1 Star Force Commander:  Warfare in the 25th Century.
1 When Star Empires collided there began a terrible
1 war.  Billions perished in the 17.5 years of it's
1 span.  This game represents a time 3 years into that
1 war were each side was fairly equal.  The region
1 involved spanned some 35 light years. In that area
1 waring sides commited whatever forces that were
1 available.  Adhoc task forces of every discription
1 were throw in bit by bit in a vicious meatgrinder.
1 No side could mass the force necessary to sweep the
1 area clear of their opponents.  Thus small task
1 forces raided and attacked for several years.
1 At first average grade units were assigned to this
1 quadrant.  But as the situation grew more desperate,
1 first crack and then elete units were thrown in only
1 to be destroyed piecemeal.  Both sides learned
1 valuable lessons in tactics and from this conflict
1 some of the most distingiushed star force commanders
1+of all time were baptized.
2 Star Force Commander is a game of tactics and skill
2 commanding star ships in the 25th Century.  Each
2 player starts out as the senior captain in charge of
2 an adhoc task force.  With this force he may be
2 alloted some support ships or some tactical units
2 such as fighters, interceptors and troops.
2 With this force he must to go into combat against
2 ships of other races commanded by either other
2 players or the computer.  If he does well he may be
2 promoted to Commodore (2nd level). Later he may
2 be upgraded to a higher levels.
2 Each time the player enters the game he will be
2 assigned different warships and support ships.
2 At the end of each game these are returned to Star
2 Fleet Command. But as the games progress you may be
2 given special weapons or troops.  These are yours to
2 keep from one game to the next as long as they are
2 not destroyed or killed.  You may even be able to
2 capture some of these special items from other
2 players. Also, you are rewarded for victories with
2 more funds. With your funds you can requisition more
2 units from your Fleet Command.
2 After aquiring all the equipment you can for battle
2 the turns start.  The turns continue until no more
2 players are in the battle.  Either because their
2 ships have been destroyed or damaged or they have
2+withdraw from the sector.
3 Operations:
3 Each game function has a main menu.  When an option
3 is selected a sub-menu may appear. This gives the
3 player a more detailed list of possible options.
3 1. When a single number or letter choice is needed
3    a propeller will be shown some place on the
3    screen. Simply type one of the option numbers or
3    letters.
3 2. If more information is required an entry box
3    will appear.  Type the number or word and press
3    enter if you want that info to be passed to the
3    game.  If you don't want the information then
3    press the Escape key.  This will usually cancel
3    the option and return to the last menu.
3 3. When playing by yourself against the computer
3    an option must be selected at each menu. Players
3    can take as long as they want to decide on an
3    option.
3 4. When another player enters the game in a head-to
3    head battle the event-timer will be engaged and
3    the computer fleet will be erased.  A limited
3    amount of time will be allowed for each phase.
3    The 'End of Phase' time will determine how much
3    time is left for a selection.  If you do not
3    choose an option be the time limit you will move
3    to the next phase regardless.  If all players
3    complete their options before the time limit
3    the phase will immediately move to the next
3    phase.
3    Note - Help is available on all major menus by
3+          pressing H.
4 Scoring:
4 Players score points for any enemy troops and ships
4 they face and defeat in combat.  Ships must be
4 totally destroyed in order to get points. Troops and
4 and tac-craft destroyed in enemy bays and hangers do
4 not score points. Points Scores are boosted by the
4 ratio of losses to start points.
4 This is further multiplied to the ratio of friendly
4 losses to enemy losses. Requistion fund credits
4 () are also allocated in even more generous terms
4 to a victorious commanders.  This money can be used
4 to requistion new equipment.
4 If the player quits, disconnects or runs out of time
4 his game is saved.  Usually he will lose 50 points
4 if this happens.
4 Special Weapons and Artifacts captured can be put
4 to use by the capturing player as soon as their
4 next game.
4 The game will end immediately when one side or the
4+other has no offensive weapons on any ship.
5 Turn Sequence:
5 The turn consists of two basic parts. The Deploy-
5 ment Phase and the Battle Phase.
5 1. The Deployment consists of a single deployment
5    action.  Either moving a ship from one position
5    to another, transfering equipment around or
5    repairing.
5    Ships that have working engines can even leave
5    the battle zone.
5 2. The second phase consists of 3 fire segments.
5    Each side gets to choose attack Ops and in effect
5    'fire' at their opponents.  This causes damage,
5    first to the shields and then when they are lost
5    to the ship itself.
5    After each firing the results of all attacks are
5    shown briefly and then the next segment takes
5    place.
5 Each operation requires a proper Ops command.
5 After 3 fire segments a new Deployment Phase starts.
5 New Ops commands are issued at the start of each
5+turn.
6 Winning:
6 There are several levels of winning.
6 Winning the Battle:
6 The winner is the player with the highest score or
6 has eliminated 100% of the enemy force.  Consider-
6 ing the initial point value and how much each side
6 loses it is possible for both or neither to actually
6 be considered a winner.
6 Winning the Glory:
6 Players accumulate points, commissions, and medals
6 as they play.  Rank gives you better ships and more
6 credits which is just script used to ration out
6 scarce war materiel to the best commanders.
6 The 5 highest single battle score for each of the 4
6 races will be saved along with the 5 highest overall
6 total points on all sides.
6 Winning the War:
6 Besides your personal glory there is a war on and
6 the object is to win it.  Facing enemy task forces
6 and fleets is just part of the job.  His network of
6 forts and bases must be smashed or the sector can
6 never be safe.  It may be necessary to work with
6+other Star Force commanders to defeat these.
