| Introduction | How to Play | The Real Conflict | Military Units | Terrain |

HOW TO BEGIN

All the required files are in the ZIP archive FALKLAND3.ZIP. Use an unzip facility such as WinZIP or pkunzip to unzip the files to a new directory. Ensure that the "maintain sub-directory structure" option is enabled or some features will not work correctly.

To play these scenarios you will need a copy of Civilization II, Fantastic Worlds Edition. If you have classic Civ II you can update your version with a patch from Civilization Fanatics Centre at http://www.civfanatics.com .

Start Civilization II FW and select 'Begin Scenario' from the main menu. Change to the directory you unzipped the files to. Two scenario files will be displayed : falkland.scn and falk_arg.scn. The main scenario is falkland.scn. If you select this scenario there will be a brief audio and text introduction and then you will be asked for your name and which side you wish to play. You should select British.

If you want to play as Argentina you should run falk_arg.scn. Bear in mind that the units and terrain have been designed for the main scenario and so, while this scenario works, it isn't quite as realistic in terms of numbers of units as falkland.scn.

HOW TO PLAY

1. Main Scenario

In the main scenario you control the British forces. These consist of three main groups:
i) Forwards submarine group
ii) 3rd Commando Brigade battle group
iii) 5th Infantry Brigade battle group

The forwards submarine group consists of several nuclear powered submarines already in the vicinity of the falklands islands. As the first British war-ships on the scene, it will be their role to secure the waters around the islands before the more vulnerable surface vessels arrive.

The largest naval group is not far behind. Two aircraft carriers and a large number of frigates and destroyers are escorting ocean liners and transports containing 3rd Commando Brigade. This brigade holds the cream of your fighting troops: Paras and Royal Marines, together with artillery and air defences. Also included are several elite SAS units which can be used for scouting out the islands prior to any assault.

Further behind is a group containing the 5th Infantry Brigade : Welsh Guards, Scots Guards and Gurkhas with Artillery and Anti-Aircraft Artillery. These troops are much weaker on attack than your commandos. This group has no air support and will rely on the two V/STOL carriers in your other battle group.

Your mission is to retake two islands groups: South Georgia and the Falkland Islands before world opinion forces a cease fire after 25 turns. For a decisive victory it will be necessary to take Port Stanley, the capital of the Falklands. You will find this to be by far the most heavily defended city. The other cities, particularly South Georgia which contains only a small Argentine garrison, are much easier to take. Do not attempt to attack the Argentine mainland.

In the first few turns you are likely to have only small skirmishes with Argentine forces: particularly the air-force and navy. The Argentine navy is small, consisting of an Aircraft Carrier (25 de Mayo), a ex-US Cruser (General Belgrano), three Conventional Submarines and a handful of Destroyers and Corvettes. While some of these units can pack an offensive punch, their lack of numbers mean that you shouldn't have many problems providing you maintain vigilant air and naval patrols.

In comparison, the Royal Navy is one of the top maritime forces in the world. State of the art Guided-Missile Destroyers can protect your other ships from air assaults as well as attacking enemy air units. Nuclear powered submarines are your main offensive naval units, they will rarely fail to take out enemy units. You have two Aircraft Carriers with Harrier Jump-jets and Sea King and Chinook Helicopters on board. These are your only air units with the exception of two Vulcan Bombers based at Ascension. These have just enough fuel to make an epic flight from Ascension, bomb Port Stanley and then return. If you want to maintain the realism of the scenario you should not land these units on your carriers, they are far too large to operate from V/STOLs.

While the Argentine Navy may not be up to scratch, their air force is large and modern. Super-Entendard and Skyhawk bombers will menace your naval and ground units alike. The Israeli built Dagger fighter jets present a constant danger to any air units you leave in place near the islands: while your Sea-Harrier Jump-jets are superior, they are heavily out-numbered. Perhaps the greatest danger is from Argentine Exocet missiles, which even your Destroyers cannot always protect you from. Luckily Argentina had acquired only a few of these missiles from the French before the conflict began.

Your ground forces are vastly superior to the Argentines. However, Argentine units are dug into easily defensible positions, while you will have to attempt an amphibious landing. Capturing other cities on the Falklands before Port Stanley will give you a base to attack from and allow you to use the Paras' paradrop ability. Your Royal Marines can make amphibious assaults, but not on Port Stanley, the only city with no adjacent ocean squares.

All Argentine cities have city defences which triple the enemy's defence score. However, your Artillery units can ignore these defences and so are invaluable when attempting to take cities without major losses. AA Artillery will defend your ground units against air attack if used wisely, as will Harriers.

The Argentines have had plenty of time to prepare their defences. They have set up barbed wire around some cities which will slow your troops and cut their defensive abilities by 50%. Minefields have been lain which may prove difficult to get through and will certainly slow down your advance. In addition, the Argentines have set up fortified positions in hills which you may find difficult to take out.

Do not rush into a ground assault, you have 25 turns which you may as well make use of. If you can tempt out and destroy the Argentine air force prior to a landing you will have a huge advantage. Short of any major disaster an experienced Civ II player should be able to win this scenario - not surprising given the superiority of British forces. The challenge is to do it without heavy losses. In terms of the units used in this scenario, in the actual war Britain lost one harrier unit, 2 helicopter units, 1 infantry unit, 1 destroyer unit and 1 transport unit. It's only when you can beat that that you can say you have mastered this scenario.

Good luck!

2. Argentine Scenario

This scenario is included for anyone who wants to experience the war from a different perspective. This scenario begins after Britain has retaken South Georgia (necessary for AI reasons). You should read the above section for a general introduction to military units, that is not repeated here. Bear in mind that many British ground units have veteran status in this scenario so you will need to add 50% to their attack and defence scores.

You have troops stationed in on both East and West Falkland. You do not have any mainland cities as this would confuse the AI, so if you get pushed off both islands you will not be able to retake them. The vast majority of your forces are on the East Falkland, mainly at Port Stanley. You have small garrisons in other places.

The British have huge superiority in terms of naval and ground forces. If you send in your ships against the Royal Navy they won't last long. You have some air units based on your one aircraft carrier, you may want to consider moving these to a more secure location. The rest of you air force is at Port Stanley, with the exception of helicopters and pucuras which are scattered over the islands.

You cannot hope to win this with no losses, their is no way to stop some of the British attacks given their huge superiority. However, you can cause severe damage to their forces if you can take out their carriers and transports while still at sea. If the British get large numbers of troops ashore then you may be in trouble.

All of your cities can be bombarded from sea. This type of attack is difficult to stop. However, your navy may be able to hold out for some time if used carefully. During this scenario you will continually find that lack of resources is your problem. A couple more Exocets or a extra few Super-Entendards would make all the difference. Your task is simply to hold out until world opinion forces a cease-fire after 25 turns.

This scenario can be won if played carefully. Bear in mind that if you lose a city have have very few offensive units to try to retake it with, so it's all about working out where the British are going to attack and then making a pre-emptive strike on their forces. Difficult, but far from impossible. At the very least you should be able to hang on to Port Stanley.