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================================================================
C O N T E N T S
================================================================

1 I N T R O D U C T I O N 1
1.1 Introduction 1
1.2 Requirements 1
1.3 Running the Game 1
1.4 How to Win 1
1.5 Map Display 2
1.6 Using the Menus 3
1.7 Screen Saver 3
1.8 Set Up 4
1.9 Sequence of Play 4
2 D E C I S I O N P H A S E 4
2.1 Movement 4
2.2 Armies 5
3 M A I N M E N U 5
3.1 Main Menu 5
3.2 Recruit 6
3.3 Variable Recruits 6
3.4 Ships 7
3.5 Invasions 7
3.6 Move Orders 8
3.7 Next Turn 8
3.8 Inform (Reports) 8
3.9 Options 9
3.10 Utility 9
3.11 Files 9
4 O P T I O N S 9
4.1 Options Submenu 9
4.2 Cancel 10
4.3 Fortify 10
4.4 Join (Combine) 10
4.5 Supply 10
5 U T I L I T Y 11
5.1 Utility Submenu 11
5.2 Redraw 11
5.3 Side 11
5.4 Solo/2-Player 11
5.5 Graphics 11
5.6 Sound 12
5.7 Display 12
5.8 Balance 12
5.9 End Game Conditions 12
5.10 Victory Condition Override 12
5.11 Random Events 13
5.12 Vary Start 13
5.13 January Campaigns 13
5.14 Max Recruit 13
5.15 Enemy Aggression 13
6 M O V E & C O M B A T P H A S E 13
6.1 Computer Decisions 13
6.2 Army Movement 14
6.3 Combat 14
6.4 Income Update 16
7 D E S I G N E R N O T E S 16
7.1 Game Concept 16
7.2 Victory 16


================================================================
1 I N T R O D U C T I O N
================================================================
1.1 Introduction
===================
The VGA Civil War Strategy Game is a 1 or 2-player graphic
strategic level wargame of the American Civil War. The game
requires VGA, and will not work without it. It is provided
"as is" without any warranty of any kind. It has been tested
on several types of IBM compatibles (from XT to 386) but it
is impossible to try all the many combinations of equipment
that exist.

The object of the game is to accumulate as many victory
points as possible. The game is played in turns of 2 months
during which both sides perform their actions. Decisions are
made using menus which are described below.

1.2 Requirements
===================
The program requires the following files:
CWS.EXE - the game program
CWS.CFG - your customizable configuration file
CWS.INI - initialization data file
CWSLEAD.DAT - army leader data file
CITIES.GRD - city data file
CWSDOC.COM - online help file
CWS.DOC - this documentation file
HISCORE.CWS - high score file

NOTE: The program requires VGA.

1.3 Running the Game
=======================
Type 'CWS' at the command line prompt. The title screen
display will appear while the game initializes. You can skip
opening music and graphics by typing 'CWS Q' at the command
line prompt.

The option to load a game or begin a new game is given at
the beginning of the game, in addition to being available
during the game.


1.4 How to Win : Victory Points
=================================
You get "victory points" for (1) capturing cities, (2)
capturing armies, (3) winning battles, and (4) special
events. Each city you control gives you a certain number of
victory points (and a like amount of income). This varies
depending on the city. For instance, a large city such as
Philadelphia is worth much more than a smaller city such as
Fort Donelson. To see the number of victory points each city
is worth, use the "Inform" option to access the "Cities"
report.

- 2 -


Capital cities are worth an additional bonus of 50 victory
points in addition to the normal victory points. If you lose
your capital, you permanently lose the bonus income. If your
capital is threatened, you may move it if you have enough
money, via the "Utility" option of the Main Menu.

If your army defeats an enemy that has no route for retreat
or causes enough casualties to crush the enemy, you capture
the army and receive a bonus of 25 victory points.
Eliminating the enemy fleet also results in bonus victory
points.

For each battle you win, you receive 1 victory point.

Under some circumstances, special events (such as the
Emancipation Proclamation or Lincoln being re-elected)
result in extra victory points for one side or the other.

If the Union does not crush the Rebels, the South will win
by default after a period of time (determined by end game
conditions). When this happens, the score for both sides is
reduced to 70% of the original level.

As play progresses, the score will not instantly track the
performance on battlefield, but rather will "lag" slightly.

The game continues until one side achieves an end game
condition. (See End Game Conditions under the "Utility"
submenu). The side that triggers the end of the game
receives an additional bonus of 100 victory points.

If your score is one of the top 5 scores for the side
played, you name and score are entered into the high score
file.

1.5 Map Display
==================
The title screen will clear and a map of the eastern U.S.

will appear along with a menu entitled 'Main'. This is the
Main Menu from which you choose most of your options. Above
the menu is a flag showing which side is currently selected,
Union or Confederate. At the very top of the screen on the
right is a bar graph which shows how the current side is
doing, along with information on victory points and level of
difficulty.

The small colored circles on the map display are cities or
other key locations. There are a total of 40 such locations.
Blue circles are Union controlled; gray ones are Confederate
controlled. Red circles are neutral cities (not controlled
by either side). Two of the cities are CAPITAL cities, and
their circle is marked with a small yellow cross. If the
graphics option is ON, the connections between the cities
will be shown by dashed lines.


- 3 -

If the circle representing the city is surrounded by a
HOLLOW BLACK box, it is a FORTIFIED (FORT+)location; if
surrounded by a SOLID BLACK box, the location is HEAVILY
FORTIFIED (FORT++). Any level of fortification tends to
improve resistance to enemy attacks.

A small box appears in the right of the display with the
letters 'PHIL' underneath. This represents the port of
Philadelphia. The city of Philadelphia itself is the right
most circle at the top of the screen. You will see a small
ship icon in the "PHIL" box which represents the Union navy.

Small flag icons appear next to some cities. Each flag
represents an army. Mountain and rivers features are also
shown on the map.

1.6 Using the Menus
======================
You may move the highlighted menu option by pressing the
"up" and "down" arrow keys. Pressing 'Enter' will select the
currently highlighted option. In most cases, you may exit
from a menu without selecting any option by pressing the
"escape" or "esc" key. In a few cases you must select an
"EXIT" option to leave the menu without selecting any
option.

Hot keys" are provided to speed menu access. The first
letter of each command will immediately select the item
without having to move the menu bar. WARNING: In responding
to city locations, watch out for cities that have the same
first letter. Using the hot key will select the FIRST city
on the menu that begins with the letter you press. If you
wanted to select another, you must use the up/down arrow
keys. Example: You have the option to recruit at either Fort
Donelson or Front Royal, both of which begin with "F". If
you press "F", Fort Donelson will be selected because it
comes first alphabetically in the menu list. If you want to
select Front Royal in this case, you must use the arrow
keys. If there had been no other cities beginning with "F"
except for Front Royal the hot key would have worked fine.

Note that some menu items have had to be changed slightly to
avoid duplicate first letters. For instance, "Inform" has
replaced the earlier "Reports" menu item because there is
already a menu item on the main menu beginning with "R"
(Recruit).

The menu cursor placement has been made more consistent
for the Option and Utility menus. The cursor now stays
on the submenu if there are more choices available for
the item currently being selected (e.g., more troops to
be supplied). Otherwise it returns to the main menu and
stays on the Option or Utility item.

1.7 Screen Saver
===================

- 4 -

+=========================================================+
| There is a SCREEN SAVER accessed by pressing "Ctrl-B". |
| (The "B" may be either upper or lowercase). |
| The screen will instantly blank and random geometric |
| designs will appear. |
+---------------------------------------------------------+
| To restore the game map, press "Ctrl-B" again. |
+=========================================================+

1.8 Set Up
=============
There are several setup options available which can be
accessed from the "UTILITY" option of the Main Menu. You can
swap sides, select 1- or 2-player options, control sound and
graphic options, and adjust difficulty. When you save a
game, the configuration file is automatically updated to the
current set of options you have chosen.

1.9 Sequence of Play
=======================
Play proceeds in the following sequence for each game turn
(representing 2 months):

A. Decision Phase
Side 1 Decisions
(Union if 2 players ; Human if 1 player)
1. Recruit
2. Naval Actions (Resolved Immediately)
3. Move Orders
4. Other Decisions (Combine, Fortify, etc.)

Side 2 Decisions
(Rebel if 2 players ; Computer if 1 player)
1. Recruit
2. Naval Actions (Resolved Immediately)
3. Move Orders
4. Other Decisions (Combine, Fortify, etc.)

B. Move & Combat Update Phase
(Move Orders Carried Out)

C. Turn Update Phase
1. Income Updated Based on Cities Controlled
2. Unit Supply Updated

================================================================
2 D E C I S I O N P H A S E
================================================================
2.1 Movement
===============
Movement is from city to city (point-to-point movement) by
armies. Any number of friendly armies may stack in a city.
Armies that move to a city occupied by an enemy army must
fight the enemy, and either drive off the enemy (to capture
the city) or be forced back themselves.


- 5 -

Moving into an enemy city that is not occupied by an army
results in automatic capture of the city. Movement into a
neutral city automatically captures the neutral city. The
city will change colors to indicate you have gained control.

Capture of a fortified city will reduce the fortification by
one level. (Thus, a FORTIFIED+ city would be reduced to an
unfortified city.)

2.2 Armies
=============
Armies have several attributes of importance. These will
change as the game progresses, and it is important for you
to understand how they influence the outcomes.

STRENGTH - the number of men in the unit; the prime
attribute in combat

LEADER - ability score of the unit leader, from 1 to 10.
Greatly affects the unit's effectiveness in
battle and movement.

EXPERIENCE - the number of battles the unit has won (0-10).
More experienced units are more effective in
combat. Each battle won increases the
experience level by 1.

SUPPLY - the current state of food and equipment (0-10).
Units use 1 unit of supply each turn, except in
summer and autumn harvest months. Capturing
cities and capturing enemy armies increases
supply. Moving and fighting accelerate use of
supplies. Units that are 'out of supply'
(supply level=0) fight at 50% effectiveness,
and move more slowly. Units that are out of
supply are now marked with an "S" to make them
easier to locate. Armies in port cities are
always in supply if the city is not blockaded.

================================================================
3 M A I N M E N U
================================================================
3.1 Main Menu
================

+=============+
| Main |
+=============+
| Recruit |
| Ships |
| Army Moves |
| NEXT TURN |
| Informs |
| OPTIONS |
| UTILITY |
| Files |
| Help |
+=============+

- 6 -
This menu shows the primary decisions you can make. At the
bottom of the menu are symbols that tell you what setup
options are active, and a reminder that F4 is a shortcut key
to go to the next turn. The "music note" symbol tells you
that music is ON. 'Snd' tells you that sound is ON. The "G"
symbol tells you that graphics are ON for combat scenes. The
number '1' or '2' tells you whether this is a 1- or 2-player
game.

When graphics are turned ON, the connection links between
cities are shown. Also, there are displays for battles and
special events, such as the surrender of an army. Play will
be slowed slightly by when graphics are ON, due to time
required to draw these displays.

3.2 Recruit
==============
Allows you to recruit new armies or build up existing
armies. Each recruitment requires 100 money units. If you do
not have enough money, you cannot recruit.

You will be given one or more randomly selected cities where
you may recruit (only ones that your side currently
controls). If the city is vacant, a NEW army is placed
there, along with a commander and his corresponding
abilities. Adding recruits to an existing army increases its
strength, but does not change the commander.

Each side has 20 commanders available to lead separate
armies. As the game progresses, the number of available
commanders will be reduced as commanders are captured or are
occupied leading other units.

If the list of 20 preset commanders is exhausted, there is
list of "generic" commanders provided so you can still
recruit and finish the game. Generic units are given Roman
numeral identifiers. For instance, Union army 12 is
designated Union XII. Rebel army 22 is designated Rebel II,
and so forth.

Newly created armies MAY NOT move this turn, while they
train and organize. Existing armies that are increased in
strength CAN MOVE in the current turn.

At the balanced play level, newly created stand alone armies
are 7,000 men. Additions to existing armies are 4,500 men.
Experience level of recruits will be low (varies slightly,
with slightly better levels for Rebel armies).

NOTE: Once you have begin to recruit, you should NOT change
sides or number of players, since the cities to
recruit in are already selected for that part of the
turn.


- 7 -

3.3 Variable Recruits
========================
ADVANCED FEATURE: Variable Number of Recruits. It is now
possible to link the size of recruited armies to the size of
the city where the recruiting takes place. Instead of fixed
values for number of recruits, a toggle is provided in the
Utility menu ("Max Recrt") to make more recruits available
in larger cities (e.g., Philadelphia) and fewer available in
smaller cities (e.g., Fort Donelson). When the toggle is
OFF, the number of recruits for new or existing armies is
fixed at the levels in the basic game (7000 for new armies;
4500 for additions to existing armies).

When the toggle is ON, the number of recruits varies based
on the value assigned to the city in the CITIES.GRD data
file. For cities with values in the 10-15 range, the number
of recruits will be about the same as with the toggle off.
However, the number of recruits will be larger than normal
for bigger cities and smaller than normal in smaller cities.

3.4 Ships
============
Allows you to build and move fleets and bombard enemy
cities. Each side has one fleet, consisting of 1-10 ships.
Ships can be added to the fleet only in friendly port
cities. Each new ship requires 100 money units.

Ships can be moved to any port city. This means ships may
move much more rapidly than armies, but their effect is
different.

If the two fleets meet in a port, they will engage in
combat. During each round of combat, the attacker has the
option to press the attack or retire. Each ship can take 10
enemy hits before it sinks. The current number of hits
remaining is shown below the ship icon. Combat continues
until one fleet either retreats or is eliminated. At the end
of the turn, there can be only one fleet in a given port.

Ships do not transport armies, but can bombard enemy cities
to damage defending armies or fortifications, or to drive
the city to neutrality. If the city has an enemy army, the
bombardment will damage the enemy. The fleet will also
blockade the enemy army in the port, reducing his supplies.
Fortified cities may have the forts damaged or reduced.
However, forts may sink attacking ships.

Unfortified cities not occupied by a defending army may
become neutral as a result of the bombardment.

The human player cannot move to a port and attack the port
on the same turn. However, the computer opponent is allowed
to do this.

3.5 Invasions
================

- 8 -

INVASIONS : The Union player ONLY may invade neutral cities
if (1) there is more than one ship in the invading fleet and
(2) there are still available Union commanders. The fleet
size will be reduced by 1 and the new army will seize the
neutral city. The invading army is small (3500 men) and
vulnerable to attack. However, the captured city is eligible
for possible recruiting later.

3.6 Move Orders
==================
Allows you to select an army to move and where to move it. A
menu will cycle through all your armies that are able to
move this turn. Armies that already have move orders, or
that have been combined this turn, or that have built
fortifications this turn, or newly created armies are not
eligible to move in the current turn.

Once you select the army to move, the choice of all possible
connecting destinations for that army are shown. Selecting a
destination will result in a white dotted line from the
selected unit to the destination. Note that the army does
not move immediately. Rather, it will attempt to move during
the move and update phase.

If an army with move orders is attacked during the move and
update phase, there is a chance that it will not be able to
carry out those orders. If it is defeated, it must retreat,
but even if it wins it may have its orders cancelled.

During the month of January, you may not carry out any land
campaigns (i.e., attack enemy or neutral cities). You may move
armies to friendly cities, fortify, or conduct other land
operations. Naval operations are unaffected by the January
restriction.

3.7 Next Turn
================
When you have completed your decisions for the current turn,
select this option to continue with the game sequence. Note
that once the game sequence progresses, you cannot back up.
Thus, when you select this option, you will be asked to
confirm before the turn actually progresses.

3.8 Inform (Reports)
=======================
Six different reports are available :
1) Friendly Army report
Shows the status of all your armies, and other useful
statistics on the progress of the game. After the
first turn, it will also show the total strength of
the enemy forces.

2) Enemy Army report
Shows information similar to Friendly army report,
except that it shows less complete information on the
enemy forces.

- 9 -


3) City report
Provides information on the cities, their worth,
status, and so on.

4) Force summary
Shows on the map the strength of all armies (in 100's
of men).

5) Intelligence report
Provides an on-map summary of attributes of all
FRIENDLY armies (strength, leadership, experience,
and supply).

6) Battle Summary report
Shows number of battles won and casualties incurred
for each side.

There is no cost for any of the reports.

3.9 Options
==============
See Options Submenu for a description of the choices. These
generally relate to special options available for individual
armies.

3.10 Utility
==============
See Utility Submenu. These provide overall game options that
allow various features of game play to be modified.

3.11 Files
============
Allows you to load or save games and to quit then program.
There is only one saved game file, named "CWSTRAT.SAV". If
you wish to maintain additional saved game files, you must
use DOS commands (e.g., COPY and RENAME).

When the game is started, the base game is automatically
initialized, configured according to the current CWS.CFG
settings.

================================================================
4 O P T I O N S
================================================================
4.1 Options Submenu
======================

+============+
| Options |
+============+
| Cancel |
| Fortify |
| Join |
| Supply |
| MAIN MENU |
+============+

- 10 -

4.2 Cancel
=============
Allows the move orders for unit selected (menu with eligible
units will be displayed) to be cancelled - in case you
change your mind before you go to the next turn.

4.3 Fortify
==============
If ALL the following conditions are met, you may fortify a
city:
1. City is occupied by a friendly army
2. City is not already at DOUBLE FORTIFIED ++ level
3. You have at least 200 money units

All cities meeting these conditions, will appear in a menu
of candidates. Selecting a city to fortify will cause the
city icon to be updated on the game display. The army
occupying a city that is fortified loses its turn (it is
presumably busy building fortifications) and will be shown
as 'Resting' in the Army report.

An army may increase a given city's fortifications by 1
level per turn. If there are 2 units in a city, each army
may add 1 level of fortification in a turn, thereby double
fortifying the city.

4.4 Join (Combine)
=====================
Up to a certain level, friendly armies may be combined to
create larger and more powerful forces. In order to combine,
armies must start the turn stacked in the same city. Stacked
armies are indicated by a small gold circle on the flag
icon. Selecting 'Combine' will result in a menu of candidate
cities in which armies are stacked. Selecting a city will
cause all armies in that city to attempt to combine, up to a
maximum level of 125,000 men. Army attributes for combined
armies are averaged, and the best commander of the armies
combined will assume leadership of the combined forces. (His
leadership ability will be reduced slightly to account for
the increased difficulty of commanding the larger forces.)

4.5 Supply
=============
On occasion, you may need to manually allocate additional
provisions to units that are out of supply. These units may
be seen on the map marked with an "S" to make them easier to
locate. At the end of the move and update phase, units will
automatically receive 1 unit of supply, assuming enough
money is available. Automatic update of supply costs .002
money units per 1,000 men in the army unit. (For instance, a
22,000 man unit would require 44 money units to resupply).
This automatic resupply is done in numerical unit sequence,
so that higher numbered units are supplied last. If there is
not enough money to supply all units, or if the unit expends

- 11 -

more than expected supplies, or is blockaded in a port, some
will eventually get out of supply. Note that in the months
of July and September, units are resupplied without cost
(except for blockaded units).

To manually resupply, you must have enough money to provide
the supplies, which depends on the size of the army being
resupplied. Each unit of supply requires .001 money units
1,000 men (cheaper that automatic resupply). However, the
computer will attempt to allocate as much supply as possible
to the unit selected, up to a maximum of 5 units of supply.
If you do not have enough money to allocate at least 1 unit
of supply, none will be provided.

================================================================
5 U T I L I T Y
================================================================
5.1 Utility Submenu
======================
+============+
| Utility |
+============+
| Redraw |
| Side |
| Solo |
| Graphics |
| Sounds |
| Display |
| Balance |
| End Cond |
| Events |
| Vary Start |
| Jan Cmpgn |
| Max Recrt |
| Aggress 1 |
+============+

5.2 Redraw
=============
Allows you to redraw the display map.

5.3 Side
===========
Toggles between the Union and Rebel side for the 1 player
game only.

5.4 Solo/2-Player
====================
Toggles between 1- and 2- player game.

5.5 Graphics
===============
Adjust level of graphics. Four levels of graphics are now
allowed, designated G0 through G3.

G0 = no additional graphics (BASIC level)

- 12 -

G1 = show city connections
G2 = show city connections and city names
G3 = show city connections, city names, and additional combat
graphics

Higher graphics levels will slow the game somewhat while
the screen is redrawn.

5.6 Sound
============
Toggle between Sound & Music, Sound Only, and Quiet.

5.7 Display
==============
Sets display speed for messages displayed, from fast to very
slow.

5.8 Balance
==============
Set Play Balance from Rebel++ (large Rebel advantage) all
the way to Union++ (large Union advantage). Play balance
affects the relative resources allocated, along with the
handicap received in combat.

5.9 End Game Conditions
==========================
Shows the conditions that will determine when the game is
over. These are specified in the input file CWS.INI, and can
be changed by changing that file. Up to 5 different preset
conditions may trigger the end of the game:

Time (Month & Year)
% Cities Controlled by Either Side
% Income for Either Side
Capital Capture By Either Side *
Ratio of Total Army Strength

In addition, the total elimination of either side's armies
will trigger a victory condition. Active conditions are
marked with an "û". These may be toggled either off or on
(active) using this option, but the VALUES themselves can
only be changed in CWS.INI (see "Files" section below). If
ANY of the active conditions are achieved by EITHER SIDE,
the game will end. If there are NO active end game
conditions, the game will continue indefinitely.

* Note: If BOTH sides lose their capital in the same turn, the
game does NOT end even if this condition is active.

5.10 Victory Condition Override
================================
There is an override option when victory conditions signal
the end of the game. This allows you to keep playing if you
choose instead of abruptly ending the game. Each time the
override is used it increases the victory condition that was
triggered. For example, suppose the % cities controlled

- 13 -

condition is triggered. Suppose it is currently set at 32
(80% of total), and that the end game condition is
overridden. The number of cities required to trigger the
condition is increased to 33 (or 82.5%). If it is overridden
later, it increases to 34 (85%) and so on.

5.11 Random Events
===================
Control over random events has been extended in the Utility
menu option. Random events can be toggled OFF so they do not
occur. If random events are ON, the degree to which they
favor one side or the other can be controlled:

Favor Union (70% of random events help the Union)
Neutral (50% help the Union; 50% help the Rebels)
Favor Rebels (70% of random events help the Rebels)

If random events are ON in a 1-player game, they will
default in favor of the computer opponent if they are not

5.12 Vary Start
================
Selecting this option at the beginning of the game will
give different starting conditions.

5.13 January Campaigns
=======================
Toggle to allow/disallow January campaigns.

5.14 Max Recruit
=================
Toggle to link number of recruits available in a given city
to the city size (as represented by the income level in the
CITIES.GRD file).

5.15 Enemy Aggression
======================
This option applies only for 1-player game. By repeated
selecting this option you may cycle through enemy
aggressiveness levels from 0 (least aggressive) to 5 (most
aggressive). The default level is 1. At the lower levels,
the enemy will be more cautious and defensive, preferring to
build forts and make attacks only when the odds are
favorable. At the higher levels, the enemy will attack more
often, perhaps even to the point of foolhardiness.

================================================================
6 M O V E & C O M B A T P H A S E
================================================================
6.1 Computer Decisions
==========================
If you are playing a 1-player game versus the computer, you
will see the computer decisions being made. The computer
does not 'cheat' by taking advantage of knowledge of the
moves you have selected. If the side played by the computer
has an advantage in play balance, it will be a more

- 14 -

difficult opponent because it will get more resources, and
will receive a combat handicap.

You will be prompted to "press any key for month /year events".
During the update phase, the message "UPDATE" will appear in the
lower right of the map area. The computer will move the armies,
provide information on battles, state of supplies, and so on.
From time to time the display will pause to give you time to read
the messages. You can press any key to move on.

6.2 Army Movement
====================
When you see the message "press any key for (current month
and year) events", the move and update phase has begun.
During this phase both sides have their move orders carried
out. When enemy armies meet in the same city, combat occurs.
After combat, only one side will continue to occupy the
city. The side that was driven off loses the battle.

The order in which armies move depends on (1) ability of the
leader (better ones tend to move first), (2) supply (out of
supply units move last) and (3) a random factor. Armies
carry out their orders one at a time. The flag icon will
move from the starting location to the destination city.

6.3 Combat
=============
If combat occurs, a set of statistics will appear on the
right of the screen giving important information on how the
battle will be resolved. The information for both attacker
and defender begins with a base calculation, which goes
through a series of adjustments to arrive at a final value
for this battle.

Item Meaning
---------- -----------------------------------------------

Base Base combat strength, obtained by dividing unit
strength by 10,000 and rounding up. Thus, an
army with 23,000 men has a base combat strength
of 3. The base for defenders is increased to
account for their reduced exposure to fire.

Ldr/Exp Base combat strength, adjusted for leadership
and experience. Armies outmanned by more than
5:1 will usually not receive this adjustment.
However, elite armies with experience levels of
8 or more automatically receive a bonus, even if
hopelessly outnumbered.

Small Adjusted strength after penalizing for very
small forces (i.e., small force has less than
1,500 men).

Outman Additional adjustment if the opposing army is
much larger than this army proportionately. This

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occurs for the attacker if outnumbered by more
than 5:1 or for the defender if outnumbered by
more than 10:1.

Supply Additional adjustment if unit is out of supply
(will be in contrasting color). Out-of-supply
units fight at half strength.

Difclt Additional adjustment based on difficulty level.

Fort (FOR DEFENDERS ONLY) - Additional adjustment if
location is fortified and defender has not moved
or fought previously in this turn. NOTE:
Occasionally an exceptional commander will get
the fort bonus even if he has fought previously
in the turn.


The exact combat adjustment for outmanned armies has been is
shown below:
+-------------------------+---------------+---------------+
| Attacker/Defender Ratio | Attack Adjust| Defend Adjust |
+=========================+===============+===============+
| 1:10 or worse | set to 1 (min)|set to 20 (max)|
+-------------------------+---------------+---------------+
| 1:10 to 1:5 | set to 1 (min)| + 2 |
+-------------------------+---------------+---------------+
| 1:5 to 1:2 | - 2 | + 2 |
+-------------------------+---------------+---------------+
| 1:2 to 2:1 | 0 | 0 |
+-------------------------+---------------+---------------+
| 2:1 to 3:1 | 0 | - 2 |
+-------------------------+---------------+---------------+
| 3:1 to 5:1 | + 2 | - 2 |
+-------------------------+---------------+---------------+
| 5:1 to 10:1 | + 2 | set to 1 (min)|
+-------------------------+---------------+---------------+
| 10:1 or better |set to 20 (max)| set to 1 (min)|
+-------------------------+----------------+--------------+
Note that this is in addition to any other combat
adjustments, such as leadership, fortification, supply, etc.


All combat adjustments are made sequentially, and the final
result is the one actually used in the combat calculations.
The final result for both the Attacker and the Defender is
shown in a highlighted box. The final values can never be
less than 1 nor more than 20. A calculation of the odds of
an attacker victory are also given as A GUIDE ONLY. The
computer actually resolves the combat separately from this
calculation of attacker odds, but it should provide a good
indicator of who is likely to win the battle.

The actual results of the battle will be displayed after you
press a key. The winner is announced at the bottom of the
screen. Casualty information (numbers and percentages for
each side) are shown at the top of the screen. Notice that

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an army can win the battle but suffer greater losses than
the enemy.

The loser must retreat to an adjacent friendly city. The
human player is given the option as to which city to retreat
to if a player-controlled DEFENDING army must retreat (if
there is more than one choice for retreat). If there are no
retreat options, the loser will surrender. Even if there is
a retreat option, a unit may be so outnumbered and reduced
in size so much that it can no longer function. Such
shattered units will also surrender. When units surrender,
their commanders are PERMANENTLY removed from the game.

If there is more than one defending army in a city, the
attacker must defeat each defender one at a time until all
defenders are driven out before occupying the city.

6.4 Income Update
====================
After all combat and moves are resolved, the supplies are
distributed, and income and victory points are updated based
on present game situations. Note that the Union side always
receives income from other parts of the country outside the
region shown (e.g., Boston, New York, Chicago, etc.) Thus,
the Union in effect has an income bonus. Supplies are
distributed based on cash remaining, to the armies in
numerical order.

================================================================
7 D E S I G N E R N O T E S
================================================================
7.1 Game Concept
===================
The game takes a strategic military point of view. There are
essentially 3 theaters of war, the Mississippi River,
central Tennessee, and Virginia. Combat revolves around the
power of defensive (particularly fortified) positions, and
cutting lines of retreat to isolate and capture armies. The
Confederates must move quickly early in the game before
superior Union resources overwhelm them. Likewise, the Union
must press to victory (normally taking the Rebel capital)
before time expires and the Rebels earn a victory by default
as the European powers recognize them.

The game is intended first and foremost to be fun, and is
basically a 2 player game. The computer AI ability is
limited, and results may be quite ahistorical. The 2-player
option offers more possibilities, but even here, historical
accuracy is not claimed.

7.2 Victory
==============
The game checks for active victory conditions and
automatically ends when they are met. You will get a good
indication of how the game is going for your side from the
information in the upper right hand part of the screen.


  3 Responses to “Category : A Collection of Games for DOS and Windows
Archive   : CWS141.ZIP
Filename : CWS.DOC

  1. Very nice! Thank you for this wonderful archive. I wonder why I found it only now. Long live the BBS file archives!

  2. This is so awesome! 😀 I’d be cool if you could download an entire archive of this at once, though.

  3. But one thing that puzzles me is the “mtswslnkmcjklsdlsbdmMICROSOFT” string. There is an article about it here. It is definitely worth a read: http://www.os2museum.com/wp/mtswslnk/