Quick Guide to the Battle Scenario

3.0 FireStrike Start Screen

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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.

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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

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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

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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

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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

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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

 

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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

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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.


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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.


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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.

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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.

END of Document- Back to the Table of Contents

 

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