GRUNT FEST ------------------- by Robert A. Dalton VERSION 1.22 Copyright (c) 1994 & 1995 SITUATION --------- Hooahh....It's head to head mechanized combat between the two most powerful armies on earth! Journey to the near future somewhere between 1995 and 2005 where you will lead a mechanized Infantry Platoon in hypothetical Combat against another force of similar strength or greater. The opponents are the Russian Army (RUS) and the United States Army (USA). You are a Lieutenant leading an augmented Mechanized Infantry Platoon consisting of 5 vehicles drawn at random from a deck of 54 army tracked/wheeled vehicles encompassing Armored Personnel Carriers, Tanks, Scout Tracks and Anti-Tank Tracks. Your computer opponent also has up to five vehicles from a different deck of 54 tracked/wheeled vehicles drawn at random. Your goal is simple - utterly destroy the other Platoon while trying to keep that fate from happening to yours and make the Leaders Hall Of Fame. Sound easy ground pounder? - think again! GAME PLAY --------- If the sysop has NOT registered the game you will be UNABLE to play the U.S. Army side (USA) and there will be a small delay on start up of the game. If the sysop HAS registered the game you will be able to play either side in the game and the delay will be removed. Encourage your Sysop to register the game, or better yet do it for the sysop, so that you and everyone else may enjoy the additional fun of playing either side and not have to suffer the game delay. If you need an explanation for ANY of the abbreviated commands in the menu just hit the "shift-?-Enter" combination of keys to get a full help menu which explains the command options. General Flow Of The Game ------------------------ Both sides are initially dealt 5 tracked/wheeled vehicle cards at random from their nations Vehicle Deck of 52, and 5 play cards from a master play deck of 104 cards. The special event cards (Encounter Enemy Minefield, Your Platoon Is Reinforced and Friendly Fire Hits Your Platoon) will NOT be among the play cards initially dealt to either side. A coin is flipped to decide who makes the first play. The first menu offers 1 basic play choice; draw a card. Once you draw a card, and assuming it is not one of the special event cards, you now have to decide if you are going to play the card you drew, play another card, or discard a card. If the card you draw is a Special event card then you are subjected to that action immediately and it is then discarded and that is your play for this turn. The play alternates between each side until either the master play deck runs out of cards OR one side loses all their tracked/wheeled vehicles and dismounted Infantry. At that point if you have won and you score is one of the top six that have played the game then your name will be posted to the Leaders Hall of Fame List. First Some Abbreviations ------------------------ APC = rmored

ersonnel arrier SCT = Scout AT = nt-ank CFV = avalry ighting ehicle ITV = mproved OW ehicle TOW = ube launched ptically tracked ire guided Missile RECON = Reconnaissance TAC = Tactical PLT = Platoon Type of Play Cards ------------------ The following cards make up the master play deck: TYPE QUANTITY IN DECK ---- ---------------- Receive Artillery Support Cards 3 Receive Tactical Air Support Cards 3 Encounter Enemy Minefield Cards 2 Your Platoon is Reinforced Cards 2 Friendly Fire Hits Your Platoon Cards 2 Weapon Attack Cards 92 (Random amounts of each weapons type for all tracked vehicles - but always totals 92) Total Cards: 104 Type of Tracked Vehicle Cards (US Army) --------------------------------------- MEN DESIGNATION TYPE QUANTITY IN DECK ----- ------------------------- ---- ---------------- 4 M1A1 Abrams Tank TNK 6 10 M2 Bradley APC APC 38 4 M3 Bradley CFV SCT 4 4 M901 ITV AT 4 Total Cards: 52 Type of Tracked/Wheeled Vehicle Cards (Russian Army) -------------------------------------------- MEN DESIGNATION TYPE QUANTITY IN DECK ----- ------------------------- ---- ---------------- 4 T-80 Tank TNK 6 10 BMP-2 APC APC 38 4 BMP-R Recon SCT 4 4 BRDM-2 Spandrel AT 4 Total Cards: 52 WHAT EACH PLAY CARD DOES ------------------------ 1. Receive Artillery Support Card: This gives you one artillery barrage which you can target against an enemy unit. There is a 40% (65% for dismounted Infantry) chance that it will be destroyed outright. You can hold as one of your 5 play cards until needed or you can discard it. 2. Receive Tactical Air Support Card: This gives you one attack run from a Tactical Airforce Ground Attack aircraft which you can target against an enemy unit. There is a 40% (55% for dismounted Infantry) chance that it will be destroyed outright. You can hold as one of your 5 play cards until needed or you can discard it. 3. Encounter Enemy Minefield Card: Any vehicle or dismounted Infantry you have in your hand will have a percentage chance of being destroyed or damaged by mines in the minefield. This card is immediately played, you take your lumps, and it is discarded and that is your play. 4. Your Platoon is Reinforced Card: Receive one tracked vehicle taken at random from the remaining tracked vehicles of your national card deck. This is the only way you can exceed the initial 5 tracked vehicles cards you were dealt. This card is immediately played, you receive your reinforcement vehicle and the card is discarded and that is your play. 5. Friendly Fire Hits Your Platoon Card: A single vehicle or dismounted Infantry you have in your hand will have a percentage chance of being destroyed or damaged by friendly fire from your own side. This card is immediately played, you take your licks, and it is discarded and that is your play. The bane of all fighting forces - firendly fire that isn't!! 6. Tank Main Gun Attack Card: This card may only be used if you have a Tank in your Platoon. Can only be used once then is discarded. May be held until needed or you can discard it. Has the most powerful attack capability. Excellent chance of destroying other vehicles out right. Not very effective against dismounted infantry. 7. Anti-Tank Missile Attack Card: This card may only be used if you have an APC , Scout or Anti-Tank vehicle in your Platoon. Can only be used once then is discarded. May be held until needed or you can discard it. Very accurate and powerful, although not as much as a Tank Main Gun Attack. Not very effective against dismounted infantry. 8. APC Cannon Attack Card: This card may only be used if you have a APC or Scout vehicle in your Platoon. Can only be used once then is discarded. May be held until needed or you can discard it. Good attack capability against APC, SCT or AT vehicles. Not as good against Tanks but very effective against dismounted infantry. 9. Tank Machine Gun Attack Card: This card may only be used if you have a Tank in your Platoon. Can only be used once then is discarded. May be held until needed or you can discard it. Not very effective against other tanks and somewhat effective against APC, SCT or AT vehicles. Best against dismounted Infantry. 10. Infantry Squad Attack Card: This card may only be used if you have a APC or Dismounted Infantry Squad in your Platoon. Can only be used once then is discarded. May be held until needed or you can discard it. Best against dismounted Infantry. Good against APC, SCT or AT vehicles. Not as good against Tanks as they are bright enough to try to never let Infantry get that close! OTHER RULES ----------- 1. Vehicle are destroyed only when their crew (MEN) are reduced to 0 or below. 2. When APC vehicles are destroyed there is a 50% chance that the Infantry Squad inside will survive. If that happens they will be reflected as "Dismounted Infantry Sqd" in your hand. Dismounted Infantry can only use Infantry Squad Attack Cards. 3. You can never have more then 5 playing cards in your hand at anyone time. It is possible to have up to 7 tracked/wheeled vehicles in your hand at anyone time though. WHEN THE GAME IS OVER --------------------- The game is over when one of the following occurs: 1. One side has destroyed ALL the vehicles and dismounted Infantry in the opponents hand. When that happens a score is tallied for the winning side. If the human player has won and his score is one of the ALL time 6 highest scores, then that player will be posted to the Leaders Hall Of Fame List. 2. All the cards in the master deck are used up. If that happens the strongest vehicle hand, assuming there is no tie, is declared the winner. Ties are possible and garner you NO points. About the Equipment ------------------- M1A1 Abrams Tank: Weighs in at 60 tons, armed with a 120mm smoothbore cannon and 40 main gun rounds. Heavily armored and also has two 7.62mm Machine Guns and one .50 Cal Machine Gun. One tough tank! M2 Bradley Armored Personnel Carrier: Weighs in at 25 tons, armed with a 25mm Bushmaster Cannon, 2 TOW Anti-Tank Missile launchers and a 7.62 mm Coax Machine Gun. Carries 7 TOW anti-tank rounds and 900 25mm rounds. Well armored, has a mean bite and is very fast on the move. M3 Bradley Cavalry Fighting Vehicle: Similar to the M2 but used in a scouting role. Carries more on board ammunition to replace the Infantry not carried. M901 Improved TOW Anti-Tank Vehicle: Weighs in at 13 tons and armed with one twin elevating TOW Anti-Tank launcher and a 7.62mm Machine Gun. Carries 2 rounds in launcher and 10 more internally in the vehicle. Excellent tank destroyer, but once seen by the other side it becomes a dead duck as it is very lightly armored! T-80 Tank: Weighs in at 48 tons, armed with a 125mm gun/missile launcher and 48 main gun rounds. Heavily armored and also has one 7.62mm Machine Guns and one 12.7mm Machine Gun. Low and mean! BMP-2 Armored Personnel Carrier: Weighs in at 16 tons, armed with a 30mm Bushmaster Cannon, 1 Spandrel Anti-Tank Missile launcher and a 7.62 mm Coax Machine Gun. Carries 4 anti-tank rounds and 500 30mm rounds. Nasty if it get's near you. BMP-R Reconnaissance Vehicle: Similar to the BMP-2 but armed with a 73 smooth bore cannon with 40 rounds and used in a scouting role. Carries more on board ammunition to replace the Infantry not carried. BRDM-2 Spandrel Anti-Tank Vehicle: Wheeled Vehicle weighing in at 8 tons and armed with 5 anti-tank spandrel missile launchers and a total of 15 rounds. Good overall anti-tank vehicle but has a tendency to die quickly when spotted by the other side as it is lightly armored and cannot go places tracked vehicles can.