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Quick Guide
to the Battle Scenario
3.0 FireStrike
Start Screen
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quick37.jpg
Example: FireStrike Battle Screen
To fight a new FireStrike battle you must
first
do the following:
Run the QuarterMaster and create
your armies.
You must then use the Scenario
Editor to design the battle characteristics.
Once you have done the above, to start the simulation itself, at the DOS prompt type,
STRIKE
To restart a previously saved Battle Scenario, at the
DOS prompt type,
STRIKE RESTART
General Commands:
[h] |
Calls the [h]elp
utility |
[x] |
e[x]its and
saves the battle to a named file |
[q]
|
[q]uit the
Scenario and abort without saving |
[p] |
[p]roceed to the
Weather and Visibility screen |
[c] |
[c]onfigure
FireStrike and save changes |
[b] |
Enter [b]attle
report module |
Note: This screen is the only scenario
screen you can [q]uit and abort from once you are actually fighting a
FireStrike
battle.

Example: The Turn Start Screen

3.1 Configuration
screen
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Use this module to change FireStrike characteristics,
enable the mouse, change basic colours, turn off the warning beeps or change the default
pause time between displays of information.
General Commands:
[m] |
Toggle mouse ON/OFF |
[b] |
Toggle [b]eep
ON/OFF |
[c]
|
Change the default [c]olours |
[p] |
[p]roceed to the
FireStrike start screen |
[t] |
Change the pause [t]ime. |
[b] |
Enter [b]attle
report module |

Example: Configuration Screen

3.2 Battle Report Utility
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The battle report is written as events occur. These
events can be analysed later or during the battle.
General Commands:
[h] |
Calls the [h]elp
utility |
[f] |
Select the [f]irst
page |
[l] |
Select the [l]ast
page |
[n] |
Select the [n]ext page |
[b] |
Select the [p]revious
page |
[p] |
[p]roceed to the
FireStrike Start screen |
[r] |
P[r]int utility |

Example: Battle Report Screen

3.3 Weather and Visibility
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From this screen you can manually affect the weather on
the field of battle, the computer will automatically control the weather outlook.
Note: The [esc] key will navigate you backwards over the
preceding modules while the [p]roceed key takes you forwards.
General Commands:
[h] |
Calls the [h]elp
utility |
[i] |
[i]mprove the
weather |
[w] |
[w]orsen the
weather |
[p] |
[p]roceed to the
Initiative screen |
ESC |
Takes you back to the
FireStrike start screen |

Example: Weather and Visibility Screen

3.4 Initiative
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Firestrike is a turn-based system. The initiative screen shows the army that has the
greatest initiative value based on quantity and quality of HQ units, state of
Communications &c. The army with the greatest initiative takes the turn first.
General Commands:
[h] |
Calls the [h]elp
utility |
[p] |
[p]roceed to the
Morale Reports screen |
ESC |
Takes you back to the Weather
screen |

quick17.jpg
Example: Initative Screen

3.5 Morale
Reports
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Morale Reports are generated by the computer and show
the mental state of your troops and how it affects their ability to fight. You
should certainly view this each turn as the result of the morale test will alter how the
unit reacts. ie. a panicking unit will be unable to fight effectively.

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Example: Brief List of units Screen
The initial brief list of units screen shows you a summary
of the state of your whole army. By selecting a unit a more detailed listing
is displayed showing the negative and positive effects currently influencing
this unit.

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Example: Unit Morale Screen
General Commands:
[p] |
[p]roceed to the
Supplies Fuel, Ammunition screen |
[h] |
calls the [h]elp
utility |
[a] |
look at the morale of [a]ny
unit |
[n] |
[n]ext unit |
[b]
|
[b]ack one unit |
[l] |
[l]ist all units
showing current morale |
ESC |
Takes you back to the
Initiative module |
Unit Indicators:
o |
Unit has sustained light
damage |
O |
Unit has sustained heavy
damage |
+ |
Unit Destroyed |
^ |
Unit must retreat or fall back |
@ |
Unit must not advance |
$ |
Unit must Surrender |

3.6 Supplies,
Fuel and Ammunition
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This screen allows you to re-supply your units, to
bring them up to the initial supply levels.
Rule: A unit may not refuel or
re-ammo unless near a fuel or ammo source such as a petrol bowser, fuel or ammo dump
&c
General Commands:
[b] |
[p]roceed to the
Command and Radio contact screen |
[h] |
calls the [h]elp
utility |
[a] |
re[a]mmo this
unit |
[f] |
re[f]uel this
unit |
[p] |
[p]roceed to the
Command and Radio Contact screen |
[r] |
View the [r]ules
that apply to this module |
ESC |
Takes you back to the
FireStrike Morale module |

quick35.jpg
Example: Supplies and Ammunition Screen

3.7 Command and Radio Contact
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Using this main screen you can control which units are
in contact with their HQ's, give orders to a unit or can redesignate a unit to a different
command.
The radio screen should be used whenever a unit is given a new task to
perform. For example: A unit on one side of the battlefield is currently
engaged in defending a feature such as a farmhouse. It is required to move
over a hill to the other side of the battlefield in order to support a unit
under attack. It cannot do this independently as it has no knowledge of the
battle over the hill. In this case the radio check tests whether the unit is
given the new order. If the radio check fails, then the unit has not been
commanded to undertake the new task and must stay where it is undertaking the
previous task in hand.
Use the right and left cursor keys to change the frequency on the radio, the
frequency corresponds with the unit number.
Rule: HQ units cannot communicate with more than 5 sub-units simultaneously.
General Commands:
[p] |
[p]roceed to the
Movement screen |
[h] |
calls the [h]elp
utility |
[l] |
[l]ist all units
|
[e] |
attempt to [e]stablish
a radio link |
[g] |
[g]ive orders to
a unit, check for contact. |
[c] |
transfer a unit to a new [c]ommand |
[b] |
[b]ack to main
screen from a sub-screen |
[t] |
[t]ransmit from
selected unit |
[r] |
list all [r]adio
contacted units |
[a] |
[a]bort current
transmission |
[m] |
for operator [m]essages |
ESC |
Takes you back to the
Supplies, Fuel and Ammunition module |

quick19.jpg
Example: Command and Contact Screen
Use the [t]ransfer
of command option to transfer command from one unit to another. Only previously designated
HQ units can take command of sub-units.
Rule: HQ units cannot command more than 5 sub-units.

3.8 Movement
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This set of screens will control the movement of the
army's units, whether the units are in cover, on what ground they are travelling over etc.
Use cursor keys and [enter] button to select a unit. Units that are destroyed have a cross
immediately preceding the vehicle name.
Use this module to set the bulk characteristics of all vehicles in the
unit. This is the fastest method of determining what the unit does en masse.
You will have a chance to change the source and target characteristics on a
more individual level when the actual combat commences.
General Commands:
[p] |
[p]roceed to the
Artillery screen |
[h] |
calls the [h]elp
utility |
[a] |
modify [a]ll
materiel in this unit |
[c] |
modify the movement of [c]olumn
selected by cursor |
[r] |
View the [r]ules
that apply to this module |
[enter]
|
modify unit pointed to by
cursor |
Movement Modifiers
0 |
Clear this unit |
1 |
Moving |
2 |
Moving fast |
3 |
Stationary |
4 |
Hull down / Gone to ground /
In cover / In the open |
5 |
Cross country / On metalled
road |
6 |
|
7 |
Limbering / Unlimbering |
8 |
Unlimbered for firing or
prepared to fire (SP guns) |
9 |
Towed by tractor |
[d] |
[d]o not modify
this unit |
[a] |
[a]ccept this
change of movement |
[s] |
show current [s]peed
of this vehicle |
ESC |
Takes you back to the Command
and Radio Contact module |
Unit Indicators:
o |
Unit has sustained light
damage |
O |
Unit has sustained heavy
damage |
+ |
Unit totally destroyed |

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Example: Movement Screen
You may set the movement characteristics of
the whole unit, a column or just a single vehicle. Typically you set the characteristics
of an army at the beginning of a battle but you don't need to alter them until something
changes. A target unit's characteristics can also be set during detection,
when firing or when being fired upon.
Rule: Ground-based units cannot
'move fast' for more than four moves without losing cohesion and becoming disordered.

4.1 Detection
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When friendly firing and enemy target units have been
selected, the Detection screen is displayed. This same screen is displayed during
other firefight modules.
Use the left and right cursor keys to select range from
source to target. Press [a]ccept when ready. Select the number of shells to
fire against the target.

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Example: Target Detection Screen
General Commands:
[a] |
[a]ccept this
range |
[n] |
select the [n]ext
friendly firing unit |
[t] |
select the next enemy [t]arget
unit |
[p] |
[p]roceed to Direct
Fire module |
[h] |
calls the [h]elp
utility |
[i] |
show the unit [i]mage |
[m] |
change the unit's movement [m]odifiers |
[g] |
change the firing unit's [g]un |
[w] |
view the prevailing [w]eather |
[r] |
view the [r]ules
that apply to this module |
[k] |
toggles the [k]eys
on or off |
Mouse Commands:
Click
on the Target box to display the GIF image of the target.
|
|
Click on the Target Status box to change the move
characteristics of the target.
|
|
Click on the Source box to change the move characteristics
of the source, the weapon firing, or to view an image of the firing unit.
|
Click
on the Weather box to display an image of the current weather.
|

4.1.1 Detection - Move
Modifiers
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To change the characteristics of the source or target vehicles
press [m], this will give you the following modifiers. Alternatively,
use the mouse to click on the source or target

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Example: Target Modifier Screen
Modifier Commands:
1 |
Moving |
2 |
Moving fast |
3 |
Stationary |
4 |
Hull down / Gone to ground /
In cover / In the open |
5 |
Cross country / On metalled
road |
6 |
n/a |
7 |
Limbering / Unlimbering |
8 |
Unlimbered for firing |
9 |
Towed by tractor |
ESC |
Takes you back to main
detection screen |
[d] |
[d]o not modify
this unit |
[a] |
[a]ccept this
change of movement |

4.1.2 Detection - Weapon
Modifier
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If the firing vehicle has more than one weapon type you
may select which you want to fire. To change the characteristics of the source
weapon press [g], this will list the weapon types available. Select the
weapon by number.
Modifier Commands:

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Example: Gun Type Selection Screen

4.0 Indirect
"Off-the-Table" Artillery Fire by F.O.O. by F.O.O.
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This module is used for observed artillery fire where
the target is beyond normal visibility of the firer. This is known as Off-The-Table-Fire.
The observation is performed by a F.O.O (Forward Observation Officer). A F.O.O. is
designated as such when it is in radio contact with the firing artillery unit.
Use these series of screens to select a unit to take
offensive action. All asterixed (*) units are friendly units designated as artillery units
in the QuarterMaster. Other units may also be capable of indirect fire, but may not have
an asterix as you have not previously designated them as artillery units. These units can
still be used effectively.
From this unit select an artillery piece, mortar or
self-propelled gun for firing. Any guns that have already fired will have a star-shaped
symbol by the unit name.
Then select the F.O.O (Forward Observation Officer) that
is in radio contact with this unit. Ensure that radio communication is already established
with the F.O.O using the communication module.
RULE: The F.O.O. cannot be in the same unit as
the artillery unit firing. Choose another unit as F.O.O.
Lastly select an enemy target to fire at. Use the cursor
keys to select units and vehicles.
General Commands:
[p] |
[p]roceed to the
next Artillery screen |
[h] |
calls the [h]elp
utility |
[c] |
all materiel in this [c]olumn
accepted for firing |
[enter]
|
modify unit pointed to by
cursor |
Unit Indicators:
o |
Unit has sustained light
damage |
O |
Unit has sustained heavy
damage |
+ |
Unit totally destroyed |
* |
Unit has already fired |
Rule: Artillery pieces,
field guns, mortars, SP guns and all vehicles with hull-mounted cannon can only fire if
the vehicle is stationary and unlimbered or prepared for firing. (See movement module)
Rule: SP and tracked assault guns can only fire at targets within a limited arc of
fire. If the weapon needs to be moved to re-aim then the vehicle movement
must be set accordingly.

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Example: Firing Unit Selection Screen
When a unit has been detected the Fall Of Shot
(F.O.S.) screen will appear. Press [r] for the first ranging shots, and
[f]
for the remainder. These will appear on the grid. Once ranging shots have been fired and
the target has been bracketed the unit should not have to fire any more ranging shots to
hit the same unit, unless a new target is specified or the target is moving.

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Example: Fall of Shot Screen
[p] |
[p]roceed to the
next module |
[h] |
calls the [h]elp
utility |
[n] |
to select [n]ext
firing unit |
[s] |
cause [s]hellfire
damage to other vehicles. |

4.3 Damage
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FireStrike will then display damage to the
target according to vehicle immunity, shell size and velocity &c. (See 6.2 Damage)

5.0 Directly Observed Plunging Artillery Fire
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This module is used for plunging fire on an enemy unit
within visibility of the firing unit. Mortars are typically fired in this fashion. (For
horizontal fire over open sights see the L.O.S. module.)
Use these series of screens to select a unit to take
offensive action. All asterixed (*) units are friendly units designated as artillery or
mortar units using the QuarterMaster. Other units may also be capable of indirect fire,
but may not have an asterix as you have not previously designated them as artillery units.
These units can still be used effectively.
From the selected unit select an artillery piece, mortar
or self-propelled gun for firing. Any guns that have already fired will have a star-shaped
symbol by the unit name.
Lastly select an enemy target to fire at. Use the cursor
keys to select units and vehicles.
General Commands:
[p] |
[p]roceed to the
next Artillery screen |
[h] |
calls the [h]elp
utility |
[c] |
all materiel in this [c]olumn
accepted for firing |
[enter]
|
modify unit pointed to by
cursor |
Unit Indicators:
o |
Unit has sustained light
damage |
O |
Unit has sustained heavy
damage |
+ |
Unit totally destroyed |
* |
Unit has already fired |
Once the firing and target units have been
selected the detection screen will appear. Use this to
determine source and target characteristics and the range.
When a unit has been detected the Fall
Of Shot (F.O.S.) screen will appear as in the Indirect
"Off-the-Table" Artillery Fire by F.O.O. module. Press [r] for
the first ranging shots, and [ f ] for the remainder. These will appear on
the grid. Once ranging shots have been fired and the target has been bracketed the
unit should not have to fire any more ranging shots to hit the same unit, unless a new
target is specified or the target is moving.

5.2 Damage
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FireStrike will then display damage to the target according to vehicle immunity,
shell size and velocity &c. (See Damage module)

6.0 Direct Line of Sight (L.O.S.) Fire
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Direct LOS fire is horizontal aimed fire at a target
within visibility. Use these series of screens to select a tank main armament, anti-tank
gun, artillery piece or self-propelled gun for firing.
Use these series of screens to select a unit to take
offensive action. All asterixed (*) units are friendly units designated as artillery or
mortar units using the QuarterMaster. Other units may also be capable of direct fire (such
as infantry-portable anti-tank pieces), but may not have an asterix as you have not
previously designated them as armoured units. These units can still be used effectively.
From the selected unit select a tank, anti-tank gun,
artillery piece or self-propelled gun for firing. Any guns that have already fired will
have a star-shaped symbol by the unit name.
Lastly select an enemy target to fire at. Use the cursor
keys to select units and vehicles.
General Commands:
[p] |
[p]roceed to the
infantry screen |
[h] |
calls the [h]elp
utility |
[c] |
all materiel in this [c]olumn
accepted for firing |
[enter]
|
modify unit pointed to by
cursor |
Unit Indicators:
o |
Unit has sustained
light damage |
O |
Unit has sustained
heavy damage |
+ |
Unit totally
destroyed |
* |
Unit has already
fired |
Once the firing and target units have been
selected the detection screen will appear. Use this to
determine source and target characteristics and the range.
See section 4.1.1 Detection -
Move
Modifiers
See section 4.1.2 Detection - Weapon
Modifier
You will now select the ammunition type to fire. The
ammunition available will vary in type and quantity according to the type of gun
you have chosen to fire.

quick41.gif
When a unit has been detected and the ammo has been chosen, the Point
of Aim screen will appear, use this to determine the approximate aiming point
on the side of the target that will receive the hit. A plan view of a typical vehicle will appear.
If the target is a turreted vehicle, move the target's turret to the same position
as the tabletop miniature. This will present the correct turret face to the firer. (Turret
armour thickness may vary according to which surface you select)

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Example: Point of Aim Screen One
When you have selected the side of the
target that will receive the hit, use the second point of aim screen to decide the
desired point of aim. The actual point of aim will be determined by Firestrike,
if the range is short the chance of a hit on the desired aiming point will be
increased.

quick23.jpg
Example: Point of Aim Screen Two

6.2 Damage
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Regardless of what type of fire, direct, indirect
&c. FireStrike will then display damage to the target according to vehicle immunity,
armour thickness, armour angles, shell size and type, velocity &c.

quick38.jpg
Example: Damage Report Screen

6.3 End of
Turn
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Example: End of Turn Screen
When all direct LoS fire has been completed you have the choice of ending
the turn using [p]roceed or navigating back to previous module(s) by
using the [esc] key.
The turn for this army now ends allowing the next army to inflict
damage. Once you have entered the next army's turn you cannot return to the
previous army's move.
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