AFRIKA KORPS

INSTRUCTION MANUAL

ABOUT THIS GAME

Afrika Korps is a strategic war game, simulating the desert theatre of the Second World 
War.  The game involves one person playing against a computer opponent.  This computer 
opponent has taken years of development and testing - and the result is a system which 
offers three real difficulty levels.  The first level is designed to be easy enough to 
offer a challenge to newcomers to wargames; more experienced gamers should try level 2, 
or, for a real challenge, level 3.

INTRODUCTION

Afrika Korps is an historical simulation of the campaign fought in the western desert 
during World War II.  You can command the Axis forces of Erwin Rommel, or the Allied 
forces of the British Army.

The game is played in turns, from two principle screens - the tactical and the 
strategic maps.  The tactical map covers a far larger area and gives you an overall 
perspective.

Your objective is either to defeat the opposing army, or to reach either El Agheila 
or Alexandria, depending on which army you are commanding. You control the divisions 
forming your army by issuing orders to each individual divisional commander.  This 
involves an attack and/or defence line for their divisions.  The computer-controlled 
intelligent commander will then direct their units with their new objectives in mind, 
thus enabling you to influence your commander's strategy.

Each division can be directed to a new area of operations or a new axis of attack 
and defence by changing the front line of parameters.

Divisional commanders will tell you of their intentions using a series of messages, 
and your own General Headquarters will advise you in the same manner.  At the end 
of each game turn you have a number of indicators providing information on reinforcements, 
division strengths, commander's plans and the relative effectiveness of both armies.

LOADING

Insert the disk and turn on your computer.
To start a brand new game, press return when the game has finished loading.
To load a previously-saved game, follow the on-screen menu instructions.

SAVE GAME

Follow the on-screen menu instructions to save a game to disk.  You will need 
a blank formatted disk for this purpose - the game disk may not be used.  Note 
that the save game option is not permitted before the first turn is completed.

DIFFICULTY LEVELS

Afrika Korps has three difficulty levels: 1 is the easiest, 3 the hardest. You 
must select the level you wish to play.

PLAYING AFRIKA KORPS

There are two main modes of control in the game - Map control, and Menu control. 
When in Map control, moving your mouse/keyboard scrolls around the map; in Menu 
control, you move between the different command options, all of which are available 
from a menu.

You play the game by assigning units to divisions (if you wish to reallocate 
strength from one place to another) and setting attack and defence lines for 
each division.  You then instruct each division whether to advance or defend, 
and thus move your forces around with a view to defeating your computer opponent.

GAME CONTROL

you may play Afrika Korps using either the mouse or keyboard.  You are given the 
option to toggle between these two control methods at the start of each game turn. 
Press RETURN to select keyboard control, or click the left mouse button to select 
mouse control.

Where these instructions say 'select' something, this means moving the mouse pointer 
to that item, and pressing the left mouse button (unless specific instructions say 
otherwise).  For users wishing to use the keyboard, selecting menu options is done 
simply by pressing the appropriate letter on the keyboard.  If in keyboard mode, use 
the cursor keys to move the mouse pointer around the map.

KEYBOARD CONTROL

You may scroll the maps using either the cursor keys or the mouse.

Single letter keystrokes should be used to avoid the possibility of skipping the 
next section if that section responds to the same letter key.  (Cursor can, though, 
be held down for scrolling the maps) The game automatically sets Caps Lock on; if 
this key is inadvertantly pressed, the keyboard will not respond - simply press Caps 
Lock to rectify this.

MOUSE CONTROL

Movement of the mouse scrolls both maps.

The right hand button is used to switch between map and menu control.

In menu control, mouse movement will highlight the various section names on the menu.

The left hand button will access the section highlighted.  When you exit a menu 
section, control automatically reverts to map control.  If you wish to access 
another section, press the right hand button again to regain control.

Armies are accessed by moving the mouse pointer to your desired army, and clicking 
the left mouse button.  Please ensure that the mouse is stationary when you click 
the left button, and do not hold the mouse button down - or you may skip the next 
section.

MAIN MENU

This is the first of two control menus.  It provides the following functions:

     Scrolling of strategic and tactical maps
     Direct access to any part of the tactical map
     Access to the army menu
     Access to Army Re-Organisation
     Start Next Game Turn

With Keyboard Control:

     Use the S and T keys to switch between maps
     Use appropriate letter keys to access functions
     Press Zero key to start next game turn

With Mouse Control:

1.   When in map control use the left button to switch between maps
2.   Move the mouse to highlight differnet options, and click the left button to 
     access that option
3.   While in Menu Control, clicking on MAP and then T or S changes the map.

In order to avoid accidentally starting the next game turn, you must press the left 
mouse twice (when MOVEMENT 0 is highlighted) to start the next turn.

ARMY ORDERS - A

This option allows access to the army menu, for the purposes of issuing orders, or 
reviewing unit details, current orders, road move, and army information.

REORGANISATION - R

Press the R key or use standard mouse procedure to access this option.

Then select R to access strategic reserve, or M for strategic movement. Initially 
there are no units in either of these sections.

STRATEGIC RESERVE

In between game turns 8 and 24, you will receive a number of reinforcement units.

Units in strategic reserve with a strength below 100% will amalgamate with other 
similar units to form new full-strength units.

For each turn that a unit spends in strategic reserve, its morale is increased by 
one step, to a maximum of excellence.

UNIT ASSIGNMENT:

To assign a reserve unit to a division, highlight it on the map, then press the 
U key, and then enter the appropriate division letter key for your chosen division 
for that unit.

If there are more than 12 units in strategic reserve, access the second page of 
them via the P key.

Under mouse control, highlight the unit you wish to assign, from map control, then 
select your chosen division from Main Control, using the left mouse button.

To abort the command, simply select EXIT at any time.

Note that you cannot assign units to a division that has lost all its units, and 
you can only assign units to divisions of the same nationality.

You can check that this assignment process has been carried out satisfactorily by 
accessing the strategic reserve - the newly units should no longer be there, but 
should instead be seen in the strategic movement section.

STRATEGIC MOVEMENT

This section contains details of all units moving between divisions and strategic 
reserve. The time this travel actually takes depends upon the units distance from 
the appropriate map edge; the maximum delay is twelve game turns.

A unit moving to a division will show that division's colour code alongside the unit 
details.

A unit arriving at the division to which it has been assigned, will appear on the map 
if:

     the division has less than six units on the map

     AND

     the division has a supply rate greater than 25%

     AND

     the HQ symbol of that division is not already covered by another unit.

The unit will then appear over the HQ symbol.  Any number of units can be assigned 
to a division, although only six will appear on screen; the rest will form a tactical 
reserve for that army.

DIVISIONAL REINFORCEMENTS

During the course of the game, both armies will receive reinforcements, which will 
arrive at either El Agheila or Alexandria.

TO START A NEW GAME TURN

When you have given all the orders you wish to give, start the movement and combat 
again by pressing/highlighting and clicking on, MOVEMENT-0.

THE ARMY MENU

This second control menu allows you access to the following functions:

     Army Orders
     Unit details
     Army information
     Current orders
     Road Move
     Main Menu (via EXIT X)

Access each section in the same way as for the main menu options.

Please note that only the tactical map is displayed when using this menu; to view 
the strategic map, you must return to the main menu.

ORDERS - O

Each division is allocated both a letter and a colour code. To select a division, 
simply highlight the division on screen, and either click the left mouse button or 
press the appropriate letter key.

Select A to change the attack front line, or D to change the defensive front line 
of the individuaol army.

You can change just the division commanders mode without changing either of the 
front line parameters, by selecting X.

CHANGING THE FRONT LINE:

After access, a cross-hair cursor will appear on the divisional HQ, an X on one 
unit, an R on a second unit, and an L on a third unit.

For the first unit, move the cursor to the position you wish that unit to move 
to, and press the T/left mouse button.  Then repeat this procedure for the R and 
L units, forming the three points to your desired new front line.

Repeat this procedure again for all units in the division (in batches of three 
units at a time).

Should you wish to retain a previously issued order to any unit, press the X key 
rather than the T key, or press the right mouse button to skip a unit.  This allows 
the player to change one or more unit's orders without needing to reset all units.

ATTACK (A)      DEFEND (D)      DISCRETION (E)

To instruct your divisional commanders whether to attack or defend, or whether you 
wish to leave it to their individual discretion, simply press one of the A, D or E 
keys (as appropriate) or use standard mouse procedure.

These "modes" for divisional commanders have the following effects:

ATTACK:

The divisional commander is biased in favour of an attack, but is not forced to 
do so.  The division commander can decide either to move towards his attack front-
line, or towards any enemy units in his immediate proximity.  If the commander 
feels that his position is particularly hopeless, he may still decide to defend, 
when he will use the rules governing a defend order.

DEFEND:

The divisional commander here has just two options - to move all units towards 
their defensive front line positions, or, if he thinks his positions hopeless, 
to retreat.  In retreat, the divisional commander will use his defence front 
lines as a guide as to where to retreat to.

DISCRETION:

While still using the front lines set by the player as a guide to movement, the 
divisional commander will decide himself whether to attack, defend or retreat.

Clearly, the player has most control over divisional commanders when they are in 
defend mode.

UNIT DETAILS D

Select D, followed by either A(llied) or G(erman) to access the respective armies.  
Computerised opponents army units will not be shown if the units are too far away 
from the player's army units.

The numbers at the bottom of the player units display the current morale levels.

If one screen will contain an entire division's units, then the whole division's 
details will be shown at once.  Select X to access another division of the same 
side, or X twice to access one of the other side's divisions.  Return to the controlling 
menu screen by selecting Z.

ARMY INFORMATION (I)

Press I and then use control as for unit details; army information, including the 
supply situation, will then be shown.

Unit details and army information sections can be used for general information 
purposes, or for specific comparisons of two opposing divisions.  Scroll the map 
so that two opposing divisions are displayed in the centre of the screen, then 
access unit details or army information for both divisions.

The screen will now show both relative positions, and information about the two 
divisions for detailed decision-making purposes.

SUPPLY STATUS

The higher the supply status of a division, the more effective its units will be in 
combat, the more individual combats the units of a division indulge in per game turn, 
the more likely the supply status is to decline.

SUPPLY RATE

The supply rate of a division is determined by the distance each division is from an 
"in-supply" road position: the greater the distance, the lower the rate of supply.  
Road supply is cut if an enemy unit is on, or adjacent to, a road position.  All road 
positions after the point at which supply is cut, will be out of supply.

The supply rate is used to top up the supply status of a division.  If the supply 
status used as a result of combat is less than the supply rate, then the supply 
status will be increased by the difference, to a maximum of 100%.

The units of a division with less than 30% supply rate, will suffer a one step 
reduction in morale per game turn.  The units of a division with abysmal supply rate 
will progressively lose effective strength.

CURRENT ORDERS (C)

Select G or A to access respective armies, then the code letter of the army required.

For the Player's units, the current movement order of each unit will be displayed by a 
series of arrows.  Should the arrows extend off screen, scroll the map to the required 
position, and press a key other than the X key, or click the right mouse button.

The arrows are not printed if movement extends through another units. The short arrow 
denotes the objective position of a unit.

For Computer-Opponent units, the arrows represent the previous turn's incomplete movement.  
They indicate what the opponent was trying to do on the previous turn.  The computer opponent 
may or may not continue along similar lines.

ROAD MOVE (R)

Select R to access this section.  Select the appropriate division, then select R to 
move the division towards the right hand map edge or L to move towards the left.

To allow the road move, the following conditions must be met:

     The division HQ is within 4 units of the road
     No enemy HQ is within 10 unit positions of the friendly HQ
     All units of the division are within command radius of the HQ

You will not be allowed to access a division in this section if any of these conditions 
are not met.

MOVEMENT

Each player unit is allocated a number of movement points each game turn, dependant 
upon its type (see unit chart).  These points are used up according to terrain crossed, 
according to the rates shown on the terrain chart.

Each unit exerts a degree of control over adjacent positions; as a result, no unit 
next to an enemy unit may move directly to a position that is also adjacent to an 
enemy unit.

COMBAT

After each unit's movement, the units of that army are considered attacking units 
during combat and the opposing units as the defenders. Combat occurs between adjacent 
enemy units, including diagonal adjacency.

Combat terrain adjustments are applied as shown on the terrain charts. Units with a 
Defend order will not attack and, when themselves attacked, will defend with a 15% 
bonus added to their effectiveness.  Units will attack only at the discretion of 
their respective division commanders.

Units receive a combat bonus according to their type - see unit chart. The supply status 
of a division adds a combat bonus to each unit up to 25% of the unit's current strength; 
the lower the supply status, the lower the combat bonus.

In a single combat phase, each unit will have its effectiveness reduced by one quarter 
of its current strength in its second and subsequent combat in that combat phase.

Combat losses are shown as a percentage loss to their effectiveness within each unit's 
symbol as combat occurs.

ADVANCE AND RETREAT DURING COMBAT

Defending units may retreat, and attacking units advance, depending upon the results of 
combat.  A retreating unit will move in a direction determined by the relative positions 
of the two units.  An advancing unit will move towards the position set by its current 
movement order. An attacking unit advancing after combat will still resolve combat with 
all enemy units it was adjacent to before the advance took place.

DISBANDMENT

At the end of each game turn, each unit is subject to a disorganised test.  Passing the 
test is based on the unit's strength, but more significantly on the unit's morale.  A unit 
failing this test will disband and be sent, via strategic movement, to strategic reserve 
if its army has a supply rate of more than 25%.  If the unit's supply rate is less than 
this, the unit will be lost.

An army containing just one unit will automatically disband at the end of each game turn.

ARMY HEADQUARTERS

The player's HQ are for purposes of access and control.  The computer's HQs provide the 
player with limited intelligence regarding the position of the computer's forces.  It 
must be stressed that an HQ is not a physical unit - units may move freely through the 
HQ, with no effect.

COMMAND RADIUS

A unit more than five unit positions from its HQ at the start of a movement phase will 
move towards its HQ.  It is effectively out of command.  The position of an HQ is the 
centre of each divisional calculated on the average line and column number of all units 
in each division.

LIMITED INTELLIGENCE

Computer units whose exact positions are known are displayed on the screen.  Units 
whose positions but not type are known are displayed by an HQ symbol.  Divisions whose 
general whereabouts are known have their HQ displayed.

MORALE

The morale level of a unit adds to the overall effectiveness of each unit as follows:

     Excellent = +30%
     Very Good = +25%
     Good      = +20%
     Fair      = +15%
     Low       = +10%
     Poor      = + 5%
     Abysmal   =  Nil

Any unit suffering 15% or 20% loss in a single combat will have its morale reduced by 
one step.

UNIT CHART

               Armour   Mechanized   Motorized   Artillary   Infantry
                         Infantry    Infantry

MOVEMENT
POINTS PER      16         16           14          12          9
GAME TURN

COMBAT
BONUS           45%        15%          -           30%         -

VICTORY CONDITIONS

The game ends when either army is reduced to less than 30% effectiveness, or when the 
Axis army reaches the right hand edge of the map, or the Allied army reaches the left 
hand map edge.

At this stage, select Y to continue the game, or reset the computer to play again.
