
               TIGERS ON THE PROWL VERSION 1.2 UPGRADE DISK

This diskette contains only those TOP files which have changed between version
1.1 and 1.2.  Many of the files have not been modified in the interim, and are
available only on the main program diskettes.  It should be noted that this
diskette will only upgrade existing TOP directories - and as such must be
copied AFTER the files from the main disks are already on the hard disk.

NEW INSTALLATION:
If you are loading TOP for the first time, install the MAIN DISK program files 
BEFORE copying the files from this disk!  Otherwise, the main disks' old
version files will overwrite those from this upgrade disk, and you will be
left with a copy of the previous version on your hard disk.

To install the new version's program files, just copy the contents of this
disk to the directory containing your TOP files.  For example, if your game
files are in the directory "C:\TOP", and your floppy drive is "A:", use the
command:
     "copy a:*.* c:\top" <Enter>

If you get a DOS message stating the files already exist, hit "A" to overwrite
"ALL".

To verify that version 1.2 is loaded properly, check the version number that
appears at the bottom of the main screen.  If it is prior to 1.2 (Feb 1995),
try to recopy the files from this disk to your TOP directory again.

Compatibility Note:  TOP version 1.2 is backwards compatible with all previous
versions (i.e. version 1.2 will run games created with any previous version). 
However, previous versions will not be able to load games saved with version
1.2.


                     TIGERS ON THE PROWL VERSION 1.2 ERRATA

This file discusses primarily the changes made in TOP version 1.2 from version
1.15 (November, 1994).

The changes will be broken down into two main categories:  Interface and
game mechanics - just as in the manual.  To better help players "jump right
in" with the new changes, however, a short summary of all the changes will
be presented before the individual modifications are covered in detail.


                      I.  MAJOR CHANGES,  INTERFACE:

1.)  NEW ORDERS ROUTINE.  (Mouse only)  Now you can click on a unit with
the flashing map cursor and have a new orders menu pop up on the screen.

2.)  NEW ORDERS MENU.  (Mouse only)  A new orders menu that allows units to
be given any applicable command from a single menu, after clicking on the 
unit (above).  Orders shown in gray may not be selected for that unit.

3.)  NEW ARTILLERY MENU.  (Mouse only)  A new menu showing all aspects of 
an artillery mission on a single window.  This menu pops up when 
"ARTILLERY" is selected from the new orders menu (above).  Where ammo
quantities are shown, "t" represents the total on-hand quantity, and "a"
indicates the number of rounds allocated to other missions (for that specific
ammo type).

4.)  CLICK TO SCROLL.  Clicking the LMB on an empty edge hex scrolls the
map in  that direction.

5.)  RMB TO ZOOM.  Clicking the RMB with the flashing map cursor over an
unoccupied hex brings up the Zoom menu.

6.)  CMB TO CHECK LOS.  Clicking the CMB with the flashing map cursor 
brings up the LOS menu.

7.)  TARGET HEXES FOR DF.  Hexes (without a sighted enemy unit) may be
sighted for DF (area) fire from the normal targeting routines.
  
8.)  LOOK AT MAP.  From the map selection screen (new game), hitting [L] or
the RMB displays the highlighted map.

9.)  BACK-UP MOVEMENT.  Vehicle units may be given orders to back up one
hex in reverse gear (keeping their facing unchanged).  The back-up command
is only accessible from "HEX BY HEX" movement routine.  When a unit (which
must not be towing another unit) is given orders to back-up, the command delay
is zero and all existing movement commands for that unit are erased.

10.)  EXIT/PAUSE COMBAT REPLAY.  When viewing the combat replay, hit [Q],
[Esc], or the RMB to QUIT viewing, or [P]/CMB to PAUSE.

12.)  VIEW HQ CHAIN OF COMMAND.  Select "HQs" from the new orders menu
(above) for a display and summary of all the HQ units in the current unit's
chain of command (including substitute HQ's).  Values shown in red
indicate that an additional delay penalty is being added at that step.

13.)  [ESC] OR RMB TO QUIT MENU.  Most menus can be exited by hitting [Esc]
or the RMB in addition to [F1] or selecting the "DONE" option.

14.)  NEW LOS CROSS SECTION DISPLAY.  Whenever a single LOS is determined
("Point to Point" LOS check, or when selecting a target), a cross section
of the LOS will be displayed at the bottom of the screen.  The base ground
elevation along the LOS is shown in brown, with trees, buildings, and other
obstacles shown as scale "blocks" above the ground level.  The vertical
elevation scale is variably expanded by a factor of 100 or more to the
horizontal.

15.)  MODIFIED ARTILLERY/AIR QUEUE INFO.  The artillery queue info box now
displays more information concerning the mission status and delay for out of
the ordinary situations.  When a mission is waiting for the end of friendly
airstrikes, "AIR DELAY" will be displayed.  Other messages indicate if the
artillery unit is firing at a DF target, reloading, or moving (all which
prevent the unit from firing an IF mission).  Likewise, the in the airstrike
box, "+ATM" appears after the delay value when additional delays are likely to
be caused by bad atmospheric conditions.

16.)  NEW FORCE CHARACTERISTICS.  Force TRAINING/SKILLS, BUTTONED-UP and DUD
RATE levels have been added, and may be set normally in the Advanced game.

17.)  EXPANDED FORCE SUMMARY.  The force summary displayed at  the start of
each turn now includes unit weapon types, HQ units, and highlights units that
are broken.

18.)  SHOW ALL MOVES.  This is a new option in the QUEUE INFO menu that allows
players to view the objectives and/or movement paths of all their units.


                    II.  MAJOR CHANGES, GAME MECHANICS 

1.)  SILHOUETTED TARGETS.  The LOS routines now determine when targets are
silhouetted (against the sky).  Normally, this occurs for units on
hilltops or ridge lines, although it can occur in other terrain configurations
as well.  Silhouetted targets are much easier to spot and target with DF.  

2.)  CHAIN OF COMMAND.  The chain of command has been modified along more
rigid lines.  The 1st Battalion now controls A, B, and C Companies; 2nd Bn has
D, E, and F Co's, and the 3rd Bn gets G, H, and I Co's.  Only unbroken units
may act as HQ's.  The computer will automatically assign "acting" HQ's as
necessary as units break or are destroyed.

3.)  IF ADJUSTMENT.  IF missions may be adjusted ("walked") in any direction
by one hex (100m) per turn.  The adjustment is automatically handled by the
computer each turn, starting with the initial target hex.

4.)  IF DISPERSION.  IF missions may be dispersed around the target hex by one
or two hexes.  When dispersed by one hex (+/- 100m) it is known as AREA fire,
when by 2 hexes (+/- 200m) it is called WIDE fire.  Rounds will generally land
randomly within the dispersion area, with an adjustment for the wind.

5.)  MINIMUM IF RANGE.  The minimum IF range is determined as 1/10th of the
maximum weapon range for rockets;  1/15th maximum range for mortars (or 100
meters, whichever is greater), and 1/20th the maximum range for other weapons. 
Off-map units add 1000 meters to the range to the target.

6.)  ROCKET RESTRICTIONS.  Rocket missions may only be assigned and fired as
unspotted, unadjusted, WIDE (+/- 200m) fire.

7.)  TRAINING LEVEL.  The new force Training Level is used in a wide number of
routines, including those that determine the probability of spotting enemy
units, DF and IF accuracy, actual ROF's, overrun efficiency, quantity of PPD
targets, airstrike "awry" probability, and CB fire.

8.)  DUD RATE.  The dud rate is used to determine if a round misfires ("in the
chamber") or when an explosive type round impacts on the target but does not
detonate.  The dud rate is also used to ascertain if an artillery round goes
"wild" - under or over shooting the target by a large margin (normally under). 

9.)  BUTTONED-UP DEFAULT.  If this value is set to yes, all AFV's for that
force remain buttoned-up at all times during the game.  In game terms, this
means each AFV maintains 30 suppression points, and suffers all of the effects
caused by this suppression level.  Morale losses from IF/DF are halved for
buttoned-up units, and the risk of losing TC's (tank commanders) is zero. 

10.)  RECON UNITS.  Recon type units receive a 30% bonus when attempting to
sight enemy units.  Additionally, recon units assigned to D/S (reporting
directly to the TF HQ) enjoy a special delay of zero at all times.

11.)  SPECIAL COMBAT MOVE.  Units NEAR a unit under fire, but not themselves
under fire, may now be eligible for the special combat move.  For a unit to be
eligible, either the unit under fire must be in the same company, and within
475 meters, or within 250 meters and in LOS of the first unit.  Eligible units
will have a black (instead of red) target displayed in the upper right corner
of their unit info box.  The combat move delay is always zero, and the maximum
path length will be between 3 and 6 hexes - depending on the force training
level.

12.)  INCREASED SPOTTING PROB/FIRING UNITS.  Units that fire have their
spotting probability increased over the values outlined in the manual:  15%
for Personnel; 30% for Guns; 50% for Vehicles; 100% for Aircraft

13.)  INCREASED VP ON OBJECTIVE.  Units on/adjacent to an on-map objective get
5 times the normal VP points, if there are no enemy units within 475 meters of
the objective (was 4 times normal). 

14.)  INCREASED MAXIMUM ARTILLERY UNITS.  A maximum of 20 artillery units may
appear in the IF mission selection menu.  If a force contains more than 20
artillery units, only the first 20 (in company order, starting with A Co) may
be selected to fire IF.  The others will never appear in the selection menu,
so they can not be assigned IF missions.  However, the "extra" units perform
all other combat functions normally.



                  III.  DETAILED DESCRIPTIONS OF CHANGES

The detailed descriptions use the same numbering system as the manual, and the
conventions used in previous errata.


T.0  GENERAL DESCRIPTION OF THE TRAINING LEVEL.  ( [1.2]  Addition)  
 A large number of changes were caused by the inclusion of the training level 
throughout the entire program.  To increase clarity, the changes will
be discussed in this single section rather than in many small pieces through
the errata.


 In the following calculations, the average of the force morale and training
level is used (instead of only the morale level as described in the manual):
     1.) Spotting enemy units and enemy IP's, mines, and other field works.
     2.) Accuracy increase for spotted IF missions.
     3.) Number of rounds per hex per turn in a barrage.
     4.) Artillery accuracy.
     5.) Airstrike going "awry" probability. 
     6.) DF accuracy.
     7.) Overrun combat factors.

 In the following calculations, the force training level replaces the morale
level completely:
     1.) Quantity of PPD targets available to the force.

 In the following calculations, the training level is added as indicated:
     1.) The number of CB points is reduced (multiplied) by the training
     level percentage after the other calculations are complete.
     2.) The actual number of rounds that are fired by a unit in DF and IF is 
     multiplied by the training level (proportional).
     3.) A low training level (less than 60) makes it easier to spot that
     force's units.
     4.) One-fifth of the training level is added to the defending overrun
     factor calculation.
     5.) The training level is the probability that a sighted IF mission
     which loses its LOS will be fired unspotted instead of cancelled.
     6.) In the special combat move, the number of commands that may be given
     to the unit is 3 plus the training level divided by 30 (fractions
     rounded down).


D.0  GENERAL DESCRIPTION OF THE DUD LEVEL. ( [1.2]  Addition)
 The dud level is a measure of the reliability of a force's ammunition. 
Because the dud rate can have serious consequences on play, players should be
careful when changing the default values.  However, players should be aware
that in real life the dud rate was often influenced by weather, temperature,
and other conditions.  So, some player modifications may be necessary to
accurately portray a historical battle or situation.

D.1  MISFIRES
 Misfires occur when a round does not expend from the firing weapon.  In
soldier's terms, you've got a "hot round in the chamber".  With automatic
weapons, a meaningful misfire is caused by a jam in the weapon feed.  For
other weapon types, the round in the chamber just doesn't go off.
 For non-automatic projectile weapons, the probability of a misfire is 1/2
the standard dud rate.  For example, if the dud rate is 3% the probability of
a misfire is 1-1/2%, or about one round in 67.  Automatic weapons have a
misfire rate of between one tenth and one thirtieth the non-automatic rate. 
Flame weapons have a misfire rate of 3 times the normal force dud rate.
 When a misfire occurs, that particular round is not fired and some (or all)
of that weapon's remaining rounds to be fired in the turn are not fired
either.  The misfire affects only the ROF of specific weapon in which it
occurred.  It does not cause other weapons in the same unit to have a lower
ROF as well. 
 In the case of automatic and flame weapons, a misfire may cause the weapon
to be put out of action for the remainder of the game.  However, the
probability of this happening is very small.

D.2  PARTIAL MISFIRES
 A partial misfire occurs when a round expends improperly or in a non-
standard manner from the firing weapon.  For example, when a self-contained
round has less propellent than it should, or the propellent is contaminated,
or the projectile is damaged, or the quality control of the ammunition is
substandard.
 In the case of a partial misfire, the round is fired at the target but the
accuracy is greatly reduced.  In the case of IF fire, the round will most
likely under shoot the target (and often by a considerable distance).
 Partial misfires occur only to rounds 40mm or larger.  The probability of a
partial misfire is 10 times the dud rate squared.  Using the above example
with a dud rate of 3%, about 9 rounds in a thousand will be partial misfires
(10 times (.03 times .03)).

D.3  DUDS
 Duds are rounds that expend normally from the firing weapon, but do not
react as expected upon reaching the target.  In most cases this means that the
shell fails to explode, generate smoke, or ignite as an incendiary.  As such,
being a "dud" round does not affect AP, APC, small arms, beehive, or flame
round types.  
 When a round is determined to be a dud, it will have no effect on the
target.


BU.0  GENERAL DESCRIPTION OF BUTTONED-UP DOCTRINE  ( [1.2]  Addition)
 Most of the national forces in World War II fought "unbuttoned" to a large
degree, in that their vehicle commanders exposed themselves outside of the
vehicle to better see the battlefield.  Only at the last minute would the
commander "button up" by withdrawing into the vehicle and closing the hatch. 
The primary exception were the Soviets (especially in the first few years of
the war), who normally fought an entire engagement "buttoned-up" from the very
beginning.
 The primary trade off between being buttoned-up vs. open was increased crew
protection and lower leader losses vs. reduced combat effectiveness.
 TOP uses the suppression game mechanism to handicap a buttoned-up force by
allocating 30 suppression points (the maximum) to each AFV each turn.  The
suppression has all of the standard effects just as if it was caused by enemy
fire.  The "suppressed" units will move slower, suffer reduced DF accuracy and
sighting abilities, and have a somewhat greater morale loss every turn they
move than if they were "unsuppressed".
 However, under fire the "buttoned-up" units suffer only 50% of the normal
morale losses, and the risk of having the vehicle commander killed is zero.


SECTION 8.2.9  ( [1.2]  Addition)
 To look at a map before selecting it, from the map selection screen hit the
<L> key or the RMB.  Once the map has been drawn on the screen, hit any key to
return to the map selection screen.  Note that in the map preview it is only
possible to view the map at zoom level 1.  None of the other commands are
active.


SECTION 8.4  ( [1.2]  Addition)
 Three new force characteristics have been added:  TRAINING LEVEL, DUD RATE,
and BUTTONED-UP.  The first two are percent values between 0 and 100%, while
BUTTONED-UP is either "YES" or "NO".  
 The TRAINING level is separate from the morale level, and reflects the
training and experience of the force as opposed to its "willingness to
fight".  The DUD RATE is simply a measure of ammunition quality, and is the
percentage of rounds that can be expected to malfunction in some way. 
BUTTONED-UP reflects doctrine or SOP in which a force's AFV's keep their
personnel inside the vehicle and the hatches closed for the duration of the
game.


SECTION 9.1  ( [1.2]  Change )
 Whenever the flashing map cursor is displayed (both in the setup phase and
during game turns), the following mouse actions are available:
 a.)  Click the LMB to ZOOM in or out.
 b.)  Click the CMB to check LOS's.
 c.)  Click on an unoccupied edge hex to scroll the map.


SECTION 10.2  ( [1.2] Addition)
 The FORCE STRENGTH REPORT now displays statistics for HQ and D/S units, as
well as showing the weapon type for each unit.  Additionally, broken units are
highlighted in yellow.


SECTION 10.3  ( [1.2]  Addition)
 When viewing the COMBAT REPLY, click the RMB or hit the <Esc> or <Q> keys to
quit viewing the replay and return to the orders phase.  To pause the replay,
click the CMB or hit the <P> key.  To un-pause hit or click any key or button.


SECTION 10.5  ( [1.2]  Change)
 The <Tab> key is now used to cycle through the seven Command Line options. 
The four arrow keys scroll the map.


SECTION 10.7.1  LOS Cross Section Display.  ( [1.2]  Addition)
 Whenever a single LOS is sighted between two hexes (point to point LOS
check, targeting DF, or sighting IF), a cross section of the LOS will be
displayed at the bottom of the screen.  This display shows the relationships
between the ground level, blocking terrain, and actual LOS.  The intent is to
better help players visualize the "lay of the land", and determine why LOS's
are blocked or degraded in complicated situations.
 The ground level (to the closest meter) along the LOS is shown in brown. 
Ground level values are computed to the nearest meter at 10 meter (horizontal)
intervals.  The vertical scale is exaggerated between 30 and 100 times to
better bring out features and elevation changes. 
 Blocking terrain types are displayed as colored "blocks" above the ground
level.  A key identifying which terrain types are represented by which colors
is shown to the right of the cross section.  The height of a terrain "block"
corresponds to its actual height (with the exaggeration factored in).
 The actual LOS path is normally shown by a red line between the spotting and
target locations.  However, if the LOS involves an aircraft unit the LOS line
will not be drawn, and "AIR/GROUND" will appear to the left of the cross
section display.  This limitation is necessary due to the vertical scale
exaggeration, which would place the aircraft end of the LOS up in the map
area.
 The LOS calculations are more exact than the resolution allows for on the
display.  This means that in certain instances, the LOS my look open or closed
on the display, but in reality may be the opposite.  Players also need to
remember blocking points are added from things not shown on the display -
namely:  range; smoke;  and dust. 

 If a unit in the LOS's target hex would be silhouetted, a message to that
effect will be shown to the left of the cross section display.  Silhouetted
units are on average twice as easy to spot, and have the accuracy of DF
directed against them increased 50%.  
 Targets are considered silhouetted if, after reaching the target hex, the
sighting LOS does not pass through the ground or any blocking terrain for at
least 1500 meters beyond the hex (or until the LOS goes off the edge of the
map).

 SPECIAL NOTE:  The TOP maps are basically identical to 10 meter interval
topographic maps.  The main difference is that where a topographic map keeps
the basic terrain color the same between contour lines, TOP shades each
interval a different color and does not display the constant elevation
(contour) line.  If contour lines were drawn on the TOP map, they would run
along all of the intersections between different elevation levels.  The
elevation of each contour line would be the elevation level value of the
higher hex at the intersection.  For example, at the intersection of a level 3
(30 meter) and level 4 (40 meter) hex, the contour line would be 40 meters.   
 Only at these edges, as along a contour line, is the exact ground elevation
known from the map.  This is an important consideration, because the "lay of
the land" is almost never a series of flat steps, except perhaps in the case
of cliffs.  Instead, the ground surface slopes relatively evenly between the
higher and lower elevations.  With the elevation resolution of both the TOP
and topographic presentation methods limited to 10 meters, it is impossible to
tell the EXACT elevation of any point between contour lines closer than this -
except as a "seat of the pants" guess somewhere between the elevations of the
bracketing contour line values.  This even holds true "inside" a TOP hex -
since elevation changes are calculated horizontally every 10 meters across the
hex's entire width.  
 The key thing to remember is that a TOP "elevation" means only that all
points within that hex will be within a given 10 meter interval (except at
cliffs).  So, under normal conditions a level 5 hex could contain locations
with elevations anywhere from 50 to 59 meters.  The only way to see the actual
elevations for sure is to run a LOS check and view the cross section display.


SECTION 10.8.2  ( [1.2]  Addition)
 In cases where an airstrike is likely to experience additional delays due to
atmosphere (weather) conditions, "+ATM" will appear after the delay value in
the queue box.


SECTION 10.8.3  Show All Moves.  ( [1.2]  Addition)
 The SHOW ALL MOVEMENT ORDERS selection allows players to see the movement
objectives and/or movement paths for all of their units.  This routine
automatically cycles through all of the force's units, beginning with unit A0,
and proceeds in numerical sequence through the line companies, D/S units and
TF/Bn HQ's. 
 There are two options for this command:  SHOW ONLY OBJECTIVES and SHOW ALL
PATH HEXES.  If the SHOW ONLY OBJECTIVES option is chosen the current unit's
location will flash a couple of time in white on the screen, followed by its
ultimate movement objective hex in red.  If the SHOW ALL PATH HEXES option is
selected, the current unit will flash in white, followed by having each hex in
the movement path highlighted, and finally the objective will be shown in red. 
In either case, the standard UNIT INFO BOX for the current unit will be shown
at the bottom of the screen just as the unit location begins flashing.
 At any time, players may pause or exit the display, or issue orders to the
current unit.  To pause, hit the <P> key or click the CMB.  To exit, hit the
<E> key or click the RMB.  To give the current unit orders, hit the <O> key,
or click the LMB.
 Units selected for "Orders" may be given any and all orders normally.  When
the player is done issuing orders, the movement display will continue cycling
from where it left off.



SECTION 11  ( [1.2]  Addition)
 This addition is probably one of the biggest changes in version 1.2, at
least in terms of making the game easier to use.  In addition to issuing
orders by the method described in the manual (select the order first - THEN
the unit), orders may now be given by selecting the unit first directly from
the map.  To do this, just click the LMB when the flashing map cursor is over
the desired unit(s).
 A pop up menu will appear that shows all of the unit's current orders and
settings, and allows for additional orders to be given to the unit.  Only
those orders displayed in blue may be selected, the others are not applicable
to or for the unit.
 In most cases, once an order has been selected the sequence will be the same
as in the previous versions, and discussed in the manual.  The menu's
functional area groupings are:
    MOVE ORDERS.  From this area units may be given movement and loading
    orders.  Click LMB to select highlighted order.
    SPEED.  This sets the speed as a percent of the unit maximum speed. 
    Move slide to the desired value and click the LMB to change.
    FACING.  The unit's current facing is shown in red.  Move the mouse
    cursor to the desired new facing and click the LMB to change.
    TARGET.  The unit's current target will be shown, either an enemy unit
    or a hex number (for area fire).  Click the LMB to change.
    DEFAULTS.  The unit's current engagement range is shown by the slide on
    top.  The unit's maximum weapon range is determined automatically by the
    computer for either the main weapon "(M)", or a secondary one "(S)" -
    depending on gun ranges and ammo availability.  Move the slide as desired
    and click the LMB to change.  To change the other targeting defaults,
    highlight the value and click the LMB.
    WEAPON.  The current weapon to fire is shown on top ("M"=Main,
    "S"=Secondary).  The ammo to fire is shown below.  Click the LMB to
    change.
    FIRE SUPPORT.  These choices are used to call in artillery and
    airstrikes.  Click the LMB to select.
    DETAILED INFO.  The first three selections call up the detailed weapon
    information charts - "GEN" for Weapon Technical Data, "WPN" for the Ammo
    Characteristics, and "PEN" for the Penetration.  "HQ's" displays the
    chain of command.  Click the LMB to select.

 To exit the orders menu, click the RMB or select DONE from the bottom of the
menu.


SECTION 11.1.3  ( [1.2]  Addition)
 A "B" in the movement command display box at the bottom of the screen
indicates the unit is backing-up in reverse gear.


SECTION 11.1.5  ( [1.2]  Addition)
 Units not directly under fire may also be eligible for the special combat
move.  In  particular, units not under fire could often be in a position to
know that friendly units nearby WERE under fire, and could adjust plans
accordingly.
 For a unit not under fire to be eligible for the special combat move, the
unit under fire must not be an aircraft, and one of the following two
conditions must be met:
     1.)  The unit not under fire is in the same company as the unit under
     fire, and the units are within 475 meters (4 hexes) of each other.    
     2.)  The unit not under fire is from a different company than the unit
     under fire (or either/both of the units is a D/S or Bn/TF HQ unit), and
     the units are within 250 meters of each other, and the unit not under
     fire has a valid LOS to the unit under fire.
 Units eligible for this move when not under fire will have a black (instead
of red) target symbol in the upper right corner of their unit info box.

 The maximum path length of the special combat move is no longer fixed at
three hexes.  Instead, it may be anywhere from 3 to 6 hexes - calculated as 3
hexes plus the force training level divided by 30 (fractions rounded down).


SECTION 11.1.6.  Back-up Movement  ( [1.2]  Addition)
 Backing up in reverse gear is frequently used by vehicles to get out of an
unexpected situation.  Such situations include taking unanticipated or
unusually heavy enemy fire, sighting a previously hidden threat, or having the
forward movement path blocked by combat action.  By backing up, the vehicle
can react to the situation while keeping the more protective front armor
towards the enemy.  
 The drawbacks to backing up are that the reverse gears are much slower than
the forward ones and more prone to mechanical failure, and that normally it is
much harder to see where you are going in reverse.  As such, movement in
reverse was normally only used for short distances and in critical situations
and only just long enough to get out of trouble.

 Vehicle units may be given orders to back-up in reverse gear one hex.  When
this command is issued, any existing movement commands for the unit are
erased.  The facing of the unit at the time the order is issued determines in
which direction the back-up movement will take place.
 The delay for back-up movement is always zero, so the unit will begin
backing up on the next movement phase.  Units will back up only one hex at a
time.  If you want unit to continue to back-up, you will need to issue new
back up orders each turn.
 Carrier units towing another unit and non-vehicular unit types may not be
given orders to back up.

 To issue a unit with back-up orders, select the "HEX BY HEX" movement
routines.  Then, instead of issuing orders, hit the <B> key, or use the mouse
to click on the "B" which appears in the lower right corner info box (with the
arrows).  The unit's path will be cleared, and the back-up order shown.

 NOTE:  Because the unit's current path is erased when it is given a back-up
order, there is no way to "undo" the back-up order once it is issued, unless
the unit's command delay is zero.  So be careful.  Once you issue the back-up
order - you're stuck with it.


SECTION 11.2.2  ( [1.2]  Addition)
 Hexes may be selected as DF targets even if they do not contain a sighted
enemy unit.  Selecting a hex for DF instead of an enemy unit is a technique
generally known as "recon by fire", or more properly "area fire".
 Whenever a target hex is chosen by hand, the computer first looks for a
sighted enemy unit in the hex.  If this condition is met, then the fire is
targeted at that unit.  If there is more than one such unit in the hex, the
player selects the specific target.  However, if this condition is not met,
the computer targets the hex with area fire.
 Area fire may be directed at any hex on the map within range of the firing
unit - including hexes with friendly units.  Of course, it may also be
directed against hexes with UNSPOTTED enemy units as well.


SECTION 11.3  ( [1.2]  Addition)
 Version 1.2 includes a new artillery mission menu that allows all facets of
a mission to be set and changed from a single screen.  This new menu is
accessed by clicking on "ARTILLERY" on the new unit orders menu.  
 The new menu MUST be used in order to set the mission dispersion or
adjustment.  The old method (from the command line pull-down orders menu) have 
not been modified to offer an opportunity to change these values.

 The major functional areas of the menu are:
     TARGET.  Identified as HEX, PPD or UNIT.  Click LMB to change.
     SPOTTER.  If spotted, the LOS efficiency is shown.  Otherwise NONE.  The
     spotting unit is always the calling unit.  Click LMB to change.
     CALLING UNIT.  Click LMB to change.
     DISPERSION.  NONE, AREA, or WIDE.  Click LMB to change.
     ADJUSTMENT.  NONE, or direction (arrow).  Click LMB to change.
     FIRING UNIT.  Defaults to first unit without a mission.  LMB to change.
     AMMO TYPE.  Defaults to first available for firing unit.  LMB to change.
     FFE QUANTITY.  Shows number of rounds allocated to mission (defaults to
     25% of available), total rounds (t), and number of rounds allocated to          
     other missions (a).  Click LMB to change.
     ROF.  Shows the rate of fire in rounds per tube/weapon.  LMB to change.
     IN QUEUE.  Shows number of missions already assigned to firing unit.            
     Click LMB to cycle through these missions - displaying them on screen.
     ACCEPT MISSION.  This line displays the delay (in turns) before the        
     mission is fired as currently configured.  Click the LMB to accept the                    
     IF mission as shown and enter it into the FDC queue.
     CANCEL MISSION.  Cancel mission and return to the unit orders menu.

 Clicking the RMB/<Esc> key at any time will cancel the mission and return to
the orders menu.


SECTION 11.3.4 ( [1.2]  Clarification)
 A maximum of 20 IF-capable units can be shown and selected from the "PICK
FIRING UNIT" menu.  The units are displayed in company order, beginning with A
Co and ending with the D/S units.  If a force has more than 20 IF-capable
units, some of the units will not be shown on this menu and thus may never be
selected to fire IF.
 Players should keep this limitation in mind when selecting their force,
remembering also that light mortar units (often a component of the line
companies) are IF-capable.


SECTION  11.3.7  IF Mission Dispersion.  ( [1.2]  Addition)
 Artillery missions may now be fired with varying degrees of planned
dispersion.  This feature is useful to saturate area targets, or when firing
smoke to cover a wide zone.  The dispersion pattern is handled automatically 
by the computer at the time of firing, so players select only the "center"
target hex.  There are two levels of dispersion: AREA and WIDE.
 AREA dispersion (+/- 100 meters) increases the target area one hex in each
direction from center target hex (7 hexes total).  WIDE dispersion ( +/- 200
meters) increases the area to two hexes in each direction (19 hexes total).
 Rounds (that do not misfire in some fashion) land randomly within the entire
target area, with a slight preference based upon the wind direction and speed. 
Therefore, as an example, a mission should fire at least 20-25 rounds per turn
if the player desires to put at least one round per turn into each hex in a
WIDE target area.
 Rocket missions are always fired with WIDE target areas.


SECTION 11.3.8  IF Mission Adjustment.  ( [1.2]  Addition)
 The artillery mission adjustment option allows the target to be shifted each
turn in a specific direction.  This is also known as "shifting" or "walking"
the fire.  
 When an adjustment direction is set for a mission, the target will be
automatically moved one hex (100 meters) in that direction at the conclusion
of each IF fire phase in which the mission fired FFE.  This automatic
adjustment is handled by the computer, and is completely outside the control
of the owning player.
 Any of the six hex directions may be used for the adjustment direction - N,
NE, SE, S, SW, and NW.  If the adjustment direction is not set (NONE), then
the mission will fire the entire FFE quantity at the primary target hex or
area.
 Adjustment can not be used for missions against UNIT targets, or missions
fired by rocket artillery.


SECTION 11.3.9   IF Minimum Ranges.  ( [1.2]  Addition/Clarification)
 IF targets must be farther the firing unit's minimum range.  Minimum range
is determined depending on the firing weapon type as follows:
     Rockets:  1/10 th maximum range
     Mortars:  1/15 th maximum range
     Others:   1/20 th maximum range


SECTION 11.3.10   Off-map Unit IF Range.  ( [1.2]  Clarification)
 Ranges for off-map units are calculated as the range from the middle hex (on
the vertical axis) along the friendly map edge to the target hex, plus 1000
meters.


SECTION 11.10  Display Chain Of Command.  ( [1.2]  Addition)
 The "HQ's" command from the new unit orders menu displays information about
the current chain of command for the unit.  Each HQ in the chain will be
highlighted on the map, and a summary will be displayed at the bottom of the
screen.
 The summary shows each step in the unit's chain of command individually. 
For each step, the following information is provided:  the higher HQ unit ID,
the distance to the next higher HQ, and the delay assessed at that step. 
Values shown in red signify that an additional penalty is being added for some
reason due to that value.  Examples of red values might be an acting HQ
replacing the normal HQ, or an excess range to the next higher HQ.
 When an additional delay penalty is added at a given step, the penalty
amount is shown to the far right after a "+" sign.  This overview helps
players to decide if it is worth trying to rearrange units to lower the
penalty for a given unit.  


SECTION 12.3  ( [1.2]  Clarification)
 In cases where a spotting unit loses the LOS to the target, the mission may
be cancelled or fired unspotted at the current target hex.  The probability of
cancellation vs. firing the mission unspotted is the force training level. 
The higher the training level, the higher the probability that the mission
will be fired unspotted.


SECTION 14.2.2  ( [1.2]  Addition)
 When a unit has lost the LOS to its DF target, "LOST LOS" will be displayed
in the second page of the UNIT INFO BOX instead of the acquisition level
(which reverts to zero).
 If an "0L" appears as the unit speed, it means the unit is stopped and is
loading or unloading another unit.  If a "B" appears after the speed value, it
indicates that the unit is backing up in reverse gear.


SECTION 17.4  ( [1.2]  Addition)
 Recon units should normally be assigned as D/S units, so they can benefit
from the zero turn delay bonus.


SECTION 17.10  ( [1.2]  Addition)
 Rocket missions are always fired unspotted and impact in a wide area.


SECTION 19.2  ( [1.2]  Clarification)
 The chain of command delay for a unit is calculated as a series of
individual steps back to the TF HQ.  Each step has a "standard" delay time,
which is then adjusted depending on circumstances.  For example, from the line
platoon "A1", the delay would be calculated as the sum of three steps:  from
"A1" back to "A0" (it's company HQ),  from "A0" back to "*1" (1st Bn HQ), and
from "*1" to the TF HQ. 
 A unit may hold multiple HQ functions.  As an example, a company HQ may also
be an acting Bn HQ.  However, in these cases additional delay penalties as
mentioned below will be applied.


SECTION 19.2.1  TF to Bn  ( [1.2]  Change/Clarification)
 The command delay from the battalion HQ to the TF HQ is the standard force
delay.  If the TF HQ has been replaced by an acting HQ, the delay is twice
normal.  


SECTION 19.2.2  Bn to Co  ( [1.2]  Change/Clarification)
 If a company HQ is acting as the battalion HQ, one turn is added to the
delay for this step.  If a line unit (#1-9) is acting as the Battalion HQ, two
turns are added.


SECTION 19.2.3  Co to unit  ( [1.2]  Change/Clarification)
 If a line unit is acting as the company HQ, two turns are added to the delay
for this step.


SECTION 19.2.4  Acting HQ's.  ( [1.2]  Clarification)
 When HQ units in the chain of command break or are destroyed, they are
replaced by an "acting HQ".  The acting HQ is selected in the following order
of precedence:

 1 Bn, 2 Bn, 3 Bn;  A0, B0, C0, ... ;  A1, A2, A3, ... , B1, B2, B3, ...

 An acting HQ must belong to the same formation as the HQ is taking over for. 
For example, when a Battalion HQ is being replaced the acting HQ must be in
one of the companies assigned to that battalion.  Likewise, only units from
the same company may replace a company HQ.

 D/S units will never be assigned as an acting HQ under any circumstances.


SECTION 19.3  ( [1.2]  Addition)
 Recon type units assigned directly to the task force HQ (as a D/S unit),
receive the same delay reduction bonus as aircraft, for the same reasons. 
Recon units assigned to a lettered line company do not receive any bonus, and
use the standard delay for the company.


SECTION 21.2.2  ( [1.2]  Change)
 Blocking terrain in a spotting hex adds 60% of the normal terrain block
point value to the LOS (increased from 40%).
 When determining if an LOS passes through blocking terrain, the terrain
"heights" above ground level have been modified as follows:
    Woods      +15 meters
    Lt. Woods  +10 meters
    Bldgs 2/3  +10 meters
    Bldgs 1    +5 meters
    Rubble     +2 meters
    Crops      +2 meters


SECTION 22.4.9  ( [1.2]  Addition)
 In addition to having their sighting probability doubled, units that fired
in the preceding turn have their sighting probability increased further as
follows:
    Personnel  +15%
    Guns       +30%
    Vehicles   +50%
    Aircraft   x 2  


SECTION 22.4.10  Target Silhouetted.  ( [1.2]  Addition)
 On average, if the target is silhouetted the sighting probability is
doubled.  However, this effect is greatly reduced for units in level 1 and
level 2 IP's.


SECTION 22.5.6  Recon Units.
 Recon units were as a rule better trained and equipped to sight the enemy
than other combat units.  As such, they receive a special spotting bonus of
30% whenever they attempt to sight an enemy unit.  This proportional bonus to
the sighting probability is applied after ALL other applicable modifications
have been made.


SECTION 23.14.3  Special Close Support  ( [1.2]  Addition)
 By the second half of 1944, the German Nahvertidigungswaffe (literally
translated as "close support weapon") was a standard armament of many common
AFV models.  The weapon itself resembled a flare gun, mounted into a small
cupola on the roof of the tank turret.  The weapon fired 26mm smoke, flare,
and HE rounds out a distance of 7-10 meters.  At the scale of TOP, the primary
impact of the weapon was as close defense protection for the tanks against
enemy infantry using the HE/FRAG rounds.
 The following AFV's may be issued with the Nahvertidigungswaffe: 
      Pz V G  Panther
     JPz V  JgPanther
      Pz VI E  Tiger
      Pz VI B  K Tiger
     JPz VI  JgTiger
     StG III G
     StH 42 G

 These vehicles will automatically be issued with the Nahvertidigungswaffe in
1945.  In 1944, the weapon availablilty is based upon the wind direction. 
Before going any further, understand that the wind direction actually has
nothing to do with the weapon or its use.  In this case, the wind direction is
used only as a "flag" (that players may set, or leave random) which indicates
whether or not the Nahvertidigungswaffe will be issued.  If the wind direction
is to the South (SW, S, or SE), the Nahvertidigungswaffe will be issued.  If
the wind direction is to the North (NW, N, NE), it will not.  
 The Nahvertidigungswaffe is used only in close combat against enemy
personnel.  Its use is automatic, and the weapon can not be selected by the
owning player.  The Nahvertidigungswaffe attack is conducted immediately after
the German AFV's standard overrun fire (either in attack or defense), and is
separate from it.  The Nahvertidigungswaffe attack is expressed in factors,
like the standard attack, but these factors are applied as if an artillery
HE/FRAG round of that size hit the hex.  Losses from the weapon are applied to
the enemy units immediately.


SECTION 23.17 Towing Another Unit.  ( [1.2]  Addition)
 A carrier unit towing another unit has its forward speed reduced by 50% from
normal (using the current speed setting).  The breakdown probability, however,
remains as if the unit's was moving at its designated speed setting.       
Carrier/towed unit combinations can not use back-up movement.


SECTION 23.18  Backing-up.  ( [1.2]  Addition)
 Units that are backing up always move at 1/5 the maximum weapon system
speed, regardless of the unit's actual speed setting.  The breakdown
probability is taken as if the unit was moving at the maximum forward speed. 
All terrain modifiers and suppression effects are applied normally.
 Units backing-up do not change their facing.


SECTION 27.1.12  Target Silhouetted.  ( [1.2]  Addition)
 If a target is silhouetted, the DF accuracy is normally increased by 50%.  
The only exceptions are if the unit is in a level 1 or level 2 IP, in which
case the accuracy increases are reduced to 10% and 30%, respectively.


SECTION 27.1.13  Area Fire.  ( [1.2]  Addition)
 Area fire uses the standard accuracy adjustments outlined above for DF
against unit targets.  However, by its very nature area fire is more dispersed
than targeted fire.  To better reflect this, area fire may often "spill over"
into adjacent hexes.  The probability that a given round will impact in an
adjacent hex increases for cover terrain in the target hex, and for
increasingly degraded firing unit LOS to the target.


SECTION 29.4.1  ( [1.2]  Clarification)
 AA fire may not be directed against aircraft in the same hex as the firing
unit (straight up).


SECTION 29.7  Other Delays.  ( [1.2]  Clarification)
 The airstrike delay may be prolonged by bad weather or reduced light
conditions.  This extra delay represents the increased difficulty for the
pilots in performing the mission,  taking into account such things as locating
a break in the clouds and picking out a suitable target in limited light.
 The probability of the strike being delayed is determined on a turn by turn
basis, so the friendly player will never be able to tell in advance exactly
when (or even if) the strike will occur.  The probability of a strike being
delayed increases exponentially with decreasing light, and is decreased
further for overcast or light rain/snow conditions.  Dawn and dusk conditions
also greatly increase the delay probability (due to shadow and color effects).
 Strikes are prohibited in fog, heavy rain, and heavy snow conditions, and at
night.


SECTION 34.2.2  ( [1.2]  Change)
 When the defender has no unbroken units within 350 meters of an on-map
objective, the attacker gets 5 times the normal VP total for units on or
adjacent to the objective hex.  (Was 4 times normal)