists in the action database. See Add Action Information for more information. 59 Country Database The country database shows effects on a person based on their country of origin. Traditionally, certain countries had increased attributes because of their training, national tradi- tions, or spiritual upbringing. This file modifies attributes based on those beliefs. 59.1 Fields Used in the Country Database 59.1.1 Country: This is the abbreviation used for the coun- try's name. 59.1.2 Moral: This value indicates how the moral for men from this country is affected. The value is expressed in percent- age points. 59.1.3 Added Action Turns: This field shows how many action turns a soldier gains because they belong to a certain army. This accounts for some countries having better trained forces. There- fore they could accomplish tasks faster and more efficiently. 59.2 Quick View Country Information This option shows the country database's status. 59.3 Delete Country Information This function deletes a country record. The program requests a country abbreviation and deletes the country record if it exists. 59.4 Housekeeping This option indexes and packs the country database. This option is only needed if the country database has been updated or if accessing errors occur. 59.5 Add Country Information This function adds country information to the country data- base. The program prompts for a country abbreviation. If the country abbreviation does not exist, then the program allows the remaining country information. 59.6 Modify Country Information This function modifies country information assuming the information exists in the country database. See Add Country Information for more information. 60 Terrain Database The terrain database shows effects on ballistic solutions and target visibility. The fields involved include those that affect the speed of a vehicle, the error added to weapons fire, and the degree of protection given to a target. 60.1 Fields Used in the Terrain Database 60.1.1 Name: This is the name describing the terrain type. 60.1.2 Vehicle Speed: This field describes the effects on a vehicle's speed over the terrain. The value is expressed as a percentage. 60.1.3 Visibility: The percentage a target is hidden by the terrain. This value is expressed as a percentage. 60.1.4 Error of Fire: The fire solution is multiplied by this amount of error for the terrain. This value is stated as a multiplier where 1.0 does not effect on the fire solution. 60.1.5 Target Size: The effect on a target's size based on natural surroundings that act as natural defenses. 60.1.6 Speed Type: The reference for speed of vehicles. The reference is either road or cross country. The maximum speed of a vehicle is based on the type of terrain and the speed that the vehicle travels over that terrain. 60.1.7 Supported Ground Pressure: The amount of weight (expressed in pounds / square inch) that the ground supports before a vehicle becomes bogged down. 60.1.8 Terrain Effected by Weather: This field indicates terrains that are not affected by weather. An example would be paved roads verses dirt roads where the ground pressure would not be reduced or raised on paved roads but they would on dirt roads based on the weather. 60.2 Quick View Terrain Information This option shows the terrain database's status. 60.3 Delete Terrain Information This function deletes a terrain record. The program requests a terrain name and deletes the terrain record if it exists. 60.4 Housekeeping This option indexes and packs the terrain database. This option is only needed if the terrain database has been updated or if accessing error occur. 60.5 Add Terrain Information This function adds terrain information to the terrain data- base. The program prompts for a terrain description. If the description does not exist, then the program allows the remaining terrain information. 60.6 Modify Terrain Information This function modifies terrain information assuming the information exists in the terrain database. See Add Terrain Information for more information. 61 Weather Database The weather database contains the information needed by the Men Gaming System to calculate the effects of weather on terrain, men, and vehicles. This includes areas such as rain's effect on the ground pressure of dirt roads, the visibility of a target during a snow storm, and the effect on moral when a soldier is freezing. 61.1 Fields Used in the Weather Database 61.1.1 Name: Weather condition's description. This value is in the form of an adjective (sunny, cloudy, etc.). 61.1.2 Maximum Temperature: The maximum temperature in degrees Fahrenheit that the weather condition exists. For in- stance, snow does not occur if the temperature is above freezing. 61.1.3 Minimum Temperature: The minimum temperature in degrees Fahrenheit that the weather condition exists. As an example, rain does not exist if the temperature is below freez- ing. 61.1.4 Relative Chance of Condition Occurring: This value changes the likelihood of a weather condition occurring in rela- tion to other types of weather conditions. This value is any value between 1 and 999 where an average value would be 50. A user can also introduce other conditions such as sleet and hail according to the user's gaming needs. 61.1.5 Visibility: This value controls the likelihood of a soldier spotting a target within this weather. The value decreas- es the size of a target to this percentage. Therefore rain would reduce visibility to 80% and a target would appear 1.25 times as small as it actually would be with no weather conditions. 61.1.6 Ground Pressure: The effect (in absolute terms) of the weather condition on supportable weight. The default value for rain is -.10, therefore rain decreases the supportable ground pressure by .10 pounds / square inch. Ten turns would reduce the ground pressure by a full pound. This is normally sufficient to stop most medium tanks. On the other hand, sunny conditions dry up water and make the terrain more supportive of weight. The effects on supportable weight never rise above the terrain's supportable ground pressure. Therefore two days of rain and a week of sun would be the same as two days of sun. 61.1.7 Effect on Speed: The weather condition's effect on the speed of a vehicle. This value is expressed as a percentage. Therefore fog reduces the speed of a vehicle to 10% of its normal speed, since the driver could not see where he was going (not good in battlefield conditions). 61.1.8 Effect on Moral: This value shows the amount of change the weather condition affects the moral of soldiers under battlefield conditions. Therefore rain reduces the moral of a soldier an additional 10% over a moral check in sunny weather. 61.1.9 Eliminates Smoke: This field indicates whether smoke shells are eliminated when this weather condition occurs. If the current weather is this condition, all smoke shells currently active in the gaming system are removed. This type of condition can be terribly frustrating in a battlefield condition when a player lays down a smoke screen, only to have it washed away while the player is in the midst of a movement action. 61.2 Quick View Weather Information This function show an overall view of the different weather conditions available in the system. The report shows the condi- tion's name, the temperature range, the visibility, and the effect on ground pressure. 61.3 Delete Weather Information The function deletes a weather condition from the weather database. The function requests the condition's name and is deleted if it exists in the database. 61.4 Housekeeping This function indexes and packs the weather database. It is only needed if accessing errors occur during normal program operations. 61.5 Add Weather Information This function adds a new weather condition to the weather database. See Modify Weather Information for more details. 61.6 Modify Weather Information This function modifies a record that exists in the weather database. The program asks for a name of the condition. If the condition exists in the database, then the program allows the modification of the parameters associated with the condition. The program validates information during the data's entry. 62 Change Food, Water, or Fuel ID This section is used to change the identifiers used by the program for usage calculations. These calculations include water and fuel consumption, food and water requirements, etc.. WARS is programmed for the default database. The indices provided with the system match the food, water, and fuel values in the database. The user can change the default values if the situation warrants the change. Under most circumstances, this option is never executed. The program displays three types of selections allowed. Each selection corresponds to a specific index. Once a selection has been made, the program asks for the new index for that selection. The user can enter any value at this point. If the index does not currently exist in the equipment database or the index is an illegal value (i.e., zero or a nega- tive number), then the operation is terminated. Otherwise, the program replaces the index in the internal database. The index is used for all future calculations. NOTE: This option is provided in rare cases where the user is basing food, fuel, and water calculations on some other basis. It is recommended that great care is taken when executing this selection. Equipment Inventory System 63 Introduction This system tracks and reports spare inventory for the WARS gaming system. The system can track up to 999 different areas of supply. 64 Main Menu The main menu is the starting point for equipment inventory. 65 Fields Used in the Equipment Inventory System 65.1 Slot Number: The slot number indicates the location for equipment. Slot numbers are used in a similar manner as the Men System and the Model Vehicle System but the slot numbers do not necessarily have to match. Therefore slot number 0 in the Men System does not have to match the information in slot number 0 of this system. A slot number allocates supplies to one region. The program analyzes them as separate items from the rest of the inventory. Therefore a user could allocate supplies for a particular scenario to slot number 5 and a different set of supplies for the same scenario in slot number 6. The user runs reports on the supplies as needed. This field supports 999 different slot numbers. 65.2 Index: This value is the index number used in the Equipment System to identify the equipment for this entry. The program uses this index to locate equipment information in the equipment database. 65.3 Number: The number of items in this slot's inventory. 66 Quick View Inventory Information The quick view selection displays an overview of equipment in any one slot number. A selection criteria can also narrow down the viewed equipment. The selection asks for a slot number. This forces the view- ing of only equipment from that slot number. The next prompt asks where the information is sent (printer or screen). If the printer is selected, the program asks for the type of printer in use. The next screen is the selection criteria for the equipment. This function narrows down the equipment to specifics, such as, only weapons or equipment from a particular category. The quick view screen displays the equipment's name and country from the Equipment System, number of items in this slot number, weight of all items of this type in inventory, whether the weight information for this item is complete, the total weight of all items listed, the total number of items listed, and the space occupied by the items measured in ft3. The report is based on the selection criteria and slot number. 67 Delete Inventory Information This option deletes items from a slot number. The program asks for a slot number and the item index from the equipment database. If the index exists in the slot number, it is deleted from the inventory. 68 Housekeeping The house keeping option indexes all files used by the Inventory Equipment System. This should be done at any time the program exhibits symptoms of printing the wrong information or not finding information that is known to exist in the system. 69 Print Equipment Breakdown This option prints a complete breakdown of all equipment in a slot number based on some selection criteria. The option uses the same selection sequence as the Quick View Inventory Informa- tion except the final report is slightly different. This example shows a complete breakdown of all canteens selected in slot number 0. The program lists the canteens plus the canteen's contents (water). This report is especially useful when used at the beginning of a scenario as the basis for a supply depot. The second part of the report is a Weapon NRG Report of weapon/shell combinations in the selected criteria. A selection criteria of all equipment displays the Total NRG and Effective- ness Factor of all weapons and ammunition in the Equipment Data- base. (See Men System: Print Weapon NRG Report for more informa- tion). 70 Add Inventory Information Add inventory information enters new items in the equipment inventory of a slot. The program asks for the slot number, equip- ment index, and the number of items. The program verifies that the index does not exist for that slot number and verify that the index does exist in the equipment database. If no errors occur, the program adds the equipment information to the inventory database. 71 Modify Inventory Information This option modifies equipment that has already been entered into the equipment inventory. The option operates exactly the same as Add Inventory Information except that the program returns an error if the equipment exists in the entered slot number. 72 Hints for Equipment Inventory System Weapon Shell Combinations should be used when adding weapons and shells to an equipment inventory. This allows the program to calculate complete Weapon NRG Reports from the equipment inven- tory on hand. The rule of thumb uses the weapon shell combina- tions for those weapons that have a velocity (i.e., 37mm anti- tank guns, howitzers, etc.). The same is true for weapons that are actually shells used by a man and therefore have no real velocity (i.e., mines, grenades, etc.). Therefore technically there should not be equipment of type 'W' (for weapons) in the equipment inventory database. The only shells that should be present in an equipment inventory file are shells found in a weapon with velocity. These shells represent spare shells that are included in the Weapon NRG Report calculation. WARS Questions & Answers The WARS program is a very complex system. The programs that make up the system were designed with flexibility in mind. The flexibility unfortunately added layers of complexity that formed the core of the system's powers. This section is designed to answer many of the questions found in the program's use. The paper is arranged in a question and answer style. The answers contain facts about the program that may not be clear in the documentation. General Questions What was the basis for the idea of WARS? WARS was originally only a database for WW II vehicles. Its use was limited to having a handy reference for wargaming and special purpose scenarios. The weapon and shell databases fol- lowed because they were a part of every armored vehicle. The weapon shell database came next because shells have different parameters based on the weapons they use. All other programs were developed afterwards to fill niches in the program. Why do some fields have ranges when there is only one value? The question relates to fields like length and width. The reason for having ranges for some fields is because during the program's development and research, some fields never had the same value in all references. Some references, no matter how reputable they were, were basically incorrect. During research, there was no way of knowing who was wrong, so all information was entered into the program databases. There are several causes for incorrect information. They include propagation errors, conversion errors, typos, propaganda, and table errors. A propagation error is information taken from another reference that was incorrect. This error was propagated as each later author used the value in his reference. A conversion error occurs when the value is incorrectly converted from one system to another. Converting from metric to decimal is a good example. The author may use the wrong conver- sion value or convert the value in the opposite way. Propaganda is exactly that, a country gives out false infor- mation to mislead the enemy. In some cases, the information needed was available only in this source that was used as fact. (Fifty years after the fact, it is very hard to tell good propa- ganda from bad). Typos are values that are typed incorrectly, reversed, or the wrong number is entered. Table errors occur when the author uses values from a table and transcribes the wrong entry. One entry combines several of errors. The error were propa- gated throughout several books. The error concerns the German infantry howitzer M10. The shell's velocity was originally stated in feet per second. The shell's speed was listed as meters per second, but, it retained the original value. The value was then propagated a second time using a conversion error. Now the veloc- ity is three times the original value. Some references have corrected the value while other still use the erred value. It wasn't until the end of research before some of these errors were found and corrected in the database. Based on the references listed, some of the information didn't come from them. Where did this information come from? No matter how much research is done, there is always some information that must be calculated. This was exactly the case with some of the information found in the WARS databases. The 'calculated' information was gathered using scientific models. The models were based on interpolated data from other sources. An example of this was the road range of some British tanks. The model for this field was based on interpolated data from all tanks of that class. This information was compared with the same type of data from other British tanks. The known values for the British tanks were fed into the same calculation that gave a rough result. The value was compared to other vehicles with known values. If the value looked reasonable, then it was excepted as fact. If not, then it was back to the drawing board to find another method. It seems some of the data is not used by the program, why is it there? It is true there are fields in the databases that are not used by the WARS programs. They were used in calculating other values in the system. An example is the rifling field in the weapon database. This value was used to calculate the expected muzzle velocity of a weapon-shell combination. Once the research was completed, there was no need to remove the research data. The data was left in the databases for the program's users. What are the designators after some types of equipment? (i.e., ORANGE 2, RED 5, etc.) The designators were used in the project's beginning before the equipment was photographed. Small color coded dots were placed on the equipment to distinguish one type of equipment from another. This continued until it was identified. The designators remained in the equipment file for later reference. Do the dimensions on tires and tracks have particular sig- nificance? Yes they do. The dimensions are used for calculating armor weight, ground pressure, and body dimensions. The length and height of a tire are used for the two dimensions of diameter. Therefore these two dimensions are always the same. The width of a tire is the smallest dimension. Tracks use length and width for the dimensions that touch the ground. The track's teeth are measured using the height dimension. If the dimensions are con- fused, the calculations may be off or incorrect. NOTE: Road wheels and return rollers use the length and width for the large dimensions. The height of the road wheel is used for the thick- ness dimension. How should vehicle equipment be categorized? Vehicle equipment matches the equipment's categories. Tires use the tires category, tracks the track category, etc.. Turrets (or superstructures) use the vehicle's category. Therefore a light tank turret uses the light tank category. This makes it easier to locate information during vehicle equipment additions. Why is the sustained damage value set to -1 on equipment that has the 'Use 1st Record Flag' set to false? The Use 1st Record Flag shows a description of a group of items used independently of each other. Therefore there is no way of showing the amount of sustainable damage that the description takes. There was an alternative that was considered during the program's development. It used the combined sustainable damage of all items in the record. This idea was discarded because the items in the record are treated as separate items in the gaming system. Items marked as Use 1st Record Flag are not transferred to the gaming system. Therefore the 'sustainable damage' field has no use in the gaming system. I'm trying to modify the composition and dimension fields in an Equipment database record, but, the values remain the same no matter what I set them to or worse yet, the values are different. What's going on? The symptoms you're describing are related to having a different container than the current record and the descriptor designator (Use 1st Record) is set to true (yes). By default, if the container index is different than the current record and the container field is marked true, then the program loads certain fields with the container's data record. This assures that size and capacity information is correct. This situation occurs when the user meant to treat the object as a descriptor (Use 1st Record equals false), but, did not correctly set that value. The solution is to set the container index value to either 0 or the index of the current equipment record. The values you see on the screen are the values from the container index record. Why does the space calculation on the Add Equipment Informa- tion give an Item too large/not specified message when a weapon shell combination is added to the equipment's inventory? The message actually occurs on any occurrence of a descrip- tor (Use 1st Record is false) as part of the equipment's inven- tory. A weapon shell combination is listed as a descriptor be- cause no generic rule applies for the weapon shell dimensions. The program displays the error message because there is no way of estimating the dimensions of a description. Therefore the program can not accurately list the calculated information. Questions Dealing with Weapons Why is a man considered a weapon? WARS was set up with the understanding that a weapon shell combination can exist for each weapon. Unfortunately, real life didn't adhere to these rules and the problem of resolving grenades reared its ugly head. Grenades are not really weapons because they cannot propel a shell. They are shells that do not have weapons to propel them (not counting grenade launchers of course). Certain information describing a weapon and shell as- sumes that the two are used together. This includes velocity and range. A grenade is thrown by a man. Therefore a man must be a weapon. This is the purpose of using a man as a weapon. Now the grenade has velocity and range based on a man throwing a shell. Why do some weapons have a carriage weight of 0? The purpose of the carriage weight was to use the difference between the weapon's total weight and the carriage weight to gain the weight of a weapon used in a vehicle. Some weapons were used as both ground weapons (German 75mm PAK40) and as vehicle weapons (German 75mm L40). The only difference was the absence of a carriage. Other weapons were used strictly as a vehicle weapon. Those weapons had a carriage weight of 0 because no carriage ever existed. Why is a tripod a weapon? The tripod, like the one used with the MG34, is a weapon for similar reasons as a man's use as a weapon. The tripod gives the weapon longer range and different traverse than a standard MG34. Therefore the tripod is actually the same overall characteristics as an MG34 except that the tripod with the MG34 weighs more and has greater dimensions. Why does a shell trajectory take so long? Isn't it a simple calculation like you see in the math books? The reason the trajectory calculation takes so long is because the program actually calculates the trajectory's arc as opposed to calculating the final point of impact. The formula found in many math books is a formula based on the final impact (ballistic arc's length) in a vacuum. To the best of my knowl- edge, there is no quick and dirty formula that considers ballis- tic information, atmospheric data, and other information. The only true way calculates the shell's ballistic arc. Where did the formulas come from for some of these calcula- tions? Most of the formulas are based on work of previous scien- tists but few if any are stock formulas. It didn't take long before you noticed that the formulas were developed for specific applications. An example is the ballistic penetration formula. The work in the past was based on certain types of steel. These formulas do not work for other materials, or for that matter, other types of steel. Therefore new formulas were developed for this program. Is there an easy means of calculating the ballistic coeffi- cient of a shell? Sadly, no. The ballistic coefficient is unique for each shell type because of the way a shell flies. The best you can do is look at shells that have similar attributes and use those shells as a basis. Finding the correct ballistic coefficient may take ten or more tries before a final value is selected. The good news is that the shells in the database already have the ballis- tic coefficients defined. The program bases armor piercing shells on the amount of armor penetrated at different ranges. All other shells are based on the maximum range for the shell. Why don't ranges match when doing trajectories with the value listed in the weapon shell database? Some ranges do not match because the ballistic coefficient is based on a composite of all weapons using one particular type of shell. It's possible that some of the values listed in the weapon shell database are incorrect. Therefore the values are off for the ballistic coefficient. See the question Why do some fields have ranges when there is only one value? for more infor- mation on the causes of illegal values. I accidentally deleted a weapon from the equipment file, but it remained in the weapon file. Now the weapon shell program does not work correctly because the weapon does not exist in the equipment file. How do I put the weapon back into the equipment file? Good question. The weapon can be put back into the equipment file by opening the weapon for modification in the Weapon System. The program looks for the weapon in the equipment file and if not found, will rebuild the record automatically. The same is true for shells and vehicles. Why are the values for armor piercing and hollow charge damage so different? Shouldn't both cause the same amount of comparable damage? Armor piercing and hollow charge are both weapons that cause damage by piercing the hull of a vehicle, but that is where the similarities end. An armor piercing shell operates by shear force and the amount of damage caused by a hit is much greater than the hole caused by the penetration. The shell expends a great deal of energy on the whole piece of armor and the calculations show this damage. Hollow charge weapons are as much a chemical reaction as they are a force weapon. The gases focused from the explosion travel at upwards of 30,000 fps. Materials at that speed act more like liquids than solids. Therefore the amount of damaged caused by the hollow charge is more localized. The calculations take this into consideration and show the actual damage to the armor in the form of a hole. The remaining armor plate is mostly un- touched from the explosion when compared to an armor piercing round. What happens when no shells appear on the View Vehicle's Weapon Option's second screen? This shows that the program could not find any shells that are used with the entered weapon. The user should add at least one weapon shell combination for the weapon, otherwise the weapon cannot be used in any gaming scenario. This also occurs in the Print Vehicle Report when no shells appear under the weapon and in the List Weapon / Shells Not in the Database in the Weapon Shell System. I'm trying to come up with a ballistic coefficient for a new shell, but, the penetrations don't exactly match with the figures in the reference guide I'm using. Why? There are literally dozens of reasons why the figures may not match. Try the following procedures to see if it helps. Change the shell's weight or change the weapon shell combina- tion's velocity. If neither of these options work, then it is possible that you may need to create a new material composition that describes the metal used in the shell. If none of these options work, it may be necessary to look at the penetration figure's source. (See the question dealing with ranges of values). The final option requires researching how the figures were derived. What was the test platform? What was the type of material used for penetration values? How reliable are the fig- ures and their source? During the development of this program, many penetration figures were either inflated or deflated for whatever reason by either the source country or the enemy and distributed as factual information. Questions Dealing with the Men Gaming System After many injuries, sometimes the men do not either fully recover or have a higher hit point value than is allowed. Is this a 'bug'? Well, yes and no. It is a 'bug' because the hit point value isn't checked for a maximum value during healing. The bug was found early and it was decided to leave it in the program. It adds a little bit of realism because it is common for a soldier to heal incompletely or for a soldier to become stronger after an injury. The reason why the numbers do not come out exactly has to do with secondary damage. All secondary damage is rounded off to two decimal places. Therefore there is always some loss of reso- lution and this is reflected in the healing process. The amount of error is always less than 1% of the hit point value. Therefore the amount is almost negligible. Are Thompson SMGs considered foreign weapons to British troops? Technically yes, but, Thompsons and other weapons were used for training by the British are part of their standard regiment. Therefore British troops are not penalized by using Thompsons. As a general rule, if a country used weapons from other countries, then the troops are not affected by the foreign wea- pons penalty. It was common for Russian troops to use a great deal of weapons from U.S. manufacturers because of the Lend Lease program. The foreign weapons penalty was devised to handle the prob- lem of soldiers running out of ammunition from their own weapon. This forced them to use an enemy's weapon as a last resort. Is there harm in transferring the same men to the gaming system as part of two or more transfers under different search criteria? No, the program simply ignores the men that exist. This is true even if the men are transferred under different slot numbers. How do flame throwers work in the gaming system? Flame throwers are unique weapons that don't have a penetra- tive power. A flame thrower operates by delivering a relatively small amount of damage that continues after the attack until the fire is put out or the flames completely consume the target. Once a hit is achieved by a flame thrower, the hit's energy (about 140 K-lbs) is transferred to the target. The target takes fire damage until the target is consumed or the fire is extin- guished. A target that takes several hits from a flame thrower, takes combined damage. An example of the flame thrower's use is in attacking an armored vehicle. The vehicle is hit by a flame thrower and imme- diately takes the damage from the burst. If the wheels were damaged, then the vehicle is immobilized. If the crew did not get out of the vehicle to put out the fire, then the vehicle contin- ues to take fire damage from the hit. The vehicle's crew is in a tight spot at this point because they must exit the vehicle to put out the fire and therefore they take the risk of coming under enemy fire. This is exactly how flame throwers were used in battle during the war. What is the best way of handling the population of ammuni- tion trailers? There are two ways of populating a trailer. The first is adding the ammunition to the Equipment Database Record. The second is adding the information to the Vehicle Equipment Data- base Record. The decision of where to put the shell information is based on how the ammunition is used. The ammunition informa- tion is placed in the Equipment Database Record if the ammunition is a standard addition to every vehicle. The ammunition's weight is added to the vehicle's total weight in the total weight field of the Equipment Database Record. The ammunition information is added to the Vehicle Equipment Database Record if the ammuni- tion's weight is part of the trailer's weight. The information in the Vehicle Equipment Database Record is informational and not calculated in the final vehicle's weight. NOTE: The vehicle's calculated weight in the Print Vehicle Report is informational only. It is only meant to show how the vehicle's weight and its equipment is calculated. NOTE: Remember to add weapon shell combinations if you wish to use the shells as part of an energy (NRG) calculation. I'm trying to print out gaming information for men. The Quick-View says I have 10 men under a particular search criteria, but, only five print out. Why? The most likely cause of the problem is the Include Crewmen flag in the reporting options. The missing five men are probably crewmen. If the flag is set to false, then those men are not printed. If this is not the problem, then run the Housekeeping option. It is possible that the indices are not synchronized with the database. Does the crew of a vehicle transfer to the gaming system when the vehicle is transferred? And if not, why? No. The crew of a vehicle is not transferred when a vehicle is transferred with the Transfer Vehicle Information option. The crew of a vehicle is transferred with the Transfer Personnel Information option using the vehicle name as a search criteria. The reason why the crew is not transferred with a vehicle is because some wargamers do not use crews as part of their scenario. This reduces the amount of processing required by the program in large armor battles (50 or more vehicles). Is there an easy way of resetting a scenario to default weather, time, and wind speed? No. Manually changing the values is the easiest (and only way). Most scenarios will probably not match a specific set of default values anyway, so, manually adjusting them is the sim- plest way of handling this situation. Do vehicle crews have cold weather protection after they exit the vehicle? How would you handle the crew exiting a vehicle because of fire? The first question can go either way. Traditionally, tank crews carried cold weather gear on or in the vehicle. Therefore the question of whether extreme condition gear is worn by the crew is dependent on the conditions at the time. A tank in battle usually got hot because of the engine running, the gun fire, and the heat from machine gun barrels. A tank at rest got very cold because nothing heated the crew compartment. Many tank crews during WW II received frostbite in their vehicles because of poor heat circulation. Another factor that affects this question is that enclosed vehicles protected the crew from wind, rain, and snow. Therefore only the temperature affects the crew. The following guidelines are suggested on this question. Crews (while inside their vehicles) are protected as if they have extreme condition gear. NOTE: The WARS program assigns crewmen with extreme weather gear, if, the crewman is assigned to a vehicle (the vehicle index has to be something other than 0). Does the crew have to exit a vehicle on an internal fire at the point that the fire occurred or can they wait until the end of the current game turn and execute other actions up to the point of exiting the vehicle? The annals of war are filled with heroic deeds of soldiers staying behind to get in one last shot or saving a fellow crewman before being forced to leave the burning vehicle. A crewmen can execute any actions as long as the crew has enough actions to exit the vehicle before the turn is over. Crewmen that are in the vehicle after the turn is over are considered dead and lost in action. This last remark helps distinguish the heroic from the fools. It also prevents players from milking the guidelines for more than they are worth. This question can actually affect the question dealing with a crew exiting a vehicle on the current game turn. Assuming the crew had enough actions turns remaining, they could don their extreme weather gear before exiting the vehicle, but, only if they have enough action turns remaining in that game turn. On the question of internal fires, what if the crew does not have any action turns remaining that the current game turn, how can they exit the vehicle? The answer is they can't exit the vehicle and they parish. It is common that some vehicle crews have remaining action turns at the end of a game turn. Therefore they can escape the vehicle if a shot occurs at the end of the turn. On the other hand, a crewmen that has used all of his action turns cannot escape and dies in the fire. The guidelines were written this way to give the game a more realistic feel. If a crew is forced to leave a vehicle because of fire, can an enemy, waiting outside of the vehicle, shoot the crew as they exit on the same turn? Yes, the guidelines state that an enemy's position is always based on the enemy's position at the beginning of the game turn as long as the enemy does not move. Therefore, if the crew exits the vehicle, then they are open to fire. The enemy outside of the vehicle may shoot at the crew on this game turn if they have enough action turns. NOTE: This applies to both internal and external fires. Does clear weather increase ground pressure at night? No. Clear weather in the daytime assumes sunny weather that increases ground pressure by drying up soaked earth or terrain. Clear weather at nighttime only has clear weather and there is no sun. This adds a twist to nighttime fighting because nothing will get better at night as far as terrain goes. The best that can happen is that things wont get worse. NOTE: Snow and rain contin- ue to decrease a terrain's ground pressure during nighttime conditions. Is it possible that a soldier can do a duck and fire and remain covered throughout the same game turn? Not only possible, but, probable. The guidelines allow this type of fire by stating that an enemy is in the cover position for the entire game turn that he is in at the beginning of the game turn. Therefore if a soldier was 100% covered at the begin- ning of the game turn, then the soldier could not be hit for the remainder of the game turn unless the enemy shot through the enemy's cover (not all that unusual). A soldier could duck, fire, and duck again without losing cover throughout the game turn. The soldier's skill shows how well the soldier hits the enemy with gunfire. NOTE: If both sides are only using this type of fire, they quickly find that neither side hits the other. One or the other will have to move to a better vantage point. Does duck and fire decrease a soldier's accuracy? No. The percentage of error for a soldier is based on a composite of both the quick fire technique and the technique of taking careful aim to hit a target. The result works in all situations. The real key to a soldier doing good duck and fire actions is his rank (and therefore experience) and his services. A sniper / paratrooper / infantryman has a much better duck and fire capability than a regular infantryman. It may also help if the soldier is using an automatic weapon such as a sub-machine gun that 'throws a lot of lead down range' as opposed to a single shell from a rifle. If a soldier is using the duck and fire technique, it is assumed that the soldier expects enemy gunfire (as in street fighting). Therefore single shot duck and fires have little effect on the enemy. A rifle is used more in the technique of getting good cover (foxhole or prone position) and using the action turns to fire off more rounds. This is opposed to using the action turns for the duck part of a duck and fire. How can a soldier fire on an enemy that is completely hidden in a foxhole if the soldier cannot see the soldier? Don't concentrate on the soldier, rather, concentrate on the foxhole. The soldier cannot see the enemy in the foxhole, and accordingly, cannot fire on that enemy. The soldier can see the foxhole. The foxhole is the target. To kill the enemy, the sol- dier needs to throw a grenade. This is the only method that will kill the enemy because of his cover. The situation is two or more men are completing a task such as digging a foxhole to complete the task faster? How do you decrease the amount of action turns for this situation? There are some instances where two or more men may work on some task to complete the task faster. Digging a foxhole is one of these tasks. The easiest way to accomplish this correction in action turns among two or more men is by using the Modify Person- nel Information and manually adjusting the current action turns for each man. This is one of the reason why this option was added to the gaming system. Is there a way to see the current terrain ground pressure of a scenario? Not within the program. The program does save the ground pressures of all terrain in a scenario, but, this information is only available with third party products that view the database files. Sometimes the percentage of held items are larger than the containers, yet, the sizes in the Equipment System are correct? What's wrong? Nothing's wrong. The problem is a matter of the program using two different degrees of accuracy when calculating answers. The Equipment System bases its calculations on 1/100th of a degree accuracy. The Men, Model, and Gaming System base its accuracy at 1 degree. When the information is transferred from the Equipment System, the difference can be as high as a 10% degree of error in the gaming system. Allow a 10% degree of error for the gaming system to compensate for the discrepancy. This simulates the equivalent of overstuffing a container. Hollow charge weapons don't work correctly on Consecutive Penetration Calculations, but they do work correctly on vehicles. Why? Hollow charge weapons do not work correctly on consecutive penetration calculations because hollow charged weapons were never meant to handle consecutive penetration of anything other than vehicles. A hollow charge weapon operates by striking a surface and firing a jet of high velocity gas at a focused point on the surface. If the surface is penetrated, then the object immediately on the other side of the surface is damaged by the weapon's remaining energy. The area affected on the other side of the surface only extends about a foot and a half to two feet. Therefore a consecutive calculation does not operate because the weapon has lost all of its velocity after striking the object's surface. The calculations work correctly on Vehicle Hit Probabil- ity because that portion of the program has been specially de- signed to calculate hollow charged weapons. If you plan on using hollow charged weapons on objects other than vehicles, the amount of entering NRG and exiting NRG on a Calculate Spread Probability or a Consecutive Penetration Calcu- lation gives the amount of damage the surface object has ab- sorbed. The program also shows if the object has been penetrated. Any object that is within 1.5-2'(non-scale length) from the surface object takes the exiting NRG as damage. Otherwise only the surface object has been harmed and all other objects behind the surface object are unharmed. This also means that if the surface object is destroyed, then the objects behind the surface object have lost part or all of their cover. When playing with the Gaming System, do you have to enter the position of the soldier every time a position change occurs? (It gets kind of tedious after awhile). No. The position field is only informational. The method that worked well in play testing used die counters with kneeling, running, walking, etc., printed on them. The Gaming System pro- gram was used when a game lasted more than one session. In this circumstance, the positions of all remaining soldiers were updat- ed in the program as a reference for the next session. When a soldier is killed, should you use the Delete Person- nel option to remove him from the game? Probably not. The Delete Personnel Option removes not only the soldier, but, also all of his equipment used in the game. One method transfers the soldier's equipment to the Equipment System using an unused slot number. Then place a die counter with that slot number where the soldier is located on the playing surface. The soldier is deleted and the players still have access to the soldier's equipment. NOTE: There is one instance when the Delete Personnel option is appropriate even when the equipment transfer has not been made. This occurs when the soldier is blown up with all his equipment. The equipment is damaged beyond repair or use. WARS Guidelines 73 Introduction The WARS guidelines can be used independently of the WARS Program. But, the WARS Program lessens some of the complicated calculations and laborious tracking tasks. The guidelines were developed for playing scale wargaming with any amount of detail. The guidelines are not complete and are meant to add a degree of realism when playing a wargame. 74 WARS Program The WARS Program is a companion program to the WARS Guide- lines. It takes care of some of the calculation intensive tasks that makes the game a series of table look-ups and paper trail- ing. (See the WARS Program Manual for a more extensive explana- tion). The program takes care of the logistics of setting up a scenario by giving reports on fuel usage, food and water consump- tion, and strength ratings that would take a person days to calculate. The program also provides realistic results to fire solutions. The program's largest use is creating a detailed inventory of equipment and tracking that information throughout the game. 75 Turns By definition, a turn is the amount of time it takes for a side to move all their pieces. The WARS Guidelines does not handle turns in the same way as most war-based rules. Instead of one side implementing a turn and the other side doing the same, the WARS Guidelines handles tasks simultaneously. Both sides complete their moves, firing conditions, and actions for all pieces. The results for all pieces are then applied at the of the turn. As the turn proceeds, all pieces are marked with counters showing the amount of damage, the amount of time remaining on an action, and the piece's disposition. In this way, each piece is actually running at their own speed. More experienced pieces execute actions faster than less experience pieces and the game gains a more realistic feel. Actions that are not completed on one turn are completed on the second and possibly the third turn. Time counters are used to show how much time remains on a piece based on the action. Action counters are used to show the type of action being implemented. Finally the counter's color shows what pieces have been moved and what pieces can still move. When a piece's action has been carried out, a result counter shows what happened to the piece. The piece may be eliminated because of excessive damage but not until after the turn is completed. 76 Time Time is measured in turns and a turn is equal to about 10 seconds. The other side of time is its effect on certain rules and calculations. The guidelines use four different periods of the day. The types are day, dusk, night, and dawn. The defaults values are day = 13 hours, dusk and dawn = 2 hours, and night = 7 hours. Depending on the period of the day, factors such as vis- ibility and weapon margin of error can be very small or very large. For instance, daytime firing has no effect on a weapon's margin of error. On the other hand, nighttime firing has an extreme effect on firing and visibility. Nighttime also increases the likelihood of spotting lights at night and therefore vehi- cles. For all practical purposes, if a battle was measured in real time in the same time factor as turns are measured, then a thir- teen hour day would take almost 4,700 turns. It is unlikely anyone has the stamina to adhere to the gaming rules that long. Therefore the action's effects have been accelerated slightly to give a better feel to the rules. The number of turns that justify an hour is changeable but the following default is recommended. An hour in rule time equals about 7 turns. Therefore a full day takes about 180 turns. Of course this is changeable, but for the play of the rules, it is acceptable. NOTE: The WARS Program tracks the number of turns and adds in any time modifications as needed. If no time modifications are wanted, set the turns to hour setting to a high number and begin the scenario in the morning when the day period starts. 77 Actions An action is any task carried out by a person. Each action has certain parameters associated with it that effect a person in the following areas: - length of time to carry out action - effect of thirst - effect on hunger - effect on exhaustion Actions are measured in action turns. Each person can carry out several actions based on his experience level. The experience level is directly correlated to the man's rank and service. Some actions take longer than others and therefore take more action turns. Basing actions on experience allows some men to carry out actions faster than less experienced men because they can do more actions in the time allowed. The values associated with thirst, hunger, and exhaustion show the degree that an action effects these attributes. For instance, running decreases these attributes more than walking. Certain actions such as resting and sleeping actually increase these attributes. No actions can take place if any of these attributes fall below zero except those actions that increase these parameters (primarily rest and sleep). Action Name Action Turns to Execute Fire Weapon 2 Load Weapon 1 Prepare/Change Weapon 1 Load Clips 1 / Clip Prepare Grenade/Mine/Explosive 2 Throw Grenade 1 Place Grenade/Mine/Explosive 2 Clear Mine/Explosive 10 Setup Light Weapon/Artillery 3 Setup Medium Weapon/Artillery 6 Setup Heavy Weapon/Artillery 10 Change Traverse of Light Weapon/ Artillery 1 Change Traverse of Medium Weapon/ Artillery 3 Change Traverse of Heavy Weapon/ Artillery 5 Duck (Duck & Fire) 2 Running 4 Jogging 4 Walking 4 Crawling 4 Climbing Wall (1 floor equivalent) 4 On Vehicle 2 Off Vehicle 1 Ladder (1 story) 2 Stairs (1 story) 5 Ropes (1 story) 4 Change Position 1 Dig Foxhole 15 Interrogating Prisoners 60 / class level of rank Start Foreign Vehicle 4 / each 50 hp Start Vehicle 2 / each 50 hp Start/Stop Vehicle Moving 2 Move Vehicle 1 Change Vehicle Direction 1 Shutdown Vehicle 1 Administer First Aid 3 Doctor's First Aid 30 Drink Water 2 Eat Food (Cold Rations) 10 Eat Food (Hot Rations) 10 Prepare Hot Rations (1 meal for 20 men) 40 Rest 5 Sleep 10 Give Infantry Commands 1 Give Gunnery Commands 1 Give Tank Commands 1 Make Phone/Radio Contact 2 Use Telephone 1 Lay Communications Wire 3 Extinguish Fire 12 Cut Barbed Wire 4 / prone 6 / kneeling/standing Replace Parts Tires 4 Tracks 6 Engine 12 Gun/Weapon 8 Infantry Weapon 2 Repair Vehicle 2 Tires see separate section Tracks see separate section Engine see separate section Gun/Weapon see separate section Infantry Weapon see separate section Get Equipment/Load Personnel Equipment 3 Lay Communications Wire 3 Spot Target (other than first try) 1 77.1 Description of Actions 77.1.1 Weapon Actions 77.1.1.1 Fire Weapon: This action consists of aiming, target acquisition, and firing the weapon. If a target is not assigned either through specific commands or target coordination, then the target is the closest target to the firer (even if the target is already under attack by another unit). The number of rounds fired in an action turn is the rate of fire (in rounds per minute) converted to rounds per second multiplied by two seconds. There- fore a machine gun firing at 600 rpm = 10 rps * 2 seconds = 20 rounds per action. NOTE: If coordinated fire is used (two or more units firing on a target not closest to them) then some means of verifying this condition must be met, i.e. commands to that effect must have been given the action before. 77.1.1.1.1 Nearest Target Rule: The rule for targets is that a soldier must fire at the closest target unless otherwise or- dered by a commander. If two or more targets are the same dis- tance from the soldier, then the soldier can fire at will. This rule emphasizes the importance of commanders. If a soldier kills an opponent, the soldier may fire at the next closest opponent until he runs out of action turns. This does not apply across all soldiers equally. If two soldiers have the same enemy as the closest opponent to them and one of the soldiers kills the oppon- ent, the other soldier cannot move onto the next closet enemy until after he has fired at least once on the dead enemy soldier. NOTE: If a soldier has been given orders to fire on a target other than the closest opponent, kills that opponent, and has remaining action turns to fire on another target. The soldier reverts to the original rules if the commander does not give the soldier new orders. Therefore a soldier may have no choice but to fire on a dead target after firing on a live target, if, another soldier has already killed the opponent closest to the soldier. 77.1.1.1.2 Sweep Firing Exception: A soldier may make a sweeping motion on any number of opponents as long as the closest soldier is part of the sweep. The exception to this rule is covered under the second part of the Nearest Target Rule and the commander's override rule. 77.1.1.1.3 Targets Other Than the Intended Target: The player must also consider any objects (friendly / enemy / and inanimate) within the firer's angle of error. Therefore if a telephone pole and a friendly soldier were within the angle of error of a target, then those targets are included in the fire solution. The player always has the option of not firing. 77.1.1.2 Load Weapon: This action consists of loading, cock- ing, and otherwise preparing the weapon for firing. This is done any time a weapon has run out of shells in the current clip or when the weapon can fire one round at a time. 77.1.1.3 Prepare/Change Weapon: The action consists of get- ting a weapon, putting a carried weapon away, and otherwise preparing a weapon for firing. This task is necessary any time the soldier requires the use of his hands for other actions (i.e. get equipment, search prisoners, eating, sleeping, using the radio, etc.). This action is also needed if the soldier is chang- ing weapons. 77.1.1.4 Load Clips: Putting ammunition in a clip used in a weapon. 77.1.1.5 Prepare Grenade/Mine/Explosive: Prepare an explo- sive for detonation, pulling a pin on a grenade, or setting a mine for placement. NOTE: Preparing a grenade implies that the 'bomber' has to Prepare / Change Weapon after the grenade has been thrown. 77.1.1.6 Throw Grenade: Accounts for the actions of aiming and throwing a grenade or other item. (See the section on throw- ing items for distance and placement of throw). A soldier can hold onto a grenade for any amount of time. The soldier cannot do any other actions requiring the use of his hands before the grenade is thrown. 77.1.1.7 Place Grenade/Mine/Explosive: This includes placing a grenade in a specific place, plant a mine, or other type of explosive. Please refer to the explosive capabilities based on the soldier's rank and service to see the percentage of accurate- ly placing a mine without it exploding. 77.1.1.8 Clear Mine/Explosive: This action includes clearing mines or other explosives from an area. The amount of time covers an area 6' x 3' or the area of a man lying down. NOTE: When clearing mines, it might be advisable to do this task in a prone position. By definition, a standing or kneel man takes more fragments or damage than someone lying down. A mine detector assists in clearing mines more efficiently. A mine detector clears an area three times larger than clearing by hand. 77.1.1.9 Setup Light Weapons/Artillery: This includes infan- try weapons (medium / heavy machine guns, mortars, anti-tank rifles). Setup includes unpacking, placing the weapon, and other- wise preparing the weapon for firing. Generally, the distinguish- ing feature between infantry and light weapons is the question of portability. If the soldier is not capable of handling and firing the weapon by himself, then the weapon falls under this category. Examples of weapons that do not fall under this category include the U.S. BAR, the Russian DP1928 MG, and the British Bren MG. 77.1.1.10 Setup Medium Weapons/Artillery: This includes light anti-tank weapons (20mm, 37mm, 50mm), medium howitzers (75mm) and other similar weapons. Setup includes unpacking, placing the weapon, and otherwise preparing the weapon for fir- ing. 77.1.1.11 Setup Heavy Weapons/Artillery: This includes heavy anti-tank weapons (75mm, 88mm, 17 pdr) and heavy howitzers (105mm, 150mm). Setup includes unpacking, placing the weapon, and otherwise preparing the weapon for firing. 77.1.1.11.1 Crew Complement and its Effects: A weapon can only be setup or torn down if the entire crew complement is present. If the crew is not complete, then the weapon cannot be moved. This is one of the incentives of having extra crewmen available as reserves, in case crewmen are injured or killed. 77.1.1.12 Change Traverse of Light Weapon: 77.1.1.13 Change Traverse of Medium Weapon: 77.1.1.14 Change Traverse of Heavy Weapon: Allows the repo- sitioning of a weapon to some other arc of firing. NOTE: The wea- pon's traverse cannot change if the crew's complement is incom- plete. The crew can continue to fire the weapon, but, they wont be able to change the weapon's traverse. These options also apply to turreted vehicles. The light, medium, and heavy nomenclature applies to type of turreted vehi- cle. Therefore traversing a Tiger tank's turret requires a Change Traverse of Heavy Weapon action to change the turret's direction. A Stuart is considered a light tank and therefore requires a Change Traverse of Light Weapon to change the turret's direction. NOTE: If the vehicle is currently moving, then the traverse of the weapon can be changed up to 20 degrees without requiring a Change Traverse action. This is allowed because a vehicle can change up to 20 degrees without a Change Vehicle Direction ac- tion. The only stipulation to this option is that the vehicle must actual change directions in the same direction as the tur- ret's movement. 77.1.2 Movement Actions This class of action includes all acts of movement by sol- diers. Vehicle movement is covered in another section. Any number of movement actions can be made in the same turn as long as the man has enough action turns. Any incomplete movement actions are completed on the next turn. 77.1.2.1 Duck: A 'duck' is a quick single movement to change position for firing without covering very much space. It is used in duck and fire situations where a soldier is leaving cover, firing, and returning to cover. A complete duck and fire consists of the initial duck to leave cover, firing the weapon, and the second duck to return to cover. NOTE: A player must assure that a soldier has enough action turns to return to a cover position after a fire action. Otherwise, the soldier remains open to enemy fire on the next game turn. NOTE: A duck is a positional change. If the soldier requires moving to fire a weapon, then a duck action does not work. The soldier must use one of the movement actions instead. NOTE: A 'duck' action uses only the closest target rule. Therefore a Commander cannot direct the fire of a soldier executing a 'duck' and 'fire' action. 77.1.2.2 Running: This action assumes the fastest speed possible based on the amount of weight the man is carrying. The person must be in an upright position. 77.1.2.3 Jogging: The second fastest speed based on the amount of weight a person is carrying. The person can start in either a crouched or upright position. 77.1.2.4 Walking: The slowest speed based on the amount of weight a person is carrying. The person can start in either a crouched or upright position. 77.1.2.5 Kneeling: The person is kneeling on one knee. No movement is allowed but the person does have a smaller target silhouette. 77.1.2.6 Crouch: A crouch is similar to kneeling except movement is allowed at a jogging rate. 77.1.2.7 Crawling: Based on the same speed as walking. The person can start in either a kneeling or prone position. 77.1.2.8 Climbing: Each type of climbing has a different time factor. 77.1.2.9 Climbing Wall/Rope: In either case, it is assumed that the personnel has proper equipment for climbing such as climbing gear, ropes, grappling hooks etc.. 77.1.2.10 Climbing On Vehicle: This action includes entering a vehicle or mounting the outside of a vehicle. 77.1.2.11 Climbing Off Vehicle: This action includes exiting a vehicle or dismounting. 77.1.2.12 Climbing Ladder: This includes all ladders that are either hand built or standard ladders. The actions include both starting the climb and exiting the ladder. 77.1.2.13 Climbing Stairs: Stairs are no more difficult to maneuver than any other obstacle. The action includes starting and completing the climb. 77.1.2.14 Change Position: There are three basic positions in the system. They are standing, kneeling, and prone. A soldier may change to or from any position in a single Change Position action. 77.1.2.15 Dig Foxhole: A foxhole is a temporary entrenchment about 3' in diameter and 3-6' deep that is used as cover for a soldier. Once dug, a soldier receives cover of everything except his head and both arms. A soldier may optionally duck into the foxhole leaving no portion of the soldier exposed. Foxholes are permanent and cannot be moved. NOTE: A player may optionally fill in a foxhole using the same action. 77.1.3 Vehicle Movement: All actions are based on the driver's skill (not the comman- der as in most cases). An experienced driver can handle a vehicle more efficiently than a novice. Therefore an experienced driver can accomplish more than someone who is less familiar with a vehicle. A vehicle may make several movement actions depending on the driver's experience. NOTE: (See also rules concerning foreign vehicles). 77.1.3.1 Foreign Vehicles: Foreign vehicles take twice as long to carry out a vehicle based action. Therefore starting a vehicle takes 4 action turns per 50 hp instead of 2. 77.1.3.2 Start Vehicle: A vehicle must be running before it can move. This action can take a small amount of time to a very long amount of time depending on the vehicle's size. To account for this discrepancy, the amount of time for the action is based on the power of the vehicle's engine. Jeeps and the like take two actions to start while large tanks take 30 actions to start. Keep in mind that weather can have an effect on the time it takes to start an engine. NOTE: The choice of whether to start and stop and engine is based on several factors. Many tanks were left running in battle only because it took them so long to start. Therefore it was more effective to let them idle. On the other hand if fuel is very im- portant, it may be wiser to only start them when needed. The noise a vehicle makes must also be considered when forming a decision on whether to let the vehicle idle. The choice is of course up to the commander. 77.1.3.3 Start/Stop Vehicle Moving: All vehicles require a certain amount of time to come up to speed or to slow down and stop. The action's amount of time applies to all vehicles equally based on the maximum available speed. As an example, a motorcycle can reach 50+ mph while a tank can only reach 20+ mph, but, both can probably attain their top speed in the action time. 77.1.3.4 Move Vehicle: This is simply the vehicle moving at any speed for the action's duration. Vehicles can turn a maximum of thirty degrees without affecting the vehicle's speed. 77.1.3.5 Change Vehicle Direction: This action applies to vehicle changing more than a thirty degree angle in direction. It also reduces the vehicle's speed by 20% for the remainder of this turn. The vehicle can return to full speed on the next turn. 77.1.3.6 Shutdown Vehicle: This is simple the act of shut- ting down the vehicle's engine. It is used primarily when the vehicle isn't used and conserving fuel is the best course. The vehicle must be at a standstill. 77.1.4 First Aid First aid is defined as the act of giving medical aid to someone who is injured. The types of care are described in later chapters, but the following logic applies to the system. A sol- dier might be wounded several times in a battlefield condition. The medic's purpose is to take care of minor wounds and to keep the soldier alive long enough for better medical attention. The first aid in this system works in a similar manner. As an exam- ple, a soldier receives a minor and major wound. The medic can cure the minor wound but the major wound has too much damage for the medic to treat completely. The medic's treatment gives the soldier a better chance of surviving by increasing the soldier's health. Hopefully this is sufficient to get the soldier to a Doctor. If the soldier does not get back in time to see the Doctor, then the soldier dies. The soldier has a better chance with the medic's attention. 77.1.4.1 Administer First Aid: This action is carried out by any medic. This action increases a person's health by a varying amount (as defined in the WARS Program). As with all actions, a more experienced medic accomplishes the task more efficiently than a less experienced person. Only one treatment is allowed for each wound received. Therefore if a person had been wounded once, the medic could only treat that man for that wound. Another treatment is not allowed until after that person was wounded again. A medic must have a medical kit to administer aid. If the wound did not completely heal, then the wound causes secondary damage until treated by a Doctor. 77.1.4.2 Self-Administered First Aid: A soldier may admin- ister his first aid on himself. In this case, the first aid acts exactly like the first aid given by a medic except the amount of healing is half that of a medic. This type of aid prevents a medic from treating a wound and therefore the soldier loses the benefit of a medic's care. This type of care is administered when a medic cannot arrive in time to treat the soldier before the soldier dies. The soldier must have a medical kit as with the Administer First Aid action. 77.1.4.3 Doctor's First Aid: This action is carried out by a Doctor. It is a more efficient and precise form of medical care and cures the patient totally of all wounds. A Doctor must have a facility to work in and a large medical kit for his tools and supplies. The time includes such things as surgery (if needed) and recuperation time. NOTE: A Doctor's aid must be used sparing- ly and only when needed. A Doctor tires at a higher rate than most other groups because his services are time consuming and stressful. Therefore using a Doctor to cure minor wounds may leave the Doctor resting at the time he is needed. 77.1.5 Personal Actions 77.1.5.1 Drinking: This action is primarily used to replen- ish health (See Thirst and Hunger). The action considers both the opening and closing the container and the act of drinking. A person does not need something to drink out of when executing this action (since a person can use his hands). 77.1.5.2 Eating: This action is primarily used to replenish health. There are two form of eating in the guidelines. The first is cold rations (or rations out of tins) and the other is hot rations (prepared food). The primary difference between the two actions is the effect on a consumer. Cold rations are normally tins of food that were used as a last resort or when field kitch- ens or hot food was not available from couriers. Their effects were somewhat diminished in the field, since, nothing could beat a hot meal. Cold rations do not require mess gear. It is assumed that the soldier could eat the food right out of the tin. Hot rations require mess gear because the meals consisted of soups or stews. An inexperienced soldier takes more time to eat than an experienced soldier. 77.1.5.3 Preparing Hot Meals: The act of preparing a hot meal requires the services of a cook. These men had the single responsibility of creating meals for men that sustain them through harsh battlefield conditions. For each action, a cook can prepare hot rations for 20 men. A cook must have an area to prepare the meals (areas include a stove or fire and cooking gear) and ingredients (potatoes were a common base for stews and soups). Once the meals are prepared, they must be distributed to the men. This can be in the form of a soup line where men line up to be served or as a courier service. Soldiers (especially in the front line) were commonly in emplacements where they could not leave to eat. In these cases, meals were brought out to them in meal containers. Each container held enough food for 10-20 men. Therefore one container holds a good platoon of men for a meal. On the next delivery, the courier picks up the old container and replace it with a fresh one. This continued until the men were moved or replaced. NOTE: Although hot rations may seem like a lot of work, they were a necessity in battlefield conditions. In some areas, a hot meal was the only thing a soldier had to look forward to at the beginning and ending of a day. This reflects in the way a hot meal affects the attributes of a soldier. 77.1.5.4 Rest: This action replenishes exhaustion while the person is still awake. The person is ready for action but can carry out no further actions until the rest is over. The person must move to a kneeling or prone position before carrying out the rest action. Therefore it is to the person's benefit to carry out the rest action while the person is already in an acceptable position. NOTE: The player should use the rest action for any remaining action turns. This assures that the soldier's action turns are used wisely. 77.1.5.5 Sleep: This action replenishes exhaustion. The person must be in a prone position and can not interrupt the sleep action for the effects to be beneficial. Although sleep takes longer, the effects are more effective than rest. A person may require several sleep actions back to back to be beneficial depending on the exhaustion's extend. 77.1.5.6 Secondary Damage: A soldier continues to take sec- ondary damage after being wounded until treated. The amount of secondary damage that occurs is 10% of the remaining damage (assuming some wounds have been treated) per game turn. 77.1.6 Spoken/Radio Commands/Orders Much of a battle is carried out from a distance. No two groups can carry out an action on a battlefield without the exchange of commands. This section is actually broken into two phases. The first phase requires both parties need to make radio/verbal contact. Verbal contact assumes passing commands from a commanding officer to squad or vehicle commanders (radio contact is not needed on verbal commands). Radio commands assume commands that are passed over a distance more than speaking/listening distance. Commands are then given based on the type of command once radio connection is made (See below for command explanation). Two individuals are needed to make radio contact and two additional individuals to pass the commands. Therefore passing commands by radio takes four individuals. The exception is a person who is both a commander and has some secondary skills in communications. Actions are based on the individual's experience. The amount of time it takes to carry out the actions are based on the less experienced of the two. The more experienced individual has to wait until the less experienced individual has completed his task. In this case, the more experienced soldier's time is wasted because he cannot carry out further tasks until the con- nection is completed. Commands can come from several sources. The first is the obvious Primary Commander. This person can relay commands to anyone in the system. The second source is a request from a unit or a forward observer (reconnaissance). 77.1.6.1 Making Phone/Radio Contact: This action consists of finding the correct frequency, requesting a party, having the party answer, and establishing a connection. The amount of time it takes to complete this action is based on the lesser experi- ence of the two radio operators. A radio operator does not have to re-establish radio contact if the operator has remained in contact with the same destination. Two examples are: 1) a forward observer is speaking directly with a gun emplacement: as long as the forward observer and artillery piece do not break contact, commands can continue to take place. 2) several tanks approach several targets: once radio contact is established, then two or more units can coordinate their targets and firing solutions. 77.1.6.2 Lay Communications Wire: This action is only accom- plished by someone with a communications background (reconnais- sance may know how to use a radio, but, not how to repair or lay telephone line). This action allows a soldier to lay telephone line or radio line so a soldier can use a telephone. NOTE: Tele- phones do not require a communications background to use. Anyone can use a field telephone. Field telephones cannot be moved except by communication soldiers. The time listed is the amount of time required to lay telephone line at the soldier's running rate. If the soldier is burdened, then the line may take longer to lay. Telephone line can be cut using wire cutters or by blast- ing. A direct hit or high explosive blast sufficient to kill a man is enough to cut a telephone cable. 77.1.7 Issuing Commands: Each commander is assumed to have men under his command. A sergeant has the men in his squad, a tank commander has the men in his tank, etc.. A commander can only give commands to the men under his command. A sergeant could give commands to his squad, but not another squad, unless those men were put under his command. An officer can give commands to any soldier under his rank. This is one of the officer's perks. 77.1.7.1 Commands for a Scenario: At the beginning of a scenario, a player writes down the commands for each enlisted commander (vehicle commanders, platoon commanders, etc.). These commands should be in the form of an objective. Some example objectives could be: go to point 'A' and make sure there are no enemy troops in the area for 2000 yards, protect the corridor between point 'A' and point 'B', go to point 'C' and form a stronghold. The commands are kept in secret. They are provided at the end of the game to assure that command authority was not exceeded. This is a reason for nullifying the game's results. The commands are used for two purposes. First, assure that an enlist- ed commander does not exceed his command authority. Second, the information is provided to the opposing player at the completion of a successful interrogation. Only the information that relates to the interrogated prisoner is given to the opposing player. 77.1.7.1.1 Movement Commands: The commands for movement can be as intricate as the player wishes and not simply a straight line or arc. Therefore the scenario commands might be to travel 300 yards straight ahead, turn left, travel 200 yards, turn right, and follow the river for 400 yards. This set of commands might explain the route that troops take to hit all bunkers in some set pattern. As long as the commander stays within this corridor, he may issue commands as he sees fit. 77.1.7.2 Corridor of Influence: A corridor of influence is a way of describing the domain of a commander's influence. Each commander is given orders for a scenario (described in Commands for a Scenario above). An imaginary line is drawn from the com- mander's starting point to the commander's destination points. The commander must stay in the imaginary line's area within a distance of the commander's command radius until the commander receives new orders. The commander's men must stay within the commander's command radius. Therefore a commander's men could theoretically extend twice the commander's command radius's distance to the side of the commander's corridor of influence. A vehicle commander has a corridor of influence ten times the commander's command radius, but only, when in command of vehi- cles. Therefore if a commander had both infantry and armor under his command, the infantry operate under the commander's normal command radius, but, the vehicles operate under the commander's command radius times 10. 77.1.7.3 Officer's Commands: An officer can change the com- mands of any enlisted commander at any time. When this occurs, the player must replace the commands for that enlisted commander. This information is provided at the end of the game or a success- ful interrogation. 77.1.7.4 Enlisted Commands: Enlisted commanders are somewhat limited in the commands they can give. An enlisted commander must follow the orders given to him. The only exception to this rule is when the commander or the men under his command come under hostile conditions or circumstances force him to retreat. An enlisted commander can never exceed his commands. Therefore if a commander is forced to retreat, then the commander must continue with his original orders when the hostile conditions cease. 77.1.8 Infantry Commands: This action includes all commands that change the direction a squad is moving, the squad's detail, or an individual's duties that are different from the rest of the group. If a commander is giving commands to a squad size comman- der, then the amount of time it takes to carry out the commands is based on the lesser experience of the two commanders. It does not make a difference about officer verses enlisted because a Second Lieutenant giving orders to a Senior Master Sergeant causes the Sergeant to wait because of the Lieutenant's lack of experience. Infantry commands can be any of the following: - go to a specific location - wait - form up with a group - assault a specific building/location - select a target other than the closest target NOTE: Only an officer can change the initial instructions given to a squad at the beginning of a scenario. Once a squad has executed his orders, the squad remains at the squad's destination until further orders are given. An enlisted man is limited in the instructions he can give his men. These instructions include coordinated fire and movement instructions that apply specifical- ly to the squad's destination. 77.1.9 Artillery Commands: This action includes all commands related to firing/shelling scenarios. Artillery cannot carry out indirect fire without a command from some authority who has confirmation of an enemy location/site. Adjustments to those firing scenarios cannot be carried out without additional com- mands from either the firing authority or a forward observer. Forward observers must be in a direct line of sight to the tar- get. Gunnery Commands can include the following: - fire on a specific location using range/angle/charge - adjust fire using range/angle/charge - move artillery piece to a new location - fire on direct location only 77.1.10 Tank Commands: This action includes all commands related to target acquisition, movement, and fire commands. Armored vehicles are slightly different because vehicles can communicate with each other on specific target solutions. An example is several armored vehicles enter a hostile area. Once radio contact is started with all armored units, each unit can pick a different target and therefore avoid wasting ammunition by firing on the same target. If no target coordination is used (because of injured radio operators, no radios, or damaged ra- dios) then the nearest target rule applies. Each soldier within an armored vehicle can carry out a separate action that is based on the personnel's service/duty. If a commander is not present for whatever reason, then the crew can only carry out their last command. When that command is complet- ed, then the crew must receive additional commands from a higher authority. Crews are not allowed to carry out actions on their own. This rule can be overturned if there is another crewman who is a commander, but not necessarily the primary commander. Both the Artillery and Tank Commands apply in artillery based vehicles. Tank commands include all commands for Infantry. 77.1.11 Extinguish Fire This action is used primarily for vehicle fires that were started by hostile fire or explosives. This action requires a fire extinguisher for each person carrying out the action. The number of actions is for one person putting out a fire. Two persons can divide the time by two, three people can divide the time by three, etc.. 77.1.12 Cut Barbed Wire The action of cutting barbed wire requires the use of wire cutters. The amount of time for the action is based on the hole's size in the wire. A hole large enough for a single man to crawl through takes 4 action turns. A hole large enough for a man to run through takes 8 action turns. Larger holes are also possible. They are based on the number of man widths. A hole large enough for two men to run through takes 16 action turns or two men 8 turns. Assuming enough wire cutters are available, this action can have more men working on the task to reduce the amount of time. Use the equation by dividing the amount of action turns by the number of men. Therefore to cut a hole big enough for two men to run through, four men take 4 action turns. Fully tracked armored vehicles are not restricted by barbed wire and are not hampered unless other obstacles are used (anti-tank trenches, dragon's teeth, etc.). 77.1.13 Repair Vehicle Eventually, all vehicles are damaged in a battlefield condi- tion from whatever circumstances. Vehicle can be repaired by an engineer or group of engineers. The formula used is based on the amount of damage in Klb/in2 multiplied by a particular factor divided by the number of combined engineer levels and this result gives you the number of turns it takes to complete, if, they work on nothing else. Before repairs can begin, all necessary tools and spare parts must be available and at the repair's place. If all parts and tools are not available then repairs can not commence. NOTE: No repair can take less than a turn no matter how many engineering are working on the repair. If a vehicle has multiple points of damage, then all points must be calculated and repaired individually. There is no reason why several engineers may not work on several different parts of the vehicle at the same time. 77.1.13.1 Repair Multiplier Each repair type has a separate modifier that accounts for complexities in the repair. Tires: Tires have a multiplying factor of 4. Tracks: Tracks have a multiplying factor of 6. Engines: Engines have a multiplying factor of 12. Guns/Artillery: Guns have a multiplying factor of 8. Infantry Weapons: Infantry weapons have a multiplying factor of 2. 77.1.13.2 Tool Box to Damage Requirements The tools required to complete a task are based on the amount of damage. (See Tool Boxes for explanations of sizes). The table below explains the correlation between damage and size: Damage Size Box 0K - 10K Small 10K - 30K Medium 30K - 75K Large 75K - 100K Extra Large 100K - over XX Large 77.1.13.3 Repair Examples Some examples will help explain the engineering formulas: A tank engine has been hit with a 75mm round. The round penetrates the engine armor with an exiting energy of 50 Klb/inch2. The vehicle has three engineers working on the vehi- cle. A Tech Sergeant with an Engineering Level of 4 and two privates each with an Engineering level of 1 for a total of 6 levels. The amount of time it takes to repair the engine is 50 Klb/inch2 * 12 (multiplier factor) / 6 = 100 action turns. If an engineer leaves, then the formula is re-calculated. NOTE: WARS handles this calculation automatically and recalculates the result based on the above formula. 77.1.13.4 Replacement of Damaged Parts: Certain damage can be replaced rather than repaired. Replacing a part takes less time than repairing one. This rule only works for tracks, road wheels, return rollers, tires, radios, and engines. The general rule for replacing a part takes the multiplication factor as the number of turns needed to replace the part. Therefore a tire takes four turns to repair assuming an engineer, with a rating of one, was doing the repair. A Staff Sergeant, with a repair rating of 4, could complete the repair in a single turn. 77.1.13.5 Must Replace Situations: Named components of a vehicle (tracks, tires, road wheels, etc.) must be replaced if the damage caused to the component exceeds the component's sus- tainable damage. If there are no replacement parts available, then the vehicle is damaged for good. 77.1.14 Get Equipment/Load Personnel Equipment This action can take two forms. The first is a standard re- supply situation where a person is getting new/extra ammunition, food, water, or equipment. The second situation is where an individual is searching a soldier or vehicle. The person must be next to the source or victim to conduct a search. The weight and count are adjusted accordingly for all added items. In addition, the person may wish to discard items at the same time (at no additional action turn cost). 77.1.15 Prisoners 77.1.15.1 Capture of Prisoners A person can be captured if a soldier falls below his ex- haustion, thirst, or hunger limit while still retaining some hit points or a soldier fails his morale check. At this point, an enemy can take the soldier into custody. Once a prisoner, the soldier is cuffed (hands tied) and cannot escape. Care must be taken at this point because the person continues to lose hit points until the hunger, thirst, and exhaustion are increased above zero. Therefore it is the capturer's responsibility to feed, water, or allow the soldier to rest until his exhaustion, thirst, and hunger level rises above zero. At this point the soldier can be interrogated or taken to a holding area. 77.1.15.2 Interrogation a Prisoner One of war's misfortune is the possibility of being captured and interrogated. Certain armies are known to have captured soldier for the specific reason of gaining information by whatev- er means. The rules take this into account by having a separate attribute for each country and an attribute for each service. This combined gives the equivalent of a brutality level for the interrogation. Once an interrogation has begun, it cannot be interrupted (it is assumed that an interrupted interrogation allows the prisoner time to 'collect his thoughts' and therefore the interrogation must start from the beginning). The time is based on the interrogator's rank and skill (See MP section for explanation). The amount of damage caused by the interrogation is also calculated and implemented for each interrogation attempt. Several things can fowl up a good interrogation. The prison- er passes out because the thirst, hunger, or exhaustion level falls below zero, the prisoner dies from the damage caused, the prisoner is saved by friendly forces, or the interrogators are killed for whatever reason. To assure success, several tasks must be taken into account. The prisoner must have enough hunger, thirst, and exhaustion levels to last the interrogation. The prisoner must be well enough to survive the interrogation. The interrogator must be skilled enough to finish the interrogation. Finally, the interrogation must go uninterrupted for the interro- gation's duration. Assuming all the above tasks are successful, the captor can get information equal to the prisoner's knowledge. Here are some guidelines of prisoner knowledge: - A soldier knows the men in his platoon, their equipment, any information of strength of enemy, and goals. - A platoon commander knows all of this plus the hierarchy's location above him (anyone he is in communication with). - Commanders in general knows the strength and location of forces under their command. - Assault engineers know the location and density of mine- fields. Mechanics knows vehicles they have worked on. - Radio operators know the location of troops and equipment they have talked to. - Artillery knows the location of friendly troops beyond their guns. No single set of rules can handle this situation but hope- fully these guidelines will offer enough information. 78 Personal Attributes 78.1 Thirst and Hunger Thirst and hunger are the combination of time and exertion that a man has been without water and food. A man is totally without water or food when their thirst or hunger value reaches 0 %. The effect of having a 0% attribute means that the soldier cannot do actions that cause exertion. Drinking water or eating food eliminates the effects of thirst and hunger. Water and food also increases hit points and decrease the effects of exhaustion, but only to a limited extent. 78.2 Exhaustion Exhaustion is the effect of exertion on the body. Exertion can come in the form of carrying out an action or going without sleep. A man is completely exhausted when the exhaust value is 0%. At this point, the person collapses and sleeps. After sleep, the man may continue with any actions that do not bring his exhaustion value below 0%. Rest and sleep are the only actions that decrease the ef- fects of exhaustion. The primary difference between rest and sleep is that rest allows a man to do other actions. Sleep must be the only action done in any turn. If a man does not have enough action turns to complete a sleep action, then the man must use future turns to complete the sleep action. 78.3 Hit Points (HP) HP is the wellness of an individual. The program bases wellness on the amount of damage a person has sustained. The unit of measure for damage is the K-lb./square inch. A normal person can take about 2 K-lb./square inch. A person is dead when the HP value reaches 0. A man can lose HP by direct damage (explosions/bullets) or indirect damage. HP can only be replenished by medical attention. 79 Weapons Errors The WARS Guidelines handle weapon's errors in a slightly different vain than most wargaming systems. Errors are handled angularly as opposed to linearly. Therefore the percentage of error is based on the degree of error. At short ranges the er- ror's effect is relatively low. On the other hand, the effect is quite large at longer ranges. In addition to margin of error, the program incorporates several factors that affect the possibility of hitting a target. The program takes the ballistic coefficient, distance to target, wind velocity, arc of fire, and size of target and combines the degree of error to calculate the relative percentage of hitting a target. Therefore the possibilities are as close to correct for any particular condition or situation. 79.1 Infantry / Standard Weapons Error Standard weapons are also called infantry weapons. It in- cludes all weapons that are carried by a person: pistols, rifles, sub-machine guns, light machine guns, and anti-tank rifles. The program considers the personnel's rank, service, stance and speed in calculating the margin of error and therefore the probability of hitting a target. The person's rank adds the person's experi- ence onto the margin of error. The higher the rank, the smaller the margin of error. The person's service adds the skill to the margin of error calculation. NOTE: The WARS Program calculates this automatically when soldiers are transferred from the Men System. A person's stance gives some margin of error. Standing gives the greatest margin of error. Kneeling or sitting gives a little less. Prone gives the least amount of margin of error. Movement during firing is probably the one area that in- creases a person's margin of error by the most. This is important because a person is less likely to hit a target while moving. The rules incorporate a very simple yet effective way of handling this situation. The program looks at the person's speed and adds 1 degree of error per mph. A walking person has 1 degree added to the error calculation. A person running at full speed has 15 degrees added to the calculation. If the person is not moving, then the degree of error is not affected. 79.2 Support Weapons Error Support weapons are considered heavy infantry weapons. This includes medium and heavy mortars and anti-tank weapons. Support weapons do not have a movement error unless they are fired from a vehicle. The standard rules for vehicular errors apply to all moving support weapons. The factors for support weapons include the personnel's rank and services. 79.3 Artillery Weapons Error Artillery weapon errors dictate the accuracy of a person hitting a target using artillery. The person's probability of error is translated to an area in yards based on the target's distance. The target's size is divided by this area and this gives the probability of hitting the target. Artillery weapons include all weapons that are vehicle or carriage based. In calculating the margin of error, the vehicle's speed and the terrain must be taken into account. The vehicle's speed adds one degree per one mph to the margin of error. The terrain factor adds a multiplying factor to the vehicle's speed. (See Terrain Section for more information). The factors for artillery weapons include the personnel's rank and services. 79.3.1 Indirect Artillery Weapons Error: Indirect fire is handled in a similar way except the observer's artillery error is used rather than the gunner's artillery error. 80 Terrain Terrain affects the results of many of the system's calcula- tions. Calculations include speed, visibility, error of fire, cover of fire. Below are terrain type descriptions and their effects on different types of calculations. 80.1 Speed(Vehicle): This is the maximum speed and type of speed the vehicle may move through the terrain. 80.2 Visibility: The amount of visible protection the ter- rain offers. The visibility factor applies to the modification to the target's total surface area. Therefore if a target had an area of 18 cubic feet, then for calculation purposes, the target has an area of 9 cubic feet in grassland terrain. 80.3 Error of Fire: If a vehicle is moving, then the move- ment error is a multiplier for the final angle of error. This type of error accounts for irregularities in the terrain that cause a weapon to elevate during firing. It was common practice to either stop or come to a near stop before firing because otherwise the shot had too large of an angular error. The excep- tion for firing on the run was for moral purposes. 80.4 Target Size: This modifies the target's visual size. It comes into play mainly in areas that have a great deal of ob- structions i.e. wooded areas, rocky terrain, etc.. The modifier reduces the target's size by some factor and is independent of any other factors. 80.5 Types of Terrain 80.5.1 Plains: Plains are described as any low, relatively even, flat lands. Speed (vehicle): road speed, no effect Visibility: not blocked, full visibility Error of Fire: .5 multiplier (movement error) Target Size: none Supported Ground Weight: 18 pounds/square inch 80.5.2 Paved Roads: These roads offer the best in moving fire conditions but little else. Speed (vehicle): road speed, no effect Visibility: not blocked, full visibility Error of Fire: .1 multiplier (movement error) Target Size: none Supported Ground Weight: 18 pounds/square inch 80.5.3 Dirt Roads: Similar to paved roads, these roads pro- vide an error of fire that is between paved roads and plains. Little else changes. Speed (vehicle): road speed, no effect Visibility: not blocked, full visibility Error of Fire: .3 multiplier (movement error) Target Size: none Supported Ground Weight: 18 pounds/square inch 80.5.4 Rough Plains: Rough plains are similar to plains in that they have a relatively flat terrain. They differ because the terrain may have small gullies from water run-off or dried rough earth from poor irrigation. It affects speed, some visibility on prone targets, error of fire, and cover of fire to a small ext- ent. Speed (vehicle): cross country speed, no effect Visibility: - 5% Error of Fire: 1.2 multiplier (movement error) Target Size: - 5% Supported Ground Weight: 15 pounds/square inch 80.5.5 Grassland/Savanna: It is best described as an area that is covered in grass up to three feet in height with some shrubs and other dry vegetation. It provides more cover from visibility than anything else. Speed (vehicle): cross speed, no effect Visibility: - 50% Error of Fire: .5 multiplier (movement error) Target Size: none Supported Ground Weight: 13 pounds/square inch 80.5.6 Lightly Wooded: Areas that contain trees approximate- ly 10 feet apart. Vehicles can traverse the terrain but only at the slowest speeds. Visibility is cut down based on the target's distance from the source and fire is minimized by distance and obstructions. No vehicles wider than 10' in width are allowed. Speed (vehicle): 30% cross speed Visibility: - 20% Error of Fire: .2 multiplier (movement error) Target Size: - 10% Supported Ground Weight: 12 pounds/square inch 80.5.7 Moderately Wooded: Areas that contain trees approx- imately 5 feet apart. Vehicles can traverse the terrain but only at the slowest speeds. Visibility is cut down based on the tar- get's distance from the source and fire is minimized by distance and obstructions. No vehicles wider than 5' in width are allowed. Speed (vehicle): 15% cross speed Visibility: - 40% Error of Fire: .2 multiplier (movement error) Target Size: - 40% Supported Ground Weight: 12 pounds/square inch 80.5.8 Heavily Wooded: Areas that contain trees approximate- ly 2 feet apart. Vehicles are can traverse the terrain but only at the slowest speeds. Visibility is cut down based on the tar- get's distance from the source and fire is minimized by distance and obstructions. No vehicles wider than 2' in width are allowed. Speed (vehicle): 10% cross speed Visibility: - 70% Error of Fire: .2 multiplier (movement error) Target Size: - 80% Supported Ground Weight: 12 pounds/square inch 81 Weather Weather can affect several areas of the rules. The first is morale. Some weather can reduce morale such as rain and snow, while others can increase it such as clear or partly cloudy. The next area that is affected by weather is terrain conditions. Rain and snow can increase terrain conditions and their effects on other factors such as vehicle/men speed. Clear or dry weather can decrease these adverse factors. The final area is margin of error on ballistic solutions. Two parts of weather come into play. The first is weather that affects visibility such as rain, snow, fog, etc.. The second is wind that affects the possibility of locat- ing, spotting, and firing on a target. If the weather is not suppose to be a factor in a scenario, then leave the weather factors to their default, otherwise change the factors to whatev- er conditions are preferable. 81.1 Effects of Weather on Vehicles: Weather and temperature can affect how quickly a vehicle's engine starts. The general rule of thumb is that a vehicle takes an inverse percentage of time to start once the temperature is reduced below 30 degrees F. A vehicle does not operate at 50 degrees below zero F. NOTE: The chance of a vehicle starting is a percentage of the temperature below 30 degrees. Therefore a vehicle has a 20% chance of start- ing if the temperature is -30 degrees. 81.2 Effects of Weather on Vehicle's Speed: The effect on a vehicle's speed is based on the weather. Rain conditions reduce a vehicle's speed because of slick conditions. Fog reduces speed because of the inability to see very far. 81.3 Effects of Weather on Ground Conditions: Weather and temperature can affect ground conditions by softening or harden- ing the ground. Rain softens the ground and therefore the ground supports less weight. Dry weather hardens the ground and dries up rain soaked areas of earth. NOTE: Ground pressure cannot be increased higher than the value found in the terrain database. NOTE: Paved roads are never affected by ground conditions. 81.4 Effects of Weather on Personnel: Weather can affect personnel in a similar manner as it effects vehicles except that damage is caused by cold weather. The amount of damage is based on the current temperature. If the temperature is below 30 de- grees F then a certain amount of damage is caused to all person- nel in the current scenario. NOTE: Extreme weather gear such as parkas and snow gear negates the effects of cold weather. Cold weather also affects a person's moral. The amount of the decrease is based on the moral modifier that is associated with the weath- er condition. The value is absolute and does not accumulate over time. 81.5 Effect of Weather on Visibility: Weather can affect a person's ability to see objects. Items such as fog, snow, and rain can reduces a target's silhouette. This reduces the distance a target can be spotted. 81.6 Types of Weather: 81.6.1 Clear: Clear weather can decrease the damage done by rain. Vehicle Effect: none Ground Condition: increases ground pressure Personnel Effect: none Visibility: none 81.6.2 Cloud: Cloudy weather has no effect on weather condi- tions. Vehicle Effect: none Ground Condition: none Personnel Effect: none Visibility: none 81.6.3 Rain: Rainy weather reduces the supportable ground pressure for all terrain other than paved roads. Vehicle Effect: decrease speed Ground Condition: decreases ground pressure Personnel Effect: decrease moral Visibility: 80% 81.6.4 Snow: Snowy weather decreases the supportable ground pressure but only at below freezing temperatures. Vehicle Effect: vehicles harder to start speed reduced 50 % Ground Condition: decrease ground pressure Personnel Effect: causes damage decrease moral Visibility: 50% 81.6.5 Fog: Decreases ability to see. Fog at night is the worse possible condition for battlefield conditions. Vehicle Effect: none Ground Condition: none Personnel Effect: decrease moral Visibility: 10% 81.7 Temperature: Temperature is adjusted from turn to turn and is based on a running average. A random number is selected from -3 to 3 degrees. That number is averaged in with the current temperature. Therefore the temperature does not vary by more than three degrees at any one turn. 81.8 Wind: Wind operates in the same manner as temperature by using a rolling average. The wind affects the trajectory of shells and at lower temperatures affects the amount of damage caused from cold weather. 82 Morale Morale is the emotional ability of an individual to continue with an appointed task. The rules consider four areas in calcu- lating the morale of an individual. First the amount of injury an individual has received reduces his morale. Exhaustion to a lesser part is handled the same way. The more exhausted a person is, the lower his morale. His rank and therefore his experience is a factor. The more experience a person has, the more likely he continues when the going gets tough because he's been through those types of conditions. Lastly, the country that he originat- ed. Certain countries have better ideological beliefs that gave them a higher morale especially when times were bad. Other coun- tries surrendered under the same circumstances. This information is multiplied by the individual's base morale factor. The final answer is the possibility of failing a morale check. 82.1 Morale Check A morale check is made any time a man is placed in an ad- verse situation. This includes being fired upon or when any of the exhaustion, thirst, or hunger indicators fall below zero. A morale check can be made by rolling a percentage below the man's current morale. If the morale check fails, then the man remains at the spot where he failed the moral check until he is captured, he finds food or water (assuming those indicators are below zero) or he collapses because of exhaustion. At the point that all indicators are above zero, the person may make additional morale checks once per turn to see if the man has regained his senses. He can only do this if he has not been captured. Once a soldier has failed a moral check, he can not do actions that cause exertion including taking cover from weapons fire. If fired upon, he surrenders. 83 Throwing Items Thrown items are based on the item's weight, the thrower's position and the thrower's exhaustion level. NOTE: If the object being thrown is an explosive, care must be taken to compare the length of the throw to the effective blast area before making the throw. A wounded man who is lying down may as likely kill himself as the enemy. 84 Tool Boxes Tool boxes are any boxes with tools in them. It stands to reason that the larger the box, the larger the assortment. Tool boxes come in every conceivable size and shape. Therefore there has to be a means of categorizing all the different boxes. This system breaks boxes into five different categories based on the box's total space in cubic feet. Cubic Ft. Category 0 - .5 Small .5 - 1 Medium 1 - 4 Large 4 - 8 Extra Large 8 - over XX Large The box's sizes can not be combined to form larger boxes because it is not logical to assume that each box has different tools. But rather, each box of the same size has the same tools. The exception to this rule are boxes that make up a set. An example of this is a set of tool boxes on an engineering vehicle whose sole purpose is repairing vehicles. In this case the box's total size can be combined to form a larger box because the tools in each box are separate. 85 Parts All vehicles, weapons, and equipment require spare parts to complete a repair. Parts are defined as any parts that are not covered as individual items in the database (tracks, tires, road wheels, return rollers, or radios). The amount of damage is used as an indicator for what size spare parts are required to com- plete a task. Unlike tools, spare parts is only used a specific number of times before they are exhausted and in turn must be replaced. Spare parts are handled in the same way as tool boxes. The damage shows the tool box's size for the repair. To keep with some sense of simplicity, (because otherwise the rules require a computer to keep track of the logistics), parts are parts. A box of spare parts works on any vehicle. A box lasts for the amount of damage the box can support and then the box is considered empty. The required box's size uses the same table for tools and is based on the vehicle's damage. NOTE: The damage amount is the total amount of damage for all parts of the vehicle. As an exam- ple, a shell hits a vehicle causing 30K lb./inch2. The shell also hits a fuel tank, igniting the fuel causing a further 40K lb./inch2 of damage. A total of 70K lb./inch2 of damage exists from this shell hit. This is the factor used for the repair. Parts can also be taken from other vehicles. Once parts are taken, the vehicle losing the parts accepts the vehicle's damage being repaired. A vehicle has no end of supply except those items not specifically identified (guns, shells, road wheels, etc.) that are limited by the amount on hand. NOTE: Parts are not distinguished by country. Therefore parts from a box work with all vehicles. 86 Command Radius Each rank has an area that he can issue commands. Low level commanders have a small radius, higher commanders have a larger radius. The largest radius is the distance of a spoken voice (approximately 90 yards). 87 Rank Rank is used as a way to express experience. The higher the person's rank, the more experience they have accumulated. There are two values associated with rank. The first is a class indica- tor that shows the level of experience for that soldier. The second is the number of allowed services for that rank. Rank also has modifiers for all attributes associated with Crew / Services. The basic distinction of officers and enlisted men is that only an officer may change the orders given to a squad of men at the beginning of a scenario. 87.1 Class Indicator: A Class Indicator is a means of show- ing how much experience a soldier has accumulated. There are six levels of experience that are handled differently for officers and non-commissioned officers. The lower the level, the higher the margin of error. This information is used in combination with other attributes to indicate how successful a soldier is at a particular task. A separate table contains the values associated with the Class Indicator. These values are multiplied by the associated attributes and the final result is the margin of error assigned to the final calculation. 87.2 Services Allowed: In addition to the Class Indicator, the rank also has the Services Allowed value that indicates the number of services allowed by particular rank. It closely matches the Class Indicator for most ranks, but there are cases where the rank may be different, but, not sufficient to warrant raising the Class Indicator. Rather than decreasing the margin of error by increasing the Class Indicator. The number of Services Allowed could be raised, thereby showing a difference without skewing the values. Consider the differences between a Corporal and a Pri- vate. Although the Corporal has a higher rank, his margin of error probably isn't that different from a Private. Therefore increasing his Services Allowed allows the Corporal to be an infantryman and a radio operator. A Private is rightfully only an infantryman. 87.3 Class Levels There are three major divisions of class levels that are used by Class Indicators. 87.3.1 Class 0 is considered someone who is untrained in combat of any kind. This includes civilians and other non-combat- ants. Class 0 can use only pistols and rifles. 87.3.2 Class 1 assumes a soldier has gone through basic training and can handle pistols, rifles, sub-machine guns, and grenades from his own country. A Class 1 may not use mortars, anti-tank rifles, and anti-tank mines. A class 1 may use his class of weapons from other countries. The weapons are treated as if they were secondary instead of primary. Refer to the Foreign Weapons Error associated with each soldier. NOTE: The exception to this rule is if the soldier has a service which allows the soldier's use of support weapons. 87.3.3 Class 2-6 are levels of proficiencies in whatever category being assessed. 88 Crew / Services All soldiers have specific training and skills that are useful on a battlefield. The program handles skills by providing rule specific attributes that affect the outcome of certain actions such as firing weapons, clearing mines, etc.. Services are measured by the individual's rank. Each rank allows a specific number of services up to six. The rules take into account years of experience and therefore an enlisted staff sergeant has more services than a lieutenant and the services reflect this fact. A primary service is the skill that the soldier is currently trained. Therefore he has the best chance of completing this service expertly and efficiently. Secondary services have a penalty of doubling the time required or the amount of time for that ability. As an example: a sergeant has three service abili- ties. His primary is as a platoon commander. His secondary serv- ices include communications and infantry. He does not incur a penalty any time he issues infantry commands. If he attempts radio communication, then it takes him twice as long to carry out the action. If he attempts to fire his infantry weapon, his error with weapons reflects this situation. A soldier's error is compensated as he increases in rank (especially as an enlisted man), because he accumulates skills. As he completes his current service, he does not lose his old skills, but, he is also not as good at the older skills as he is using his current skills. 88.1 Effects of Crew / Services on Actions Certain actions are affected depending on whether the person is executing the action as a primary or secondary service. Sec- ondary actions are any actions that are executed because the soldier's action is from a secondary service. The general effect of a secondary service is that the execution time is doubled. An example is a commander who is also a medic. In this cases, the amount of time it takes the soldier to provide first aid is doubled. This occurs because the medic service is secondary to the commander service. Action are primary if the soldier performs the action as part of his primary service. An example is a soldier with a primary service of reconnaissance and a secondary service of medic. A reconnaissance person has the able to use a radio, therefore making contact is a primary action. Interrogating a prisoner is not a skill used by reconnaissance, therefore the action is secondary. Laying communications line is not allowed with reconnaissance. If the soldier has no other services, then the action cannot be implemented. 88.2 Crew/Service Description The following section explains the capabilities and duties of each crew/service type: 88.2.1 Armor: A general service applying to all crew posi- tions of a tank except the commander. It is used when specifics are neither required nor wanted in a scenario. Therefore any crewman could do the work of any other crewman. The attributes reflect a composite of a loader and a gunner. 88.2.2 Artillery: A general service applying to all crew positions of an artillery piece. It is used when specifics are neither require nor wanted in a scenario. Any crewmen with this service can do any action of an artillery crew except that of the commander. The attributes reflect a composite of a loader and a gunner. 88.2.3 Artillery Commander: An artillery commander is in charge of any single artillery piece. The crew complement can range from 3 to 10 depending on the piece's size. The only stipu- lation of this service is that the artillery commander must be of equal or higher rank than all of his crewman. The commander's duties include selecting targets, relaying information to and from the forward observers and commanders, and issuing the appro- priate commands to his crew. An artillery commander must be in audible range for a crew to respond to his commands. A secondary commander (one who has a secondary service as an artillery com- mander) can replace the commander in the event of a commander's death. The secondary commander must do two jobs at once which means he may or may not be able to complete all his tasks in the same turn. The use of visual signals are also used when audible signals cannot. This allows further spacing of the crew. NOTE: The maximum range a person can see a hand signal is about 150 yards using both arms. 88.2.4 Assault Engineer: Also called demolition engineers, pioneers, and special tactics personnel. These soldiers are infantryman that specialize in demolitions, explosives, and mines. They are the only people who are truly specialized in handling explosives and thereby have the best chance of carrying out the task. Unlike weapon skills, assault engineers have the same proficiency with foreign mines as they do with their own. The duties of an assault engineer include setting mines, clearing mines, setting explosives, diffusing grenades, and handling special mobile charges such as the German Goliath. Assault en- gineers have some heavy infantry weapons experience (mortars, anti-tank rifles/weapons), but not at the same level as an infan- tryman. 88.2.5 Commander: This is the equivalent to the overall commander. He is generally several grades higher in rank than any of his vehicle commanders. His primary duties include directing all forces in a battlefield. He can relay information from an infantry squad to another commander that may otherwise be impos- sible because of the lines of communication. A commander has several radio sets corresponding to types of forces under his command. It was not uncommon for tanks to use a radio set with one set of frequencies and artillery to use yet another set with a completely different set of frequencies. This setup was used to divide the radio net into classifications to avoid incorrect interpretation of radio messages. It also was common for senders to use code that if combined with another sender's code caused havoc to both life and limb. A commander can be replaced by any type of commander (artil- lery, tank, vehicle) who has an equal or higher rank than any of the other commanders if the primary commander is killed. The commander must also have access to all radio sets used by his forces if he is responsible for coordinating force tactics. If the commander does not have access (the radios have been damaged), then the commander can not coordinate forces and the forces must act independently. 88.2.6 Communications: A radio operator makes contact bet- ween two distant parties. Once contact has been established, the radio operator must remain with the radio to assure the communi- cation circuit remains stable and open. Those who use the radio such as commanders must remain beside the radio to send or re- ceive messages. A radio operator can handle multiple radios at the same time but can only speak on one radio. Therefore it is the radio operator's duty to record messages and pass those messages on to the commander. These actions are taken into ac- count when the length of the Radio Operator Action was calculat- ed. A communications person can also lay phone and radio lines. 88.2.7 Doctor: A Doctor is any personnel with extensive medical training. His duties include healing the sick and in most cases treating combat wounds. In all cases, the Doctor is an officer of moderate rank (a Captain). It is also possible that a doctor may have other services in addition to being a Doctor. Example services are infantry and commander. This is totally up to the player. 88.2.8 Driver: A Driver is any person who has had special training driving vehicles. During wartime, it was not uncommon for people to be inducted into service who had little or no experience driving a vehicle (especially vehicles such as tanks and armored tracked vehicles). Therefore a certain amount of training was involved. This service is directed primarily at tank and armored vehicles but also applies to trucks and other four wheeled vehicles. For the sake of argument, a driver is capable of driving any vehicle of his own country. Foreign vehicles impose a doubling overhead in action time. Therefore if it took 3 action turns to start a friendly vehicle, then it takes 6 action turns to start a foreign vehicle. This continues as long as the driver is using a foreign vehicle. 88.2.9 Engineer: An engineer is a mechanic who is capable of servicing either vehicles or weapons. His duties include repair- ing tracks, replacing road wheels, tires, repairing engines, replacing damaged parts, and anything required to get a vehicle operational. Unlike humans, vehicles use the adage that anything can be repaired. The unknown is the amount of time and materials. The rules use time based on the number of engineers working on the problem. Materials are handled through tool boxes and parts. An engineer's rating (covered in a separate topic) is based on his rank that is in turn based on his experience. This rating calculates the amount of time needed to repair a vehicle. 88.2.10 Gunner: A gunner is also known as a gun operator. A gunner is a soldier who is specially trained in firing artillery pieces. He can set the azimuth and range of a piece based on the information provided by the artillery commander or forward ob- server. 88.2.11 Infantry: Infantry is a classification of a soldier who has gone through an extended training facility. This training is more extensive than the standard basic training supplied to all soldiers. An infantryman's training include the use of medium and heavy weapons including machine guns and light mortars. This includes both the gunner and loader abilities of these weapons. NOTE: See the section on basic training for regular weapons proficiencies. 88.2.12 Loader: A loader is also known as a fuse setter and round handler. A loader is a soldier who is proficient in setting ammunition's fuses, loading an artillery weapon, and preparing the weapon for firing. In some weapons, the fuse setting task and loader task are separate. Therefore two or more loaders are required on an artillery piece. 88.2.13 Medic: A medic is a soldier who is training in first aid. He can treat small wounds and provide some care for larger wounds (hopefully enough treatment to get the wounded back to a Doctor). By definition, medics must be marked with some form of identification designating him as a medic (The Red Cross is the internationally recognized symbol for medics). Medics are exempt from direct fire but are not immune to indirect fire. Indirect fire is classified as any fire on an individual that could not be directly identified either through visual or observed contact. Therefore the size of a medic's markings are inversely proportional to the probability of being fired upon. As an example: Two medics are dispatched to a battlefield. One medic wears an armband, the other medic wears a full chest emblem. The first medic's chances of being shot are more at longer distances because the enemy is less likely to distinguish the armband from the uniform. 88.2.14 MP: MPs are also known as Military Police. These soldiers are best described as a melting pot. They have some command abilities, some assault engineer abilities, and infantry abilities but nothing outstanding in any one area. MPs have one talent that distinguishes them from all others. The ability to control and interrogate prisoners (See Capture of Prisoners section for more information). The ability of a MP's interroga- tion technique is directly related to his rank. This dictates how long it takes to carry out the interrogation. The amount of damage caused by the interrogation is inversely proportional to the MP's rank. In other words, a higher ranking MP (or other special police service) causes less damage and takes less time than someone who is just beginning. This introduces the chance that a prisoner might be killed during an interrogation. 88.2.15 Paratrooper: A paratrooper is a form of assault troop. They, like the MPs, have abilities in many areas. They are most specialized in the area of assault engineers. They do not suffer the foreign weapons penalty that other types of troops suffer because of training with enemy weapons. They are skilled in heavy weapons; have a better basic skill in support weapons; have a better than average skill in demolitions; and some exper- tise in interrogation. 88.2.16 Platoon Commander: Also known as a Squad Commander for rule purposes. A Platoon Commander is in charge of infantry troops. He can give commands to his troops, communicate with higher authorities, and accurately give precise coordinate loca- tions for enemy troops. This is designated by the artillery error used by artillery. 88.2.17 Recon: They are also known as Reconnaissance, Scouts and Forward Observers. These men are skilled at reporting enemy positions and have standard infantry skills. Like commanders, their margin of error is dictated by the artillery error. They have almost the same margin of error as a commander. A Recon person has the ability to use radio equipment (limited communica- tions capabilities). 88.2.18 Sniper: A Sniper is an infantryman who has special skills in killing with one shot. His margin of error on targets is based on the ground error and his rank. 88.2.19 Supply: Also referred to as a Quartermaster. This individual can be treated as a Commander of sorts. He distributes supplies to requesting units. The order of actions are the fol- lowing. A Request is made either through a radio request or in person. The supply person either gives the supplies directly to the person or dispatches the supplies via a courier (motorcycles, jeeps, etc.). The courier returns to the supply depot for his next delivery. This is not a factor in small scale scenarios. It is a problem in larger scenarios. It shows how the supply lines were actually the glue that held the battle groups together. (See Special Situations for more information on this problem). 88.2.20 Support Weapons: Support weapons include any weapons dealing with heavy mortars, bazookas, and the like. This person is trained in the use of these weapons and can act as either the loader, gunner, or assistant. The primary difference between support weapons and infantry is that soldiers with this service can use support weapons from other countries. Infantry can only use their own. 88.2.21 Tank Commander: A tank commander does exactly that; commands tanks. His purpose is similar to a Platoon Commander except that he commands only the tank's crew. They have skills in both heavy weapons and artillery and his skills can override the skills of his gunner. (Compare the margin of error for both the Gunner and Commander and select the best of the two). 88.2.22 Vehicle Commander: A vehicle commander is any com- mander in charge of a vehicle other than a tank. This could include self propelled artillery and artillery on half tracks, trucks, etc.. 89 Arc of Resolution The ability of a person to see an object from a distance is measured in degrees. The measurement is called the arc of resolu- tion or the eye's ability to resolve details. The rules use this as an indicator of distinguishing whether an object is visible. The object's size is measured over the distance to the object. The object is visible if the arc is larger than the eye's resolu- tion arc. 90 Telescopes, Binoculars, and Scopes: Telescopes and the like can increase the distance a person can resolve objects. The power of the scope modifies the distance in arc of resolution calculations. The scope's power is used as a divider of the distance. Example: An observer is using a pair of binoculars with a power of x4 looking for enemy armor. If a vehicle is 2000 yards away, the vehicles appears 500 yards away. (distance(2000 yards) / power of scope(4) = 500 yards). NOTE: This is for viewing purposes only. 91 Noise / Noise Factor All objects make noise. A vehicle makes noise when it oper- ates. A man makes noise when he moves. A gun makes noise when it fires. The amount of noise made by any of these objects is han- dled differently depending on the type of object. All noise is measured in a noise factor. This factor is the distance an object can be detected. The noise factor is an additional way of calcu- lating the position of an enemy when visual searches have failed. The idea of using noise as a means of spotting targets is useful in two areas. First, weather conditions may prohibit viewing a target any farther than several feet. Second, nighttime conditions actually warrant some other means of spotting targets. NOTE: If noise is used to spot targets, then all targets not spotted visually must be considered targets (including friendly units). If no specific commands are given for target acquisition, then the closest target rule applies (including friendly units). 92 Camouflage / Spotting Targets Camouflage is the means of hiding an object. Several factors can help in making an object harder to see. Objects that are stationary are harder to see than moving objects. Objects that use artificial means to break up their shape can make it harder to identify an object. An example is a camouflage net that is draped across a vehicle. The net helps blend in with the sur- rounding vegetation and therefore breaks up the vehicle's shape. The guidelines use several factors to modify the arc of resolution of an object to test if the object is visible to simulate camouflage. The first factor is if the object is moving. The second factor is the use of camouflage nets. The last factor is the use of special paint or fabric to break up the shape of an object. This includes uniforms that are camouflaged, camouflage paint on vehicles, or paint or uniforms that match the current environmental conditions (Snowsuits, whitewash paint in winter, etc.). If an object has special paint or fabric out of season, then the effect on the arc of resolution is reversed. NOTE: The WARS program handles the calculation of camouflage as part of its function. If the player misses a target based on the camouflage check (well hidden targets or bad dice rolls), the player can either try a noise check or expend an action turn to try again. The player can take any number of action turns to spot an individual or vehicle, but, the player should make sure that he doesn't take so many action turns that he leaves himself without enough times to take cover (if necessary) for the next turn. In some cases, a better plan of attack is not to risk the possibility of running out of turns and take cover (move to a prone position). 93 Firing Infantry Weapons Weapons are fired by using a fire weapons action. Weapons firing can include firing a single shot from a rifle, firing multiple rounds from a machine guns, or firing a weapon in a sweep pattern. The steps used are the same in any case for all weapons. The player must decide if the soldier can fire the weapon based on his morale (whether the soldier is in a state of wandering), the soldier has enough actions for this turn, and the soldier has ammunition. 93.1 Target State: A target's state during firing is the state the soldier is currently in at the beginning of the turn. Therefore if a target has changed his pose during a turn, the target's state is that at the beginning of the turn, not the target's current pose. This rule can have consequences in both directions. It allows a soldier to do a fire and cover situation (assuming the soldier had sufficient action turns to accomplish the task). It also allows the situation where a soldier may attempt an action only to find that he doesn't have sufficient action turns to return to cover. This could leave him in the open for the next turn. NOTE: If a target moves, then the target's state (pose) is the pose at the time of firing. (See the section on Target Posi- tion for more information). 93.2 Target Position: The position of a target can change throughout the turn. If a target moves during a turn (not count- ing positional changes or 'ducks'), then the target may or may not count as a moving target depending on when the opponent fired on the target. If a target does not move, then the target is a stationary target. If the target moves during the turn, then the target is a moving target and treated as such. The target's state is its state during movement. There is an outstanding question on what happens if a player plans on moving a soldier, but, is fired on before the move is made? The answer to this question is that if a player finds himself in this situation, then the target player has the option of stating that the soldier moves and is treated as such. If the player does not move the target by the end of the turn, then the opponent has the option of keeping the current fire solution or executing the fire solution again with the target as a stationary target with the original state. 93.3 Steps for Firing Infantry Weapons: The following guide- lines suggest how firing takes place. The player should decide on the target as a first course. 1) Assure the target is in view. 2) Assure the firer has sufficient rounds. 3) Assure the firer has sufficient action turns, moral, life, etc.. 4) Decide on the number of rounds to fire. 5) Assure the weapon can fire that many rounds. 6) Assure the firer has sufficient rounds in the clip (optional). 7) Remove action turns from firer. 8) Calculate ballistic solution. 9) Roll number of rounds that hit the target. 10) Calculate effects of rounds on target. 11) Apply effects to target. The steps work in any fire scenario. This includes sweep fire where the firer is trying to hit several target using a sweeping motion, artillery fire, support weapons fire, and indi- rect fire. 94 Indirect Fire Indirect fire is firing on a target not directly in view of the firer, but rather, in view from a third party. Third parties include forward observers, reconnaissance, and field commanders. Indirect fire requires several additional steps other than those outlined above. The party in sight of the target must be free to contact the artillery crew (in most cases, this must be through radio or courier). The observer must contact the artillery crew (radio or courier). At this point the artillery crew can fire on the target using indirect fire. The artillery error is taken from the observer not the gunner or commander as in direct fire. The location for the hit calculation is taken as the point that the observer was last in contact with the artillery crew. Under normal circumstances where the observer is in direct contact with the artillery crew, this is not a problem. Although this can be a problem if the observer is using couriers or relaying commands through other communications channels. 95 Damage on Secondary Targets Secondary targets are those items that are affected by a fire solution but are not the target itself. This most commonly occurs in high explosive blasts where the target (soldier or soft target) is hit. The equipment the soldier is carrying is also affected. The Equipment System has a field associated with each item in the database that indicates how much damage an item can take before it is useless. The amount of damage inflicted is compared to this value. If the damage is more than the item's sustainable damage, then the item is considered destroyed and removed from the game. 96 Minefields Minefields have always been a double edged sword in war. On the one hand, they can do a great deal of damage to the enemy, but at the same time, they can also do the same amount of damage to friendly forces. To get a feel for the effects of minefields, the following guidelines are suggested. 96.1 Using Mines in Gaming: The use of mines must be stated before the start of the game. The player with the minefield places counters in each corner where the minefield exists. A player who uses mines can also place dummy mines that are blank counters on the playing field. The minefield's location remains secret until the opposing player enters a minefield. If the minefield is false, then the enemy will move through the field with no damage. The owner of the minefield can go through the calculations of hitting a mine. This ruse forces the opponent to decide whether the field is a false field or sheer luck. 96.2 Hitting a Mine: The density of a minefield and there- fore the chance of hitting a mine is based on how many mines are placed in the field. The field can be any size with any number of mines. The larger the field, the higher the number of mines it takes to keep the same density. The chance of someone hitting a mine is based on the target's size compared to the minefield's density. This check is made each action turn a person or vehicle moves through a minefield. A minefield is assumed to be equally distributed. 96.3 Eliminating Mines: A player can eliminate mines in one of several means. The first is by trying to defuse the mines. Each player has a percentage of defusing a mine. If a roll is successful, then the mine is defused and can be taken off the board. If the attempt fails, then the mine explodes and causes damage as a grenade. The best soldiers for this job are pioneers or assault engineers. 96.3.1 Eliminating Mines with Gunfire: A player can also eliminate mines by firing at the mines with a weapon. The chance of hitting a mine is the same as firing on any other object. Use a standard fire solution with the dimensions of a mine. Mines are also eliminated using high explosives. The area of effect is based on the explosive's area of effect. 96.4 Commander's Knowledge: Only commanders know the loca- tion of their minefields. A commander can lead his men through his own minefield without risk of detonation. If a commander is killed, then the men of his command lose that ability and take the same risks as the enemy on traversing a minefield. NOTE: If a commander is taken prisoner and successfully interrogated, then the minefield's location becomes known to the enemy. 96.5 Effects of Mine Explosions: When a mine is set off, the mine's area of effect is compared with the minefield's density. If the field's density is less than the area of effect, then a roll is made to see if the mine sets off additional mines. This continues until either all the mines have exploded or a roll fails. NOTE: This action is part of the WARS Program. 96.6 Setting Delayed Mine Explosives: An explosive (grenades, satchel charges, grenade clusters) can be set to delay for one game turn before exploding. This allows the thrower to escape the effects of an explosion. A delayed explosion explodes at the beginning of the next game turn. If this tactic is taken, then the player must make sure that the thrower can actually escape. Take for example the thrower who is carrying a full pack of gear. The thrower is attempting to destroy a tank by blowing the tank tracks with a grenade. The player indicates a delayed explosion and places the explosive. Because the soldier is so weighed down with equipment, the thrower cannot escape in time and becomes a victim of his own explosion. 97 Fires Fires are a part of wargaming either through direct or indirect causes. A direct cause is the deliberate act of setting a vehicle on fire to flush out the crew or to prevent the crew from seeing enemy forces around the vehicle. An indirect cause is the fuel tank's explosion when a shell penetrated the vehicle's engine hull. Fires increase damage until they are extinguished. The amount of damage is approximately 1/20th of the damage each game turn. Therefore as the fire increases, so does the damage until it reaches a point where the burning object is beyond repair. 97.1 Extinguishing Fires Extinguishing a fire requires a fire extinguisher. The number of game turns is dependent on the fire fighter's skill. A sergeant requires fewer game turns to put out a fire than a private because the sergeant has more action turns than a pri- vate. NOTE: A fire continues to burn until extinguished. There- fore if the fire requires several game turn to extinguish, the fire continues to cause damage through those additional turns. 97.2 Starting Fires Fires are started by a variety of means. A vehicle may burn when the ammunition of a vehicle explodes. The same is true for a vehicle's fuel tanks. An object may burn because of the use of flame throwers, Molotov cocktails, or 'sticky-bombs'. In any case, the weapon's initial damage is the base damage for the fire. Once a fire is extinguished, no further damage occurs. NOTE: Any object on fire suffers the effects of smoke and can not see targets until the fire is extinguished. 97.3 Fire & Vehicle Crews Vehicle crews are required to exit a vehicle once a fire is started. The crew must leave on the same game turn, if possible, if the fire is internal to the vehicle (fires started by explo- sions or ammunition). If the fire is outside of the vehicle, then the crew must exit on the next game turn. NOTE: A crew cannot return to a vehicle until the fire is extinguished. A vehicle is rendered inoperable on internal fires. Vehicles are allowed to operate on external fires. Therefore if a flame thrower team attacks a vehicle and the crew extinguishes the fire, then the vehicle is still considered operational. On the other hand, if a vehicle catches fire because the fuel tanks explode, the vehicle is inoperable until the damage is repaired. 98 Smoke Smoke is a means of hiding objects either because the enemy is in the smoke or the smoke is blocking an enemy's field of view. Smoke can come from two sources. The first is smoke shells or other devices that produce an artificial smoke cloud. The second method is from fire (natural smoke). Smoke affects the probability that a target is not seen. The effect's amount is based on the smoke's density and the current environmental conditions. A smoke cloud remains in position until it is dispersed by the wind. Each game turn that has wind, the smoke cloud grows by an amount equivalent to the wind's speed. As the smoke cloud grows, the amount of protection from visibility diminishes until the smoke cloud offers no protection. At that point, the smoke ceases to exist. 99 Equipment's Uses Individual personnel equipment has several uses in the guidelines. The following list suggests recommendations for different types of equipment. Some recommendations are obvious, others are less so. 99.1 Carrying Equipment Soldiers are expected to carry their equipment into battle. The amount of equipment a soldier can carry is based on two points. The first is that a soldier cannot carry more than 150 pounds of gear at any time. The second is that the soldier can carry the equipment in pouches, sacks, and holders. Carried equipment falls under two categories: equipment that holds other items and equipment that is held in other items. The exception is items that can be carried by way of slings, straps, or hooks. All equipment not carried must be stored in a container. If the equipment is not stored, then it must be dropped. This prev- ents players from carrying equipment without the means of carry- ing the equipment. The exception to carrying equipment via containers is a vehicle. A vehicle does not have to adhere to the rules of carry- ing equipment since equipment can be stored on or in the vehicle. NOTE: This rule may or may not apply to motorcycles and other vehicles that do not have an interior depending on the player's decision. 99.2 Personal Equipment 99.2.1 Canteen: Canteens can hold liquid and therefore can have the ability to carry water. 99.2.2 Mess Kit: A soldier needs a mess kit to eat any food other than C-rations. A mess kit not only contains a plate or bowl but also eating utensils. There is no reason that all men need a mess kit in the field (although it is preferable). Men who work in teams (machine gun, mortar, etc.) can share one kit between them since it is unlikely that both men will eat at the same time. The only stipulation is that the man who has eaten must transfer the kit to the man who will eat. 99.2.3 Shelter Quarter: A shelter quarter is a canvas or plastic sheet that protects the soldier from rain. This negates the effects of rain on a soldier's moral. The quarter is also camouflage. 99.2.4 Map Case: A map case serves two purposes. First, commanders and reconnaissance personnel require this item to conduct indirect fire actions. The map case contains maps with coordinates that reference the same maps that the artillery uses. Second, a map case contains the orders for the soldier. If a soldier is captured, then the enemy does not have to interrogate a prisoner to gain the prisoner's information. It is possible for a commander to have his orders without a map case. The only drawback to this method is that a soldier cannot carry out indi- rect fire actions. 99.2.5 Briefcase: A briefcase is a very large map case. One method of using this item is stating that the briefcase contains the orders for all personnel. A scenario may have a briefcase on both sides containing all the orders for the game. If the oppon- ent somehow captures or finds this item, then they would know all the enemy's commands, minefield locations, and troop positions. A briefcase can also act as an elegant backpack for commanders. 99.2.6 Gas Mask Canister: At the beginning of the war, all countries had equipment for gas attacks. Once gas was eliminated from the battlefield, the gas masks were discarded and the ca- nister was used as a general purpose knapsack. It contained additional rations, distilled spirits, and possible a grenade or two. 99.3 Tools 99.3.1 Shovel: There are two basic types of shovels used in gaming. The first is a personnel shovel, the second is a vehicle shovel. Vehicle shovels are larger and can therefore complete a digging job faster. Personal shovels are smaller and take longer to complete a digging job, but, they can be carried by all field troops. 99.3.2 Pick: A pick hurries a digging task. A pick only assists a task using a large (vehicle) shovel. 99.4 Fire Extinguisher: This item is required to put out a fire. A fire will likely occur during a hit on a vehicle by a shell. The shell could strike either the ammunition or the fuel of a vehicle that starts a fire. For playability, a fire extin- guisher does not have a maximum number of uses. 99.5 Wire Cutter: A wire cutter cuts holes through barbed wire fences. Wire cutters can either be the form carried on armored vehicles or the type used by infantrymen. Either accom- plishes the task at hand. Cutting barbed wire fences cannot take place if wire cutters are not available. Wire cutters can also be used to cut telephone lines or radio cables. 99.6 Pails & Buckets: Both items are containers for liquids. A bucket contains several gallons of water or food (Soups & stews). They are a last resort in a scenario where food and water are in short supply. 99.7 Wire Spool: This item is required for laying telephone lines. 99.8 Engine Crank: Needed to start armored vehicle engines. This is especially true for winter conditions. 100 Telephones Telephones are communication devices that are unique to most radios. Telephones do not require communication services to operate. Anybody can use a telephone simply by using a telephone action. Telephones do not require a communications setup like radios. A telephone can connect two or more permanent sites. A telephone cannot be moved unless a communications personnel lays new line. Telephones are best used for gun emplacements, spotting posts, or any stationary location that requires a limited form of communications. Telephones require two or more phones to operate. 101 Foreign Weapons Penalties Foreign weapons are used by all soldiers but with extreme penalties. Some services decreases this penalty because some soldiers such as paratroopers and assault engineers were special- ly trained to use foreign weapons. The penalty does not affect time, but rather only the degree of error. The thought on this subject is that the soldier tries to get the shots off in the same amount of time. They are more likely to make mistakes be- cause they are not familiar with the weapon. Foreign weapons are used when a soldier runs out of ammuni- tion from his own weapon. In times of war, beggars can't be choosers. 102 Civilians The general populace always poses a special problem with warfare. In one sense they are exempt from the rules of war, but, are never immune from their effects. The following guidelines should help in providing some direction when handling civilians as part of a scenario. First, soldiers can never directly fire on civilians. A civilian may come under indirect fire much like a medic (See Medics for more information). A civilian can come under fire if the civilian is in the line of fire of an enemy. Second, civilians take movement orders from any soldier (a com- mander is not required to give orders to a civilian). Third, civilians can come under fire if they are armed (pitchforks and axes withstanding). Fourth, if a civilian is injured during a battle, the injuring party must render aid immediately. Fifth, the offending side is penalized for the death or injury of a civilian (the penalty's extent is pre-arranged at the beginning of a game). Six, civilians are run by one side or the other and their actions are treated as neutral in nature. Seven, if civil- ians exist in a scenario, then the civilians must be clothed, fed, and sheltered as if the civilians were officers. This means that civilians are fed before enlisted men. The guidelines do not cover situations where civilians are used as human shields or the situations where civilians are killed because a soldier did not take precautions to assure civilians were not injured. A case in point, assume that a sol- dier is clearing out buildings in a town. The soldier approaches a building, knocks down the door, and kills a civilian when a grenade is tossed in the room. The soldier can see the room and therefore is allowed to throw the grenade. The grenade's effects may be far reaching, but, they are allowed under game rules. The question is outstanding on whether the soldier is penalized by the death of a civilian, even though it was allowed under the rules. NOTE: If the soldier gives orders for the civilians to exit, then the civilian would leave under the guidelines because all civilians follow orders from soldiers. If no civilians come out, then it is safe to assume that no civilians exist in the building. 102.1 Partisans Partisan are an extension of the civilian guidelines. Parti- sans are the equivalent of soldiers in civilian uniform. The guidelines for partisans are the same as for civilians up to a point. A partisan can be fired upon if they are carrying a weapon or they fire upon a soldier. If neither condition exists, then a partisan is treated the same as a civilian. If partisans are known to exist in a scenario, then civilians can be searched for weapons. If weapons are found, the partisans are treated as prisoners of war. (See Prisoners for more information). This added set of guidelines introduces the possibility of partisans that mask as civilians in a scenario. As long as the partisans do not expose themselves or are caught during a search, they are treated under the auspices of civilian guidelines. NOTE: The question of whether a partisan is armed is re- solved visually. The opposing player must make a successful arc of resolution roll to see if the partisan's weapon is visible. NOTE: Partisans are treated as soldiers and can have ranks and services. This dictates their margin of error. 103 Special Situations 103.1 Supplies and Quartermasters Quartermasters are best used as independent commanders who supply troops. The quartermaster is assigned a radio. As supplies are needed, the quartermaster issues supplies to runners (jeeps and motorcycles) who transport the supplies to those who need them. This allows infantry to fight without having to stop from time to time to either forage or find supplies. Men Gaming System / Vehicle Gaming System 104 Introduction The Men Gaming System is a computer program used to carry out the WARS Guidelines while using the Men and Model Vehicle Systems for basic information. The system provides the ability to transfer information from the Men, Model Vehicle, and Equipment Inventory Systems. The information is used in a wargaming scenario. The Men Gaming System takes care of the tedious tasks of tracking injuries, moral, and the effects of actions. 105 Main Menu The main menu is the primary interface for the Men Gaming System. Each option is selected by typing the number beside the option and hitting a return. If the option is greater than nine, then the program does not need a return. 105.1 Temperature: The Temp box on the screen lists the scenario's current temperature. The program measures temperature in degrees Fahrenheit. The default temperature is 60 degrees. This value changes each turn. The value rises or falls from 1 to 3 degrees depending on the program's decisions. The user can change this value at any time during a scenario using the Set Current Temperature option. 105.2 Time: The scenario's current time. The time is based on a military 24 hour clock where 00:00 hours is midnight and 12:00 hours is noon. The type of day beside the time is the current light conditions. The values can be day, dawn, dusk, and night. The time of day affects the ability to see objects. Day- time has no effect on viewing objects while night has the most effect on viewing objects. The time of day also affects how fast vehicles may move because of lights-out conditions on a battle- field. The program updates the time at the end of each turn based on the number of turns per hour. 105.3 Weather: The third box shows the current weather condition. The program uses the current temperature and the temperature range of each different weather condition to select the next weather condition. The relative chance field in the Weather Database shows the likelihood of a condition occurring. This chance is combined with all other conditions that can occur at the current temperature and a condition is selected from the possible choices. Therefore if the temperature is 10 degrees, rain does not occur. On the other hand if the temperature is 100, then snow does not occur. The relative chance is changed using the Miscellaneous Utility program. The weather box's second half shows the current wind speed in miles per hour. This value changes in the same manner as the temperature. 106 Fields Used by the Men Gaming System The Men Gaming System tracks information that is specific to a scenario. The fields are taken either from the Men System or calculated from information found within the Men System. 106.1 Index: The index is a unique identifier that is as- signed by the computer to distinguish one soldier from another. This index is used throughout the program to associate soldiers with vehicles or to identify figures to modify. 106.2 Vehicle: This field shows the name associated with the model vehicle. This name is the same as the name in the Model Vehicle System. If no vehicles are used, then the name remains blank. 106.3 Vehicle Index: This field shows the index assigned to a vehicle (Model Vehicle System) that is associated with a sol- dier. The index must exist in the Model Vehicle System before it is used in the Men Gaming System. If the soldier is not associat- ed with a vehicle, then the index is 0. 106.4 Service (Primary): The primary service is the sol- dier's duty. This includes services such as commander, armor, medic, engineer, etc.. Please refer to Appendix E for a list of base services supported by the program. 106.5 Service (Secondary): The secondary services are those services that are known by the soldier because of experience. These fields are only allowed if the soldier's rank allows sec- ondary services (See Rank System in the Utility System). 106.6 Rank: This field shows the soldier's rank. The Men System uses the soldier's rank to base the soldiers abilities for all reports. (See Appendix F for ranks supported by the base program). 106.7 Country: The country field shows the soldier's country of origin. The base system recognizes: GER - Germany USA - United States BRI - Great Britain RUS - Russia FRA - France ITA - Italy 106.8 Group: This field indicates the group of a soldier. This field is primarily used when men may have the same attrib- utes, but, belong to different groups. An example is two squads of men. Both squads have a machine gunner with the same basic attributes. This field helps distinguish the two soldiers. 106.9 Pose/Position: This field describes the soldier's pose. Examples of poses include running, kneeling, walking, prone, crawling, etc.. There are no specifics to this field and it is informational only. 106.10 Active: This field shows if this soldier is available to the gaming system. Under most circumstances, all men are used by the gaming system. There are exceptions to this rule. A com- mander in one scenario may be a captain. Another scenario may have the commander as a major. Rather than changing the figuri- ne's rank and abilities, both figurines are entered and only one figurine is marked as active. The other is marked as inactive and is not used by the Men Gaming System. 106.11 Slot Number: A slot number is a means of further dividing figures. The program allows ten different slots ranging from 0 to 9 where zero is the default. A slot number can be used in dividing different scale figurines. Slot number 0 is used for 1/35 scale figures. Slot number 1 is used for 1/72 scale figures. The user can also use the slot number to distinguish figures from different owners. Slot zero is used for person number 1. Slot 1 is used for person number 2. 106.12 Hit Point Value: A hit point value is measured in 1000 pounds/in2. This is the amount of damage a person may take before a person dies. A machine gun round is normally enough to kill a man unless the round hits a non-vital part of the body such as the hand or foot. 106.13 Base Moral: This value shows the amount added to the moral during calculations. This value is calculated based on the country of a soldier and other factors. A soldier with a positive value in this variable has a better chance of successfully sur- viving a moral check even when conditions are bad. 106.14 True Moral: The individual's moral is calculated by using a formula against the person's country or origin, hit point value, thirst, hunger, and exhaustion level. This value is recal- culated at the end of each turn. 106.15 Actions: The number of actions the soldier can exec- ute during one turn. The number of actions is based on the sol- dier's rank and country. Therefore soldiers that come from cer- tain countries are better trained than others. Therefore they can execute more actions in the same amount of time than soldiers from less trained countries. 106.16 Current Actions Left: The number of actions a soldier has remaining for that turn. If the value is negative, then the soldier loses those actions on the next turn. A soldier cannot execute an action until the value is greater than zero. 106.17 Thirst: This value shows the soldier's thirst. A value of 100% shows that the soldier is not thirsty. A value of 0% shows the soldier has collapsed from thirst. At this point a moral check is automatically made to see if the soldier can go on. 106.18 Hunger: This value shows the soldier's hunger. A value of 100% shows that the soldier is not suffering from any hunger. A value of 0% shows that the soldier has collapsed from hunger. At this point a moral check is automatically made to see if the soldier can go on. 106.19 Exhaustion: This value shows the soldier's exhaustion level. A value of 100% shows that the soldier is fully rested and thinking clearly. A value of 0% shows that the soldier has col- lapsed and must make a moral check. This occurs at the end of each turn that the exhaustion level is 0 percent or below. 106.20 Passed Moral Check: This value shows that the soldier has completed the previous moral check. Moral checks are made any time a soldier comes under direct fire or one or more of the soldier's attributes (thirst, hunger, exhaustion) falls at or below zero. A failed moral check forces the soldier to do no actions other than those that effect his personal attributes. He will surrender if he comes under direct fire. 106.21 Run Speed: 106.22 Jog Speed: 106.23 Walk Speed: The maximum speed the soldier can move is based on their current weight load. The value is based on the current scale. Therefore if the scale factor was 1/1, then the scale name and value are listed in yards. If the current scale was 1/35, then the name and value are listed in inches. 106.24 Mine Laying Percentage: The percentage that the person successfully lays or disarms a mine, foreign grenade, or explosive. 106.25 Repair Time Divider: The divider used in calculating repair time for vehicles. The higher the number the faster the repairs are completed. 106.26 Margin of Error for Firing: The values are listed for artillery, infantry or ground weapons, foreign infantry weapons, and support weapons. The values are based on degree of error. Therefore objects at close range are mildly affected while ob- jects at long range are greatly affected. 106.27 Total Weight: The total weight in pounds of all equipment carried by the soldier. This value changes based on items that are picked up or discarded. 106.28 Container Space: The amount of container space the soldier has available for carrying equipment. The program uses this to show whether a soldier can carry additional items. The value is measured in cubic feet. 106.29 Equipment Hold Space: This is an indicator of the equipment's space. The value is measured in cubic feet and does not include weapons, weapon shell combinations, or items that can be carried. It is assumed this equipment can be carried using slings and the like. 106.30 Extreme Weather: The variable shows whether the soldier is equipped for extreme weather conditions. Extreme weather is considered snow, rain, or cold temperatures. Extreme weather equipment can include ponchos, rain gear, winter jackets, etc.. Groups that automatically qualify for extreme weather equipment include paratroopers, soldiers carrying greatcoats, shelter quarters, blankets, and bedrolls. All of this gear helps a soldier fend off the elements. If a soldier is equipped for extreme weather, then the soldier is not affected by the weather including frostbite and a decrease in moral. 107 Equipment Fields Used by the Men Gaming System 107.1 Index: This field is the index used by the Equipment System for tracking specific equipment. This index is used by the program to create inventory reports of each soldier. 107.2 Number: This field shows the number of items identi- fied by index that the soldier is carrying. 108 View Personnel Information This option operates exactly like View Personnel Information in the Men System. Refer to section 3 for more information). 109 Display Specific Record Information This option displays all information on a specific soldier. This information includes the fields used by the Men Gaming System and all equipment used by the soldier. Entering the soldier's index is the first step. The index is issued by the program when the soldier's record is created. The index can be gained from either the View Personnel Information or Print Library options. The program responds with the first of two or more screens. The Current Damage screen shows any damage the soldier has taken in the past that hasn't either healed completely or has not been processed by the program at the end of the turn. Individual injuries are tracked using the index. Dam shows the amount of the injury's damage. This is the value removed from the soldier's hit points at the end of the turn. Sec Dam is the amount of secondary damage the soldier has taken based on the wound. Secondary damage is defined as ten percent of the primary damage per game turn. Treated shows whether this wound has been treated by a medic. Processed shows whether this wound has been processed by the program. An unprocessed injury shows that the wound was received on this turn and the primary damage has not been subtracted from the soldier's hit point value. The next screen is the equipment carried by the soldier. The number of screens that appear is directly related to the amount of equipment carried by the soldier. Each screen shows up to seven pieces of equipment. The screen contains the equipment's index (as found in the Equipment System), the number of pieces, and the name associated with that equipment in the Equipment System. 110 Delete Personnel Record This option deletes a soldier from the database. The option requests an index number. All records associated with that index are deleted. 111 Search for Specific Item by Index This option operates the same as Search for Specific Item by Index in the Men System. Refer to section 3 for more information. 112 Replace Specific Equipment With Another This option operates the same as Replace Specific Equipment With Another in the Men System. Refer to section 3 for more information. 113 Housekeeping The house keeping option indexes all files used by the Men Gaming System. This is done any time the program exhibits symp- toms of printing the wrong information or does not find informa- tion that is known to exist in the system. 114 Print Library The Print Library option prints reports on figurines in the system. This information includes not only basic reporting func- tions but also in-depth analysis of single figurines. The first screen to appear is the report selection screen. Any or all reports can be selected. The option only prints the information associated with that report as part of a larger report. In this way the report can be tailored to the user's needs. Each report only applies to the selection criteria in- volved. If a report of all figurines is required, then a selec- tion criteria should not be used. 114.1 Report Header: This option operates the same as Report Header in the Men System. (See section 3 for more information). 114.2 List Men Information from Database Report: This option operates the same as List Men Information from Database Report in the Men System. (See section 3 for more information). 114.3 List Equipment Assigned to Men Report: This option operates the same as List Equipment Assigned to Men Report in the Men System. (See section 3 for more information). 114.4 Total Breakdown of Equipment Report: This option oper- ate the same as Total Breakdown of Equipment Report in the Men System. (See section 3 for more information). 114.5 Rank Report: This option operates the same as Rank Report in the Men System. (See section 3 for more information). 114.6 Group Report: This option operates the same as the Group Report in the Men System. (See section 3 for more informa- tion). 114.7 Service Report: This option operates the same as Serv- ice Report in the Men System. (See section 3 for more informa- tion). 114.8 Country Report: This option operates the same as the Country Report in the Men System. (See section 3 for more infor- mation). 114.9 Food/Water Report: This option operates the same as the Food/Water Report in the Men System. (See section 3 for more information). 114.10 Include Crewmen: This option includes crewmen as part of the reporting options. 114.11 Active Gaming Options: This option operates the same as Active Gaming Options in the Men System except, current values from the scenario are used. (See section 3 for more information). 115 Transfer Personnel Information This option transfers information from the Men System to the gaming system. The option is useful because it modifies informa- tion associated with a soldier without destroying the information already in the Men System. This option also carries out all calculations associated with the gaming system. The user can start a scenario immediately after transferring information from the Men System. The program starts by asking for the selection criteria of the transfer. NOTE: It is not uncommon to execute this function several times to transfer selected men. The next step indicates the slot for this transfer. The user is free to change the slot number of any transferred information because the Men System is not affected by the transfer. NOTE: The program changes slot numbers of soldiers, but, it does not change the index of those soldiers. Therefore the user should not trans- fer the same soldier over more than one slot number. If this occurs, the program ignores the second transfer of the same soldier. The next step specifies the destination of the transfer output. The program prints a copy of all information transferred to the gaming system. The hardcopy of the transfer takes the same form as the standard reports with the gaming option activated. The program automatically converts all equipment to its basic form. Therefore if a soldier is carrying a U.S. infantry- men's pack, then the program shows the soldier is carrying a backpack. The equipment in the backpack is broken out into indi- vidual items. NOTE: The program automatically stores all crewmen with the Cold Weather Gear flag set to true. This is under the assumption that vehicle crewmen are protected from the elements or otherwise have Cold Weather Gear on their person. 116 Set Men Energy to Kill This option changes the amount of energy needed to kill a soldier. The nominal value is defined as 2 K-pounds/inch2. The user is free to change this value based on the requirements of the scenario. The value is limited to 0 - 9.99. This value re- mains until it is changed using this option. NOTE: Always check this value before executing a transfer option to assure the hit point value is correctly set. 117 Modify Personnel Information This option changes information found in a personnel's record. Modifiable fields include all information found in the Display Personnel Information except the total weight of all equipment, the container space, and the equipment in the contain- er. The second screen modifies equipment carried by the soldier. This information is slightly different from that found in the Equipment and Men System. This information is composed of the complete inventory of all equipment carried by the soldier. Therefore a backpack containing food and ammunition in the Men System contains nothing in this system. The food and ammunition are separate items. The user is free to add, remove, or exchange items as they are used during a campaign. The program automati- cally recalculates all variables and attributes based on the addition and removal of equipment from the soldier's inventory. screen. This function operates exactly the same as the routines in the Equipment and Men System. Please refer to those documents for further details on the program's operation. One note on this section of the program. The items entered are treated as items in themselves. The program does not transfer the contents of the items during the program's operation. This means that items not used for reports should not be used in this program. As a rule of thumb, the user should only add and delete items that exist in the gaming system. The program has made all of the necessary conversions for the program during the transfer of gaming information. 118 Men Hit/Damage Calculator This option has two purposes. The first provides a means of calculating the percent of cover for an individual. The user selects what is visible and the program calculates the percentage of cover. The other purpose extends the realism of the game by showing the effects of a bullet hitting the body. Normally the rules state that a man takes whatever damage the bullet inflicts. This option modifies that value depending on where the bullet(s) hit the soldier. The program starts by asking for the index of the soldier. This information is used in case the computer automatically updates the gaming system databases. The next question asks whether the calculation is a manual or automatic calculation. A manual calculation assumes the user knows all the values and simply wants a final count on either the percentage to hit or the final amount of damage. The automatic mode calculates where shells or bullets strike a man, calculate the amount of damage, and show a distribution based on the number of rounds fired, the amount of damage for the rounds, and what areas are exposed. In either case the program shows the final damage, where and what was hit, and asks if the program needs to update the man's record. This screen contains four columns. The first shows the parts of the body. The second column shows whether that part of the body is part of the calculations. The third column shows the number of rounds used for that part of the body in the calcula- tions. The last column shows the amount of damage inflicted by the round. The user is expected to fill in the information as needed. If only the percentage to hit is desired, then the rounds and energy per round column can be ignored and left blank. The program lists all information on manual and only the areas of the body for automatic. The result of the calculation indicates the percentage needed to hit the soldier and the total amount of adjusted damage that is inflicted by all rounds listed. The program prompts if the program needs to update the soldier's record with the damage inflicted. 119 Execute an Action This option executes an action on a soldier. The program requests the index of the soldier carrying out the action and checks to see if the soldier can carry out any actions at that time. A soldier cannot carry out actions if he does not have available action turns. A soldier may also be prevented from carrying out some actions because he failed a moral check. In this case, the program only executes actions that increase a soldier's attributes (exhaustion, thirst, and hunger). The program lists all actions known by the program. The program requests an action number. The program decrements (or increments) the soldier's thirst, hunger, exhaustion, and current actions depending on the attributes associated with the action. The program continues to accept actions for that soldier as long as the soldier can execute actions. If an action cannot be completed, then the program takes those actions from the next turn. If the actions cannot be com- pleted in the next turn, then the program removes the action turns as they are needed until the soldier has completed the action turns for that action. This is common in tasks that take an excessive amount of time such as interrogation and sleep. 120 Weapon Shell Ballistics System This option is the same as the Weapon Shell Ballistic System found in other parts of this system. (Refer to Section 2 for more information). It tests ballistic solutions based on factors outside of the gaming system. Please refer to the documentation on Weapon Shell Ballistic System for more information. 121 Run Moral Check This option checks the moral of a soldier during times of stress. A moral check is made whenever any one of the soldier's attributes falls to zero or when the soldier comes under fire. Therefore if the soldier came under fire by two separate sources, then two moral checks are made. If the soldier fails a moral check, then the moral check flag is set in the soldier's record. The soldier cannot execute further actions other than those that increase his attributes. The program asks for the soldier's index and runs a moral check based on the soldier's moral percentage. The program dis- plays the results for the user and update the appropriate records. The value listed in parenthesis is the soldier's current moral while the other value is the roll made by the computer. NOTE: A soldier whose moral is greater than 100% always passes a moral check. 122 Adjust Scale This option adjusts the scale of the current gaming scenario. The program understands 1/1 (real life), 1/35, 1/48, 1/72, 1/285, and a user definable scale. These are the most commonly used scales for wargaming. 123 Random Dice Roller This option generates random dice rolls. The program can handle both single and double dice rolls. A double dice roll is a roll of a single value on some scale such as a 1 out of a hundred. If successful, then a second roll is made below a second value. This is useful for very long shots when a percentage is a thousandth of something rather than the normal hundredth. The program rolls numbers based on the base value (percent- ages are based on 100), the cutoff value (what the program must roll below to be successful), whether the roll is a double roll, and the number of rolls to make. The program reports the results when completed. This function is very useful for machine gun shots where 20 or more rolls are needed. 124 Target in View Calculator This option tests the possibility of viewing a target based on distance and environmental factors. The first screen lists the factors involved in making a calculation. The user is expected to fill in those options that apply. The factors are relatively self explanatory. The explanation for these factors can be found in the WARS Guidelines. The next question asks if the target is an object or a man. If the target is an object, then the program asks for the object index from the Equipment System. If the object is a man, then the program asks for the position of the man. In either case the program asks for the distance to the target in the current scale (See Adjust Scale for more information). The program forms the calculation and reports the percentage of seeing the target based on the distance, factors, and type of object. If the object is not in view, then no roll is possible. This option carries out calculations and decisions that are not otherwise possible. These calculations include: If insignia is in view? If a red cross insignia is in view and therefore whether a medic can come under fire for valid reasons? If a hiding soldier is in view? The possibilities are endless. The last prompt only appears if the time of day is during nighttime hours. The gun flash and light question shows if either have occurred previous to the target in view calculation during that turn. If so, then the nighttime factors are negated and the target may appear as if the time period was daylight. The target is fired on using direct or indirect fire. 125 Throw Item Calculator This function calculates the range a person can throw an item based on the exhaustion of the person, the weight of the object, and the position of the thrower. The program also calcu- lates the chance that a person may hit a specific area that he's aiming at. The program asks for the index of the soldier doing the throwing. The program verifies the existence of the person and uses any needed variables for the calculation. The next screen asks for the index of the thrown item and the position of the thrower. The program uses this information to calculate the distance of the throw. The next screen is the size of the target. The program uses this to calculate if the thrower achieves his goal. An example is a soldier throwing an item through a window or opening (possibly even a turret hatch). The program calculates the maximum distance of the throw and asks for the attempted distance of the soldier's throw. The program prints the margin of error based on the soldier's infan- try weapons error and the percentage of hitting the target. The program also prints the solution of a missed throw. In the exam- ple, the thrown object ended up 80 degrees to the left about five yards away. If this was a grenade, then it is possible that the fragments could also hit him. This only occurs if the player missed the percentage of hitting the target. In this case, the percentage is the highest allowed in the game (99%). 126 Calculate Minefield This option calculates the effectiveness of a minefield. The program also calculates whether a mine has been set off and whether it has detonated any other mines in the same minefield. The first prompt requests the index of the mine. The next prompt requests information about the number of mines in the field and the size of the field in the current scale. The program calcu- lates the chances of hitting a mine per movement action. The program displays this value on the screen. The next prompt re- quests whether a cascading calculation is done. The function calculates whether the detonation of one mine sets off any other mines in the field. The program carries out this calculation and displays the result and the area of the affected explosion. All objects in this area are then subject to the effects of the mines. 127 Damage / Healing Menu This option handles the complicated task of assigning damage or healing previous damage. The reason for a separate menu to handle this task is because the WARS Guidelines assesses damage at the end of each turn. Therefore this eliminates the one side or the other conflicts in wargaming. The first screen is a menu that shows how the program pro- ceeds. If the first option is selected, then the program asks for the index of the soldier and the amount of damage inflicted. The program updates the information appropriately so the program can update the information at the end of the turn. If the second option is selected, then the program asks for the type of healing. There are three types of healing in the WARS Guidelines. The first is healing from a medic. This type of healing only heals a set amount of damage and can only be done once per wound. A doctor's healing cures all wounds of a soldier. The only compli- cation is that a doctor's care is very time consuming and the doctor himself has to rest after a set number of operations. A soldier's healing is the same as a medic's healing except the amount of damage is halved. The program requests the type of healing and the index of the healing record. This index is different from the soldier's index and is tracked separately by the program. The heal record index can be found by looking at the damage section of View Personnel Information. If the primary damage of the wound is less than the amount treatable by a medic, then the wound is removed from the sol- dier's record. Otherwise the wound remains, but, the size of the wound is reduced by the abilities of a medic. The soldier contin- ues to take secondary damage until treated by a doctor but at a reduced rate. 128 Personnel Health Status This function displays the status of personnel in the sys- tem. This checks the status of any particular group of men at a glance. The program uses colors to denote the status of person- nel. Status in red shows that the person has an exhaustion, thirst, or hunger at 0. A blue color indicates that the soldier is within ten percent on thirst, hunger, exhaustion, hp, or the soldier has failed a moral check. 129 Men Weapon System This option is similar to the Weapon Shell Ballistics System in all respects except that all ballistic information for angle of error is based on the weapon's gunner. The program asks for the index of the firer first. The firer can either be the gunner of a weapon or the commander if a commander is present. The next prompt deals with the speed of the target. If the target is moving then the program asks for the speed of the vehicle in the current scale listed in Adjust Scale and the angle of target. This is the target's angle of departure compared to the angle of the firer. The value is measured in degrees and can range from 0 to 90. A 90 degree angle shows that the target is moving perpendicular to the firer. This is the same as a straight side shot. A value of zero shows that the vehicle is moving towards or away from the firer and is the same as a straight shot on the front or rear of the vehicle. The program adjusts the relative speed of the vehicle based on the position of the vehi- cle in relation to the firer. The next prompt is the type of error to use. Artillery errors are used with large weapons at or above 20mm. Infantry errors are used with all hand-held weapons. Support errors are used on all infantry weapons such as mortars or anti-tank wea- pons. The position of the firer comes next. The first three op- tions are for infantry and support weapons while the fourth is only used when the firer's position doesn't matter because the weapon is mounted in a vehicle or the weapon has a base (i.e., a mortar). The next option is the movement speed of the firer. Like the position of the firer, the first three options apply to infantry. The last option enters the speed of the firer (especially if the firer is in a vehicle or moving weapon). The program calculates the degree of error based on the above information. The remainder of the information is exactly the same as the Weapon Shell Ballistics System. Refer to section 2 for more information. 130 Clear All Personnel / Damage This option clears the database of all personnel records for the current scenario. It is used before a new scenario is played or setup. This option also removes all personnel damage and injury records from the system. 131 Clear All Vehicles / Repairs / Terrain This option deletes all vehicles from the current scenario. This option is used at the beginning of a new scenario. This option also delete all repair records from a scenario and returns the terrain ground pressures to their original default values. 132 Clear All Equipment This option clears the equipment gaming database. This option is used at the beginning of a new scenario. 133 Change Weather Condition This option changes the current type of weather. The program asks for the weather condition based on those found in the Weath- er Database. The program checks the current temperature against the weather condition. If the condition is not allowed within the current temperature, then the program modifies the temperature to fit within the weather condition, otherwise, the temperature remains unchanged. NOTE: This function does not eliminate any smoke shells that had been set off based on the entered weather condition. The smoke shell elimination only occurs when the computer generates the weather condition. 134 Change Wind Speed This function changes the current wind speed used by the program. The value is measured in miles per hour and can range from 0 (no wind) to 110 (hurricane force). The wind speed can be changes for a particular shot or because the wind has increased too much or not enough considering the current environmental factors. NOTE: The current wind speed is used during frostbite calculations. 135 End a Turn This function ends a turn after all players have executed all allowed actions. The program does a great deal of bookkeeping at this point. The program updates the action turns for the next turn depending on what the soldier did the turn before. The soldier may of executed some task that prevents him from having any action turns or fewer action turns on the start of the next turn. Examples of this include sleep, medical care from a doctor, etc.. The program updates all secondary damage if it applies to the soldier. The program updates all damage and healing that occurred during the last turn and declares dead any soldiers that died on the last turn. The program does moral checks for all soldiers whose attributes have fallen below or at 0. The program finally updates all records and informs the user that the turn has ended. At that point the next turn starts and the user can continue with the new turn. The program also updates the engi- neering repair records (assuming any repairs are taking place). NOTE: The program reduces all soldier's attributes by some de- fault percentage. This factor is based on a twenty four hour cycle. If a soldier does nothing for a twenty four hour duration, then all his attributes will equal 0%. The decrement amount for each turn is based on the Turns per Game Hour setting. The lower the setting, the higher the decrement amount. 136 Equipment Gaming Database The Equipment Gaming Database is used by the gaming system for tracking equipment placed in supply depots, equipment drop off points, or simply to tracking items dropped by soldiers or vehicles for whatever reason. These items can be picked up at a later time as long as the equipment is tracked by the gaming system. 137 View Equipment Information This option displays equipment assigned to a specific slot number in the gaming system. The program requests a slot number and display the equipment assigned to that slot number in the same format as men and vehicles. Remember that a slot number is only an identifier assigned to the equipment at a specified place. The slot number should match the equipment counter placed on the gameboard. 138 Modify Equipment Information This option adds or deletes items assigned to a slot number. The operations for this function are the same as the modify equipment functions in personnel and vehicles. Please refer to those sections for more information. 139 Delete Equipment Slot This option deletes all information from a specified slot. This may be a case where there are no items associated with a slot (such as a supply post), a slot may be deleted because the items were picked up by a soldier or vehicle, or the slot may be deleted because the items that make up the slot were destroyed. The option asks for a slot number and delete all records asso- ciated with that record. 140 Add An Equipment Slot This option creates equipment slots as needed during the play of a game. The user may wish to create a slot because items are being dropped from a retreating soldier or because a new supply base is being created for forward advancing soldiers. The option only creates the slot, it does not populate the slot. The slot can be populated by using the Modify Equipment Information option. 141 Transfer Equipment Information This option transfers information from the Equipment Inven- tory System to a specified slot. This function allow the user to transfer information for a game without having to handle the complex analysis by hand. The program breaks down all selected items to their lowest form and stores the items in the designated slot. The program asks for the slot to match on. This slot number should have existing objects in the Equipment Inventory System. The next screen is the selection screen for the transferred items. A user may wish to transfer all items in inventory from a particular country or items of a particular type. The last ques- tion shows what slot number holds the transferred items. The program prints a report of the items selected in their broken down form. The items listed are the items stored in the slot number. 142 Vehicle Gaming System The Vehicle Gaming System is used in the same manner as the Men Gaming System except this part of WARS tracks and manipulates information specific to vehicles. The vehicle information is transferred from the Model Vehicle System and controlled from this program. 143 Fields Used by the Vehicle Gaming System The Vehicle Gaming System tracks information specific to a scenario. The information is taken from the Model Vehicle System, Vehicle System, Model Vehicle Weapon System, Shell System, and Equipment System. 143.1 Index: This is the value assigned to the vehicle in the Model Vehicle System. It is used through the system when referencing this vehicle. 143.2 Vehicle Index: The index of the vehicle. This value can be found in the Vehicle System. 143.3 Country: The country the vehicle represents. This information matches the information found in the Model Vehicle System. 143.4 Group: The group the vehicle belongs. This information matches the information found in the Model Vehicle System. 143.5 Vehicle: Name assigned to the vehicle in the Model Vehicle System. This name is more personalized for the vehicle to distinguish it from other vehicles of the same type. 143.6 Vehicle Name: Name found in the Vehicle System. 143.7 Area of Ammunition: The amount of space measured in cubic feet that the ammunition occupies. This information is used by the computer to calculate the possibility of ammunition ex- ploding. 143.8 Slot Number: The slot number of this vehicle. The slot number is the value assigned by the user when the vehicle was transferred from the Model Vehicle System. 143.9 Fuel Capacity: The fuel capacity of the vehicle in gallons. This value is the amount of fuel carried by the vehicle in its standard configuration. Spare fuel is part of the inven- tory (fuel cans, barrels, etc.). 143.10 Total Container Space: The amount of equipment (meas- ured in cubic feet) that can contain other items. This includes boxes, canisters, crates, bags, etc.. 143.11 Total Space of Items: The amount of space occupied with items that must be stored in containers (items that are not containers or otherwise stowed on the vehicle hull). 143.12 Total Weight of Items: Total weight of all items on or in the vehicle. This includes the weight of all items listed in the vehicle's equipment inventory. The weight is measured in pounds. 143.13 Fuel Usage in Gallons/Turn: The fuel usage of the vehicle when idling. This value is based on a calculated metric. The value is expressed in gallons per turn. This amount is re- moved from the fuel capacity of the vehicle at the end of each turn. The amount is increased if the vehicle is moving or racing its engine. 143.14 Is Vehicle Moving?: Indicates if the vehicle is cur- rent moving or the engine has been started. If the value is true and the speed of the vehicle is zero, then the vehicle is idling, but can move at any time. If the value is false, then the program does not allow the vehicle's movement until the engine is start- ed. 143.15 Vehicle Speed: This value shows the speed of the vehicle in the current game scale. Therefore 1/35 scale is meas- ured in inches. The value listed is the distance the vehicle moves each action turn. 143.16 Vehicle Direction: The direction the vehicle is mov- ing. The value is expressed as an angle with a value of 0 - 360 degrees. 143.17 Turret Direction: The direction the turret weapon is facing (if one exists on the vehicle). This value is expressed in the same way as the Vehicle Direction although both can be inde- pendent of the other. NOTE: Vehicles that have stationary turret may still have some traverse capability. Therefore this type of vehicle can have a different value from the vehicle's hull, albeit, not by much. 143.18 Ground Pressure: A value measured in pounds / square inch. It shows how much weight the vehicle spreads over its surface area touching the ground. This value is used during movement to see if the terrain is capable of supporting the vehicle. The terrain can change based on environmental factors, therefore this value has significance throughout the scenario. 144 Transfer Vehicle Information This option transfers vehicle information from the Model Vehicle System to the gaming system. The program transfers the basic model vehicle information, a complete breakdown of the equipment, weapons, ammunition carried by the vehicle, and the fuel information associated with the vehicle. The program starts by asking for the criteria for selecting vehicles. The next prompt asks for output direction. The options are the screen or the printer. The next prompt defines the slot for this transfer. The user can specify any slot from 0 to 9. The report shows the basic vehicle information found in the Model Vehicle System, the area in cubic feet of the vehicle's stored ammunition, the breakdown of the equipment found on/in the vehicle, the complete breakdown of the equipment, weapons, and shells used with the vehicle, and the weight and distribution of all vehicle equipment. 145 View Vehicle Information This option views an overall status of the vehicles present in the system based on the selection criteria. The information displayed includes the name of the vehicle, country of origin, assigned group, and the index used by the Model Vehicle System. 146 Modify Vehicle Information This option modifies vehicle gaming information. The program starts by asking for the index of the vehicle. If the vehicle index exists, then the program modifies the basic vehicle infor- mation and the fuel and ammunition information of the vehicle. There is certain information on both screen that cannot be modi- fied. This occurs to keep continuity of the information with the rest of the system. The next screen modifies equipment used by the vehicle. The user uses this screen to remove shells that have been fired or when transferring equipment to or from the vehicle. The Current Damage screen shows any outstanding damage assigned to the vehicle at the time of printing. The screen shows the repair index (index) assigned to the damage, the amount of repair time needed to repair the damage, the number of engineer- ing levels (level) assigned to the repair, and the type of dam- age. The program only displays the first six repair records. 147 View Individual Vehicle Information This option displays the same information found in the Model Vehicle System. Refer to Modify Vehicle Information for more information. 148 Delete Vehicle Record This option deletes an individual vehicle from the database. The user is prompted for the index of the vehicle. The program deletes all records associated with the vehicle from the vehicle gaming database. This option is used in two situations. One, where a vehicle is erroneously transferred to the vehicle gaming database. Two, when a vehicle has been totally demolished and there is no need to track the vehicle or its contents. 149 Startup Vehicle This option starts a vehicle's engine. The program asks for the index of the vehicle. If the vehicle is in a shutdown situa- tion and the vehicle has fuel, then the vehicle is marked as running. From this point, the vehicle can travel. The program automatically calculates the fuel usage of the vehicle based on the speed of the vehicle. If the vehicle is not moving, then the fuel usage is based on the idle time of the vehicle. 149.1 Effect of Weather on Startup: The program looks at the current temperature during a startup operation. If the tempera- ture is below freezing, then there is a chance that the vehicle does not start. If the vehicle does not start, then the user must expend an additional action to attempt to start the vehicle. If the driver runs out of action turns before the vehicle is start- ed, then the driver must wait until the next turn to start the engine. If the temperature rises above freezing on the next turn, then the vehicle starts the first time. 150 Shutdown Vehicle This option shuts down a vehicle's engine. This option may be used to repair a vehicle or conserve fuel. The program asks for the index of the vehicle to shutdown. If the vehicle is at a standstill, then the program marks the vehicle as shutdown. The program does not use fuel while the vehicle is in a shutdown mode. NOTE: A vehicle should always be in a running mode while in battle. Otherwise the vehicle may get stuck in a situation where it cannot move until the vehicle comes up to speed. This action can take several turns. 151 Change Vehicle Speed This option changes the speed of a vehicle. The speed is in miles per hour. The program converts the value to whatever scale is in use. The user can think in normal scale and have the com- puter do the calculations. If the speed of the vehicle is set to something other than zero and the vehicle is not physically moving on the board, then the program assumes the vehicle's engine is racing and it still uses fuel as if it is running at the set speed. Once a vehicle stops moving, the vehicle's speed is set back to zero. 152 Check Fuel Status This option is similar to the Personnel Health Status for personnel, but, this function shows the status of a vehicle's fuel and moving status. The program displays the vehicle index, fuel capacity, current fuel in the vehicle, whether the vehicle is moving, and the speed of the vehicle in the current scale of the vehicle. NOTE: The program uses mph for a scale of 1/1. 153 Print Vehicle Information This function is identical to the Print Library function in the Model Vehicle System except that this function uses the men and vehicle databases from the gaming system for all reports. This function also reflects personnel that has been assigned to vehicles other than their original assignment. (Refer to Print Library in Section 4 for more information). NOTE: Calculate Weapon NRG is not provided in this function because the gaming system does not transfer weapon shell combinations from the Men and Model Vehicle Systems. 154 Set Turns / Game Hour This option adjusts the number of turns per game hour. This program calculates the amount of time the game clock increments when a turn ends. The default value is seven, but, this value is fully configurable by the user. A larger value means that time moves slower and a game day may take a very long time. A low value means that factors associated with the time of day is more prevalent. The program accepts any value from 1 to 999. A player may adjust the time of day and the turns / game hour for a particular time of day scenario. An example could be a scenario where the entire game takes place at night. The time of day is set at night (23:00 hours) and the turns / game hour is set to 999. 155 Set Current Temperature This option changes the current temperature listed on the Main Menu Screen. The option is used when the temperature reaches some boundary outside of the player's gaming scenario. An example is a desert scenario where the temperature reaches freezing or a winter scenario where the temperature reaches 100 degrees. The temperature is based on the Fahrenheit scale. Once set, the program changes the temperature according to the temperature rules. 156 Set Time of Day This option sets the time of day. This option may be used at the beginning of a scenario to start a game at dusk where the scenario is fought mainly at night. The clock is based on a military 24 hour clock where 00:00 hours is midnight and 12:00 is noon. The program automatically changes the type of day (day, night, etc.). 157 View Repairs This option lists all repairs underway. The program lists the information in the order that the repairs were issued. The above example lists two repairs. The first was entered through the Add Repair option on the main menu. The second repair was issued by the computer, based on damage inflicted by a shell. The first item is repaired in one turn because the damage is less than the number of engineering levels assigned to the project. The second repair has not been started yet because the repair level is listed as 0. NOTE: The vehicle index is not the vehicle gaming index when the index is assigned by the program, but, rather the vehicle index found in the Vehicle System. 158 Add Repair Adding a repair occurs when a damage has occurred outside of a vehicle hit. This can include damage on buildings, bridges, walls, sandbag emplacements, etc.. The program starts by showing the input screen of questions. The index of the vehicle shows the index of a vehicle in the gaming system. A zero shows that some other item is being re- paired (examples could include a radio, building, sandbag em- placement, etc.). The amount of damage is measured in K-lbs / square inch and shows the final damage applied to an item. The program reduces the damage to vehicles by a factor of 10 because engineers are familiar with the problem and can therefore solve the problems quickly. An independent damage repair may take longer because the engineer is less familiar with the work. He is still able to repair the damage, but, at a slower rate. The level of repair is the number of combined engineering levels assigned to this repair. NOTE: An engineer can only work on one repair at a time. The multiplier is the multiplier used according to the type of repair being done. The WARS Guidelines list all repair multipliers. If an odd repair is not in the list, then assign some multiplier or leave the multiplier at one. A value of one does not change the formula. The description field assigns a description to the repair. NOTE: The user must enter a descrip- tion of some type, even if the description is one character in length. The last field (fire based damage) shows that the repair also has a fire active. This means that the damage increases by 5% for each game turn. Once the fire has been extinguished, the user should turn off this flag and no more damage occurs. 158.1 Fire Based Damage The fire based damage flag sets up special situations such as a setting a building on fire, simulate an explosion of a fuel tank, or simulate the effects of a flame thrower or Molotov cocktail. If the damage is in response to other damage (such as a shell penetrating the engine compartment of a vehicle), then the user should set this flag after the fact. From that point on, the damage increases until the fire is extinguished. If the fire is started from scratch (as in setting a building on fire), then the user should add a new record and set the fire based damage flag. The user may wish to start with a damage of approximately .5K. Once the fire exceeds the sustainable damage of the object, the record is removed and the object is considered destroyed. 159 Assign Engineers to Repair This option assigns engineers to a repair. A repair is generated either through the program (damage assigned to a vehi- cle by the Vehicle Hit Calculator) or through the Main Menu. The Level of repair is based on the total number of engineering levels for all engineers assigned to a project. The level of repair is the amount the damage reduced each turn the engineers are working on a project. An engineer must execute one repair vehicle action on each turn the engineer is working on a project. Any turns the engineer has remaining can be spent on other tasks (such as eating, resting, or drinking). If an engineer does not have enough action turns to complete the repair, then the value of the engineering level must be reduced for the next turn until the engineer is capable of executing the engineering action turn. The program starts by asking for the index value associated with a repair. The index is located on the View Repairs Selection or the individual vehicle summary. NOTE: An index counter is placed beside the engineer to show what repair the engineer is responsible for completing. This makes tracking engineers easier, especially on crowded battle- fields. The program requests the index assigned to the repair. It uses this index to find the information associated with the repair. The next question asks for the number of engineering levels assigned to this repair. The program updates the informa- tion accordingly. 160 Delete Repair This option deletes a repair that has either not been com- pleted or started. The program asks for the repair index and deletes the repair. 161 Modify Repair Record This function modifies the record associated with a repair. The user is free to modify any values associated with the repair except the repair record index. (See Add Repair Record for more information on the value and definition of all fields). The most common reasons for executing this function are to modify the fire based damage field or to adjust the amount of damage of a repair. NOTE: Changing the value of the modifier field does not affect the value of the damage during this operation. The modifier field is only effective during the initial entry of a repair record. 162 Noise Calculator The noise calculator is a means of calculating whether a man, vehicle, or weapon can be heard. Its primary use shows the location of an object, if, the object cannot be spotting visual- ly. An example is a soldier hidden in some brush. A visual search was conducted and the player was unable to spot the soldier (well hidden). Rather than waste an action turn attempting another visual search, the player decides to attempt an auditory search and finds the target. A noise check can only take place once. The player can either hear the opponent or he can't. Once a noise checks works, then the player could fire on the target as if he had seen them. The program uses the same guidelines found in the WARS Guidelines. Vehicles are based on the horsepower of the engine. Weapons are based on the caliber of the weapon and the velocity of shells. Men are based on the skill of the soldier. The program requests the type of noise calculation (vehicle, weapon, or personnel). The program then requests the information needed to carry out the noise calculation based on the noise type. 163 View Smoke Record This function displays smoke rounds that have been fired. The program displays three pieces of information related to the smoke round. The first is the smoke index. This value is the index assigned to each smoke round to identify the round in other areas of the program. The smoke radius is the area the round affects. The radius is listed in the current scale. The last piece of information is the visibility percentage. This value shows how much of a target can be viewed through the smoke. 164 Add Smoke Record This function adds a smoke round fired during a scenario. This function tracks and manipulates the effects of a smoke round. The program tracks the area of effect of the smoke, the percentage of visibility, and the elimination of the round be- cause the round has dispersed. The program asks for the shell index of the smoke round. If the smoke shell exists, then the program creates a smoke shell record. The program displays the particulars of the record include the area of effect and the smoke index. The area of effect is measured in the current gaming scale. The smoke shell index is assigned to tracking smoke shells. The effects of the smoke are used in visibility calculations. 165 Generate Vehicle Crew This option generates crewmen in the gaming system for vehicles that only have partial crews in the database. It is common for gamers to have partial crews in their inventory. An example is a tank that has two figures (commander and driver). The rest of the crew is presumed to be in the vehicle itself. This option generates the remaining crewmen so the crews of a vehicle are complete for gaming purposes. This option is also useful for scenarios that have vehicles with no crews (i.e., 1/285 scale and below). The program looks at all vehicles in the vehicle gaming database and compares the crews against the men gaming database. Any absent crewmen are generated based on the services needed for that vehicle. The program uses the following criteria for gener- ating crewmen. 1) Drivers are unique members and are always privates. 2) Commanders are always a Sergeant or higher. 3) Remaining crewmen are based on the number of services required. 4) All crewmen are not issued equipment of any sort. 5) Crewmen retain the country, group, and vehicle informa- tion of the vehicle they crew. 6) Computer generated crewmen use indexes starting from 9999 as not to interfere with computer generated indexes from the Men System. NOTE: For best results, this function is executed after all crewmen have been transferred to the gaming system using the Transfer Personnel Information option. In this way, the only crewmen generated are those that complement the current crew. NOTE: It is possible that officers may be selected for crew positions, since the rank of the crewmen is generated by the number of services and not the rank itself. Therefore a loader may have the rank of lieutenant or private because both ranks can have only one service. 166 Exit The exit option ends the game in progress. It saves all vital information before exiting the program. The information is reloaded when the program is run again. WARS Example Game 1 Introduction This section is devoted to explaining an example game. The explanation's purpose helps players understand the game's rhythm. Players can also learn to use the program to its maximum advan- tage. Setup The steps involved in the setup phase follow these guide- lines: o Decide on the type of game. This example is a 1/35 scale infantry skirmish. The battle will involve six men from a German and British paratrooper squad. Both sides are evenly divided as far as skills are concerned. o Decide on the terrain. The example has a grassland ter- rain. The area also contains small gullies, a small stream, and several rock walls for cover. There are no buildings or other features. o Decide on the weather, time of year, and time of day. The scenario starts in the morning of a spring day. The time will start at 0600 hours with a temperature of 68 degrees. The weather will start as clear. o Add any equipment that is new to the scenario that does not exist in the Equipment System. This can include buildings, walls, personnel equipment, weapons, or vehicles. Make sure the information is complete. If the new item is armored, then make sure the Vehicle Armor System contains a record for the vehicle. If the item is a weapon, then make sure there is a weapon shell combination that describes the weapon shell information. o Enter soldiers into the Men System. This step involves entering the soldier information including rank, services, and equipment. The user should look over the information and print a full report with all options activated. The player can identify unusual characteristics. Examples include a weapon's clip that contains the wrong bullets or a pack that contains no provisions. The player should also check for incomplete objects (objects that do not have a weight or complete dimensions). These objects are shown with an asterisk '*' to the side of the item name. The user should fix all incomplete objects before playing a scenario. The players should consider the skirmish's expectations and ask questions among themselves whether the soldiers are properly equipped. Some examples of expectations include: Do the men have enough water for the skirmish? Will there be enough food? Is there someone in the group with some medical experience in case of wounds? In this case, water is not a problem because the stream provides enough water for the game's duration. The soldiers will eat the cold rations in their respective pack. At least one person on both sides has a medic's training. Therefore soldiers could only treat minor wounds. Major wounds will not heal com- pletely. o Decide on the wining conditions. In this example, the winner is the first to either kill or capture all the opponent's men. Captured men surrender or become incapacitated because of lack of food or water. o Compare the capabilities of both sides. Does one side or the other have a definitive advantage over the other in weapons, manpower, or skills? Decide whether to adjust the soldiers to even out the discrepancy. This adjustment can come in the form of removing services, reducing the status of services, or reducing the rank of a soldier. Equipment can be removed including shells, clips, or other firepower. o Clear out the Gaming System of all men, vehicles, and equipment. o Set the correct scale. This example is played in 1/35th scale. This step is important because if the scale is not cor- rectly set before the transfer of equipment, the movement speeds are incorrect. o Transfer the soldier information from the Men System to the Gaming System. Make sure to get a hard copy of the transfer. Although it isn't required, the reports give a complete listing of all equipment, weapon shell combinations, and personnel infor- mation used in the scenario. All the information in one place for easy access. The information is still accessible through the Gaming System. o Delete any information from the Gaming System that acci- dentally transferred without the players spotting the transfer. This occurs when soldiers or vehicles do not have a distinctive criteria. The incorrect soldiers are transferred because they met the same criteria. o Setup the scenario's weather, time, and temperature condi- tions. No extra equipment is used in this scenario, so the Transfer Equipment Option is not used. o It helps if you have several items as player aids. A measuring tape to measure distance, a protractor to measure angles, a set of percentile dice for personalized rolls of the dice, and counters to mark the gameboard as needed. o Tracking clips for weapons is up to the players. Some gamers prefer to track shells in clips separately from the game. Others prefer to assume that as long as the player has bullets, they can fire those bullets (without changing clips). If the players are going to track clips separately, then they should take this time to mark the number of shells in each clip. As the shells are used, they are marked off the clip. A soldier can only fire shells that are in the current clip. Once the clip is empty, the soldier must change clips. This scenario forces tracking of clips. Therefore the clips are marked on the printouts by the soldier's information. As the clips are used up, they are marked off. A soldier is free to reload the clips. This can occur if the shells are available in another type of clip that are not used by the weapon. o The players should also print out the weapon shell reports from the Weapon Shell System for all weapon shell combinations used in this scenario. More ambitious players will print out all weapon shell combinations and placed them in a notebook for future use. This saves time and effort, especially in the middle of a game. The German Forces: A Private, Machine Gun Loader. He carries 2 boxes of 250 round cartridges, but, no weapons. A Private, Rifleman. He carries a KAR 98 rifle with about 40 rounds. A Private, Sub-Machine Gunner. He carries an MP40 sub-ma- chine gun with thirty rounds. A Private, Sniper. He carries an FG42 Assault Gun with a scope and 200 rounds in bandoleers. A Private, Sub-Machine Gunner. He carries an MP40 sub-ma- chine gun with 225 rounds. A Technical Sergeant, Commander, Medic, Machine Gunner. He is armed with an MG34 with no ammunition. He relies on the ma- chine gun loader for ammunition. The British Forces: A Sergeant, Commander and Medic. He carries only a pistol and six grenades. A Private, Light Machine Gunner. He carries a Bren SMG with 135 rounds. A Private, Light Machine Gunner. He carries a Bren SMG with 135 rounds. A Private, Sub-Machine Gunner. He carries a Sten SMG with 225 rounds. A Private, PIAT Gunner. He is armed with a PIAT with 9 hollow charged rounds. In this case, his rounds are of little use because no armor is involved. A Private, Sub-Machine Gunner. He is armed with a Sten SMG and 225 rounds. The forces are divided on rather odd boundaries. Although the British force has more firepower, many of their weapons are limited in range (100 yards or below). Fortunately the playing field is below this maximum range. Therefore their weapons are effective. The German force has a sniper and a medium machine gunner. They form a formidable force if the enemy can be caught in a crossfire. The Germans also carry less gear and therefore run faster. o The next step is setting up the men for the first turn. There are two schools of thought on this subject. The first states that the actual figure's positions is the figure's posi- tion for the first turn. The second states that the initial figure's position doesn't matter and that the figures can be setup in whatever position the user wishes for them. The first method gives the initial figure's position some meaning. Starting the Game o Mark the location of all soldiers as their starting posi- tion and stance. The players can get a quick report of the cur- rent stance of all figures by executing a Quick Scan Soldier Information from the main menu. o The players have agreed to start with the figure's poses as the initial poses in the game. o The players arrange their figures on the playing board. The figures are arranged in a manner that provides them with the maximum amount of protection, but, still having some ability to fire their weapons. The order of movement is really not important if the men are only using infantry weapons because the position of everybody is fixes for the start of a turn and the damage's resolution is done at the end of the turn. o The British player decides to fire first on the sniper's location using a Bren SMG. There are two players with Bren ma- chine guns in this scenario. Neither of them have the sniper as the closest target. Therefore a commander must tell one of the Machine Gunners to fire on the sniper. The player checks the distance from the commander to the machine gunner and finds that he is well below the command radius. The player executes a Give Infantry Command on the commander. o The firing player runs the Execute Action to make sure the soldier can carry out the action on this turn. The program al- lowed the action. Therefore the soldier may continue with the steps in getting a hit. The British player uses the Men Hit/Damage Calculator in manual mode to calculate the amount of cover the German sniper has behind the wall. The amount of ex- posed area is 57%. Therefore his cover is 43%. The firing player uses the Calculate Spread Probability in the Men Weapon System to calculate the chance of hitting the sniper. The firing player enters all relevant information asked by the program and uses a sweep angle of 0 degrees because only one target exists. The program came up with a chance of 1-42% for hitting the target. This means that each shell has a 42% chance of hitting the target with a striking energy (NRG) of 5.47K. The exiting NRG is 0 so the bullet did not completely penetrate the soldier. The British player updates the Machine Gunner's inventory by removing 16 shells from the personnel record using the Modify Personnel Information option. The British player takes this information and uses the Random Dice Roller to roll the chance of hitting the target. The firer is using this method as opposed to using dice because the firing player uses 16 rounds (the maximum number of rounds that can be fired in a Fire Weapon action for a Bren MG). The result from the burst of fire was (8) successful hits. The firing player runs the Men Hit/Damage Calculator in automatic mode to see where the bullets hit the sniper. The player uses the number of rounds that hit and the NRG from the Men Weapon System. The fire solu- tion on the sniper is listed below. This spray of fire shows the effectiveness of machine guns in close quarters. The sniper takes over 36K of NRG. The sniper is killed by the rounds. At this point the sniper has not made any moves. He should use his turn wisely since he dies this turn. As a last step, the sniper should execute a Moral Check, but, since the sniper was killed on this turn, it is a mute point. In case the machine gunner missed or the sniper wasn't killed, then the sniper does a moral check because he came under fire. He passes the moral check because his moral is over 100% (automatic passed). o The German player decides to execute fire instructions for his sniper since the sniper does not live past this turn. The German player could try to get instructions from the German commander, but, this poses a problem. The German commander is also the machine gunner and since the commander does not have his light weapon setup. The commander needs all his action turns to setup and fire his weapon. The German player decides to fire at the closest opponents until his action turns run out. The German sniper's weapon is a special case that deals primarily with snipers. His weapon is either automatic or single shot. The player goes with the single shot mode. He tries head shots on as many opponents as he can. The sniper could also do a sweep attack, but as he is a sniper, the single shot method is more effective. This is not the same for other infantrymen. The German player updates the snipers personnel record using the Modify Personnel Information option and reduces the sniper's shells by one. The shells in the current clip are also reduced by 1. The player checks the Men Hit/Damage Calculator for the percentage of a head shot (with helmet). The program comes up with a 2% exposed body. Therefore the cover for all soldiers is 98% as long as their head is showing. The player runs the Cal- culate Spread Probability to see what the probability of hitting a soldier with a head shot. The program states that the sniper gets a hit on a 1-99% roll and 4.92K of damage. This is the highest roll possible in the game. It also shows why snipers in close range are so deadly (especially with paratrooper's train- ing). The player decides to use percentile dice for this roll to give it the personal touch. He rolls a 56. That means the hit is successful. The player uses the Men Hit/Damage Calculator in automatic mode to apply the damage. The British Sub-machine gunner is killed on this turn. The moral check for this soldier is another mute point since the soldier was killed. o The German player looks at the sniper with the Display Soldier Information and notices that the sniper can make two more shots during this game turn. If he had done sweeping fire ac- tions, then the odds are good that he reloads. This costs him action turns if he went the sweep fire route. The German player goes through the same routines with the other Sub-Machine Gunner and one of the Bren machine gunners. The German player does this without violating the closest opponent rule because the sniper has achieved his goal with the first opponent. Once a kill is achieved, the player may go to the next man, but, only with the same player on consecutive shots on a single turn. All other soldiers must adhere to the closest opponent rule, even if, the opponent is killed. This can be overruled in either of the fol- lowing cases. One, the soldier fires on the killed soldier to advance to the next nearest soldier. Two, A commander orders the soldier to fire on another target. The first case is done when the player does not want to use his commander's action turns. o The results from the sniper's actions were two more kills with 4.89K and 4.73K of damage respectively. At this point, the sniper can do no other actions. The question may come up about medical attention. It is noted in the rules that if a soldier is treated before the end of the turn with medical aid, the wound may disappear. In all the cases of wounds thus far, the wounds have been greater than the capabilities of a medic. Therefore, even if the wounds were treated, the remaining damage is enough to kill the soldier. At this point, not even a doctor could cure the wound before the soldier died. o Now that the British player has several men who die on this turn. He executes his soldier's action turns to do the most damage from his men before they die. o The kneeling Bren Machine Gunner fires on the two German Sub-Machine Gunners in a sweep motion. He fires twice with three rounds hitting the targets. The man on the left is struck once, the other struck twice. The damage for each round was 5.43K damage. The left man takes one round to the chest killing him. The second man takes one round to the chest and one to the left arm killing him too. o The British Commander issues orders to the Sten Gunner to fire on the machine gun crew. The Commander must issue two com- mands, one for each man since he doesn't want a sweep action. If the commander had only enough action turns for one command, then the commander might issue a sweeping fire command. The Gunner could then at least try to hit both men in the team. The German MG Loader took three rounds doing 1.43K of damage and the Techni- cal Sergeant took 3 rounds 1.78K of damage. Neither group of rounds is enough to kill either man on this turn. o The two Germans with MP40 sub-machine guns fire on the British Commander because he is the closest. Both men fire on the commander for a certain kill. The commander is hit with 34 rounds at .78K doing 24.96K of total damage. The Commander is killed. o The German Commander first does a Load Weapon action to load his weapon. The reason for this action is because his weapon is currently unloaded. The German Commander fires at the second Bren Gunner. The British Commander is close to the German Comman- der's angle of fire, but, not within it. Therefore only the Bren Gunner is part of the fire solution. The German Commander lands 27 rounds at 6.52K of damage for a total of 43.23K of damage. The Bren Gunner is killed. o The British Commander in a last ditch effort uses up his four remaining action turns on arming himself with the Colt pistol and fires one shot hitting the German Commander in the chest doing .74K of damage. This is enough to kill the German Commander. o The German commander is also a medic and has enough action turns to treat himself. He treats enough of the wound to prevent death. Remeber that the German Commander is a commander first and a medic second. Therefore the treatment is handled as if he was executing the action as a secondary service. This means the treatment takes twice as long to execute. The German Commander has just enough action turns to treat himself on this turn. o The second British Bren Gunner who killed the sniper has four rounds in his clip and enough action turns to fire one last time. The British Commander does not have any action turns re- maining to give orders. The Bren Gunner must fire at the closest enemy. The German Commander is the closest enemy to the Bren Gunner. The Bren Gunner has his own commander and a telephone pole in his error of margin. He does not take the shot because his Commander may be hit. A question that came up at this point in the scenario con- cerning morals in the game. If the British Commander will be dead from other wounds at the end of this turn, why wouldn't the British Bren Gunner try for the German Commander? The question is because the British Commander is dead anyway does it make any difference if he is hit with any other bullets? The guidelines do not state the moral rules of engagement. They only state the physical rules. This particular event was played in the same manner as a true British soldier. o The British PIAT Gunner is concealed from the machine gun crew. The German Rifleman can only view the PIAT Gunner's helmet. Therefore he does not take a shot since the rifle round cannot penetrate the British Paratrooper's helmet. o The German Rifleman does not have to take any shots and does a Change Position action to change his pose to kneeling. This increases his cover. The turn ends. The British side has one man alive armed with the PIAT. The German side has the Commander, the Machine Gun Loader, and the Rifleman alive. Both the German Commander and Machine Gun Loader have damage that has not been cured or re- solved. The damage is an important point in the scenario because the hurt men have a limited amount of time before their wounds overcome them. The British soldier does not have a commander. Therefore he can only fire at those targets closest to him. The British sol- dier must also rearm himself because the PIAT has little effect on the enemy with the PIAT's current ammunition. The Germans must regroup and take care of as many of the wounds as possible. The Germans have the advantage in this situa- tion because they have more men and a commander. Turn 2: The weather has changed to rain. The wind has picked up a bit to 8 mph and the temperature has dropped two degrees to 66. The rain affects vision although probably not at the range the groups are fighting. o The British PIAT gunner does an equipment transfer with one of the dead British soldiers next to him. He does not do a moving action because the dead soldier is beside the PIAT Gunner. The PIAT Gunner drops his PIAT weapon and takes the Sten SMG, several clips, and the ammunition for those clips. The British soldier also does a weapon clip change because the soldier before used up most of the shells in the clip. The British soldier is out of action turns and remains in a prone position for maximum cover. o The German Rifleman has several options open to him. He could try to run towards the British soldier and lob a grenade. He does a position change from kneeling to standing to run. He has to execute two run actions to get close enough to lob the grenade. He also needs to prepare the grenade and finally throw it. The soldier could not complete all the actions in a single turn. He chooses to remain where he was because of his cover. The German Rifleman also provides another service to his group be- cause the British soldier must always fire at the riflemen even if one or more of the other German soldiers are in a better firing position. As long as the German Machine Gun Team remains at a longer distance than the German Rifleman and the Rifleman keeps enough of his body in view to pass a Target in View Calcu- lation, then the British soldier has no choice but to fire on the Rifleman until the Rifleman is killed. If the British Commander was still alive, then he could have redirected the British Gun- ner's fire. o The German Commander and MG Loader must work as a team. Both are injured and any amount of damage is likely to kill them. The Commander executes an Administer First Aid as a soldier action on the Loader, Administer First aid as a Medic action on himself, and a Prepare / Change Weapon action. NOTE: Remember that if a soldier does any action other than firing or resting, he must do a Prepare / Change Weapon to rearm himself. o The Loader does an Administer First Aid action on the Commander. The Commander had to do the Administer First Aid as a secondary action because his Medic skill is not his primary service. Both wound treatments as soldiers were as primary serv- ices because it is standard training for all soldier. The draw- back to soldier healing is that the healing is less than a med- ic's healing. All wounds treated cannot be treated again during the scenario. This ends the second turn. Both sides took the turn as a regroup turn to take care of wounds and position themselves for the next turn. Had the British Commander survived, the British might try to rush the Germans with grenades. The British PIAT Gunner is on his own, therefore it did not seem like the wisest action. What happens if the PIAT Gunner fires a hollow charge round at the German Riflemen, firing through the stone wall? The stone wall must exist in the Equipment Database before any calculations can take place. The player runs the Calculate Spread Probability calculation on the stone wall using the PIAT hollow charge wea- pon. The result looks something like this: The explosion from the hollow charge round penetrates the stone wall's width with an exiting NRG of 380.33K. The player must roll a 41% to hit the wall. If the opponent was on the other side within the 1.5-2' (real scale) hollow charge's burst area, then the player would roll 8% to hit the enemy. The opponent would take the 57.31K of damage. This what-if is exactly why WARS was written. It resolves situations that were not in the rules. The British player decided not to take this route after the first turn because there was only one soldier left and the PIAT, although a formidable weapon, does not compare with a sub-machine gun in infantry close quar- ters combat. Therefore the British player decided to rearm the soldier with a Sten rather than sticking with the heavy PIAT weapon. Turn 3: The weather has cleared some. The skies are cloudy, the temperature is 69 degrees, and the winds are down to 7 mph. o The German positions himself in such a way that he can get a good shot at the last British soldier. The German Commander and Loader are behind a wall and must decide on whether they go over the wall or around it. The Loader does not have as many action turns as the Commander. Both decide to go over the wall and take a position on the other side of the wall in a kneeling position. The Commander still has action turns left. He waits for the British soldier. o The British soldier makes his move towards another wall for access to the machine gun crew. Since the British Gunner is at the edge of a wall, he does not have to climb the wall before running. He has to make a position change to a crouch position that means he may run at a jogging speed. A crouch position reduces his target size. The British player ends this turn on a movement action. This shows that he is a moving target. This combined with the smaller target area, makes him harder for the enemy to hit. A crouched position also hides the British gunner from the machine gun crew. The German Machine Gun Crew cannot see the British Gunner because they are in a crouch position. o The German Rifleman has a clear shot at the British Gunner and takes his shot. Because he hasn't executed any actions this turn, he chooses to use two Fire Weapon actions. He could only fire one shot each action because of the rifle's rate. The odds are not good. The program calculated that the German Rifleman has about an 18% chance of hitting the British Gunner with either bullet. Dice were rolled and both bullets missed. Turn 4: The weather is about the same. Still cloudy, with a tempera- ture of 72, and 8 mph winds. o The German Rifleman takes two more shots at the British Gunner. At this point, if the British Gunner moved first and could get behind cover, he is still open for shots from any soldier who could see him at any point during the game turn. The German soldier fires on the British Gunner as if he were moving because the British soldier's last action was a movement action. This is one reason why movement in the last turn is so important. The drawback to moving during a turn is that a soldier must stop before firing or he pays the error penalty for firing while moving. Again both shots missed. o The British Gunner moves to the wall and gains cover. He cannot complete a fire action on this turn, so he starts a Pre- pare Grenade action instead. He can throw the grenade on the next turn. The British Gunner is closer to the German Machine Gunner than the German Rifleman. If things stay this way through the next turn, then the British Gunner could attack the German Ma- chine Gunner on the next turn. o The German Commander must split up his crew leaving him with a lesser amount of ammunition than he had before. The stan- dard German machine gun ammunition belt was 50 rounds long. The German commander has fired 28 of those 50 rounds and therefore has 22 rounds left on this ammunition belt. The German commander does a transfer of one more belt with a Get Equipment action, rearms himself with a Prepare / Change Weapon (because he got the ammunition belt), does a Change Position action to standing, and executes a Run action to get some distance between himself and the British Gunner. o The German Loader runs perpendicular to the British Gunner to draw his fire so the German Commander can get a clean shot. This action forces the British Gunner to fire on the German Loader rather than the German Commander because of the closest opponent rule. This ends the turn. The situation is getting more hopeless for the British player. The German player has used his soldier in such a way as to force the British player to fire on the German Loader while his Machine Gunner can get into position. This is exactly the crossfire situation that soldiers want to avoid. The only other action that the German player might of done is drop all equipment from the German Loader so he could run faster. The British player has a prepared grenade that he needs to toss before using his Sten SMG. The German player has a line of sight on the British Gunner. Turn 5: The weather is clear, the temperature is still 72, and the winds have died some to 6 mph. o The British player must get rid of the grenade before he can do anything else. He tossed the grenade at the German Loader. He has no choice in this respect because of the closest opponent rule. He remains in his kneeling position to keep cover from the German Machine Gunner. The Throw Grenade action is executed as the first action. The German player runs the Calculate Thrown Distance option to see how far the grenade travels and if the British player can make his success roll. The British Gunner tries to place the grenade over the German Loader's head to force the German either towards him or to provide the best chance of killing the soldier from fragments. The target's size in this case is the ground in a 6' x 6' area. Therefore the grenade can land anywhere in a 2" x 2" scale area. The program states that the British Gunner can throw the grenade a little over 11" (scale). The British player selects the maximum distance. The throw calculation's results are listed below: Because the British soldier was aiming for anywhere in a large area. The percentage to hit could land anywhere within that area. The British player must roll two percentile dice to see where the grenade actually landed. The first roll of 53% was for the distance that equals 11.66" - (2" x .53) = 10.60". The later- al distance is handled using a roll of 1-50% means the throw was off to the left. A roll of 51-100% means the roll was off to the right. The second roll of 23% shows the throw was off to the left, so the resulting distance off to the left was 2" x (.50 - .23) = .54". The players are free to resolve the exact distance in any manner they wish, but, this method is the most realistic and diplomatic. Had the British gunner missed his initial roll of 99%, the program listed a possible missed throw. o The German Loader is 15" away from the British player, so the grenade did not go over the German loader's head. The German player has a tough decision at this point. If the German loader runs from the grenade's explosive area, then the German machine gunner may be the closest. The German player checked the explo- sive damage from the British Gunner's grenade and found that anything over 10" does no damage. The German Loader can see the grenade on a visual check (Target in View Calculation) with a roll of 92%. The German Loader rolls a 15% and can see the gre- nade. Therefore the German loader moves 4.75" (jogging) away from the British player. This keeps the German Loader as the primary target for the British Gunner and out of the range of grenade's explosive. Had the German Loader missed the visual check of the grenade, then he would not have the ability to move in the same turn as the grenade was throw. o The British player checks the grenade's effects with a Shell Fragmentation Chart in the Men Weapon System. The German loader takes .02K lbs of damage standing 9.69" away from the explosive. The British gunner takes no damage from the grenade explosion. The damage to the German loader is entered through the Damage/Healing Menu. The damage is minimal and is not treated until later. o The German Machine Gunner takes his first shot at the British Gunner. Since the Gunner hasn't moved and will not move for the turn's duration. The German Machine Gunner must use the current British Gunner's pose. The German Machine Gunner can only see the British Gunner's head and right arm. This gives him a cover of 83%. The German Machine Gunner has 22 rounds in the current ammunition belt. He must treat the belts separately because he does not have his loader with him. The British player insists on a Target in View Calculator test. Surprisingly the test proves that the German Machine Gunner cannot see the British Gunner. Therefore the German Machine Gunner can not fire on the kneeling soldier. The German Commander must move towards the British soldier and try another Target in View Calculation. The German Commander moves 7.45" towards the British gunner. The Target in View Calculation shows there is a 22% chance of seeing the soldier. The German Commander rolls a 56% and is forced to make another Attempt to View roll. This time the German Commander rolls a 12% and can see the Brbecause had he stopped running (Change Posi- tion action) then he would not have enough action turn to fire his weapon. o As a last movement. The British Gunner fires at the German Machine Gunner after doing a Change Weapon action. The British Gunner lands 13 rounds doing 5.47K of damage. This ends the game. All British soldiers were killed in the skirmish. Therefore the German player won the game. The British Gunner's last action in killing the German Commander has impor- tance. This occurs if the results of one game were the beginning scenario of another or if the number of killed enemy were the basis of some scoring system over several scenarios. Epilogue: This scenario could have several different results. The players could have played the scenario where the figure's start- ing poses were not the starting poses at the game's beginning. The figures instead could have any pose at the game's beginning. This lengthens the game's duration because the number of kills is reduced during the first turn. The player could also decreased the number of rounds in- volved to one clip. This makes the ammunition more crucial and forced the player to chose their shots with more care. The game's result was decidedly quick because of the sol- diers' skill. The Sniper and the Technical Sergeant Machine Gunner were both highly accurate soldiers and their shots were sure to count in such close quarters. A more balanced game re- places them with less skilled soldier or uses them on a larger landscape. The personal attributes at the end of the game showed that all soldiers were right around 90% in exhaustion, thirst, and hunger. So the issues of food and water do not come into play until later in the game or when the soldiers were running in a larger scenario. Although the parameters for this scenario may appear odd sided, they were chosen as a playing aid to introduce the reader to some of the game's different aspects and not as a valid play- ing scenario. Hopefully, this scenario has provided the reader with a feel for the program and how it could be used in a wargam- ing setting. WARS Example Game 2 Introduction This is the second of the WARS examples. This example is based on a tank skirmish between a German Tiger I tank against a U.S. Stuart light tank and 2 U.S. M4 Sherman medium tanks. The example provides the user with a practical example of how WARS is used for vehicles. Setup: This phase is used to assure that all gaming information has been entered into the proper databases and the information is complete for gaming purposes. o Generate a vehicle report (Print Vehicle Report in Vehicle System) for all vehicles used in the scenario. The players should be sure of the following points: - The vehicle is complete for all weights (equipment, armor, weapons, etc.). - The vehicle has the required weapons. - The weapons have correct weight and ammunition informa- tion. - All relevant parameters are set correctly (fuel usage, ground pressure, etc.). o Correct any discrepancies in the vehicle reports. o Generate a model vehicle report with all features for all vehicles in the scenario. The players should be sure of the following points: - The area of ammunition is set correctly. - The crew is correct for the vehicle. - The vehicle has the correct ammunition (a Model Vehicle Weapon Transfer may be required). - The total weight of the equipment is complete. - The Equipment Breakdown does not contain unusual informa- tion. - The Total Equipment Breakdown does not contain unusual information. - The Weapon NRG report does not have entries with a value of -1 or 0 (incomplete information in either the Weapon, Shell, or Weapon Shell Systems). o Assure there is enough fuel for the vehicles based on the Fuel Requirements Report. o Assure there is enough food and water based on the Food / Water Report. o Correct any discrepancies in the model vehicle reports. o Add any vehicles which are missing from the Model Vehicle System. Setup Phase: o Decide on the scale of the battle. This example will be played in 1/400th scale on a gameboard about 15'x8'. A vehicle traveling 20 mph would move 1.75" per movement action. o Decide on the type of terrain. The skirmish will consist of relatively flat ground, a dirt road running through the land- scape, and grasslands representing wheat fields along the side of the road. The wheat fields are about 200 yards in depth along the entire length of the road. o Decide on the beginning weather, wind speed, and time of day. The scenario will take place at dusk (1900 hours), on a cloudy day, with a temperature of 40 degrees, and a wind of 10 mph. The time of day is important because if the scenario or either player take too long in making their moves to win, then the scenario will turn to a night fight in which they may be forced to shut down their engines and wait the night out. Depend- ing on what happens during the night, they may find that the temperature may drop enough that they cannot start their engines in the morning. o Both players must start on the road at the opposite sides of the gameboard. The tank's engines may be running before the scenario begins. o The goal of the German player is to get to the opposite side of the gameboard from which they start. The U.S. player must prevent this action by either destroying the vehicle or having the vehicle's crew surrender. o Delete all personnel from the Men Gaming System. (Clear All Personnel / Damage) o Delete all vehicles from the Men Gaming System. (Clear All Vehicles / Repairs / Terrain) o Delete all equipment from the Men Gaming System. (Clear All Equipment) o Set the temperature to 40 degrees. (Set Current Tempera- ture) o Set the time of day to 1900 hours. (Set Time of Day) o Set the weather condition to cloudy. (Change Weather Condition) o Set the wind speed to 10 mph. (Change Wind Speed) o Transfer the vehicle information from the Model Vehicle System. (Transfer Vehicle Information in the Men Gaming System) o Delete all vehicles not needed in the scenario. o Review vehicle information for equipment requirements. The report shows that a Tiger tank will use 312 gallons of fuel in a complete day if the tank is used non-stop. In this scenario, the game will probably end before a single day has ended. Therefore no fuel is needed in this scenario. The report shows that the crew of the Tiger tank will need 30 cans of food and 10 quarts of water to last out a day. Rather than setting up a supply depot or execute a Transfer Equipment function, the player will assign the food and water to the vehi- cle's equipment. The food is 30 C-rations cans and the water is assigned in the form of 2 German jerry cans with 10 gallons of water. The operation is handled by executing the Modify Vehicle Information option in the Men Gaming System. For the sake of argument, the food is kept in the vehicle while the jerry cans are on the engine deck of the tank. The report after the transfer of gear shows the modified food / water situation. Notice that the first day is taken care of now. o Transfer the vehicle crew (Transfer Personnel Information in the Men Gaming System) using the vehicle names as the transfer criteria. o Check that the information found in the personnel reports is correct. o Delete all personnel not part of the scenario. o Generate Vehicle crews for all remaining vehicles. (Gener- ate Vehicle Crew in the Men Gaming System) o Review all personnel for valid information. (Quick-Scan Soldier Information in the Men Gaming System) o Run a Vehicle Report on all vehicles used in the scenario. Check the reports for missing information. This includes weapons without ammunition, incomplete armor weights, and incomplete fuel reports. o The same series of actions is carried out for both sides until the players are satisfied with the reports. The German player has only one vehicle and one crew command- ed by a Lieutenant. According to the guidelines, an officer can change the orders of any enlisted commander. Therefore as long as the officer is in command of the vehicle, technically, he does not have to write down his instructions at the beginning of the game because he can change his instructions at will. The downside to this arrangement is that a Lieutenant has only 5 action turns per game turns for orders and other actions. This could be a bit of a detriment to the German side. The U.S. player has three tanks, each commanded by an en- listed commander. This means that the U.S. player must write the initial orders for each commander before the start of the game. The orders should include the goal / location of the vehicle for movement and the orders for firing. An example of a set of orders follows: - The Sherman M4A3 will move left of the road for 2' (real scale) and take a position in the field. The vehicle's orders allow a corridor of 8' (real scale) at a 90 degree direction (towards the German side of the board). - The Sherman Firefly will move right of the road 1.5' (real scale) and take a position in the field. The vehicle's orders allow a corridor of 9' (real scale) at a 90 degree direction (towards the German side of the board). - The Stuart M3A1 will remain on the road. His corridor is the entire length of the road. - General order for firing. All German identifiable vehi- cles. This means that any vehicle that is identified (Target in View Calculation) as a vehicle. The reason for the distinction is to allow for captured vehicles. One side or the other may use captured vehicles as part of their force. The player would have to identify not only the vehicle, but, any markings on the vehi- cle. The target would have to be much closer for identification (or the target would have to fire on the opponent) before it was identified as the enemy. o The U.S. player must stick to these movement patterns throughout the entire game. The commander cannot stray from his goal or leave his corridor of influence. This forces the U.S. player to chose his initial orders carefully. He must make sure that his commanders cover their area in the best possible means. o The U.S. player will need 84 cans of food and 28 quarts of water for a day long battle. The vehicles have 24 cans of food and twelve quarts of water. The U.S. player adds 30 cans of food and 9 quarts of water stored in canteens in each U.S. tank record. Those vehicles which are stocked with gear will have their rations supplemented. o The vehicle's records are updated so that engines are turned on, the vehicle's direction, turret direction, and speed are all set to their correct values (Modify Vehicle Information). o All vehicles are considered moving at the start of the first turn. o Decide on the ammunition loaded in all weapons at the start of the game. In a scenario with infantry weapons, this decision is easy since the weapons normally had only one type of ammunition. This scenario is slightly different because there are several different types of ammunition for the main guns of the tanks. The decision to load a specific type of ammunition should be based on the type of action the tank is expected to see. The player may also decide not to load ammunition. This allows the player to load the ammunition that suits the situation. Once ammunition is loaded, it is either fired or unloaded. The unload- ing of weapons takes time and may have something to do with the player's decisions for initial ammunition decisions. The German player decides to load the 88mm gun with a stan- dard 88mm APCBC round. The U.S. player decides to load the Firefly's main gun with a 17 pounder APCBC round. The Sherman 'Baby Jane' will have a 76mm APC round. The Stuart will load a 37mm HE round. The Sher- mans have rounds which are most effective at longer range against the Tiger's frontal armor. If the battle was shorter in distance, then the tanks would load up with APDS rounds. The Stuart loaded with high explosive ammunition because the Stuart's 37mm AP round is ineffective against the Tiger. Therefore the HE round will do more damage if it hits the area surrounding the treads or road wheels of the Tiger. A 37mm AP round is only effective if the rounds hit the tread or road wheel directly. Starting the Game: o The U.S. player is the first to move. The lead tank is the Sherman Firefly. The Commander of the Firefly is the first to move since he is the lead tank. He follows his orders and moves to the right side of the road. The Commander issues one Give Tank Command action to the Driver. The Driver must execute two actions. The Change Vehicle Direction action changes the direction of the vehicle to 120 degrees. The vehicle's record is changed using the Modify Vehicle Information option. The Move Vehicle action moves the vehicle on the board. The Change Vehicle Speed option determines the amount of space each move takes. The U.S. player moves onto grassland terrain. Therefore the calculation takes this into account. The U.S. player can move .88" per move through grassland terrain. The Driver did not have to execute a Start / Stop Vehicle Moving action because the vehicle was moving at the beginning of the scenario. The Driver has one action turn left. He can either execute another movement action or execute a Start / Stop Vehicle Moving action. If the first option is selected, then the vehicle will suffer a penalty during weapons fire actions. If the second option is chosen, then the Driver does not complete his action until the next turn. Therefore the penalty will still occur on this turn, but not the next turn. The Driver executes another Move Vehicle action. The total space moved is 1.76". The Driver can do no other actions for this turn. o The U.S. player does a similar set of tasks on the other Sherman tank named 'Baby Jane'. The Commander issues orders to the Driver using the Give Tank Commands action. The tank is a slightly different model than the Firefly. It can move 1.06" per movement turn through grassland terrain. The Driver executes two Move Vehicle and a Change Vehicle Direction action. The tank has move 2.12" at a 75 degree angle. A Target in View Calculation shows that the Tiger and the Shermans could view each other at this distance. The U.S. player's move will help in hiding his tanks by parking them in the grassland area. If the U.S. player also had camouflage nets, then the effects would have been even greater. Neither side can fire on the other now. The hill will prevent any fire until one side or the other clears the hill as an obstruction. The excep- tion to this rule would be indirect fire or if someone climbed the hill. A measurement of the hill shows that none of the game's vehicles can manage the slope of the hill. o The German Commander issues an order to move the Tiger down the road for six game turns. This allows the German Comman- der to concentrate his instructions on the gunner and loader in the future. The German Commander does not have to give commands to the German Driver for the remaining six turns. If the commands change within that period, then the German Commander must issue tank commands to change the instructions. The German Driver executes three Move Vehicle actions to move the vehicle down the road. The Tiger tank can travel 24 mph on dirt roads, therefore the translated distance is 2.11" in 1/400 scale. The German player moves his Tiger tank a total of 6.3". The amount was rounded down to the nearest 1/10 of an inch for practicality's sake. Turn 2: The temperature has decreased an additional two degrees to 38. The weather is foggy. o The German player moves the same amount as before. o The U.S. player waits. Turn 3: The temperature has decreased several degrees to 35 and the weather has changed to rain. o The German player moves his Tiger in the same manner as before. The weather condition though have changed the speed of a Tiger to 14.40 mph. This translates into 1.27" per movement action. The German player moves the Tiger a total of 3.8". o The U.S. player carries out no actions. Turn 4: The temperature has decreased to 33 degrees. The weather is cloudy. o The German player moves his Tiger tank 6.3" down the road. o The U.S. player does nothing. Turn 5: The temperature has decreased to 30 degrees. The weather is still cloudy. o The German player moves his Tiger tank 6.3" down the road. o The U.S. player starts his Stuart down the road to meet the Tiger tank. Although the Stuart's main weapon (a 37mm A/T gun) does not have enough power to penetrate the Tiger's armor, it does have enough power to break the tracks of the Tiger. The Stuart is also fast on roads. This speed advantage allows the Stuart to get in close quickly while reducing the chance of taking a hit. The Stuart's Commander executes a Give Tank Commands action to the Stuart's Driver to travel down the road three turns at maximum speed. The Stuart's Driver executes three Move Vehicle actions on the Stuart. The U.S. player runs the Change Vehicle Speed option on the Main Menu. The possible speed of a Stuart under cloudy conditions over a dirt road is 36 mph. This trans- lates into 3.17" per movement action. The U.S. player moves his Stuart 9.5". Turn 6: The temperature remains unchanged at 30 degrees. The weather is clear. o This is the last turn of the Tiger Driver's commands. The Driver will require new commands the next turn. The Driver exe- cutes three Move Vehicle actions on this turn. The Tiger is moved 6.3" towards the U.S. side of the gameboard along the road. o The U.S. player moves his Stuart closer to the point where the Tiger can be seen. The Stuart's Commander issues a Give Tank Command action to the driver to move ahead for one turn and await further orders. The Stuart's Driver executes three Move Vehicle actions. The amount of movement is 9.5" based on the results of the Change Vehicle Speed menu selection. Turn 7: The temperature increases to 33 degrees. The weather is rainy. o The German player moves off the road into the nearby fields and stops his vehicle. This action decreases the chance of detection and it increases the Tiger's accuracy because the vehicle is not moving. The Tiger's Commander issues a Give Tank Command to the Driver to pull off the side of the road and stop. The Tiger's Driver executes a Move Vehicle action to pull off the side of the road. The Change Vehicle Speed option states that the speed of a Tiger on grassland in the rain is 7.2 mph which trans- lates into a distance of .63". This amount is less than the expected amount by the German player. The German Driver executes an additional Move Vehicle action to get completely off the roadside. The German Driver executes a Stop / Start Vehicle Moving Action to bring the Tiger tank to a stop. The German Driver cannot complete this action on this turn because of insuf- ficient action turns. This means that the action will be complet- ed on the next turn. It also means that any weapon's fire will be as a moving vehicle. o The U.S. player moves his Stuart so that it is in view of the Tiger. This requires the usual steps of issuing commands by the Stuart's Commander and the Driver. A check on the Change Vehicle Speed option shows that the Stuart's travel is slowed by the weather to 5.7". The Stuart's Commander orders the tank to fire on the Tiger with its 37mm gun using the loaded 37mm HE round. Although the round will not penetrate the Tiger's hull, it can damage the Tiger's tracks and road wheels. This is enough to stop the Tiger and win the game. The U.S. player issues a Give Tank Command to his Gunner to fire on the Tiger. The Gunner executes a Fire Weapon action to fire the Stuart's main gun. The U.S. player uses the Vehicle Hit Probability of the Men Weapon System to calculate the odds of hitting the Tiger. The U.S. player must decide whether the Com- mander or the Gunner's angle of error will be used in the calcu- lation. In this case, the Commander's angle is better, so the Commander's index will be used in all questions concerning the firer's index. The parameters for the fire solution are: - The Tiger is moving at .63" on grassland terrain. - The Tiger is moving at a 15 degree angle towards the Stuart. - The Stuart is moving at a speed of 1.90" on dirt road. - The Stuart is firing 37MM HE rounds. - The two tanks are 19" apart. Notice that the Stuart's Angle of Error is 11.84 degrees. Even at this close range (about 200 yards), the angle is rela- tively high because both vehicles are moving. The Stuart's speed is a two edged sword. It will probably allow the Stuart to sur- vive because it is harder to hit a moving target, but, the Stuart's aim is also greatly drawn off because of the speed induced error. The fact that the Stuart is loaded with HE allows the vehi- cle to damage the Tiger if it hits anywhere on the lower portion of the vehicle. The U.S. player rolls a 63. This means that the shot was a clear miss. The Stuart's Commander issues a Give Tank Commands action to his loader to load a second shell into the main weapon. The Stuart's Loader issues a Load Weapon action and loads an HE shell into the Stuart's 37mm gun. The U.S. player changes the Stuart's database record and subtracts a 37MM HE shell from the Stuart's inventory. o The German player fires the Tiger's main weapon at the Stuart. The Tiger's command issues a Give Tank Command action to the Gunner. The Commander can issue one more command, but, it will not be completed until the next turn. The Tiger's Gunner issues a Fire Weapon action and fires the Tiger's 88mm cannon. The parameters for the fire solution are similar to the Stuart's fire solution, but, there are some differences. - The Tiger is moving at .63" on grassland terrain. - The Stuart is moving at a 75 degree angle away from the Tiger. - The Stuart is moving at a speed of 9.2" on dirt road. - The Tiger is firing an 88MM APCBC round. - The two tanks are 19" apart. The biggest difference is the speed of the Stuart. The speed of the target is always the total speed of the target in that turn. This means that the Stuart could move 5.7" in this turn. This is opposed to the speed of the Tiger that is measured in the current speed of the vehicle. Notice that the Stuart's chance of avoiding a hit from a shell is quite good. The German player rolls his chance to hit. His roll is a 3 which means that he needs to roll an eleven or below to score a true hit. His second roll is a 7. This means the hit was successful. The vehicle receives 131.01K of damage (1310K / 10 for vehicle damage), the Gunner received 962K of damage (the gunner is killed from this shot), and finally the Stuart's main gun is destroyed because the mantle was hit and penetrated. The next step for the German player is to roll for ammunition explo- sion and fire damage. The Stuart has a 2% chance of the ammuni- tion exploding. The chance of fire is only 1%. Both rolls were missed by the German player. Had the fire damage occurred, the damage would have been 1233K. Turn 8: The temperature has risen to 36 degrees. The winds and weather condition remain unchanged. o The German player completes his reload from the last turn. He decides to take another shot at the Stuart and finish it off. The U.S. player states that the Stuart will continue to move as it did before. The parameters will be exactly the same as before except that the Tiger tank had stopped moving. This will increase the Tiger's chances of hitting the Stuart, but only slightly. The German player rolls again and score yet another hit on the Stuart. This time the hit is on the Upper Hull Front of the Stuart. The shell penetrates the Stuart's hull. The Driver is killed and the engine is damaged. For all practical purposes, the Stuart is out of commission for any future turns. The German player rolls for ammunition explosion and fire damage. Neither roll is successful. The Tiger's Commander issues a Give Tank Command action to the Loader to reload the 88mm with an APCBC round. The Commander issues a third command to the tank's Gunner to start to rotate the turret around to the other two U.S. tanks on the roadside. The Commander will not complete that command on this turn, so the Gunner will not start his action until the Commander's orders are finished. The Tiger's Gunner executes a Change Heavy Weapon action to change the traverse of the Tiger's main gun. o The U.S. players first actions deal with the Stuart and its crew. The U.S. player knows that his Stuart has only this turn to accomplish some act of heroism. Another hit on the Stuart will surely kill any crew remaining in the vehicle. On the other hand, abandoning the vehicle exposes the crew to machine gun fire. The Stuart's options include the following: - Ram the Tiger (no rules are in place for this option). - Abandon the vehicle and try an infantry attack. - Use the Stuart's MGs to try to knock out any of the Ti- ger's tracks. The first option has no rules that apply to ramming. The second option is eliminated because the Stuart's crew has no weapons that could be used for this type of attack (i.e., grenades, anti-tank mines, anti-tank rifles). The last option appears the only chance for the Stuart's crew. A check on the sustainable damage of a Tiger I's track shows that it can take 440K-lbs of damage before it is unusable. A .30 caliber round at this distance will cause .38K of damage per round. Assuming the Stuart's crew can land enough rounds on a single track. It will take 1200 rounds to cause enough damage to break the tracks of the Tiger. The U.S. player decides to keep the crew in the Stuart for the meantime. There is little else the U.S. player can do with the Stuart tank. The U.S. player looks at the line of sight for the Firefly and notices that the Tiger tank is within view. The German player requests a Target in View calculation that shows the Tiger has a 89% chance of being in view. The U.S. player roll a 56 and there- fore the Tiger is in view of the Firefly. The Firefly's Commander issues a fire order on the Tiger using a Give Tank Command action. The Gunner executes a Fire Weapon action. The parameters for the fire solution are: - The Tiger is not moving. - The Firefly is not moving. - The Firefly is firing a 17 pdr APCBC round. - The two tanks are 56" apart. - The Tiger is at a 73 degree and to the Firefly. The Firefly's shot hits the Upper Hull Front of the Tiger. The shot penetrates the hull of the tank and kills the Tiger's Driver. A roll on the ammunition and fire chances shows that neither occurred. Epilogue The last shot was enough to win the game for the U.S. play- er. The German player cannot move his Tiger to the U.S. side of the board because the German player does not have another soldier who could act as a driver. Assuming another soldier was avail- able, the German could have used the other soldier as a Driver. The moves would have taken twice as long because the Driver would be using his skills as secondary skills. An analysis of the game shows that the German player could have possibly won if the Firefly was knocked out. In this game, the German player took an additional shot at the Stuart that cost him the game. This scenario was played five times. The results were different for each scenario. Each time the scenario was played, an additional weakness of each side was shown. Scenario 1: The German player won the game. The Stuart met the Tiger around the mountain. This allowed the Stuart's destruction with- out the Firefly getting off a killer shot. The Firefly was de- stroyed and the M4A3 couldn't hit the Tiger's frontal armor. Scenario 2: The U.S. player won the game. The Stuart fired a shot into the Tiger's road wheels. The HE round was enough to destroy not only the road wheel, but, several tracks too. The Firefly and M4A3 were not in the game. Scenario 3: The U.S. player won the game. The German player waited out the night. The fuel was used up by the time the Tiger moved and so the U.S player won by default. Scenario 4: Listed above. Scenario 5: The German player won the game. The German player made sure the Tiger was not in sight of the Firefly when the Stuart was engaged. This was a lesson learned from Scenario 4. The Tiger used all the action turns of his crew and engage the Firefly. The U.S. player wasn't so lucky on his shots from the M4A3 and the German won because of superfluous damage from the M4A3. A more equal scenario combined the Tiger with a Pz III Ausf. M against the standard U.S force listed above. This was more realistic for the times considering the Tiger's long turret rotation period. The above game scenario was primarily used to show the players how a game is played using WARS. The above scenario took 45 minutes to complete. Most of the time was spent on player decisions and not program delays. A great deal of time was also spent on what-if analysis where the players were allowed to run the fire solutions without applying the results. Appendix A: Default Category Numbers (by Grouping) Personal Equipment 1 - Canteens 2 - Personal Shovels 3 - Knapsacks, Packs, Backpacks 4 - Helmets 5 - Bedrolls, Sleeping Bags, Shelter Quarters, Pillows 6 - Map Cases, Briefcases 7 - Binoculars 9 - Gasmasks 10 - Messkits 11 - Flashlights 12 - Range Finders 14 - Caps, Hats 15 - Miscellaneous (pipes, canes, goggles, bottles) 16 - Medical Kits 20 - Blankets 21 - Duffel Bags Radios 40 - Radios, (non specified country) 41 - Radios, USA 42 - Radios, German 43 - Radios, Russian 44 - Telephones Tools 120 - Miscellaneous Tools 121 - Axes 122 - Hammers 123 - Wrenches 124 - Jacks 125 - Large Shovels 126 - Wire Cutters 127 - Tow Ropes 128 - Fire Extinguishers 129 - Gun Cleaners 130 - Picks 131 - Buckets 132 - Camouflage Nets, Vehicle Covers 133 - Treads 134 - Road Wheels (Bogies) 135 - Sand Wedges 136 - Sand Mats 137 - Tires 138 - Return Rollers 139 - Artillery Tires 170 - Boxes 180 - Toolboxes 195 - Sandbags 200 - Water (Jerry Cans, Drums) 201 - Fuel (Jerry Cans, Drums) 202 - Food Weapons 300 - Bayonets 301 - Pistols 335 - Pistol, Flares 306 - Anti-Tank Rifles 307 - Anti-Tank Weapons (Infantry) 310 - Flamethrowers 315 - Miscellaneous Weapons (Goliath, etc) 340 - Smoke Projectiles 341 - Recoilless Guns 355 - Miscellaneous Weapon Equipment (sights, etc.,) Mines 308 - Personnel Mines 309 - Anti-Tank Mines Machine Guns 304 - Machine guns (non-specified country) 317 - Machine Guns, German 318 - Machine Guns, US 319 - Machine Guns, Russian 320 - Machine Guns, British Rifles 302 - Rifles (non-specific country) 321 - Rifles, German 322 - Rifles, Russian 323 - Rifles, British 324 - Rifles, US Sub-machine Guns 303 - Sub-machine guns (non-specified country) 336 - Sub-machine Guns, US 337 - Sub-machine Guns, German 338 - Sub-machine Guns, British 339 - Sub-machine Guns, Russian Grenades 311 - Grenades (non-specified country) 342 - Grenades, German 343 - Grenades, Russian Mortars 305 - Mortars (non-specified country) 344 - Mortars, German 346 - Mortars, Russian Large Caliber Weapons 312 - 20mm Weapons 313 - Medium Weapons (37mm - 75mm) 314 - Heavy Weapons (75mm and up) 347 - 37mm Weapons 348 - 75mm Weapons, German 349 - 75mm Weapons, US 350 - 50mm Weapons, German 370 - 105mm Weapons 375 - 120-130mm Weapons 380 - 88mm Weapons 383 - 25 Pounder Weapons 386 - 90mm Weapons 390 - 76.2mm Weapons 391 - 17 Pounder Weapons Infantry Weapon Ammunition 360 - Sub-caliber Ammunition (non-specified country) 361 - Sub-caliber Ammunition, German 362 - Sub-caliber Ammunition, British 363 - Sub-caliber Ammunition, US 364 - Sub-caliber Ammunition, Russian Vehicles 400 - Light Tanks 402 - Heavy Tanks 403 - Armored Cars 404 - Jeeps (1/4 ton) 405 - Trucks 406 - Self Propelled (Light) 407 - Self Propelled (Medium) 408 - Self Propelled (Heavy) 409 - Anti-Aircraft Vehicles 410 - Halftracks 411 - Motorcycles 440 - Trailers Medium Tanks 401 - Medium Tanks, (non-specific country) 430 - Medium Tanks, German 433 - Medium Tanks, Russian 436 - Medium Tanks, US 438 - Medium Tanks, British Building / Structures 230 - Telephone Pole 501 - Stone Wall 502 - Wood Wall