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101 - The Airborne Invasion of Normandy - Manual - PC

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Getting Started

Table of Contents

System Requirements iv
Installation of 101: The Airborne Invasion of Normandy iv
Technical Support v
Getting Started v

CHAPTER 1- GETTING READY FOR WAR


Tutorial 2
HQ (Headquarters) 3
The Barracks 4
Soldier Statistics 5
Soldier Statistic Abbreviations 5
Encumbrance 7
The Quartermaster 8
Equipment 8
The Armory 11
Weapons 11
Grenades & Explosives 12
The Assembly Area 13
Break Down of the Assembly Screen 13
Soldier Area 14
Category Icons 14
Information Area 15
Training Grounds 16
The Airfield 17

CHAPTER 2- THE BATTLE B EGINS


Green Light 20
Get Out of That Parachute 21
Lost & Confused? 21
Tactical Combat Screen 21
Status Icons 22
Action Points 23
Action Point Values 23
Morale 24

101: The Airborne Invasion of Normandy i Training Manual


Getting Started

Morale Modifiers 24
Command Menu 25
Command Menu Icons 25
Continue Action 27
Continue Action Icons 27
Exchange Screen 27
Auto-Walk 29
Opportunity Fire 29
Land Mines & Booby Traps 29
Mortar & Artillery 29
Spotting 30

CHAPTER 3- INFORMATION AREAS


Info Bars 32
Main Info Bar 32
Soldier Info Bar 33
Squad Info Bar 33
Weapon Info Bar 34
Equipment Info Bar 34
Diary 35
Encyclopedia 35
Letters & Orders 35

CHAPTER 4- MISSION COMPLETED


You Have Completed Your Mission 38
Scoring & Awards 38

CHAPTER 5- MULTIPLAYER
Network Setup 40
Game Setup 40
Choose Soldiers 41
Chat or Click “Ready” 41

APPENDIXES
Appendix A- The History of the 101st Airborne in Normandy
Appendix B- Weapons

101: The Airborne Invasion of Normandy ii Training Manual


Getting Started

Appendix C- Ranks (American & German)


Appendix D- Medals

101: The Airborne Invasion of Normandy iii Training Manual


Getting Started

SYSTEM REQUIREMENTS
Operating System: Win 95/98/NT4+Service pack 3

CPU Type & Speed: Pentium 90MHz (Pentium 133 MHz recommended)

Hard Drive: 200 MB free

Memory: Win 95- 16 MB/ Win NT- 32 MB


(Win 95- 32 MB recommended /
Win NT- 48 MB recommended)

Graphics: 2 MB SVGA Video Card (640 x 480 resolution at 24-bit color)

CD-ROM Speed: 6x (8x recommended)

Sound: Win 95/ 98 compatible sound card

Mouse: Microsoft Mouse or compatible pointing device

INSTALLATION OF 101
DIRECT X

DirectX is required to allow 101 to work. DIRECTX 6 is on the CD for your use. Please be aware there are
two versions, one for WINDOWS 95 and one for WINDOWS 98. DirectX needs to be installed manually,
both versions can be found in the DIRECTX folder on the root of the CD.

INSTALLATION

101: The Airborne Invasion of Normandy installs automatically when you insert the CD. If the game does
not AUTORUN, double-click on SETUP.EXE on the CD and you will be prompted through the set-up
process. If you are unsure on how to do this please follow the instructions: On the Windows 95/98 desktop
click on the START button, Click on the RUN button, Click on the BROWSE button, Click on the pull down
arrow in “look in”, Click on the CD drive `101 Airborne`, Double click on the 101 folder and finally click on
SETUP, OK.

UN-INSTALLING 101

If you wish to remove 101, please open the Control Panel window and double click on the Add/Remove
programs icon. You will now see an entry for 101 Airborne, click on it and select Add/Remove and follow
the on screen instructions.

RUNNING 101

A new folder will be created in Program Files under Empire Interactive and 101. Selecting Empire
Interactive, 101 and then 101 will run the game.

101: The Airborne Invasion of Normandy iv Training Manual


Getting Started

TECHNICAL SUPPORT
If you experience any difficulty with this game, contact Technical Support at support@empire.co.uk
or 677 High Road, Finchley, London, N12 0DA. Tel: 0181-343-9143. Fax: 0181-343-7447.

GETTING STARTED
THE GAME BEGINS ON THE MAIN MENU. THIS MENU WILL ALLOW YOU TO CHOOSE YOUR
OPTION OF GAME P LAY.

¾ New Game- Start a new game.

¾ Continue Game- Continues a game that is already in progress.

¾ Load Game- Load a previously saved game.

¾ Save Game- Save a game that is in progress.

¾ Multi-Player- Square-off with a friend in the Normandy countryside. One side controls the
Americans while the other controls the Germans.

¾ Options- Adjust sound and graphics.

¾ View Encyclopedia- Allows you to view all the weapons and equipment used by the
Americans and Germans.

¾ View Intro and Credits- Player is able to replay the opening animation as well as see
developer credits.

¾ Exit- Exit game.

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Getting Ready for War

TUTORIAL

A BREIF PERSUSAL OF THE MANUAL IS


RECOMMENDED BEFORE THIS TUTORIAL IS
ATTEMPTED . SELECT A SQUAD, EQUIP THEM AND
COMMAND
THEN CHOOSE A MISSION. D O NOT WORRY TOO
MUCH ABOUT HAVING THE CORRECT MIX AT THIS
MENU
STAGE. PROCEED TO THE POINT WHERE YOUR
MEN HAVE LANDED AND NEED TO GET OUT OF
THEIR PARACHUTES. RIGHT-CLICK AND BRING UP
YOUR Command Menu and click on the Remove
Parachute icon (F7).
After 42 APs count down and about 3
turns go by, your man is free of his parachute. For
each turn until the parachute is off, the
Continuation of Action button, found on the Main
Info Bar will need to be pushed to let the computer THE THIRD GROUP OF DOTS ARE RED. IF
know that you wish to continue the action instead YOUR SOLDIER WALKS TO A RED DOT, HIS APS
of say, ready a weapon. If you do choose to Ready WILL BE TOO LOW TO PERFORM ANOTHER
Weapon in the middle of removing a soldier’s TASK, EXCEPT MAYBE TAKE A LOOK AROUND
parachute, the APs spent prior to the change will be FOR ENEMIES.
lost. When he returns to the removal of his If you would like one of your men to
parachute, APs previously spent are lost. The move to a certain spot that is outside of his
process will have to start from the beginning. immediate area and do not wish to “baby step”
Once the parachute is removed, it is time him there, you only have to click on his ultimate
to explore. You right-click and bring up your destination. When it becomes his turn again, an
Command Menu again. You will want to walk icon in the left corner will indicate that the
around a bit so click the Walk icon. The current current soldier is in the process of moving. You
soldier is suddenly surrounded by a group of dots. need only to click the Continue Action button
These dots indicate the distance that a on the Main Info Bar to continue his move. In
soldier may walk for the current turn. You’ll notice addition to continuation of movement, a soldier
that the dots are also different colors. may also continue loading or unjamming a
The first perimeter of dots are blue. The weapon, giving first aid and removing his
blue dots tell you how far you can move your parachute.
soldier and still be able to fire an aimed shot at an You now have the basics. Your men can
enemy. The second group of dots are yellow. They explore, hide and try to find and complete your
indicate the distance that your soldier can travel and Mission Objective. The example above is
still be able to get off a Snap Fire shot at your optimism at its best. Your men will quite
enemy (a “shot from the hip”). frequently come down in a Hot DZ. The
Germans will not let up for a minute. They will
fight until either you are dead or they are. If
you do land in a Hot DZ, you will need to know
how to ready your soldiers’ weapons and how
to check the soldier’s statistics so that you can
return fire and be informed to make the
appropriate decisions

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Getting Ready for War

BASE IN ENGLAND

101: The Airborne Invasion of Normandy is divided into two distinct sections: the Base
in England and Tactical Combat.
You will start out at the Base in England. The first thing that you must do is choose a
mission. Until you do, no soldiers, weapons or equipment will be available to you. Once you
have chosen your mission and reviewed the briefing, you are free to roam the base to choose
and outfit your stick (group of paratroopers).
After you have chosen your men and outfitted them with equipment and weapons, you
may either take them to the Training Grounds for practice, or you can order your men to board
the plane and leave right away.
When your men land, you will then enter the Tactical Combat stage of the game. If
you have assembled a good team and brought along the necessary equipment, you should do
well. Most importantly though, the Tactical Combat stage will test your skills at leading the
stick to victory.

HEADQUARTERS (HQ)
The first thing that you will need to do when you arrive at the Base in
England is to report to Headquarters (HQ) to pick a Mission.
At the HQ you will be briefed and shown the "Normandy World Map"
with icons indicating your intended Drop Zone (DZ) and location of your
mission objective. The Colonel will point you to the map. Click on it to view
the area where your stick (squad) should land.

The folder on the desk contains a detailed description


of your mission. It includes information such as your departure
time, an intelligence report, types of equipment and weapons
vital to your mission and other classified information.
In addition to the main missions, there are secondary
missions that you will come across as you traverse the
Normandy countryside. You might run into allies that need
your assistance or find orders on Germans giving you the
location of a German operation. It will be up to you to decide
whether or not to finish these secondary missions.

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Getting Ready for War

The Barracks

After you have chosen your


mission, it is time to choose the soldiers CLICK ON AN INDIVIDUAL SOLDIER FOR HIS PERSONAL
STATISTICS
that will accompany you to Normandy.
You will need to choose a group of
officers from the Officer's Barracks and a
group of privates from the Enlisted Men's
Barracks.
By clicking on a soldier you can
access his statistics. Each soldier varies in
his strengths and weaknesses.
A large portion of 101’s strategy is
the combination of the soldiers in your stick.
For example, if you have not selected a
soldier who can speak French, and you
come across a French Resistance fighter
with vital information, you will not be able to
understand them.
If you find that you like a particular
soldier's statistics, just click on the "check" Auto-Select
box to sign him up.
Some of the men have already
Save Soldiers
been assigned to other sticks and may not
be available to you. If a soldier’s name is
highlighted in yellow, he is free to join your Load Soldiers
stick. If his name is in black he is
unavailable, and if his name is in green you
Exit Clipboard
have already selected him.
If you click the Clipboard in the
bottom right hand corner, it will list the
number of soldiers that you have chosen by
name and rank. You can also save and
load a stick from this screen. A helpful
option is the Auto-select button. This will
give you a random selection of men for
your team consisting of 1 Captain, 1
Lieutenant, 4 men selected from Sergeants
and Corporals with the rest of your stick
being filled out with Privates.

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Getting Ready for War

SOLDIER STATISTICS

Each soldier in the game is unique and is made up of ABBREVIATIONS


strengths and weaknesses. This is exemplified through the
following rating system. Base Ratings

Exp Experience
Base Ratings Int Intelligence
Str Strength
Base ratings are used to determine other ratings. The other ratings Agi Agility
are determined by the soldier’s performance in Basic Training. Wil Will
Mor Morale
Experience (Exp) Combined with the Intelligence rating it
determines the chance of success for a soldier in searches, finding Calculated Ratings
land mines & booby traps, and spotting enemy units.
Ini Initiative
Intelligence (Int) Combined with the Experience rating it CE Combat Effectiveness
determines the chance of success for a soldier in searches, finding Tgh Toughness
land mines & booby traps, and spotting enemy units. Mov Movement
Ldr Leadership
Strength (Str) It is used to determine Movement, Toughness, and
Throwing Skill ratings.
Skills
Agility (Agi) It is used to determine Initiative, Movement, Weapons
Skill, and Throwing Skill ratings. WS Weapon Skill
TS Throwing Skill
Will (Wil) It helps to determine Combat Effectiveness, Initiative, WT Weapons Training
Toughness, and Leadership ratings. ¾ M Machine Gun
¾ B Bazooka
Morale (Mor) Morale increases or decreases depending upon the ¾ E Explosives
situations around the soldier. There is a special section on Morale
on page 23. Lan Language
¾ F French
¾ G German

Calculated Ratings
RATING R ANGES
Initiative (Ini) When a battle begins, all soldiers’ (American &
German) Initiative ratings are compared and the soldier with the Experience 1-40
highest rating goes first. Intelligence 1-20
Strength 1-20
Combat Effectiveness (CE) This rating is a combination of the Agility 1-20
soldier’s Will, Intelligence, Experience and Morale ratings. Will 1-20
Morale Rating STARTS AT 100
Toughness (Tgh) It is determined by Strength and Will. The Combat Effectiveness 1-100
Toughness rating helps to determine how much damage is done to Initiative 1-100
the soldier when he is shot or near an explosion. Toughness 2-40
Movement 14-18
Movement (Mov) Movement indicates the number of Action Weapons Skill 1-20
Points that a soldier will have at the beginning of every turn. Throwing Skill 1-20
For a more detailed description of Action Points turn to page Leadership 1-80
22.

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Getting Ready for War

SOLDIER STATISTICS CONTINUED


Calculated Ratings
Skills & Special Training
Initiative (Ini) When a battle begins, all soldiers’
(American & German) Initiative ratings are Weapons Skill (WS) This rating lets you
compared and the soldier with the highest rating know how well a soldier can use his gun. It
goes first and the one with the lowest goes last. is a combination of his Agility, Experience,
and Combat Effectiveness ratings.
Combat Effectiveness (CE) How well can the
soldier perform while there are bullets whizzing Throwing Skill (TS) Throwing Skill is a
close by? This rating is a combination of the combination of Agility, Experience, Combat
soldier’s Will, Intelligence, Experience and Morale Effectiveness, and Strength ratings.
ratings. (Note: Since your Morale is constantly
changing through events of battle, so will your Weapons Training (WT) Soldiers trained
Combat Effectiveness) with bazookas, machine guns, and/or are
trained in demolitions will have a better
Toughness (Tgh) How much punishment a soldier chance for success when performing those
can take is represented by this rating. Everyone has activities.
a pain threshold and they differ quite drastically Where missions require you to
from person to person. It is determined by Strength blow things up you will need almost 40%
and Will. The Toughness rating helps to determine more explosives if there is not a soldier
how much damage is done to the soldier when he is present who is trained with explosives. If
shot or near an explosion. there are things that are going to blow up or
booby traps that need disarming, your men
Movement (Mov) Movement indicates the will have a better chance for success if
number of Action Points that a soldier will have someone accompanies them who is trained
at the beginning of every turn. Action Points in this field.
let you know how many things you can do with
one turn. For a more detailed description of Languages (Lan)- Men with language training
Action Points turn to page 22. will be essential if you run into members of the
French Resistance, captured German soldiers,
Leadership (Ldr) the Leadership rating is or local farmers to name a few.
used to determine how capable a soldier is at
motivating his fellow soldiers. In addition, it is
used to determine if a tough situation will affect
his morale.

Fluctuating Ratings

AP Action Points
HP Hit Points/ Health
Mor Morale
Exp Experience
Ldr Leadership
Ini Initiative
CE Combat Effectiveness

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Getting Ready for War

ENCUMBRANCE
You have chosen your soldiers and now it is time to
outfit them. You can either go to the Quartermaster for
supplies and equipment or the Armory for your soldier’s Each soldier begins with a 63
weapons. The next logical step is to understand 63 Encumbrance maximum.
Encumbrance.
Encumbrance is a measure of weight and bulk. In Before the jump, each soldier’s
other words, it tells you how much stuff your soldier can maximum Encumbrance drops to
carry. 57 57 to account for his parachute.
Encumbrance plays a big part in strategy because
soldiers carrying too many things are hindered in their Only 7 weapon Encumbrance
movements during Tactical Combat Points are allowed while jumping
When you are in Tactical Combat your soldier can 7 from plane.
carry up to 63 Enc without penalty. However when your
men are jumping out of the plane they can only be carrying
up to 57 Enc because your soldiers will have their
parachutes. You can put surplus weapons and equipment in Only 10 of the remaining 57
the equipment bags. However be careful not to store Encumbrance Points can be used
anything vital to a mission in the equipment bags as they are 10 for weapons without penalty.
sometimes lost on the journey to the ground.
A single weapon can not have an
Encumbrance rating over 5
5 without penalty. The penalty
reduces Action Points 1 for every
point over 5.

For Example:

A soldier is carrying a . . .

Browning M1919 A4 - 8 Enc Pts.


Colt 1911 - +2 Enc Pts.
10 Enc Pts.

He’s carrying the allowed 10


Enc Points for weapons, but he will
still be penalized because his machine
gun is over the 5 Enc max for one
weapon. A machine gun is huge and if
you don’t think it would encumber
your movement, go try it.
So, instead of the soldier being
able to move for, say 18 APs, he will
now only be able to move for 15.

8 Weapon Enc 18 Original APs


-5 Enc Limit -3 Enc Penalty
3 Enc Penalty 15 Action Points

Trying to be realistic can be so


confusing, can it not.

101: The Airborne Invasion of Normandy 7 Training Manual


Getting Ready for War

QUARTERMASTER

The Quartermaster is where you will get the equipment necessary for your men to make the best
of their situations once they arrive in Normandy.
If you do not to search through the Quartermaster’s for equipment, you can hit one of two
buttons: Get-All or Standard Issue. These two buttons can be found on the Clipboards in both the
Armory and the Quartermaster.

¾ Get-All grabs everything on offer.


¾ The Standard Issue button takes the basic load of equipment as issued by the US ARMY for
a stick of 18 men.

Every item that is taken or not taken will have an affect on how your soldiers perform once they
reach Normandy. For example, Soldier #1 hasn’t got any cleaning patches so his weapon has a chance of
jamming more often than one carried by Soldier #2 who was able to bring his cleaning patches along.

EQUIPMENT CHART
Item Enc Description Modifier
First Aid Kit 2 Container- Cloth bag w/ Allows First Aid to be
US ARMY Airborne Issue tie strings administered
Contents- Sulfa powder,
compress bandage, cloth
tourniquet and disposable
one-shot morphine
syrette.
M-3 Trench Knife w/ M-8 2 Worn on the ankle by Bonus in damage in hand-to-
Scabbard paratroopers. hand combat
US ARMY Issue
M-2 Switchblade 1 Used by paratroopers to ½ AP expenditure for parachute
US ARMY Airborne Issue extricate themselves from removal when present
their overly tight T-5
harnesses.
M4 Gas Mask 2 For use in defense of -5 to morale if not present
US ARMY Issue chemical attacks.

101: The Airborne Invasion of Normandy 8 Training Manual


Getting Ready for War

EQUIPMENT CONTINUED
Item Enc Description Modifier
“Mae West” Flotation Vest PI* To be stripped off after PI*
US ARMY Airborne Issue landing.
Webbing Belt and Shoulder PI* Used to attach equipment PI*
Braces pouches, ammo pouches
US ARMY Issue and packs for storage;
also used to transport
ammo and equipment.
M6 Mussette Bag PI* Can be strapped to the PI*
US ARMY Airborne Issue chest while jumping and
then transferred to the
back as a pack. Used for
storing spare clothing and
ammunition.
M1C Steel Helmet PI* Includes suspension PI*
US ARMY Airborne Issue system, leather sweatband
and chinstrap.
Compass 1 Especially useful to -3 to morale if not present
US ARMY Issue paratroopers, since
landing on night drops
can be disorienting.
Flashlight 2 Called a torch by GIs, it is -2 to morale if not present
US ARMY Issue used for reading maps,
searching dark areas and
signaling.
Maps 2 Mission Map: Area of Overview map will only be
US ARMY Issue Operations Map showing functional if there is a
mission objectives. soldier who is carrying a
map.
Entrenching Tool 3 Folding shovel with screw -7 to combat effectiveness
US ARMY Issue lock folding hinge, steel if not present
blade and wooden
handle.
Cleaning Patches 1 For use in field cleaning +5 to the chance of weapon
US ARMY Issue of personal weapons. jamming if not present
Personal Items 2 Includes 1 razor, 2 cartons -7 to morale if not present
US ARMY Issue of cigarettes, 1 toothbrush
and soap.
M42 Jumpsuit PI* Tan in color, the jumpsuit PI*
US ARMY Airborne Issue is worn with the legs
tucked into the jump
boots and bloused. These
suits are gas impregnated.
M43 Jump Boots PI* A high laced boot that is PI*
US ARMY Airborne Issue designed to protect the
ankles on landing. Very
distinctive in design,
paratroopers wore them
with pride. (They were
not issued to any other
troops).
*- Pre-Issued

101: The Airborne Invasion of Normandy 9 Training Manual


Getting Ready for War

EQUIPMENT CONTINUED
Item Enc Description Modifier
Spare Clothing 4 Includes one pair of -7 to morale if not present
US ARMY Issue socks, one pair of
underwear and one shirt.
Field Ration D 1/ Emergency ration -4 to morale per 8 hour period
ration
US ARMY Issue consisting of a highly without food
concentrated 4 oz.
chocolate bar (containing
cocoa, skim milk powder
and oat flour).
Field Ration K 2/ Each meal is packed in a -4 to morale per 8 hour period
ration
US ARMY Airborne Issue waterproof cardboard box without food
6.5 inches long. Boxes
are marked breakfast,
dinner or supper.
Breakfast consists of a
fruit bar, Nescafe, sugar,
crackers and a small tin
of ham and eggs. Dinner
and supper consists of a
can of cheese or potted
meat, crackers, orange or
lemon powder, sugar,
chocolate or other sweets
and chewing gum.
Water Canteen 2 Aluminum canteen with a -6 to morale per 8 hour period
US ARMY Issue detachable cup, one quart without water, if not present.
capacity.
Mess Kit 2 Aluminum construction -1 to morale if not present
US ARMY Issue with compartments.

Add Items to your inventory.

Subtract Items from your inventory.

101: The Airborne Invasion of Normandy 10 Training Manual


Getting Ready for War

THE ARMORY

Now that they have equipment, your men will need weapons. Individual weapons are selected in
the same manner as equipment as described at the bottom of page 10.

WEAPONS CHART

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101: The Airborne Invasion of Normandy 11 Training Manual


Getting Ready for War

WEAPONS CHART CONTINUED


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For a more detailed description of each weapon refer to Appendix B.

GRENADES & EXPLOSIVES


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EXPLOSIVES REQUIRED

Object w/ Demolition Training w/out Demolition Training


Fuel Depot 5 satchel charges or 7 satchel charges or
3 demolition charges 4 demolition charges
Railroad Gun 5 satchel charges or 7 satchel charges or
3 demolition charges 4 demolition charges
Bridge 5 satchel charges or 7 satchel charges or
(road or railroad) 3 demolition charges 4 demolition charges
Artillery or Anti- 3 satchel charges or 5 satchel charges or
aircraft Guns 2 demolition charges 3 demolition charges
Radio 1 satchel or 3 satchel charges or
1 demolition 2 demolition charges
Communication 1 satchel or 3 satchel charges or
Lines 1 demolition 2 demolition charges

The completion of certain Missions requires that your men have a specific amount of explosives
when they arrive at the objective location. Satchel and demolitions charges can be used together.

101: The Airborne Invasion of Normandy 12 Training Manual


Getting Ready for War

THE ASSEMBLY AREA


Remember the following
as you assign weapons and equipment
to your soldiers:

¾ Equip soldiers that have Weapons


Training with the specific weapon
they are trained to use.

¾ Put excess in equipment bags.

¾ Watch Encumbrance Points for


even distribution of items.

B REAK DOWN OF THE ASSEMBLY SCREEN

Beside each soldier’s portrait are four boxes and two buttons. The top
box indicates the soldier’s Weapon Skill. The next box down indicates
Throwing Skill. Below that box is the Encumbrance Points Remaining box.
The bottom box displays any special Weapons Training that a soldier might have. With this you can
distribute bazookas to soldiers with Bazooka Training (B), explosives to those with Explosive Training
(E), and machine guns to those with Machine Gun Training (M).
.

Add Item to Soldier


Soldier’s Picture

Weapons Skill Subtract Item from Soldier

Throwing Skill
Indicates if a soldier has any
Special Training.
Encumbrance
E ¾ E- Explosives,
Points Remaining ¾ M- Machine Gun,
¾ B- Bazooka

101: The Airborne Invasion of Normandy 13 Training Manual


Getting Ready for War

ASSEMBLY AREA CONTINUED

SOLDIER AREA

More information is available at a quick glance for


any of the soldiers in your stick. Click on a soldier and his
picture and statistics will appear. In addition, the individual
soldier’s inventory will be listed in the Information Area
described on page 15..

CATEGORY ICONS

Once you click on one of the Category


LIST E VERYTHING Icons, as shown to the left, you will receive a listing
of the item or items in the Information Area
(described on page 15).
LIST EQUIPMENT By pushing the “+” button or the “-“
you can add or remove items.
LIST RIFLES

LIST S UBMACHINE GUNS

LIST P ISTOLS

LIST MACHINE GUNS


To add an item to a
LIST BAZOOKAS soldier push the “+”
button.

LIST GRENADES
To take an item
away from a soldier
push the “-” button.

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Getting Ready for War

ASSEMBLY AREA CONTINUED

INFORMATION AREA

When you first arrive at the Assembly Area, everything


in inventory will be displayed in the far right box. Highlighting
an item in inventory will prompt detailed information which
appears in the box to the immediate left and a picture of that
item in the box to the far left.

Picture of Ammo Detailed When a Weapon or Equipment icon


Weapon or (if Information is clicked, a list of all available items
Equipment available) on Selected in that category is listed here.
Item

Equip-All
¾ Select rifles and click Equip-All to disperse rifles randomly etc.
¾ For a quick Equip-All, choose List Everything and hit Equip-
All.

Equipment Bags
¾ Filling equipment bags works in the same manner as for
equipping individual soldiers.

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Getting Ready for War

THE TRAINING GROUNDS


In the Training Grounds, you will find scenarios that will correspond with the Primary
Objectives found at Headquarters.
In addition to Primary Objective practice, the Training Ground incorporates extra scenarios.

Scenario Map of
Training Session

Scroll through and


choose from the
numerous different
Training Missions.

A detailed descriptions
of the scenarios will be
listed in this box if they
are clicked-on from the
list above.

Begin Your Training


Mission

Note:
The Training Grounds does not automatically select men and outfit them for you. You will have to
select these prior to your training. Beware though, the training grounds are very tough. You could
end up with units injured before you have even started a mission.

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Getting Ready for War

THE AIRFIELD
You now have all your soldiers, weapons and equipment. You should consider a strategy of their
seating arrangement on the plane.

REQUIRED EQUIPMENT- In the Headquarters, the folder on the desk contains all the information
that is necessary for your mission. Did you read it? Did you make sure that the amount of
explosives the mission called for is accounted for in your men’s inventory?

¾ SAVE YOUR PLANNING - It is a good idea to save your men, weapons, and equipment as you go
along. You can go back and save your planning, until you click the Take-Off button.

¾ SEATING ORDER MATTERS - Since your plane has a chance of being shot down by the Germans,
the soldiers at the end of the jumping order do not have as good of a chance of surviving as the
soldiers who jumped earlier.

¾ MAPS- Make sure that you packed maps and that the men who carry them are well dispersed in
the plane. If none of the soldiers with maps survive, you will not be able to access the Mission
Map that will help you find your way to the Primary Objective.

The soldier boxes in the


Airfield contain the same
information as they did in
the Assembly Area.
(pg. 14)

Click on a soldier to display


his inventory here.

The Auto-Seat button will have the Take-Off Exit back to the Base.
computer randomly seat your men
for you.

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Getting Ready for War

101: The Airborne Invasion of Normandy 18 Training Manual


The Battle Begins

GREEN LIGHT
Your men are now on their own. As they fall into enemy occupied territory several
things can happen to them.

POSSIBLE EXIT RESULTS


¾ SEPARATED FROM GROUP
¾ LOST FROM GROUP
¾ PARACHUTE FAILED
¾ LANDED S AFELY
¾ LANDED AND WAS INJURED
¾ LANDED IN TREES
¾ TAKING FIRE
¾ TAKING FIRE- HIT
¾ RETURNING F IRE
¾ RETURNING F IRE- SHOT GERMAN

EQUIPMENT BAG POSSIBLE RESULTS


The landing summary screen displays how each
¾ EQUIPMENT B AGS LOST man fared in the jump. You can go straight to this
¾ EQUIPMENT B AGS LANDED SAFELY screen by hitting your Escape key.

Lost from Group & Separated from Group


If your men are separated from the group, they are merely lost for the moment. As
you explore the countryside, you may again be reunited with them.
If they are lost from the group, they landed too far off course and they will be on their
own.

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The Battle Begins

GET OUT OF THAT PARACHUTE


It will take 42 APs (Action Points) for each soldier to remove his chute (if a soldier is
carrying a switchblade it will take half of that). It is not imperative that they do this first,
though. If a German soldier(s) is firing at a paratrooper who is trying to remove his parachute,
ducking and firing back takes top priority. He can get out of the chute once he has incapacitated
or killed the German(s).

LOST & CONFUSED?


If you are lost and confused when you land, you should be. The soldiers that landed in
Normandy in 1944 were. Consult the map that you were first shown back at Headquarters.
Does anything around you resemble a landmark on the map?
¾ No? Then move your men through the countryside until something does look
familiar and you are no longer lost.
¾ Yes? Good. Now make your way to your objective.

MAJOR ITEMS ON THE TACTICAL COMBAT SCREEN

The Normandy
countryside has become
your battlefield.

Continuation of Action

End Turn

Main Info Bar

Action Points Tactical Combat Map

For full Main Info Bar description, refer to page 32.

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The Battle Begins

STATUS ICONS THAT APPEAR ON TACTICAL COMBAT SCREEN

The status Icons that appear on the screen help you understand the situation at hand. They will
appear at the top left-hand corner of the Tactical Combat screen.

Out of Ammo Night


When the current soldier’s The screen remains bright to make for easier
weapon runs out of ammo, this play, so this icon will represent night. Your
icon will appear men can move around with less chance of
being spotted, but they are also less likely to
spot an enemy or Search Area because line
of sight is decreased in darkness.

Jammed Weapon Suppressed Soldier


This icon appears if the current If the current soldier is being suppressed by
soldier’s weapon jams. enemy fire, he will lose his turn. If this
occurs, he will not be under your control
until he is no longer being suppressed by
enemy fire.

Broken Weapon Panicked Soldier


This is an icon you will not want Your soldier has panicked and will try to
to see if your soldier is in a flee the battlefield. He will lose his turn
heated battle. and will not be under your control while he
is panicked. If you see this icon, quickly
have another soldier try to Motivate him.

Surrendered Soldier Berserk Soldier


Your current soldier has This icon, Berserk Soldier, appears when
surrendered. If this occurs, he your soldier is completely out of control,
will no longer be under your running blindly into battle. He will not be
command until you kill all the under your control while he is berserk.
Germans on the map.

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The Battle Begins

ACTION POINTS
An Action Point (AP) is the basis for all actions performed. A group of APs executes a
task. The more difficult the action, the more APs it takes.
The difference in APs between walking and running may confuse you at first. Walk
requires 4 APs, while Run requires only 2 AP. When you walk, you can’t cover as much ground
as you would if you were running. The difference of the APs is a direct result of this logic. Note:
When running, a soldier is unable to spot enemy soldiers, traps or mines, or go through
hedgerows.

ACTION POINT VALUES


ACTIONS APs COMMENTS
Assigned
STANCE CHANGES
STANDING TO CROUCH 2
CROUCH TO S TANDING 3
CROUCH TO PRONE 2
PRONE TO S TANDING 2
PRONE TO C ROUCH 3

MOVEMENTS
WALK 4
RUN 2
BELLY CRAWL 6
DIVE 3 Prone at End of Dive

MODIFIERS TO MOVEMENT (x)AP


MOVE THROUGH LIGHT COVER 1.50
MOVE THROUGH DENSE COVER 2.50 Can’t Run Through
MOVE THROUGH HEDGEROW 3.00 Can’t Run Through

COMBAT
READY A WEAPON 6
AIMED F IRE 6
SNAP FIRE 2
LOAD WEAPON Reload Time of the Weapon
THROW A GRENADE 3
FIGHT HAND TO HAND 4

OTHER ACTIONS
SEARCH BODY/P RISONER 8 Searches for letters or orders only.
SEARCH AREA 1
GET OUT OF PARACHUTE 42
ADMINISTER FIRST AID 6 Per 10 Points of Damage
CLEAR JAM 36 minus Reload Time of the Weapon

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The Battle Begins

MORALE
Morale plays an enormous part in how a soldier performs. A soldier’s Combat Effectiveness is
directly affected by fluctuations in his Morale. And remember that a soldier’s Initiative, Weapons Skill
and Throwing Skill change with his Combat Effectiveness.

MORALE MODIFIERS
POSITIVE EVENTS

Event Which Soldiers Will Be Checked


Enemy Wounded All Soldiers
Enemy Incapacitated Soldiers with Line of Sight
Enemy KIA Soldiers with Line of Sight
Friendly Machine Gun Fire Soldiers with Line of Sight
Enemy Breaks Soldiers with Line of Sight
Friendly Tank Fire Soldiers with Line of Sight

NEGATIVE EVENTS

Event Which Soldiers Will Be Checked


Team Member Wounded All Soldiers
Team Member Incapacitated Soldiers with Line of Sight
Team Member KIA Soldiers with Line of Sight
Enemy Fire Soldiers within 6 feet of Target
Artillery Attack (each round) All Soldiers
Mortar Attack (each round) All Soldiers
Grenade Explosion Blast Radius of the Grenade
Enemy Machine Gun Fire Soldiers with Line of Sight
Team Member Breaks (Panics or Berserks) Soldiers with Line of Sight
Enemy Tank Fire Soldiers with Line of Sight
Soldier’s Weapon Breaks or Jams Affected Soldier
Soldier Runs Out of Ammo Affected Soldier

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The Battle Begins

COMMAND SCREEN
The Command Menu is the interface that allows you to command your soldiers. Your
Command Menu is displayed when you right-click on the Tactical Combat screen.
Notice in the example to the left, that some of the
icons are dark and others light. The darker icons are
commands that the soldiers are able to perform
By holding the pointer over an icon, the display at
the bottom will prompt you on its function.
Once an icon on the Command Menu has been
pressed, the desired location, person, or object can be
selected with a left-click to complete the action.

COMMAND M ENU ICONS


The Walk command allows the soldier to search the area around him
Walk as he is moving. He will not be able to cover as much distance as he
would running, but he won’t miss as much in transition.
A soldier is able to cover more ground if the Run command is
Run chosen. Although, a soldier will not spot Germans, traps, mines, etc.
while in this mode of movement.
Crawl, slowly moves a soldier, but allows for less of a target for the
Crawl enemy to shoot at.

A soldier may need to quickly “hit the dirt” and the Dive command
Dive will come in handy.

Germans are everywhere. Hide!!! This action lessens the likelihood


of being spotted by the enemy.
Hide

A soldier is able to fight hand-to-hand with this command for those


Hand-to-Hand times when his ammo has been depleted and he comes upon a
German.

The Stand command puts a soldier back into an upright position


Stand from either a crouch or prone position. (Naturally it will take more
Action Points to stand from a prone position than from a crouch
position.)
Crouch to avoid enemy fire while maintaining better accuracy of
Crouch return fire than in the stand position.

The Prone command moves a soldier to a position that is less likely


Prone to take enemy fire. But, it is harder to throw a grenade or to get a
line of sight on the enemy in the prone position.

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The Battle Begins

As your soldiers explore the countryside they will need to keep a


Search Area constant eye out for hidden objects, traps, land mines and the
enemy.
If your men come across Germans who surrender or a dead body
Search that may contain needed items, the Search Body/Prisoner
Body/Prisoner command will come in handy. The soldier must be adjacent to
the body. (Only documents are searched for with this command.)
Exchanges can be made from soldier to soldier, soldier to body,
Exchange or soldier to ground. Exchange is a useful command to move
weapons and equipment where it is needed most.
Aimed Fire is a more accurate form of firing a soldier’s weapon.
The soldier actually takes the time (and APs) to get off a good
Aimed Fire
shot, unlike with Snap Fire.
Snap Fire is a “shot from the hip”. A soldier doesn’t have
enough APs for an Aimed Fire or other actions are required of a
Snap Fire soldier, Snap Fire will have to do. This type of fire is mainly
used for suppressive fire. If a soldier hits with snap fire . . . he
got lucky.
Tosses a grenade to the desired location after a grenade has been
Grenade readied.

Your men, from time to time, will be daunted by the horrors of


Motivate war and their morale will drop. A Motivate command might snap
them back and allow them to function more efficiently.
One of your soldiers is wounded and first-aid is needed.
Administer First Aid Administer First Aid command must be activated and then a
soldier chosen to receive the aid. The soldier administering the
first-aid must be standing adjacent to the recipient.
It is going to be a long week for your men. From time to time,
Rest they will need rest in order to recoup some of their stamina and
get a bite to eat. Approximately 2 hours pass during this time.

To change a soldier’s weapon, activate the Ready Weapon


Ready Weapon command, which will take you to the Weapon Bar where you
will choose his next weapon.

To reload a soldier’s weapon, the Load Weapon command must


Load Weapon be activated. The amount of time this action takes depends upon
the individual Weapon.
Weapons are known to jam and must then be unjammed --makes
Unjam Weapon sense doesn’t it. The amount of time needed to unjam a weapon
depends upon the individual weapon.

This will be one of the first commands you will use, unless it is
Remove Chute your desire to drag a parachute around Normandy.

When your soldiers reach the edge of the map they will have the
Leave Map option of leaving the map and heading to the next one.

Tired of moving your men individually off a particular map? Use


Move Group the Move Group command to quickly move your men as a whole
to a desired location.

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The Battle Begins

CONTINUE ACTION ICONS


The Continue Action command helps to make gameplay smoother. It allows you to make a
command that would take multiple turns only once. After a command which will take several turns
has been made, you have two options: 1) hit Continue Action (found on the Main Info Bar) to
continue performing the action or 2) choose another command.
If another action is chosen before the completion of the action, the process will have to start
from the beginning. All previous Action Points are lost.

Remove Parachute
The first Continue Action icon you will probably see. It requires 42 APs to remove
a soldier’s parachute, so, this action will take a few turns. Hit Continue Action if
the soldier is not in any apparent danger from the enemy.

Walk
There may be a particular spot on the map that you would like a soldier to Walk to
that is outside the perimeter of his current range. Just choose the destination
location and at the beginning of each new turn you will be prompted with this icon.

Run
As in the continuation of the Walk command, Continue Run is a continuation to a
desired spot on the map.

Load Weapon
Some of the weapons may take a couple of turns to reload. This icon will appear if
a soldier is still in the act of reloading.

Unjam Weapon
If a soldier’s weapon jams, unjamming it may be a top priority. This action could
take a few turns, so you will be prompted with this icon if a soldier is in the middle
of this action.

EXCHANGE SCREEN
The Exchange Screen is accessed from the Command Menu by clicking the Exchange icon. It
requires 10 APs to perform an Exchange, but there will be times when they will be Action Points that are
well spent. An individual soldier is able to exchange items between himself and another soldier by simply
clicking on another soldier after the Exchange icon has been activated. Or he can recover weapons off of a
person that is dead. He is also able to discard weapons or equipment to the ground that are no longer
necessary and are consuming Encumbrance Points.

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The Battle Begins

Portrait of the current soldier Portrait of Ally soldier or a


who is performing an Exchange surrendered German who is
function. undergoing an exchange.

Current Inventory of
soldier’s Ally or
inventory. German who
is exchanging
with the
current
soldier.
Picture of the
item that has
been selected
from either a
dead body,
equipment bag,
the ground, or
another soldier
(Ally or
German). ¾ The Ground
The item may Three things may appear in this box:
then be added by Inventory for a dead
person, equipment bag ¾ Skull- Appears when a soldier clicks on a
clicking the “+” dead body which he is standing above.
symbol or or what is lying on the
ground. ¾ Equipme nt Bag- Appears when a soldier has
subtracted by located an equipment bag and is standing beside
clicking the “-“ More information on
these three things can it.
symbol which are ¾ Ground- If the he soldier is neither standing
located on the be found in the box to
the immediate right. beside an equipment bag or above a dead soldier,
smaller boxes. he may choose to drop weapons or equipment to
the ground.

The Exchange Screen allows the current soldier to perform the following tasks:
¾ Check the inventory of a prisoner or a dead body and allow for the transfer of any wanted items from
the body;
¾ Exchange weapons or equipment between two of your soldiers;
¾ Drop items to the ground to relieve soldiers of items that are no longer needed and are consuming
Encumbrance Points.
¾ Pick items off of the ground.

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The Battle Begins

AUTO-WALK
A great feature of 101 that allows you to sit back and watch your men sweep the countryside
for Germans is Auto-Walk.
Right-click to bring up the Command Menu. Then issue the walk command and left-click on
the spot where you would like the soldier to eventually reach. When he finishes his move, hit F9
instead of End Turn. Each man will continue walking unless he spots a German, is shot at by a German,
or if he spots a landmine or an equipment bag.
If you decide you would like to take back control of a soldier before he has spotted something
or has been shot at, hit F9 again.

OPPORTUNITY FIRE
Opportunity fire is a must to make for a more accurate game. If a German for example, takes
his turn and moves so that one of your men can now spot him, your man may take the opportunity to
take a shot at him (he has to have at least 2 AP left from a previous turn). The same goes for a soldier
that you may move out into the open exposing himself to the enemy.

LAND MINES & BOOBY TRAPS


Obstacles that your men are likely to run up against at some point are
land mines and booby traps. A soldier’s ability to spot either of these items is
based on his Experience and Intelligence.
If a land mine is spotted, a marker as shown to the right will be
displayed at its location.
If a booby trap is spotted, it is automatically disabled. Your men will
only be able to spot a landmine or booby trap if they are Walking or Crawling.
A soldier who is Berserk, Panicked, Running, or diving will not spot them.

MORTAR & ARTILLERY


Your men can expect to meet resistance from mortar and artillery attacks. These attacks are devastating –
they kill your soldiers and often adversely affect your men’s Morale.

101: The Airborne Invasion of Normandy 29 Training Manual


The Battle Begins

SPOTTING
It will be a good idea to Search Area before you begin a soldier’s actions. This gives him a
higher chance of spotting enemies and other items.
Your men with higher Intelligence and Experience will spot the enemy quicker as well as
equipment bags, land mines & booby traps.
You will also shown whether or not your soldier can be spotted. This will be indicated by the
perimeter dots around the soldier turning into eyeballs. But, it only applies to the line of sight for
Germans who have been spotted by your soldier.

LINE OF SIGHT EYEBALL M ARKERS

If he moves to any one of the dot locations


which has been replaced by an eyeball, he
will still be in the line of sight of the
enemy unit(s) that spotted him.

If he moves to where there is not an


eyeball he will no longer be in the line of
sight of the current enemy but may still be
spotted by another enemy.

The eyeballs are not in place to show you


safe places to move. They are merely
visual representations of what the
paratrooper can see and work out.

101: The Airborne Invasion of Normandy 30 Training Manual


101: The Airborne Invasion of Normandy 31 Training Manual
Information Areas

INFO BARS
. Through your Info Bars you can check on the status of a soldier’s health, weapons, equipment
and individual statistics. You will also be able to view your men as a group for a quick status check.
We’ll start with the Main Bar, which is the central Info Bar; it displays all basic information that
is vital to gameplay.

MAIN INFO BAR


The Main Bar displays the current soldier, his weapon, how much ammo he has for that weapon,
his cover value, his location on the map, his morale level, his health and hunger status and how many APs
he has to work with.

This display window indicates the current


soldier’s cover value. If you can see a soldier
in this box, your soldier doesn’t have very
good cover value.

Clicking on the picture of the


soldier takes you to the Soldier Bar
for detailed individual statistics and
wound locations..

Clicking on This is your Tactical


the weapon Map. The green dot
takes you to Continue Action represents the soldier
Health the Weapon whose turn it is. The
Bar where blue dots represent your
End Turn
you can fellow paratroopers, red
Hunger check dots represent the
weapons and Germans, yellow dots
Morale ammo status. are friendly units and
gray dots are dead
soldiers or equipment
bags.
You can click and drag
the box around the
Tactical map.
If one of your men has a
Ammo in Loads available map, a right-click here
weapon for weapon Time & Date will bring up your
mission map.

The number of APs the


soldier has remaining

Clicking on the helmet takes Clicking on the 101st patch


you to the Equipment Bar takes you to the Squad Bar
where you are able to check the where you can quickly check
equipment that your soldier is the health status of the entire
carrying. team.

101: The Airborne Invasion of Normandy 32 Training Manual


Information Areas

SOLDIER INFO BAR


The Soldier Bar displays all the vital statistics of an individual soldier. To reach the Soldier Bar, Click
on the current soldier’s picture on the Main Info Bar.

Current Wounded Area Display. When cursor is pointed at


Soldier If a soldier is wounded, the wounded area, a specific
the location of that wound location is displayed here.
will be highlighted in this (i.e. shin)
area.

SQUAD INFO BAR


¾ Blue- Ok
¾ Wounded- Orange
¾ Incapacitated- Red
¾ Suppressed- White
¾ Panic- Yellow
¾ Berserk- Purple
¾ KIA- Black

The Squad Bar is a great way to see the condition of all your men’s health status at once using
the color coded system listed above

101: The Airborne Invasion of Normandy 33 Training Manual


Information Areas

WEAPON INFO BAR

To activate the Weapon Bar, click the weapon on the Main Info Bar. The Weapon Bar shows
the current soldier’s weapon and ammo inventory as well as the weapon’s status (jammed, broken or
functional).
A list of your soldier’s weapons will be displayed in the text box on the left. The highlighted
weapon’s description is displayed in the right text box.
The Encyclopedia Screen can also be accessed from the Weapon Bar where you can obtain a
more detailed description of your weapons and equipment

Current
soldier’s
weapons &
explosives Bullets Loads Weapon Encyclopedia
Available Available Status Screen

EQUIPMENT INFO BAR


The Equipment Bar works in the same way as the Weapon Bar. The equipment that your
soldier has will be displayed in the text box on the left. The highlighted equipment’s description is
displayed in the right text box. To change to the description of another piece of equipment, simply
highlight the item in the left box that you would like to know more about.
The Encyclopedia screen is accessed in the same way as from the Weapon Bar.

Equipment inventory Detailed description of Encyclopedia


of current soldier highlighted item Screen

101: The Airborne Invasion of Normandy 34 Training Manual


Information Areas

DIARY

. The Diary is accessed only when your


men move from map to map. These entries will
also keep you updated on your game information
and score.

ENCYCLOPEDIA

The Encyclopedia gives a detailed


account of all weapons and equipment in the
game, German and American.

LETTERS & ORDERS


Your men will find orders on the enemy.
They will also come across letters that have been
written by Germans and American alike.
The orders will from time to time
contain vital information.
Letters and Orders can only be obtained
from a dead body or prisoner by using the Search
Body/Prisoner command on the Command Menu.
A Look command only looks for objects about the
landscape. You should “Search” anyone you
come across to be sure that you don’t miss
something vital for a mission.

101: The Airborne Invasion of Normandy 35 Training Manual


36
37
Mission Completed

YOU HAVE COMPLETED YOUR MISSION


Once you have completed your mission your job will be to neutralize the enemy. In addition
to killing Germans, there may also be Secondary Missions left for your soldiers to complete. While
your men are securing the countryside, there will be people that you may run into who need help. It is
your decision what actions to take.
The game will automatically end at the end of three “game days”.

SCORING & AWARDS


An over-all score is being calculated throughout the entirety of gameplay.

Scoring
Total Score {(Successful Mission Points + Enemy Killed Points + Hour Points)
+ (Enemy Killed Points – Allied Killed Points)}

Total Possible Score (225 + Secondary Mission Activation Points)

Successful Mission Points +50 for Main Missions


+30 per Secondary
Enemy Killed Points 2 Points / KIA or Incapacitated Enemy Unit
Hour Points 1 per hour from 0000 hours D-Day
Allied Killed Points 10 per Ally Soldier KIA or Incapacitated

Points Awarded Soldiers


Activity Points Rewarded
Each Mission Completed Successfully (Successful Mission Points / Active Ally Units)*2
Each Hour 1/3
Each German Killed or Incapacitated or 3
Enemy Tank Killed by Individual

Each Land Mine or Booby Trap Found 3


Each Tank Killed 18 / Active Soldiers
(The entire group is rewarded. If an individual soldier killed the
tank, he is rewarded here as well as individually. )

38
Multiplayer

39
Multiplayer

NETWORK SETUP
For full and up-to-date information on Network setup and use,
please consult the readme file on the 101 game CD.

STEP 1. NETWORK SETUP

Edit destination IP Address

Set Port Address

Create Player Name

Host Network Game Join Network Game

STEP 2. GAME SETUP


Host can toggle nation assignments. Chat Box

Click when ready to begin.

Click to choose soldiers.

Choose a scenario.

The map will be displayed as


well as a brief write up.

Start

40
Multiplayer

STEP 3. CHOOSE SOLDIERS

Scroll through the soldier pages


using the previous and next keys.
Click on the soldier’s picture to
either activate or deactivate the
soldier. You will be able to
choose up to 12 men.

Previous & Next List of Soldiers

STEP 4. CHAT OR CLICK READY


You have now:
¾ Configured your modem settings.
¾ Decided who was going to be the host and who was going to join.
¾ Chosen who was to be the Americans and who would be the Germans.
¾ Picked the scenario to be played.
¾ Chosen your men.

Now it is up to each player to click the “I’m Ready”


button and it is off to Normandy you go.

“I’m Ready!”

41
Appendix A
Appendix A

The 101st Airborne in Normandy


Rendezvous with Destiny

“The 101st Airborne Division has no history, but it has a rendezvous with destiny. Like the early American
pioneers whose invincible courage was the foundation stone of this nation, we have broken with the past
and its traditions in order to establish our claim to the future.”

- General W. C. Lee
st
First CO, 101 Airborne Division

Beginnings
nd
On August 16, 1942 the 82 Infantry Division was divided into two separate airborne divisions, the new
nd st
82 Airborne and the 101 Airborne Divisions. Spending a short time at Camp Claiborne, Louisiana, they
then moved to Ft. Benning, Georgia for parachute and glider training. After training, they were assigned to
Fort Brag, North Carolina before departure to the European Theatre.

The two divisions would ultimately become arch-rivals, except during combat, when during the course of
nd st
the D-Day jumps, some men from the 82 Airborne and 101 Airborne would fight side by side, due
mainly to the inaccuracy of the pilots in delivering them to their respective drop zones.

The soldiers, at the time of the Divisional split, were given the option of refusing parachute training.
However, the Army could order any man into a vehicle, so the glider candidates were coerced into glider
training without a refusal option. Throughout the war, this would remain an irritation with the glider
troops, since the paratroopers were paid an extra $50 per month as hazardous duty pay. The glider troops,
who were often injured in glider landings, did not receive the extra money. Although both troops were
considered “airborne” and wore the same insignia, the paratroopers considered themselves superior and
guarded their status with unique symbols: jump boots, bloused trousers, and qualification wings.

Organization
st
The 101 Airborne consisted of the following regiments and battalions on D-Day, 1944:

th
327 Glider Infantry Regiment HHB Division Artillery
st st
401 Glider Infantry Regiment 321 Glider Field Artillery Battalion
nd th
502 Parachute Infantry Regiment 377 Parachute Field Artillery Battalion

Appendix A B Training Manual


Appendix A

907th Glider Field Artillery Battalion Military Police Platoon


81st Airborne Antiaircraft Antitank Battalion Reconnaissance Platoon
326th Airborne Engineer Battalion 801st Airborne Ordnance Maintenance Co
326th Airborne Medical Company 426th Airborne Quartermaster Company
101st Counter Intelligence Corps Det 101st Signal Company
Headquarters Company, 101st Airborne Division
In addition, the 501st Parachute Infantry Regiment and the 506th Parachute Infantry Regiment were attached to
the 101st Airborne to bring the division up to strength prior to D-Day.

England

Most of the 101st Airborne shipped out for the British Isles in September 1943. The remaining troops, mainly
the 501st Parachute Infantry Regiment (PIR), followed in January 1944.

Once in England, the troops were mainly situated in and around Hungerford, at Chilton Foliat and Denford.
Other troops including HQ/1 were stationed some distance away at Aldbourne, while HQ was at Littlecote.
These areas overlapped and spilled into two counties: Wiltshire and Berkshire.

The troops continued their training while in England, practicing jumps and different combat scenarios. The
men got into a bit of mischief while in England. They participated in several brawls and many fines were levied
for poaching game (mainly deer) and blowing up trout in the local streams with hand grenades.

Pathfinders

In preparation for D-Day and the jumps that lay ahead, a call for volunteers went out. These troops, called
Pathfinders would be specially trained teams that would jump one hour ahead of the main Serials. The
Pathfinder’s job was to set up special lighting and radar sets to be triggered by signals sent from each incoming
plane. The lighting and radar sets would guide each plane to a specific DZ.
This system of identifying the DZs would be rendered useless if the Pathfinders were dropped off course or
neutralized by enemy fire. Many times this occurred adding to the general chaos of the D-Day drops.

As the first men to land in German occupied France, the men of the Pathfinder teams were viewed as “suicide
squads.” In the years after the war a reputation of honor, bravery and a bit of insanity followed these men that
lives on to this day.

The Plan

As the D-Day Invasion grew near, plans were finalized and presented to General Eisenhower. General
Eisenhower agonized many hours over the decision to send the paratroopers in ahead of the Normandy Beach
invasions. The reports showed that expected casualties for the paratroopers was set at 80 percent and at 90
percent for the gliders. Finally, General Eisenhower let the orders stand, as the need for securing roads and
neutralizing the Germans behind Utah Beach was of extreme importance.

The 101st Airborne’s plans called for 10 Serials (groups of planes heading to specific locations) to leave at
staggered times from 6 separate airfields commencing around 2300 hours on D-Day -1. These planes, after
forming up, would fly a route carrying them over the English Channel, the Atlantic Ocean, Northwestern
Coastal France and into the Normandy area. Each serial had a specific target Drop Zone (DZ) in which to drop
its men. The Serials, their departing airfields, planned DZs, and actual drop areas were:

Appendix A D History of the 101st


Appendix A

Serial No. Departure Airfield Planned DZ Actual Drop Areas

1 Greenham Common Airfield DZ A Near DZ C

2 Greenham Common Airfield DZ A Far North of DZ A

DZ A vicinity, Far North &


3&4 Membury Airfield DZ A West of DZ A, English
Channel
Far North & NW of DZ C,
5&6 Uppottery Airfield DZ C DZ A, Near
DZ A

7 Welford Airfield DZ C Near DZ C, Far South of


DZ C

8&9 Merryfield Airfield DZ D DZ D, South & SE of DZ


D

10 Exeter Airfield DZ D Near DZ D

The sticks (planeload of paratroopers) had specific missions to accomplish. The missions all concentrated on
taking specific roads, bridges and villages in order to make the Army’s push off the beachheads easier. In
addition, the gliders would deliver artillery, medical, and HQ equipment into the rear in order to facilitate
communications and actions on D-Day.

D-Day minus 1

The men of the 101st spent the last hours before departure being briefed as to their missions at sand tables.
These dioramas were constructed of sand, small sticks, coloring, and carved soap. The finished products were
3-D terrains of the LZs and objective areas. Those men lucky enough to actually land near their planned DZs
found the sand table briefings helpful in gaining their bearings.

Another last minute activity was the haircut. A great many men had their hair cut in the “Mohawk” style of the
American Indians as a show of unity. This proved to be a plus, because when the Germans saw the haircuts,
some thought the paratroopers were actual American Indians and feared that they would be scalped. Other
styles of haircuts included shaved heads, and letters cut into the hair spelling out the word “VICTORY” when
the soldiers stood side by side with their heads bowed.

As the time approached for the flights to commence, the men became more solemn and their thoughts turned to
what lay ahead. Last minute preparations included securing their equipment and checking their parachutes.
The men, unsure of when re-supply would come – if at all – overloaded themselves with ammunition and food
rations. Many men carried weapons that should have gone into equipment bags - items such as bazookas, for
instance. Many men who overweighted themselves with equipment ended up injured on landing.

The Flight to Normandy

The actual flight to Normandy lasted about an hour, but the men had to endure up to two hours of circling the
airfields while planes were launched in their Serials. Most men used this time to pray or sleep (air sickness pills
made sleep possible). As the Serials formed up, the planes left on their course to their designated LZ (Landing
Zone).

Appendix A D History of the 101st


Appendix A

The C-47 pilots, carrying the paratroopers into Normandy, were told to hold their course and formations and to
avoid taking evasive maneuvers. Most of these pilots, though, were inexperienced in actual combat flying and
the neat formations broke up as the planes neared the Cotentin Peninsula, where they came into a fog and cloud
bank. The pilots instinctively spread out to avoid mid-air collisions. After emerging from the cloud banks, the
pilots tried to tighten their formations, but they were less than 10 minutes from the DZs. As they approached
the Drop Zones, heavy flak came up from the Normandy landscape and many pilots did take evasive actions.

The planes were supposed to approach the targets at an altitude of 1500 feet and slow to allow the paratroopers
to exit safely. Few pilots did this however. Most sticks jumped at either too low or too high of an altitude, and
all but a few were going way too fast. Some pilots never turned on their green “go” lights and returned to
England with their paratroopers. Two pilots, after forgetting to turn on the go lights, did so after they were back
over the English Channel resulting in the drowning of two entire sticks from the DZ A serials.

The Jumps

As the green lights came on, the men in the planes jumped as they were taught. Most realized that they were
going too fast and some even realized they were too close to the ground. One paratrooper lived to tell of his
chute opening to full capacity just as his feet hit the ground. The speed of the planes caused many men’s
equipment to be ripped from them as the exited the planes. In addition, the high speed of the planes caused
most sticks to be spread over a large area, rather than coming down in a concentrated zone. Planes were shot
down before the men could exit and took their sticks to the ground in a heated blaze. Some sticks landed up to
8 miles from their intended DZs. Needless to say, the actual jumps were mass confusion.

Over 1000 men of the 101st were so far from their intended DZs, they were considered to be beyond the
consolidated bridgehead. They were scattered from just south of Cherbourg to just north of St. Lo and as far to
the east as Point du Hoc. The overall strategic effect of this was quite positive as it mislead the Germans to
believe the landing force was much larger than it actually was.

Other men, jumping off course, came down in flooded hedgerows and drowned in less than three feet of water
due to the weight of their equipment. Still others came down in areas occupied by Germans and were under fire
as they drifted towards the ground. Others were under fire even as they tried to free themselves from their
parachutes. Many of the troopers still living say they have never been as frightened as they were that first night.

On the Ground

For the lucky ones that lived through the jumps, the nightmare was just beginning. The Germans were alerted
to the paratrooper invasion by this time and were out searching for the paratroopers. The soldiers were scattered
all over Normandy and most were not even sure where they were. They spent the first night evading Germans
and trying to find friendly units. Some would spend the first two weeks doing so.

Those lucky enough to land together and close to their DZ made their way towards their objectives, all the time
picking up stragglers in ones and twos. Some members of the 101st ended up in the 82nd Airborne’s DZs and
spent the first several weeks fighting alongside the 82nd. Other paratroopers were taken prisoner by the
Germans only to be released within hours by other troopers and imprisoned the Germans. Sometimes this
would happen two and three times to the same groups of men . . . released, captured, released, captured.

Firefights were plenty that first night and early morning as the troopers ran in to large groups of Germans and
some even reached their original objectives, fighting to victory. Order was slow in coming, but a majority of
the healthy men would be in a group, fighting for an objective, before sundown of D-Day.

Appendix A D History of the 101st


Appendix A

Beyond D-Day

By D-Day +2 most of the paratroopers were in the line of supply from the Army advancing off the beach
landings. The 101st would fight alongside the Regular Infantry throughout the first part of June. In July, they
would be sent back to England for re-outfitting. It goes to the bravery, training, and fighting spirit of the men
that the expected casualties that Eisenhower received in pre-D-Day reports turned out to be over-exaggerations.
Casualties barely reached 35% for the 101st, no where near the 80% initially predicted. During their time in
Normandy, the 101st fought bravely, acquiring a status of legendary proportions as the Screaming Eagles.

Appendix A D History of the 101st

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