HELPFILE FOR THE GULFWAR SCENARIO

UNITS DATA SUMMARY:

1. Units available to both sides

                 Attck Defnd Move  Hitpt Frpwr Required Tech.    Remarks

Engineers          0     2     2     2     1   Explosives        Settling, mining, irrigation etc... 
Bulldozer          0     3     4     2     1   Robotics          Settling, mining, irrigation etc...
Infantry           4     4     2     1     1   Conscription      

2. Allied units

                 Attck Defnd Move  Hitpt Frpwr Required Tech.    Remarks
 
British SAS        5     4     2     2     1   Weapons Industry  Allied only
Foreign Legion     5     4     2     2     1   Weapons Industry  Allied only
US Infantry        5     5     2     2     1   Weapons Industry  Allied only
US Special Forces  5     5     2     2     1   Weapons Industry  Allied only, Amphibious, Paradrop, Ignores ZOC, All as road
US Marines         7     5     2     2     1   Weapons Industry  Allied only, Amphibious

Patriot Battery    0     9     1     2     1   Weapons Industry  Allied only, 2 x Air
Mobile Recon       6     6     7     2     2   Weapons Industry  Allied only
M-2 Bradley APC    6     8     6     3     2   Weapons Industry  Allied only
Armored Recon      9     6     6     3     2   Weapons Industry  Allied only
USMC AAV-7         9     6     4     3     2   Weapons Industry  Allied only, Amphibious
AMX-30 Tank       11     8     4     3     2   Weapons Industry  Allied only
M-60 Tank         12     9     4     3     2   Mobile Warfare    Allied only
Challenger MBT    13    11     4     4     3   Weapons Industry  Allied only
M-1 Abrams MBT    13    12     6     4     3   Weapons Industry  Allied only

E-3 Sentry         0     2    24     2     1   Weapons Industry  Allied only, Can see Subs, Can see 2 spaces(Radar), Fuel=6
F-16 Fighter       9     8    14     2     2   Weapons Industry  Allied only, Air-to-air, Fuel=2
AH-64 Apache      12     3     8     2     2   Weapons Industry  Allied only, Lands in field, Can see Subs
USMC Harrier      14     6    12     2     3   Weapons Industry  Allied only, Fuel=4
A-10 Warthog      16     8    20     3     3   Weapons Industry  Allied only, Fuel=1
BGM-109 Tomahawk  16     0    36     1     4   Weapons Industry  Allied only, Missile, Fuel=1
F-15E Bomber      18     4    20     2     3   Weapons Industry  Allied only, Fuel=2
B-52 Bomber       20     2    20     2     4   Weapons Industry  Allied only, Fuel=4

Landing Craft      0     2     6     2     1   Weapons Industry  Allied only, Carry 6 units
Freighter          0     3     2     2     1   Weapons Industry  Allied only, Carry 12 units
Nimitz Carrier     1     9     7     5     1   Weapons Industry  Allied only, Carry Air units
Spruance Destroyr  6     7     7     3     2   Weapons Industry  Allied only, 2 x Air, Can see Subs
AEGIS Cruiser     10    10     6     4     3   Weapons Industry  Allied only, 2 x Air, Can see Subs
Ohio Submarine    10     2     5     3     2   Weapons Industry  Allied only, Carry missiles, Invisible to most
Iowa Clss Bttlshp 20    16     6     5     4   Weapons Industry  Allied only

US Staging Base   20     6     0     5     1   Weapons Industry  Allied only, Carry Air units

3. Iraqi units

                 Attck Defnd Move  Hitpt Frpwr Required Tech.    Remarks

Saddam Hussein     0    12     6     3     1   Weapons Industry  Iraqi only, 2 x Air, Ignores ZOC
Fortified Inftry   2     6     0     2     1   Megalomania       Iraqi only, 2 x Infantry
Muslim Guerilla    3     5     2     2     1   Guerilla Warfare  Iraqi only, No cost, Ignores ZOC, Allied still get these when city captured
Infantry w/SAM     6     6     2     1     2   Megalomania       Iraqi only, 2 x Air, Air-to-air
Republican Guard   7     5     2     2     1   Megalomania       Iraqi only, No cost

SCUD launcher      0     4     0     1     1   Weapons Industry  Iraqi only, Carry Air (SCUDs)
YW-531C APC        6     8     5     3     2   Mobile Warfare    Iraqi only
SAM Launcher       7     8     4     2     2   Weapons Industry  Iraqi only, 2 x Air, Air-to-air
155mm Howitzer    10     2     2     2     3   Megalomania       Iraqi only, Ignores city walls
T-62 Tank         11     9     6     3     2   Mobile Warfare    Iraqi only
T-72 Battle Tank  12    11     6     4     3   Weapons Industry  Iraqi only
Motrzd Artillery  14     7     4     2     3   Weapons Industry  Iraqi only, Ignores city walls

MIG-25 Fighter     8     6    18     2     2   Weapons Industry  Iraqi only, Air-to-air, Fuel=1
SCUD missile      12     0    20     1     4   Weapons Industry  Iraqi only, Fuel=1
MIG-27 Bomber     15     3    18     2     3   Weapons Industry  Iraqi only, Fuel=2
Exocet missile    18     0     6     1     3   Weapons Industry  Iraqi only, Missile, Fuel=1

Torpedo craft      5     1     9     2     1   Combustion        Iraqi only

AA Battery         0     6     0     2     1   Weapons Industry  Iraqi only, 2 x Air
Minefield          0    10     0     1     1   Weapons Industry  Iraqi only, 2 x Infantry, No Cost
Bunker             0    10     0     5     1   Weapons Industry  Iraqi only, 2 x Air, 2 x Infantry, No Cost
Fortified Battery  0    12     0     4     3   Weapons Industry  Iraqi only, 2 x Air, 2 x Infantry, No Cost

TECHNOLOGIES:

All the original Civ II technologies are still available and linked via the standard "Tech-tree"
Three new technologies have been added

Megalomania: Requires Superconductor and Stealth (So it cannot be developed in the game).
Allows a few basic Iraqi units and makes all Allied units obsolete.  The Iraqis have this
technology from the beginning of the scenario. 

World Policing: Requires Superconductor and Stealth (So it cannot be developed in the game).
Makes all Iraqi units obsolete.  The Allies have this technology from the beginning of the
scenario. 

Weapons Industry: Requires Superconductor and Laser (So it cannot be developed in the game).
Allows all Allied and Iraqi advanced weaponry. 

Other considerations: Iraqis have Mobile Warfare from the beginning of the scenario and can
produce T-62s and YW-531C APC's to "make up" their losses, Allied should strive to develop that
same technology to build M-60 tanks, however it is difficult to achieve this in the short game
span.  Rocketry is also useful to build SAM batteries in cities...

ALLIED REINFORCEMENTS:   

This is written for those who like to know what to expect...

Following is the order of arrival of Computer driven Allied reinforcements.  The player himself
has control over naval units (Marine force, Navy Carrier group, Battle group, Convoy) and over 
forces located at 4 "US Airbases" in the lower left corner of the map (Use "Airlift" command to
bring them into the game)

Each month (turn): 2-3 aircraft land near Afif, Hulayfa and Sakakah(F-15, F-16)

Each month (turn): 4-6 units arrive at Staging bases around Saudi Arabia (2 x US Infantry, 
Foreign Legion, Armored Recon, M-2 Bradley's & AH-64 Apache). There is a random generator 
affecting these arrivals so they are not always the same.

In November 1990: Three B-52 bombers from "Diego Garcia" approach from the East

Randomly throughout the game: B-52s and E-3 Sentry aircraft arrive from the East, but much less 
frequently than the other arrivals.

Note, from the above, that the main source of reinforcements is not the Computer generator but
the one that the player controls himself.  The Northernmost group of freighters is the single
biggest factor in the game, get it in play as fast as possible (However taking the Iranian
Coastal Highway is not recommended...)  

The Iraqi side also receives some reinforcements, not to reflect a historical reality, but to
phase-in the use of certain ressources (SCUD missiles, primarily).  These will continue to
arrive until the Allied player "occupies" all the scheduled arrival locations (Read "SCUD 
launch sites")
