PATTON vs ROMMEL 



TABLE OF CONTENTS 


OPERATION COBRA — YOU ARE THERE.1 

GETTING STARTED — MACINTOSH.1 

GETTING STARTED — COMMODORE.1 

GETTING STARTED — IBM, TANDY, AND COMPATIBLES.2 

Starting Patton Versus Rommel From a Floppy Disk.2 

Starting Patton Versus Rommel From a Hard Disk.2 

Keyboard Commands.3 

PLAYING PATTON VERSUS ROMMEL. 3 

Scoring..4 

Scrolling The Map.4 

BEGINNER LEVEL GAME.4 

Beginner Division Statistics and Giving Orders..4 

Division Movement and Combat.6 

Army Information...6 

Beginner Menu Options.6 

Game Menu.6 

Options Menu..7 

Intervention.7 

Two Player Game...8 

Beginner Strategy.8 

INTERMEDIATE LEVEL GAME.9 

Intermediate Strategies..10 

EXPERT LEVEL GAME.10 

Editing...11 

Unit Option.....12 

Raise the Dead...12 

Expert Strategies..13 














OPERATION COBRA — YOU ARE THERE 

On July 25, 1944, the Allied forces in Europe launched — from the American sector — a 
massive offensive known as Operation Cobra. Designed to penetrate the German line just west 
of the small French town of St. Lo, the attack was preceded by an immense Allied air attack on 
the German line. Already strained to the breaking point by the ferocious battles of June and 
July, the German defenses were decimated by the Cobra attack and simply fell apart. 

Historically, the two dominating figures in the Normandy campaign were General George 
Patton of the American Army, and Field Marshal Erwin Rommel of the German Army. 
Although they did not actually fight against each other in Normandy, these two men epitomized 
the character of these battles. Rommel was wounded by an Allied fighter-bomber attack and 
removed from battle the week before Operation Cobra began. Patton did not enter the scene 
until a week after Cobra started. 

In Patton versus Rommel, you fight a what-if battle for possession of Normandy as either 
General Patton or Field Marshal Rommel. As you relive Operation Cobra, and fight the greatest 
battle that never was, your goal is to get points. You gain points for damaging or destroying 
enemy divisions and holding towns. You lose points for the casualties you sustain and for 
allowing the enemy to take or hold towns. Allied players need a positive score to win, while 
the Germans must have a negative score. If you can reduce the enemy army to fewer than three 
divisions, the game ends and you receive a large score bonus. Usually this brings victory. 

GETTING STARTED — MACINTOSH 

To boot Patton versus Rommel, insert the game disk in the internal drive and turn on your 
Macintosh. The title screen and main menu will soon appear. The Macintosh version of Patton 
versus Rommel uses the standard Mac interface with pull-down menus, clicking to select a 
division or press an onscreen button, and double-clicking to open a division’s Statistics Board 
window. If you are not familiar with how to use the Macintosh user interface, please read your 
Macintosh owner's manual for explanations and tutorials. Also, if you intend to save 
unfinished games in progress, you should have an initialized disk ready when you start Patton 
versus Rommel (see your Macintosh user's manual for instructions on initializing disks). Now 
skip to the "Playing Patton Versus Rommel" section below for instructions on how to continue. 

GETTING STARTED — COMMODORE 

Note: If you wish to save play during the game, format a blank disk before starting play (you 
may not use "EA" as disk ID when formatting a "save play" disk). 

To boot Patton versus Rommel on a Commodore, use the following procedure: 

1. Turn on the drive, monitor and computer, then plug your joystick into Port 2. 

C128 users: Hold down the Commodore key as you turn on the computer to put it in 
C64 mode. 

2. Insert the Patton versus Rommel game disk into the drive. 

3. At the READY prompt, type LOAD "EA",8,1 (Return) and wait for the title screen. 

4. At the title screen, press the joystick button or any key to begin play. 


Note: Pressing the RESTORE key at any point will stop the game. You will then have to 
restart the program. Pressing keys on the keyboard is only needed at the title screen and when 
using the Edit feature (see Expert Level Game). Pressing them at other times may confuse the 
program. 

Note: See "Playing Patton Versus Rommel" on Page 5 to begin game play. 

GETTING STARTED — IBM, TANDY, AND COMPATIBLES 

For your convenience, Patton versus Rommel is not copy protected so that you can easily make 
one backup copy for your own use, or install Patton versus Rommel on your hard disk. Please 
show us that copy protection is unnecessary— do not give copies of this product away. Thank 
you You'll need a blank, already formatted disk to make a backup of the master disk. Please 
see your DOS user's manual for instructions on formatting disks. Use the following procedure 
to make a working backup of your Patton versus Rommel master disk: 


1. Boot your computer with an MS-DOS disk. 

2 . If you have two disk drives, type DISKCOPY A: B: (Enter). If you re using one 
disk drive, be sure you have a blank, formatted disk ready, then type DISKCOPY A: 
A: (Enter) (DISKCOPY will tell you when to swap disks. 


Hard Disk Installation: Use the following procedure to install Patton versus Rommel on a 
hard disk. 


1. Insert the Patton versus Rommel master disk in drive A. , ^ J . , . 

2 . Type INSTALL X (Enter) (replace X with the letter of your hard disk; for instance, 
INSTALL C). Do not add a colon (:) after the drive letter. 

NOTE: You can play Patton Versus Rommel using the keyboard, a joystick, or a mouse. If 
you intend to use a mouse, be sure the mouse driver is installed on your DOS disk so it will be 
loaded before you start Patton versus Rommel (please refer to the user's manual for your 
mouse). 

Starting Patton Versus Rommel From a Floppy Disk 

Boot your computer with an MS-DOS disk, then replace it with your backup of Patton versus 
Rommel in drive A. At the A> prompt type: PVRMAIN and press Enter. 

Starting Patton Versus Rommel From a Hard Disk 

Boot your computer from the hard disk as you normally do. Switch to the PVR subdirectory 
on your hard disk (e.g., CD PVR), and at the DOS prompt type: PVRMAIN and press 
Enter. 


Note: If you start your computer in 40-column mode (or TV mode), you must enter 80-column 
mode using the MODE command from DOS before your start Patton versus Rommel. See your 
DOS user's manual for more information on the MODE command. 


Note to Tandy 1000, SX, and EX Users: Make sure the joystick is plugged into port 1. 
If you plug the joystick in after you start Patton versus Rommel, initialize the joystick by 
pressing the Alt and J keys simultaneously. 


2 


Keyboard Commands 

To play on the keyboard, make sure NUMLOCK is off and t 

use the numeric keypad to control the direction of the pointer 8 

as shown in the diagram to the right. You can press +. 4 5 &-*■ 

ENTER, +, or the Spacebar as the equivalent of the 2 

mouse or joystick button; but the key you choose will 1 

operate as the mouse or joystick button equivalent for the 
rest of the game. Note to Tandy Owners: use the cursor 
keys to control direction instead of the keypad. 

Note: The keyboard commands are applicable only in the IBM/Tandy versions of Patton vs. 
Rommel. 


The following keys correspond to the different orders you can give your units through the 
Statistics Board in the Intermediate and Expert games. 


El H 

Q = wait W = rotate 
clockwise 



E = rotate R = Close Box. 
counter You're done giving 
clockwise orders to that division 


111 □ 

A = road S = mobile 
mode defense mode 


0 h 

D = standard F = static 
defense mode defense mode 


H 

Z = mobile 
attack mode 


E 

X = standard 
attack mode 


S K 

C = static V = deletes the 
attack mode last order given 


The 2 and 9 keys select 2TAC and 9TAC respectively. Only the R and V keys are valid in a 
Beginner game. You must use the keyboard equivalents to change a unit's mode when editing 
with the Unit Option in an Expert game. 

In addition to the keys listed above, function keys one through five correspond to the five army 
information icons at the left edge of the display. 

FI Division Type F2 Division Mode F3 

Available Strength 

F4 Total Strength F5 Combat Fatigue 


PLAYING PATTON VERSUS ROMMEL 

Because Patton versus Rommel is available on a number of different computers with different 
capabilities and equipment, this manual refers to mice, joysticks, and keyboards generically as a 


3 


"pointing device." Refer to the "Getting Started" section for your computer for specific details 
about playing Patton versus Rommel on your system. 

Start each game by selecting the level of difficulty. Next, decide whether to play as the Allied 
commander or German commander, and whether you want to play against the computer or a 
human opponent. If you are just starting out, you should play your first game at the Beginner 
level as the Allied commander against the computer. 

Scoring 

The last turn of the game is on August 8th. If the score is greater than (positive) or equal to 1, 
then the Allies win the war. If the score is less than (negative) or equal to 0, then the Germans 
win the war. You can measure how great your victory was by one of the following messages at 
the end of the game: 

■ Strategic Victory — helps win the war 

• Major Victory — significantly weakens the enemy 

• Minor Victory — buys some time for your side 

• Marginal Victory — keeps your troops alive long enough to fight again 

Scrolling The Map 

IBM/Tandy: To scroll the visible area of the game map in the campaign window, move the 
pointer to the small overview positioning map at the lower-left and press the button. Use the 
pointer to move the box to the area you want to see and press the button again. The area within 
the box now appears in the campaign window. 

C64: Move the arrow pointer to the positioning map at the lower right. Hold down the 
joystick button while using the joystick to move the small blue box, then release the button to 
display the section of the map you want to see. 

Macintosh: You do not need to scroll the map. The entire map is visible on the Macintosh 
screen. 

BEGINNER LEVEL GAME 

The Beginner Level Game lets you give commands to your armies without the complexities 
found in the Intermediate and Expert Levels. 

Beginner Division Statistics and Giving Orders 

After selecting your army and game level, a map of Normandy containing a number of markers 
appears. The white markers are Allied divisions, and the black markers are German divisions. 
A Status Box displays the current conditions of Operation Cobra: date, time, weather, and 
score. 

Clicking one of your divisions opens a Statistics Board with the division's name at the top. 
When you select a division, it also demonstrates its current set of orders if it has any. In the 
Beginner game, you can give your divisions movement orders only. To give a division its 
orders, move the pointer to a destination on the map and click. The division then demonstrates 
its current sequence of orders, by moving to the destination, so you can see how it will behave 
when the turn begins. This is only a demonstration — the real action occurs when you select 


4 



Next Turn from the Game menu. If there is an enemy unit in the path you lay out for your 
division, then your unit will attack the enemy in the course of its move. If your unit is heavily 
damaged during combat, it will be forced to retreat, and will need new orders for the next day. 

You can use sequences of up to 32 orders for each division. The sequence can be simple, such 
as a single order to move against an enemy, or it can be complex, with lots of short steps 
making up a sequence. If you enter an order by mistake, cancel it by clicking the X button in 
the lower right-hand comer of the Statistics Board. Click it once to delete the last order entered, 
click it again to delete the next-to-last order, and so on. When you finish with a division close 
the Board by clicking the close box on the Statistics Board (see Close Box below for more 
details). 


The Statistics Board contains the following information and controls: 


Men: 


Tanks: 

Artillery: 

Strength: 

Patton/ 

Rommel’s 

Face: 

2 TAC: 


9 TAC: 


Close Box: 


The number of soldiers that are actually ready to fight out of the total number in 
the division. The number of men ready is usually lower than the number of men 
present because battle tends to cause a great deal of confusion. The problem is 
worst in the thick of battle and decreases when the division has had time to rest 
and reorganize. 

Operates exactly like the numbers for the men. This information is omitted for 
Infantry divisions because they use artillery instead of tanks. 

Works like the men and tanks message. This information is omitted for 
Armored divisions because they use tanks instead of artillery. 

The net combat strength of the division; the result of its available men artillery 
and tanks. 

Means that Patton travels with the Third U.S. Armored, while Rommel travels 
with the Panzer Lehr. The Generals' presence gives the opposing divisions 
special intervention powers (see Intervention, Page 10, for more information). 
Assigns the Second Tactical Air Command to provide fighter-bomber support to 
the Allied division for the next 24 hours. The 2 TAC button displays taken if 
2 TAC is already assigned to another division (in the C64 version, the 2 TAC 
button displays used if the Air Command is already assigned). Click the button 
to overrule the other assignment and reassign 2 TAC to the current division. 
The 2 TAC button is inactive (dimmed) if weather doesn't permit air 
operations. Clear weather allows both tactical air forces to operate, cloudy 
weather allows only 2 TAC, and overcast weather grounds both air forces. The 
Germans have no air cover because by the summer of 1944 the Luftwaffe was 
no longer effective on the western front. 

Operates exactly as the 2 TAC button and assigns the Ninth Tactical Air 
Command to support the currently active Allied division. 

Cancels one of your previous orders to the division beginning with the last order 
issued. 

The close box is located in different areas of the Statistics Board on different 
computers. On the Macintosh, the close box is on the title bar of the Statistics 
Board window just like any other Mac window. On IBM and Tandys, the close 
box is a gray icon grouped with the other icons on the Statistics Board. On the 
C64, the close box is a gray box marked "DONE" located to the right of the 
icons. Note: IBM/Tandy users, see the "Getting Started" section for your 


5 



C64, the close box is a gray box marked "DONE" located to the right of the 
icons. Note: IBM/Tandy users, see the "Getting Started" section for your 
computer for more information on the close box, icons, keyboard equivalents, 
and the Statistics Board on your system. 

Division Movement and Combat 

The computer conducts Allied and German movement simultaneously and resolves combat on 
the screen as you watch. The rougher (darker) the terrain the slower divisions move. The 
attacker has the advantage on clear terrain, and the defender has the advantage in rough terrain. 

Army Information 

The five icons on the edge of the map give information on all the divisions. The first icon 
resembles a tank and a soldier. If you click it, division markers change to show whether they 
are infantry or armored. Armored divisions are faster and usually more powerful than infantry 
divisions. 

The second icon resembles a wheel, an arrow, and a shield (in the C64 version the icon 
resembles an arrow). Click it and the division markers show the direction the division is 
facing. Most of a unit’s strength is concentrated in this direction. When the turn begins, the 
division will move in the direction it faces. 

The third and fourth icons are marked with an "A” and a "T", respectively. They show the 
divisions "Available" and ’Total" strength. The available strength is the strength that is actually 
available for battle, while the total strength is the strength the unit would have if it were fully 
rested. The size of the spot inside the unit indicates strength (big spots indicate strong units). 

The last icon resembles a jagged crack and represents the degree to which each unit has cracked 
under the stress of combat. Healthy units show a tiny dot, while battle-weary divisions display 
large cracks. A badly cracked division has little combat endurance; it will break and run after its 
first rough battle. 

Enemy units that are out of your reach aren't shown on the map (see "Show Allied ZOC's" 
below). 

Beginner Menu Options 

There are three ways to control and alter game play: Game, Options, and Edit The Edit menu 
is available only at the Expert level. 

Game Menu 

This menu provides options concerning the administration of the game. 

Next Turn: Tells the computer that you are done entering orders and you want them carried 
out. The computer then executes orders for both armies. Each turn lasts one 
game day. You regain control when the day is over. 

Save Game: Saves the game. 

IBM/TANDY — You can save only one game at a time on your backup disk 
or hard disk directory. Each time you save a game, it overwrites the previously 
saved game. 


6 



formatting or initializing disks. Insert your formatted disk as instructed at Save 
Game. Do not switch disks until prompted to do so. When you've 
finished saving (you can save up to 7 games on a single disk), reinsert your 
game disk and continue play. 

Load Game: Loads a previously saved game. Loading an old game destroys the current 
game in progress. 

Quit Game: Ends the game. Save first if you want to finish the game later. 

Options This menu controls the game display and sound options. 

Menu: 

Show Shows the names of the towns on the map. White letters on a black background 

Towns: indicate a German-held town. Black letters on a white background indicate an 

Allied-held town. Click the button on your pointing device to resume the game. 

Show Shows the ZOCs (Z ones of Control) of the Allied units. A ZOC is die area 

Allied ZOCs: under a division's military control. When a division attempts to move through 
an enemy division’s ZOC, it must fight that division. If the ZOCs of your units 
link up, then you have a continuous line. NOTE: If enemy units are out of 
your army's range, neither the enemy unit nor its ZOC is visible. If, during 
combat, an enemy unit leaves a ZOC — or is pushed out — it will no longer be 
visible. 

Show Shows the ZOCs of the German units just like it does with the allied ZOCs. 

German ZOCs:Click to resume the game. 

Turn Sound Off/On: Toggles sound on or off. 

Turn Animation Off/On: Toggles combat animation on or off. Animation shows what 
happens during the course of a turn, but adds to the time it takes the computer to 
execute the turn. 

Turn Advice Off/On: Toggles advice at the end of each turn on or off. When on, it analyzes 
your moves and presents a reminder of some fine point of strategy or tactics. 
There is no advice in two-player mode. 


Intervention 

When you select "Next Turn" from the "Game" menu, the computer begins executing orders. 
During the course of this battle, you may decide to change some of your orders. To do this, 
click the button. Everything stops and the computer displays a circle centered on your 
commander's division (this only happens if the unit with your commander is in the game). 
Click any division inside the circle, and change its orders. When you are done with that 
division, select any others you wish to change orders for and follow the same procedure. 
When you are done, click the "Resume" button and the batde resumes. During intervention you 
can also perform other tasks like check division status, scroll the screen (on some computers), 
and change options like turning the sound on/off. Note: Intervention is unavailable on the 
C64 version. However, you can change the arena of combat by moving the arrow to the 
positioning map and pressing the joystick button to halt play. Simply reposition the map 
window, then release the button to battle. 


7 


Two Player Game 

For two player games select the level of difficulty and choose "Two Player." The Allied player 
moves first. Start the Allied turn by selecting "Begin Allied Move" from the "Game" menu. 
When the Allied player is finished giving orders, select "End Allied Move" from the "Game" 
menu. Then select "Begin German Move" from the "Game" menu so the German player can 
give his orders. When the German player is finished, click "End German Move." Finally, 
select "Next Turn" from the "Game" menu to execute orders for both armies. Only the Allied 
player should click "Begin Allied Move" or "End Allied Move" and only the German player 
should select "Begin German Move" or "End German Move." 

Beginner Strategy 

The most important element of winning is capturing and holding towns. The larger the circle 
representing the town on the map, the more valuable that town is. The town of Caen is worth 4 
points per turn; Falaise, Argentan, St. Lo, Vire, Avranches, and Coutances are worth 2; all 
other towns are worth 1. To occupy a town, you must enter it; simply moving a division close 
to a town is not enough. 

As a beginning player, you should expect to receive minus scoring for the first few days of 
combat. Once you begin to capture enemy-held towns, your scores gradually become positive. 

Do not try to totally eliminate opposing divisions with endless frontal attacks. Disrupting the 
division's organization is always more important because more men surrender or run than fight 
to the death. Do not attack organized divisions; instead, pound cracked and weakened 
divisions. An organized division can absorb a heavy blow and survive long enough for its men 
to rally and continue resistance. 

Two tactical hints can help your performance. First, let units rest if their available strength falls 
well below their total strength. Don't push divisions into combat if they are badly cracked. 
Second, attack enemy divisions from the flank or rear. They are much more vulnerable there. 
Never use a frontal attack unless you have a large numerical advantage. 

Allied victory in Patton versus Rommel depends on creating a break in the German line. Leave 
the infantry behind to engage German divisions and use your armor to charge behind German 
lines, isolate German units, and take towns. Do not worry about German resistance in towns; 
deep behind German lines there are no village garrisons. Also, remember that airpower can 
often make the difference between victory and defeat. 

As the Axis player, your best strategy is to hold a firm line, retreat when necessary, and 
counterattack from time to time to keep the Allies off balance. You will be forced back, but you 
can still win if you preserve your forces and hold towns long enough. Try to keep Caen as long 
as possible, but retreat if holding Caen means an Allied breakthrough. Reinforcements can be 
used to regain lost territory by running through towns behind Allied lines which are out of 
Allied ZOCs. This effectively makes your reinforcements invisible to the Allies. 

Each turn runs from 0:00 hours (midnight) to 24:00 hours (midnight), but combat can only take 
place during daylight hours (06:00 hours to 20:00 hours). The first six hours of the day are an 
excellent time to break contact with a superior opponent and slip away. Be careful that your 



division is truly sneaking off — if you inadvertently approach another enemy division, you 
could be in for some undesired combat. 

The last turn of the game is August 8th. When the game ends, you are presented with an 
endgame screen showing how well you did. If your performance was exceptional, you receive 
special treatment. 


INTERMEDIATE LEVEL GAME 

The intermediate level game introduces modes of execution. You may specify not only where 
the division is going, but also how it is to get there. To change a division's mode, you must 
order it into a new mode. Changing modes does not happen immediately; it takes a little while 
for the soldiers to get into a new formation. Use the icons provided in the Statistics Board to 
give orders to the division. 

The icons control the following (some versions of Patton versus Rommel have keyboard 
equivalents for these icons; see the "Getting Started" section for your computer): 

[£>| Wristwatch. Orders the unit to wait for one hour before proceeding to its next order. 
^ This is useful for synchronizing the orders of several units, or for leaving a unit in a 
defensive mode for a few hours and then switching to an attack mode for an assault on a 
tired enemy division. 

[r5| Right Arrow. Orders the unit to rotate 45 degrees to the right. If you have anticipated 

— events correctly, your unit will rotate, either right or left, to face the direction in which 
you expect the enemy to be. 

[k^| Left Arrow. Orders the division to rotate 45 degrees to the left. 

[gg| Road Mode. Best mode for travelling long distances fast. The soldiers stow their 
1 — 1 weapons, pile into trucks, and take off. Unfortunately, units are not deployed to fight and 
are quite vulnerable if they ran into opposition. 

r~| Mobile Defense Mode. Causes units to put up a token resistance before retreating. 

1 — 1 They attempt to minimize their own casualties Units move faster here than in any other 
mode except Road Mode. 

[ 7 \ Standard Defense Mode. Most common form of defense for situations of near- 

— equality between attacker and defender. The defender carries out counterattacks against 
the attacker and inflicts heavy losses on an attacker that is in Standard Attack Mode. 

Q Static Defense Mode. Dig-in-deep, hold-at-all-costs mode. The unit loses all 
mobility and tries to hold on no matter what. 

f^l Mobile Attack Mode. Allows the unit to move quickly but doesn't put much punch 

— into its attacks. This mode is best used to pursue beaten enemy units. Driving into a 
rested and prepared enemy unit in Mobile Attack Mode is a good way to take a beating. 


9 


Standard Attack Mode. Normal way to attack enemy units. Units in this mode have 
some mobility and a moderate amount of punch. They are, however, especially 
vulnerable to counterattacks from enemy units in Standard Defense Mode, 
r^l Static Attack Mode. A huge artillery attack. Such attacks concentrate a great deal of 
'—' power on their victims, but move very slowly. Use this mode to wear down a strong 
enemy unit, but don't expect quick results. 

To give a division orders, click the appropriate icon. The new order is then incorporated into 
the division's orders. You can tell a unit to rotate or pause more than once. You are allowed a 
maximum of 32 orders. A rotation takes 10 minutes; going into Road Mode takes an hour; and 
going into any of the other modes takes two hours of game time. 

Intermediate Strategies 

In preparing for battle, you must choose between mobility and firepower. For example, an 
attacking unit could emphasize its firepower by setting its artillery close to the front with 
ammunition ready to fire and the infantry set to rush enemy positions (a Static attack), however 
this stance would reduce the division's mobility. At the other extreme, a commander could 
emphasize mobility by lining up trucks and dashing down the road, not deployed to fight and 
extremely vulnerable to enemy fire (Road Mode). 

If you are on the attack, use Static Attack Mode to soften up a strong defender. To fight a 
moving or distant enemy try the faster Standard Attack Mode. If you have great superiority 
over the defender or are chasing a heavily cracked division, go into Mobile Attack Mode and 
chase them across Normandy. 

On the defense, use Static Defense Mode when you expect to face a Mobile Attack and don’t 
want to give ground. Use Standard Defense Mode against a Standard Attack or when you are 
only slightly weaker than your opponent and want to inflict heavy casualties on him. Use 
Mobile Defense Mode only if you think that your opponent will use Static Attack Mode. Use 
Road Mode only when you are trying to move quickly behind the front. Running into enemy 
units while you are in Road Mode can be very costly. 

Timing is very important. Using the wristwatch feature, you can have a unit wait for 6 or 8 
hours, hoping the enemy will weaken itself in frontal assaults, and then change to an attack 
mode and surprise the tired enemy division. 


EXPERT LEVEL GAME 

The expert level game differs in two ways from the others. In the beginner level game, the 
computer gets a small handicap to try and defeat you. The intermediate level game has a slightly 
larger handicap, while in the advanced game your computer opponent gets an even bigger 
handicap. The second difference is the addition of the Edit feature, which lets you change 
characteristics of the game. 


10 


Editing 

In addition to editing the various game characteristics, you can also use the Edit feature to 
change armies in the middle of a game (see below for more details). The following paragraphs 
describe the first five editing items. 

German Units: Lets you take the role of the German player — even in the middle of a game 
in progress. It changes the map to show the units that the German player sees. 
It also lets you view and change the orders of the German units (except in the 
C64 version). 

Allied Units: Does the same thing as German Units, but for Allied units. 

All Units: Lets you take control of all units — even in the middle of a game in progress. 

You are both the German and the Allied commander. Note: This feature is 
unavailable in the C64 version. 

Game: Lets you change five game parameters: 

Last Turn of Game — sets the date on which the game will end. 
Intervention Radius — sets the radius within which your commander can 
intervene (unavailable in the C64 version). 

American Replacements — sets number of American reinforcements. 
British Replacements — sets number of British reinforcements. 

German Replacements — sets number of German reinforcements. 

Combat: Lets you change four parameters associated with combat: 

Zone of Control Radius — sets the size of the ZOCs (unavailable in the C64 
version). 

Flank Attack Advantage — sets the boost a division gets for attacking 
another unit from the flank or the rear. 

Combat Bloodiness — sets the number of casualties a division sustains 
when it takes a loss in combat. 

Airpower Strength — sets the boost a division gets when you give it air 
support. 


The next five menu items let you edit the parameters of each mode. Click the mode you want to 
edit. You cannot change the movement speed of Standard Defense and Static Defense modes 
because neither involves movement. The parameters you can change are: 

• Movement Speed — sets the speed at which an infantry unit travels while in that 
mode. Armored units travel twice as fast as infantry units. 

• Attack Power — sets how much of a unit's combat strength is used in an attack. 

• Defense Power — sets how much of a unit's combat strength is used in defense. 

• Breaking Point — sets how easily a unit breaks during combat; determined by a 
ratio of Available strength to Total Strength. A breaking point of 100% means the 
unit will break as soon as it sustains any new casualties; a breaking point of 0% 
means it will fight to the last man and never retreat. 

• Casualty Vulnerability determines how many casualties a unit will take in a 
particular mode. Some modes are safer than others. 


11 


Unit Option 

The Unit Option is only available if you have selected a unit to work with. On the Macintosh, 
the 13th item in the Edit menu is Unit; choose it to use the Unit Option. On other computers, 
clicking one of your units while in edit mode is the equivalent of selecting the Unit Option. The 
Unit Option lets you edit a single unit’s strength, arrival date, position, name, and whether it's 
armored or infantry. 

On the Macintosh, you can change the value inside the boxes by clicking and holding the button 
down on the up or down arrow on the right side of the window. On the Commodore, change 
the value by clicking on the unit attribute you want to change, then move the joystick up or 
down to raise or lower the value. Click the button again to set a new value. On other 
computers, click the unit attribute you want to change, then change the value using the method 
shown onscreen. If you change the arrival date to a date later than the current date, that unit 
disappears from the map when you close its window — it will not reappear until the date you 
set. The only way to access it is to use the Raise the Dead command (see below). 

Note: When you're changing the date that units enter the campaign, remember that the game 
ends if either side has fewer than three divisions. 

The Reposition (or Position) box erases all the division's orders, and interprets your order- 
clicks differently. For example, if you click anywhere on the map, the unit instantly jumps to 
that location (see below for C64/128 instructions). Click a mode icon, and the unit goes into 
that mode immediately. Similarly, if you click a rotation arrow, the division immediately 
rotates. Note: On some computers you must use keyboard equivalents instead of clicking 
mode icons — see the reference section for your computer at the beginning of this manual. 
Click the box marked "Infantry" or "Armored," and it changes the unit type from one to the 
other. Click on the Rename (or Name) box to enter a new name for the unit. 


Repositioning on the C64/C128 

To reposition units in Allied or German games, select a unit, move to the area where you wish 
to position it, then press the joystick button. The unit then jumps to that location. In a two- 
player game, you only edit those units under your command that are visible to you (if the units 
are outside your ZOCs, they won't be visible). For example, during the Allied player’s turn, 
the player can edit the Allied units and any German units within the Allied ZOCs. Whether 
playing a one or two-player game, be sure to leave the editor under your command (German or 
Allied). If you forget, select the tank button and your command is restored to you. 

Note: Because of memory constraints on the C64, enemy units positioned outside your ZOCs 
with the editor are visible to you for 1 round of combat. 

Raise the Dead 

The last command in the Edit menu is Raise the Dead. It lets you access all the units in the 
game; even those that have died or have not yet arrived on the map. If there are units that you 
don't want to remain on the map after you use Raise the Dead, then you must reset their arrival 
date to a later date. 


12 


Expert Strategies 

When you have set up the two armies just the way you like, you can save the game and play 
your very own scenario of Patton Versus Rommel. (IBM/TANDY: Make a backup copy of 
your custom game if you intend to play it more than once, because you can save only one game 
per disk.) You want to see Patton arrive in Berlin before the leaves fall? Just equip all the 
Allied armored divisions with full complements of tanks and men. You want to see Rommel 
drive the Allies into the sea? Equip Rommel with 22 full-strength Panzer divisions. You can 
almost hear him say, "Vat do you zink of zem apples, General Patton?" 


NOTICE 

ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT 
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE. 

THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, IS COPYRIGHTED. ALL RIGHTS 
ARE RESERVED. NO PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE MAY BE COPIED, 
REPRODUCED, TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE- 
READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC ARTS, 1820 
GATEWAY DRIVE, SAN MATEO, CALIFORNIA 94404. 

ELECTRONIC ARTS MAKES NO WARRANTIES, EXPRESS OR IMPLIED, WITH RESPECT TO THIS 
MANUAL, ITS QUALITY, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THIS 
MANUAL IS PROVIDED "AS IS." ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES WITH 
REGARD TO THE SOFTWARE AND THE MEDIA FOR THE SOFTWARE. PLEASE SEE THE 
ELECTRONIC ARTS LIMITED WARRANTY ABOVE. 


SOFTWARE © 1986,1987 Chris Crawford 
©1986, 1987 ELECTRONIC ARTS. ALL RIGHTS RESERVED. 



LIMITED WARRANTY 

Limited Warranty. Electronic Arts ("EA") provides to the original purchaser of the computer software product, for 
a period of ninety (90) days from the date of original purchase (the "Warranty Period"), the following limited warranties: 
Media: EA warrants that, under normal use, the magnetic media and the packaging provided with it are free from 
defects in materials and workmanship. 

Software: EA warrants that the software, as originally purchased, will perform substantially in conformance with 
the specifications set forth in the packaging and in the user manual. 

Warranty Information. If you are having any problems with the product, we are happy to help. Please address all 
correspondence to Electronic Arts, 1820 Gateway Drive, San Mateo, California 94404. Or call us at (415) 572-ARTS. 
Warranty Claims. To make a warranty claim under this limited warranty, please return the product to the point of 
purchase, accompanied by proof of purchase, a stafement of the defect, and your name and return address. To 
replace defective media after expiration of the Warranty Period, send the product, in protective packaging, postage 
prepaid, to Electronic Arts, at the above address, enclosing proof of purchase, a statement of the defect, your name 
and return address, and a check for $7.50. EA or its authorized dealer will, at its option, repair or replace the product, 
and return it to you, postage prepaid, or issue you with a credit equal to the purchase price. THE FOREGOING 
STATES THE PURCHASER'S SOLE AND EXCLUSIVE REMEDY FOR ANY BREACH OF WARRANTY WITH RESPECT 
TO THE SOFTWARE PRODUCT. 

Warranty Exclusions. EA EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES WITH RESPECT TO THE 
MEDIA AND THE SOFTWARE, INCLUDING WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR 
PURPOSE. ANY WARRANTIES IMPLIED BY LAW ARE LIMITED IN DURATION TO THE WARRANTY PERIOD. SOME 
STATES DO NOT ALLOW LIMITATIONS ON THE DURATION OF AN IMPLIED WARRANTY, SO THE ABOVE 
LIMITATION MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY ALSO 
HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. 

LIMITATIONS ON DAMAGES 

EA SHALL NOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL OR OTHER INDIRECT DAMAGES 
ARISING FROM ANY CLAIM UNDER THIS AGREEMENT, EVEN IF EA OR ITS AGENTS HAVE BEEN ADVISED OF 
THE POSSIBLITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF 
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO 
YOU. 

APPLE COMPUTER, INC. MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, REGARDING THE 
ENCLOSED COMPUTER SOFTWARE PACKAGE, ITS MERCHANTIBILITY OR ITS FITNESS FOR ANY PARTICULAR 
PURPOSE. THE EXCLUSION OF IMPLIED WARRANTIES IS NOT PERMITTED BY SOME STATES. THE ABOVE 
EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. THERE 
MAY BE OTHER RIGHTS THAT YOU MAY HAVE WHICH VARY FROM STATE TO STATE. 

Macintosh System Sortware are copyrighted programs of Apple Computer, Inc. licensed to Electronic Arts to 
distribute for use only in combination with this program. Apple Software shall not be copied onto another diskette 
(except for archive purposes) or into memory unless as part of the execution of this program. When this program has 
completed execution, Apple Software shall not be used by any other program. 

Macintosh is a trademark licensed to Apple Computer, Inc. 

Tandy, Tandy 1000, Tandy 1000EX and Tandy 1000SX are registered trademarks of Tandy Corporation. IBM is a 
registered trademark of International Business Machines Corporation. All rights reserved. 



118219 


ELECTRONIC ARTS® 

1820 Gateway Drive, San Mateo, CA 94404 (415) 571-7171 