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README File for Great Naval Battles: North Atlantic 1939-1943
IBM Version 1.2
February 17, 1993
Any information included under GNB Version 1.2 precludes any and all
previous references. I would also like to thank all of the people on
Compuserve, GEnie and Prodigy who sent me notes, and the people who
called or wrote letters, for their contribution to the game.
This document is broken up into four sections: 1. All of the bug
fixes for GNB Version 1.2; 2. All of the features and bug fixes
made to GNB Version 1.1; 3. Answers to many commonly asked
questions about the game; 4. The GNB Version 1.0 Notes. Note:
Information in the first and second sections may supercede statements
made in the fourth section.
WARNING!!!
----------
Great Naval Battles Version 1.2 requires 724K of EMS instead of the
700K recommended in the User's Guide. To correct this problem, change
the following line in your CONFIG.SYS file:
DEVICE=C:\DOS\EMM386.EXE 724
---
1. Version 1.2 Bug Fixes
========================
Most of the Version 1.2 changes are more subtle in nature. The major
improvements are as follows:
TF Ops - You can no longer "Shadow" a ship that you cannot see.
Gunnery - We have worked out the bugs related to running out of ammo,
guns on local control, damaged directors, and damaged guns. The
turret no longer tracks if you lose the gun's barbette.
Torpedo - You can no longer get an unlimited supply of torpedoes if
you lose one of your mounts.
Air Ops - Spotting planes no longer use a carrier staging area
graphic.
Damage Control - We have found and fixed the "Empty Box" bug. This is
when a section gets damaged and turns into an empty damage box. Also,
the computer AI will now consider flooding damage as more important
to fix than fire damage and the computer now does a better job of
counterflooding a ship.
Tactical AI - We have been tweaking with the AI to make the computer
fight a better battle. The ships will initially try to maintain a
formation at the beginning of a battle instead of individually
maneuvering. The target selection system has been improved to select
a more appropriate target.
Replay - We have found and fixed a few more problems relating to
replaying battles. The system shows the correct amount of damage now,
it runs faster, and counterflooding boxes now clear when the water is
pumped out.
Barents Sea Operation - There are no longer any tankers.
"P" Class Pocket Battleship - The game has a [2x3] main gun system
instead of a [3x2] system. (Super Ships)
Atlanta Class Cruiser - All of this class has only 12 guns. (America)
Fletcher Class Destroyer - The torpedo tube graphic in the Damage
Control screen shows only four tubes instead of five. (America)
Arming Distances for ship-based Torpedoes:
Type Range Arming Distance
==== ====== ===============
British
Mk I 15,000 1,580
20,000 1,350
Mk IV 8,000 1,760
10,000 1,580
13,500 1,130
Mk VII 16,000 1,490
Mk X 3,280 2,120
8,750 1,620
13,120 1,310
German
GVIIaT1 6,500 1,980
American
Mk VIII 5,000 2,030
7,000 1,850
2. Version 1.1 Features and Bug Fixes
=====================================
January 19, 1993
Added Commands
--------------
[ESC](in combat) = If your game ever freezes up, hitting this key will
make the game move again. (This is VERY VERY rare.)
Alt-A = Resets your mouse driver, if your mouse stops working during
the game.
Alt-R(in replay) = Turns the messages on and off.
Alt-Q(in replay) = Quits the replay.
General
-------
If the game goes back to DOS after playing the Introduction instead
of running the game, try running GNBNA386.EXE.
The game should now set up with all SoundBlasters, SBPros, and
Thunderboards. Just reconfigure the game using the SOUND.EXE program.
We have improved the mouse sampling rate.
The sound system has undergone some improvement:
Sound effects now occur at "X2" speed as well as "NORMAL" speed.
Secondary Guns are now softer.
Other ship fire is now softer.
Your ship being hit now has #1 priority with no clipping.
The Game will now allow you to reinstall the game if you haven't
deleted the old game and subdirectories.
Scenarios
---------
The Hipper is no longer a Bismarck class ship in the Jutland II
scenario.
Campaign
--------
Abstract naval actions no longer throw ships immediately into repair.
Damaged ships end up in Liverpool/Kiel and are left in the port area.
The "Gap Patrol Pool" should work properly.
The Graf Spee is no longer "ABROAD" in the South Atlantic.
Task Forces do not go up into Newfoundland anymore.
In tactical combats during the campaign, you will always get a prompt
to leave a battle every hour. However, there is a possibility that
you cannot escape.
We no longer sink unseaworthy ships after a combat.
All ships surviving a combat will have one of each of the following
even if all of them were destroyed during the combat: Steering Gear,
Boiler, Engine, Rudder, Shaft, and matching Propeller.
Tankers no longer have aircraft.
Air attack circles should now reflect the actual ranges of the
attacking planes.
The AI player now repairs damaged ships on Escort Duty. It no longer
sends damaged ships to sea as escorts.
The Convoy Escort has changed slightly. If you don't have enough
escort ships, you will start losing ships to U-Boat attacks.
The "Join" command now works properly and the error message now
works.
Ship Aircraft losses are now replaced when repairing in port.
Aircraft no longer multiply when making air strikes.
You can no longer make multiple CV TFs.
Aircraft replacement should now work properly.
Convoys will now add CVs and CAs. You should be able to get 1CV, 1BB,
1CA, and 2DDs into a convoy.
Base aircraft should be a little more effective (especially if you
are the German player.)
The "IN USE" display in repair has been eliminated.
The British TF AI has been improved.
Damaged ships from strategic air strikes are no longer automatically
dumped into repair.
Destroyers should lose 40 percent more efficiency than Battleships
during the same time, and Cruisers should lose 10 percent more than
Battleships.
Weather conditions will effect the loss of efficiency more.
Only one TF will be allowed to "SHADOW" another TF.
Larger TFs should be easier to spot.
Freshly constructed ships now start at 75 percent efficiency. [To
simulate the lack of preparedness of the ship and crew]
Single ship British TFs should no longer be created and disbanded in
Ulster during the Campaign game.
The German DD Thiele no longer produces oil. [Fuel goes up, not down]
The "TF Display" option from "Reports" should work properly under all
circumstances.
The "CRUISE" button on the "TF Orders" should work all of the time.
Combat General
--------------
"Form" and "Shadow" should both work as described in the manual.
Ships no longer give DDs #1 priority in an attack over all other
ships.
Ships no longer "Vanish" in the Binoc view.
The computer will now carry out torpedo attacks in the "AUTO TORP"
mode.
The game no longer slows down when two ships are on top of each other.
Carrier planes now launch their torpedoes at the proper range and
from the proper angles.
AI controlled ships maneuver a lot better, and no longer want to run
away all of the time.
Ships on a automatic torpedo run no longer have a wildly swinging
bearing pointer on the compass gauge in the Navigation Station.
You can no longer get a Beaufort Scale of 11 in a combat.
The rudder works properly after a tight turn.
Sunken ships can no longer take Additional hits.
Air Operations
--------------
The Air Ops station has been changed. Now, the button starts by saying
"READY". When you click the button, the timer will start for readying
the plane(s) for launch and the button will say, "ARMING". Once the
plane(s) are ready, the button changes to "LAUNCH" and the rest of
the Air Ops station works as the manual. This allows you to choose
when and if you want to launch these vulnerable and highly explosive
planes, or keep them where they are safe. The readying time has also
been increased to 30 minutes, and once a seaplane has been launched,
there is a chance that it will be lost when you try to recover it
(based on the weather.)
Spotting planes effect ranging and holding a targets as well as
reducing ship minuses due to multiple ship fire.
The computer will now use seaplanes in combat.
Damage Station
--------------
Fires are now more deadly.
We now use a fire extinguisher icon when a damage control party is
fighting a fire.
The order in which flooded compartments are picked by AI to be pumped
is now more intelligent.
The situation where a ship that gets hit below the waterline by
either a shell or a torpedo will actually be damaged on the other
side has been fixed.
Ships should now recover speed after being repaired in combat.
We have reduced the number of rudder and propeller hits from
shellfire.
Gunnery Stations
----------------
Secondary Guns work properly now.
The hit percentage Number now has more factors included in the number.
Small caliber shells no longer do too much damage.
Center stability will now affect gunfire. Smaller ships will not be as
stable a gun platform and therefore will not be as accurate.
The range number should no longer jump by 2-3000 yds. at a time.
The computer will now turn off the front guns if you switch from
"BSIDE" to "AFT" and select a target.
Torpedo Station
---------------
Torpedoes will no longer only travel to the short range, even if set
at medium or long range.
DDs no longer have unlimited torpedoes.
Torpedoes no longer go off at a right angle at 300kts.
Replay
------
Replay should now load and save properly. However, your old replay
files may or may not work.
The replay should now accurately display the shell hits and damage.
Note: some of the displays do not work because storing all of the
data on the ship would slow down the game, so we selectively record
only things that we thought were important. For instance, this means
that we don't track damage control parties.
3. Answers to Commonly Asked Questions
======================================
Why isn't the German Carrier, Graf Zeppelin, in Super Ships?
------------------------------------------------------------
There are a lot of reasons that we did not add the Graf Zeppelin
to the game: 1) Due to Goering's dislike and mistrust of the German
navy, a naval arm of the Luftwaffe was never developed. In fact,
Goering did his best to delay design work on naval versions of combat
planes during the war. The Graf Zeppelin might have been finished,
but she wouldn't have had planes or pilots. 2) Only one carrier was
being built. Even if she was functional, she couldn't have done much
alone. 3) Carrier operations weren't as important in the North
Atlantic. The visibility was poor and the weather was bad. 4) Carrier
operations are a minor part of the game. We thought that people would
enjoy improvements in the game more than adding a German carrier and
add all of the extra stuff to make carrier vs. carrier operations
work.
Why were Hull and Wilhelmshaven removed?
----------------------------------------
The Computer plotting and AI got confused when these ports were
added. We increased other port facilities to compensate for the
missing ports.
Can a ship be captured?
-----------------------
No.
What is the Scuttle button used for?
------------------------------------
It sinks the ship. I think the question should have been: WHY
would you want to scuttle a ship? I don't know. If you want to get
rid of a ship, this does it. There is no NEED to scuttle a ship.
Why is there no distinction between the CAs?
--------------------------------------------
We don't have German Light Cruisers, and the British "Light"
Cruisers were sometimes bigger than their Heavy Cruisers. We didn't
think it was necessary to make that distinction. In the Pacific game,
we will have Light, Heavy and Light AA categories.
What is the "Captain's View"?
-----------------------------
All of the Stations comprise the Captain's View. At one time we
had a consolidated screen, but we took some of the information and
moved it to the Fleet Screen making a consolidated screen seem too
redundant.
Why did I get a "Fire Spreads" message on my undamaged ship?
------------------------------------------------------------
Even though a shell does not penetrate the ship, it can still
damage and set fire to structures on the ship, like secondaries.
Where are the troop convoys mentioned in the manual?
----------------------------------------------------
Originally, we wanted to have separate Merchants, Oilers, and
Troop Transports (the graphics were even done.) However, space
limitations forced us to not add these ships and turn all convoys
into Generic Convoys.
How do you use your Base planes for Recon, Patrol?
--------------------------------------------------
You don't. The computer automatically sends out your search
planes for you. The only planes you control are the attack planes.
Why aren't there fire and near miss graphics in overhead view of the
game?
--------------------------------------------------------------------
Although done, there was not enough memory to fit these elements
into the game.
Why are my ship graphics not as good as the ones on the box?
------------------------------------------------------------
I have heard this question a couple of times and have concluded
that the people who have this problem are running the non-EMS version
of the game. The non-EMS version of the game uses a separate smaller
(and much less detailed) version of all of the ships (PS. the game
runs much slower.) If the version number does not have an E after
it, you are NOT running the EMS version of the game. Refer to the
User's Guide to get the EMS to work. Also, the slower the machine,
the less 3D graphics the computer displays. This is done for speed.
What is "SHADOW" and how does it work?
--------------------------------------
Unfortunately, there are actually three different types of
"SHADOW" in the game. One is in the Admiralty view, second is the in
the Fleet view and the last is in the Air Ops Station. They are not
related. "SHADOW" in Admiralty means, "Set this TF to follow the
enemy TF, so that you can keep an eye on it instead of fighting it."
In the Fleet view it means, "Mirror the actions of the enemy ship,
based upon the offset that you chose with the marker." In the Air Ops
Station it means, "Follow the selected enemy ship and feed gunnery
information to our ship." There are no restrictions on the use of
"SHADOW" in either of the combat stations, but there are restrictions
in the Admiralty view. The Germans and British convoys cannot
"SHADOW". You also must be as fast or faster than the enemy TF to
"SHADOW" it.
How does the ship's gunnery system work and what does the hit percent mean?
---------------------------------------------------------------------------
The hit percentage number presented on the main gunnery screen
seems to have caused some confusion because of its inaccuracy. The
usual following comment is "Why can't the number be an accurate
estimate of the guns chance to hit the target?" The following
discussion will attempt to address this question by giving some
insight into the game's gunnery system.
The current number is calculated by using the most significant
factors and really gives a relative guide to gunnery accuracy, 1
percent obviously being a poorer shot than 15 percent. The actual
percentage is quite accurate in the middle range bands but breaks
down at extreme long or close ranges. The lower the number the more
the player must search for ways to improve his positive gunnery
factors and minimize his negative factors. (list of these factors
is included later)
The problem stems from the use of a simulation system for the
gunnery rather than the more traditional wargame approach. In the
traditional system the firing ships salvo is modified by the
appropriate factors and the result is a number of hits or the chance
of a single hit. This approach is used in games with turns covering
perhaps 15 seconds to a minute and produces good statistical results.
The problem with this system when applied to a real time simulation
is mostly connected with shell flight time. At extreme range a shell
takes over 60 seconds to reach its target. The target ship can travel
considerable distance in that time and this is usually factored into
wargames by crew quality and other judgement type variables. In a
simulation the player takes the role of the ships commanding officer
and should have the ability to react to enemy gunnery in the same way
that real naval officers did. The other problem often caused by the
wargame approach is that it must use special rules to calculate
whether a salvo will hit other ships in the area of the target ship.
The solution used in GNBNA was to simulate the mechanisms
actually used and allow the player the greatest possible influence on
the factors which affect gunnery. The process of firing main guns at
distances up to 20 miles starts with estimating several factors about
the target ship: its speed, course and range. The ship is equipped
with various types of equipment to determine these factors. These
estimates are fed into a simple computer along with details of the
ships speed and course and a firing solution is prepared. This is
translated into specific gun elevations and directions. The usual
process included several spotting salvos of only one gun per turret
staggered over time to provide more data on range.
GNBNA calculates the same estimated numbers by using the quality
of the individual ships equipment and applying random factors
appropriate to the level of information the firing ship would have.
The result of all of these calculations is the location of the enemy
ship when the shells will get there (remember shell flight times can
be up to a minute). The salvo is then fired at that location, the
salvo will scatter depending upon the range and individual shell
manufacturing differences, the result is an impact area along the
path of the shells. The first few salvos at long range will probably
be off-target but the gunnery system will adjust and refine its
estimates. The chances of hitting the target ship is therefore mostly
based on this estimating process. However, if the target changes
course/speed he may not be at the predicted position. The shells
scatter during flight and are individually plotted on the ocean and
then this position is compared to ALL ships to see if they are hit.
The simulation of the gunnery process allows for detailed
implementation of factors affecting gunnery and produce realistic
results. The factors affecting gunnery are discussed below. The
problem of the hit percentage number can now be seen, the computer
cannot predict the actions of the enemy ship and therefore cannot
give more than a approximate chance of hitting.
Gunnery factors.
1. Enemy course/speed change.
The enemy course/speed change will really only be significant at
longer ranges because of the shell flight time factors discussed
above.
2. Number of spotting salvo's fired at same ship.
The spotting salvo's give much better feedback to the estimating
process than do other salvo types and therefore produce an accurate
firing solution quicker, however they also scatter shells over a much
greater area and reduce the chances of any single shell impacting the
target ship. It is best to switch to Full fire once the shells are
landing closely around the target ship.
3. Number of non-spotting salvo's fired at same ship.
Non-spotting salvo's are more difficult to estimate and therefore
will reduce the accuracy of the firing solution after several have
been fired, therefore once shells stop falling around the target ship
switch back to spotting.
4. Number of shells in salvo.
The number of shells fired with an accurate firing solution
determines the number of hits that are possible, ships with more guns
will probably get more hits, a simple factor but often overlooked.
5. Number of ships firing at same target.
If more than one ship is firing at the same target, this will degrade
the accuracy of all the firing ships. The gunnery officers cannot
determine which shells are from which ships and therefore produce
less accurate estimates. If the ship has a spotting plane in the air
and a working radio, the ship being shadowed by the plane will be
targeted without the multiple ship penalty.
6. Firing ship under fire.
If the firing ship is under fire, it will not be able to fire as well
because the gunnery officers may not be able to spot splashes etc.
because of obscuring water-spouts thrown up by enemy gunnery.
7. Director quality.
The director quality is an abstraction of the firing ships gunnery
estimating/control system and governs the speed at which an accurate
solution is gained.
8. Firing ship rudder position/listing.
The sharper the firing ship turns, the more impact it has on the
gunnery systems (usually mounted high on the ship and therefore
affected by listing/turning).
9. Radar.
Radar became available during the period of the game and allowed much
quicker estimating, thereby reducing the estimating process
considerably.
What does a spotting plane do?
------------------------------
A spotting plane does a variety of things in regards to gunfire:
It speeds up the target refinement process, it increases the time
that the guns can remain firing without getting out of sync, and it
negates the "number of ships firing at the same target" penalty.
How do "NRRW" and "WIDE" work?
------------------------------
"NRRW" makes a tight spread of shells that can be useful at close
ranges, if you have a good range on a target. "WIDE" makes a wide
spread that can be useful at very long ranges and can be used to hit
multiple ships if the ships are close together.
Does the computer use "NRRW" or "WIDE"?
---------------------------------------
Yes, it does. However, it only does it when it is absolutely sure
that the setting will work better than "FULL".
Why does the Main Gun stop firing when the Fore or Aft Ammo runs out?
---------------------------------------------------------------------
Due to the way that targeting is determined, the computer cannot
fire a Broadside with one of the sides out of ammo. If you switch to
FORE or AFT and then pick a target, the guns will fire again.
How do you use the Torpedo Station?
-----------------------------------
Torpedoes can be fired from this screen using two methods. First,
you can look at where you want to fire the torpedoes, guess the point
where you wish to fire, and then set the direction using the
PORT/SRBD and FA(firing angle) settings, set the number, the spread
size and the running time(if it has multiple ranges) of the
torpedoes, and then fire. Or you can use the Targeting computer to
give you an estimate of the proper firing angle to the target you
have selected, and then set the FA, torpedoes and fire.
Is there a minimum range for torpedoes?
---------------------------------------
Yes. It is about 1000 yds. or 80 seconds running time.
What do the convoy names mean?
------------------------------
Name Route Name meaning
HX USAUK Homeward Bound from Halifax
OB UKUSA Outward Bound from USA
HG MEDUK Homeward Bound from Gibraltar
OG UKMED Outward Bound to Gibraltar
PQ UKUSSR No meaning
QP USSRUK, No Meaning
SL AFRICAUK, Homeward bound from Sierra Leone
OS UKAFRICA, Outward bound to Sierra Leone
How does scoring work?
In the combats:
Greater than 500 is a DRAW
500-1999 is a TACTICAL VICTORY
2000-4999 is a MAJOR VICTORY
5000 or Greater is a DECISIVE VICTORY
The points for each ship are generated by the number and type of
guns, armor, radar, fire control, engines, etc. Damage points are
determined by the systems that have been destroyed during the combat.
If a ship is destroyed, you get all of the points.
In the campaigns/operations:
BRITISH POINTS / GERMAN POINTS
Greater than 1:1 is a DECISIVE GERMAN VICTORY
1:1 to 3:1 is a MARGINAL GERMAN VICTORY
4:1 to 7:1 is a MARGINAL BRITISH VICTORY
8:1 or Greater is a DECISIVE BRITISH VICTORY
The British get 10 points for every non-scattered convoy that arrives
at its destination. The Germans get 120 points for each merchant that
is sunk. And both sides get their combat points.
Changes to Scoring system from v1.0: Merchants are now worth 20
percent more points to the Germans, and corrections to the ship point
calculations result in new values to all ships.
4. IBM Version 1.0 Notes
=========================
September 22, 1992
Enclosed are the final notes listing changes and new features for
the game:
1) This is NOT a Windows game! If you use Windows, we recommend that
you run this game from outside of Windows. If you still want to run
this game, set your .PIF file for 100 percent usage and make sure you
have SMARTDRV.SYS loaded. It would also help to have at least 4 Meg
of RAM on a 386/40 or a 486/33. We make NO guarantees that this game
will run under Windows.
Note: SMARTDRV.SYS will help the speed of this game even without
Windows.)
2) There are two memory profiles for this game, the EMS and NOEMS
versions. This program auto-senses which version is appropriate for
your machine. If the program cannot sense your EMS or thinks you have
EMS when you don't, you can override the program by typing GNBNA EMS
[Enter] for the EMS version or GNBNA NOEMS [Enter] for the NOEMS
version.
3) If you wish, you can avoid the introduction by typing GNBNA386
[Enter] instead of GNBNA.
4) Some of the ships don't exactly match the manual. The following
differences have been made to the game
a) There is only one ship type for each class. Therefore, any
aberrations listed in the manual are not in the game. For
instance, the Tirpitz will have no torpedoes, but the Gneisenau
will have torpedoes.
b) There is only one Carrier type in the game. It has a speed of
30 knots, can hold 12 airplanes, is 660 ft. long, and has no main
or secondary guns.
c) The number of airplanes may not match the number of planes
listed in the manual. This is due to inconsistencies between the
number of possible airplanes vs. the number of operational
airplanes.
d) All of the ship lengths in the game are in 30 foot increments,
so they may not match the manual.
e) The improved Z class German destroyer has 5, not 4 guns. The
foreward turret has 2 guns.
f) There is an armor listing for secondaries on the Hood. Since
there are no secondaries, this is an error.
g) We are not using casemate guns in the game. They had poor
angles of fire, were highly slow and inaccurate, and could not be
used in rough weather. The British during the war removed most of
the casemate guns on the few ships that still had them.
h) The Hipper class secondary guns have not been included in the
game. This is because they were, in reality, AA guns and did not
carry the proper ammo or have the proper fire control to shoot at
ships.
i) The Nelson class battleship does not have the two foreward
below waterline torpedo tubes. They were only used once and were
an abysmal failure. (Battleships cannot be maneuvered like a
submarine.)
j) The Renown class battlecruiser does not have secondaries for
the same reason as the Hipper class.
k) We removed the "E" class cruiser. There were only 2 ships, and
they were old and not very useful in ship combat. (Plus, the
British have plenty of ships.)
5) Certain menu options are unavailable to the German player during
the campaign. All menus options that involve Convoys and Patrols
cannot be selected.
6) The ports, "Hull" and "Wilhelmshaven" from the map on the back of
the manual are not used by the game.
7) Patrol and Escort Pool ships may only be added to or removed from
Scapa Flow and there is no delay in adding to or removing ships.
8) If a ship is released from Escort or Patrol duty due to damage or
effectiveness, they will appear in Liverpool.
9) "Refuelling" Task Forces will not rearm Task Forces. You must
"Disband" a TF at a base in order to rearm a ship.
10) You will recover one point of effectiveness of every ship in port
with an effectiveness of 70 percent or better per day. This will not
repair damage, but will get your ships and crews up to fighting trim.
11) "Repair" fixes damaged ships and ships with effectivenesses of
under 100 percent. The number refers to the number of days until the
ship is repaired.
12) Repairs will take a minimum of 20 days.
14) All repair and effectiveness gains occur once a day.
15) The magnification numbers in the lower left of the Flag Bridge and
Tactical View screens refer to the number of miles vertically(V:) and
horizontally(H:) displayed.
16) If a German TF is being "SHADOWED", it cannot engage convoys.
17) The wind speed will affect the maximum speed of a ship in tactical
combat. The gauge will not change, but you will not be able to speed
up past a certain speed.
18) The "Ship" switch in the "Circle" menu turns on the active ship's
range circles. If you switch to another ship, it still only shows the
circles from the previous ship.
19) When fighting merchant convoys. Even though the convoy list might
show as many as 20 merchant ships, the combat will only have from
seven to ten merchant ships.
20) On the Flag Bridge and the Tactical Map, the colors on the screen
mean different things:
Blue - German ships/planes.
Red - British ships/planes.
Lt. Cyan - Hvy. Caliber (11"-16") shell splashes.
Cyan - Med. Caliber (8") shell splashes.
Lt. Magenta - Lt. Caliber shell splashes.
Lt. Grey - Torpedoes.
Dk. Grey - Smoke.
Lt. Blue - Returning German planes.
Lt. Red - Returning British planes.
Yellow Flashing Icon - Ship has been hit.
21) Torpedoes travel for 80 seconds before they arm.
22) The German torpedo chart on p. 74 on the manual is missing the
following: GVIIaT1 (Long) 15300/30.
23) When selecting ships in the campaign game, click in the ship name.
24) On p.29, West of Newfoundland is actually East. (OK, you got us.
The combat doesn't actually happen on land.)
25) On p.30, West of Montevideo is actually East. (OK, we were having
problems with east and west that day.)
26) The Status Report shows the undamaged version of each ship.
27) If the German player runs out of capital ships during a campaign
game, the game will end and the player will only get one-half of the
points he actually earned during the campaign.
28) If you have Scout or Attack planes in the air, you must recall
them before the end of combat or you will lose them.
29) There are four new scenarios not documented by the manual:
Denmark Straits with Cruisers - This is the Denmark Straits battle
with the Norfolk and Suffolk added in the battle.
(The British get an added punch, maybe)
Best Tradition of the Service - Coming out of a fog bank, the
Glowworm has accidentally stumbled across the Hipper.
9:57AM Beaufort Scale: 8 Range: 1000yds.
(This is a quick one folks)
Convoy HX-106 - This is a hypothetical battle of the Sharnhorst
and Gneisenau ecountering a convoy escorted by the Ramilles and
two "E" class destroyers. 10:30AM Beaufort Scale: 3 (Try out
your convoy killing tactics or practice defending convoys)
Old vs. New - Another hypothetical battle pitting the Sharnhorst
and Gneisenau against the Renown and three "H" class destroyers.
12:30AM Beaufort Scale: 8
(Coordination between the big ship and the destroyers is crutial)
Additional Testers:
Don McClure
Matt Vella
Final Notes:
If the game should crash for any reason, REBOOT the machine.
The sound driver doesn't clean up after itself if the game crashes.
We have included a text file called TUTORIAL with the game. The
tutorial goes step-by-step through playing the "Gunnery Practice"
scenario and the "Operation Rheinubung" campaign games.
We hope you enjoy playing this game as much as we had making it.
As we work on the scenarios and the scenario builder, we will
continue to work on improving the system. If you have any comments or
suggestions, write to me, Ken Humphries c/o Strategic Simulations,
Inc., 675 Almanor Ave., Suite 201, Sunnyvale, CA 94086. Watch out for
those torpedoes...
---Ken