EDWARD GRABOWSKI'S THE BLUE AND THE GRAY -- ADDITIONAL DOCUMENTATION
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MEMORY REQUIREMENTS

To run this game on your machine with full music and sound effects, you 
will need approximately 560000 bytes of conventional available memory.  
 
If you have between approximately 545000 and 560000 bytes of
conventional available memory, you can run this game without sound
effects and music.

Please refer to your Technical Supplement and Tutorial booklet for more 
information on memory.


ADDITIONS TO THE MANUAL

The following changes have happened since the manual went to print:

TWO PLAYERS ON ONE MACHINE

You can now play against another player on the same machine.  To set
up this type of game, select TWO PLAYER on the panel where you would
normally select which side you'll be.  The Federal player will move
first. When their turn is ended, the Confederate player can move.

During a Micro-Minatures battle, both players must take turns at the
control panel (no fighting, please) as only one player can give
orders at any one time.  You can tell who is currently in command as
the side in control will have at least one of their pieces
highlighted.  To switch over to the other player either press F8 on
the keyboard or click on the SWITCH SIDE message at the very top of
the screen.

SPECIAL CONFEDERATE RULE -- RECRUITMENT

When the Confederacy is losing the war, its recruitment levels will
increase to help keep the war alive; this increase is proportional
to the level of defeat.  These additional recruits are troops who
would have signed on later in the war, so recruitment will be lower
than normal in later months.  This only affects the South, regardless
of whether a human or the computer plays that side.

EASY MODE

There is a new selection on the Options menu, called Easy Mode.
When this is on, you have a better chance of winning battles, the
computer A.I. is weaker, and when the computer plays the South it does
not get additional recruits when losing.

AUTOMATIC WIN IN BATTLE

In one-player campaign games, some troops on the battlefield will
automatically retreat from the battlefield before 50% of their force
is killed; the poorer their quality, the sooner they retreat.  The
calculations for this start after a certain number of "moves" by the
computer.  Poor-quality troops leave after roughly 10% of their
starting numbers are killed, Average after 20%, Good after 30%, Very
Good after 40%, and Elite (meaning everyone) after 50%.

This does not apply to two-player games or historical battles; the
cutoff for retreat in those battles remains at 50%.

READ-GUARD ACTION

When you choose to retreat from a battle, you will leave some of your
forces behind to cover your escape -- sacrificing them -- and will
lose others to desertion, disease, etc.

COMPUTER A.I.

When the computer plays as the South, it will tend to build offensive
Infantry divisions of 5,000 men, and garrison (city Defense) Infantry
divisions of 1,000 men.  (The tutorial save-games have larger
Confederate divisions than this.)

NEW TRANSPORTS ANNOUNCEMENT

If you get new transports at the beginning of any month, a panel will
appear to announce their arrival.  (See your manual to find out where
they arrive.)

UNDO COMMAND AND FOG OF WAR

When fog of war is switched on, if you move a piece and the result of
that move means that it is in visual range of the enemy, you will
find that the UNDO move command will not function.  This has been
added as a result of playtesters who have been tempted to use the
UNDO command to bring into view greater areas of play than they are
entitled to see (a sort of long range radar)!

STACK MOVE

You can move a complete stack of troops by first selecting one of the
stack members (right mouse click) and then either clicking on the
stack indicator <S> or pressing F10. This puts you in stack mode --
a message appears on the menu bar.  Up to twenty units can be in the
stack and stack members can only be infantry, cavalry and artillery
divisions which are not aboard a ship or train.

Having switched stack mode on, you can move the whole stack one square
at a time using the normal left click method (undo is available).  If
the move you select cannot be made by any one piece in the stack, the
move will not be made -- this stops you accidently breaking up the
stack when you have a mixture of cavalry and other Divisions.

The default mode for stack mode is off, therefore you will find stack
mode is automatically switched off when you select another a unit, your 
turn ends, or a battle takes place. To switch it off yourself
click on the <S> or press F10.

FORCED MARCHES

At the campaign level, Cavalry and Artillery divisions can also go on
forced marches.

DESTROYING RAILROADS

Trains can also destroy railroads.  Once they move off of the section
of track that they destroy, they cannot move back onto it until it is
repaired.

WEAPON DAMAGE RATINGS

The range and DAMAGE RATINGS for each rifle and cannon in the game 
are summarized below:

RIFLE           RANGE   DAMAGE
--------------- ------- ---------
Flintlock       1       Very Low
Musket          2       Very Low
Harpers Ferry   4       Low
Springfield     5       Low
Remington       6       Low            
Enfield         5       Low            
Lorenz          5       Medium         
Sharps          7       Medium
Henry           6       Medium
Spencer         6       Medium
Colt            5       Low
Enfield Carbine 4       Low
Sharps Carbine  5       Low
Spencer Carbine 4       Low

CANNON          RANGE   DAMAGE
--------------- ------- ---------
12p Howitzer    11      High
24p Howitzer    13      High
6p Smoothbore   15      High
12p Smoothbore  17      High
Rodman          27      Very High
10p Parrott     29      Very High
12p James       17      Very High
12p Blakely     17      Very High
12p Whitworth   88      Very High
20p Parrott     44      Very High

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Copyright (c) 1993 Impressions


