Tigers in The Snow Manual
Tigers in The Snow Manual
Tigers in The Snow Manual
1.0 INTRODUCTION
2.0 GETTING STARTED
3.0 SEQUENCE OF PLAY
4.0 ZONES OF CONTROL
5.0 MOVEMENT
6.0 ARTILLERY
7.0 COMBAT
8.0 RETREATS/ADVANCES
9.0 STRATEGY OPTIONS
10.0 SUPPLY
11.0 FUEL
12.0 WEATHER
13.0 AIRPOWER
14.0 REINFORCEMENT/REPLACEMENTS
15.0 COMBAT STATE
16.0 BRIDGES
17.0 BRITISH MOVEMENT RESTRICTIONS
18.0 EXITING THE MAP
19.0 VICTORY CONDITIONS
20.0 SAVING A GAME
21.0 STRATEGY AND TACTICS
22.0 HISTORICAL COMMENTARY
23.0 ACKNOWLEDGEMENTS
1.0 INTRODUCTION
TIGERS IN THE SNOW is a computer simulation of the Battle of the Bulge which
took place during World War II in December, 1944. The program allows you to recr
eate
this famous battle assuming command of either the Allied or German forces. You h
ave
the option of choosing either the computer or another player as an opponent. You
can
also play both sides or have the computer play against itself. The simulation co
ntains
the following features.
Detailed Terrain Map Supply
Historical Units Combat Readiness
Attack/Defense Strategies Second Combat
Weather Reinforcements/Replacements
Air Power Fuel Limitations
Artillery
The program gives you the option to save the game at the end of each turn.
Careful attention to detail and accuracy truly makes TIGERS IN THE SNOW a tense
and
exciting game as Germany desperatetly tries to regain the offensive.
2.0 GETTING STARTED
2.1 Please refer to the enclosed card and follow the instructions carefully. Loc
ated
on the card is a brief overview of the game for those of you who wish to get int
o the
game quickly. Also on the card are loading instructions, scenario options, terra
in
map, terrain costs, unit information, symbol key, saving the game instructions,
and
victory conditions.
2.2 The game begins on December 16, 1944 and ends Decembers 27, 1944. Each game
turn
represents one day of actual time. There are a total of 12 game turns.
3.0 SEQUENCE OF PLAY
The game has been divided into several phases. Your input into each phase dep
ends
on which forces you control. Listed below are the phases which are explained in
greater
detail in later sections.
5.0 MOVEMENT
5.1 During the Movement Phase, you may move as many of your units as you desire.
A unit begins each turn with a certain number of Movement Points (MP) which depe
nds
on the type of unit, weather (German only), fuel (German only), ZOC (Allied only
),
supply, and a random factor.
5.2 See the Terrain Effects Chart on the enclosed card. Each map position contai
ns
a specific type of terrain (i.e., forest, rough, clear, etc.). To enter each
position, a unit must pay a certain number of MP (e.g. to enter a forest costs 6
MP
in comparison to 2 MP for entering a clear position).
5.3 When a unit's MP reaches zero the computer will automatically end the unit's
movement for that turn and proceed to the next unit. A unit cannot exceed its MP
allowance. (Example:If a unit had only 1 MP left it could not enter a forest whi
ch
costs 6 MP.)
5.4 A unit must pay 4 additional MP to move into an enemy ZOC. Movement from ene
my
ZOC to enemy ZOC costs an additional 4 MP for a total of 8 MP plus the cost of t
he
terrain to enterthe position. (See Zones of Control).
5.5 Allied units are prohibited from leaving the map, either during normal movem
ent
or during retreat/advance. German units automatically exit the map during the
Victory Status Phase if located on specific map edges and are free of enemy ZOC
(See enclosed card)
5.6 No stacking (two or more units on the same map position) is allowed during
any phase of play.
5.7 There is no movement phase for the German Player during the first game turn.
Allied units are reduced in movement on the first turn.
5.8 When a unit moves, information will be displayed on the screen as shown in t
he
example below. Terrain and MP will be updated as the unit is moved.
GERMAN 277 VG COMBAT:46 COMBAT STATE:7 SUPPLIED TERRAIN:TOWN *MP LEFT:19*
The above information shows that the German Unit 277 VG has 46 combat points
remaining, is in combat state 7 (See Section 7.0), is supplied (See section 10.0
),
is in a town, and has 19 movement points remaining. Note: The CP value displayed
during a human phase is actually 1-5 points higher than the unit's true strength
(1-15 during a computer phase).
5.9 Movement is accomplished by pressing one of the numeric keys "1-6". The dire
ction
of movement corresponds to the position shown on the diagram at the lower right
of
the display screen. For example "1" moves your unit to the NE, "2" moves you E,
"3" moves you SE, "4" moves you SW, "5" moves you W, and "6" moves you NW. If yo
u
are finished with your movement phase, type "E" to end the phase.
5.10 During computer movement, the following information will be displayed as
shown in the example below:
ALLIED 4 INF COMBAT:60 COMBAT STATE:7 SUPPLIED
COMPUTER MOVEMENT PHASE
TERRAIN: FOREST *MP LEFT:20*
6.0 ARTILLERY
6.1 During combat, both players are given the opportunity to allocate artillery
points to the battle. Each artillery point allocated adds 10 combat points to th
e
total of the side which allocated the artillery.
6.2 There are two artillery segments during each combat. First the attacking
player allocates artillery and then the defender allocates artilley. If a player
does not have any remaining artillery points, the computer will skip that player
's
artillery segment.
6.3 After the attacker has chosen the defending unit and the attacking units, th
e
computer will ask, "ATTACKER"S ARTILLERY PHASE (0-3)". This means that the
attacker can allocate from 0 to 3 artillery points. The number of artillery
points available for the attack will equal the number of attacking units or the
total remaining artilley points, which ever is less. Then the computer will ask
"DEFENDER'S ARTILLERY PHASE (0-2). At this point the defender allocates his
artillery.
7.0 COMBAT
7.1 All attacking units must be adjacent to the defending unit which is under
attack. Attacking is completely voluntary. As many as six units may participate
in any one attack.
7.2 There is only one defending unit per attack. A unit can attack/defend only
once per combat phase, except any unit that can advance 3 or more hexes
(whether he actually advances or not) may be able to attack again in the same
phase.
7.3 When the human player is attacking, the computer will flash on the map, one
by one, each enemy unit eligible to be attacked. For each unit indicated, the
computer will display the information in the format below:
ALLIED 4 INF COMBAT:54 COMBAT STATE:7 SUPPLIED
DO YOU WISH TO ATTACK ALLIED UNIT? Y/N
If you wish to attack press "Y"; otherwise, press "N". If you press "N" the
computer will continue to the next eligible unit. If you wish to end your combat
phase type "E". If "Y" is pressed, the computer will display:
GERMAN 116 PZ COMBAT:95 COMBAT STATE:4 SUPPLIED
DO YOU WISH TO ATTACK WITH THIS GERMAN UNIT? Y/N
When it asks the above question, it will flash the candidate attacking unit.
Press "Y" if you wish the unit to attack. The computer will scan each of the six
positions around an enemy unit to be attacked. You will be given the opportunity
to include any friendly units in those positions in the attack.
7.4 After all of the attacking units have been selected, you will be asked to
select one of four attack strategies as shown below:
ATTACK STRATEGY:
1 = MAJOR 2 = MEDIUM 3 = LIGHT 4 = RECON (See 9.0 for an explaination of effects
on combat).
7.5 When the computer decides to attack, you will be asked to select one of four
defense strategies shown below:
DEFENSE STRATEGY
1 = COUNTER-ATTACK 2 = HOLD POSITION 3 = WITHDRAWAL 4 = DELAYING ACTION
(See 9.0 for explaination of effects on combat).
7.6 After strategies have been chosen, the computer will display all of the
attacking and defending units by name at the bottom of the screen. On the map
itself, attacking units will be numbered "1-6" and the defending unit will be
shown as "D". The names remain for some seconds unless you press any key to
continue. The combat results will then be displayed as in the example below:
MAJOR VS DELAYING ACTION
ODD:11.05 ATTACKER LOSSES:0 DEFENDER LOSSES: 13
*DEFENDER RETREAT 3 HEXES* (HIT KEY)
In the example, the attacker chose a "MAJOR" strategy and the defender
chose a "DELAYING ACTION" strategy. The odds are determined by dividing the
total attacker's modified combat points by the defenders modified combat
points. In the example, the attacker lost 0 combat points and the defender
lost 13 combat points. If the attacker had lost combat points in the battle,
they would have been distributed evenly among the attackers according to
strength. The defender is required to retreat 3 map positions or take
additional losses.
7.7 The unit's combat points are modified by terrain, supply, supply state,
combat state, and artillery support.
7.8 Losses are based on the attacker/defender combat points ratio (odds),
attack/defense strategies, airpower (for Germans only, see 13.0), and a
random factor.
7.9 During the combat phase, you may recieve various messages as a result of
the combat situation and/or results:
* STRATEGY ALTERED *
* UNIT ELIMINATED *
The message "STRATEGIES ALTERED" will appear occasionally and causes the
strategy to be selected randomly. This simulates the "fog of war" in which
orders are not always followed or carried out as expected. The message
"UNIT ELIMINATED" indicates that one of units in battle has been eliminated.
7.10 When a unit's CP falls below 20 there will be a chance that the unit
will be eliminated at any time it suffers losses in combat.
8.0 RETREATS/ADVANCES
8.1 Units may be required to retreat/advance as a result of combat. If the
unit does not retreat the full number of hexes (map positions) required, the
unit will suffer additional losses based on the number of retreat hexes
remaining and a random factor. Pressing "F" will abort the retreat and incur
the losses.
8.2 During retreat, the human player will be asked to input a direction in
the same manner as in the movement phase.
8.3 If a unit retreats into an enemy ZOC, it will suffer additional losses.
8.4 Units cannot retreat off the map or onto another unit.
8.5 After all retreating units have completed their movement, the other
player will have the opportunity to advance his unit(s). The first position
to be moved into must be the enemies vacated hex. The advancing unit may then
move into any position. In the case of the defender advancing, with more than
one retreating attacker, the defender must advance into the position vacated
by the attacker closest to the number 1 position (moving clockwise). There will
be no confusion on this position, as it will be the only one that the computer w
ill
allow you to advance into. If the retreating unit is eliminated, the advance res
ult
is increased by one hex. If an attacker retreat is called for, and one of the
attacker units is eliminated or does not retreat the full result, the advance is
correspondingly increased or decreased.
8.6 The computer will retreat/advance its own units. The computer may not advanc
e
at all times depending on a random factor and the strategic mode that it is
currently in.
10.0 SUPPLY
10.1 There are two types of supply in TIGERS IN THE SNOW: general supply and
local supply. General Supply affects combat. The lower the level of supply, the
greater the chance that the combat points of a unit will be cut in half during
combat. The lower the local supply state, the less effective the units combat
points are during a battle.
10.2 General supply represents the overall theatre combat supply state. A certai
n
amount of supply is made available each game turn. Supply is then consumed
during combat and is a function of the unit's combat points and the combined
strategies selected by the players. The more intense the combat strategies,
the greater the amount of supply that is consumed.
10.3 As General supply is depleted, the chances of that unit not receiving
supplies will increase. When this occurs, the "UNIT DID NOT RECEIVE SUPPLIES"
message will appear. The unit's CP will be halved for that particular battle.
Please note that a unit may be in SUPPLIED state, but not receive supplies
for a given battle. This rule simulates the difficulty both sides experienced
with the muddy roads and traffic jams. All units will automatically receive
supplies if the General supply is zero.
10.4 Local supply represents the state of supply of a unit based on the combat
situation of that unit. It is used to reflect the fact that some units are
harder to keep in supply because of the position and activity of the enemy.
In this game, local supply is simulated by examing the six positions around
a unit. If a unit does not have 3 or more consecutive positions in its ZOC
free of enemy units, then that unit is considered ISOLATED. If one friendly
unit is adjacent to an isolated unit, then that unit's supply state is considere
d
to be LIMITED. Two friendly units adjacent to an isolated unit cancel the effect
of isolation and that unit is again considered to be SUPPLIED . Isolated units
have both movement points and combat points halved, and they are not allowed
to attack. They are also not allowed to retreat, so they must pay the combat
12.0 WEATHER
12.1 Weather is simulated in TIGERS IN THE SNOW to reflect the actual weather
of the battle. The weather will be different each time you play the game, but
it will always follow a pattern simular to the weather of December 1944.
12.2 Weather influences Allied airpower. In this game all airpower effects
are a function of weather. Generally speaking, the better the weather the more
effect air power has on the game (See 13.0 for the effects of airpower.).
Weather is simplified to four possible conditions: CLEAR, SCATTERED, CLOUDY,
and OVERCAST.
13.0 AIRPOWER
13.1 Airpower effects combat, supply, and movement.
13.2 The german player may suffer greater losses during good weather combat
due to the effects of airpower. The better the weather the greater the chances
of additional losses.
13.3 Airpower can improve the Allies local supply state through the use of
airdrops. See 11.4 for details.
13.4 The effect of airpower on movement (air interdiction) takes the form of
reduction of German unit's movement points. The better the weather, the greater
the possible movement point losses.
14.0 REINFORCEMENT/REPLACEMENTS
14.1 At the end of every turn the computer will check to see if any reinforcemen
ts
are due. Those that are will be placed on the map, unless the entry position is
occupied. In that case the computer will wait one turn and select a new position
.
14.2 A unit, beggining its movement free of enemy ZOC, will recieve replacement
combat points at that time.
16.0 BRIDGES
16.1 Bridges are not physically located on the map. They are, however, reflected
in the movement costs to enter a river.
16.2 Check the data card for costs to move through rivers. If a German Unit has
an insufficient number of MP's to move through a river, the message BRIDGE BLOW
N
will appear.
17.0 BRITISH MOVEMENT RESTRICTIONS
17.1 British units cannot enter and thereby cross the Meuse River (See enclosed
card)
until a German unit exits the map. Exception: The British 29th armored brigade
may move freely.
UNITS
ABBREVIATIONS ALLIED
Combat Date of Ent
ry/
INF - Infantry NAME Points Entry Hex
ARM - Armor(Mechanized)
AIRB - Airborne 2nd INF DIV 80 At Start
CALV - Armored Cavalry(Mechanized) 99th INF DIV 75 " "
FJ - Fallschirmjager(Parachute) 4th INF DIV 75 " "
PZ - Panzer(armor)(mechanized) 106th INF DIV 55 " "
PZGR - Panzer Grenadier (armd inf mech) 112/28 INF REG 20 " "
VG - Volksgrenadier(infantry) 110/28 INF REG 20 " "
FGR - Fuehrer Grenadier 109/28 INF REG 30 " "
FBE - Fuehrer Begleit 9th INF DIV 75 " "
REG - Regiment CCA/9 ARM REG 45 " "
DIV - Division CCB/9 ARM REG 35 " "
BRIG - Brigade CCR/9 ARM REG 35 " "
BATT - Battalion 14th CALV REG 30 " "
CCA - Combat Command A CCA/10 ARM REG 40 16th/18
CCB - Combat Command B CCB/10 ARM REG 40 16th/20
CCR - Combat Command R CCR/10 ARM REG 40 16th/17
XXX/XX - XXX REG of XX DIV CCA/7 ARM REG 40 16th/10
(Br)- British CCB/7 ARM REG 40 16th/9
GERMAN CCR/7 ARM REG 40 16th/8
Combat Date of Entry/ 82nd AIRB DIV 70 16th/28
Name Points Entry Hex 101st AIRB DIV 70 16th/24
1st INF DIV 75 17th/10
277th VG DIV 55 At Start 30th INF DIV 70 19th/8
272nd VG DIV 50 " " 3rd ARM DIV 100 20th/6
326th VG DIV 50 " " 4th ARM DIV 100 20th/21
12th VG DIV 55 " " 43rd INF DIV (Br) 65 20th/7
560th VG DIV 50 " " 29th ARM BRIG (Br) 45 21st/26
18th VG DIV 35 " " 80th INF DIV 70 21st/20
62nd VG DIV 50 " " 5th INF DIV 70 21st/19
26th VG DIV 65 " " 84th INF DIV 70 21st/5
352nd VG DIV 65 " " 26th INF DIV 55 21st/22
276th VG DIV 55 " " 2nd ARM DIV 100 22nd/2
212th VG DIV 65 " " GDS ARM DIV (Br) 100 22nd/1
3rd FJ DIV 70 " " 53rd INF DIV (Br) 65 22nd/27
5th FJ DIV 70 " " 33rd ARM BRIG (Br) 35 22nd/3
116th PZ DIV 100 " " 75th INF DIV 70 23rd/25
2nd PZ DIV 100 " " 51st INF DIV (Br) 65 24th/4
LEHR PZ DIV 100 " " 35th INF DIV 70 25th/23
1st SS PZ DIV 115 " " 83rd INF DIV 70 25th/6
12th SS PZ DIV 115 16th/13
3rd PZGR DIV 75 16th/12
150th PZ BRIG 45 16th/11
9th SS PZ DIV 115 18th/14
2nd SS PZ DIV 115 18th/13
FBE PZ BRIG 50 18th/12
79th VG DIV 60 22nd/16
15th PZGR DIV 75 22nd/14
9th PZ DIV 100 22nd/15
FGR PZ BRIG 45 22nd/13
167th VG DIV 55 24th/15