home *** CD-ROM | disk | FTP | other *** search
- README File for Great Naval Battles: North Atlantic 1939-1943
- IBM Version 1.1
- December 22, 1992
-
- Any information included under GNB Version 1.1 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 three sections: 1. All of the new
- features and bug fixes made to GNB Version 1.1. 2. Answers to many
- commonly asked questions about the game. 3. The GNB Version 1.0
- Notes. Note: Information in the first section may supercede
- statements made in the third section.
-
-
-
-
- 1. New Features and Bug Fixes
- =============================
-
- 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 od 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 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.
-
-
-
-
- 2. 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.
-
-
-
-
- 3. 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
-
-
-