
        
                                      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
        



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