IMPORTANT! Before you can play Over the Reich you must install Quicktime for Windows(tm) and, if you are running Windows 95, also Microsoft DirectX(tm). Run the following install programs: Windows 95 ========== installs\directx\dxsetup.exe installs\qt32.exe Windows 3.1 =========== installs\qt16.exe If you have Windows 95, you should run the OTR95.EXE version of Over the Reich. Otherwise, run OTR31.EXE for Windows 3.1. * * * * Over the Reich DEMO Copyright ©1996 Big Time Software, Inc. developed by BIG TIME SOFTWARE published by THE AVALON HILL GAME COMPANY Full program version available in software stores by early November 1996! It's a "hybrid" CD-ROM that contains versions for Macintosh, Windows 95, and Windows 3.1 all on one disc. Please check the Big Time website for more information, software updates, and more! http://www.bigtimesoftware.com Please note that we've made every effort to keep the size of this demo as small as possible while retaining the quality of the program effects and graphics (it normally comes on a CD-ROM packed with more than 600 MB of code and data)! But to keep this demo small we had to cut out a few of the larger features of the full version like big 320x240 historical video and some of the high-fidelity music. Sorry about that! * * * * INTRODUCTION Over the Reich is a turn-based strategy game of air combat over northwestern Europe during the last half of World War Two, 1943-1945. You can fight single air battles, fly historical missions, or serve an entire tour of duty. Take command of one fighter in a dogfight or a whole squadron of front-line airplanes through the final years of the war. All of the pilots and airplanes under your command have unique skills and characteristics that affect how they fly in combat. In the campaign, you select the pilots and weapons and make coordinated battle plans. You choose the tactical maneuvers in swirling dogfights. This is not a flight simulator-you do not need fast reflexes with a joystick. All you need is tactical smarts. Are you ready to fly Over the Reich? Note: Windows 95 users should turn off their "task bar" because it will obscure parts of the game window. TUTORIAL: SETUP This tutorial will get you playing a dogfight as quickly as possible. After the opening animations, you will see the Office screen. Follow the nine steps listed here to start a scenario. 1. Click on Set Skill Level picture. 2. Click on Lieutenant (easiest level). 3. Click on door for New Game. 4. Click on U.S. Army Air Corps poster. (You may fly for one of three nations.) 5. Click on Dogfight button. You will fight a single air battle. 6. Click on ÔMustangs over Berlin.' The scenario you select will be highlighted in red. Use the scroll bar to move through the list (though note that most choices have been deactivated in the demo). Click on Cancel to return to the Office screen. 7. Click on OK to accept. 8. Select opponent of your choice. 9. Click on OK to start the dogfight. TUTORIAL: BATTLEMAP Dogfights take place on the Battlemap. In each game turn, both sides' forces will move and fire on the map. All aircraft move and fire at the same altitude (unless you are playing at the General skill level). NOTE: Because of the need to save disk space in the demo, the sky background will "tile" on screens larger than 1024x768 pixels. 3-D Battlemap There are three ways to scroll the 3-D isometric Battlemap: 1. Move your mouse cursor to the edge of the screen and the map will autoscroll in that direction. 2. Click on the scroll buttons at the bottom left corner of the screen. 3. Click on the 2-D Radar View. The Battlemap will center on the point where you click. 2-D Radar View The small, gray rectangle shows the screen border of the Battlemap. The dots represent aircraft and targets: Blue dots are friendly aircraft, red dots are enemy aircraft, green dots are ground units, and the white dot is the selected aircraft. Description Panel Place the mouse cursor over any part of the screen and a description will appear in the panel. Pilot Experience Level No Star Recruit (poorly trained) 1 Star Green (well-trained but inexperienced) 2 Stars Regular 3 Stars Veteran Pilot Characteristics Icons will appear under the pilot's experience level indicating his special characteristics, if any. Keen Eyes: Gives your squadron a better chance of spotting the enemy first so you can decide whether to fight or run (only applicable in Tour of Duty). Icon does not appear on Battlemap. Hero: A morale booster for your men (superman). Only applicable at the Colonel and General skill levels. Crack Shot: An accurate shooter. Ace: Has shot down five or more enemies in his career. Gives various combat-related bonuses. Gifted Flyer: Able to squeeze extra performance out of his airplane. Armed Weapon Icons Click on the weapon icon you wish to arm: Guns, Rockets or Bombs. The icon is brightly lit when armed. Note: In most air-to-air battles, you only have guns, so no rocket or bomb icon is displayed. Game Scales: 100 yards per unit of range on the Battlemap; 4.1 seconds per game turn. Change Zoom You can toggle between a zoomed-in and zoomed-out view of the map by selecting the "Change Zoom" item from the Battlemap menu at the top of the screen. TUTORIAL: HOW TO MOVE When it is your turn to move, the computer prompts you by selecting one of your aircraft. The selected aircraft is floating (jiggling) on the screen, and a movement path of red arrows extends from it. You can also click on another friendly aircraft to move it instead (unless playing at the Colonel or General skill levels). Aircraft that have not moved yet have blinking white dots on them. Movement Path There are four ways to change an aircraft's movement path: 1. Click and drag the Flight Stick right or left (you can climb and dive only in the General skill level). 2. Click and drag the cursor on the Battlemap in front of the airplane. 3. Click on the left or right Fine Motion buttons underneath the Flight Stick (or press the "<" or ">" keys respectively). 4. Click on an enemy airplane to automatically select a path that offers the best chance of attacking it. After choosing a path, click the Go button (or press the spacebar), and the airplane will move. Throttle Click and drag the throttle up or down (or turn the aircraft) to change its speed for the next game turn as shown on the Speedometer. To use Emergency Power, push the throttle all the way forward until the red lamp is on. To brake, pull the throttle back until the Brake light is on. Click on the Switch to Weapons button (or press the backspace key) if you want to view your aircraft's weapons before it moves. TUTORIAL: HOW TO FIRE Sometimes you will see red crosshairs appear over enemy airplanes as you adjust your flight path. This means your flight path is taking you to a position where you can fire at one of those enemies. The numbers on the crosshairs range from 0 (worst) to 100 (best) and indicate how good a shot you can get. Most of the time you must move before firing. However, there is one case when you may fire before moving: if an enemy is in front of you and facing you (this allows you to return head-on fire). The target crosshairs will be larger than normal to indicate this. If there are any crosshairs on the screen (i.e. chances to fire at enemies) the game will pause. You may: Click on a crosshair to fire, OR click on the Hold Fire button. Safing Guns Before you fire, you may want to click on particular guns in the weapons display to "arm" or "safe" them. You may want to "safe" a gun, for example, if you are trying to save precious heavy-cannon ammunition while still using your regular machine guns. The German Bf 109 and Fw 190 fighters will use this technique often-it is less important for most American fighters which only have one type of gun, the .50 caliber machine gun. END OF TUTORIAL: You are now prepared to dogfight. Check the online database for strategy tips for particular aircraft. Good luck! ROCKETS In some battles, aircraft may carry rockets in addition to their guns. Allied rockets are primarily air-to-ground, and German are air-to-air, but rockets may be used against any target. An aircraft's speed and performance is reduced while carrying external armaments (rockets or bombs). The maximum range of rockets (including altitude) is 10 to 20 (depending on type), but they are only accurate out to about a range of 6. Air-to-Ground Rockets To fire an air-to-ground rocket, an aircraft must meet these prerequisites: ¥ May not turn harder than 3G. ¥ Must be level or diving. ¥ In the General skill level, the target must be at least as distant horizontally as vertically, and the firer must be at low altitude (300 feet is best). Air-to-Air Rockets To fire an air-to-air rocket, an aircraft must meet these prerequisites: ¥ May not turn harder than 3G. ¥ Must be in level flight. ¥ Can fire only at target's rear. Air-to-air rockets (except for the German R4M carried by the Me 262 jet) have a minimum firing range of 3. Aerial rockets tend to be pretty inaccurate. The Germans would fire them in great massed volleys from medium to long range and hope for a hit or two before closing to guns range. Even a single rocket hit is pretty devastating. The numbers shown in the crosshairs are actual percentages for a hit. For example, "18" means each rocket fired has a 18% chance of hitting. Click on a crosshair to fire at that target, OR click on the Hold Fire button. You may only fire one weapon type per move. Click on "Rocket" to select rockets or "Gun" to select guns (or press the enter/return key). BOMBING & STRAFING Some aircraft may carry bombs in addition to their guns. The number and size of bombs carried affects the aircraft's performance and speed. When released, bombs take a few game turns to impact. Many will miss the target, and some will miss widely (there were no smart bombs in World War Two!). In general, bombs are powerful but inaccurate. To drop a bomb, the active aircraft must meet these prerequisites: ¥ May not turn greater than 6G, but flying in a straight path greatly improves accuracy. ¥ Must be banked upright. ¥ Target must be within a range of 10 (altitude not included). ¥ If playing with altitude (General skill level), must be below 10,000 feet and in level flight or diving. A vertical dive gives best accuracy. Napalm should be dropped from very low altitude or else it will rarely hit the target. Incendiary/napalm bombs work best against targets in woods. Click on a crosshair to release bomb, OR click on the Hold Fire button. Click on a bomb icon to arm or safe it. You may only use one weapon type per move. Click on "Bomb" to select bombs or "Gun" to select guns (or press the enter/return key). To jettison an aircraft's bombs or rockets, select "Jettison External Armaments" from the Pilot menu. Strafing You may also fire at ground targets with your guns-just like firing at airplanes. Smaller guns are less effective against tanks (20mm or larger cannon are much better). When playing at the General skill level, you must be level or diving to strafe, and at low altitude (altitude is considered part of the "range to target"). Below 1000 feet will achieve reasonable accuracy (300 feet is best). COMBAT MISSION A Combat Mission simulates an entire mission from takeoff to landing. Your group of aircraft takes off from its home base either on a patrol or on a flight toward a main target. The group often encounters enemies along the way-so you have to fight your way in and out in a series of battles, but you don't know who you will run into, if anyone. Air encounters Visual contact with the enemy begins at a distance and is reported to you by your pilots and shown by historical video footage. Combat may or may not ensue depending on your decisions. First Spot: One side will spot the other side first, and this gives the spotter the ability to decide whether to engage or avoid contact. This is a powerful advantage. Pilots with "keen eyes," airplanes with good cockpit visibility, and large size of enemy airplanes (i.e., bombers) help gain "first spot." When you spot enemy airplanes, the number and type of airplanes reported to you is not always accurate. For example, your pilots may say they see five Me 110s when in fact there are six 110s and two Fw 190s. Escape/Pursuit: If your group fails to gain "first spot" and is attacked by enemy airplanes, you will be given the choice to escape or fight. If you attempt to escape but fail, the enemy will be right on your tail in a highly advantageous position, so escape attempts can be risky. Faster airplanes obviously have an advantage. If you do gain "first spot," you have the choice to attack or avoid contact. You will be told the "o'clock" position you occupy relative to the enemy. "Twelve o'clock" is in front of the enemy, while "six o'clock" is to his rear. If you choose to fight, your airplanes will make an attempt to get further to the rear of the enemy before the fight begins. The enemy may or may not spot you before combat begins. If he does, he will maneuver to face you. Thus the positioning of your airplanes when you enter combat may be different from the "o'clock" position reported to you when you first spotted the enemy. If you enter combat you will play out the combat much like a dogfight scenario. Any of your airplanes that survive the combat (including those that safely disengage from combat) will return to the mission map to continue the mission. Note that reinforcements for either side can often arrive during a battle, so keep your eyes open! Sometimes the defenders are surprised by the attackers. In this case, the defenders are not allowed to maneuver on their first move (the computer moves them straight ahead). Surprised airplanes with damaged radios may not maneuver for two full moves. Because bombers have so many crewmen looking in all directions, it is nearly impossible to surprise a group of bombers and their escorts. Thus, the escorts are able to (somewhat) restrict the angle of approach for the interceptors. Head Home or Break Off If your group gets clobbered early in the mission, you might consider clicking on the Head Home button to abort the current mission and redraw your mission path as a straight line home. The group may still encounter the enemy, but the mission will be shorter. Alternatively, you may wish to send home only certain elements of your group (such as the heavily damaged aircraft). Click on the Break Off button and select the aircraft you wish to return home. These will move as a separate group in a straight path home while the remaining aircraft will continue on with the mission. Mission Altitude If playing at the Major skill level or higher, you may select a flying altitude for your group. If your group has broken into two or more separate groups, you may select a flying altitude for each group (click on the aircraft icon of the group you wish to select). Altitude is given in increments of 300 feet. To change a group's flying altitude, click on the up or down adjustment buttons. The group will climb or dive in place until it reaches the desired altitude and then continue on its mission path. Some airplane types have ceilings that are higher than others. Also, keep in mind that some airplanes fight better at either high or low altitude (see the online Airplane Database for performance data). Airplanes that lose their oxygen systems are forced to fly no higher than 13,000 feet. When flying "on the deck" (i.e., at 300 feet-the lowest possible altitude), you are less likely to encounter enemy airplanes because you are hard to track on radar. This can be useful if you are beat up and trying to sneak home. TOUR OF DUTY The Tour of Duty covers the whole air war in the west following the arrival of the Americans in large numbers, 1943 to 1945. It is divided into "seasons" (e.g., "Early 1943") in which a specific phase of the war takes place. You command a squadron of fighters that fly several combat missions in each season. Your success or failure decides what happens next in the war-so fight bravely! For example, as the Allied player, if you succeed in softening up German defenses in early 1944, the D-Day invasion will follow; but if you fail, the invasion will be delayed. Victory is recorded at the end of each mission, and these determine the outcome of the season. You may earn a Major Victory, Minor Victory, Draw, Minor Defeat or Major Defeat. The objective of the Allies is to win the war as quickly as possible. More mission victories will help accomplish this. In certain phases of the war, especially during the "Late Strategic Bombing" (which normally takes place in Late 1943), your level of victory impacts the effectiveness of the Germans for the future-i.e. a Major Victory in that phase will reduce the number of German airplanes you meet in future battles. As the German player, your objective is to win the war if possible, or, failing that, at least to delay Allied victory as long as you can. The American tour of duty is the longest of the three to play (it has the most missions). The British tour of duty is the shortest of the three to play. You get to choose the airplane type your squadron will fly. You will be prompted by the game when new types become available. As an Allied flyer, you can influence the types of missions you fly by your selection of airplane. Mission Logistics Each mission starts with a briefing report-don't miss it! You then select pilots and armaments from the Mission Logistics screen. Your pilots will need different armaments for different missions. Air- to-air missions usually don't need anything but guns, but on occasion you may also add aerial rockets. Ground attack missions will give you a wide choice of different bombs or rockets to carry. Bigger, heavier weapons do more damage but will slow your airplane down more, making it vulnerable in combat. The number of missions flown and kills listed for a pilot are only those scored with your squadron. Some of your pilots may have previous experience (some are even aces). See also the tutorial for pilot characteristics. Some pilots (you won't know which ones ahead of time) are far more likely to abort missions at takeoff than others, but any pilot is more likely to do so if he is listed as "tired." Click on a pilot to select bim for the current mission. Click again to cycle through the possible armaments (or to deselect the pilot). Click on the Done button after selecting the pilots. SKILL LEVELS Over the Reich includes five skill levels. The first two, Lieutenant and Captain, are considered "training" levels. Major and Colonel skill levels are complete games and offer the best compromise between realism and gameplay (they are not just "part way to the real thing"). The General skill level is for hardcore gamers. Lieutenant This is the easiest skill level. You should start here and work up when you are ready. Firing arcs are widened and engine power is boosted for easy play. Flight hazards do not take effect, so feel free to "turn and burn" with no fear of crashing. Captain The Captain skill level uses realistic firing arcs and engine power (the "boosts" of the Lieutenant level are removed) and introduces banking, slips and skids. Banking: In addition to choosing a movement path for your airplane, you now also choose how to bank its wings. The banking display shows how your wings will be banked at the end of your move. You now have to think ahead to your next move, because it is easier to make a quick turn in the direction your wings are already banked. For example, if you think you will want to make a left turn on your next move, then leave your wings banked left on this move. Turning in a direction opposite to how your wings are banked takes longer because your airplane first has to bank in the opposite direction. To set your bank, click on a banking button. Note the blue and yellow "arcs" placed around the small reference airplane display. These indicate the bank angles you have to choose from: yellow is the selected bank, blue are the alternates. Some airplanes bank more quickly than others. Your choices of possible bank angles are often limited by the bank speed of your airplane (which varies by type) and the movement path you have set. For example, often when you make a hard left turn you will not be able to end such a move with a bank to the right-you will have to remain in a left bank. Slips and Skids: The flight stick now allows moves that have small sideways shifts without changing the facing of your airplane, especially in the direction in which your wings are banked. Major The Major skill level adds ammunition burst-length control, stalls, spins, high-G turns, altitude on the combat mission map and blind spots. Burst Length: You can choose three lengths of firing for your guns. Click on the bullet icon on the aircraft's weapons panel and notice how the numbers on the red crosshairs (on targetable enemies) change. (Note: for the purpose of saving disk space, the demo version "animates" each type of shot the same way. In the full version of the game you will see and hear the varying burst lengths as you use them). Snap Shot: A quick 1-second shot. Useful if you are low on ammunition or to conserve it when taking a poorly angled shot. Recruit (no star) and Green (one star) pilots may not use Snap Shots. Burst: A normal 2-second burst. This is the most efficient use of ammunition. Recruit pilots may not use Bursts. Blaze Away: A full 4-second burst. Generally a waste of ammuntion, it also risks your guns jamming. Stalls and Spins: If your airspeed drops too low, your airplane will "stall" (this will be indicated on the speedometer). You will not be allowed to maneuver or fire guns until you have regained enough airspeed for controlled flight. Your airplane may go into a spin and change direction or even crash, so be careful! A warning message will appear if you try to make a move that would cause a stall, and you will have the option to try again. High-G Turns: Watch your G Meter below the throttle as you adjust the flight stick into very tight turns. The G indicator will show red instead of green (6G or 8G) whenever there is a risk of damage to the airplane or pilot. Airframe Stress: 8G turns will risk damaging the wings of your airplane. The more stress damage you accumulate, the more vulnerable you become to suffering more of it. For example, after the first stress damage from an 8G turn, then from that point on any 6G or 8G turn can potentially cause more damage. If you suffer enough wing stress damage your airplane will break up (but you will be warned before making any moves that risk destruction). GLOC (G-induced Loss Of Consciousness): 8G turns risk your pilot losing consciousness from the magnified force of gravity drawing blood away from his head. Recruit (no-star) pilots may not perform 8G turns, but risk GLOC from 6G turns. No Firing from 8G Turns: An 8G turn is considered an "emergency" maneuver and takes all of your pilot's energy and concentration. As such, the firing of guns during an 8G turn is not allowed. Altitude at Mission Scale: See the Combat Mission section for a discussion of mission altitude when flying across the map of northwest Europe. Blind Spots: Any enemy aircraft that is not visible to a pilot (for instance, directly behind him) will not appear on the battlemap or radar screen. The online Airplane Database rates aircraft types for Cockpit View and Blind Spot. Colonel Airplanes now move in a strict order of sequence, and all airplanes move before anyone is allowed to fire. Furthermore, airplanes now fire in reverse order of movement, so the airplane that moves last will fire first, etc. General The General skill level adds climbs and dives at the battlemap scale. The flight stick can now move up and down for dives and climbs. The "O" and "L" keys also nudge the stick up and down respectively. There are five vertical "facings": level, climb, vertical climb, dive, and vertical dive. These are pictured by the small reference airplane in the banking display. In order to shoot at enemies you must be pointing at them vertically as well as horizontally. For example, if you are in a vertical climb, the enemy must be above you (and almost directly so). Keep this in mind as you maneuver. You are limited in how many "vertical facings" you can change per move. For example, to get to a vertical climb from level you must first climb. Then on the next move you will be able to pull further up into a vertical climb. Loops and Vertical Rolls: An airplane can change facing (flip over) by pulling into a vertical climb or dive and rolling on its axis. To do this in the game, dive (or climb) until you are vertical (it may take two moves or more to get to that position). Then, while you have got the stick pushed all the way up (if diving) or down (if climbing) move the stick left and right and you will see the red movement arrow on the map changing facing as though your airplane is turning in place. Note: we recommend you use the Computer Suggests Moves feature from the Options menu when playing at the General skill level. INTERNET PLAY Over the Reich may be played over the internet, too. One player will host the game and the other player(s) will join it. The host must first connect to his Internet Service Provider using his own software (usually SLIP/PPP, or click the "internet" icon on Windows 95). Users of Windows 3.1 need their own Winsock loaded (check with your Internet Service Provider if you have questions). Once the host is connected, he then starts the game program and chooses a Dogfight scenario. You may play any Dogfight scenario over the internet, including Design Your Own, but not Combat Missions or Tours of Duty. The host will see the following window: After choosing the port number and clicking OK, the host will see a Waiting window. He then needs to provide the other player(s) with the IP address and Port Number shown in his window. To join an internet game, you must connect to your Internet Service Provider before starting the game. Then click on the Join Internet Game telephone in the Office screen. You will be prompted to enter the host's IP address, host's port number, your nickname and a note to the host. After all the players have connected, the host clicks the Play Game button. The players will then choose sides. At the beginning of a multiplayer game over the internet, one player per side controls all the airplanes. He uses the "Transfer Airplane to Internet Wingman" item from the Pilot menu at the top of the screen to give control of the selected airplane to one of his teammates. While the dogfight is raging, players may use the Network Radio Window from the Special menu at the top of the screen to send messages. GAME MENUS Use the pull-down menus at the top of the screen to implement or select/deselect a given feature. Some features have hot keys. File Save Game Alt+S Stop Game-returns you to the Office screen. Quit Alt+Q Pilot Suggest a Move Alt+M Adjusts the flight path to what the computer thinks is the selected aircraft's best move. Disengage Alt+D If the battle is going badly for you, you might decide discretion is the better part of valor and wish to disengage from combat. Move your airplane so it is at high speed and pointing away from all enemies (this may require a few moves). Then choose "Disengage" from the Pilot menu. If you are far enough away from the enemy, your airplane will be removed safely from the battle. Full Squadron Disengage As "Disengage" but applies to all of your aircraft. Jettison External Armaments: i.e., bombs and rockets. Bail Out: use in moments of extreme stress. Quickly Finish Combat Alt+W The computer will take over all moving and firing and quickly finish the combat. You may regain control at any time by clicking the mouse. Transfer Airplane to Internet Wingman Battlemap Change Zoom Alt+Z Sky Background Alt+K Faster Movement Alt+F Show Altitude Color Code Circles Alt+C Draws a circle beneath each airplane. The border of each circle is colored according to its altitude relative to the selected airplane: red means above, white means co-altitude, blue means below. The inner part of the circle is colored according to nationality. Show Altitude Values Alt+A Show Relative Altitudes When checked, shows relative difference in levels to the active airplane (+/-). Otherwise, the "Show Altitude Values" feature shows actual altitude levels. Autoscroll: turns battlemap autoscroll on/off. Options Show Video:turns video clip feature on/off. Use Smaller Videos Useful for 1x- and some 2x-speed CD-ROM drives. (This is always checked in the demo version, since only the "small" videos are included with the demo in order to save disk space). Show Defensive Gunnery Video Computer Suggests Moves The flight stick is automatically positioned in what the computer thinks is your best move. Cursor Help:turns description feature on/off. Indicate Phases With Message:only applicable at Colonel and General skill levels. Control Stick Locks:Only applicable at General skill level. When selected, the control stick only moves in one dimension (either horizontal or vertical) at a time. This is helpful if you like to set your altitude first, and then swing the stick left and right while keeping the altitude constant. If this option is off, the stick moves freely. Sound On Background Battle Music:Macintosh and Windows 95 only. Special Show Airplane Database Alt+B You can also Control-click (Windows) or Option-click (Macintosh) on any airplane on the battlemap to bring up its database. Show Network Radio Window Alt+R AIRPLANE DATABASE Most of the Airplane Database items are self-explanatory but here are some that are not: Rate of Roll: How quickly the airplane can change bank. Sustained Turn Drag: A measure of how much the airplane decelerates when turning. This can be offset by a powerful engine (see the acceleration rating). Lower numbers are good for dogfighting. Hit Points: How much damage the airplane can take before going down. Snap Turn: A measure of how quickly the airplane can change heading in a turn. Higher numbers indicate quicker turns. Click on Done button to return to main program. Click on bottom buttons to see video footage (several clips each).