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DAYONE.HP1 OVERVIEW:

This game is intended as a Nato Side operation, however, Soviet play is
possible.  Attacks by Nato have been programmed, while Soviet strikes
are more numerous.

As Nato Commander, the mission is to defend yourself against massive
enemy strikes.  The survival of the Northern Norway bases is crucial if
an offensive is to be mounted later.  Without those airfields, ground
based aircraft won't have the range to attack Soviet fields.

In that case, submarine and carrier based missile attacks are the only
way to reach the enemy.  Nato Victory conditions reflect the requirement
to get a carrier force into the northern waters off Soviet shore and
stay there long enough to launch and recover strikes.

The scenario reflects the opening of hostilities with little warning.
The majority of the aircraft are newly arrived from a ferry mission
across the ocean from North America.  Many of them still have a long way
to go to reach the northern battle area.

As commander, you must decide how best to use limited defenses while
moving your strength into position.  Since the enemy has very short
ranges to knock out your Norwegian fields, he is most likely to try that
right away.

The battle, however, is not restricted to Norway, since strikes may be
expected on any base.  The Soviets also have sub and surface units at
sea.  These will probably attempt to attack Iceland, but may try to get
loose into the Atlantic.  Their victory requirements include both, as
well as destruction of your bases.

It should be pointed out that this is a very memory intensive game.
Having lots of small groups flying will likely chew up all your RAM, and
end the game.  Let this be a reflection of the logistics problems and
traffic control problems that would face a real commander.  Each base
can only service a given number of planes and fuel/ammo will be limited.
Therefor, RAM can be that limitation, forcing you to be careful with the
number of things you try to do at one time.

There are many units on both sides that have a very low probability of
being included.  This means that every time you start over, you might
have different units to play with.  So will the enemy.  A new game every
time.  It is, however, unlikely you will be able to win a decisive Nato
Victory.  Good Luck !

As the Soviet, your objectives are many and dependent on what mix of
forces fate deals you.  The air battle is first, with the destruction
of Norwegian bases not only the easiest, but necessary.

If you have subs, they are not for attacking with, even though the
temptation will be strong.  Short of a missile attack on Keflavik in
passing, your real mission is to get the subs south into the Atlantic.

Your surface units will have the dual role of providing cover for any
subs passing below, and defending against enemy carrier strikes that
come later.  You may have sufficient surface power to blast a couple of
enemy bases too.

Among the unit mix there is an amphibious force that may turn up.  It
has the task of getting into position and surviving close to Keflavik,
Iceland.  If this force is present, other units should support this
effort.

Estimate Memory

Estimated free memory required to run this scenario : 650K
This is assuming all units take part.
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Evaluate Forces
                                         maximums
Force comparison
-------------|- Blue Side --- Red Side -|
Bases -------|      14            9     |
Ships -------|      74           25     |
  Combat     |      58           17     |
  Lrg Combat |      15            6     |
  Support    |       7            8     |
Subs --------|       9           14     |
  Nuclear    |       7            9     |
  Diesel     |       2            5     |
Aircraft ----|     573          513     |
  Combat     |     490          464     |
  ASW        |      68           20     |
  Support    |      15           29     |
-------------|--------------------------|

Not all units take part in every game, average 40% ships.
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VICTORY CONDITIONS:
NATO MINIMUM VICTORY CONDITION (AND) 1:
   99 planes must be killed.
NATO MINIMUM VICTORY CONDITION (AND) 2:
   1 Carrier Lrg carrier must be on station for 5 hrs, 0 min,
0 sec.
NATO MINIMUM VICTORY CONDITION (AND) 3:
   3 bases must be killed OR 5 bases must be damaged at 30%.
NATO MINIMUM VICTORY CONDITION (AND) 4:
   8 ships must be on station for 9 hrs, 0 min, 0 sec.
NATO TOTAL VICTORY CONDITION (OR) 1:
   6 bases must be killed.
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USSR MINIMUM VICTORY CONDITION (OR) 1:
   5 Amphibious ships must be on station for 5 hrs, 0 min, 0
sec.
USSR MINIMUM VICTORY CONDITION (OR) 2:
   5 subs must be on station for 5 hrs, 0 min, 0 sec.
USSR MINIMUM VICTORY CONDITION (OR) 3:
   4 bases must be killed OR 5 bases must be damaged at 30%.
USSR MINIMUM VICTORY CONDITION (OR) 4:
   2 carriers must be killed.
USSR TOTAL VICTORY CONDITION (OR) 1:
   5 bases must be killed OR 12 bases must be damaged at 30%.

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