D-DAY
(Games Workshop)


Contents
1)  Introduction
2)  Loading Instructions
3)  D-Day Screen Format
4)  Moving the Cursor
5)  Unit Distribution
6)  Deployment of Units
    A) The Landing
    B) Breaking Out
    C) To Arnhem
    D) Arnhem Invasion
7)  Winning the Game
8)  Information About Units
9)  The Overall Map of Players' Positions
10) Battle
    A) Normal Fire
    B) Indirect Fire
    C) Close Combat
    D) Damage Sustained by a Unit
11) Movement
    A) Terrain Effects
    B) Moving Units
    C) Ship Movement
    D) Loading and Unloading Ships & Trucks
    E) Close Combat
12) End of Round and Saving Games
13) Summary of Keys
14) Scenario Maps
15) Credits


(1) INTRODUCTION
D-DAY is a simulation of tactical combat in the
Second World War. It is a two player game in which
one player takes the role of the Allies (British and
American forces) and the other takes the role of the
Germans.

Each player is allocated a certain number of units
which they have to manipulate in order to achieve
their aim. These units are capable of movement
around the map, firing at other units and going into
close combat with other units.

Each piece has four capability values. These are for
Attack, Defence, Movement and Range. These will
be defined further on in the rule book, but these limit
the amount that a piece can do in a turn.

(2) LOADING INSTRUCTIONS
D-DAY comes with four separate battle scenarios
(see section 6 and the maps at the back of this booklet),
and the scenario you choose must be loaded
separately from the main game. All the scenarios
are on side 1 of the tape and the game program is on
side 2.

To load, type: LOAD ""
then press: ENTER

This is explained in chapter 20 of the ZX Spectrum
Basic programming manual. Rewind tape to the
beginning of side 1, and start cassette player.

After a short interval a message will appear at the
top of the screen:

STOP THE TAPE AND PRESS A KEY

After pressing a key, the game menu will appear.
Select the game that you wish to play by pressing
the appropriate key.

Start the cassette player.

Some parts of the data will not be loaded into the
computer.
e.g. when the 'breaking out' scenario is loading, the
screen will display the following, before the usual
loading sequence is begun:

Program: deploy 1
Bytes: 1
Bytes: 1

It may be advisable to fast forward the tape slightly
to speed things up. If you have a cassette player with
a counter it is a good idea to note where each relevant
section begins for this purpose.

When a message appears at the bottom of the
screen:

STOP THE TAPE, AND PRESS A KEY

do as it says, then turn to section 3 of this manual.

When the deployment of both players' forces has
ended, another message will appear at the bottom
of the screen:

REWIND TAPE TO OTHER SIDE

turn to side 'B' and rewind tape to beginning, then
start tape.

Side 'B' can be left to play all the way through, but
there is a section that displays a flashing message:

CREDITS: STOP TAPE & PRESS A KEY

after 10 seconds this will disappear if the keyboard is
left alone. The rest of the game will then load.

If a key is pressed, a series of credits will pan across
the screen. If a key is pressed while the credits are
moving, they will pan faster. When the credits have
finished a flashing message will appear:

PRESS A KEY AND START THE TAPE

Once a key has been pressed the rest of the game
will load.

If any parts of side 'B' fail to load, do not worry. As
before, if the scenario 'Breaking Out' is loading, for
example, then:

Program: 1

will not be loaded, because this is for 'The Landing'
scenario.

When D-Day has loaded fully, in the left hand window
the map will appear, and in the right hand window
will be instructions to continue.

(3) D-DAY SCREEN FORMAT
The screen layout of D-DAY consists of three
separate windows.

The close up map is     The overall map and
shown here              all messages are
                        printed here

Unit information is printed in this window

(4) MOVING THE CURSOR
The cursor moves in eight directions. When in
movement phase only the horizontal and vertical
directions are used.

[ Q ]  [ W ]  [ E ]                [ U ]  [ I ]

  [ A ]  [ S ]  [ D ]                [ J ]  [ K ]

    [ Z ]  [ X ]  [ C ]

So that (D) moves the cursor one square right, (A)
moves the cursor one square left etc. Pressing
CAPS-SHIFT whilst moving the cursor will move it
three squares in that direction (for faster movement).
Using (U), (I), (J), (K) and (S) will place the cursor in
the top left, top right, bottom left, bottom right and
centre of the map respectively.

(5) UNIT DISTRIBUTION
Deployment One: The Landing
Allied Units:
 1 Sherman
 4 M4-76s
 3 M4-75s
 2 Cromwells
 5 Ships carrying Shermans
15 Infantry
 3 Bridge Layers
 2 Special Infantry

German Units:
 4 Lynxs
 6 PzKw-Vs
 5 Bridge Layers
30 Infantry
 3 Ships
 3 Howitzers
 2 Trucks
 7 Armoured Cars

Deployment Two: Breaking Out
Allied Units:
 6 Shermans
 4 M4-76s
 3 M4-75s
 2 Cromwells
 5 Ships
15 Infantry
 3 Bridge Layers
 2 Special Infantry

German Units:
 4 Lynxs
 6 Pzkw-Vs
 5 Bridge Layers
30 Infantry
 3 Ships
 3 Howitzers
 2 Trucks
 7 Armoured Cars

Deployment Three: To Arnhem
Allied Units:
10 Shermans
 5 M4-76s
 5 Achilles
15 Infantry
 5 Special Infantry
 3 Trucks
 5 Howitzers
 2 Bridge Layers

German Units:
15 Panthers
10 Lynxs
 5 Infantry
 5 Armoured Cars
 3 Trucks
 4 Bridge Layers
 3 Mortars

Deployment Four: Arnhem Invasion
Allied Units:
10 Shermans
 5 M4-76s
15 Infantry
10 Special Infantry
 2 Howitzers
 3 Trucks
 5 Paratroops

German Units:
 5 PzKw-Vs
10 Infantry
10 Special Infantry
10 SS Divisions
 8 Howitzers
 3 Mortars
 4 Trucks

(6) DEPLOYMENT OF UNITS
When a deployment scenario has been loaded, a
message will appear at the bottom of the screen:

STOP THE TAPE, AND PRESS A KEY

When a key is pressed another message will appear,
this time in the right hand window:

'A'uto
Deployment?

If the 'A' key is pressed the computer will start
deploying the units automatically (in random positions).
If any other key is pressed the players have to
deploy their forces manually.

While in computer deployment, if the 'H' key is pressed,
the player can manually deploy. Also, when in
manual deployment, if the 'G' key is pressed the
computer will continue deploying the forces.

Manual deployment

To move the map see section 4. In the right hand
window is a list of units with the number of, and
symbol for, each type. An arrow points at the unit
that is to be deployed. This arrow can be moved up
and down by holding CAPS SHIFT key down with '7'
to move up and '6' to move down. By pressing the '0'
key this will deploy the unit that the arrow is pointing at.

Error messages in manual deployment
ERROR:           Trying to deploy on the wrong
                 terrain: another unit, marsh,
                 land craft on water, sea craft
                 on land.
NO MORE UNITS:  There are no more units of that
                type left to deploy.

Once deployment of the allied player has finished
the German player has to deploy his forces. After
both sides have deployed their forces, both left and
right windows will clear and a message will appear
at the bottom of the screen:

REWIND TAPE TO OTHER SIDE

Refer to section 2 to load the main program.

A) The Landing
The Allied player can deploy units on and around
the beach. The Allied ships are carrying some of the
Allied tanks. These can be unloaded onto the land in
movement phase.
The German player can deploy units at the bottom
of the map.

B) Breaking Point
The Allied player can deploy units above and in the
main river.
The German player can deploy units below and in
the main river.

C) To Arnhem
The Allied player can deploy units at the top left
hand side of the map.
The German player can deploy units at the bottom
right hand side of the map.

D) Arnhem Invasion
The Allied player can deploy units at the left hand
side of the map.
The German player can deploy units on and around
the Arnhem bridge.

(7)	WINNING THE GAME
Each of the scenarios has different winning conditions,
the conditions which the Allied or German
player must reach in order to defeat their opponent
and to win the game. The conditions for winning
each scenario are listed here.

The Landing
For either side to win they must destroy two-thirds
of the enemy forces.

Breaking Out
The winning conditions for this scenario are the
same as for the Landing scenario. However if the
Allied player does not reach the winning conditions
within 46 game hours then the German player is
proclaimed the victor.

To Arnhem
The winning conditions for this scenario are the
same as for the Landing scenario.

Arnhem Invasion
To win this scenario the Allied player must occupy
the Arnhem Bridge by having a piece on each of the
six squares which make up the bridge. Either side
can win by destroying two-thirds of the enemy force.

(8)	INFORMATION ABOUT UNITS
At any stage of the game you may press the (P) key
to obtain information on the unit that is currently
within the cursor arrows on the map window.

The information that is displayed is as follows:

Name:     The name of the unit is displayed if it is
          one of your units.
Range	  This number shows the distance, in
          squares, that a unit can fire.
Movement: This shows how many movement
          points a unit may expend in a round.
          See section 7 for terrain effects chart.
Terrain:  This displays the type of ground that
          the unit occupies.
Side:     This shows which player the unit
          belongs to.
Attack:   This is a number between 1 and 9 and is
          a measure of the attacking capability of
          this unit. Thus a unit with an attack of 8
          is better at attacking than a unit with an
          attack of 3.
Defence:  This is a number between 1 and 9 and is
          a measure of the defending capability
          of this unit. Thus a unit with a defence of
          5 is better at defending than a unit with
          a defence of 2.
Note: Retrieving information about an enemy piece
will only reveal terrain and side.
A wreck will give the name as WRECK and will reveal
the terrain and side.
In general, Attack and Defence values determine the
outcome of close combat (see section 11).

(9) THE OVERALL MAP OF PLAYERS' POSITIONS
During the game, each player can call up a map of
the positions of all of his own units, whenever the
message window is displaying the messages:

PLACE CURSOR ON FIRING UNIT or
PLACE CURSOR ON UNIT TO BE MOVED

If the player presses M at this point, the right hand
window will display a map of the whole battle area;
the map shows rivers, roads, and the player's units,
which appear as dots. The map does not display
enemy units, and does not tell the player what type
of units his own are; but the player can scroll around
the map using the cursor keys, and get information
about unit types by using the P command (see section 8).
His position on the overall map is indicated
by the flashing box, which shows the position of the
close-up map window. Units on roads and rivers do
not show up on the overall map, so bear in mind
where they are.

(10) DOING BATTLE
In order to win a scenario for D-DAY you must
destroy the enemy forces. This section covers the
rules for destroying other units. Three of the capability
values, namely Attack, Defence and Range, are
connected  with  destroying  units.  These are
explained in Section 8.

There are four states that a piece can be in. These are:

1) Undamaged: the unit's capability levels are at its
              best and the unit may still move and fire.
2) Damaged:   the unit's capability levels have
              been lowered due to combat, but
              the unit may still move and fire.
3) Wreck:     the unit may no longer move or fire
              but is not removed from the playing
              area, and so other units may not
              move onto the square that this unit
              occupies.
4) Destroyed: the unit has been so severely damaged
              that it is removed from the
              playing area, and other units may
              move onto the square which it previously
              occupied.

As the unit engages in combat it is likely to go
through these stages, and so the more combat it is
involved in the more likely it is to be destroyed.

The three ways a unit may go into combat are
explained below.

A)	Normal Fire
This is where one unit may fire at another unit
directly. There are certain limitations with this.
These are:
1) None of the following terrain must block the firing
   line between the firing unit and the target.
   A) Town
   B) Trees
   C) Hedges
2) The distance between the firing unit and the
   target may not exceed the range (see section 8) of
   the firing unit.
3) The attacking unit has been dispersed in the previous
   round (see damage to units at the end of this chapter.)
4) The attacking unit may not be a wreck and thus
   unable to fire at all.

In order to execute the firing of a unit you must wait
until the game reaches the firing phase. At this point
the player must answer the question -ARE ANY
UNITS GOING TO FIRE?'- by typing 'Y'. If the player
answers with a 'N' they will enter movement phase
(see section 11).

The prompt -PLACE CURSOR ON FIRING UNIT AND
PRESS '0'- will then appear. The player must then
move the cursor (see section 4) so that the two
arrows point to the unit that you wish to fire.
Pressing '0' will confirm this piece as the attacking unit.

Next the prompt -PLACE CURSOR ON TARGET
UNIT AND PRESS '0'- will appear. The player must
then follow a similar procedure as above but for the
target unit.
Once both the attacking and defending units have
been chosen, subject to the above conditions, the
attacking unit will fire at the target unit. The attack
and defence strengths will then be compared and
the damage sustained will be displayed. (See the
end of this section for descriptions of the damage
that can be sustained.)

B) Indirect Fire
There is one exception to the rule of not being able
to fire if the attacking unit's view of the target is
obscured. If the attacking unit is a Howitzer or a
Mortar it is able to use indirect fire.

Indirect fire works the same way as normal fire but
there is a chance of the fire scattering and hitting
another unit, or missing completely and hitting an
empty square.

Once the computer has determined that a Howitzer
or Mortar cannot see the target the prompt -DO YOU
WISH TO USE 'EYES'?- will appear. Answering 'N' to
this question will keep the player in the fire phase
and they will be able to fire with another unit.

Answering 'Y' will allow that player to nominate
another unit to act as the attacking unit's 'eyes'. The
only requirement is that the 'eyes' unit must be able
to see the target unit. To nominate the eyes unit the
player must move the cursor (see section 4) so that
the arrows are pointing to the unit that is to be used
as eyes and the player must press '0'. The attacking
unit will now fire and if the target is hit the damage
will be done normally.

Note: If at any time during firing you wish to abort
the firing of a unit you must press -SPACE- and to
escape from the firing phase totally you may press
SYMBOL SHIFT AND 0 together.

C) Close Combat
See section 11E.

D) Damage Sustained by a Unit
The damage which the target unit may be one of the
four things.
1) Unit Undamaged: the fire has hit the target but
                   the damage is not enough to
                   affect the target unit in anyway.
2) Unit Dispersed: the fire has hit the target but
                   that again has not affected the
                   target, other than splitting the
                   unit. This unit may not then
                   move for the rest of this round
                   or the next round.
3) Unit Damaged:   The unit has been hit and damaged.
                   The capability levels of
                   this unit are reduced and subsequently
                   the unit is much easier to destroy.
4) Unit Destroyed: The unit has been totally
                   incapacitated and is made into a
                   wreck which is unable to move
                   or fire. If the target is an infantry
                   unit it is removed from the
                   playing area.

(11) MOVEMENT
A) Terrain Effects
Each unit has a certain amount of movement points
that may be used each round. The chart below
shows how many movement points each type of
terrain uses.

Type of Terrain     Movement points expended
ROAD .......................... 1
TOWN .......................... 1
WATER ......................... 1 (ships only)
GRASS ......................... 2
TREES ......................... 3
HEDGE ......................... 3
BEACH ......................... 3
Note: There are two types of terrain that units may
not enter.
1) MARSH
2) WATER (land units. Ships can move on water only).
The Graphics representing the terrain types are
shown on the back of this booklet. [see D-DAY_T.JPG]

B) Moving Units
After FIRE PHASE you have the option of moving
those units that did not fire. A prompt will be printed
in the message window -ANY MOVEMENT (Y/N)?-
typing 'N' to this will end your turn.

Typing 'Y' enters MOVEMENT PHASE; the words
-PLACE CURSOR OVER UNIT TO BE MOVED AND
PRESS '0'- will appear in the message window.

You may now call up the overall map (see section 9)
by pressing 'M'.

Choose a Unit that you wish to move by placing the
cursor over it.

You cannot move -
1) Units that have fired.
2) Units dispersed in the last round.
3) Wrecked units.
4) Enemy units.

Pressing '0' will print information about the unit in
the unit information box. Pressing any key will clear
this - MOVES LEFT xx - will be printed in the message
window. Use cursor keys to move the unit
(A,D,X & W only). When the unit has used all its
movement points the computer will beep and the
message window will clear (-PLACE CURSOR OVER
UNIT TO BE MOVED AND PRESS '0'- will appear
again).

If you wish to end the unit's movement early just
press 'SPACE' (if you do not wish to move the unit
you have chosen then pressing 'SPACE' before you
move the unit will allow you to move it again later.)

C) Ship Movement
To move a ship select the unit in the normal way.
Ships may move on water squares and NOTHING
else. Ships may travel under bridges at the cost of
four movement points. To move under a bridge try
to push the ship onto the side of the bridge, but the
square of water directly opposite MUST not contain
other units etc. If it is empty the ship will then appear
in that square.

D) Loading and Unloading Ships & Trucks

1) Ships
The most powerful feature of ships is the ability to
load another unit on your side onto them and then
cross rivers (if used correctly they can swing battles
in your favour!).

To load a unit on to a ship, select the ship that is to
carry the unit and move it to the square next to land.
Select the unit that is to be loaded and try to move it
onto the ship. The computer will beep to tell you the
unit is loaded on the ship. The ship cannot move this
round.

To unload a unit from a ship: first select the ship
with the unit on, and try to push the ship onto land.
The words -THIS UNIT IS LOADED WITH ANOTHER
UNIT DO YOU WISH TO UNLOAD IT (Y-N)? -will be
printed in the message window. Typing 'N' will
allow the ship to carry on moving. Whilst typing 'Y'
prints in the message window -USE CURSOR KEYS
TO UNLOAD UNIT- pressing a cursor key e.g. 'A'
will unload the unit to the left (you may unload the
unit in 8 directions).

NOTE: The unloaded unit may now move.

2)Loading and Unloading Trucks
Trucks are capable of loading Howitzers, Mortars
and Infantry.

To load a unit onto a truck. Select the truck that is to
carry the chosen unit in the normal way. Then try to
move the truck onto the unit; the computer will then
beep, and the truck will move onto the unit. The
truck is now loaded.

To unload a truck select the truck in the normal way.
The computer will then ask if you wish to unload the
unit it is carrying. Typing 'N' will allow the truck to
move normally. Whilst typing 'Y' will print -USE
CURSOR KEYS TO UNLOAD UNIT- in the message window.
Typing for example 'A' will unload the unit on the
square to the left of the truck.

NOTE: When unloading a unit you must unload it on
a legal square i.e. not marsh.

When a ship or truck is loaded the ship or truck will
take on some of the capabilities of the loaded unit.
These will be reset when the unit is unloaded.

E) Close Combat
If during the movement phase a player tries to move
a unit onto a square occupied by an enemy unit then
the units move into close combat. The attack
strength of the friendly unit and the defence
strength of the enemy unit are displayed and these
are lowered until one reaches 0. At this point the unit
that has lost is destroyed (see damage above). The
winning unit will retain its modified attack or
defence strength but may still function normally.

(12) End of Round and Saving Games
The end of round occurs after each movement
phase. Information is stated as follows:

1: German or Allied turn
2: -Date-
3: -Time-
4: Allied units left:-
5: German units left:-
6: Press ENTER
7:                     S

1: This tells the players which side is to go next.
2: The date is printed up in the form: day of month,
   month, year.
3: The time of day is printed here as a 12 hour clock.
4: This denotes the amount of units the Allies have.
5: This denotes the amount of units the Germans have.
6: If <ENTER> is pressed then the game continues.
   A message asking the present player will appear, it
   will ask that player if they would like to concede.
   They must press the 'N' key if they wish to continue
   the game. If the 'Y' key is pressed then another
   message checking your action will appear, once the 'Y'
   key is pressed for the second time the other player is
   proclaimed the winner.
7: If the 'S' key is pressed then the present game will
   be saved so that it can be reloaded and the battle
   continued at some other time. To load a saved
   game, once the computer has been turned on type:
	LOAD "" CODE 16384,49151
   then press <ENTER>
   Start the tape that the save game is on. It will then
   load and the battle may continue.

(13) SUMMARY OF KEYS
In Deployments
CAPS SHIFT & 7 ...... Move cursor in the right hand
                      window up.
CAPS SHIFT & 6 ...... Move cursor in the right hand
                      window down.
D-DAY cursor keys,
found in section 4.   Move the cursor in the map
                      window.
0 ................... Deploy unit.
G ................... Switch to automatic deployment.
H ................... Switch to manual deployment.

While Playing the Game
P ................... Piece information, explained
                      in section 8.
D-DAY cursor keys,
found in section 4.   Move the cursor in the map
                      window.
SYMBOL SHIFT & 0 .... Move onto next section.
SPACE ............... Ceasing movement or firing of
                      a particular unit.

Other key presses are explained in the right hand
window while game is in progress.


(15) CREDITS
D-DAY was written and programmed by the Dagenham Design Cell.
Cover artwork by Brian Sweet.
Production artwork by Brian Cumming.
Co-ordination by Angus Ryall.
Copyright (c) 1984 Games Workshop Ltd.
