____________/\ /\ ________________________/\__________________
\ / \ / \ \ \ \ / \ \ /
/ / / / / / / / / / / /
/ / / /___ / /___ / / / / / ____/ ____/
/ / / \/ / \/ / / / / /
/ / / / / / / / / / / ___/
\ /___/\________/\________/\ /\ /___/\ /_____/\______/ /
\ / \ / \ / \/ \________/Ci
\/ \/ \/
-+(*- PRESENT -*)+-
Air Support from Psygnosis - Complete Docs
The aim of this introduction is twofold: To provide SimTech
trainees with an informed account of the reasons and methods
by which Military SimTech Command was establishe, and to
ensure that they are fully aware of the importance of the
post to which they aspire.
THE NORTH-SOUTH DIVIDE
The Twentieth century was a catalog of major conflict in the
Northern Hemisphere; was between the non-unified European
states, was between Europeans and Asia, the standoff between
the United States and the Soviet Union, and struggles for
power in the old Middle Eastern Countries. Southern
Hemisphere battles were largely localised; mostly civil
wars or pockets of violence between poorly armed nations.
The termination of the cold war at the end of the last
century coupled with the establishment of the Sino-American
Alliance (1998), the Federal European Alliance (1999) and
the Asian accord (2002), all paved the way for the Northern
Defence treaty in 2004. This treaty effectively allied the
military strength of all the First World nations in the
North to those of Australia in the South. A Southern
Alliance was hard to follow - but it did so in 2011,
alledgedly as a response to commercial, social and political
exploitation by the North. The North`s response was to halt
the increasing flow of economic and other migrants from the
South, to freeze financial aid, and to ban all trade with the
Third World countries. The resulting inflation, poverty and
decline in variety of goods in the North is recorded
elsewhere - suffice it to say that the state of the Cold
War which now exists between the two hemispheres began at
Nonetheless, because of the impossibility of preventing the
secret trading of arms and information, the South has ben able
to equip itself with an unknown quantity and quality of
weapons. Considering the frequency of their assaults against
the Northern territories in the first half of this century,
it can be safely assumed that their military equipment is
consistently able to keep pace with our own.
THE C-CORP SIMULATOR
Weapons testing was always a heavy financial burden on any
nation`s resources. Aside from the cost of design, construction
and transportation, a site was needed to test the weapons
and manpower to record the results - which were not always
as successful as had first been hoped. The solution which seems
so obvious to us now - designing, building and simulating the
performance of hardware and the explosion of weapons wholly
on computer - was not feasible then. Simulators were used for
training purposes in the late twenthieth century, but they
were expensive to build and couldnt match the random factors
incorporated into todays equivalents.
The Eurpoean based Chaos Corporation (C-Corp for short) changed
all that. Their first Chaos computer, the C-Corp 2014
(built in March, 2014), was a direct response to political,
environmental and economic demands that weapons testing be
scrapped. It provided the hardware for a new generation of
simulation software, allowing unparalleled random factors
to be introduced into training, and in effect freeing software
engineers to create worlds and the military machines to battle
THE BATTLEFIELD SOFTWARE
The few minor skirmishes that did break out between North and
South in the years from 2011-2028 provided a testing ground for
a new breed of military simulation technicians (SimTechs). By
the beginning of that period, ordinance was so powerful that
it renedered the role of the soldier obsolete. Movement
guided, long range himing shells launched from remotely
operated defence posts wiped out platoons on the ground, and
sophisticated seeker missiles annihilated those in the air
and on the sea. The element of surprise had been lost, and
this forced combatants to throw weapons at each other from
inside heavily-fortified bunkers, using computers to plot
These bunker-based fighters were the first SimTechs, planning
and executing their strategy wholly on the C-Corp computers,
using software designed originally by C-Corp employees, then
by the military themselves. The system was successful enough
to defeat all Southern Hemisphere attacks in those 17 years,
and to deter them from launching major offensives since.
It was a natural enough step to transfer the lessons learned
in the bunker to the training school. By grooming a new
generation of technicians who, because they had been
intensively trained on simulators, were capable of directing
the course of war at the front line, the North was able to
maintain the integrity of its boundaries.
The first of the simulation software to be produced was the
Ground Battle System (GBS), designed in 2027 for use at
West Point Military Academy. This unique program was able to
create a faithful representation of the battle conditions,
and was re-written eight times (between 2027 and its last
use in 2064) to accomodate new designs, ideas and technology.
Its replacement is the Air Support Battle Simulation (ASBS),
detailed below, which for the moment is only available to
graduates of the West Point Military Academy.
THE MILITARY REVOLUTIONS.
Victories against the South and the success of the tactical
software sparked off two revolutions in military circles;
the wholesale switch to the use of C-Corp Chaos Computers,
and the establishment of a new command structure - Military
SimTech Command (MSC). During the years 2015-2030, MSC grew
from a small part of warfare research employing a dozen
people to the single largest wing of the Northern
Hemisphere Armed Forces, now testing over 50,000 prospective
technicians and Defence Complex commanders a year.
It also created a whole new brand of pioneering professionals;
apart from SimTechs, the branches that we are all familiar
with today were begun as early as 2015. BattleField Architects,
Enemy Tactics Editors, Hardware Designers and Defence System
Advisors are now all under the direct control of the MSC of
The switch to C-Corp computers was more problematic, however,
in 214 the C-Corp C-2014 was far in advance of anything else -
with a price, unfortunately to match. This posed a problem
for the MSCl vast numbers of computers were required to train
Simulation Technicians to the required standard, but the
military budget couldnt cope with the demand. The solution
established the system which we still use today; networking the
Chaos mainframes to 1000 slave computers. The `slaves` could
be anything from from an ancient twentieth century Amiga or
ST (Fuk u Sukkerz!) to an 886 PC ( A WHAT?!?!?). The advantage
was that costs were dramatically reduced; the disadvantage
was some loss of graphical and aural power, particularly on
the less powerful slave machines.
Because of the exacting standards required by the SimTech
Command, there was, as there is now, a very low pass rate -
approximately 0.02% of all candidates. This in turn, requires
a huge number of prospective trainees to fill even the 1000
new SimTech trainee posts at WestPoint Military Academy
each year; 50,000 examinees in all worldwide. The requirements
are strict because there is no room for error on the real
battlefield; one operational mistake from a Simulation
Technician could result in a breach of defences and the loss
of a million lives.
WEST POINT MILITARY ACADEMY
West Point was established in 2026 as a channel to focus the
energies of all the finest SimTech trainees from the
Northern Hemisphere. Its C-Corp system is the most powerful
anywhere; the latest version (C-2050) can reproduce any
landscape on Earth down to the last square decimetre; it can
replicate the weather patterns of the entire globe up to three
weeks in advance to an accuracy rate of 96%; it can be
programmed to input any random factor; from a meteorite landing
n China to the rise in Sea Level caused by a bucket of water
thrown in the Atlantic.
At West Point the top 10% of all candidates are networked to
C-2050 and given the most rigourous examination of any SimTech
trainee. The training is based on 20 introdcutory missions
and, if you pass your training, 20 Full-Simulation Missions.
Should you fail in the training missions you may then partake
in the full simulation missions as Air Support only (ie - you
have no control over ground vehicles). However, succeed in this
and you may then undertake the 20 full simulation missions for
real; these take in the whole range of options from designing
you own Defence Complex to controlling 16 remote attack
vehicles and annihilating the opposition as quickly as possible.
Because of the need to maintain the realism of this chaotic
environment, the slave computers are obliged to run 3d vector
graphics and engine/firing noises only. Any candidate who passes
this examination is then trained on the C-Corp 2050 itself
for up to six months, before being given battlefield experience.
SIMULATION AND REALITY.
Wargaming is an old profession (hello Dave!) - strategy has
played a part in battles for as long as ther have been wars -
but its only in the 21st Century that is has had the fundamental
impact on the nature of military thinking. In the last 50
years the role of the wargame has switched from the tactical
to the practical; whole systems are designed, used in simulated
battle and then consigned to the waste bin without ever seeing
a production line - the power on new weaponry can be demonstrated
for free, and craft can be built and lost for nothing. This
has reduced costs and improved operational efficiency at the same
time. Without it the thousand mobile Defence Complexes which
straddle the Tropic of Cancer would never have been built, and a
whole generation of Offensive Weapons would never have been
manufactured so quickly.
The latest developments are currently being tested in the Air Support
Battle Simulation (ASBS, detailed below). These include an
articulated version of the Defence Complex: the theory is that all of the
Complex's units, even down to relatively minute components such as
individual Radar Stations and Missile Command Posts, can be moved
independently, thanks to a novel system of flexible Connections' which
transfer power from the generators and orders from the central HQ.
Other developments include a new Command Module, from which a
single pilot can program and operate up to 16 attack craft, each one
loaded with different weapons systems and patrolling a course of up to
128 different waypoints.
If successful, these systems could be implemented within five years,
and could prove the most important deterrent to Southern Hemisphere
aggression. The maintenance of peace is the primary objective of all
Battlefield Simulations; Simulation Technicians are the new brokers of
THE AIR SUPPORT BATTLE SIMULATION
The ASBS is the first of a new generation of Battlefield Simulation
Software, and the first to make full use of the Chaos Corporation C-
2050 mainframe. Like its predecessor (the Ground Battle Simulation),
it is intended as part of a series, and will be subject to upgrades as and
when demand dictates. Version 1.0 is intended for use solely by the
West Point Military Academy staff; subsequent versions will be based
on their criticisms and distributed freely around the Northern
Hemisphere defence network.
ASBS represents the latest in SimTech one-on-one wargame design
and simulates an encounter between the commander of a Tropic of
Cancer Defence Complex and his opposite number from the South.
Battlefield Architects have managed to generate a new, variable 3D
system - to add depth and realism to the vector graphic representation
of the front line terrain - on the basic computers used by trainees. It is
hoped that future versions, perhaps no more than a decade away, will
be able to recreate a filled polygon battle ground.
West Point Academy has no room for failures. The responsibility of
each of the 1,000 SimTech trainees received here each year is a heavy
one: learning the ability to maintain a defensive screen and the skills
to design and implement new technology when required. Having
already established yourselves as the pick of the candidates from
around the Northern Hemisphere, your success rate here will be
higher than that of other trainees around the world: on average, we
pass one hundred candidates (100) per annum.
The education process is intensive: you have a few hours to read this
manual and keyguide before starting immediately on the first training
mission. We advise that you familiarise yourself with the theoretical
controls before switching on your computer and beginning. Demerits
have, and will continue to be, given for slow or sloppy work. A
consistently poor success rate will result in automatic expulsion from
the Academy, and will oblige the trainee to retake his provisional
exams and try again in two years time. However, the reverse is also
true: great rewards are given to those who show they have the skill
and application to become the best of the SimTech organisation -
including a job secured for life, and the knowledge that they can
become one of the 1,000 commanders based in the global Defence
Complexes, with the responsibility for maintaining world peace.
West Point Simulation Technicians are considered to be the elite in the
military world. Read this manual and find out how you can join them.
1. LOADING THE SIMULATION
1.1 Atari ST Version .........................................14
1.2 Amiga Version.............................................14
1.3 Virus Warning.............................................14
3. GETTING STARTED
3.1 Registration Screen.......................................18
3.2 Di_fficulty Level Screen..................................19
3.3 Mission Menu Screen ......................................19
3.4 Playin~ In 3D.............................................22
4. THE SIMULATION CONTROLS
4.1 Map Screen ...............................................23
4.1.1 Simulation Map .........................................25
4.1.2 Your Defence Complex....................................25
4.1.3 Enemy Base .............................................33
4.1.4 Vehicles ...............................................33
4.1.5 Waypoint Lists..........................................34
4.1.7 Options Menu ...........................................35
4.1.8 Tnfn Panel ............................................ 35
4.1.9 Additional Controls.....................................36
4.2 0 Info Panel .............................................37
4.21 Command Ship Flight Screen ..............................38
4.2.2 Flight Screen ..........................................38
4.2.3 Status Bars.............................................40
4.2.4 Radars .................................................40
4.2.6 Menu ...................................................40
4.26 Flight Control...........................................40
4.3 VEHICLE CONTROL CENTRE
4.3.1 Flight Screen .,........................................46
4.3.2 Radars .................................................46
4.3.3 Stats ..................................................46
4.3.4 Weapons Boxes ..........................................47
4.3.5 Information Panel.......................................47
4.3.6 Other Controls..........................................48
5. HINTS AND TIPS ............................................50
1. LOADING THE SIMULATION
Always switch off your machine for at least 30 seconds before loading
the game. Failure to do so may result in virus contamination of the
AIR SUPPORT disk. See the Virus Warning and the Warranty Notice
in this manual for further information.
1.1 ATARI ST VERSION
Insert your AIR SUPPORT disk into the internal drive, switch on
your monitor/tv, then your computer. Follow the on-screen
1.2 AMIGA VERSION
Switch on your machine. Insert a Kickstart disk if required (for
example, if you own an Amiga 1000). When the prompt appears for
you to insert the Workbench disk, insert your AIR SUPPORT disk
into the internal drive. Insert Disk 2 when prompted.
Should you wish to skip the intro you may insert Disk 2 at the
1.3 VIRUS WARNING!
This product is guaranteed by Psygnosis to be virus free.
Psygnosis Ltd accept no responsibility for damage caused
to this product through virus infection. Please see page 67
of this manual for details.
To avoid virus infection always ensure that your machine is
switched off for at least 30 seconds before loading this
game. Please see page 67 for more information regarding
viruses and Your warranty.
Trainees are advised to read the main Introduction which precedes
these pages. However, for those who are already familiar with the
information it contains, the following will suffice:
The Air Support Battlefield Simulation (ASBS) is the first in a series
of theoretical battlefield scenarios designed by Military SimTech
Command (MSC) using the C-Corp Chaos 2050 mainframe. As a
candidate at the West Point Military Academy you represent the top
0.02% of trainees in the world. There are 1,000 of you competing for
the 100 positions of Simulation Technician awarded each year.
A qualified Simulation Technician (or SimTech) has two main
responsibilities. The first is a ten-year period of service as Commander
of one of the 1,000 Defence Complexes based on the Tropic of Cancer
and designed to dissuade attacks from the allied Southern Hemisphere
forces. The second, undertaken once the period of front-line service has
ended, is responsibility for the development and testing of new
weapons systems and simulations.
The aim of the ASBS is to ensure that only the best candidates qualify
for these vitally important posts. In it, you will be given command of a
simulated Defence Complex at the forefront of current technology; and
you will be asked to protect it at all costs, as well as successfully
infiltrating the enemy's defences and nullifying his threat. This is
most easily performed by knocking out his four generators.
The hardware at your disposal includes radars and missile defences, a
Command Ship, a quartet of basic ground and airborne fighters and
reconnaissance vehicles, and the ability to program up to 16 of them to
patrol your defences. This equipment will be used to a limited extent
in 20 Training Missions. Following this, however, will be up to 40 Full
Simulations, in which the complete range of hardware will be
THE TRAINING MISSIONS
The aim of the 20 Training Missions is for you to become familiar with
the basic ideas and equipment at your disposal in Air Support.
The missions begin with simple vehicle control and end with a scaled-
down version of the Full Simulations. Complete instructions will be
given to you on-screen. The tests grow progressively harder, and rank
is be awarded to candidates who show a consistent rate of success;
conversely, a permanent demerit will be awarded for failure of a
mission. The West Point Academy does not condone graduation by
perseverance or trial and error; occasional failures, however, can be
THE FULL SIMULATIONS
Once you have completed basic training, you are thrown into the Full
Simulations. Naturally enough, candidates will not be expected to
complete all the missions in one day, or even a week - and for this
reason a Registration Screen, unique to the trainee, allows the use of
ID codes to save performance details at any point during the
The aim of the Full Simulations is equivalent to that of a real life
battle: to disable the enemy's defence complex by eliminating the
power generators and HQ. The examiners are not looking for rash
displays of power, but for total battle resource management.
Strategists make better commanders than conquering heroes.
You decide the level of difficulty; there are three in all: Easy, Medium
and Hard. Difficulty affects how early you get to see the enemy's
movements - see Difficulty Level. You will soon learn the reasons
why a relatively flat landscape with few tidal aquatic areas is much
easier to negotiate than a mountainous region populated by lakes.
Difficulty also affects your performance rating: on a Hard level you are
allowed to fail in fewer mission before your rating dips below the Fail
line - see Candidate Statistics.
One thing you can be sure of: as you progress through the Full
Simulations, life will become tougher than anything you have ever
experienced before. Should your Statistics Line remain above the Fail
area throughout the game you will be allowed to graduate.
And when you do, the rewards are great.
Air Support is a simulation in which you determine the
level of interaction. It is vital to establish key strategies
from the beginning, but once you have programmed
waypoints, built vehicles and designed your Defence
Complex, you can do as much, or as little, as you like. For
example, you can control all 16 craft and the Command
Ship, or leave them on auto-pilot to follow the Vehicle
Command Channels you program for them (see 4.1.5,
below). Most of the systems run automatically and will
only require maintenance; however, tactics should be
reviewed constantly in response to enemy manoeuvres.
3. GETTING STARTED
3.1 REGISTRATION SCREEN
This is the first screen you will see after the game has loaded. If this is
your first mission, it allows you to register with the C-2050 at West
Point Military Academy; if you have already completed some part of
the trainee programme, you can load up previously saved records
using your name and ID number. Each mission or simulation you
complete gives you a new ID number, which will contain details such
as your success rate on previous missions.
To enter your name, use the mouse in conjunction with the on-screen
keyboard or simply type your input. Selecting the MENU option takes
you to the DIFFICULTY LEVEL SCREEN.
FOR SECURITY PURPOSES, WHEN ENTERING
YOUR PERSONAL ID YOU MUST ENSURE THAT
THE NAME YOU USE IS CONSISTENT FROM
GAME TO GAME.
This is because the name is cross-referenced to the ID
number. For example, if you enter the name J. SMITH,
the C-2050 computer will, in subsequent games, not accept
JSMITH or J SMITH. If this rule is not complied with you
will be unable to access the statistics detailed by your
personal ID code, and you will be obliged to restart your
training from the beginning.
3.2 DIFFICULTY LEVEL SCREEN
Selecting Easy displays a full map including enemy complex and all
Selecting Medium displays a full map with enemy complex but you
will not be able to see enemy vehicles until they are in radar range.
Selecting Hard displays only your squares of the map (blue dots), also,
you cannot see the enemy complex nor his vehicles until they are
within your radar range.
3.3 MISSION MENU SCREEN
For the purposes of authenticity, no details about missions are given in
this booklet. However, as a general rule, in the training Missions you
may be asked to perform tasks such as piloting individual craft into
enemy territory and then returning to base using waypoints or manual
control; and in the Full Simulations you will be asked to adapt the full
experience gained from your Training to a Full Simulation. It is
therefore vital that you familiarise yourself with the contents of this
The Mission Menu screen allows you to utilise the following
Starts the currently highlighted Training Mission or Full Simulation.
At this stage you are required to enter a Craft Static - Printed in green
in the Hardware Guide - be it a Fighter's weight or a Tank's length.
Clears from your computer's memory any statistics on your
performance to date, allowing you to restart the Air Support program
from Training Mission 1. However, the C-2050 computer will still store
your performance details for use at a later date, and you can access
them again by inputting the corresponding name and ID number. You
can drop out of the program - by pressing 'esc' - and restart at any
Selecting this option leads you to your own personal statistics screen.
This allows you to examine your progress to date. All Air Support
statistics are mission-based, not career-oriented: the incentive for each
candidate lies in promotion for a well executed mission or a demotion
for a failed mission. Trainees who have not yet undertaken any
missions will have no record here.
The Data Base provides brief visual identification of the vehicles you
will be able to control during the game. For more detailed information
about these craft and those of the enemy, consult the OFFICIAL
HARDWARE GUIDE which follows these instructions.
Returns you to the REGISTRATION screen.
3.4 PLAYING IN 3D
Some trainees may prefer to play their missions in 3D. If this is the
case, follow these instructions. Once you have started the simulation,
go to the COMMAND SHIP FLIGHT SCREEN and select the
OPTIONS icon from the menu. Select the BACK icon four times to
access the 3D menu. Select STEREO to activate the 3D then put on
your 3D glasses. Use the DPTH INC, DPTH DEC, POS INC and POS
DEC controls to optimise comfortable viewing. Finally, press EXIT to
return to the main menu. For more information, see the OPTIONS
category in Section 4.2.6, below.
(Sorry guys, Couldnt type in the 3d glasses .. lame eh ?!?! )
4. THE SIMULATION CONTROLS
The following abbreviations are used throughout this
manual and the accompanying Quick Reference Sheet.
LMB = Left mouse button
RMB = right mouse button
4.1 MAP SCREEN
The action in Air Support takes place on a simulated world,
represented by this map. This is where you will make all your major
MAIN MAP SCREEN
| Craft | | |
| Control | | |
+----------+ | |
| Waypnt | | |
| Control | | |
+----------+ | |
| Complex | +-------+
| Control | | |
+----------+ | |
| | | |
| Options | | |
| | +-------+
+----------+ | Sortie|
| ZOOM XO | +-------+
+----------+ | Patrol|
| PAN | +-------+
+----------+ | Attack|
| MAPLOCK | +-------+
+----------+ | Halt |
|Main Ship | +-------+
+----------+ | |
| Control | | |
The Map Screen serves two main purposes. Firstly, it provides an
overall view of the landscape, detailing contours, vehicle positions and
headings, and showing the layout of your Defence Complex, when
applicable. Secondly, it permits you to manipulate that environment,
allowing you to command up to 16 vehicles and set their paths,
redesign your defences and launch strikes against the enemy (see
sections 4.1.2 to 4.1.6, below). To make decisions easier, the map can
be changed to show different viewpoints and magnifications, from a
simple terrain without contours (which filters out unwanted detail) to
an isometric 3D display (which shows the height and shape of the
4.1.1 SIMULATION MAP
When applicable, this initially shows an overhead view of the entire
battlefield with your Defence Complex at the bottom left corner and
your opponent's at the top right corner. Details about how to change
the viewpoints, use the zoom feature and implement strategic options
are given in sections 4.1.7 to 4.1.9, below.
As games progress, an increasing amount of terrain will be laid waste
and flattened, due to the use of weapons such as mines. This produces
craters which are easily negotiated by land vehicles such as Main
Battle Tanks and Reconnaissance Craft.
You can scroll immediately to any area of the map by lowlighting the
Maplock option on the left-hand panel and moving the cursor to the
desired spot and clicking the LMB. You can then magnify the selected
area by using the ZOOM function, described in section 4.1.8, below.
4.1.2 YOUR DEFENCE COMPLEX
In order to access information about your Defence Complex, you
must highlight the COMPLEX icon in the OPTION Panel.
The Defence Complex is the core of your military operations. It is an
entirely automated system capable of growth and change. (In reality,
the 1,000 Complexes that mark the boundary between Northern and
Southern Hemispheres are run by a C-2050 computer, and are manned
by a SimTech Commander with four SimTech engineers). The
simulated Complex enables you to build and replace offensive units
and weapons, and can be moved around to suit the local terrain. It
consists of six different units, as follows:
The centre of your complex from which every other unit is constructed.
To move your entire complex, simply move the Headquarters. Click on
the HEADQUARTERS icon to glean information on vehicles available
These units provide power to your factories, you should protect them
at all costs. Once all four are destroyed you have nothing left with
which to protect your Complex.
Please note: Generators may only be destroyed when switched on and
by a direct hit. When switched on they are independant of HQ as they
supply their own power.
The twelve Factories in your Defence Complex are vital in creating
supplies for your vehicles and replacing or repairing those vehicles
when they are destroyed or damaged. There are four types of vehicle
which a Factory can manufacture: the Airborne Attack Fighter
(ATTF), the ground-based Reconnaissance Vehicle (RECO), the Main
Battle Tank (MBT) and the Multiple Missile Launching Systems
Please note that some factories are limited as to which
vehicles/weapons they can manufacture.
TO MAKE A NEW VEHICLE:
a. Select the COMPLEX icon from the OPTIONS display. (This
displays your complex in blue and shows its major supply lines). Next,
select any factory by clicking the LMB on it or b y hitting the F4 key -
see accompanying keyboard layout.. A list of the craft and
weapons/equipment available will then appear in the INFO box. (For
more details about weapons, see the OFFICIAL HARDWARE GUIDE
which follows this instruction manual).
b. Use the mouse to select a craft. Once you have selected, choose a
weapon from the list available - this will vary according to the vehicle.
Note that you cannot select all the weapons that are available for the
craft you have chosen - due to weight considerations you must decide
which one(s) you want to take. Once you have selected the weapons,
click the mouse button on OFF to start the construction process: a
percentage rating will inform you of the progress.
c. Once the vehicle and its weapons have been manufactured, the
Defence Complex positions them on standby at the factory, awaiting
further instructions. If you have not created a Waypoint List for a
vehicle, do so (see 4.1.5 and 4.1.6t below). You may assign a Waypoint
to a vehicle before it has been built. You can, if you wish, control the
vehicle manually: All vehicles need to locate an exit at the nearest
Radar Station or Missile Command Post. If a Waypoint is already in
place, the computer will automatically install the newly-made craft on
You now have full control over the vehicle you have created, and can
either leave it to run automatically or pilot it yourself from the
VEHICLE CONTROL CENTRE (See 4.3, below). Once the vehicle has
left the Factory, another one may be constructed in its place. Craft
which run out of energy or become irreparably damaged are
automatically replaced and replacement vehicles sent along their
You can create up to 16 different vehicles by varying the
hardware/weapons configuration. For example, you could
create one Main Battle Tank with Track and Wire Missiles,
and another MBT with Wire Guided Missiles and a Maser.
MISSILE COMMAND POST
This fires a tracking missile at any enemy in its direction and range -
but only if that vehicle has been detected by radar. You can set the
missile rate (Off/Low/High) by clicking the LMB on the Missile
Command Post, then highlighting your choice in the INFO BOX. To
activate all Missile Command Posts, click on the ALL ON icon. To
increase the missile rate, click on the ALL OFF icon and again on the
ALL ON icon.
This is one of the most important parts of your defences, since it gives
you advance warning of enemy approaches in the direction to which it
is pointed. To see exactly how strong its signal is, click the mouse
button on the DISPLAY icon. You can then set the radar range
(Off/Low/High) by clicking the LMB on the RADAR icon and
highlighting your choice in the INFO BOX. You may also select radar
range by clicking LMB on ALL ON icon, this sets range to Low. To
increase the range click on the ALL OFF icon and click on the ALL ON
icon again, this sets all radar stations to High Range.
Connections supply power and orders to the outlying Factories, Missile
Command Posts and Radar Stations. The latest technology, currently
being tested in this version of the Air Support Battle Simulation, has
transformed them into flexible limbs', allowing the Defence Complex
to be reshaped according to the terrain. The trainee has control over
the length of the connectiuns between units, and can even input a 90
degree turn into the connection at any point if desired (see ~Designing
your Defence Complex', below). Connections link the whole Defence
Complex in the following way:
4 Generators are connected to the central HQ
3 Factories are connected to each Generator
2 Radar Units and one Missile Command Post are connected to each
At any point, damage to this system will stop the functioning of units
further along the chain. For example, if you lose a Generator you will
also lose the use of three factories, six Radar Units and three Missile
DESIGNING YOUR DEFENCE COMPLEX
The units which make up the Defence Complex are interdependent but
can be moved around the map area *eely. By selecting a unit and
manipulating the Connections, you can redesign your defensive wall.
Size isn't important: units as small as a Radar Base or as large as the
whole complex can be moved anywhere within its specified radius.
The first thing you need to do is highlight the COMPLEX icon (your
base will animate and turn blue). Next, decide what you want to move,
and consult the following table to find out which unit you should select
Choose the unit you require from the Complex Sub Menu (or from the
Map Display - using the LMB). Activate that unit with the Select icon
and the Select Sub Menu appears. Using the Up, Down, Left and Right
icons, position the unit to the required location and lock its position
using the Set icon.
Unit Selected.................... Will Move
Radar Station.................... Radar Station
Missile Command Post............. Missile Command Post
Factory ......................... Factory, and defence
................................. cluster comprising 2
................................. Radars and Missile
................................. Command Post
Generator........................ Generator, 3 factories
................................. and 3 defence clusters
HQ .............................. The whole base - HQ
................................. can only be moved once
There is a limit to the distance or direction in which
you can move your Defence Complex Units.
A step-by-step guide to building your defence complex.
Click on COMPLEX CONTROL
Click on HQ
Click on SELECT
Use UP,DOWN,LEFT RIGHT to move you whole complex to a more
suitable site - if required.
Select SET to establish it.
Click on GENERATOR - Press F3 to toggle through your four
generators, click on ON in the INFO BOX to switch the selected
generator on. Or select ALL ON to switch them all on in one go.
Click on FACTORY and build the required craft - see Factory (4.12
Select MISSILE and select ALL ON.
Select RADAR and select ALL ON.
You now have a fully functional Defence Complex.
INSIDE THE DEFENCE COMPLEX
You can enter the Defence Complex by directing one of the vehicles
under your control into it, or by taking command of a newly created
vehicle. You can find your way around by using the radar - but only on
magnification greater than 3.
4.1.3 ENEMY BASE
The enemy's base and vehicles are visible at all times on Easy
Difficulty Level, although his activities and craft deployment remain
secret until revealed by your radar on Medium and Hard Levels.
Trainees can be confident that the enemy will be engaged in
manoeuvres similar to his own.
When you select the CRAFT icon from the OPTIONS MENU. If an
enemy craft comes within range of one of your radars, it is
momentarily expanded to indicate as such. Your vehicles are divided
into Main Battle Tanks (MBTs), Multiple Missile Launchers (MMLSs),
Reconnaissance Vehicles (RECO), Attack Fighters (ATTF) and your
Command Ship. For more details about these, consult the OFFICIAL
HARDWARE GUIDE. Passing the cursor over each craft will give you
details about the number and type of each ship.
You can take control of any vehicle at any time, just by accessing the
VEHICLE COMMAND SCREEN (section 4.3, below). If you want your
vehicle to follow a predetermined route and let the computer respond
to enemy attacks by itself, create a WAYPOINT LISTS for the craft,
select Sortie from the Craft Status Menu and watch the action. (see
4.1.5 Waypoint Lists, below).
REFUELLING AND REARMING
Losing craft in real battles is a waste of time and resources, so the Air
Support simulation has been designed to instruct you in the skill of
reusing vehicles. There are two ways in which craft can be disabled: if
they run out of energy, or if they are damaged beyond repair. They can
also be rendered useless if they run out of weapons or equipment. If
possible, you must direct the craft to return to the Defence Complex
before the problem arises. Once-you have reached the DC, the craft
must be guided to the nearest Factory unit for refuelling, rearming or
repairs. The time taken for this process will vary according to the type
of craft and the weapons it was carrying. However, if craft are
destroyed, your factories will, if able, build a replacement.
Note: The number of craft that may be manufactured is limited.
The Information Box (on the HQ Screen) displays the number
currently available to you.
4.1.5 WAYPOINT LISTS
Setting up a Waypoint Lists is one of the most important tactical
decisions in the simulation. Waypoint Lists are the routes between
waypoints which a vehicle uses to patrol the landscape, attacking
enemies when necessary. You must ensure that any Waypoint Lists
you create pass over terrain which your craft can negotiate. For
example, a Waypoint List for an MBT is useless if it runs over water
and high mountains.
You can create up to a maximum of 128 waypoints for your vehicles to
follow (see the information detailed under the WAYPNT icon in 4.1.7
MSC trainees should aim to create effective patrol and attack routes
for their vehicles. This is achieved by creating waypoints.
First, highlight the WAYPNT icon to enable the display of waypoints
on the map. These waypoints can then be manipulated as follows:
a. The RMB creates a new waypoint. This is known as the current
b. When the cursor is placed over a previously created waypoint,
holding down the RMB allows that waypoint to be repositioned.
c. The LMB deletes any waypoint under the cursor.
d. Pressing and releasing the LMB while repositioning a new waypoint
(as in B., above) will create a new point connected to the first.
4.1.7 OPTIONS SUB MENU 1
The OPTIONS menu gives you complete control over how information
is displayed on the map screen.
Show buildings, such as the Defence Complex.
GRIDS : Toggles agridon/off.
SETCON : Identifies which squares on the map belong to you -
shown in blue - and which are the enemy's - shown in red
INFO : Highlighting this icon removes all unnecessary terrain
details from the map, showing only a flat landscape with
basic contours. This is the clearest display for seeing
what's happening to your craft, but not as effective as the
relief maps when it comes to plotting waypoints.
FASTMAP: Increases speed of your and enemy's activities.
RELIEF : Relief map display. This toggles between a map showing
land heights as a series of coloured contour bars (revealed
as a relative display in the INFO panel) and one which
depicts them as true' 3D, with a light source and
OPT 2 : takes you to:
4.1.8 OPTIONS SUB MENU 2
ISO : Toggle between the overhead view of the landscape and
an isometric one. (In conjunction with HEIGHT icon this
can be useful for plotting vehicle routes through valleys).
You must click on this icon to gain access to the following:
SCAPE : Angles the view of the Isometric map.
HEIGHT : Toggles between a flat, colour contour isometric display in I
which all the heights are proportional, and a ~true' 3D
one. Only works with the ISO map.
LOOK N : Click on Look N, E, S or W to view the map from these
EXIT : Exits to the MAP SCREEN.
DEFENCE : Toggles between showing and masking the activity of your
Radar Stations and Missile Command Posts. The radar
strength is shown by an animated sequence of dotted
arcs, and missile activity by a sequence of short lines.
This icon is particularly useful for revealing weak spots
once you have altered the shape of your Defence Complex.
4.1.9 ADDITIONAL CONTROLS
ZOOM : The zoom feature has four different magnifications. Use
the LMB to select the area on the map you wish to
magnify, then click on the ZOOM icon with the RMB. The
next three clicks of the RMB magnify the area of map
that you have chosen. Use the LMB to zoom out.
PAN : This control allows you to scroll around the map. Holding
down either mouse button on this icon and moving the
mouse in the desired direction moves the map
accordingly. It's best used for fine control: a more direct
method is to move the cursor to the required position on
the map and click the LMB.
MAPLOCK : Used in conjunction with the ZOOM function, this icon
allows you to skip from a magnified position to a default
position (using the LMB) or reset the position totally
using the RMB. When this icon is highlighted the map is
locked to the default position.
COMMAND SHIP: Puts you in the cockpit of your Command Ship - see
Command Ship Flight Screen 4.21.
CONTROL CENTRE: Puts you in the cockpit of the currently selected vehicle.
4.2.0 INFO PANEL
If an icon is activated in the OPTIONS menu, this panel will reveal
information about the type and number of vehicles (with the CRAFT
icon), or the status of your Defence Complex units (with the
COMPLEX icon). Details such as power levels, radar range, missile
rate, and Factory output are all shown here. To change these details
(for example, to increase the range of a radar from Low to High), click
the LMB on the selected unit, then make the alteration in the Info
Panel using the mouse. When no icon is activated, the Info Panel will
usually show a vertical bar of colours: this displays the relative height
of the terrain.
The Command box is the control centre for directing your 16 vehicles.
As you construct craft in your Factories, they appear in this box in
order. For example, the first vehicle in the top row is number 1, the
last one in the bottom row is number 16 - and these numbers
correspond to the craft highlighted on the map. For ease-of-use the
different vehicles have been translated into simple symbols.
Select a Waypoint or Target then highlight a craft in the box by
clicking on it with the LMB, it will then follow that course at a preset
speed. MSC advises that you set up a bank of patrol craft before
launching an attack.
The following is a list of commands given to selected craft:
Sortie - Follow WAYPOINT LIST and engage enemy when in range
Patrol - Follow WAYPOINT LIST
Attack - Attack specified when in range
Halt - Skips between Sortie/Patrol/Halt
Patrol or Sortie will be automatically selected when you designate a
WAYPOINT LIST to a craft. Attack is automatically selected when a
craft is selected - with the RMB.
4.2.1 COMMAND SHIP FLIGHT SCREEN
This screen gives you direct control over the Command Ship, as well as
allowing you to set up the game to your liking, turn on the 3D display
and alter a host of other options.
4.2.2 FLIGHT SCRREEN
This shows the view from your Command Ship (CS). Its default mode
is auto-pilot, but you can take control of it at any time, as follows:
press the LMB on the Flight Screen itself, and this will eliminate the
menus and allow you to enter flight mode. By holding down the LMB
and moving the mouse forwards or backwards you can accelerate and
decelerate. To fire the currently selected weapon (see 4.2.4, below),
press the RMB. Once fired, you can control a Wire Guided or Waypoint
Guided missile to its target by keeping the RMB held down. To exit
flight mode and return to the menus, hold down the LMB and click the
4.2.3 STATUS BARS
These bars detail your altitude, speed and fuel. If your craft is in
Hugging mode (see below), you don't need to worry too much about
altitude. However, keep an eye on the fuel level - if you run out, your
Command Ship will crash and be lost.
The radars reveal information about craft in the surrounding terrain.
You can position them anywhere on screen by holding down the RMB
and sliding the radar display with the mouse to the required position.
The magnification is changed by clicking on the box marked MAG x4'.
The LMB reduces magnification, the-RMB increases it. Click on the
RADAR box to open Radar Window.
You can only use the menu if you are not in Flight Mode. To select a
menu icon, move the cursor to the icon you wish to select and click
either mouse button.
4.2.6 FLIGHT CONTROLS
Activates the Command Ship's anti-gravity drive
mechanism, allowing it to follow the contours of the
landscape. In rugged terrain, SimTech Command advises
that trainees do not fly at excessive speeds: the anti-
gravity sensors work on a quick, but not immediate,
response time, and it is all too easy to crash into a steep
hillside. Even when this system is activated, you can
override it by entering Flight Mode and piloting the CS, as
described above: once you have finished controlling the
CS, return to the menus and let the craft fly itself- it will
automatically return to Hugging mode.
When activated, this guides the Command Ship
automatically towards the currently selected waypoint
Automatically engages enemy while protecting itself.
The Command Ship is the most heavily armed of all your craft, and
also the most heavily armoured. For more details about the above
weapons, consult the OFFICIAL HARDWARE GUIDE which follows
The options listed below allow you to customise the game to your
liking, and are accessed by activating the OPTIONS icon on the menu.
BACK : Takes you to the previous list of options.
NEXT : Takes you to the next list of options.
EXIT : Takes you back to the MENU, above.
STATUS : Shows/hides the status bars (altitude, fuel and speed).
HEADUP : Allows you to make use of a Headup display (effecti~
when the enemy is in view).
STARS :Turns the background stars on and off. In conjunction
with other options (such as turning off the Horizon,
water and filled radar display), turning these off
increases the update speed and provides a more reali~t -
HORIZON: Removes/replaces the horizon.
SOLID : Fills in all the dotted vector lines to create solid vectol,
(this gives a poorer impression of distance, but some
trainees have expressed a preference for it).
WATER : Toggles the water animation on/off- in wire-frame mode~
RADARS : Shows hides the radars at the top of the Flight Screen
RAD SOL : Toggles between a radar display with a transparent
background (the stars can be seen through it, but it
speeds up the simulation), and one in which the
background is filled-in black.
JOYSTICK : Allows you to use a joystick for flight control.
INT LACE :Interlace on/off.
COMP : Toggles the compass on/off.
COMP BIG : Toggles the size of the compass between normal and
STEREO : Activates the 3D viewing display, in conjunction with
the 3D glasses provided.
RGB : Maintains Stereo view but with limited on-screen
DPTH INC : This quartet of icons allows you to customise the 3D
DPTH DE : effect to suit your eyesight. The DPTH icons control the
POS INC : 3D, and the POS icons compensate for your position in
front of the screen. Put on the 3D glasses, then try out
POS DEC : these commands until you're happy with the movement
of the landscape.
TUNNEL 1 : Camouflages Complexes - wire-frame view only.
TUNNEL 2 : Shows wire-frame complexes in greater detail.
OBJ SIMP : Simplifies objects to increase speed of game.
LINE FAT : Increase thickness of all lines shown in wire-frame
LANDFIL : Fill sections of the wire-frame display and shows Grid
LANDTYPE : Works in conjunction with LANDFILL; and alters wire-
frame display to a filled display.
MAP SFX : Toggle sound effects on/off on map screen
MAP SPE : Toggle speech on/off on map screen (Amiga only)
MAIN SFX : Toggle sound effects on/off
MAIN SPE : Toggle speech on/off (Amiga only)
GIVE UP : The easy way out of a mission, however you will
rewarded with a double demotion
FILLBOX : Toggles between see-through and non see-through
BUTTONS : Swaps mouse buttons.
FLICKCOL : Changes colour of on-screen text
FLICKOFF : Toggles between screen flickering or being steady
BCKGRND : Changes dark blue background to black
Other menu controls:
CONTROL : Selecting this icon leads you to the VEHICLE
CONTROL CENTRE (see over).
MAP : Takes you back to the MAP SCREEN.
EXIT : Takes you back to the MISSION MENU SCREEN anu
allows you to restart the game if desired.
4.3.0 VEHICLE CONTROL CENTRE
The Vehicle Command Centre is based inside your Command Module
at the Defence Complex HQ. It gives you information about all the
vehicles in your armoury, and allows you to access the Command Ship
Flight Screen. The first time you access the Command Centre, all
vehicles that you have built in the Factories will be operating on auto-
pilot; however, you can take direct control of up to 16 vehicles by
deselecting the AUTO function and entering Flight Mode by pressing
the LMB on the FLIGHT SCREEN and controlling the vehicle as
Air Support can be played without once taking direct
control of any of your craft: everything can be put on auto-
pilot (see 4.3.6, below), leaving you to get on with the
strategic side of the simulation. Trainees will not be
demerited for playing a simulation entirely on auto.
4.3.1 FLIGHT SCREEN
To control one of your vehicles, first select it from the Informatio]
Panel (click the mouse button on your choice). Pressing the LM]
anywhere on the Flight Screen itself eliminates the menus and allows
you to enter Flight Mode. 13y holding the LMB down and moving the
mouse forwards or backwards you can accelerate and decelerate. To
fire, press the RMB. Once fired, you can track a Wire Guided missile
its target by keeping the RMB held down. To return to the menus, hold
down the LMB and click the RMB.
As with the radars on the Command Ship, these reveal informatior
about the craft in the surrounding terrain. You can position them
anywhere on screen by holding down the RMB and sliding the radar
display with the mouse to the required position. The magnification is
changed by clicking on the box marked 'MAG x 4'. The LMB reduces
magnification, the RMB increases it.
These menus display information similar to that on the Command
Ship Flight Screen.
STATUS : The C-2050 computer is authorised to send you basic
messages, giving simple information, such as what your
vehicles are doing. These messages are a word-for-word
match with those from a real-life Defence Complex.
SPEED : The speed of the craft currently selected. Some vehicles
can travel more quickly than others, so the speed meter
is relative. If you do not wish to enter Flight Mode, you
can increase/decrease the speed of the vehicle by holding
down either mouse button on this bar and dragging it
left or right.
DAMAGE : Some craft have better defences than others, so it's vital
that you keep an eye on the damage levels. If repairs are
needed, get the vehicle back to base! Losing all your
shields results in machine failure, and means that your
Factories will have to produce a replacement.
THRUST : Thrust is proportional to Speed.
ENERGY : As with the Damage meter, keep an eye on your Energy
levels as often as you can: if your energy runs out, the
vehicle will self destruct.
4.3.4 WEAPONS BOXES
The three boxes on the right hand side of the menu display reveal the
weapons available for the craft under control, and the remaining stock
of those weapons. These items will vary from craft to craft - some
vehicles may only be carrying one weapon, others will carry as many
as three. (For more information, consult the OFFICIAL HARDWARE
GUIDE which follows this manual).
4.3.5 INFORMATION PANEL
This panel allows you to access individually each of the 16 craft
(maximum) under your control. Standard notation is the same as that
used elsewhere in this manual (see 4.1.9 Command Box', above).
By holding down either mouse button and moving the mouse up and
down you can scroll through the list of available craft. This action also
accesses the corresponding vehicle on the Flight Screen, along with its
statistics and remaining weapons.
If you choose to control one of your craft, click the LMB on the Flight
Screen to access the flight controls. To discontinue control, hold down
the LMB and click the RMB to return you to the menus.
4.3.6 OTHER CONTROLS
AUTO : Toggles between putting the currently selected craft on
auto pilot (default mode) or giving you manual control.
You can override auto-pilot at any time by selecting the
vehicle you wish to control, and entering flight mode as
described above. Craft on auto-pilot will automatically
engage the enemy when appropriate. These are the
advantages and disadvantages:
All vehicles default to Auto if not specifically selected for manual
control. When AUTO is enabled you can control the strategic aspect of
the battle and leave the actual combat to the computer. The only
involvement the trainee has is instructing the vehicle to follow a series
of waypoints on a Waypoint Lists (WAYPOINT LIST). Each vehicle will
then carry out predefined instructions, as detailed below:
MMLS Attack a ground installation
RECO Drop a radar module or mine
MBT/ATTF Attack an enemy vehicle in range
Once it has completed its task, the vehicle will await a new command.
If no such command is forthcoming, the vehicle will retrace its steps
along the waypoint, and then repeat its actions.
Manual control is engaged by the trainee when they think they can
take better advantage of a situation than the computer. For example,
there will be occasions when the outcome of a simple one-on-one
dogfight between the computer and its opponent would be
inconclusive. In addition, manual control is useful where mines or
radar modules need to be placed in unsurveyed territory.
MAP : Takes you to the MAP SCREEN. Pressing EXIT on the
Map Screen returns you to this screen.
COMM : Takes you back to the COMMAND SHIP FLIGHT
Before reading the Hints and Tips which follow this section, trainees
are reminded that the above instructions are only a list of suggestions.
You may find better ways to defeat the simulation, and you may be
able to create your own defensive techniques. ASBS Vl.0 is an
experimental system, and as such is flexible enough to cater for a
varietY of tactical stYles.
5. HINTS AND TIPS
* Use your Command Ship for primary defence until you have built
* Use your Command Ship's Wire Guided Missiles to destroy enemy
* Disabling all enemy generators will cause them severe dama~e and
win the game in the Full Simulations.
* Organise an efficient Defence Complex design and defence patrol
system as soon as you can - but make sure it is appropriate for the
* Advice on structuring your defence complex: some terrains will
provide natural barriers against enemy land vehicles, such as
mountains or water. Where there are gaps, fill them with your radar
and missile defence systems. Be careful not to abuse this ability, since
it could leave your defences very weak, and you could see your power
lines being sabotaged.
* Protect your weakest units! Usually these will be the MMLSs, so
don't just send them into enemy territory alone - it's too easy for
to be destroyed by the enemy Defence Complex' automatic missile
* Guard your Generators! Destruction of one will severely limit yo
ability to maintain your defences and manufacture new vehicles.
Generators can only be destroyed when they are switched on.
AIR SUPPORT BATTLE SIMULATION
OFFICLAL HARDWARE GUIDE v1.0
This first version of the Hardware Guide supports ASBS V1.0 for use
with the C-Corp Chaos 2050 mainframe, networked to your personal
computer. ASBS hardware is a development of the Ground Battle
Simulation (GBS) hardware designed by MSC in the late 2020s, which
was the standard SimTech trainee simulation for over two decades.
However, users familiar with that system will notice the following
1) All of the GBS Airborne and Ground Attack and Reconnaissance
Vehicles have been replaced by quicker, more manoeuvrable and better
armed equivalents. Candidates are asked to note in particular that the
GBS Mobile Command System has been replaced by the experimental
2) Manual control is now possible on all the craft.
3) There are now 16 craft available, with up to 128 programmable
4) ASBS allows you to redesign your Defence Complex to establish
stronger defence positions.
5) The use of C-Corp's C-2050 means that the Enemy's ability is fully
equal to that of the Defending Forces.
Simulation Technicians and Trainees may like to note that all the GBS
software/hardware is compatible with the Air Support Battle
Simulation, and may be used to add variety at the discretion of the
MSC. For 3D visual identification of all the craft listed below, trainees
are advised to consult the simulation database.
All the strategic and flight options which prospective Technicians
could face on a real battlefield are available here. Your four craft have
the ability to automatically patrol up to 128 waypoints, and can be
customised with a variety of weapons to create up to 16 unique
hardware configurations. Thanks to a centrally-controlled hover
system all aircraft have landscape-hugging capability. Damage and
energy levels are the most critical aspects of keeping a unit
operational, so trainees are advised that at all times they must take
care of their hardware - excessive loss of equipment will result in poor
performance statistics, which can lead to failure. Note: in practice your
vehicles can only be armed with some of the weapons which they are
capable of carrying, NOT all of them. (For more details about weapons
and their abbreviations, see the WEAPONRY section below).
TRANSPORT AND ATTACK CRAFT
(Dunno why but none of the length, wingspan etc.. values are included
in the original docs. Please dont think im just too lazt to enter em hehe)
COMMAND MODULE (CM)
The CM is a replacement for the GBS Mobile Command System. Both
aircraft are based on the Airborne Warning and Control Centre
(AWAC), built by Boeing for the United States of America in 1977. It is
intended that the version for use in real battle scenarios will carry a
crew of ten SimTech operators
The Command Module is used to carry out airborne surveillance,
control and command simultaneously. A pair of nuclear-powered retro-
thrusters allow it to achieve great speeds, and it is kept airborne by a
computer-controlled anti-gravity hovering system. Its short wingspan
and huge bulk (three times the size of other vehicles) make it an
unwieldy craft to fly. In order to increase its radar vision (five times
greater than that of any other vehicle in this simulation), it has of
necessity a reduced armour coating. This makes it vulnerable to
enemy attack, and so it is equipped with a full complement of
defensive and offensive weapons - even so, protection in the form of
additional air support is advised. In effect, all communications and
information go through the Command Ship, which makes it the most
important vehicle in the simulation: if it is destroyed, your training
mission/full simulation is immediately terminated.
The CM is based at the Head Quarters of your Defence Complex, and
its main uses are as follows:
1) As an information/command link to the game world: you are able to
control all of your 16 additional craft from here.
2) As a refuelling/rearming ship: it can gather supplies from a factory
unit and place them on the landscape (ready to be picke~ up by
3) As a large mobile radar station: when placed in an advanced
position on the simulation map, it allows you to view a large number
the enemy's advancing craft.
ATTACK FIGHTER (ATTF)
The history of the airborne attack fighter dates back to balloons and
blimps, but the most direct link the ATTF has with the past is the jet
fighter, created by Heinkel in 1939. This Air Support model is a more
powerful and manoeuvrable version of the GBS Attack Fighter. The
real aircraft currently under development will either be able to carry
two operators - a navigator and pilot - or feature remote control.
A lightweight aircraft with excellent response and sharp (one
kilometre) turning circle, made possible by its novel articulated rear
wings and a pair of tail rudders. It is powered by a single retro-
thruster and has medium strength armour-plating - however, its most
useful form of defence will be in avoiding attacks altogether and
striking before the enemy strikes it. As you would expect, this is the
fastest vehicle in the fleet and therefore the most useful in
emergencies - for example, when your key installations or equipment
are under attack. It is capable of carrying up to eight missiles
(Tracking or Wire Guided) and a single Maser unit. Special attention
must be paid to refuelling: because it can travel great distances at
high speeds, it needs to collect fuel on its waypoint course. This makes
the positioning of factory modules by the Command Ship critical.
MAIN BATTLE TANK (MBT)
Armoured vehicles have been with us for millennia, but the first
recognisable tank' was built during the First World War, back in the
Twentieth Century. This Main Battle Tank is a development of the
MSC's early Armoured Battle Tanks, with stronger armour plating
and (more importantly) increased manoeuvrability.
This is one of your most important attack craft, a slow-moving but
highly accurate ground vehicle able to defend against invadRrs,
provide support for your Multiple Missile Launchers and launch
attacks of its own against all ground targets. It features twin 120mm
Rifled gun turrets for extra firepower, excellent armour plating, a low,
trim body shape and a T-101 hover-track for increased speed and
manoeuvrability. Weapons and defence systems include an anti-missile
missile launching bay, Track and Wire Guided Missile bays, a gunner's
sight, wind sensors and advanced radar. Up to four missiles and 40
shells can be carried. The MBT cannot pass over excessively
mountainous landscapes or large areas of water.
RECONNAISSANCE VEHICLE (RECO)
Weapons: Ma, Mines
Spy vehicles are crucial to the success of any campaign, and are one of
the oldest components of any armoury. Their history is too long and
complicated to explain here - you are advised to consult MSC's The
Origin of Military Hardware (latest edition, 2059).
This vehicle is the fastest of the ground-based attack craft, with
lightweight (but poor) armour and an excellent radar. Like the MBT it
cannot pass over mountainous landscapes (unless you provide a breach
in the mountain for it), but unlike the MBT it is perfectly able to travel
over water at high speeds when not fully laden. Its function is a
combination of advanced warning of enemy approaches and the short,
sharp elimination of radar modules and mines. Its only defence is a
Maser unit, so great care is needed when controlling this vehicle.
MULTIPLE MISSILE LAUNCH SYSTEMS (MMLS)
Missile Launchers were first successfuily used in the late 1900s, but
none of them were capable of the accuracy or flexibility of today's
models. This MMLS is an experimental version, currently under
development at the MSC HQ in Eastern Europe. As such, there is
little information or advice we can give you, except that you try the
system for yourself.
The most striking feature of the MMLS is its extremely poor armour. A
more adequately defended version is under development for ASBS
V2.0, but in the mean time current technology only allows MSC to
send out a virtually undefended system. Its launching tubes are
mounted on the back of an armoured vehicle and are capable of
releasing up to 20 long-range missiles at once. Its Tracking missiles
will home in on any designated target and should provide the best
options for occasions when swift, multiple strikes are required. Like
the MBT, it cannot pass over mountainous terrain or water, so a path
must be carved (using other vehicles) through heavily defended or
awkward terrain. In automatic mode it will fire missiles at the last
two waypoints you select from the Main Map Screen; after which, if
still intact, it will turn around and return to the Defence Complex for
rearming and refuelling.
As explained above, weapons are limited in use to certain types of
craft, and even then those vehicles will only be able to take a selection
of arms from those available, due to weight, fuel and manoeuvrability
considerations. All weapons can be manufactured at short notice in the
All missiles are provided with a bank of sensors which allow them to
hug the landscape until a line of sight is established with the target.
Standard tracking missiles: if they see an enemy vehicle they will
head straight for it.
WIRE GUIDED (WG)
Simulation Technicians please note: the GBS HM-117 Homing Missile
has been replaced by the WG-1 Wire Guided Missile. This can be
piloted from the Command Module control screens: it features a video
unit mounted in the nose cone and a relay/tracking computer guidance
Use this to defend particularly against the enemy's MMLS units and
their own Defence Complex Missile Command Posts.
Missiles apart, the trainee is able to access a trio of other weapons and
equipment, all of which represent the latest in MSC technology. A
more advanced version of the Mine is currently under development - it
will feature increased range for sensing enemy craft, radar invisibility
and localised (directional) explosions.
Rapid firing but relatively weak: many direct hits are required to
destroy an enemy vehicle. However, a single direct hit will destroy
These small, explosive devices can be placed anywhere on this
landscape by the Command Module (CM). Use them to form an
effective wall of defence around your Complex, or scatter them
randomly to create havoc in enemy ranks. Mines automatically self
destruct when opposing vehicles come within range.
II. ENEMY HARDWARE
Enemy capabilities have been designed to simulate the variety of real
engagements. According to the difficulty level selected (at random) by
the mainframe, your opponent can vary from a slow-moving, poorly
defended and reasonably intelligent commander to the kind of enemy
that a trainee should pray he/she will never face in a real life
situation. On a practical level, the quality of your adversary's
hardware in this simulation is roughly equivalent to your own
(although not exactly the same). The purpose of this is to ensure
flexibility: a real-life battle will offer the kind of unquantifiable and
unanticipated opposition you will face in the Air Support Battle
Simulation. The real enemy - whether it be from the Northern or
Southern Hemisphere - will undoubtedly possess sophisticated
For this reason information on your opponent in the simulation has
been deliberately suppressed: it is the responsibility of every trainee to
discover the quality of the enemy for themselves, and to infiltrate his
defences as quickly as possible.
One final point: the only constant factor in the Full Simulations is that
everything from the terrain to enemy strength is variable. You will
face everything from relatively flat plains to huge mountain ranges. It
is therefore vital that you establish visual contact as soon as possible,
so that you know what you are up against. The following list will give
some clues, but the rest is up to you.
TRANSPORT AND ATTACK CRAFT
Little is known about the enemy's airborne control centre, except that
its size is equivalent to the trainee's own Command Module.
You can be certain, however, that eliminating this craft will have
severely debilitating effect on your opponent.
The enemy equivalent to your ATTF is reputedly as manoeuvrable, but
its shape is fundamentally different from your own: Reports indicate a
shorter body length and extended wingspan.
All military commanders take armoured land vehicle warfare very
seriously indeed: your opponents' tanks are modelled on twentieth
century equivalents, with a heavier and less streamlined shape than
the MBT, and with a single forward-mounted turret.
Nothing is known about the technical specifications, but you may
assume that it has similar qualities of lightness and speed as your own
No information available except for the following dimensions:
As with the enemy's field equipment, weaponry is a largely unknown
quantity. However, you can be certain that your opponents in all the
Full Simulations will possess missiles capable of locking onto your
vehicles, anti-missile missiles, lasers and (possibly) mines, as well as
the usual radar pods - the strength and accuracy of these will be
determined by the skill of the enemy commander. It is wise to treat all
enemy threats as potentially dangerous, whatever the level of the
opposition - ignorance of any invader could be fatal.
Our aim is to keep Military SimTech Command at the forefront of
battlefield simulation technology, whilst making such technology
available to all at an affordable price. However, such realism does not
incorporate compensation schemes: trainee SimTech employees are
reminded that MSC disclaims responsibility for any personal physical
or mental injury or loss of status resulting *om the use of the ASBS.
Air Support Keyboard Controls
ESC - Exit to Map Screen.
F1 - Low Detail.
F2 - Head up Display.
F3 - High Detail.
F4 - 3D Low Detail.
F5 - 3D High Detail.
F6 - Inside/Outside View.
F7 - Camera Pan Back.
F8 - Camera Pan In.
F9 - Camera Pan Left.
F10 - Camera Pan right.
- - Decrease Craft Speed.
+ - Increase Craft Speed.
W - Weapon Select.
P - Pause.
Enter - Mouse Control Toggle.
Left ALT - Target Cycle Forwards.
Left Ami - Target Cycle Backwards.
SPACE - Fire Current Weapon.
Right Ami - Target Cycle Forwards.
Right ALT - Target Cycle Backwards.
Alternative Values for Function Keys.
| F1 | F2 | F3 | F4 | F5 |
Main map Screen | Craft | Waypoint | Complex | Options | |
| Control | Control | Control | | |
Option Panel 1 | | Build | Grids | Section | Info |
| | | | Cons | |
Option Panel 2 | | ISO | Scape | Height | N |
Panel 2 - Low | | | | | NW |
Complex Panel | | HQ | GEN | Factory | Missile |
| F6 | F7 | F8 | F9 | F10 |
Main map Screen | | | | | |
Option Panel 1 | Fast Map | Relief | |Options 2 | EXIT |
Option Panel 2 | E | S | W |Options 1 | EXIT |
Panel 2 - Low | NE | SE | SW | | EXIT |
Complex Panel | Radar | Select | | Display | EXIT |
Greets To : 2tuff, Rygar, Scooter, Brynn Rogers, Baser Evil, Deadbeat,
Loons, Pazza and everyone else that ever did a DOC!!.