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Factor Definitions
Movement Factor (MF) The movement points
the unit is allowed to use each turn. Each plain
hex "costs" 1 MF to move, while others can cost
more (such as forest and swamp) and less (such
as roads).
Attack Factor (AF) The offensive power of a
given unit.
Defence Factor (DF) The defensive power of a
given unit.
The Map
Each scenario plays out on its own map of an
area of the Colonies under dispute. Most maps
connect, so that the content on the southeastern
corner of one map, for example, will appear in the
northwestern corner in the next scenario. This
area of the colonies lives under a temperate
climate, so there should be no surprises in terms
of terrain.
Scenarios
TB1 comes with ten scenarios, each capturing a
different
battle
in
the
Pro-Commons
counteroffensive.
More scenarios will be
available in later editions of Instant War.
Scenario Card
Starting TB1
When TB1 is started up, scenario #1 is loaded,
and the Instant War splash title graphic is
displayed.
Click anywhere in the window to
remove the graphic.
Console Commands
next Ends the current player turn.
The
computer will take its turn, and then the next turn
will begin (or the game will end if all turns have
been used up).
new Starts a new game in the current scenario.
Player will be asked to confirm this command.
Movement
Terrain Features
Each scenario map is divided into hexes, each
with a dominant terrain feature.
Common
features include forest, road, river, and swamp.
Hexes that are pale green or brown are fields, and
are considered to be essentially "neutral", in that
they impose no movement penalties or benefits.
Generally, forest and swamp hexes will slow units
down, while roads will allow them to travel more
quickly.
Rivers are impassable for all but
amphibious units.
Terrain may be at three different levels of
altitude. Generally, most hexes are at the lowest.
Hexes at the second altitude level are highlighted
in green.
Hexes at the highest level are
highlighted in light green.
Load Scenario
After TB1 has loaded up, and you have cleared
the title graphic, you may load any scenario you
wish to play.
e.g. scenario "sc2"
will load scenario 2 into the system, ready to play.
The scenarios are named sc1 through to sc10.
Combat
How to Have Combat
Combat is initiated by the player or the computer.
A unit may attack before or after it moves. If it
attacks before it moves, however, it cannot move
for that turn.
To attack an enemy unit, click on the hex of the
attacking unit. Enemy units that are in range to
attack will be highlighted in red. Click on the red
hex to attack.
Modifiers
Based on various game situations, modifiers may
be applied to the combat die rolls, as listed
below:
/2: applied when attacking unit is higher altitude
-2: applied when defending unit is dispersed.
-2: applied when defending unit is in town hex
and attacking unit is infantry
+2: applied when defending unit is in town hex
and attacking unit is not infantry.
Score
Scoring is quite simple in TB1. You get +1 point
for every enemy unit you kill, while you lose -1
point for every Commons unit that the enemy
kills.
Appendix A
Combat Results Table
Roll
-1
0
1
2
3
4
5
6
7
1:4
D
-
1:3
DD
D
D
-
Odds Ratios
1:2
1:1 2:1
X
X
X
DD
DD
X
D
DD
X
D
D
DD
D
DD
D
D
-
3:1
X
X
X
X
X
DD
DD
-
4:1
X
X
X
X
X
X
X
X
-
Explanation
X Unit eliminated
DD Special Dispersal
D Dispersal
- No effect
Appendix B
Unit Types
Commons Tank. Slow moving but
powerful. Cannot move on water.
Commons Armoured Truck. Fast and
relatively strong. Cannot move on
water.
Commons Amphibious Armoured
Truck. Somewhat fast. Can move on
water.
Commons Infantry. Relatively slow
and weak, but strong in urban areas.
Cannot move on water.
Liberation Tank.
Liberation Armoured Truck.
Liberation Amphibious Armoured
Truck.
Liberation Infantry.