Значок ресурса

Tobruk

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Автор: Simon Kimberley
Год: 1987
Издатели: PSS
Производитель: Data Design Systems,PSS
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K, 🎮 Курсор, 🎮 Кемпстон джойстик

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing

Скриншоты:
Tobruk.gif
Tobruk.png


Описание:
Tobruk— это стратегическая игра, выпущенная в 1987 году, посвященная североафриканской кампании Второй мировой войны. Игра воссоздает напряженные сражения между силами Оси и Союзников, особенно выделяя наступление Роммеля на линию Газала в 1942 году. Игроки могут выбрать командование силами Оси или Союзников, каждая из которых имеет уникальные цели и стратегии.

Игра разворачивается в пустынной местности Киренаики, Ливия, где игроки должны управлять ресурсами, командовать подразделениями и разрабатывать стратегии для захвата ключевых позиций. Конечная цель для Оси — захватить Тобрук, критически важный порт снабжения, в то время как Союзники стремятся его защитить и нарушить линии снабжения Оси.

Tobrukпредлагает как одиночный, так и двухпользовательский режимы, причем в последнем игроки могут противостоять друг другу, управляя противоположными силами. Игра включает детализированные карты и управление подразделениями, требуя от игроков учитывать маршруты снабжения и тактическое расположение.

Разработанная компанией Data Design Systems и выпущенная PSS,Tobrukвходит в серию Wargamers, предлагая исторически насыщенный и сложный опыт для поклонников стратегии и военной истории.

Tobruk_Front.jpg
TOBRUK 1942

'THE CLASH OF ARMOUR'



1 Introduction

2 Loading

3 Getting Started

4 Map Mode

5 To Move a Unit

6 To Make an Attack

7 Action Screens

8 To Resupply Units

9 Command Phase

10 Computer Turn

11 Basic Tactics

12 To Load/Save or Quit Game

13 Twin Computer Game

14 Tobruk, 1942 (The Scenario)

15 Designer's Notes

16 Unit List

17 Bibliography



(c)P.S.S. 1986



1. INTRODUCTION



Many Computer Games of the 'ARCADE' variety can be played

by simply loading the program and getting hold of the

Joystick. Any rules etc. can be picked up as you go

along. This is NOT a game of that type. Do not take this

to mean that this game is of vast complexity. It is not

that either. However it is a game you will learn and

enjoy far quicker if you follow this manual. You must at

least read Sections 1 to 13 to understand the basic game.



This game covers Rommel's push against the Gazala Line in

May, 1942. After months of fierce fighting in the North

African desert, the British and Commonwealth forces had

taken and defended Tobruk, a key port to Meditteranean

strategy and vital to any supply in the desert war. With

the Axis forces pushed back to Gazala, an immense

operation began laying a vast minefield of over 500,000

mines stretching from Gazala to Bir Hachieim. When the

offensive began, nearly 250,000 mines had still to be

placed. Rommel's plan was to break through the Gazala

line, re-take Tobruk and force the Allies back to Egypt.

By early July, he had succeeded.



You may choose to command the Axis forces in the one

player game or either Axis or Allied forces in the two

player game. As the Axis commander you must attempt to

take as many of the Allied command points as possible,

Tobruk being the ultimate goal.



As the Allied commander you must defend your six command

points from invasion while attempting to disrupt Axis

supply and strength.



2. TO LOAD



(A) AMSTRAD VERSION



DISK: Reset the computer and RUN"DISC



CASSETTE: Reset the computer. Type CTRL and small Enter

key and follow the prompts.



(B) SPECTRUM VERSION Load in the usual way using the

command LOAD ""



When the game has loaded the menu will appear on the

screen.



2a. TWIN COMPUTER VERSION. (Amstrad only)



The Amstrad version of this game has the option of using

two computers, one for each player. If you have bought

the cassette version then this can be found on side two

and you should follow the instructions above. The disc

version is all on the same side but for the twin computer

game you should run "DISC2".



The Twin Computer game requires a special lead which may

be obtained from P.S.S. and some additional rules which

are covered in Section 13. You are strongly advised to

play the single computer game, learning its rules, before

attempting the twin computer game. All of the following

assumes the single computer version.



3. GETTING STARTED



When the program has loaded a menu of six options will be

displayed.



1: Determines whether arcade is to be included in the

assault phases. This is set to WITH ARCADE when loaded.

To change, press 1 and it will show WITHOUT. Press 1

again and it will switch back to WITH ARCADE.



2: Switches between colour monitor and green screen

monitor. Pressing 2 will toggle between the two. (Amstrad

only). On the Spectrum version, Option 2 allows you to

select between Keyboard or Joystick. The Joystick option

is compatible with KEMPSTON/PROTEK/ + 2 Interfaces. The

keyboard controls are as follows:



A = LEFT Q = UPPER LEFT

D = RIGHT E = UPPER RIGHT

W = UP Z = LOWER LEFT

X = DOWN C = LOWER RIGHT

S = FIRE



SPACE = NEXT PHASE



3: One player game. Gives you control of the Axis forces

with the computer controlling the Allies.



4: Two player game, One player controls the Axis forces,

the other controls the Allies.



Options 5 and 6 are covered in Section 12.



Now Select option 3 by pressing "Y" on the main keyboard.



4. MAP MODE



The screen will now clear and a map of Cyrenaica will be

displayed. At the top of the screen is a line of text.

This line is used to display game messages, information

etc. The line now reads AXIS MOVEMENT PHASE. This tells

us that the Phase of the game turn we are in allows Axis

units to move.



Below this line is a box with the current date and to the

right of this a box reading AXIS COMMAND.



On the far left of the map you will see a flashing red

box surrounded by a white square.



This white square is the COM BOX and is used to survey

the map, move units, order attacks etc. By moving the

joystick the COM BOX may be moved around the map. The

large white box near the top right of the screen is the

REPORT BOX. This tells you what the COM BOX is positioned

over and gives a report on any units strength. As a guide

here is a list of symbols used on the screen map.



AMSTRAD



SYMBOL COLOUR DESCRIPTION

Blank Orange Desert

Blank Blue Sea

Shaded Brown Escarpment

Shaded Grey Minefield

Square Blue on White Allied command

point

Square Black on Grey Fallen command

point

Square Blue/White Bands Allied unit

Square Black/Grey Bands Axis unit

Square White on Black Axis supply dump



SPECTRUM



SYMBOL COLOUR DESCRIPTION

Blank Yellow Desert

Blank Blue Sea

Shaded Black Escarpment

Chequered Square Black on Yellow Minefield

Large Square Black on White Allied command

point

Large Square Block on White Axis command point

Square Black on Yellow Fallen command

point

Square White/Black Bands Allied unit

Square White/Black X's Axis unit

D Symbol White on Black Axis supply dump



5. To MOVE a UNIT



Place the COM BOX over any Axis Unit. In the report box

you will now see the strength of that unit.



The last line, MOB, will give you the mobility of the

unit in moves it is capable of making in this game turn.



If it reads 6 for example, it may move only six map

squares.



Now press the fire button and the COM BOX will change to

a white cross showing the unit is ready to move. Move the

cross to where you wish the unit to go but note that the

unit will follow the exact path that the cross takes.



Neither may units pass through each other, over a

minefield or an escarpment. Great care must be taken with

the route of the white cross as any infringement of these

rules will result in the loss of all the units remaining

mobility for that turn. Now press the fire button a

second time and the unit will move.



Units may move any number of times in one game turn as

long as it has mobility remaining. Mobility of each unit

is determined by the construction of its forces. Infantry

divisions have less mobility than Semi-motorised infantry

which in turn have less than fully motorised Armoured

Fighting Vehicles (AFV).



To cancel any particular move press the space bar and the

white cross will return to the COM BOX.



6. To MAKE an ATTACK.



Press the space bar to leave the movement phase. The text

line should now read AXIS ASSAULT PHASE. Each unit on the

map, including Allied command points (oasis), has a 'Zone

of Control' of one map square around it. If any unit

passes into the ZOC of an enemy unit, i.e. next to it,

that unit will be 'trapped' and all subsequent movement

suspended for that game turn. Any attacking units must be

inside the ZOC of the defending unit.



To make an attack place the COM BOX over your unit and

press the fire button. The COM BOX will again change to a

white cross. Now place the cross over the unit you wish

to attack and press the fire button. Both units will now

flash indicating that your order has been accepted. Note

that when attacking occupied Allied command points the

oasis does not flash.



You may not attack your own units, minefields or

escarpments or attack an oasis once taken. (You may,

however, move over a fallen oasis).



Now press the space bar to leave the Assault Phase.



7. ACTION SCREENS.



(A) AMSTRAD



If you have chosen to include arcade the message to

select the battle will now appear on the text line. If

you did not then proceed with the MAP ATTACKS section.



To select the battle place the COM BOX over one of your

flashing units and press the fire button. If you do not

wish to see the battle then press the space bar for the

map attacks.



The screen will now clear and give you control of one AFV

in your unit. Your objective is to destroy as many

targets as possible.



If you are attacking an oasis you must attempt to place

as many shells as possible on to the target.



In a unit to unit battle your tank has three modes:

Drive, Turret and Machine Gun. At the start of the action

you will be in Driving mode and must move the tank to the

nearest target which is on a heading shown by 'TARGET'.

To do this push the joystick forward to accelerate and

left and right to alter your heading. When the target is

close enough you may now change mode to operate the

turret by pressing 'T' or the machine gun by pressing

'M'.



Enemy tanks will fire shells in an attempt to destroy you

while machine gun posts will fire, (you guessed it),

bullets. If no target is in range you will hear the

whistling of incoming shells from distant artillery. The

longer you stay still the more accurate the enemy fire

will become so try to keep moving. To return to driving

mode press 'D'. To operate the turret move the joystick

left and right to adjust the bearing, up and down to

adjust the elevation. Press the fire button to load and

fire a shell. The message IN FLIGHT will now indicate

that the shell is being loaded and fired. When the shell

flight is over, the range indicator will show you how far

long or short the shell had fallen. Adjust your elevation

accordingly. When the ON TARGET message appears the

target will explode. Now switch to drive mode and move to

your next target.



To operate the machine gun simply move the sight with

your joystick and press the fire button but beware of the

'kick'. Targets will be destroyed at varying rates so

keep trying. Note that your ammunition is determined by

the supply strength of the unit you chose on the map

screen. The arcade battle will be over when either your

damage is too great for you to continue or you have fired

all your shells. A bonus will be given for each target

destroyed.



Although tanks or machine gun posts may be destroyed with

either of your weapons try not to waste shells on machine

gun posts or machine gun belts on tanks. Also note that

if an enemy machine gun post is not firing at you, your

machine gun will not reach him!



Finally, when attacking an oasis, only the turret mode is

available to you so don't try to switch to drive or

machine gun mode. A bonus will be given for the number of

shells you drop on the oasis and how widely spread the

shells are.



(B) SPECTRUM



These are broadly similar to the Amstrad version but

different in layout.



You are first presented with an Icon based selection

screen. You have four icons laid out N, S, E, W.



NORTH - TURRET/MAIN GUN CONTROLS

EAST DRIVING

WEST - MACHINE GUN CONTROLS

SOUTH - OBSERVER/MAP DISPLAY



Using RIGHT/LEFT/UP/DOWN, highlight the icon and press

fire to select each option. They then operate in much the

same way as on the Amstrad.



The OBSERVER/MAP DISPLAY is an extra feature and shows

the immediate surrounding area from your tank. This will

return to the main icon screen after a few seconds.



To exit from any action screen, pull the cursor to the

bottom of the screen and press fire. As combat

progresses, your tank will inevitably be damaged and you

will begin to lose various controls.



MAP ATTACKS: The screen will display the normal map mode.

All units involved in battles will flicker. Any units

destroyed during battle will be removed from the map and

a message indicating its identity will appear on the text

line. Allied command points will change to a black square

on grey if taken. Some units may also retreat at this

stage.



When the attacks have finished the next phase will begin.

Note that there are two movement and assault phases in

any one day. One in the morning (A.M.) and one in the

afternoon (P. M.).



8. To REBUILD UNITS.



At the end of the Alied P.M. assault phase the message

ALLIED RESUPPLY PHASE appears on the text line. If you

are playing the one player game then the computer will

handle this (along with its command phase).



Supply is vital to both sides. The Allied forces supply

network uses each of the six main command points (oasis)

so taking one will effect the supply routes and so the

front line positions of the Allied forces.



The Axis forces have no such fixed network but are given

two mobile supply dumps. Each has a mobility range of 6

map squares per day and a supply range of 6 map squares

in each direction.



Try to keep your units within supply range of either

supply dump and an open route between it and the dump

with no intervening enemy units or ZOC. The supply route

from dump to unit may not pass over minefields, enemy

units and their ZOC or escarpments.



The text line should now read AXIS RESUPPLY PHASE. On the

far right of the text line will be INF and a number next

to it. This is the number of infantry strength points

available to you. Now move the COM BOX over the map. You

will notice that at certain positions the COM BOX

indicates that this particular map square is IN SUPPLY

while the normal COM BOX shows the square is OUT OF

SUPPLY.



Now place the com box over one of your units. If the

cursor changes to the SUP BOX then you may resupply that

unit. If the cursor is the COM BOX then you may not.



To resupply the unit press the fire button and one point

will be taken from INF on the text line and placed into

the INF of the unit. If you are unable to move supplies

to the unit (and the SUP BOX is displayed) then that unit

has its maximum possible points. This maximum varies from

unit to unit according to its composition.



Note here that all units consist of Infantry, Artillery

and AFV but where none is shown, the strength is

negligible. When either all your units have their maximum

or the value on the text line is zero, press the space

bar to cycle through AFV and SUPply giving each unit

extra strength as for INF. Note that ARTillery cannot be

resupplied.



9. COMMAND PHASE



This phase is used to control your air support and

engineer activities.



Displayed on the screen are two sets of three boxes with

a figure over the top. These are the missions to which

you may assign points from the reserves.



Reading from left to right they are: Air superiority,

Interdiction and Ground strike for air support; AFV

Recovery AFV Destruct and Mine lifting for engineer

support. The figure over each box indicates how many

points are allocated to that mission.



Also displayed are two lines of aircraft and two lines of

spanners. These are the reserves for air and engineer

support respectively. By moving the joystick the Text

Pointer may be moved to the various missions. The colours

of the figures over the box indicates the strength of the

enemy allocations. This may not always be exact! Red

means less than enemy, white is equal and green is

greater. If you press the fire button, one point from

reserve will move to the mission where your text pointer

is positioned. After you have assigned the missions you

require press the space bar. The text pointer is now

pointing up and any subsequent pressing of the fire

button will now move points from the missions into

reserve.



Notice that we cannot move points from one mission to

another in the same command phase but must always pass

through reserve. Here is a summary of the six missions

available to you:



AIR SUPPORT



Air Superiority. Points on this mission seek to gain

control of the air space over the battlefield. They

achieve this by patrolling and attacking enemy aircraft.

If the enemy is winning air superiority you will take

greater losses in other missions. If you are in the lead

he will take greater losses.



Interdiction. This air mission attacks enemy supply and

movement network. This will affect the supply points the

enemy receives at the end of each day.



Ground Strike. This is a special mission which requires a

minimum of ten air points and can be used to attack any

ground target.



Before the first movement phase of each day the message

SELECT TARGET will appear on the text line. Position the

cursor over your selected target and press the fire

button.



Note that the air strike may occur at any time during the

day so if you select an enemy unit it could have moved by

the time the strike comes in!



ENGINEER SUPPORT



AFV Recovery. After the battles of any one day Armoured

Fighting Vehicle (AFV) wrecks may be recovered from the

battlefield. The more engineers allocated to this task,

the more wrecks will be recovered. Note however that they

may only recover AFV points lost in one day. Don't waste

resources if you are not losing AFVs or you are receiving

enough in resupply anyway.



AFV destruct. Enemy AFV wrecks left on the battlefield

may be sabotaged beyond repair. The more engineers

allocated to this task will reduce the number of wrecks

the enemy can recover. AFV recovery and destruct are

therefore linked. Note that on the command screen your

AFV recovery will turn green only if you have more than

the enemy has allocated to AFV destruct and vice versa.



Minefields. This mission lifts a minefield for the Axis

player and lays a minefield for the Allied player. A

minimum of ten engineer points are required to achieve

this and will take one full day. Before the first

movement phase of each day the message SELECT MINE

LIFTING TARGET for the Axis or MINE LAYING for the

Allied. Move the white cross to the position required and

press the fire button. Note that the position selected

must be within supply range. If not, it will be

disallowed and the confirmation message will not appear.



10. COMPUTER TURN.



In the one player game the computer controls all Allied

phases including resupply and command. If you have

selected action screens then the option to select battle

will only be given on your assault phases.



11. BASIC TACTICS.



The battle for supply is as important as that for ground.

Look after your supply points and attacks will become

more effective. Do not let your units become less than

three on all lines or you will lose them. Attacking with

a unit which has no supply will be fatal.



Axis. Remember that your objective is to take as many

oasis as possible. Destroying enemy units may help but

better to use your resources on the command points which

will weaken Allied supply and force their retreat. Air

strikes on mobile units are risky but effective. Oasis

however, dont move. Protect your supply dumps at all

costs. Keep your units between them and the enemy and

remember that an air strike could be targetted on them.

If you lose your supply dumps they are not replaced and

the game is lost! Choose your openings in the minefields

carefully and don't try to clear it from top to bottom.

One or two breaks are usually sufficient. Apart from

resupply your only reinforcement is the Littorio Division

which will appear sometime in early June.



Allied. (Two player game) Defend your command points

(oasis) well. Although immobile these have the same

supply rules as the Axis supply dumps (See Section 8).

Try to keep all your units in supply but in a strong

defensive position. When attacking use units which

complement each other so that if one unit has a high AFV

strength add a unit with a high infantry strength to the

battle.



Remember you are on the defensive so attacking with all

your resources could prove costly.



12. To SAVE/LOAD OR QUIT GAME.



During any movement or assault phase not controlled by

the computer press the ESC key (SHIFT & SPACE on

Spectrum) and the game will return to the menu. Pressing

the options for one or two player games will restart the

game from day 1.



(A) AMSTRAD VERSION



SAVE. Select the save option and insert either a blank

cassette or disc. When ready press 'D' to save to disc or

'C' to cassette. Once saved the game will return to the

point where the ESC key was pressed. You may now continue

with the game.



LOAD. Select the load option and insert the cassette or

disc with a previously saved game. Press 'D' if disc or

'C' if cassette. When loaded the game will return to the

point where the ESC key was pressed. You may now continue

with the game.



(B) SPECTRUM VERSION



Select the LOAD/SAVE option, press fire and follow the

screen prompts.



13. TWIN COMPUTER VERSION.



This advanced version of Tobruk requires the use of two

Amstrad micros, one connecting lead and patience. It is

designed for the player who enjoys the strategy game more

than the arcade. For such a player this is a must.



Two Amstrads are needed (464, 664 or 6128) in any

combination. However, if you have the disc version BOTH

machines must have independent drives. If you have the

cassette version both machines must have access to a

cassette recorder. The connecting lead is simply two

joystick plugs wired identically at each end in the usual

format as a standard joystick. These leads may be

obtained from P.S.S. for a nominal fee, or you may try to

make your own using the wiring diagram below.



Wiring Diagram Requirements: (A) 2 x female joystick type

'D' connectors. (B) Sufficient 9-way cable - approx. 2

mtrs should be sufficient. (C) Soldering iron/solder.



To make the cable simply link the two 'D' connectors via

the 9-way cable. Connect each contact to the same contact

on the other end. eg. Contact 1 to contact 1 , contact 2

to contact 2, etc. When all nine are connected your cable

is complete.



Please note: PSS cannot accept liability for any damage

caused by using the cable.



Arrange the computers so that each player cannot see the

other's screen. To load the game run either side two of

the tape or 'DISC2' if you have the disc, on the machine

which will play the Axis forces. This computer (the

MASTER) will hold the menu options and control what the

second computer (the SLAVE) does.



Once loaded, plug the lead into each of the joystick

ports and move the disc or cassette to the Slave

computer. Now RUN"SLAVE (disc or cassette) and wait. Note

that on the cassette version the slave program follows on

from the master.



If the slave program has loaded successfully and the lead

is connected the borders of both machines will change

colour together. This will last only a minute or so.



Once the connecting lead is plugged in do not remove it

or you will lose the game on both machines!



ADDITIONAL RULES. When the menu appears on the master

computer select 2 to start game. There are only a few

differences between this and the single computer game. If

they are not mentioned here then consult section 1 to 12

for any queries which may arise. Firstly, as you may have

noticed from the menu on the master computer, there is no

option for arcade action. This is partly due to the fact

that both joystick ports are now occupied making arcade

impractical. Movement of the combox is now controlled by

keyboard.



If you take a look at the number keypad to the right of

the keyboard you will notice that they are arranged in a

square. Each key will move the combox in the direction

the key is from the centre (5).



Pressing the 9 will move diagonally up and right, key 2

will move directly down and so on. Key 5 itself acts as

the fire button.



Secondly, and most obvious, you can only see your own

units on the map. Movement of units also remains hidden

although the sound will indicate that something is

moving. Enemy units will remain hidden until two opposing

units meet (i.e. enter each others ZOC). If this occurs,

the enemy unit will appear on your display and your unit

will appear on the enemy's.



Revealed units will remain seen until they are moved by

the controlling player.



Order of play is the same as the single computer game.

While one player has control of his machine the other is

'suspended' so any attempt to intervene will fail. If

you've mastered the single computer game beware. This

version requires a completely different strategy and a

great deal of thought.



Loading and saving the game is the same as the one

computer game but takes a little longer. Note that saving

and loading is handled by the Master computer. The slave

computer does not need its cassette or disc once the main

game is loaded.



14. TOBRUK, 1942.



The game map covers an area of Cyrenaica in Libya, close

to the border with Egypt. Axis forces consist of mainly

German and Italian units while the British and

Commonwealth include British, South Africans and the

First Free French brigade garrisoned at Bir Hacheim.



During the North African war much 'toing-and-froing'

occurred of the actual fighting front. In 1941, Tobruk

itself was held by the Axis forces with a strong garrison

of Italian infantry. In November of that year British

forces launched an offensive known as Crusader against

the Axis forces were pushed further and further west by

the might of the Allied attack.



Now, in 1942, after many counter offensives against

Tobruk had failed, Rommel began his push through the

Gazala line. At the start of the battle of the Axis

forces were greatly under strength. Supplies were low and

their network inefficient. The 90th Light Division

started with less than 50% its full complement of

infantry.



Rommel had little support from the Axis High Command who

were now concentrating most of their efforts on the

Russian front. In Rommel's opinion, given a few more

armoured divisions, he could have overrun the Allied

forces in the Near East within a few months. From

thereon, the raw materials of Africa and oil in the

Middle East could have changed the course of the war. The

Allied command had more foresight and realised the

importance of the African theatre. Supplies were strong

and well organised. Had Rommel stayed on the defensive

the Allies were strong enough to outflank the Axis forces

on the Gazala Line.



Rommel decided there was no choice but to launch his

offensive. Fighting began just west of Gazala itself

against the Italian infantry on the 26th May, 1942. Many

fierce battles were to follow, many lives lost and

thousands of prisoners taken before the final fall of

Tobruk in the early hours of 21st June. The scene was now

set for the forthcoming decisive battle at El Alamein.



15 DESIGNERS NOTES.



As with our previous wargames, we have attemped to

produce a game which is accurate and playable to a wide

age group. Tobruk 1942 has seen many revisions to its

design and compromises have been made in factual areas to

achieve this playability. For those of you who are

experts in this field we apologise for any

simplifications we

have had to make. However, we hope that the game in its

present form is a reasonable balance between conflicting

requirements.



Strengths for each unit are not given in quantity but

indicate the capability of the unit. The Axis Panzer

divisions, for example, have high AFV and artillery

strengths. These reflect the superiority of the Panzer

III and IV tanks at the time. The German 88mm anti-

aircraft gun was, by then, mounted on its own wheels and

used as an anti-tank weapon with devastating effect.



Some units which were involved in minor skirmishes have

either been omitted or merged with their appropriate

brigade or division. Due to the importance of keeping

forces active in the North African campaign many units

were withdrawn before they became too weak to fight.



We attempt to use the mobile supply dumps for the Axis

units to show the difficulties involved in keeping mobile

forces moving. Advancing units are limited by the

supporting supply line. Resupply levels for each side

show the superior organisation of the Allies in supply to

its units. In any desert war, unit mobility is vital. In

this respect, units are automatically refuelled to their

maximum range each day IF that unit is in supply range.

The tank commander with any experience would never report

the true level of fuel to his superior. He would ensure

that enough fuel remained for any unforeseen tactical

retreat. Therefore, if any unit remains out of range of

fuel supply a mobility of one is awarded to that unit. No

units are ever totally immobile (unless garrisoned).



Rommel had only limited control over the Air Command as

did Ritchie and Auchinleck who led the Allied forces. Air

strikes called by the player may arrive at any time

during the day. Technically, it may be said, Rommel won

the battle for Tobruk in 1942. The Allied forces,

however, had weakened the Axis advance to such an extent

that Rommel's victory was to prove too costly.



Tobruk 1942 is a computer wargame and is not intended as

any political statement. Neither do we wish to glorify

war or to pretend that it is a game. We simply hope that

many who play the game will have more insight and

knowledge of what occurred during one month of World War

II and military strategy in general. We dedicate this

game to all those who fought and lost their lives during

this battle.



16. UNIT LIST.



MAXIMUM

ALLIED UNITS

IN GAME INF AFV MOB



1 ARMY TANK BRIGADE 2 9 6

32 BRIGADE 9 0 2

150 BRIGADE (BOX) 11 0 1

151 BRIGADE 11 0 1

2 ARMOURED BRIGADE 2 9 6

22 ARMOURED BRIGADE 2 9 6

201 GUARDS MOTOR BRIGADE 9 0 4

4 ARMOURED BRIGADE 2 9 6

7 MOTOR BRIGADE 9 0 4

3 INDIAN MOTOR BRIGADE 9 0 4

1 S.A. BRIGADE 9 1 2

2 S.A. BRIGADE 9 1 2

3 S.A. BRIGADE 9 1 2

2 S.A. DIVISION (TOBRUK) 15 - -



ALLIED COMMAND

POINTS



TOBRUK 1 - -

GAZALA 10 - -

ACROMA 3 - -

KNIGHTSBRIDGE 5 - -

EL ADEM 4 - -

BIR HACHEIM 10 - -





AXIS UNITS MAXIMUM



INF AW MOB

90 LIGHT DIVISION 10 4 6

21 PANZER DIVISION 9 9 6

15 PANZER DIVISION 9 9 6

ARIETE DIVISION 9 7 6

TRIESTE DIVISION 9 7 6

LITTORIO DIVISION 9 7 6

PAVIA DIVISION 9 0 1

BRESCIA DIVISION 9 0 1

SABRATHA DIVISION 9 0 1

TRENTO DIVISION 9 0 1

SUPPLY DUMPS (2) 3 0 6



17. BIBLIOGRAPHY.



Most of the following information used for this program

was obtained from the following sources:



THE ROMMEL PAPERS edited by Liddel-Hart, 1953 edition



THE NORTH AFRICAN CAMPAIGN 1940-43 by General Sir William

Jackson



TOBRUK by Heckstal-Smith



LES FORCES ARMEES (French edition) by Andrew Mollo



THE HARDWARE OF WORLD WAR II Galley Press



Along with various other books, photographs and documents

too numerous to mention here. Many thanks to the staff of

The Imperial War Museum for their help during our

research. Special thanks to Alan Steel for his invaluable

assistance and advice during design and production.
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