Proud Monster/Death and Destruction
Aide de Camp 2 Module

Game by: Command Magazine/XTR Corp.
Aide de Camp by: HPS Simulations
Module creator: Phillip Weltsch   pcweltsch@uswest.net
Produced by: John C Kincaid    jkincaid@primenet.com

Introduction:

Aide de Camp 2 was designed to bring board games into the computer 
age and allow for simple play by email function. This module was 
created for the Command Magazine games Proud Monster/Death and 
Destruction.  The game module includes all the counters and map 
sheets from the board game, however a copy of the board game is 
required for play.  Also, you should make certain that you are using 
the most recent version of ADC2 (which is v2.09 and is available for 
download from HPS).


Game Scenario Notes:

The gameset contains three scenarios:

Proud Monster set up sample.ops is a sample set for the first turn of 
the Proud Monster game.  The module is complete and ready to play 
Proud Monster only.

Proud Monster.ops is the master scenario for the Proud Monster game.  
All of the starting units are in their appropriate force pools waiting set 
up.

Proud Monster Death and Destruction.ops is the file for the extended 
game.  Even though D and D is an add on, certain factors made it 
necessary to set it up as a stand-alone game.  If you wish to play the 
PM/DD long game just open this file and play will begin with the June 
II 1941 turn and run through April I 1944.

Class and Piece Value settings:

There are two piece values defined for the game.  The first is the 
piece/unit ID which represents the units historical ID.  Thus, a Soviet 
rifle division with the ID 32nd Rifle XX is the Soviet 32nd Rifle Division.
The second value is the piece value defined as replacement.  This is a 
yes/no value used to indicate whether the unit has been rebuilt from 
the German replacement available box.  Its use will be explained 
further in the game play notes.

Class values are:
1.	Attack Strength
2.	Defense Strength
3.	Movement

Game Play Notes:

1.	All the original counters are covered in the gameset.  The pieces 
are flip defined to correspond to their cardboard counterparts.  
Pieces with only two steps are defined to flip back and forth 
between their two steps just as you would flip over a counter on 
the paper map.  Four step units are defined to flip in descending 
order of steps until the last step is reached.  That step is defined 
then to flip the piece back to its full 4-step value.  So, a unit that 
is down to 2 steps can be flipped to 3 steps by flipping it 3 times.  
This allows for units to take replacement steps without editing the 
units values.
2.	Force pools handle reinforcements for all scenarios.  The pools are 
defined by their turn of entry and a notation of when 
reinforcements enter is located on the turn track that is displayed 
at the bottom right of the game screen.  The game also has a turn 
track on the right side of the map.  There is a month and year 
track, and flipping the month indicator, which is marked "first 
impulse/second impulse", indicates the current couplet.
3.	A combat summary value is a function that allows the game 
program to do the bean counting for you.  Just prior to making the 
combat die roll the game will give you a summary of all combat 
strengths involved in the battle.  Assume that two German 
infantry divisions (values 5-7-6) attack two Soviet rifle divisions 
(3-4-5 and 1-2-5).  The combat summary value will look like this:
	               
	                                    Attacker        Defender
	     Attack Strength             10                 4
	     Defense Strength          14                  6
	
	As you can see, the game will give you more information than you       
need, but it will save you some time when calculating odds.
4.	The refit track is printed on the map sheet.  When a German 
Division completes its refit, simply place a refit marker on the 
appropriate space of the refit track
5.	The current number of Soviet Military District Towns is recorded on 
the Military District Town track on the right side of the map.  
Every time the Germans occupy one of these towns reduce the 
track by 1.  This will save time during the reinforcement phase 
trying to count the current total.
6.	Soviet untried units are handled through the use of force pools.  
Whenever an untried unit is involved in combat, remove the 
untried piece from the game and make a random pick from the 
appropriate force pool.  Note no untried units have historical Ids 
until they are revealed on the tried side.  Once a revealed unit is 
eliminated it is removed from the game.  There are enough tried 
units in the pools to replace every untried unit in the game.  The 
only exception to this rule is Soviet Rifle Divisions.  Because some 
of the rifle divisions will be returned to play via replacements, they 
are handled differently.  When an untried rifle division is engaged 
in combat, the untried piece is removed to the force pool marked 
"Soviet Untried RDs."  The unit is then replaced with a random 
pick from the "Soviet RDs" force pool.  When it is eliminated, 
remove it to the force pool marked "Soviet Eliminated Rds."  Once 
the "Soviet RDs" force pool is depleted, take all further random 
picks from the "Soviet Eliminated Rds" pool.  This will make 
certain that all of the Soviet divisions will enter play as in the 
paper version of the game.
7.	The Soviet RVGK box is to the right of the game map.  Below it is 
the RVGK maximum track that is used to mark the current 
maximum number of units allowed in the RVGK.
8.	There is no southern ports holding box.  Rather just use map C or 
the ports on map C.
9.	All German units with a historical Id marked with *** are units 
that enter play through special rules.  Most are substitution 
counters for units that underwent changes in their TO&E structure.  
Just follow the rules included in the game for these substitutions.
10.	On the July I 1943 turn German infantry divisions under go a 
major transformation.  Immediately following the reinforcement 
force pool for that turn there is a pool with 114 substitute infantry 
divisions.  They enter play according to the game rules by 
substituting them for units currently in play.  The easiest way to 
do this is to go from hex to hex wherever there are German 
infantry divisions and replace the current unit with a substitute 
counter of the same step strength.  If you wish to maintain 
continuity in the piece Ids this can be done by substituting specific 
pieces as you go.  Otherwise all of the units have the same 
combat values, so the historic piece Id isn't necessary for game 
play.
11.	All of the German force pools follow the Soviet pools in the 
display order.  The various first pools for the Germans (in D and D 
only) are the various withdraw and replacement piles that are 
covered in the standard game rules.  The only one that requires 
further explanation is the use of the German replacement 
available pile.  Units that are eliminated while in supply the first 
time are placed in this pile and are eligible to be rebuilt with 
replacement steps.  When a unit is rebuilt from this pile, you must 
edit the piece values for the unit and change the replacement 
value to yes from not used.  You can do this by double clicking on 
the piece Id of the unit in the unit display.  This brings up the 
piece value box.  Under value #1 just click on the yes/no box until 
it says yes.  Any unit that has a piece value of "yes" is placed in 
the "German Dead pile" when it is eliminated again and is no 
longer available to be rebuilt.
12.	Counters to mark the weather line are contained in the force pool 
named "weather line."  These are defined as smaller than usual 
counters so that they will not take up much of the hex.  You can 
mark the line either by marking its beginning and end or mark the 
entire line.
     

Proud Monster and Death and Destruction are two of XTR's most 
popular games.  They were the first of the mini-monsters and quite 
well received.  These games will also fit the ADC2 format well, as 
their straight forward turn sequence makes them well suited for play 
via email.  
Phil
