The Perfect General - Manual - DOS - EN - World War II Battle Set Add On Manual
The Perfect General - Manual - DOS - EN - World War II Battle Set Add On Manual
The Perfect General, the name and logo, trademark 1991 by QQP
The purchaser is authorized to duplicate this program for his/her own use. Any
other copying and distribution of
the software or manual without permission of the copyright holder is prohibited,
with the exception of quoting
passages for the purpose of reviews.
The Perfect General is not copy protected, but it is copyrighted. We ask that you
treat The Perfect General as you
would a book. That is, you may loan (or give) it to another individual, as long as
there is no possibility that it may
exist in more than one location at one time.
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INSTALLATION
Included with The Perfect General WWII Battle Sets is an updated version of The
Perfect General. It corrects
problems that were discovered after release of the original version.
IBM INSTALLATION:
3. Put the Battle Sets Disk in any floppy drive. Address the drive that the
scenario disk is in (usually A: Return).
5. Answer the questions as they are asked. It is recommended for hard disk users
that the scenarios be installed
into the same sub-directory as The Perfect General. If the original Perfect
General disk is reinstalled, the
scenarios must also be reinstalled.
6. Run The Perfect General and the extra scenarios will be added to the bottom of
the list if they were installed
into the same directory on a hard drive. Otherwise you must press the New Scenario
button on the scenario
selection screen and tell the system where the scenarios are located.
Enjoy!
AMIGA INSTALLATION:
1. Put your Workbench disk into the drive and turn on machine.
2. Take out the Workbench after machine is booted and put "The Perfect General
WWII Battle Set" disk in DFO:
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4. Run "PGss_install"
5. Answer the questions as they are asked. It is recommended for hard disk users
that the scenarios be installed
into the same sub-directory as The Perfect General. If the original Perfect
General disk is reinstalled, the
scenarios must also be reinstalled.
6. Run "The Perfect General" and the extra scenarios will be added to the bottom of
the list if they were installed
into the same directory. Otherwise you must press the New Scenario button on the
scenario selection screen
and tell the system where the scenarios are located.
Enjoy!
SCENARIO DESCRIPTIONS
PEGASUS BRIDGE
At 0016 hours on June 6, 1944, British D Company's #1 glider crash landed adjacent
to a bridge crossing the
Caen Canal. To be followed within minutes by five additional gliders. And so the
invasion of Fortress Europa
began.
Take and hold the bridges across the Caen Canal and Orne River. These were their
orders for which they suc-
ceeded.
Initial Forces:
Attacker - Receives 60 points at start. Only armored cars and light tanks are
available.
Defender - Receives 20 points. Infantry, bazooka, armored cars and light tanks are
available.
Initial Setup:
Attacker - At the game start, 30 points will be available near the bridge crossing
the Caen Canal. An addi-
tional 10 points will be available at three other locations. The setup areas
contain 0 victory point regions.
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Defender - You will setup in or near the victory locations. The setup area
contains 10 victory point regions.
Reinforcements:
Attacker - None
Defender - On turn 6 receive 50 points along the top of the map and an additional
30 points along the bottom.
Weather: None
Terrain Comments:
The two bridges cannot be damaged. They also are separate victory point regions..
The pillbox (fort icon) gives defensive advantage but otherwise acts as clear
terrain.
Both the pillbox and the two bridges are victory regions.
SICILY
On 10 July 1943, British, Canadian and US forces invaded the island of Sicily as a
precursor to the invasion of
Italy itself. Against them stood both Germans and Italians.
Initial Forces:
Attacker - Receives 300 (300 long game) points. These points may be used for
invasion forces for both turns
one and two. The attacker may not purchase mines.
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Initial Setup:
Attacker - At the game start, you must choose two beaches to invade. On turn one,
you may only place as
many units as there are invasion beach hexes. On turn two, you may place all of
your remaining units. The
setup areas contain 0 victory point regions.
Defender - You will setup anywhere on the island outside the invasion beaches. The
setup area contains 17
victory point regions.
Reinforcements:
Attacker - If you control Messina, Catania, Syracuse, Licata or Palermo, you will
receive 30 points on turn 7
and 50 points on turn 12.
Defender - If you control Messina, you will receive 40 points on turns 2, 7, and
12.
Terrain Comments:
Villages look similar to towns, but the buildings are smaller. The difference
between a town and a village is
that the village will not generate victory points.
GUADALCANAL
Initial Forces:
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Initial Setup:
Attacker - Set up on any beach location. The setup areas contain 0 victory point
regions.
Defender - You will setup anywhere on the central portion of the island. The setup
area contains 5 victory
point regions.
Reinforcements:
Defender receives reinforcements on the east, west and south sides of the map.
Attacker Defender
Turn 2 10 40
Turn 3 10 -
Turn 4 30 50
Turn 5 - 80
Turn 6 - 180
Turn 7 30 20
Turn 8 - 40
Turn 9 10 40
Turn 10 25 30
Turn 13 65 30
Turn 15 30 -
Turn 17 25 -
Turn 18 40 -
Turn 19 15 -
Turn 20 50 -
Turn 22 100 -
Turn 23 10 -
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Victory Points:
Bloody Ridge (the ridge just south of Henderson Field) is worth 100 points
KASSERINE PASS
Early in the morning of February 14, 1943, the German army under the command of
Arnim and Rommel decided
to turn their attention to the yet untested American army. The result was the
Battle of Kasserine Pass.
Initial Forces:
Initial Setup:
Attacker - You will setup on the west side of the map. The setup areas contain 5
victory point regions.
Defender - You will setup in the remainder of the map. The setup area contains 10
victory point regions.
Reinforcements:
Attacker - receives reinforcements along roads on the east edge of the map.
Defender receives reinforcements along the roads on the west edge of the map.
Attacker Defender
Turn 2 40 -
Turn 3 40 30
Turn 4 20 50
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Turn 7 - 60
Turn 10 20 60
Turn 13 - 60
Turn 16 - 60
Turn 19 - 40
Terrain Comments:
Weather:
After Kasserine, the bloodied American army needed to return the bloody nose it had
just received. South of
Kasserine was Gafsa and Maknassy. Patton was ordered to take those cities. Can
you do the same?
Initial Forces:
Initial Setup:
Attacker - You will setup on the south east side of the map. The setup areas
contain 0 victory point regions.
Defender - You will setup in the remainder of the south side of the map. The setup
area contains 6 victory
point regions.
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Reinforcements:
Attacker - Receives reinforcements along roads on the south edge of the map.
Defender receives reinforcements along roads on the east edge of the map.
Attacker Defender
Turn 2 20 -
Turn 3 20 20
Turn 4 20 20
Turn 12 20 40
Victory Conditions:
Note that this scenario only uses the southern half of the map, and cities outside
that area DO NOT give victory
points.
Terrain Comments:
The two roads off the east ridge of the map are worth 200 victory points each.
ANZIO
In January 1944 the Allies who had been marching up the Italian peninsula were
stopped at the German Gustav
Line. As an attempt to do an end run, they landed 4 divisions on the coast of
Anzio, only to still be bottled up for
five months. Can you do better?
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Initial Forces:
Attacker - Receives 200 (200 long game) points east of the Gustav Line and an
additional 100 points within
the Anzio beachhead.
Defender - You will setup in the remainder of the south side of the map. The setup
area contains 27 victory
point regions.
Reinforcements:
Attacker - 20 points per turn along the east and south edge of the map. An
additional 10 points will be
received at Anzio so long as it is held.
Terrain Comments:
Mountain at 10 meter altitude cost double to enter. Higher altitudes (20 and 30
meters) cost half the units
movement to enter.
Weather: None
UTAH BEACH
6 June, 1944. D-Day. The invasion of Europe. The most famous (or infamous) day
of World War II. Five beaches
were invaded, the British at Sword, Juno, and Gold. The Americans at Omaha and
Utah.
Utah beach had some interesting problems. There were large flooded areas behind
the beaches and marshy
bottom land along the Douve and Mederet rivers which could produce insurmountable
barriers.
To solve the problem, large airborne drops were made behind the beach..
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Initial Forces:
Attacker - Receives 20 points in the three of eight possible landing zones in the
middle of the map. You also
receive 50 (75 long game) points of Utah beach.
Initial Setup:
Attacker - You will also setup in the randomly selected airborne drop areas and
along the beaches north of the
river. The setup areas contain 0 victory point regions.
Defender - You will setup in or adjacent to any city and/or fort. Defender may not
move on turn 0. The setup
area contains 28 victory point regions.
Reinforcements:
Attacker - 60 points per turn for the first 6 turns along Utah Beach.
Defender - 50 every fourth turn starting with turn 4 along any edge of the map.
Terrain Comments:
Forts impart a defensive advantage and also are considered to be raised one level
(effecting movement,
ranging and combat). Also note that all forts are worth 25 victory points.
The town of Isigny (SE corner of map) although divided by a river is considered
one city for control purposes.
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OMAHA BEACH
6 June, 1944. D-Day. The invasion of Europe. The most famous (or infamous) day
of World War II. Five beaches
were invaded, the British at Sword, Juno, and Gold. The Americans at Omaha and
Utah.
Omaha beach was protected by cliffs and bluffs. And some of the most formidable
defenses of any D-day
beaches. Just getting off the beach will be a bear.
Initial Forces:
Initial Setup:
Attacker - You will setup on the beach. The setup area contains 0 victory regions.
Defender - You will setup anywhere off the beach. The setup area contains 19
victory point regions.
Reinforcements:
Attacker - 100 points on turns 2 and 3.
Defender - None
Terrain Comments
Forts impart a defensive advantage and also are considered to be raised one level
(effecting movement,
ranging and combat). Also note that all forts are worth 25 victory points.
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OKINAWA
In April of 1945, the island of Okinawa was invaded by U.S. forces. The Japanese
fell back and dug into the
southern quarter of the island (the area covered by the game map) with the plan of
showing the Americans that
the invasion of the islands of Japan would be way too expensive.
In this goal, the Japanese may have succeeded (thus probably convincing the U.S. to
use the atomic bomb). The
conquest of Okinawa island was planned to be achieved in 40 days by two divisions.
Unfortunately, the Japanese
were not in the planning sessions and the battle took 83 days and six divisions
plus reinforcements!
Initial Forces:
Initial Setup:
Attacker - Setup anywhere in the north side of the map. The setup areas contain 6
victory point regions.
Defender - You will setup anywhere south of the attackers start area. The setup
area contains 33 victory
point regions.
Reinforcements:
Attacker - Receive 75 reinforcement points along the north edge of the map on turns
4, 8, and 12.
Defender - None
Weather: None
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SAIPAN
In June 1944, the U.S. invaded the island Saipan and neighboring islands in the
Marianas. The value both to the
Japanese and the Americans was that should Saipan be in control of the U.S., the
main island of Japan would
then be in range of American bombers.
Initial Forces:
Initial Setup:
Attacker - Select one of the five beaches to invade. The number of units available
in any turn for placement is
limited to the number of beach locations. Units only have half movement on the
turn of placement.
Defender - You will setup anywhere on the island. The setup area contains 5
victory point regions (including
two airfields).
Reinforcements: None
Terrain Comments:
GAZALA-BIR HACHEIM
After being forced to retreat from the siege of Tobruk in December of 1941 by the
British, Rommel with German
and Italian forces advanced again westward across the deserts to be stopped in
February of 1942 by the British
Gazala-Bir Hacheim line. For four months, the opposing forces faced each other
across the line.
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Finally, in May of 1942, Rommel attacked the line, mainly by sweeping south and
around. This time, he took
Tobruk and chased the British all the way to Egypt and El Alamein.
Initial Forces:
Attacker - Receives 300 (350 long game) points. The attacker (Germans) is
restricted in not having any
heavy tanks.
Defender - Receives 200 (250 long game) points. The defender (British) is
restricted in not having mobile
artillery nor medium and light tanks.
Initial setup:
Attacker - Setup anywhere east of the defensive line. The setup area contains 1
victory point region
Defender - Setup west of the defensive line. The setup area contains 24 victory
point regions (including two
airfields).
Reinforcements:
Attacker - Receives 100 points on turn 4 along the east edge of the map.
Defender - Receives 100 points on turn 5 along the west edge of the map.
Terrain Comments:
Forts give both defensive and altitude advantage. They cost one half movement to
enter. They cannot be
damaged by artillery but may blown by engineers. Each fort is worth 25 victory
points.
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IWO JIMA
Iwo Jima is a small island, devoid of natural cover because of its barren soil.
But like Saipan, it was an important
island for basing aircraft. In this case, fighters that could protect the B-29's
coming out of the Marianas (including
Saipan).
So on 19 February, 1945, the marines invaded. It was here upon the top of Mt.
Suribachi that the famous picture
of the raising of the U.S. flag by marines occurred.
Initial Forces:
Initial Setup:
Attacker - Setup along the beach. Excess forces will be available on successive
turns. The setup area
contains 0 victory point regions.
Defender - Setup anywhere on the island. The setup area contains 2 victory point
regions (the two airfields).
Reinforcements: None
The six squares comprising the slopes of Mt. Sarabach (in the SE corner) are
worth 75.
The three squares comprising the very top of Hill 390 (but not the slopes
adjacent to it) are worth 25.
Terrain Comments:
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ARNHEIM
Operation Market-Garden was a bold plan to end the war with Germany in one stroke.
The plan was to flank the
German lines in the Netherlands and then drive on the heart of Germany. But to
achieve this bold move, the
bridges at Arnheim, 60 miles behind enemy lines needed to be captured and held
until armor reinforcements
could break the German lines and travel the 60 miles. The job of capturing and
holding the bridges fell to the
British First Airborne Division supported by the First Polish Airlanding Brigade
from the south.
Landing was accomplished and the bridges were captured, but the reinforcements
didn't come in time. It was a
bridge too far.
Initial Forces:
Attacker - Receives 150 points at start. Mines, heavy artillery, mobile artillery
and tanks are not available.
Initial Setup:
Attacker - At the game start, the computer will choose one of four landing zones in
which to place your
forces. The setup areas contain 0 victory point regions.
Defender - You will setup in any city. The setup area contains 12 victory point
regions.
Reinforcements:
Attacker - An additional air drop of 75 points will occur on turn 5. The computer
will choose the drop zone. On
turn 17, 50 more points will appear on the south edge of the map.
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Weather: None
Terrain Comments:
The two bridges crossing the Neder Rijn river cannot be damaged. They also are
separate victory point
regions.
OAHU
On December 7, 1941, the Japanese attacked Pearl Harbor and the other military
bases on the island of Oahu.
Fear that the air attack would be followed up by a land invasion swept the island.
What if that invasion actually
happened?
Initial Forces:
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Initial Setup:
Attacker - At the game start, set up along the beaches on the north side of the
island. The setup areas
contain 0 victory point regions.
Defender - You will setup in any city around any of the military bases. The setup
area contain 12 victory point
regions.
Reinforcements:
Attacker - 100 points will be available on the north beach on turn 10 and an
additional 100 on turn 15.
Defender - Starting turn 5 you will receive 25 points at Pearl Navy Yard or
Honolulu as long as you control
either.
Weather: None
Terrain Comments:
10 meter mountains cost double movement. 20 meter mountains cost half of a units
total movement available
and 30 meter mountains may only be entered by infantry.
Airfields act as road. They are part of the military base associated with them.
KHARKOV
On 12 May 1942, the Russian army initiated an ill-advised offensive in the region
of the city of Kharkov. Although
initially somewhat successful, this offensive played into the Germans hands,
absorbing a large part of the Russian
reserves, and laying them open to a deadly counter-offensive. In the end, two
complete Soviet armies and the
elements of two other were cut to pieces.
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Initial Forces:
Initial Setup:
Attacker - Setup along the right half of the map. The setup areas contain 3
victory point regions.
Defender - Setup along the left half of the map. The setup area contains 10
victory point regions.
Reinforcements:
Weather: None
GENTLE HINTS AND SMALL SUGGESTIONS:
PEGASUS BRIDGE
SICILY:
Attacker: Move up the eastern coast towards Messina with heavy artillery support
as fast as possible. Bring
an engineer or two to help you rebuild the bridges but don't loss sight of going
into the heartland of Sicily
because there are many victory points there.
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Defender: As in with most invasion games stop him on the beaches and don't be
afraid to destroy as many
bridges as possible.
GAUDALCANAL:
Attacker: Take over all victory point positions as quickly as possible and start
fortifying because a strong
counterattack will occur. Mines, bazookas, and artillery can be devastating to
you.
Defender: In the first part of the game delay-delay-delay, until your main force
comes on. Swift moving units
carrying infantry type should be the order of the day.
KASSERINE PASS:
Attacker: Make a breakthrough at Makfar and Soiba early and you will easily
probably easily win the game. With an
opponent on his toes this may prove difficult so be ready for a lot of flank
attacking.
Defender: Keep him bottled up near his starting positions and you will jump to the
rank of General. If
he breaks through early I would look at the possibility of changing professions.
GAFSA:
This tiny little battle you're on your own. All you fine tacticians should have a
good time with this one.
ANZIO:
Attacker: Go for the jugular - Rome. That is were his reinforcements come in as
well as a lot of victory points.
Do not disregard the Casino area. And by all means protect Anzio for your
replacements.
Defender: Destroy him in and around Anzio and you will win the day. You also must
be concerned about the
Casino area. In that area, delaying tactics will serve you well.
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UTAH BEACH:
Attacker: Attack evenly everywhere along the beach. When you've opened a weak
point drive through it.
Create a wedge inland at all costs.
Defender: Let him advance for one turn inland and then pulverize him. If you do
this judiciously, you simply
will win.
OMAHA BEACH:
Attacker: The left side of the map has the most victory points, but may be the
most difficult to take. Take over
most of the forts and you will have free reign over most of the map.
Defender: Obviously defend the left side of the map but in the center and the
right don't be afraid literally to
counter attack.
OKINAWA:
SAIPAN:
Attacker: Don't be afraid to attack on the bottom or right side of the island.
You just may catch your defender
off guard.
GAZALA-BIR HACHEIM:
Attacker: You have enough forces to attack on a broad front. It would be wise to
do so. Make a southern end
flank run to his hinterlands and you will probably upset his apple cart.
Defender: Hold him at the initial defense perimeter for four or five turns and you
probably will win the game.
Even try a counter attack in the extreme north or extreme south.
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IWO JIMA:
Defender: With careful planning and a lot of small firepower you will be able to
truly create a difficult time for
the attacker.
ARNHEIM:
Attacker: With random starting positions it is not difficult to keep the initially
weak defender off guard. Take all
the victory point positions as fast as you can and then dig in for the big counter
attack.
Defender: It will be tough at the beginning if not impossible, but with all the
forces you have coming on
throughout the game you may have an easy time of it.
OAHU:
Attacker: It is highly recommended that you attack down on all three corridors
(the two coasts and the
center). The main plunge should be at Pearle and Honolulu. If you secure these
early you should have an
easy chance at winning.
Defender: This is a great challenge for you but it's doable. If you can bog him
down in the center for six or
seven turns then you will probably do well.
KARKOV:
There are about seven ways for each side to play this one. Enjoy!!!
CREDITS:
Designed by: Mark Baldwin, Bob Rakosky and Bruce Williams Zaccagnino
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Computer Art: Stuart Compton, Mark Baldwin, Bob Rakosky and Don Rinker
Limited Warranty
Neither Q.Q.P. Inc. nor any dealer or distributor makes any warranty, express or
implied, with respect to this
manual, the disk or any related item, their quality, performance, merchantability
or fitness for any purpose. It is
responibility solely of the purchaser to determine the suitability of the products
for any purpose. Some states do
not allow limitations on implied warranties of how long an implied warranty lasts,
so the above limitation may
not apply to you.
As a condition precedent of the warranty coverage provided below and to ensure
identification, the original
purchaser must complete and mail to Q.Q.P. Inc. 1046 River Avenue, Flemington N.J.
08822, within 30 days
after purchase, the Registration/Warranty card enclosed in this product. To the
original purchaser only, Q.Q.P.
Inc. warrants the media to be free from defects in material for 30 days. If during
the first 30 days after purchase a
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defect in media should occur, the software may be returned to Q.Q.P. Inc., who will
replace the media at no
charge. If at any time after the initial 30 day period your media becomes
defective, the media may be returned to
Q.Q.P. Inc. for replacement at a $8.00 service charge.
In no case will Q.Q.P. Inc. be held liable for direct, indirect or incidental
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This warranty gives you specific legal rights, and you may also have other rights
which vary from state of state.
Q.Q.P.
Quantum Quality Productions, Inc.
1046 River Avenue
Flemington, New Jersey 08822
(908)788-2799
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