Features:
FireStrike is not just a
game, it is a tool for the
wargamer. For too long the wargamer
has been inundated with rulebooks, fact sheets, crib sheets, reference cards, dice and
multitude of differing interpretations from each opponent... With FireStrike you can do
away with dice and rulebooks and once you know the standard screens you will be able to do
without FireStrike's
instruction book. FireStrike can produce printouts of any data you
require so that reference and crib sheets should not be necessary. Lastly, FireStrike will
do away with differing interpretations of the rule book, FireStrike's rules
are
hard-coded
into the system, and the computer is the
ultimate arbiter.

Module 1 - The QuarterMaster
for DOS. When you choose the QuarterMaster you are taking on the role of QuarterMaster to your armies. You may select from the QuarterMaster's inventory of
hardware those weapons appropriate to the type of unit that you are creating. If you are
creating a British armoured troop then you will be able to select from a list containing
all the armoured vehicles realistically available to a British formation in the period
1944 - 1945. The beta version will allow you to select from an arsenal of all vehicle
types (aircraft, guns, tanks and softskins) used in France by the British, American and
German armies of this period, including French types pressed into German service. In the
registered version up to
250 JPEG images are supplied of military vehicles, guns, aircraft
and infantry units. There are two versions of Firestrike, the DOS and
Windows versions. Both are free to download for the moment. At the
moment the Windows version is in beta. When the Windows version
leaves the beta stage being tested and complete it will be charged
at full price.
Download it now for free while you can!
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Module 2 - The Scenario Editor for DOS.
allows you to choose which modules to enable for your battle, a
simple battle may be fought by enabling only certain modules. It may
be possible for FireStrike to be used with your own rules for certain aspects, in
which case you disable those unwanted modules.
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Weather Outlook.
This module sets the initial weather above the battle zone. FireStrike
then controls the future weather outlook and will vary the weather
as the battle progresses.
Visibility
will be directly affected the weather and by
smog of war
as the battle progresses. You may manually affect the course of the
weather by worsening or improving the outlook.
(Picture here soon)
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Supplies, Fuel and Ammunition.
This module is
used to allocate more fuel and ammo to any friendly unit. This
should only be done if the unit is near a fuel bowser, ammo dump or supply unit. When a unit is refuelled
or re-supplied with ammunition it will receive only as much as has been allowed during the
initial allocation in the Scenario Editor.
(Picture here soon)
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Module 3 - Strike Desktop.
This
is the launcher for all the
sub-modules allowing you to select the movement, artillery, direct fire
modules simultaneously. All the module screens display on the
Firestrike
Desktop therefore keeping your Windows desktop uncluttered.
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Communications and
Radio Contact.
This module is used to establish radio links between HQ and
commanded units or between HQ units. If radio contact is established
new orders can be given to that unit. Radio links can be broken by
interference from other units or due to poor reception. If a unit is
in contact then command may be transferred to another HQ.
Unit morale
will improve when under command.
(Picture here soon)
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Battle Report.
This module will display a log of what has happened in this battle.
All battle events will be written to the log and can be displayed
for later analysis or whilst the battle is being fought. One or more
pages can be printed from the log for a
permanent record of the battle.
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Movement. This module is used to tell FireStrike
of movement and
formation changes of
any friendly units. This will affect such a unit's chances of being hit
by enemy fire and will affect fuel consumption of mobile units.
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Detection and Target
Acquisition. This
module is used to determine whether an enemy unit is available to be fired upon and if
acquired whether the target is hit by any shells fired at it. Whether the target receives
a hit is determined by range, number of shells fired, experience of firing crew, target
mobility, cover etc. and is also affected by the weather. JPEG images of both source and
target are available. |
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Line-of-sight (LoS)
conflict. This module is
used for
Target Acquisition
and to determine the effect of direct observed fire on an enemy
target vehicle or unit within line of sight (LoS). Direct fire is aimed horizontal fire at an opponent who is visible
and within range. Accuracy is affected by movement of both the target and firer, and also
by range, quality and experience of the firing unit. Firing can be performed by single
units or multiple units in concert.
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Direct Plunging Fire.
This is for lower velocity
weapons whose firing arcs allow
plunging fire onto a target. Mortars and field guns can
fire in this fashion. This module is used for observed artillery fire where the target is
within normal visibility of the firing unit. FireStrike simulates the
fall of shot
over the target using
burst circles.
(Picture here soon)
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Bombing.
This module allows bomb-equipped planes to attack ground targets.
Heavy bombs are very effective against unarmoured vehicles and large bombs can
render even armoured vehicles ineffective. Fighter-bombers equipped with cannon may also
attack ground targets in direct line-of-sight (LOS) mode.
(Picture here soon)
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Artillery Indirect Fire
and Target Acquisition.
This module is used for observed artillery fire where the target is
beyond normal visibility of the firer. The observation is performed
by a Forward Observation Officer. Enter the range between your F.O.O and the target. if a communication link exists
between the two units, FireStrike simulates the fall of shot over the target using burst
circles.
(Picture here soon)
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Morale Report.
This module displays the results of morale checks on all units.
Those that have suffered casualties, which are under fire or which
are not commanded by an HQ unit will have their unit morale
adversely affected. Morale is one of the most important factors in a
FireStrike
wargame, a unit with a poor morale will fail to take orders and
may act unpredictably.

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Munitions Unreliability.
HE shells failing to detonate - an accurate
unreliabilty factor will affect
shells from artillery pieces differently. It will cause occasional shells to fail to
explode, reducing the fall of shot by 1 shell each failure.
(Picture here soon)
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Different Shell Types.
Field guns, tank and anti-tank weapons are able to fire different
shell types. The following table gives the major types of ammunition
typically available to anti-tank guns used by the combatants in NW
European theatre during 1944 - 1945. |
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AP |
Armour Piercing |
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APC |
Armour Piercing Capped |
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APCBC |
Armour Piercing Capped Ballistic
Capped |
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APDS |
Armour Piercing Discarding Sabot
(High velocity AP or tungsten cored PzGr40) |
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HE |
High Explosive |
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HEAT |
High Explosive Anti-Tank |
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HESH |
High Explosive Squash Head |
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SMOKE |
Smoke shells |
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FireStrike is
QuickBasic/VBDOS, a development that was started some
years ago. Registered users - look out for the Windows versions soon(ish).
It will run well under 95, NT &c and there is one
good thing about a DOS development, in that DOS applications run quicker...
This Beta Version of FireStrike, is suited to the period from 1944 to 1945 simulating
tactical warfare during the battle for the liberation of France and the defeat of the
German army on the Western Front. Other scenarios will follow soon. Watch this space.
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