
-----------------------------FRONT LINES------------------------
			       v1.00
			 
		   Copyright (c) 1995, Impressions

			      FLOPPY

			  =============
			  Release Notes
			  =============


This file contains important information that wasn't available when the
manual was printed.  It also provides reference material that may be printed
for your convenience. 


-----------------
TABLE OF CONTENTS
-----------------

Section  1.0  Machine Performance 

Section  1.5  Memory Managers      

Section  1.7  Performance Hints and Tips  

Section  2.0  Game Switches    

Section  2.5  Running from Windows  

Section  3.0  Important Supplementary Manual Material

			3.1 The Height Report
			3.2 Ending a game early
			3.3 Simultaneous Resolution for Two Players
			3.4 When to set game defaults
			3.5 Starting FRONT LINES
			3.6 (% Kill) and (% Survive) Objectives

Section  4.0  Scenario Descriptions

Section  5.0  Unit Profiles

Section  6.0  Trouble shooting




 *****************************************************************************
 1.0 **************           MACHINE PERFORMANCE         ********************
 *****************************************************************************
	 
    FRONT LINES is a SVGA game that runs in protected mode and requires that 
 your machine have at least 4 Megabytes of RAM . Two factors will affect the 
 performance of FRONT LINES on your computer. The first is your machine's 
 processor type and speed. The second is how much total RAM is installed. We 
 recommend for optimal performance that you run FRONT LINES on a 486 DX with 
 at least 8 Megabytes of RAM.  If your machine has less than 8 Megs of
 RAM installed FRONT LINES will create a 4 Meg temporary swap file on
 your hard drive for virtual memory processing. 
    This will slow the performance but on a 486 DX2 66 you shouldn't notice 
 too much of a difference. If you have 8 Meg of RAM or more, no swap file will  
 be created. This will mean fewer accesses to the hard drive and much faster
 performance in FRONT LINES. 
 


 *****************************************************************************
 1.5 **************           Memory Managers             *******************
 *****************************************************************************

    EMM386.exe, QEMM, 386 Max and any other memory manager that allow the 
 use of virtual memory as extended memory may conflict with FRONT LINES, it is 
 recommeneded that these memory managers be disabled and the system started
 with a clean boot. 
 

 ******************************************************************************
 1.7 **********************  Performance Hints and Tips  ********************
 *****************************************************************************

 Machines with 4 megs of ram. 
 ----------------------------------------------------------------------------
 CONFIG.SYS

 Device=c:\dos\himem.sys
 files=25
 buffers=25
 lastdrive=z
 ----------------------------------------------------------------------------
 AUTOEXEC.BAT

 prompt=$p$g 
 Path=c:\dos
 c:\video\vesa.com    ( your SVGA/VESA driver goes here if needed)        
 c:\mouse\mouse.com   ( your mouse driver goes here)  
 c:\dos\smartdrv.exe 128  (use this if you have Dos 6.20 or higher If you 
			  experience lockups or any strange behavior
			  please disable this line(4 meg machines only)). 
 -----------------------------------------------------------------------------
 Machines with 8 megs of ram. 
 -----------------------------------------------------------------------------
 CONFIG.SYS

 Device=c:\dos\himem.sys
 files=25
 buffers=25
 lastdrive=z
 -----------------------------------------------------------------------------
 AUTOEXEC.BAT

 prompt=$p$g 
 Path=c:\dos
 c:\video\vesa.com    ( your SVGA/VESA driver goes here if needed)        
 c:\mouse\mouse.com   ( your mouse driver goes here)  
 c:\dos\smartdrv.exe 256     
 -----------------------------------------------------------------------------


 ******************************************************************************
 2.0 ***********************  GAME SWITCHES  ********************************
 ******************************************************************************

    For your convenience, FRONT LINES will allow you to start up the program
 without sound, music, or the introduction sequence from the command line.

 The switches are:

  -i  =  no introduction
  -x  =  no music
  -s  =  no sound effects
 
 Example:     C:\>  FLINES -i -x -s

 There is no specific order that the switches must be in.  The above example
 could have been typed FLINES -x -s -i and the results would be the same.



 ******************************************************************************
 2.5 ***********************    Windows 3.x     *****************************
 *****************************************************************************

 FRONT LINES SHOULD NOT BE PLAYED FROM WINDOWS. Please be sure to EXIT 
 Windows or ANY OTHER MENU PROGRAMS before running FRONT LINES.



 
 *****************************************************************************
 3.0 ************  Important Supplementary Manual Material! *****************           
 *****************************************************************************


 3.1 *********************  THE HEIGHT REPORT ***********************

    When the LIMITED VISIBILITY option is active in the game, it is often
the case that you will not be able to see all of your opponents pieces 
because they are obstructed from your view by hills, cities, or forests.
You may wish to move your units into better positions to gain new 
Line of Sight information.  We have provided the Height Report located in
the Report Menu to use in conjunction with the Line of Sight rules in the 
your manual to help you determine where to move your units.
    The Height report will very simply display the height of each hex of
terrain on your map.



 3.2 ********************  ENDING THE GAME EARLY ********************
	  
   It is possible that you may vanquish your foe by destroying all of 
his units before the all of the turns have expired.  In this case FRONT
LINES will provide you with option to finish the game at that point or
continue on until all of the turns have run out.  This may be important
because though you have crushed your opponent you may need to finish your
remaining objectives to beat him.
   At any time after you have been offered the option to conclude the 
game you may still end the game early by choosing the End Game option in
the FILE menu.


3.3 *********  SIMULTANEOUS RESOLUTION FOR TWO PLAYERS  *************
	
   Due to the nature of Simultaneous resolution, it is not practical
to enforce the Limited Visibility rule for two players at one machine.
Once two players playing at the same machine that have chosen the 
Simultaneous Resolution option the game will be played with the Limited 
Visibility rule OFF.  Therefore, both players units will be visible 
at all times.


3.4 ***************** WHEN TO SET GAME DEFAULTS *********************

   The most convenient time to change game settings while playing FRONT 
LINES is during your turn.  During the Computer's turn, access to the game
settings are restricted.  (However, should you wish, you can still changes
these setting using the Hot Keys as indicated in your manual.
   If you know of any changes to the game settings that you wish to 
make you should try to make them during the Accept/Redeployment phase of
the game.
   Should the Computer be first to play, FRONT LINES will indicate this
and give you the opportunity to change any game setting before beginning 
the game.


3.5 ******************** Starting FRONT LINES ************************

   Each scenario in FRONT LINES comes with a default name for
both Player 1 and Player 2's side.  These names represent the countries,
divisions, or people as described in the scenario briefing.  
   When you start FRONT LINES, the manual says that you will be 
requested to chose what type of game you wish to play (New Scenario or 
a previous Saved Game).  After that you would be asked for the number of
players that would be playing, enter in the player's names, and so on. 
   This has now changed!  All you need to do now is to select the type
of game that you wish to play and then you will be brought to the Main 
File screen.  From here you can choose what scenario you wish to play and
whether you will be facing a computer or human opponent.
   Once you have highlighted the scenario that you would like to play,
you will see the default scenario player names as mentioned above.  If you
wish you can change those name and personalize them by clicking on the 
CHANGE NAME button beside each name.


3.6 ************* (% Kill) and (% Survive) Objectives ***************

   In the manual you will see reference to objective that require 
killing a certain percentage of enemy units or ensuring that a certain 
percentage of your units survive.  These two objectives were once part 
of FRONT LINES but were removed. 
	 

****************************************************************************
4.0 ***************  FRONT LINES Scenario Descriptions  ********************           
****************************************************************************
	
 

TUTORIAL

	 The scenario is dominated by a forest in the center of 
the map. Blue Team, the default human player, starts 
the game in control of one of  his two Victory Point 
hexes, while Red Team starts in the Northwest corner of 
the map, with no Victory Point hexes in control.

BLUE TEAM               Play aggressively.  You should advance 
on the Northern city with armor.  Infantry should 
garrison your Victory Point hex. The rest of your units 
should set up an ambush near the forest.  If time 
allows, advance and destroy the enemy HQ.

RED TEAM                Rely on speed. Send all the Ferrets and 
SCABs against one objective. If you send all your units 
through the forest toward the Southern city, you have a 
chance of overwhelming the enemy Headquarters and 
holding the city.



MUDDY WATERS

	 Relations have broken down between two border states. 
The fight is over the tariff imposed on goods traveling 
the  Friendship Turnpike. Both sides wish to restrict 
the flow of traffic on the other's side of the highway, 
in the hopes of collecting tariffs. Talks have broken 
down and armed forces have been called in.

BLUE TEAM               The Border Treaty allowed both sides to 
keep equal sized reaction forces to deter piracy and 
keep the peace. You need to protect your engineer 
units, whose job it is to erect the secondary bridges 
and mine the enemy's roads. 

RED TEAM                While protecting your own engineer 
units, you should use artillery to destroy the enemy's 
bridge.  Hopefully, this will draw their engineers into 
the open, where they will be vulnerable.



VOLCANO SACRIFICE
	 
	In the mouth of this inactive volcano lies the base of 
the outpost for this sector.  A small, fast strike team 
has just appeared.  Being an outpost in a desolate area 
of this territory, it is not very heavily defended but 
is a key component in the Red team's early warning 
system.  Success here will create a gap in their 
defenses.

BLUE TEAM     Speed is of the utmost importance here.  
The enemy has just become aware of your presence and 
has not had time to react.  You need to take out the 
enemy HQ before they organize.  Ignore losses and look 
to flank the enemy if you can.

RED TEAM                    You only goal is to protect your HQ.  
Fall back as close as you can to the rim to prevent any 
access.  Beware of their artillery capabilities.



AMBUSH!!

	 On the Italian coast, near Naples, members of  the 
International Organization of  Trade Rights (IOTR) have 
gathered for strategic planning.  In a daring assault, 
members of the European Mobile Marines slip behind 
enemy lines, and assault the meeting.  The party's 
over!

BLUE TEAM               Many Governments are glad for the excuse 
to risk such a bold attack and openly assault this 
group which has long been suspected of  organized crime 
activities.  Move in and attack the enemy Headquarters.

RED TEAM                Caught off guard, with only a mix of 
forces, you find yourself defending more than a meeting 
of IOTR, but also defending your bid at true power.  
Save your Headquarters, and kill as many of the 
bureaucrats as you can!



BARRICADE       

	 Months of long fighting in Northeast Asia led to a 
spring assault by experienced units from the Pacific 
Rim Alliance, against the Asia Free Trade Cartel 
(AFTC).  Battle focuses around the Stronghold of the 
China Steel Conglomerate.
	
BLUE TEAM                  Heavy Recon Marines from the South 
Korean "Tiger Stripe" Battalion C, must destroy the 
central command post and city of the AFTC.  A large 
scale covert operation is about to begin.  
Sophisticated systems contained in the stronghold may 
thwart this effort. Intelligence reports that the 
Headquarters is really a hardened bunker with defensive 
enhancements. 

RED TEAM                Protect your stronghold at ALL costs.  
Your stronghold contains electronic and satellite 
tracking equipment that must survive.  You have several 
older GSMs with limited movement.



BLACK FOREST DELIGHT

	 As the talks over trade sanctions fail to bring about a 
resolution, two Bavarian provinces have gone to war. 
Neither side can initiate an invasion until the city of 
Delight, which controls the road junctions through the 
Black Forest, is taken.

BLUE TEAM               You have only Tech Infantry and a single 
Heavy Artillery piece to complete your objective. The 
limited Line Of Sight within the forest makes your 
Infantry the perfect tank hunting weapon. Advance the 
Infantry on the city, take it, then split off a force 
to hunt the enemy's Headquarters.

RED TEAM                You should drive your forces into the 
city, where your armor will have clear Line Of Sight on 
any advancing Infantry units. If time permits, hunt 
down the enemy's artillery.  Your armor is slow, but 
the Mega-Tank is useful against Infantry.



CHARGE OF THE LIGHT MECH. BRIGADE    

	 This is a recreation of the engagement between Captain 
Custer's Light Mechanized Brigade and Major Buckley's 
Heavy Artillery Brigade. In reality, Captain Custer's 
Brigade was utterly destroyed after a brisk three 
minute barrage.

BLUE TEAM               You need to do only one thing, CHARGE. 
The faster that you get your forces into firing range 
the better. If you stop, you risk losing everything.

RED TEAM                Sit back and bombard the enemy as they 
advance. Concentrate on any disrupted units and finish 
them off.



CHOKE POINT 

	After three weeks of fighting, a security detachment of  
Supply Group B. EEC, encounters mixed forces from the 
European Conglomerate Coalition.  Control of this 
crucial valley means control of the most efficient 
supply link between Eastern and Western Europe.  This 
may determine the length or success of the war in the 
European Theater.

BLUE TEAM       Commander of Supply Group B, EEC: Using 
your security forces, and a few pieces of armor, you 
must secure the hills in the Fulda valley.  Your only 
alternative is 100% elimination of enemy forces.  

RED TEAM                Prevent the EEC in their effort to 
control this strategic valley. This is your only 
mission.  You have GSMs, but as they are older models, 
they have limited movement.



CROSSING THE RHONE

	 Units from the United German Light Recon Battalion  
endeavor to take back control of key crossing points 
and cities along the Rhone.   Control of the small 
cities represents access to heavy industry along the 
River.

BLUE TEAM               Quickly cross the Rhone and set up a 
defensive perimeter.  Beware, you are evenly matched, 
and the enemy has some vicious artillery.   Take 
control of the land bridge and don’t allow the enemy to 
slip back to your side of the river.

RED TEAM                Get your units up and go in to set up a 
kill zone in the city and on the land bridge.  Don’t go 
too fast as you must  protect your artillery from your 
enemy's Ferrets and fast units.  Use your units on the 
front  to spot for your artillery.  



GENERATION GAP  

	This is a classic conflict of old versus new.  The Blue 
Team is equipped with state-of -the-art units and 
intend to uproot the red team from their stronghold in 
the city.  The Red Team is comprised of a powerful but 
older technology.

BLUE TEAM                  Your objective is simply to capture the 
city currently held by the defenders.  Speed is to your 
advantage.  

RED TEAM                    Your best strategy lies in the use of 
artillery to soften up the advancing forces.  Avoid 
straying too far from the city perimeter.  Take 
advantage of your fortified position.



GEORGE'S ISLAND

	 The island of George is under siege by forces from the 
mainland. The defender is outgunned, but has time on 
his side. Blue Team must succeed in capturing the 
island before reinforcements arrive. Red Team must 
grudgingly give ground while holding the key central 
cities on the island. 

BLUE TEAM               You have a vast advantage in armor and 
hover units. You should use the hover forces to attack 
the flanks of the island, while the armored units drive 
down the center of the island and capture the large 
cities.

RED TEAM                You have to draw your forces into the 
center of the island to counter any flanking moves 
while keeping the center of the island under your 
control. Holding both the bridge and the bottom half of 
the island will assure victory. 



KING OF THE HILL

	 These two cities have been enemiess since their 
founding.  Each of the neighbors wishes to control its 
sister city.  The focus of the conflict is located in 
the hills themselves.  Areas of these hills hold deep 
cultural and religious significance.  Neither city can 
permit the other to attain and control their holy 
ground.

BLUE TEAM                  This is the big assault.  Not only are 
you to secure your holy ground, but you must also 
conquer and reform your mistaken neighbors.

RED TEAM                    This is the big assault.  Not only are 
you to secure your holy ground, but you must also 
conquer and reform your mistaken neighbors.

WARNING:        ONLY HOVERCRAFT AND INFANTRY CAN CROSS RIVERS.



LAKES

	Two nations struggle to occupy the ore rich hills 
surrounding the Farlane Lakes. The rugged terrain 
around the lakes will call for a two-pronged assault on 
your objectives. The hover units should sprint for the 
high ground, endeavoring to hold out until the armor 
arrives.

BLUE TEAM               You should consider sending a raiding 
force down the road in order to draw attention away 
from the lakes region. Sprint the hovercraft to the 
lakes and try to pin the enemy forces before they can 
reach their objectives. 

RED TEAM                While the sides are  about evenly 
balanced, you have the advantage of the large hill 
surrounding your HQ. The GSM on the mountain can 
barrage enemy forces in the open while remaining 
hidden. 



MORNING COMMUTE 

	Every conflict in this region has tried to make this 
city, new Gothel, one of its prized goals.  This area 
is rich in resources and would be a boon to whatever 
side controls it.  Far too often such conflicts 
resulted in the decimation of New Gothel.

BLUE TEAM                  Though you are close to the city, you 
have a potential bottleneck problem when trying to 
cross the bridges.  It would be wise to build more 
bridges and send scouts to establish the enemy's 
whereabouts.

RED TEAM                    Both sides have forces of equal 
strength, but you are further away from the goal than 
your opponent.  You may wish to send a fast force to 
capture and hold position until the rest of your forces 
arrive.



SLASHING ASSAULT

	 Units of the 1st US Recon division, dash across the Rio 
Grande into rear echelon units from the private army of  
the South American Conglomerate of Heavy Industry.    

BLUE TEAM               Take advantage of your position and 
seize your first objective: the land bridge.  From this 
point you can organize an offensive on the 
headquarters.   Try to maintain a high kill - ratio.

RED TEAM                Take some time to form  an organized 
defensive perimeter and move forward cautiously.  If 
done properly, your artillery can decimate the Recon 
division.  Deny your opponent the land bridge, and 
protect your headquarters.



TOURIST TRAP
	
	 Several generations ago the territory of Cape Cob 
seceded from the larger commonwealth.  Cape Cob has 
flourished under self rule but has piqued the interest 
of the commonwealth.  The commonwealth would very much 
like Cape Cob to be a member once again, by martial law 
if need be.

BLUE TEAM                  The only access to Cape Cob is across 
bridges.  Avoid bottlenecks by building more bridges.  
Soften any areas  you can with artillery fire before 
entering them.

RED TEAM                    Destroy any bridges that give access to 
the Cape.  Don't be afraid to lose some ground in order 
to lure the enemy into your sights.  Take advantage of 
the cover that the cities provide and slow the enemy's 
advance with artillery. Buy as much time as you can.  
Defend your land till the very last man.



CANAL BATTLE

	 This scenario takes place in the Middle East. Two 
warring factions are planning a preemptive strike of 
each other's headquarters. 

BLUE TEAM               Destroy the enemy headquarters while 
protecting your own. Use your transports to advance 
your artillery and move foward slowly. Be wary of the 
enemy's artillery. You will also need to destroy the 
bridge connecting the two lands.

RED TEAM                Destroy the enemy headquarters while 
protecting your own. Maintain and protect the bridges 
to the east.



SHANGRI LA

	 As Major Thanh's forces advanced through Tibet, they 
came across a remote, uncharted  valley. Within lay 
lush green fields, a breathtaking glacial lake, and 
General Chin Mai's Mechanized strike force. The snake 
had entered the garden.

BLUE TEAM               You have a difficult choice to make: to 
force your armor through the forest, or use the hover 
units to try and draw the defenders out of the forest 
and into the flatlands.

RED TEAM                Rush reinforcements to the hot spots 
while keeping a reserve force available near the 
crossroads to counter the enemy's hovercraft.



STALINGRAD

	 The nations of the Ukraine and Russia have been at war 
since the spring thaw, fighting over the Caucasus Oil 
fields. As General Russelov leads the final Ukrainian 
drive on Volgograd, the Russian Parliament renames the 
city to Stalingrad, in the hopes of  inspiring the 
defenders. Will history repeat ?

BLUE TEAM               You need to strike quickly and achieve 
several breakthroughs toward the river. Focus on 
getting your forces to the river as quickly as 
possible.

RED TEAM                Both players have a vast array of 
weapons with which to accomplish their mission, but  
you must trade ground for time. Defend the cities to 
the last man, while rushing troops across the river to 
deal with breakthroughs. Guard your shuttles well, they 
are your only way across the river.



SUBURBAN ATTACK

	 Dec., 10th: 2044, 0700, Suburbia, Texas: In the first 
major governmental offensive of the war,  elements of  
the US 1st Armored Cavalry counterattack. Primary 
objective is control of  the power plant and the 
surrounding city.  Of almost equal importance for both 
sides is the preservation of friendly units and the 
disruption of enemy forces.

BLUE TEAM               Since this is the first major assault 
for government forces, it is vital that losses are kept 
to a minimum, while obtaining your objective.

RED TEAM                Not expecting a counterattack so soon, 
you now must try to gain a morale victory over 
government forces.  If you can hold your position, and 
inflict heavy casualties, you will gain a significant 
political victory. 





****************************************************************
5.0  ********************  Unit Profiles  **********************
****************************************************************



	The S.C.A.B. (Surface Combat Airborne Battletank) is 
the latest in hover technology.The high speed 1150 hp 
Gas Turbine, Kevlar polymer armor and the Dire Wolf 120 
mm Anti-Tank gun system make this an effective tank 
hunter and fast reaction force vehicle.  Its one 
weakness is the attachment point for the Typhoon 40 mm 
anti-personnel cupola, which is susceptible to shrapnel 
and can lead to damage to the lifting fan controls 
positioned next to the unit.


	The Ferret Mk 2 is the old Airborne Battle tank. It is 
a first generation Hovertank and suffers from many 
shortcomings.Crews often describe it as "The most 
comfortable coffin I've ever ridden in." The original 
idea for the Ferret came from a prototype of a civilian 
pleasure vehicle. To this model they added light armor 
and two 40 mm cannons.  Its saving grace is its amazing 
speed, which in the hands of an experienced crew can 
often keep the Ferretfrom becoming a mass of smoking 
metal.

	The Guardian MK V1 is the epitome of  the Heavy Battle 
Tanks.  With the staying power of a Titanium Reinforced 
Command Bunker, the Furnace 1250 hp Gas-Turbine engine, 
twin 155 mm Screamer Anti-Tank guns, and 700 mm of 
ceramic-steel armor plating, this tank is capable of 
Break Through and Point Defense roles.  However, its 
staggering cost of 12.3 Billion dollars prevents the 
armies of the world from owning many of these 
gargantuan tanks.


	The Assailant M21A6F2 MBT is the mainstay of most 
modern armies.  Its current configuration offers 
nations an alternative to the Guardian Mk V1 tank, at a 
quarter of the price.  The new upgraded 155 mm Banshee 
Anti-Tank gun will penetrate most other battlefield 
tanks' armor, while the Thor Anti-Personnel Gatling 
cannon will destroy most soft targets in a matter of 
seconds.  As the model has been in production for over 
a decade, several versions of this MBT may be 
encountered in the field.


	The Mercury X-10 is last generation's MBT. However, now 
20 years old, it is today obsolete in this role.  The 
Serafino Tool Works took several of these obsolete 
tanks and modified them to perform as Recon Tanks. With 
the offered X-10 upgrade costing one tenth the price of 
a new tank, many nations jumped at the chance to 
utilize their otherwise obsolete equipment.  The 
Mercury has the battle tested 105 mm Caesar Anti-Tank 
gun, Commander's 40 mm Mini-gun and laser sighting 
system, and the new 990 hp Terrier engine.This tank can 
attain speeds of over 65 mph.  However, nothing could 
be done to upgrade the aging Phoenix plating, and the 
weapon system is highly vulnerable to the advanced 
weapon systems of most heavier MBTs.


	The Phantom SPA utilizes the new Howler dual purpose 
Dark Bolt 105 mm gun. Capable of firing both anti-tank 
and high explosive shells, this system has quickly 
become the preferred battlefield support weapon. 
Because of the Howler's two rapid fire Dark Bolt 105 mm 
guns, the system needs to be mounted on a vehicle to 
allow it to carry enough ordinance to be effective on 
the battlefield.




	The Hot Head Light Artillery is the dreamchild of the 
Whippet Gun Works.  Whippet has been the largest 
producer of 75 mm Howitzers and munitions in the late 
20th century.  With the advent of the new quick firing 
105 mm Howitzers, the company realized that it needed 
protect its market share in the world's arms market.  
In the span of only three months, the design team 
produced the Hot Head system.  With triple the firing 
rate of their old models, the Hot Head makes up for its 
lack of shell weight with its ability to shower the 
area with huge numbers of shells in a frighteningly 
short amount of time.


	The latest in technology from the Wilding Labs, this 
system is the cutting edge of ballistic artillery.  The 
twin Spiro 275 mm Howitzers will deliver 1050 kilos of 
high explosives two kilometers downfield in four 
seconds.  The Cyclops Doppler radar system can link 
into any battlefield ranging system to supply the 
Armageddon target system with target coordinates for 
immediate fire support.     The Wilding Labs have also 
supplied a wide variety of ordinance for this system 
allowing it to fulfill any fire support functions 
required on the battlefield.  Its only drawback is its 
staggering size, which often leaves it lagging behind 
in quick moving fire fights.


	With the advent of the Guardian,Assailant, and the 
S.C.A.B., front line commanders were lamenting over the 
ineffectiveness of normal artillery versus these 
hulking armored brutes.  Ever mindful of their military 
needs, Serafino Tool Works designed the ultimate in 
Ground Support weapons. The GSM (nicknamed the "Grunt 
Smashing Missile" by the ground commanders ), was 
designed to pin down any known battlefield unit, a job 
it performs superbly.  Two Winged Avenger Missile 
Launchers mounted on the company's Happy Trails heavy 
duty trailer provide the 1000 kg Winged Avenger Surface 
to Surface missiles with a stable platform. The Crystal 
Ball radar system allows for guidance of the ordinance 
for over three kilometers.


	With the implementation of the Dire Wolf 120 mm 
anti-tank cannon, the last generation's Armored 
Personnel Carriers, or APC, became little more than 
mass coffins with treads.  Shakedown Motors sent their 
engineers back to the drawing boards and came up with 
the Terrapin APC.  The Terrapin offered striking power 
unheard of in an APC.  The amphibious ability of this 
APC make it a must-have item in any army.


	When the Darkhand Transport Co. came to the 
military with a shuttle craft design capable of moving 
a squad of Assailant Battle Tanks at speeds almost 
rivaling the Ferret, it took the janitors a week to mop 
up all the drool. The twin Volcano 7800 hp gas turbine 
engines generate the power to lift any known 
battlefield weapon.  In the testing stage of the 
Kangaroo, two 600 ton locomotives were loaded onto the 
craft to prove its ability to move any size load. The 
short barrel 75 mm howitzer and quad Shredder 20 mm 
cannon give this Kangaroo a serious punch.  However, to 
achieve the cargo capacity promised, it was necessary 
to ensure that the Kangaroo is also the lightest 
armored vehicle present on the battlefield.


	This is a typical foot grunt supplied with weapons 
and fatigues.  They are excellent for holding cities, 
but totally out of their element in the open as they 
are up against serious opposition. But they are easy to 
acquire and plentiful.


	Line Infantry are basically littlewalking tanks.  
The Second Chance Defense Co. introduced the Galahad 
Body armor system just five years ago, and it has 
quickly become the standard in Armored Infantry.  With 
a built in Morning Star laser sighting system, a 30 mm 
semi-automatic Combat Grenade Launcher, and a full life 
support and first aid system built into the armor, the 
Second Chance Defense Co. has given Infantry a new 
lease on life on the battlefield.


	Your typical infantry man, but with aPh.D., and 
carrying enough equipment to buildor blow up a small 
town.  The basic equipmentfor the Combat Engineer is 
the Foam Core Insta-Bridge and Force Field Generator, 
both from Li'L Giant Enterprises, and the Nova Corps 
new C41 Plasticene Demolition Chargesfrom Redmen Inc.  
The Sumar light semi-machine gun is the standard 
sidearm of these squads.
		The Titanium Reinforced Command Bunker is a self 
contained command center.  The center is complete with 
satellite links, a fast scrambled communication 
computer and 3D Mirage Battlefield Imaging Table.





*****************************************************************************
6.0  **********************   Trouble Shooting  ****************************
*****************************************************************************

Question: "I've noticed several files that end in SWP taking up space in my
	   FRONT LINES directory.  Can I get rid of them?"

Answer:   Yes, you may. FRONT LINES creates *.SWP files on machines with 4 Meg 
	  of RAM.  It refers to that file thought the game.  Should FRONT
	  LINES not be allowed exit properly.  It may have to create a new
	  *.SWP program.  If it does not see the last valid SWP it was 
	  for, it will create a new one.  So there is no danger in deleting
	  them.
