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Getting Started

This file contains instructions on how to get started with the Middle East ‘67 software.
If it is not already running, you should run the Main Program by clicking on the Main
Program entry in the JTS Middle East ‘67 program group (The JTS Middle East ‘67
program group can be found under the Programs list from the Start button).

***Please note that this file is in no way a substitute for the Users Manual provided with
the game.

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 Middle East ‘67 Getting Started
scenario. At the Fire Selection Dialog screen select New under the status section and
Normal under mode. In the list of files displayed by the File Selection Dialog; select
the #00_73_Started.scn. Information such as the title and the designer(s) will be
displayed just above the short description of the battle. This is called the Overview
and it is a good idea to read this section, as it will provide you insight in to the
historical conditions occurring at the time of the battle. Sometimes you will get hints on
how the designers may have intended the scenario to be played. Below the overview
you will see the Map size and the number of turns in the scenario. This information
can be used to judge if the scenario is suitable for your tastes and timeframe. Click on
the OK button when you are ready to continue.

Next, the A/I Selection Dialog will appear.

Since we are going to play as the Arab forces you should select Automatic with FOW
in the Israeli A/I group on the left hand side of the dialog. This will cause the
computer to play as the Israeli side. If we want to give the computer an advantage
we could move the Advantage slider towards the Israeli side, but leave it in the
middle for now. This dialog screen can also be used to select the Optional Rules by
clicking the Rules button at the bottom. Do so now to bring up the Optional Rules
Dialog.

By default, no
optional rules
are selected
and you can
experiment
with these
later. Most
veteran
players use
Recon
Spotting, and
once you
check a box,
that rule will
remain in effect for all games until you enter this dialog again and unselect the rule.
Also note, the Explicit Supply rule is only of use with certain scenarios. For more
information on this is Middle East ’67, consult the designer notes. Click OK to exit
the Dialog when you are ready.

The battlefield map will be


drawn and in the lower
right-hand corner of the
screen, the Command Dialog
will appear.

This dialog will appear at the beginning of each turn and tell you important
information that has happened. Notice that this first report tells you that Air Units are
available. The Command Report provides other useful pieces of game information
and it is worth your time to look at it carefully at the start of each turn. Click on the
OK button to close this dialog so you can examine the map and game interface.

The battle begins with you in command of the


Arab forces. The Egyptian 18th Division to be
specific. Your forces are West of the Suez
Canal and must cross it to make contact with
the Israeli forces and defeat them. The Arab
units are red and the Israeli units are blue.
Looking over the map you can see Israeli units
in Bunkers just South of El Quantara. We know
there are more Israeli units out there but not
visible to us at this time. (Note: To view the map
labels just press the shift key.)

Continuing to look over the map we see an Objective Hex at hex # 21,17 worth
25-points. It is a blue oval, the color showing you that the computer Israeli player,
controls it. In the center is a value that represents the number of victory points you
gain or will deny the other side from having at the end of the game. There are other
25-point Objective Hexes visible on the map. Capture of them all would net us 100
points. During play we will move our units towards the 25-point Objective Hexes
across the canal but before we do so take a moment to familiarize yourself with the
game interface.

Along the top of


the screen you
will see a Menu,
and a Toolbar.

All of the functions, such as firing Artillery, change a unit into Travel mode from
normal or Deployed mode, or even advancing to the next turn is done from here. A
detailed description of each Menu item and Button on the Toolbar can be seen in the
Main Program Help File. Of course as with any Windows program, if your place
your cursor over a button and wait for a moment, a "Tool Tip" is revealed. You will
find the Tool Tips handy to learn the function of the buttons.

As you explore the Menus and Buttons, you will find many
useful functions to help you customize the game. For example,
many veteran players enable Settings | Auto Scroll to remove
the Windows Scroll bars so as to freely scroll around a large
map using the mouse.

Another useful feature is to activate the Divisional Markings from


the toolbar. This toggles the display of colored symbols on each
counter to indicate the Division or other higher-level organization
the unit is associated with

Along the bottom of the screen you can see the Status Bar, which contains several
pieces of information including Game Time, Date, what turn, and how many turns in
the scenario.

In the lower
right you can
see visual
display of the
time of day
where the black at either end depicts night and the yellow in the center is daylight.
Each turn in the game represents 3 hours during the day and 6 hours in the night. As
time passes in each day the red current turn indicator moves from left to right,
following the sun.
The Status Bar is also used to display game messages, such as those you will see if
you attempt to perform a function that is not allowed. For example, in the game you
are not permitted to move a tank though a water hex. And if you try, nothing will
happen. But if you look on the status bar you will see a message “Unit is blocked by
Terrain”.

Left click on the Arab unit in hex 19,20. On the left of the
screen, in the Hex Info Area, you will see the unit
1/Engineer displayed. You can see the unit has a strength
of 150 men. Units in the game are measured in Men,
Vehicles or Guns and this ‘Men’ unit has taken no losses
and is at 100%. You can also see its Morale is C, where A
is very good morale and E is very bad. So, while this unit
is in good shape strength wise, it is not what you would
call an elite formation.

If you place your cursor over the Unit Picture or Hex Area
Info and right mouse click, even more information about the
unit is revealed. You will see the formation hierarchy from
the highest parent organization of the unit at the bottom, the
Egyptian Army, to the description of the unit itself, a ’73
Engineer (Mot). In the same display to the right is number of
game factors about the unit. Release the right mouse button
when you are finished examining the unit details.

We won’t discuss this information in this Getting Started help file because it is
covered thoroughly in the program help as well as the printable documentation.
However, understanding this information will enhance your enjoyment as you learn
and play the game. These brief instructions are not a substitute for reading the
complete User Manual and Main Program Help File.

Left click on your Arab unit in hex 18,19 and look at the Terrain box
that appears below the unit picture. You can get confirmation on the
type of terrain in the hex. In this case it is Clear. You can also see
that Clear provides 0% additional protection for the defenders.
Another important piece of information in this display is the
Visibility, in this case 3 miles. Each hex in the game represents 1
mile, so in this scenario, at this time, you can see enemy units within 3 hexes.
Visibility will be only 1 mile at night and be reduced in dawn and dusk turns. The
daytime visibility can even change increasing or decreasing from turn to turn with
variations in the weather.
With your cursor on the units in hex 20,17, press the Visible Hexes button to see
what hexes and how far you can see from this position.

Most of the map will now be darkened and the lit up


hexes will reveal what places you can see. This is
governed by the visibility in hexes as well as the
line-of-sight. Notice that the 25-point Objective Hex
with the Israeli unit is lit up so the unit is spotted. If you
click on the enemy unit you can see some information
about it, however, as this game is being played with
Fog-of-War (FOW) ON, details such as exact Strength
and Morale are hidden. Press the Visible Hexes button
a second time to toggle this setting OFF and return the
map to the normal state.

There are many ways to proceed with your Mission. At this point, it is best to stop
and consider your overall plan in light of your situation. The Game is a little like
Chess, in that it is one thing to know HOW to move the pieces (or Units in this case)
but it is quite another thing to use them in an integrated fashion to attain your goal.
Here too, it is the side with the initiative that dictates the course of the play. As such,
a good player will keep his opponent off balance. The best way to do this is to try and
think ahead and to plan your move.

No plan is perfect, nor is it likely to execute exactly as it is envisioned. So the


essence of a good sound battle plan is flexibility. Examine the Map for a moment. To
the West of the canal are your forces, the Egyptian 18th Infantry Division. Along the
canal you have Engineer units along with other foot units, AT-3 Sagger Teams and
an Armor unit. Since the Engineer units can ferry the foot units across the canal you
can take the 25-point Objective Hex at 21,19 with relatively no resistance. Looking
North of this objective we see two Israeli units in bunkers and an Obstacle hex in
22,17. If you are not sure of the locations or which end of the map is North just press
the Shift key and the compass and map labels will be displayed. When you release
the key the labels and compass will disappear.
Further to the Northeast
you can see two more
25-point Objective
Hexes. We can also
safely assume that there
are more Israeli units
present but not visible to
us, yet! Before we can
get that far we need to
concentrate on getting
across the canal. This is
where our Engineer units
help out.

Now lets begin to move starting with the units in hex 20,19. In this hex, looking in the
Unit Window, we can see that there is a 500 Men strength foot unit, 6 guns in an
AT-3 Sagger Team and an Engineer units with 150 Men. We will use the Engineer
unit to ferry 500 Men and the Sagger units across the canal into the unoccupied
25-point Objective Hex to the upper right. Most actions, whether movement or
combat, require that units first be selected. Clicking on a hex on the map with the left
mouse button causes that hex to become the current Hot Spot, and the units are
displayed in the Unit Window. If there is more than one unit in the hex and you only
wish to select one of them, click on the pictures in the Unit Window. Notice that by
clicking on the unit picture, you can Select (highlight) or Deselect (normal color) the
unit. To move just right click on the hex you desire to move into. At this time highlight
the 500 Men unit and move it to the Objective Hex at 21,19. You have now captured
the first Objective Hex and gained 25 points in the process. Your goal on this first
turn will be to get your units ferried across the canal and get ready to move out and
capture the remaining Objective Hexes and destroying enemy units in order to gain
points for a victory.

You will notice that the Armored unit in hex 18,19 when moved up to hex 20,19 to be
ferried across will be denied (unit cannot cross river hexside). You must remember
that in order for an Engineer unit to ferry units they must meet the following criteria:

 The unit being ferried must be moving into the hex containing the Engineer unit
or out of that hex.
 The unit being ferried must be of Foot, movement class (right click in Unit
Picture to see this information listed).
 The unit being ferried must have full Movement Allowance, must be in Travel
Mode, and must not be Disrupted or Broken. Go check that 500 man unit you
just ferried across the canal. You will see it was in Travel Mode.

So in review, to ferry units, an Engineer unit must not be Disrupted or Broken, must
have full Movement Allowance, and must not be in Travel or Rail Mode (Note: the
Engineer unit may be conducting Bridge Operations).

To get the Armored unit across the canal


the Engineer unit will have to conduct
Bridge Operations. With the Engineer
unit in hex 20,19 selected, click on the
Engineer tab on the menu at the top of
the screen and select “Bridge Operations
”. You will be given a choice of hexsides
to build the bridge. This bridge may be
built and sturdy enough for the Armor to
roll across next turn. If so you can move
the Armor forward.

It is a good idea to put the Armored units in Travel mode in this case as this is the
only way they can cross the canal. Select the unit in hex 18,19 and press the Travel
mode button on the tool bar – the sixth one from the left. Now move the unit forward
two hexes to the place where your engineer is building the bridge. Notice a unit in
travel mode will have a T right after the Movement points. As this picture points out
for the Armor unit, Movement 74T.

Select the Artillery Dialog button or use the “E” Hotkey to check Indirect Fire.
This will reveal that you have three
Artillery units available. Double click
any artillery unit in the dialog and the
map scrolls to that unit you will see
that valid targets are highlighted. You
can see this effect with the top unit in
the dialog and the Israeli unit in the
Bunker at hex 21,17. If you select this
unit by clicking on it in the Unit
Window and then press the “W”
Hotkey, it will show which units spot
for that particular piece of Artillery.
This may not seem like much here, but in a larger scenario, it is very useful to see
just who can spot for which artillery unit.

You can fire your Artillery at this time by right clicking on a target hex. You should be
able to fire twice with each piece of Artillery. When this is done in any type of attack
you will see a Fire Report. You may kill; inflict Fatigue and/or Disrupt enemy units.
The information will be listed here. In this case one man was eliminated. Close the
Artillery Dialog box when you are finished.

Firing other non-artillery combat units is done with the right click too, but before you
fire or move, the unit in question must be selected. As you have already seen, by
default the game is in Move mode, because when you right clicked on a hex, you
units moved. To fire you must first put the game in Fire Mode. Most veterans of the
series do this by remaining in Move Mode and pressing the Control <Ctrl> Key.
Notice when you press the Control <Ctrl> Key, the cursor changes. When the the
Control <Ctrl> Key is down, the game is in Fire Mode and the cursor is a Cross Hairs
with a circle, just like the cursor when you fired your artillery.

Click on the Air Call button or use the “A” Hotkey to bring up the Air Mission
Dialog.
There are three groups listed. One for Recon and two for Fighters. If a particular
group is grayed out then the targeted hex is not in Line-Of-Sight (LOS) of a friendly
unit or you may have selected an inappropriate hex such as your own unit. Select the
crossroads at hex 24,19 and then Left Click on the Recon Air Mission and select “OK
”. Your Air Mission be successful or could very well be intercepted by enemy
fighters. We will save the Fighter Missions for use later in the scenario.

You do have countermeasures of your own. While in 2D Mode locate the SAM
icon at hex 10,17.
From the menu at the top click on
View/Shade/SAM Coverage. This will
highlight your Surface to Air Missile
range.

Clicking the Highlight Org button on the toolbar will highlight all of the units in the
same organization.

At this point we have had a good look around the map and moved our foot units and
Saggers across the canal. We even captured an Objective Hex worth 25 points.
Artillery has been fired and an Air Recon Mission was flown.

Clicking on Next Turn will prompt the AI to move and carry on from here. Good
luck and once you get the hang of the game, move on to other scenarios
covering the whole period of the Middle East Wars. Don’t forget to consult the User
Manual. You can access this while you play from the HELP | User Manual.
Also note, that each Menu, Dialog and hot key is described in the HELP | General Help.

We sure hope you enjoy the Game, and that you look forward to more installments of
the Modern Campaigns Series in the future.

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