Strategic WARGAMES SERIES

IWO JIMA
designed and written by John Bethell


INSTRUCTION BOOKLET
CMB 64 and SPECTRUM 48K


1. INTRODUCTION
---------------

In the closing stages of the war in the Pacific, IWO JIMA offered US forces
the prospect of an air base near Japan that could provide fighter support 
and emergency landing facilities to aircraft on bombing runs to Tokyo.

The island, which is about 4.5 miles long and 2.5 miles wide, at its widest
point, was garrisoned by some 22,000 Japanese under the command of General
Kuribayashi.

US superiority in numbers virtually guaranteed the outcome, but the cost 
was tremendous.

All, except 216, Japanese died fighting for the island, and the US Marines
suffered almost 7,000 men killed, and more than 17,000 wounded, in the 36
days that it took to capture the island.

It was the U.S. Marines costliest and toughest fight, with the Marines 
suffering a 1.5 to 1 casualty rate. As Maj-General Erskine, the 3rd Marine 
Division's commander, commented, "The enemy could have displaced every 
cubic inch of volcanic ash on this 'fortress' with concrete pillboxes and
blockhouses, which he very nearly did, and still victory would not have
been in doubt. What was in doubt, in all our minds, was whether there 
would be any of us left to dedicate our cemetary at the end, or whether the
last marine would die knocking out the last Jap gun and gunner!"

IWO JIMA is a simulation of that battle, and each game turn represents one 
full day.

There are five levels of difficulty, and depending upon the level selected
the game is played over 32 to 36 turns.

You will control the American forces, and the computer will control the 
Japanese troops.

Your objetive is to eliminate, in combat, all of the Japanese units on the
map, within that number of game turns, and failure to do will mean that you
have lost the game.

The American units are displayed as black characters, and the Japanese 
units are coloured red.

2. TO LOAD
----------

CBM 64
DISKETTE version

Insert the game disk into the 1541 disk drive.
Type LOAD "IWO* 8 and when the program is loaded type 'RUN'.

CASSETTE version

Ensure that the tape is fully rewound.
Press 'SHIFT' and 'RUN/STOP' together, and the game will automatically be
loaded and will run, on completion of the load.

SPECTRUM

Type LOAD "" / ENTER and start the cassette player. The game will auto run
when loaded.

3. GETTING STARTED
------------------

CBM 64

First, connect a joystick to either port of the computer, as all commands 
are given by either movement of the joystick, or by pressing the fire 
button, which signifies the commitment of an order.

When the game has loaded, you will be asked to press the Fire Button to
register the joystick port in use, and to then press the Fire Button for a
'New Game', or move the joystick to restore a Saved Game.

Press Fire.

You will then be asked to select the level of difficulty, on a scale of 1 
to 5, where 1 is easy and 5 is difficult, by moving the joystick backwards 
or forwards to select the level, and by Pressing Fire to confirm your 
choice.

Select '1' and press the Fire Button.

SPECTRUM

All commands are given by the keys "1", "2" and "3". "1" and "3" page 
between the command options and "2" confirms the selection. When asked to
select the level of difficulty, select 1 and press key "2".

4. THE SCREEN LAYOUT AND THE MAP
--------------------------------

The screen will then clear, and a map of IWO JIMA island will appear, 
together with "windows" for specific information, and a blank area at the
bottom of the screen where prompts and more general information is
displayed.

WINDOWS

Down the left hand side of the screen are 5 windows which are used to 
display the Identity. Aggression Factor, Defence Factor, Movement Factor,
and Range Factor of the U.S. unit currently in play (see UNIT FACTORS).

In the central position at the top of the screen is the Command Window in
which the alternative Orders are selected (see ORDERS). 

Immediately below the map display is a row of 5 windows in which the 
Identity and Unit Factors of any Japanese Unit firing, being fired on, or
being examined, are displayed.

As a U.S. or Japanese Unit receives damage, and its Aggression Factor is
depleted, this will be reflected by a change of value in the appropiate
window.

THE MAP

On the map you will see symbols which are interpreted as follows:

AIRFIELDS      three large grey crosses which occupy several squares each
               (Magenta on Spectrum)

MOUNTAINS      rugged brown shapes (red on Spectrum)

VILLAGE RUINS  dark grey diamond symbols (black on Spectrum)

MINEFIELDS     white skull symbols

SCRUB          the yellow squares which make up most of the map area

QUARRY FACE    black crossed pick-axe symbols

In addition the numerals 1 to 6 are displayed, (1 to 5 on Spectrum) which
identify the soft volcanic ash landing beaches available to U.S. forces.

The beaches are overlooked by Mount Suribachi, the cluster of mountain 
symbols to the bottom left of the screen, and the Quarry Cliff Face 
represented by the row of crossed Pick-Axes in the centre of the screen, 
the exits from the beaches being made difficult by Minefields, signified by
white 'Skull' symbols.

TERRAIN

Units must expend Movements Points (MV) to cross the varying types of 
terrain, and if a unit has insufficient Movements Points left to exit a
particular square, the unit halts on entering it.

The terrain occupied by a unit adds to its Defence Factor (DF) when 
attacked. Minefields represent fortified areas protected by minefields, and
so give the highest value, however, moving into a minefield can cause up to
4 points of damage to a unit's Aggression Factor (see UNIT FACTORS).

In a reducing scale of Movement costs and combat adds, the remaining 
terrain types are Quarry Faces, Mountains, Village Ruins, Soft Beaches, 
Scrub, and Airfields.

5. ORDER OF ARRIVAL
-------------------

At the start of the game, all 21 of the Japanese units set up, on the map,
secretly. These units will be revealed during the game by the followinf 
four methods.

1. Troops coming ashore alert all enemy units within a 5 square radius.

2. An American unit ends its move close to the concealed unit.

3. The Japanese unit prepares to move or fire, and so reveals itself.

4. On game turn 22 all Japanese units, which have not  by then been 
   spotted, will reveal themselves and enter the battle.

The first ten US Marine units are available from turn 1, made up as 
follows:

 1. 1/28
 2. 2/28
 3. 1/27
 4. 2/27
 5. 1/23
 6. 2/23
 7. 1/25
 8. 3/25
 9. 4 TANK
10. 5 TANK

On turn 3 ten more units arrive, offshore, unless the seas are stormy,
when their landing will be postponed until the weather changes.

The ten reinforcements consist of the following units:

11. 3/28
12. 3/27
13. 3/23
14. 2/25
15. 13 BTY
16. 14 BTY
17. 1/24
18. 2/24
19. 1/26
20. 2/26

On turn 6 the 21 RGT arrives, and on turn 10 the 9 REGT is landed, always
dependent on the weather conditions not being Stormy Seas.

Throughout the game the units will be offered to you, for  Orders, in the
above sequence, but by moving the joystick back and forth you may select
the phasing units in an order to suit your tactics.

6. UNIT FACTORS
---------------

The unit factors of the phasing unit are displayed in the 5 "windows" on
the left of the screen, and a typical unit will look like this:

1/28
AF 8
DF 6
MV 6
RG 2

This information is interpreted as follows:

1/28 is the identity of the unit (1st Battalion. 28 Regiment U.S.M.C.)

AF is the Aggression Factor. This represents the attack strength, the
weaponry, the determination, the morale, and to an extent the reputation,
of the unit. This factor is the potential "Firepower" of the unit when in 
combat, and as the unit takes casualties, this Factor will be reduced.
When the Aggression Factor reaches zero, the unit ceases to be an 
effective fighting force, and is eliminated from the game. The Aggression 
Factor cannot be increased during the game, nor if it has been reduced, can 
it be restored. This is, therefore, an important detail to monitor, and
consider carefully, when committing a unit to combat. Obviously, the higher
the Aggression Factor, the more potent the unit is likely to be when 
attacking.

DF is the Defence Factor of the unit, and represents its defensive strength
and instinct for self preservation. This Factor is compared with the
Aggression Factor of an attacking unit, in determining the results of a
combat. This Factor is modified by the type of terrain occupied by the 
defending unit, so that a unit in mountains, for example would be more 
difficult to overcome than if the same unit were defending in scrub. This
factor is not diminished throughout the game.

MV is the Movement Factor or "Speed" of the unit. It is the number of 
points which can be expended by the unit, each turn, when moving around the 
map. Each type of terrain has a different movement cost, and the computer 
will only permit the unit to move whilst it has sufficient points left to
exit the present terrain. This Factor is never reduced so that at the start
of each turn, the full allowance is available. All units are able to move 
at least one square regardless of the terrain.

RG is the Range Factor of the unit, and is the number of squares that an
enemy unit may be away from the unit in play, and still be in range. 1/28
with a Range Factor of 2 will, therefore, need to be within 2 squares of 
the enemy unit in order to attack it.

7. ORDERS
---------

At the top centre of the screen is a "window" in which appears the Orders 
available for the unit which has its Factors currently displayed. The 
possible Commands are "ATTACK", "LAND", "MOVE", "QUIT", and "PASS".

Select one of these options when the command is displayed in the "window"
and the computer will respond, either by performing the Command given, or
with a prompt describing what further is required. All replies to prompts
are by pressing Fire to give an Order or by moving the joystick back and
forth to select an alternate command or option for the CBM version; and
by pressing key "2" to give an order or pressing keys "1" and/or "3" to
select an alternative command or option on the Spectrum.

ATTACK

Units cannot both move and attack in the same turn, so this is selected as 
an alternative to moving. (Units can, however, LAND and ATTACK in the same
turn). When ATTACK is ORDERED the computer will superimpose a flashing 
selection box over the nearest displayed enemy unit display the prompt
"ATTACK THIS UNIT?", and display "YES" in the Command Window. If "NO" is
selected and ordered, then the box will be superimposed over the remaining
displayed enemy units, in turn, starting with the next nearest, and 
continuing until "YES" is selected and confirmed, or until all of the enemy
units have been rejected, when the selection box will be placed over the 
nearest unit once more. It is, therefore, possible to inspect the UNIT 
FACTORS of all of the enemy units presently displayed on the screen, before
committing your phasing unit to a specific attack.

At the start of the game your troops are supported by 6 gunship support
factors, and one factor may be added to every attack made by U.S. units,
provided that:

     1. You have not used up all of the remaining factors for the turn.

and  2. The Sea Conditions are Calm or Heavy Surf.

If there are support factors still available the computer will ask "DO YOU
WANT NAVAL GUNFIRE ON THIS UNIT?". If the Fire Button is pressed then 
Gunfire will be directed on the enemy unit.

The number of Gunfire Support Factors available can be permanently reduced
by Japanese Air or Submarine attacks.

On occasions, it will be preferable to attack an enemy unit which is beyond
the range of the land unit's weapons. It may be that you are trying to
relieve a unit which is about to be overwhelmed, or that you are being kept
at a distance by ranged fire from the enemy. In such cases, if you select 
to ATTACK the enemy unit in question, the computer will respond with the 
message "OUT OF RANGE", but if there are Naval Gunfire Support Factors
available one will be offered to you, if the Sea Conditions are suitable, 
and on pressing Fire the enemy unit will be shot at. It is assumed that the
U.S. Marine units have Naval Gunfire Observers attached, directing the fire 
of the Support Ships.

In order to Attack, a unit must first have "LANDED", and if this has not
happened, the computer will reject any Attack Orders (see LAND).

LAND

When you have decided which of the six indicated squares is to be the unit's
landing beach, move the joystick back and forth until "LAND" appears in the
Orders "Window", and you will be prompted to enter a number from 1 to 6
corresponding to the site chosen. Provided that the selected site is not
already occupied, your unit will come ashore in the square immediately under
the selected number.

Landing in Heavy Surf Sea Conditions can be very dangerous, and there is a 
40% chance of a unit taking heavy casualties. You must, therefore, balance 
the need for landing a particular unit against such a possibility.

Until a unit MOVES after a Landing Command, it is indicated as "LANDING" 
(see MOVE). This means that the unit is either on a landing craft, or is
ashore at the water edge.

Once a unit has MOVED after Landing "LAND" will no longer be offered as an 
option. Of course, if you try to MOVE before Landing, the computer will 
remind you of the position.

Both LANDING and MOVING, or LANDING and ATTACKING, can be ordered for a unit
during the same turn.

MOVE

As previously mentioned, this option is an alternative to ATTACKING.

When "MOVE" is selected the computer will prompt you with "DIRECTION?", and
the direction selection is by moving the joystick (CBM 64) or by pressing
keys "1" or "3" on the spectrum. Your units may not enter "WATER" squares,
except on "LANDING" turns, when the unit 'arrives' at the water's edge.

Japanese units may not enter "WATER" squares.

Throughout the game, all units may move anywhere on land, provided that they
have enough MV points remaining.

QUIT

CBM 64

If QUIT is selected, three options are offered to you, these being to 
terminate the game (QUIT), continue the game (RETURN), or to store the 
present game to TAPE or DISK (SAVE), and these are selected and accepted by
use of the joystick, in a similar manner to other commands.

SPECTRUM

The game will terminate and you will be asked to press any key to play 
again.

PASS

This Command is used when you do not wish to MOVE or ATTACK with a 
particular unit. If you wish to cease MOVEMENT with points still remaining
then PASS is signified by pressing the Fire Button. PASS ends the unit's
turn, skipping to the next unit or, if this was your last unit in the 
current sequence, to the Japanese Forces Phase.

8. THE JAPANESE FORCES (played by the computer)
-----------------------------------------------

There are 21 Japanese units, in sizes varying from battalion to division 
and, as with the U.S. units, all of the main units involved in the conflict
are individually represented in the game, as are several of the lesser 
units. Those not specifically mentioned in the game are taken into account 
by modification of the combat Factors of some of the main units.

In the Japanese Forces Phase, units may MOVE or ATTACK in a similar manner 
to the U.S. units. However, they do not get the option of Naval Gunfire. The
Air Strikes are directed occasionally against units still on landing craft,
but mainly against the Gunfire Support ships, and for each successful 
KAMIKAZE attack one Gunfire Factor is permanently lost. The Japanese 
submarine I-15 is also considered to be in the area, and if all of the 
Japanese aircraft are destroyed the I-15 will stalk and attempt to sink any
remaining Gunfire Support Ships.

Occasionally U.S. aircraft will be diverted from raids on Japan to atack 
airstrip 2, where the Japanese aircraft are based, but these, being carrier 
based, cannot fly in Stormy Seas Conditions, whereas the Japanese, being
land based, can, and will often seize this advantage.

Gunfire Support Ships are represented on the map by a Gunship symbol, and
the colour of the symbol indicates the number of factors still available,
the colours being WHITE for 5 or 6 Factors. GREY for 3 or 4 Factors, and
BLACK for 1 or 2 factors (CBM); CYAN, GREEN and BLACK respectively for the
Spectrum.

If all of the ships providing Gunfire Support are sunk (i.e. the Factors are
reduced to zero), no further Naval Gunfire will be available to the Marines.

If there are Japanese aircraft on Airfield 2 when a U.S. unit moves onto the
Airfield, advance units will destroy all of the remaining aircraft before 
they can take off.

9. DEGREE OF DIFFICULTY/VICTORY CONDITIONS
------------------------------------------

The degree of difficulty, selected at the start of a game, affects the 
Victory Conditions and the Japanese Forces strength and actions.

As the difficulty increases you will notice a corresponding increase in the 
Defence Factors of the Japanese units, representing an increase in morale,
leadership, and determination, and even better preparation and defensive
tactics.

The units tend to fight harder, and will dig in where possible. Japanese
Infantry units also have the opportunity, at the start of the game, to waive
all movements points and take up a fortified position, when the unit symbol
will change from a "MAN" to a "PILLBOX", with an enhanced Defence Factor. At
all levels of difficulty, the Japanese Forces recognise the added defensive 
value of suitable terrain and often will take advantage of it.

In recognition of this, the period within which the Victory Conditions must
be achieved is extended. At level 1 Victory must be achieved by the end of
turn 32. For level2, turn 33, and so on to level 5 and turn 36.

Time is on the Japanese Forces side. A too cautious approach can be just as 
self defeating as throwing every unit into contact with nearest enemy unit,
Without first considering its strength and weaknesses. The Japanese side is
well aware of the power of its artillery, and will concentrate its fire, 
where possible, in order to reduce or eliminate your better units as quickly
as possible. It knows that it will receive no reinforcements, and so each 
unit will sell itself as dearly as possible.

The Japanese units in the game differ in reactions to the U.S. units, in 
that if they as a result of combat cease to be an effective fighting unit, 
they will, on occasion, carry out a suicide (BANZAI) charge against an
adjoining U.S. unit. Equally, from time to time a Japanese unit may choose
to withdraw as far as possible towards "safety" regardless of the proximity
of American units.

10. TO SAVE LOAD or QUIT THE GAME
---------------------------------

CBM 64 ONLY

At the start of every turn, after selecting the first U.S. unit to phase,
QUIT may be selected, and you will be given the

------------------- PAGES 14 & 15 MISSING ---------------------------------

311/2 INFY	311th Battalion, 2nd Regt, I.J. ARMY

312/2 INFY	312th Battalion, 2nd Regt, I.J. ARMY

314/2 INFY	314th Battalion, 2nd Regt, I.J. ARMY

2 INF HQ	H.Q. Unit, 2nd Regt, I.J. ARMY

3/7 INFY	3rd Battalion, 7th regt, I.J. ARMY

1 NLF BTN	Battalion, Special Naval Landing Force, I.J. NAVY

2 NLF BTN	Battalion, Special Naval Landing Force, I.J. NAVY

3 NLF BTN	Battalion, Special Naval Landing Force, I.J. NAVY

NLF HQ		H.Q. Battalion, Special Naval Landing Force, I.J. NAVY

NLF REGT	Regiment Special Naval Landing Force, I.J. NAVY

1 TANK DET	Detachment comprising 11 tanks

2 TANK DET      Detachment comprising 11 tanks

1/26 ARTY	1st Battery, 26th Artillery Regt, I.J. ARMY

2/26 ARTY	2nd Battery, 26th Artillery Regt, I.J. ARMY

3/26 ARTY	3rd Battery, 26th Artillery Regt, I.J. ARMY

1/2 ARTY	1st Coastal Battery, 2nd Artillery Regt, I.J. ARMY

2/2 ARTY	2nd Coastal Battery, 2nd Artillery regt, I.J. ARMY

145 REGT	145th Infantry Regiment, I.J. ARMY

109 DIV		109th Infantry Division, I.J. ARMY

AUTHOR'S NOTES
--------------

For the purpose of game balance and playability, the American troops allowed
during the game represent a total of 30,100 men. In actually, over 100,000
men were landed on Iwo Jima over the 26 day period, some 60,000 being U.S.
Marines.

Only two Tank Units and two Artillery Units are available to the American
player, and represent approximately one third of the numbers which finally
landed. these four units together with the two regiment size units will sway
the balance of the fight. The Japanese are aware of this and whilst they 
will seize targets of opportunity, they will usually, where possible try to
eliminate these units, preferably at long distance. Ranges have been 
considerably curtailed for the purposes of the game, the artillery on both
sides in real life being able to fire well over the actual length of the
island. An arbitary optimum was decided on, and this is the maximum range
allowed in the game. The two Japanese Costal Batteries have a range of 20
squares, (16 squares for the Spectrum) and this, together with the high
aggression Factor, makes the effect of each unit devastating. It would,
therefore, be wise to concentrate on eliminating these units as early in the
game as possible.

The Japanese expected no reinforcements, even though they asked for them
throughout the battle, for except as suicide units, the Japanese Airforce 
and Navy had practically ceased to exist. Kuribayashi had decided that the
outcome was inevitable and that he was to die on Iwo Jima, and he 
accordingly instructed his men to fight to the death, taking as many 
Americans with them as possible. In preparation for the battle Kuribayashi's
troops had dug 3 miles of connecting tunnels and constructed over 800 
pillboxes. Plans were subsequently found indicating that a further 15 miles
of tunnels were planned.

To the top of the map is a cluster of Mountain symbols which represent hill
362a which was a maze of caves and tunnels and strongpoints, and alone took 
two days to clear.

There were 22 Japanese Tanks on Iwo Jima, none of which was a match in face-
to-face combat with the American Shermans. Typically, these were used in
small groups hidden in gullies or folds of ground, in order to gain the
maximum protection.

The Marines' 21st Regt in pushing north from Airfield 2 encountered one
particularly bizarre form of defence when elements of one Company were
approaching some huge mounds of earth. As they got closer these mounds 
began to move rocks and brush falling away to reveal a number of Japanese 
tanks, which rose up out of the ground, where they had been buried, to
attack the startled Marines. Bazzokas and flamethrowers were rushed 
forward, and saved the day, but for a while the whole of the Battalion's 
left flank had been in danger of collapsing.

On Mount Suribachi over 1,000 strongpoints were encountered and whilst many
were bypassed, mopping up took many days.

During the battle for Iwo Jima there were relatively few Banzai (Suicide)
Charges, and in the game these will only occasionally occur, and then only
if an American Unit is in the immediate vicinity of a Japanese Unit which 
is about to be eliminated.

Landing troops and equipment proved to be very hazardous, as was discovered
by 14th Marines, who lost 7 out of their 12 howitzers, and in addition
suffered a number of casualties. The heavy Surf and soft volcanic ash beach
made manoeuvring awkward and many men drowned, weighted down by their heavy
equipment.

On several occasions before the battle was won, U.S. units suffered such
casualties that remnants of companies were merged in order to create an
effective fighting unit out of the survivors.

There were, in fact, no submarine attacks on the Task Forces throughout the
36 days that it took to secure Iwo Jima, and it is purely conjecture on the
part of the author that, had there been a submarine in the vicinity. I-15
might have been a likely candidate.

The American fleets supporting the landings were Vice Admiral Mitscher's 
Fast Carrier Task Force, and Rear Admiral Blandy's Support Task Force. 
Between them they mustered 17 Carriers, 8 Escort Carriers, 14 Battleships,
31 Cruisers and about 900 other craft.

Only a token representation of these Fleets is made in the game, in the
form of occasional Carrier Strikes against Airfield 2, and the six Gunfire
Support Factors available at the start of the game. In addition, on turns
10, 20 and 30, Batleships will fire on all enemy units which have at that 
time been identified. On turn 10 the ships providing Gunfire Support will
add their firepower to these attacks, and so will not be available for
Support Fire during turn 10. On turns 20 and 30 they will still be 
available to support any selected Attacks, subject to the Sea Conditions
being Calm, or Heavy Surf.

The following sources were referred to for information used in the program.

MARINES AT WAR by Ian Dear

THE PACIFIC WAR by John Costello

ATLAS OF BATTLES by Richard Natkiel

THE HISTORY OF WORLD WAR II by Lt-Col E. Bauer

WORLD WAR II IN PICTURES by John Pimlot

The Author would particularly like to thank Karen Abbott, Chris Bottone, 
Rob Easterby and Steven Vickers for their assistance with the design and
testing of this game.



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