Printing "Getting Started"

Printing "Getting Started"
Getting Started
This file contains instructions on how to get started with Tour Of Duty. If it is not
already running, you should run the Main Program by clicking on the Main Program
entry in the HPS Tour Of Duty program group (The HPS Tour Of Duty program
group can be found under the Programs list from the Start button). If you prefer, you
can print these instructions using the Print button above. You will get about 8 pages
of text and graphics if you do this. You can get more detailed information in the
instructions below by clicking on the links displayed in the text. Doing so will display
the associated help file for this topic. You can return to this help information by
clicking on the Back button above. Note: the Tour Of Duty software is designed to
run on displays with screen areas up to 1280 by 1024 pixels and with color settings
of 16-bit or higher.
By default, after the introduction,
the Main Program begins by
prompting you for the name of
the file to open using the File
Selection Dialog. These
instructions will get you started
using the Getting Started
scenario. In the list of files
displayed by the File Selection
Dialog, you will see that
#Started.scn is selected.
Notice that a short description of
the battle appears at the bottom
of the dialog. Then click on the
OK button.
Next, the A/I Selection Dialog will appear.
Since we are going to play as the Allies,
select Automatic with FOW in the
Communist A/I group on the right hand
side of the dialog. This will cause the
computer to play as the Communist side.
Later on, you can also use this dialog to
experiment with Optional Rules by clicking
on the Rules button. For now, click on the
OK button.
The battlefield will be drawn on the screen and
in the middle of the screen, the Turn Dialog will
appear. This dialog will appear at the
beginning of each turn and help you keep track
of the turn and duration of the battle. Click
anywhere in this dialog to close it.
In this scenario, you will be in command of
an air cavalry troop that has been sent out to
attack a village where NVA forces are
suspected to be. At the beginning of the
scenario, you will have your scout helicopter
that you can use for recon. In the second
turn, your attack helicopters will arrive and
you can use those to attack any forces you
find in the village. Then in the third turn, your
infantry will arrive and you can use those to
advance on the objectives. In this way, the scenario will represent the classical red
(attack helicopters), white (scout helicopters), and blue (ground forces) components
of an air cavalry troop.
In the middle of the screen
you will see your scout
helicopter. If you click on
its location using the left
mouse button, then a
picture of the helicopter
will appear in the Unit List
at the bottom of the screen. You will see that your helicopter is equipped with a light
machine gun and a radio.
If you click with the left mouse button in the picture
of the helicopter, you will see that its picture
becomes highlighted. When this happens, the unit
is Selected. Most every operation you do with a
unit requires that you first select the unit. Notice if
you click on the picture of a Selected unit, it
becomes de-Selected and in this way you can
toggle the state of any one unit. Also notice that if you double-click on the map on
the location of the unit, it automatically selects the unit and all units in that same
location.
Notice that you can click and hold with the right
mouse button on the unit picture and this will
display additional information about the unit. In this
case, you can see the command hierarchy
associated with this unit and additional information
such as its armor protection. A value of 4 indicates
that this helicopter does not have much protection
against enemy fire and you should avoid exposing it unnecessarily.
Helicopters must be flying before they can move and
unless you see the words On Ground on the picture
of the helicopter, then it is flying and able to move.
To begin the scenario, you want to use your
helicopter to determine if there are enemy forces in
the village that is in the direction of lower left. First
select the helicopter and then with the right mouse
button, click on the map in the hexagon that is down
and to the left of the current location. This will cause
the helicopter to move to that location. If this fails to
happen, you should see an error message along the bottom of the main program
window explaining the problem. Once you are able to move the helicopter, continue
to right click in adjacent hexes to move the helicopter down and to the left towards
the village.
Your movement may eventually draw enemy
fire. This will reveal the location of the enemy
unit and a graphic will be drawn on your unit
indicating your loss, in men, if any. In this
example, the helicopter took no losses from
the enemy unit. At this point, you have
accomplished your mission with the recon
helicopter: to determine the location of enemy
forces. It would be wise at this point to
withdraw your helicopter to reduce its
vulnerability to enemy fire.
There are several display options that you can use to
get more information about the battlefield and what is
happening. The program begins in normal 2D display
mode. To see the zoom-out display mode, press the
1 key at the top of your keyboard. This will show the
map in a reduced scale so you can see more of the
battlefield. To return the map to normal 2D display
mode, press the 2 key at the top of your keyboard.
There is also a Jump Map display that shows you the entire
battlefield. To display this, click on the Jump Map button on the
toolbar at the top of the main window.
The Jump Dialog will be displayed
showing the entire battlefield. Allied
forces on the map are shown as solid
blue squares. Communist forces on
the map are shown as solid red
squares. The large red rectangle
indicates how much of the battlefield
you can currently see on the screen.
The small red hollow square indicates
the currently selected location on the
map. Solid yellow squares indicate
objectives that you want to take to
acquire victory points. You can click
anywhere in the Jump Map to cause the main display to scroll to that location, or you
can click on the X button in the upper right hand corner of the dialog to close it
without changing your location.
At this point, you should advance the turn by clicking on the Next Turn
button on the toolbar. You will be prompted to save the current battle.
Click on the Save button to save the battle using the default filename
battle.btl. The Turn Dialog will be displayed showing you that it is now
the Communist turn. Click anywhere in the Turn Dialog to close it.
The A/I will perform actions for the Communist side. You
may receive enemy fire as a result of these actions.
Eventually the Turn Dialog will be displayed again and it
will be the Allied turn. When your turn begins, you will
receive a report telling you that you have reinforcements
that have arrived.
To bring these reinforcements on the map, click on the Arrived Units
toolbar button at the top of the main window.
The Arrived Dialog
will be displayed
showing you what
units have arrived
and where they will
enter the map.
Double-click on
each entry in the list
to place the units on
the map. Once you
have placed both of these reinforcements on the map, the dialog will automatically
be closed.
The reinforcements you
have received are two
Huey gunships,
equipped with light
machine guns and
rockets. Select each of
these helicopters and
then move them towards the enemy positions to the left. Notice that a second way
of moving units which may be easier in this case is to click and hold on the unit’s
location on the map with the left mouse button and then drag the mouse to the new
location and release the mouse button. This drag-and-drop method of moving units
will cause the program to determine a path of minimum movement cost and
automatically move the units towards that new location.
As you move the
helicopters, their
movement allowance will
decrease. In a
corresponding way, the
fire ability of your
weapons will be reduced
indicating you have less time in the turn to fire the weapons because of your
movement. In this example, the weapons on the gunship that originally started with
a fire ability of 3 are now down to a fire ability of 1. If this fire ability goes to 0, then
you won’t be able to fire the weapons in this turn.
To fire your weapons, they must be selected and you must be in Fire Mode.
To toggle to Fire Mode from the default Move Mode, either click on the mode
button on the toolbar, or alternatively, hold down the Control (Ctrl) key on
your keyboard. In either case, you should see your mouse cursor change from the
normal cross
Mode.
, indicating Move Mode, to an aiming circle
, indicating Fire
Right click on the enemy location while in Fire Mode to fire
on the enemy position using the selected weapons. After
that, advance the turn.
At the beginning of the third turn, you will
get additional reinforcements and you
should bring those on the map. You will
see that these are your infantry, that you
can use to occupy objectives. After
bringing these reinforcements on the
map, move them to the left.
Bring one of your helicopters to one of the objectives
on the map, shown as a red square with the number
20. This indicates that the objective is owned by the
Communists and that its value to you is 20 if you
capture it. To capture an objective, you must be in
its location on the ground. Notice that by flying over
the objective, you do not capture it. You must land
to do this. Landing requires that you still have 1/3 of
your original movement allowance remaining and in
this case, you do not have enough movement points to land in this turn. Move your
remaining helicopters into position and then advance the turn.
At the beginning of the fourth turn, you will be able to land your
helicopters containing your ground forces. To land the helicopter,
first select it and then click on the Toggle Ground button on the
toolbar.
Once you have landed the helicopter, the words On
Ground will appear on the unit picture. At this
point, your ground forces can leave the helicopter.
With your ground forces selected, click on the Unload/Drop button on
the toolbar. This will cause your ground forces to be displayed to the
left of the helicopter in the Unit List indicating they are outside of the
helicopter.
Notice that by landing you have occupied the
objective and you get 20 points for doing so. With
your ground forces deployed on the ground, you can
move them towards the enemy position.
Moving and firing with your ground
forces is the same as before: select
them and right click to move or select
them and right click in Fire Mode to fire.
Also notice that your ground forces can
be toggled between On Ground state
and normal state. You should deploy
your ground forces On Ground to reduce their casualties from enemy fire, but doing
so will reduce their ability to move.
Units that are On Ground are displayed on the map with a
white bar at the bottom of their counter. For ground forces,
being On Ground is good if you are firing and being fired
upon, but being in normal state is better for movement.
At this point, you know the basics for conducting an air cavalry assault. You should
use your scout helicopter to determine enemy locations. Use your attack helicopters
to fire on those locations. Finally use your ground forces to move and occupy
objectives. There are 3 objectives in this scenario, but you may not be able to
occupy all three. Be careful to avoid excessive casualties, especially with your
helicopters, as this will hurt your victory outcome.
To view the current victory situation, use the Victory option
from the Info Menu. This will display the Victory Dialog
showing you the current scoring based on the objectives you
have taken and the relative casualties you have suffered.
At any point, you can save your battle and at a later time, reload it using the Old
option of the File Selection Dialog. Otherwise, you can continue your attack on the
NVA forces in the village through the full 9 turns of this scenario.
To get more information, see the following help files:
 User Manual
 Main Program Help File
 Scenario Editor Help File
 Order of Battle Editor Help File
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