
           Tigers On the Prowl    VERSION 1.14     10/4/94 

This file contains scenario information, general map descriptions, and
errata, changes and notes to the Tigers On the Prowl manual. 

Changes made to versions after 1.0 are identified by having the version
number displayed in brackets before the comment type.  For example, a
heading of:  ( [1.1] Clarification) denotes a change added in version 1.1.


********************   ERRATA & NOTES TO MANUAL   ******************** 


SECTION 4.1.5  (Clarification)
  Streams are shown as thin blue lines, rivers as thick blue lines, and  
gullies are solid dark brown lines.


SECTION 5.3 ( [1.1] Addition)
  Once at least one game has been started, the Main Menu will   have a
fourth choice:  CONTINUE LAST GAME.  If this option is    selected, the last
game being played will be automatically loaded in.     The game will start
at the point at which it was last ended - WHETHER    OR NOT THE GAME WAS
MANUALLY SAVED.
  This option makes it convenient to pick up where you left off,  
especially in cases where a system failure occurs in the middle of a   
turn, or a player forgets to save the game.

  Saved game files may now be deleted.  First, select LOAD SAVED GAME   from
the Main Menu.  From the list of saved game files that will    appear,
highlight the game to delete and hit the <D> key.  A   confirmation window
pops up as a double check before the file is    actually deleted.


SECTION 8.2.10  ( [1.14] Addition)
  The game length may be set by selecting "GAME LENGTH" menu choice.  The  
game length may be set from 20 to 220 turns where each turn is 1 minute. 


SECTION 8.5  ( [1.1] Addition)
  An option for the computer to pick the human player's force has been   
added. 
  
  When this option is selected, the computer will select the   entire force
for the human player.  Before the selection begins, however,   the human
player is given the option of setting the aggressiveness level   of the
computer when selecting the formations.

  Human players are always able to change the computer's selections once  
they have been completed.


SECTION 8.6  ( [1.1] Addition)
  A "running" Victory Point total for the units currently selected has been  
added at the upper right corner of the FORCE SELECTION screen. 


SECTION 8.6.2  ( [1.1]  Addition)
  A new feature has been added to change an entire company's weapon type at  
once.  This feature is especially useful when the majority of the force  
has one type of weapon, but a few companies contain another.    For example,
a German tank force may contain 6 companies of Pz IV tanks,    and one
company each of Tigers and Panthers.

  To change a company's weapon type, select the company box at the far left. 
From the pop-up menu, select CHANGE WEAPON TYPE, which usually appears  
near the bottom of the menu, just below the last formation line. 
  Note that the company MUST EXIST before using this command.  So, in the  
above example, a player would first create 8 Pz IV tank companies, and  
then go back and change the weapon type of two of them to Tigers and  
Panthers.


SECTION 8.6.4  ( [1.1]  Addition)
  When selecting a weapon type from the SELECT WEAPON pop-up menu, the  
<Page Up> <Page Down>, <Home>, and <End> keys can now be used to scroll  
the list up a page, down a page, to the first page, and to the end,  
respectively.


SECTION 8.9  (Addition)
  An additional feature has been added to TOP that allows players to modify  
the execution delays for each player.  When used, the new value overrides  
the standard delay in all circumstances.  The override value also entirely  
eliminates the use of the chain of command routines, including the  
considerations concerning a  unit's distance from a HQ.

  The TF HQ delay is not affected by the override.  It remains zero.  Also,  
the override value really does not affect detachments, since they may   
never be given movement orders.

  This option is provided in the interests of "getting to the action"  
quickly.  The overrides are not historical, and may drastically affect the  
balance of play.  Players are also cautioned that the initial VP's were  
determined before the overrides were set, based on the standard   
(historical) delays.  These values are not recalculated when the override   
is set.


SECTION 8.9  ( [1.13] Addition)
  An additional "Free Set-up" option has been added which lets players   
dispense with the normal start line placement restrictions.  When a side  
uses Free Set-up, that player's units, detachments, IP's, wire, and mines   
may be placed ANYWHERE on the map.
  
  Free Set-up is not suggested for computer controlled forces.  The  
placement AI routines have not been modified to accommodate the increased  
flexibility.  Note also that by using Free Set-up, units from the opposing   
forces may inadvertently start the game in the same hex (because unit  
locations are NEVER disclosed to the other side before the start of the   
game).

  Barrages will not be fired against a force that used Free Set-up (since  
there is no start line hex column on which to begin the barrage fire). 


SECTION 9  (Clarification)
  In an PBM/PBeM game, player #1 (red) always sets up and moves first,  
irrespective of the mission.


SECTION 9  ( [1.14] Addition)
  Version 1.14 allows players the option of selecting on-map objectives for  
the attacking force.

  This option can only be used when a HUMAN player is attacking.  The   
defending player may be either human or computer controlled.  This option  
may not be used in a meeting engagement.

  The objective selection menu will appear on the screen just after the  
"READY FOR SETUP" message.  Normally, the first player to set up will  
select from this menu.  However, in games against a computer defender,   
the human player always makes the selection.

  The menu choices are:  FAR MAP EDGE:  The default objective from the   
original version;  COMPUTER ASSIGNS OBJECTIVE:  The computer picks 3  
"possible" objectives, and then selects 1 as the actual objective;  
ATTACKER SELECTS (ONE OF 3):  The computer chooses 3 "possible"  
objectives, and the attacking (human) player picks which is the actual;    
CURRENT PLAYER PICKS A HEX:  The current player (whether attacking or  
defending) chooses any hex on the map as the actual objective of the   
attacking force.

  Normally, players should select one of the first two options - to maintain 
play balance and "fog of war".


SECTION 9.1  ( [1.14 Addition)
  To show the attacking force's objective, select the "V" (for Victory  
objective) box in the lower right corner of the screen or hit the <V>   key. 

  If the current player is the attacking player, the actual objective   will
be highlighted on the map (or a message stating the objective is    the
opposite map edge will be displayed).  
  
  The defender, however, is not shown the actual objective.  In cases where  
the computer picked 3 "possible" objectives (and one was selected by  
either the computer or attacker as the actual objective), these 3 hexes   
will be highlighted. But, no indication will be given as to which is the   
actual objective.  Or, in cases where the attacker picked a specific hex,   
the location is not shown.


SECTION 9.10  ( [1.1] Addition)
  At the conclusion of the set-up phases, players are given an option to  
"cycle" back through the set-up procedure.  When this option is selected,  
the sequence will return to the unit placement sub-phase, and will   proceed
normally through the other set-up sub-phases. 
  Current set-up values (unit locations, mine placements, etc.) are NOT   
reset - they remain as initially positioned.


SECTION 9.10 ([1.14]  Addition)
  After both sides are set up, the game may be saved as a normal game file  
("xx.OPS").  The current turn of the saved set-up will be 1.  To "reload"  
the saved set-up, follow the standard saved game procedure. 


SECTION 10.2  (Clarification)
  In the unit strength summary, original unit strength values are equal to  
quantities before detachments are released.  So, whenever a unit provides  
one or more detachments, the unit will appear under strength from the very  
first turn.


SECTION 10.7  ( [1.1] Addition)
  A new "AREA" LOS feature has been added, which highlights hexes NOT in  
sight over an area of the map as seen from a single spotting hex.  To   use
this new feature, select LOS CHECK from the main menu, and then AREA   from
the LOS type menu (POINT TO POINT  is the "normal" method described   in the
user manual).  Select the spotting hex, and the general direction   of the
LOS (to the RIGHT, LEFT, UP, OR DOWN).  The area shown will be   limited by
the direction, and the portion of the map shown on the screen. 
  
  The results of the AREA check are:
          Hexes NOT in LOS are darkened in.
          Hexes in LOS are unchanged.
          Hexes on the LOS area border are outlined in red (if in LOS). 
  
  The AREA check NEVER shows LOS percent degradation values.  If an LOS has  
less than 10 blocking points, the AREA check shows the LOS to the hex as  
valid.  Otherwise the LOS is completely blocked and the hex is darkened.  
So, even though a hex has a "good" LOS, friendly units may not be able to  
actually spot an enemy unit in the hex, or effectively target it. 


SECTION 10.8  ( [1.14] Addition)
  A "+" after the delay value in the UNIT INFO box indicates that the  
displayed mission is "on hold" because it is behind another mission in the  
queue for the firing unit.  Once the priority (first) mission has been  
completed, the delay countdown will resume normally for the second one.  
Note that there is always a 2 turn delay imposed on a firing unit between  
missions to realign the guns and set up the fire.  So, the delay on all but  
priority missions will be at least 2.


SECTION 10.10.5  (Note)
  If the FOUR UNIT SYMBOLS PER HEX display option is used, unit symbols may  
overflow into adjacent hexes.  Often, when the hex is redrawn/highlighted/  
un-highlighted, outlines of the symbols will remain in the adjoining hexes.  
To remove these outlines, use the "R" (redraw) feature to refresh the map  
screen.


SECTION 11  ( [1.1]  Addition)
  An option has been added which allows players to cycle through their units 
one at a time while giving most orders.  If this option is available for  
a given order, a pop up menu will appear.  Select YES to auto-cycle  
through the force, or NO to select units individually.

  The unit cycle always begins at unit "A0", and proceeds sequentially   to
"A1", "A2", etc., through all the on-map (only) units. 


SECTION 11.1  (Note)
  It is always a good idea to use intermediate unit movement objectives when 
moving units by the COMPANY ROUTE or UNIT OBJECTIVE methods.  Intermediate  
objectives are used by merely selecting 3 objectives each 600 meters   apart
rather than a single objective 1800 meters away.
  There is no additional penalty for using intermediate objectives other  
than the little bit of extra time it takes to issue multiple orders  
instead of a single one.  But, the benefit is much greater control over  
the movement path.

  Since the computer tends to spread units out to avoid presenting a  
attractive concentration to the enemy, intermediate objectives are  
especially appropriate if you want your units to follow a fairly limited  
route.  Intermediate objectives are also a good idea on areas of the map  
with a lot of roads, elevation changes and/or cover terrain, since the  
computer will often devise roundabout routes to take advantage of these  
features.


SECTION 11.7  ( [1.1]  Addition)
  After setting a unit's weapon defaults, the same settings can be given to  
all other units (of the same type) in the company formation.   This option
applies only the line companies (A-I), and only to units of   the same type
as the unit initially given the order.  For example, if TANK   unit "A1" is
given the default order, and the company option is selected,   then all
other TANK units in "A" company (including the CO HQ) will have   their
weapon defaults set to the same values as "A1".


SECTION 12.7 (Addition)
  In games where both sides are controlled by the computer, unit moves may
be shown (hex by hex) during the activity phase.  Just set the message
detail level to 3 or 4.  Otherwise, the computer units will not be shown  
except when firing (or being fired at).

  In one-player games, the human player's units' movement may also be shown  
during the movement phase.  Select OPTIONS from the Command Line Menu, and  
SHOW MOVEMENT to toggle this setting on and off as desired. 

SECTION 11.7.4  ( [1.14]  Addition)
  Non-turreted vehicles (Assault Guns, Tank Destroyers, SP Artillery),  
mortars, rockets, and AT Guns can not fire while moving.  Note that to be  
moving, the unit's current speed must be greater than zero.  If a unit   is
paused, or merely "waiting" to execute movement commands, it is stopped  
and may fire normally.

  If one of these unit types is currently moving and then assigned a target, 
 the PAUSE TO ENGAGE should be set to "YES", or the unit's speed should be  
set to zero.  In either of these cases, the unit will halt at it's current  
position, and engage the desired target.  Otherwise, the unit will continue  
to move and will not fire until it reaches a pause in the movement commands  
or completes it's entire movement path.

  Likewise, if a stationary unit is given movement orders, the unit will  
cease firing in the turn it begins to move.  Again, unless the unit's  
speed is set to zero, or the PAUSE TO ENGAGE is "YES".

  The default PAUSE TO ENGAGE setting for these types of units is "YES". 

SECTION 14.2  (Addition)
  When scrolling around the map, the mouse buttons may be used to bring up  
unit information for unit(s) in the current hex.  For single units,  
clicking the RMB calls up the detailed WEAPON TECHNICAL DATA box.  Clicking  
the LMB or CMB will cause the UNIT INFORMATION window to page up or down. 
  For hexes with multiple units, clicking the LMB identifies the units.   To
get the detailed weapon information about a particular unit, highlight   the
unit and click the RMB.  To remove the unit display, click the LMB   on any
unit line or the DONE (F1).


SECTION 14.2.1  (Addition)
  In the UNIT INFORMATION BOX, a speed value of "0P" indicates that the unit 
 has paused to fire at an enemy target.  The unit will begin moving again  
automatically once it ceases firing.  Alternately, setting the PAUSE TO  
ENGAGE value to NO or clearing the target will also cause the unit to  
begin moving.

  Broken units have their morale shown as either "BRO" for BROKEN or   "BER"
for BERSERK, instead of the normal numeric value.

  (Note)
  The unit speed reflected in the UNIT INFORMATION box is determined using  
current values at the time the box is displayed.  Thus, the speed shown may  
not correspond to how fast the unit is actually going to travel in the  
Movement Phase.  In particular, the unit may take suppression and/or other  
effects in the Combat Phase which will affect its speed in the subsequent  
Movement Phase.

  If you have units that show a speed greater than zero, but never seem to  
move, this could be what is happening (since suppression is adjusted AFTER  
the Movement Phase, but before the next Orders Phase).


SECTION 14.3 (Addition)
  The WEAPON TECHNICAL DATA and AMMO CHARACTERISTICS displays are not  
described in the manual, although they are shown on page 1-9.  The WEAPON  
TECHNICAL DATA box is self-explanatory, and lists all of the primary  
combat related values for the weapon system.

  The AMMO CHARACTERISTICS box is brought up by pressing the RMB or <F3>  
while the WEAPON TECHNICAL DATA box is displayed.  This box gives the  
general characteristics for the ammunition types that may be used by the  
weapon's primary and secondary armaments.  Note that the primary weapon  
may have up to 4 ammunition types, while the secondary and tertiary have  
only one each.

  At the top of the box, the main weapon system name is shown (in black),  
with the primary armament to the right (in red).  The secondary gun is  
listed below the system name (in blue), and the tertiary gun is under   the
primary (in black).

  The ammunition types are listed underneath the armament names.  "MV" is   
the muzzle velocity in meters per second, "WGT" is the projectile   weight
in grams, and "APF" is the shell's Anti-Personnel Factor.  For HEAT   rounds
(only), the "APF" value is the normal armor penetration in mm.  All   HEAT
warheads have an actual Anti-Personnel value of 5.

  These displays can also be displayed during the unit selection process,  
either while over an existing unit box, or when selecting a weapon type. 


SECTION 14.3  ( [1.1]  Addition)
  A new PENETRATION display has been added to the other data tables
discussed   above.  This is one of the most interesting new features in TOP,
and I   encourage all players to use the PENETRATION charts to get a feel
for how   well the various weapons perform, and the advantages of each
ammunition   type.

  The chart uses colored bars to indicate the penetration of each ammunition 
 type at several different ranges.  Each ammunition type is represented by  
a different color.  The height of the colored bars correspond to the  
penetration in mm (read against the left side of the graph).    Some ammo
types may have constant penetration at all ranges (HEAT and some    HE),
while others may have no penetration at all (ILLUM). 
  To access the PENETRATION display, hit the <F3> key or RMB while the AMMO  
CHARACTERISTICS chart is displayed.


SECTION 16.5  (Correction)
  The manual gives an incorrect DOS command to create the file "MIKE_1.IN".  
The command should be: "COPY PBMFILE.OPS MIKE_1.IN <ENTER>". 


SECTION 18.5  ( [1.11] Addition)
  Generally, units will not surrender unless they took direct fire in the  
previous turn.  This is not to say that they will never surrender from  
mine or artillery attacks alone, just that the chance is much less. 
  Units surrender only to KNOWN (sighted) enemy units.  If a unit would  
surrender but there are no sighted enemy units nearby, it will break  
instead.


SECTION 19.2.1 ( [1.14] Change)
  The battalion Chain of Command is structured along historical lines.  
Except for two special cases, the chain of command appears: 
       1st battalion (*1) HQ: A, B, C Companies
       2nd battalion (*2) HQ: D, E, F Companies
       3rd battalion (*3) HQ: G, H, I Companies

  The first exception is if the force contains 4 companies.  In this case
A and B company are under the 1st Bn, while C and D are assigned to the 2nd 
Battalion.

  The other exception is for a force of 7 companies, where A, B, and C
are  1st Battalion, D and E are 2nd Battalion, and F and G are 3rd
Battalion. 
  Players should remember these arrangements during the initial force   
selection phase.


SECTION 19.4  ( [1.14] Clarification)
  Mission delays are reduced by 1 each turn, unless the scheduled  
artillery unit is moving, broken, or firing DF.  In these cases, the  
mission delay remains unchanged until the artillery unit's status   changes. 
At that point, the delay countdown resumes normally. 


SECTION 23.1  (Omission)
  Suppression reduces a unit's actual speed.  The amount of the speed  
reduction is equal to the suppression level.  For example, a unit with a  
suppression level of 25 will have its speed reduced 25%, after all other  
factors are taken into account.  Units having a suppression level greater  
than 100% will not move at all.

  Armored vehicles may never have their speed reduced by more than 30%  
(their maximum suppression level).  Semi-armored vehicles with a  
suppression level between 30 and 100 suffer a "standard" speed reduction  
of 30%.  If the suppression level of a semi-armored vehicle is greater than  
100, the speed reduction is calculated as one half the suppression level. 


SECTION 23.1.1  ( [1.1] Change)
  The stacking limits have been increased from those shown in the manual.  
The new stacking limits are:

                       NORMAL    ABSOLUTE

          AIR             3          3       (per hex)
          VEHICLE         8         14
          TROOPS         47         60
          GUNS            8         12



SECTION 23.15  (Clarification)
  Many armored vehicles are given the capability to tow other units.  
Normally, tanks and other combat AFV's did not tow artillery pieces, rocket  
trailers, etc.  However, in certain cases of extreme need they were used  
in this capacity.  Players may voluntarily limit AFV carrying capacities to  
historical values, if so desired.


SECTION 23.16  (Addition)
  Mud and Heavy mud ground conditions eliminate dust trails.  Frozen ground  
reduces dusts levels by 50%.  Snow and heavy snow reduce dust levels by  
70%.


SECTION 23.9  ( [1.14] Clarification)
  Units that have their speed set above 50% suffer a marked increase in  
their breakdown probability.  Compared to the breakdown probability at  
50%, the chance of being disabled doubles at 75% and triples at 90%. 


SECTION 24.4  MOVEMENT INTO KNOWN MINEFIELDS  ( [1.14] Addition)
  Aside from very specific (and normally infrequent) cases, units were not  
ordered to move through known minefields.  And, even in cases where they  
were, the higher command normally had to make special arrangements to see  
that these orders were carried out.  Further, in cases where a minefield  
was discovered by a leading ("point") unit, the trailing units would stop  
before becoming caught in the obstacle.

  In TOP, units with speed settings of less than 100% will never enter known 
minefields.  Instead, their movement command path will be cleared, and the  
unit will hold fast until given new orders.  Units with their speed set   to
100% will enter minefields normally.  The speed setting is determined   at
the instant the unit attempts to move into the minefield, so this value  
may be adjusted by the player in any friendly orders phase up to and  
including the one immediately preceding the unit's movement into the  
minefield hex.

  Note that the game scale of TOP does not allow for deliberate minefield  
clearance efforts by individual units (which can take an hour or more per  
100 meters in real life).  Instead, these rules are designed around normal  
movement.


SECTION 25.5.6  NON-TURRETED VEHICLES  ( [1.14]  Addition)

  Assault Guns, Tank Destroyers, and SP Artillery vehicles suffer a 50%  
reduction in their base sighting probability while moving.  Stationary  
units sight normally.


SECTION 26  (Addition)
  Vehicles moving through wire obstacles may cause the wire to be
eliminated. The probability of removing wire (per vehicle passing through
the hex) depends on the vehicle type:  TRACKED 30%;  HALFTRACKED 20%; 
WHEELED 10%. Note that the wire is not reduced by one or two levels from
the vehicle movement.  It is either completely eliminated from the hex, or
remains unaffected.


SECTION 27.8  ( [1.14]  Addition)  SPECIAL DF EFFECTS
  Non-turreted vehicles (Tank Destroyers, SP Artillery, Assault Guns) and  
towed guns always must face their targets.  If, at the beginning of the  
Activity Phase, one of these unit types has targeted an enemy unit for   the
upcoming DF phase it will be automatically rotated to face that   target. 
This facing adjustment is automatic, and is accomplished even if   for some
reason no rounds are eventually actually fired at the target.   The
adjustment imposes no other penalty or effect on the unit. 


SECTION 28.5.1  (Correction)
  The "near miss" footprint is calculated incorrectly, in that the "direct  
hit" area was not subtracted from the value.  Instead of 77 square meters,  
the actual area is only 56 square meters (77 minus 21).


SECTION 34.1.1  (Correction)
  The VP cost of vehicles is increased from the value shown in the table by  
one point (per vehicle) for each 10mm of main gun caliber. 
  (Note)  Improved Position and Mine points are not affected by supply or   
morale considerations.  For VP calculations, lanes count as mines. 


SECTION 34.2.1  ( [1.14] Addition)
  The game ends automatically when either side has no maneuver units left  
on the map (detachments do not count as maneuver units). 

  If the attacker has eliminated all of the defending units, then the 
victory locations may be modified.  If the objective is the map edge, then
the "objective area" is increasesed from the standard 5 hexes along the edge 
by one hex for each 3 turns remaining in the game (fractions rounded down).
For example, if the attacker eliminates the last defending unit at a point
with 13 turns remaining in the game, the attacker will get VP's for all 
units within 9 hexes of the map edge ( 5+(13/3) = 5+4 = 9 ).

  If the attacker has an on-map objective, the distances used for VP 
calculations are increased by 100 meters for each 3 turns remaining.  For
the above example, a unit would be considered "on the objective" if is it 
was within 500 meters of the objective when the game ended (Normally 100 
meters, and add 400 meters).  Also, in this case, the "secondary zone" would  
be extended from 350 meters to 750 meters.  The final distance values may 
never exceed 1/2 the width of the map.


SECTION 34.2.2  ( [1.14] Addition)
  When on-map objectives are used (instead of the map edge), Victory Point  
totals are calculated as follows:

 * If the DEFENDER has at least one unit ON or NEXT TO the objective:    
   -The Attacker gets 25% of the normal VP value for any units on or next to
    the objective.  No points are received for the remaining units.   
   -The Defender gets 4 times the normal VP value for units on or next to       
    the objective, 2 times normal VP for units within 350 meters of the   
    objective, and normal VP for all other units.

 *If the DEFENDER has at least ONE unit within 350 m of the objective      
   -The Attacker receives the normal VP value for units on or next to the      
    objective, and 1/2 normal for units within 350 meters of the objective.    
   -The Defender receives 2 times normal points for units within 350 meters    
    of the objective, normal value for all other units. 

 *If the DEFENDER has NO units within 350 m of the objective      
   -The Attacker receives 4 times the normal VP value for units on or next      
    to the objective, and 2 times normal for units within 350 meters of        
    the objective.
   -The Defender receives normal VP value for all units. 
  
  Only unbroken, non-detachment units count towards these conditions. 


SECTION 35.2  (Correction)
  The second quote was incorrectly attributed to Erwin Rommel. Instead, it  
is more correctly associated with von Moltke (the elder). 


APPENDIX A.8  (Addition)
  At the conclusion of each turn, the game is automatically saved to the  
file 'QZRTL.OPS'.  If for some reason you need to access this file (the  
program locks up, the power is knocked out, etc.), copy QZRTL.OPS to  
ZZ.OPS (in DOS use the command: "copy qzrtl.ops zz.ops  <ENTER>").  
Rebooting your computer (in the case of a lock-up) will have no effects   on
the QZRTL.OPS file.

  After copying the file, run TOP normally.  Select SAVED GAME from the  
menu.  Your saved game (ZZ.OPS) will normally be the last one displayed,  
and will show the current turn number.  Of course, it's always a good   idea
to save games every so often - just in case.


APPENDIX B.4.3  (Clarification)
  Maps made with ADC for TOP may be less than 80 x 50 hexes (8 Km x 5 Km).  
However, all maps MUST measure AT LEAST 16 x 8 (16 hexes left to right   and
8 top to bottom).  Maps smaller than this will produce a TOP error  
message, and the game will exit automatically.



************************  SCENARIO INFORMATION ************************ 

The TOP scenarios are for the most part historically correct.  In some
cases, slight modifications have been made to the force structures in the
interests of improving play.  All named TOP maps (including the scenario
maps) are entered directly from the German General Staff maps of the Eastern
Front published 1941-44.  The scenario forces and situations were  taken
from a variety of sources, including several regimental histories, official
military reports, and war memoirs.

I'd like to thank my wife, Elisa, for her time and efforts entering all of
the TOP maps in from the originals (using ADC).

In order to maintain some mystery surrounding the forces involved in each
scenario, exact strength and size values will not be used.  Instead, only a
very general description will be given for each side.

The scenarios begin with the units of both forces already deployed on the
map. Players are always given an opportunity to modify these set-ups at the
start of a game.  Units are NOT always loaded at the start of the game, even
if they are located in the same hex as a carrier unit.  When issuing
movement commands during the first orders phase, always check if the
passenger units are loaded before giving movement commands to the carrier. 

LOWICZ, Poland.  1939.
  In this scenario, elements of the Polish Poznan Army, surrounded West of  
the Bzura River, are attempting to break out in the direction of Warsaw.  
The attack is being launched from a Polish bridgehead at Lowicz on the  
east bank of the Bzura.  Defending against the attack are elements of the  
German 30th Infantry Division.

  At the time, the Polish attack caught the German command almost completely 
 by surprise.  In fact, the drive on Warsaw was temporarily halted to  
release forces to contain the Polish breakthroughs.  In the scenario, the  
German player will be hard pressed to stop the Polish advance.  The key  
for both sides is in the effective use of fire support and mobile reserves. 
  Orienting the TOP map, North is towards the upper right corner.  The  
Polish force is attacking left to right (west to east).


ADAMOW, Poland.  1939.
  At Adamow, southeast of Warsaw, the tables were turned.  In this case the  
German 13th Motorized Division found itself cut off and made an attempt to  
break through to the west to link up with the 29th Division.  Standing in  
the way were elements of the Polish "Brzoza" Division.

  This scenario is a hard-fought infantry battle.  It is very unlikely that  
the German forces will be able to reach the left map edge within the game  
limit of 90 turns.  In real life, the Germans did reach the west edge, but  
just barely and only after a half-day battle.  By then, the Poles had  
brought up reinforcements in the form of the "Kmicica" Brigade. The   German
attack ground to a halt, and eventually the Poles managed to regain   some
of the lost ground.

  Because this scenario contains very few mobile units, the game play is  
fairly slow.  New players should probably skip it in favor of one of the  
more "exciting" scenarios.

  On the map, north is at the top.  The German forces are attacking right to 
left (east to west).


DOROGOBUSH, Russia, USSR.  1941.
  Dorogobush was the site of the last significant Soviet delaying action in  
front of Smolensk.  With orders to hold at all costs, elements of the  
Soviet Sixteenth Army vainly tried to halt the advance of the German 29th  
Motorized Division.

  While this scenario is primarily an infantry battle, the motorized German  
force possesses a high degree of mobility.  Because of this, the Soviet  
player probably can not block the German advance completely.  Even so,   the
German player must be careful - the Soviet force does have the ability   to
inflict significant losses.

  On the map, north is at the top.  The Germans are attacking from left to  
right (west to east).


W. BIRJUKOFF, Ukraine, USSR.  1942.
  In late December, 1942, the Soviets launched an offensive against the  
sector held by the Italian Eighth Army.  This offensive was designed in  
conjunction operation "URANUS", the encirclement of Stalingrad to the  
south, with the objective of destroying the German Southern flank. 
  For the most part, the Italian units were overwhelmed and quickly  
disintegrated under the onslaught of the superior Soviet forces.   However,
at isolated locations some Italian units managed to make a stand -   if only
for a short time.  This scenario represents one of those stands,   made by
part of the Celere Division against the advance elements of the   Soviet
197th Guards Rifle Division in the broken terrain east of Meshkoff. 
  This scenario is an almost exclusively infantry battle.  However, the  
Soviet force includes some good fire support.  If used effectively, the  
Italian player will have his hands full.  Normally, this game can hang in  
the balance until the very end.

  On the map, North is towards the top.  The Soviets are attacking from
right to left (east to west).


GERESHENOWKA, Ukraine, USSR.  1944.
  A battle in the general "mud offensive" in the Spring of 1944, this  
scenario recreates the last ditch effort of the Germans to keep the Soviets  
from capturing the critical supply base at Uman.  Unfortunately for the  
Germans, the defending force of stragglers and rear echelon troops (mostly  
from the VII Corps) was no match against the advancing Soviet XVI Tank  
Corps.  This battle took place on 9 March.  The Soviets captured Uman the  
next day.

  This scenario is notable for the fact that it takes place during the mud  
season.  In a large measure, the mud reduces the Soviet edge in mobility,  
at least for off road movement.

  Historical note:  The German armor in this scenario is comprised of small  
"ad-hoc" units.  These units were hastily improvised from vehicles in the  
Uman maintenance shops and men returning from leave or on duty in Uman. 
  North is at the top of the map.  The Soviets are attacking from right to  
left (east to west).


BUKRIN, Ukraine, USSR.  1943.
  In the late summer of 1943, the German forces in the Ukraine pulled   back
behind the Dnieper River.  Even though the German forces prevented   the
Soviets from using any the five major bridges across the river, the  
Soviets managed to push units onto the west bank none the less.  As the  
Germans soon learned, if these small bridgeheads were not eliminated  
immediately  the Soviets would continue to pour in troops and equipment.  
Within the space of only a few days, or at most a week, the bridgehead  
became impregnable.  Soon after that, the force would be strong enough to  
break out, and thereby in most cases force the Germans off the entire  
river line.  With the stakes high for both sides, the "battles for the  
bridgeheads" were exceptionally fierce actions, but conducted with only  
what forces could be scraped together quickly.

  The Bukrin bridgehead over the Dnieper (south of Kiev) was established on  
the 23rd of September by the 8th Guards Rifle and 69th Mechanized Brigades.  
This scenario represents the action on 28 September.  The 69th Mech  
Brigade was attacking to expand the bridgehead to the south, and ran into  
the 19th Panzer Division attacking to the north.

  North is towards the left side of the map.  The Soviets are attacking  
from left to right (north to south), and the Germans from right to left  
(south to north).  The river along the east edge (top) is the Dnieper. 
  
  Playability Note:  This scenario is set up as a meeting engagement.  As  
such, it may take 20 or more turns for the respective forces to come   into
contact.  Players looking for a quick game should either play another  
scenario, or use the FAST TURN MODE option.


RYMANOW, Poland.  1944.
  This action is part of the initial Soviet offensive to capture the Dukla  
Pass at the Czech-Polish border.  On 10 September the IV Guards Tank Corps  
and the I Czech Corps attacked south on both sides of the German 208th  
Infantry Division.  On the 12th, the pincers met south of Rymanow, trapping  
part of the German force, and setting the stage for a further advance. 
  This scenario takes place on the far right of the 208th Division's lines  
along the Wistok River.  The Soviet attack is being delivered by parts of  
the IV Guards Tank Corps.

  North is towards the right.  The Soviet forces are attacking from right to 
left (north to south).


PROKHORVKA, Russia, USSR.  1943.
  The best has been saved for last.  With clearly more tanks engaged than  
at any other time in the battle of Kursk, the meeting engagement around  
Prokhorvka was the greatest tank battle in history.  On 12 July 1943, the  
II SS Panzer Corps and the Fifth Guards Tank Army simultaneously attacked  
(the Germans to the north, and the Soviets to the south).  The resulting  
head-on collision initiated a wild melee, the likes of which has never been  
seen before or since.  When the smoke and dust cleared, both sides had  
suffered huge losses and were exhausted.  But, the German attack had been  
stopped in its tracks.  The failure of this attack sealed the fate of  
Citadele, and along with it, ultimately doomed the Third Reich. 
  This scenario recreates the meeting engagement between the Liebstandarte  
Adolph Hitler (1st SS Panzer Division) and the 18th and 29th Soviet Tank  
Corps.  Like the battle, this scenario is enormous - with over 400 tanks  
and vehicles on the map at the start!

  Because of the large number of tanks and units compressed into such a  
relatively small area, a number of historical and mechanical modifications  
have been made to this scenario.  First, infantry forces are basically not  
included.  While infantry units were present on the battlefield, during  
this very deadly and  mobile engagement their importance was much less  
than the tanks and AFV's.

  Secondly, the normal TOP force structures have been changed to accommodate 
 almost the entire LAH and 29th Tank Corps.  For the most part, this was  
accomplished by making what would normally be a company (HQ + 3 platoons)  
into a battalion (9 platoons + HQ).

  While perhaps not completely historical, this scenario provides a very
good   "feel" for the intensity and destruction of that day's unique action. 
  On the map, North is to the upper right corner.  The Germans are attacking 
left to right (southwest to northeast), and the Soviets right to left  
(northeast to southwest).

  Playability note:  This scenario, Because of its size, takes quite a long  
time to get going and complete.  Once the action starts, the game speed may  
be increased by reducing the message detail levels and delay.  Even so, if  
you're looking for a quick game THIS IS NOT IT!



*********************   GENERAL MAP DESCRIPTIONS  ******************** 

  Note:  The named maps included with TOP all measure 80 hexes by 50 hexes.    
They were entered directly from the German General Staff and Stavka       
maps, and within this context are completely and historically accurate. 
The numbered maps are smaller than 80 x 50, and in most cases are not 
translated from actual topography.  The numbered map sizes are shown   
in parenthesis, with the first number being the horizontal measurement,  
and the second the vertical (north-south).

  The smaller numbered maps are provided to facilitate quick games, or  
those with limited forces.  To keep a manageable force ratio, generally 
allow AT LEAST 10 hexes (1 Km) of north-south frontage for each
battalion (of the larger force).  Otherwise, there will not be
enough room to maneuver without the units becoming hopelessly
entangled. 

LOWICZ  (AA.MAP)  West Central Poland:
     Terrain is very flat.  Some woods and crop cover terrain, about 10%.    
Good east-west roads along the top half of the map.

ADAMOW  (AB.MAP)  East Central Poland:
     Terrain is hilly, with heavy woods (50%) on west side.  The east side   
is flat and clear, with a small built up area.

DOROGOBUSH  (AC.MAP)  West of Smolensk:
     Fairly hilly terrain links forms an east-west ridge across the map. 
The map includes quite a bit of cover (75%), and a fair number of
roads, which are mostly north-south.

RYSHKOWO  (AD.MAP) East of Veliki Luki:
     Two parallel north-south ridges are the primary map features.  Cover is 
light, 10% or so.  One road and one railroad run east-west across the    
map.

W. BIRJUKOFF  (AE.MAP)  South of Voronezh (along the Don):      
  Rolling hills on each side of an east-west stream.  Very little cover, less
than 10%.

GERESHENOWKA  (AF.MAP)  Just east of Uman:
     Several ridges meet in the middle of the map, each coming in from a     
different angle.  In between the ridges run 2 streams (one west to east     
and one north to south) which meet in the lower center of the map, and     
continue off to the southeast.  There is one east-west road.  Cover is     
light, about 10%.

BUKRIN  (AG.MAP)  South of Kiev (along the Dnieper):
  Very rugged terrain including several hilltops of maximum elevation,
and steep cliffs and ravines.  The map is traversed by a few east-west
roads and trails.  Cover is light, about 10%.

RYMANOW  (AH.MAP)  Southern Poland:
  Very rugged topography, with ravines and cliffs.  Very little cover,    
less than 10%.  The road net is mostly north-south, but is connected by    
a number of secondary east-west trails.

PERKJARWI  (AI.MAP)  North of Leningrad:
  Mostly flat, but very heavily wooded (75%).  One east west railroad,    
which runs along an alternating series of east-west roads and trails. 

PROKHOROVKA  (AJ.MAP)  South of Kursk:
  Hilly terrain broken by a series of ravines.  Very little cover, less   
than 10%.  No east-west roads or trails.

OBERNDORF  (AK.MAP)  Austria (near Salzburg):
  A river flood plain cuts the map in half diagonally (northwest to     
southeast), with hills to the southwest and northeast.  The river      is
crossed by one bridge and one ford.  Cover is moderate, about 20%. 

S. ROSSOSCHKA  (AL.MAP)  West of Stalingrad:
  Sloping terrain with almost no cover (less than 10%).  There is only a  
single east-west trail.

MAP #1 (40 x 20) (BA.MAP):
  Are includes a gentle north-south slope across the entire map.  There
is a good east-west trial network, but virtually no cover (less than
10%). 

MAP #2 (40 x 20)  (BB.MAP):
  Flat terrain, with a single east-west trail.  Cover is moderate, about  
30%.

MAP #3 (40 x 20)  (BC.MAP):
  This map includes a large hill mass that begins near the western edge,  
and increases in elevation to the east.  There is light cover, of     
about 10%, and a single east-west road runs along the bottom of the map. 

MAP #4 (65 x 15)  (BD.MAP):
  This map includes several parallel low ridges running north-south
across the grain.  A small stream runs north-south down the middle of
the map, in between two of the ridge lines.  A single road runs
perpendicular to these features in an east-west direction, and crosses
the stream at a bridge.  Cover is very light, less than 10%.

MAP #5 (25 x 35)  (BE.MAP):
  Very flat map, divided by an east-west stream.  A single north-south    
road and an east-west trail meet in the center of the map inside a      
village.  The map contains a good deal of crop cover, about 30%. 

MAP #6 (20 x 20)  (BF.MAP):
  Perfect for small infantry battles, this map is a small segment of a    
north-south ridge line.  The map contains no cover or roads. 
