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- @echo off
- echo QUICKSTART TUTORIAL
- echo 12/22/92
- echo
- echo An Engagement
- echo =============
- echo The simplest situation you can play is the scenario that pits the
- echo British battleship Prince of Wales against the German battleship
- echo Bismarck. To get started playing Great Naval Battles: North Atlantic
- echo 1939-1943 quickly, just play along with the following directions.
- echo These introduce you to the major features of the tactical levels of
- echo the game.
- echo
- echo After the opening routine finishes, select "SCENARIO" from the
- echo "CHOOSE GAME" menu, then select "GERMAN" from the "CHOOSE SIDES"
- echo menu. "LOAD" the first Engagement offered, "Gunnery Practice: The
- echo Bismarck Toe-to-Toe with the Prince of Wales." If you want some
- echo background on this Engagement, read the description on p. 28 of the
- echo manual.
- echo
- echo The first station you see is the Flag Bridge, with its large map
- echo dominating the center and left of your screen, and the Ship Control
- echo Area on the right. The game is automatically paused when you get to
- echo this point (as indicated in the upper left of the map), so feel free
- pause
- echo to take a minute to look around.
- echo
- echo First of all, take a look at the map. In the center you see a
- echo blue line with a white tip and a red square around it. That is the
- echo currently active ship, the Bismarck You can tell this by looking in
- echo the upper right of the screen, at the top of the Ship Control Area
- echo where the Name Plaque shows the name. Or, you can move the cursor to
- echo the box containing the "N" in the upper left portion of the map frame
- echo (fourth one down), and click the left mouse button. This turns the
- echo name filter on, and the ship's name is displayed next to the icon on
- echo the map. The other boxes with letters in them are other "filters"
- echo that turn on and off other kinds of information. We'll check out a
- echo few others in a bit.
- echo
- echo Before we do, though, take another look in the upper left of the
- echo map. Above the word "Paused" you see that the time of day is 8:15 in
- echo the morning (the game uses a military clock, so 8:15 in the evening
- echo would be 20:15 hours), and the speed of play is at 1:1 (x1). This is
- echo "real time"; one second on your watch equals one second of time
- echo simulated in the game. If at some points the action seems too slow
- echo for your taste, you can speed the game clock up by selecting the
- echo "SPEED" item of the "OPTIONS" menu on the menu bar.
- echo
- pause
- echo "What menu bar?" I hear you cry. Why, the one you call up by
- echo pressing the right mouse button. Do this, move the cursor over the
- echo "OPTIONS" menu, and click with the left mouse button. You should now
- echo see the various items you can select here, the game "SPEED" among
- echo them. However, it's probably better to take things slow at this
- echo point, so click the right mouse button again to get rid of the menus
- echo without selecting any item.
- echo
- echo Looking back at the map, there are two other items of interest
- echo right now. First, in the lower right is a number. This shows the wind
- echo speed. If the wind speed is greater than 0 knots there would be an
- echo arrow associated with this number. These are useful because a strong
- echo wind can affect the accuracy of your gunnery. If you are firing at
- echo long range perpendicular to the wind direction, your shells tend to
- echo drift in the direction the wind is blowing. If you are firing into
- echo the wind, the spray it whips off the waves degrades your gun's
- echo accuracy in less predictable ways.
- echo
- echo The second thing to look for on the map is the grid, the square
- echo mesh superimposed on the blue of the water. You can turn it on and
- echo off using the "G" filter in the upper left of the map frame. Go ahead
- echo and try it!, but leave it on for now. Each line is 10,000 yards from
- echo its neighbors. Since battleships can fire about 40,000 yards, the
- pause
- echo grid makes it easy to tell whether an enemy ship is in range.
- echo
- echo You may wonder, "Where is the enemy ship?" The easiest way to
- echo find it is to zoom the map out, so that it shows a larger area of
- echo ocean. You can do this by pressing the up arrow in the very upper
- echo right of the map frame. You can tell that the map has been zoomed out
- echo because the grid lines are closer together. They are still 10,000
- echo yards apart, so the area of ocean displayed has gone from 70,000 x
- echo 70,000 yards to 140,000 x 140,000 yards. And there, about 20,000
- echo yards south of the Bismarck, lies the Prince of Wales. You can tell
- echo it's British by its color, and you can tell it's the Prince of Wales
- echo because it says so right there on the map (you did leave the name
- echo filter on, didn't you?).
- echo
- echo We have met the enemy, but he is not ours. Yet, anyway. Before we
- echo unpause the game so the ships can start blowing the stuffing out of
- echo each other, let's explore a bit further and form a plan of action.
- echo The first question is whether the two ships are within range of each
- echo other, which we can learn by turning the "M" filter on (on the left
- echo side of the map frame, remember?), which displays two circles showing
- echo the maximum range of each ship's big guns. No question here, both
- echo ships are well within range of the other. Turn that filter off, and
- echo try the next one down, the "S" for the secondary armament. Here's
- pause
- echo something interesting! The Bismarck is just within range of the
- echo Prince of Wales' secondaries, but our secondaries have a somewhat
- echo greater range. Since the British ship has ten main guns to our eight
- echo (albeit 14" against 15"), we can gain some advantage by moving a bit
- echo farther out so that our six port-side 5.9" guns can harass His
- echo Highness while his 5.25" popguns can't touch us.
- echo
- echo Okay, so how do we do this maneuver? It's time to look at the
- echo Ship Controls on the right side of the screen. First of all, check
- echo the Control Mode Selector, to make sure it's set to "M", for manual
- echo control (if it's set to "A", or automatic mode, none of the controls
- echo below have any effect; the computer is in complete control of the
- echo ship until you switch the selector to "M" ["No, I don't think that's
- echo a good idea, Dave. I really think you should reconsider, Dave. Daave,
- echo oi dooond theengk eu shuud ... ]).
- echo
- echo Whew, that was close. Anyway, now that you have control of the
- echo ship, the question is what to do with it. First of all, you want to
- echo make sure that the main guns are targeted on the Prince of Wales, so
- echo when you unpause the game your gunners will begin firing their guns
- echo immediately. Move the cursor over the upper box below "Main Target"
- echo and click. A dialog box appears at the top of the map, listing the
- echo "Pr Wales". Point and click on that, and look for two things. First,
- pause
- echo the name of the enemy ship should appear in the box right below "Main
- echo Target", and second, a diamond should appear around the enemy ship on
- echo the map. (If these don't happen, click on the box below "Main Target"
- echo again and be careful in pointing and clicking on the "Pr Wales".
- echo There are no points for sinking "NO TARGET".)
- echo
- echo Next, you should set up the maneuver that brings you out of the
- echo enemy's secondary gun range. You can do this by using the "Course"
- echo controls a little above the "Main Target" control you just used. Find
- echo the number "270" with the arrows pointing in either direction away
- echo from it and click on the right arrow. The number will change to
- echo "271", which means that the Bismarck will alter its course just to
- echo the north of west (remember, 270 is due West, 180 is due South, and
- echo 90 is due east, and 0/360 is due North on a compass). Since this
- echo brings us out of range only ever so slowly, keep clicking on that
- echo left arrow until it reads "300" (if you overshoot, use the left arrow
- echo to bring the number back down). This course should bring the Prince
- echo of Wales' guns out of range quickly, while still keeping it within
- echo the range of fire of the Bismarck's secondary guns.
- echo
- echo One final thing before you unpause the game. Click on the right
- echo arrow under "SPEED" until the number reads "30". There's no point
- echo poking along.
- pause
- echo
- echo Now you're ready for the action to begin. Click the right mouse
- echo button to get the menu bar, click on the OPTION menu, and choose the
- echo item PAUSE GAME. Note that in the future you can also pause and
- echo unpause the game by pressing the hot key combination Alt-P.
- echo
- echo Almost immediately, you will hear the sound of gunfire, but not
- echo much else will happen. This is because the main guns have fired, and
- echo the shells are in the air. At 20,000 yards, it takes some time for
- echo them to reach their target. To get a better view of the action, let's
- echo go to the main gunnery station. Click the right mouse button, then
- echo click on the STATIONS menu, and then on the MAIN GUN item. As soon as
- echo you see the new screen hit Alt-P to pause the game for a minute.
- echo
- echo As you look at this station, note the small version of the map in
- echo the upper right corner. Since it looks pretty crowded, press twice on
- echo the down arrow in the upper right of the frame, which zooms it to
- echo about the right level. Checking out the overhead view at the bottom
- echo of the station you can see that the main guns are pointed south,
- echo which is good, since that's where the enemy is. On the other hand,
- echo there's nothing to be seen in the binoculars in the upper right. The
- echo reason is that they're pointed due north, directly away from the
- echo Prince of Wales. You can see this from the bearing readout above (it
- pause
- echo points to "0"). Fortunately, the director has already targeted the
- echo Prince of Wales, as you can see by its name in the lower portion of
- echo the binoculars, so click on the black "L" just to the left of the
- echo outside view, and when the "L" changes to white, the binoculars
- echo automatically center on the enemy ship. (This automatic lock is a
- echo handy feature, but it may cause you problems in future games with
- echo multiple enemy ships to watch. The left and right arrows on either
- echo side of the outside view normally swing the binoculars to the left
- echo and right, but not when the lock is on. Keep this in mind when you
- echo have to move between two or three enemy ships in other scenarios!)
- echo
- echo (By the way, the same is true of the "C", or center, filter on
- echo the map and the up/down or left/right scroll arrows (triangles) on
- echo the bottom and right of the frame. While the "C" is on, the map tries
- echo to remain centered between the active ship and its target. When the
- echo "C" is off, you can scroll all over the place. For now, just leave
- echo the "C" on.)
- echo
- echo You can tell the binoculars' automatic lock-on has worked because
- echo the readout above the binoculars now points to "180". But you still
- echo can't see much out there! Press the down arrow (triangle) just to the
- echo right of the outside view, and you will see the "X1" in the
- echo binoculars change to "X2". This means that their magnification has
- pause
- echo been increased. Sure enough, there in the middle of the outside view
- echo the black dot changes into a ship! Press the down arrow again, and
- echo the ship becomes larger ("X4"). Two more clicks and you'll see a full
- echo sized ship there. Your enemy awaits.
- echo
- echo
- echo Before you unpause the game, take a moment to see how your crew
- echo has the gunnery set up. The left hand knob below the binoculars is
- echo set to "BSIDE", which means "Broadside", or that all main guns are
- echo firing together at the same target. Depending on the number and
- echo location of the enemy, you can also set this knob to control the
- echo forward ("FWD") and aft turrets separately. The knob on the right
- echo side is set to "SPOT", which means that the gun crews wait for each
- echo salvo to hit before firing another. This avoids wasting ammunition
- echo before the exact aim has been determined. Later, this is switched to
- echo "FULL", so that each salvo will be sent on its way as soon as it is
- echo loaded. The time to reload is given in the readout to the right of
- echo "Ready", while the time left before the salvo in the air hits is show
- echo under "TOT" (for "Time on Target").
- echo
- echo Now unpause the game and watch the TOT number count down. When it
- echo reaches zero, you will see splashes around the Prince of Wales, and
- echo you can also see green markings near it on the map. You will probably
- pause
- echo also see splashes near the Bismarck; these are made by the enemy's
- echo shells aimed at you! Immediately, you will hear the roar of your
- echo guns, and see the tongues of flame shoot out from them in the
- echo overhead view. You may also see the burst of flames in the binoculars
- echo as the enemy fires back at you. Watch your TOT count down again, and
- echo also keep track of your reload time. As your director acquires the
- echo target, the right hand knob should switch to "FULL", and your guns
- echo will begin firing steadily. You may begin to score some hits, and you
- echo may begin to suffer some damage as well.
- echo
- echo Looking at the overhead view, you will notice that your guns are
- echo begin to point somewhat backwards. This is because your ship is
- echo heading to the northwest, just as you ordered it to. Turn on the "S"
- echo filter if it is not still on, and check how close you are to that
- echo goal. Watch your gunnery and messages about the enemy while you wait
- echo for the Prince of Wales to close the distance between the two of you.
- echo
- echo Once the enemy ship has closed that distance, his secondary guns
- echo open up. Pause the game and use the menus to go to the Navigation
- echo Station at this point. You want to turn the Bismarck away from the
- echo Price of Wales' secondaries' range. At the navigation station, switch
- echo the Control Mode (to the left of the ship's name) to "M" for manual,
- echo and then click on the control labeled "BRG" just below the "HDG"
- pause
- echo readout, which should change the letters from gray to red, while the
- echo red letters "RDR" below it change to gray. This changes your control
- echo mechanism from the rudder ("RDR") to the bearing controls, which are
- echo both the compass and the readout with the arrows at the bottom of the
- echo station labeled "BRG". You can use the bearing controls to enter the
- echo exact course you want the ship to turn to, but at this point use the
- echo compass instead. Click on the "W", and the blue line in the compass
- echo points to it; the "BRG" readout changes to "270". Now that we have
- echo closed the gap between the two ships just enough, it is time to
- echo switch back to heading due west. The "HDG" readout of "300" indicates
- echo that the ship is still headed northwest, but once you unpause the
- echo game, it gradually swings to the desired direction.
- echo
- echo Before you resume the battle, this would be a good time to check
- echo for damage. Use the menus to switch to the Damage Station, which
- echo shows the condition of your ship. At this point you should leave the
- echo station on automatic, but return here periodically to keep tabs on
- echo the health of your vessel.
- echo
- echo Now go to the Air Ops Station to arm your float plane. Once this
- echo plane is launched (in about 30 minutes) this both improves the
- echo accuracy of your gunnery and reduces the danger of the plane going up
- echo in a burst of aviation fuel from a shell hit. Click on the left-most
- pause
- echo box above the airplane information and illustration, and select the
- echo Prince of Wales to be the target. Next, click on the box just to the
- echo right of the first box (which now should say "Pr Wales") and it will
- echo change from "NONE" to "SHADOW". Press "READY", and the button will
- echo change to "ARMING". Once you unpause the game the crew preps the
- echo aircraft for launch. When the plane is ready, you must come back here
- echo and click on the "LAUNCH" button (the "ARMING" button changes names
- echo on this screen depending on the status of the aircraft). When
- echo launched, the plane circles around your enemy and reports on the
- echo accuracy of your guns.
- echo
- echo
- echo After resuming play, return to the Main Gunnery screen and watch
- echo the action. You should be able to follow the exchange of gunfire,
- echo while seeing your ship move to a westerly course on the map. You
- echo should eventually see your plane move toward the enemy, and your guns
- echo shift to point off the beam. The two ships will continue to pound at
- echo each other, and you can watch the rhythm of reloading, TOT, and the
- echo gradual expenditure of ammunition. Try moving to the various stations
- echo listed in the menu, and try out some of the other choices listed
- echo there too. Remember that the game pauses while you read the
- echo background material contained in the "BRIEFINGS", so you may want to
- echo sample some of these as well. If you want to become more involved in
- pause
- echo the action, switch more stations to manual (the Damage Control
- echo Station usually requires considerable attention). Or, if you want,
- echo just turn up the speed to "X8". Depending on the fortunes of war, it
- echo should not be too long before one ship or the other slips to a watery
- echo grave.
- echo
- echo
- echo
- echo
- echo An Operation
- echo ============
- echo To help get you started quickly with the Operational and Campaign
- echo level games, this tutorial walks you through the first portion of a
- echo sortie by the battleship Bismarck.
- echo
- echo After the introductory routine finishes, select "CAMPAIGN" from
- echo the "CHOOSE GAME" menu, the select "BRITISH" from the "CHOOSE SIDES"
- echo menu, and then click "Next" to "LOAD" the Operation named, "Operation
- echo Rheinubung: the Bismarck Sets Sail." If you want some background on
- echo this Operation, check out the description on p. 39 of the manual.
- echo
- echo Once again, as the game begins, you see a large map, but this one
- echo is on the wall of the Admiralty building. Since the game is paused,
- pause
- echo you should take this opportunity to become acquainted with the
- echo displays and controls before the action starts.
- echo
- echo Looking at the map, you can see that it encompasses the entire
- echo North Atlantic. Surrounding it are the familiar controls in the
- echo frame: the scroll arrows on the right and at the bottom, the zoom and
- echo unzoom arrows in the upper right, and the filters in the upper left.
- echo Don't bother with the scroll and zoom controls at the moment -- they
- echo work like the ones on the tactical map -- but the filters are worth a
- echo look. Three are already selected: "B", "C", and "T", which stand for
- echo Bases, Convoys, and Task Forces. Click on "B" a few times and see how
- echo the squares turn on and off; these are yours and the enemy's bases.
- echo Do the same with "C", and you can see where your convoys are and how
- echo they're represented. The same goes for "T", although you may not see
- echo much happen. There is a Task Force already in Gibraltar, which is the
- echo British (red) base in the lower-right side of the map, between Spain
- echo and Africa. The Task Force is the bright red "T" against the darker
- echo red of the square representing the Base.
- echo
- echo When you toggled the Bases on and off, another set of icons
- echo toggled as well, the "P"s in the ocean between Greenland, Iceland,
- echo and Northern Scotland. These are Patrol Zones, areas where the Royal
- echo Navy keeps ships constantly on station to intercept any German
- pause
- echo raiders trying to move through these gaps into the North Atlantic
- echo shipping lanes. Together, these four elements -- the Bases, Task
- echo Forces, Patrol Zones, and Convoys -- are the primary elements of your
- echo command. They contain individual ships, of course, and you will often
- echo move vessels between them, but they are the units with which you
- echo mainly work. You will almost always want to keep all three filters
- echo on.
- echo
- echo Before you begin giving orders to them, however, there are a few
- echo other filters worth examining. Specifically, the "S", or Search
- echo filter, shows the range of air searches from each base. As you can
- echo see, by May, 1941, the entire northeastern section of the ocean was
- echo pretty well covered, but if the enemy breaks out, there is plenty of
- echo ocean down south for him to hide in. And remember, the searches are
- echo most effective near the center of a circle, and become less useful
- echo towards its periphery. Again, by May, 1941, the immediate area
- echo between Greenland and the UK is pretty well covered, but even the
- echo hinterland south of Iceland and west of Ireland is less well
- echo patrolled than it first appears.
- echo
- echo Turning off the "S" and turning on the "A" filter shows you a
- echo number of much smaller circles. These depict the range of shore-based
- echo attack aircraft. Any ship venturing within these circles quickly find
- pause
- echo itself at the center of a swarm of angry aircraft. Avoid these places.
- echo
- echo Okay, now it's time to assess the situation. Since the Germans
- echo will be coming out of the North Sea, there's no point viewing the
- echo whole North Atlantic, so click on the Zoom-in (down) arrow in the
- echo upper-right of the map frame one time, which zooms your view in on
- echo the area from Norway in the upper-right to Germany in the
- echo lower-right, with the United Kingdom, Ireland and the Normandy coast
- echo between in the middle. It is through here that the Germans must move.
- echo (The English Channel between southern Britain and the European
- echo continent is guarded by mine-fields, coastal craft, and airplanes,
- echo symbolized by the colored blotch on the water. Similar defenses guard
- echo other areas of the map, with the color of the blotch indicating who
- echo is defending, and thus implying who will be hurting if they enter.)
- echo We'll come back to this close-in view later, for now, zoom back to
- echo the original view of the whole North Atlantic.
- echo
- echo Begin by checking on your Patrol Zones. To check on all ships
- echo assigned to patrol duty, call up the menu bar by clicking on the
- echo right mouse button, click with the left button on REPORTS and select
- echo the PATROL POOL item. This brings up the Patrol Pool Report, showing
- echo that five cruisers are currently available for patrols. Two each are
- echo assigned to the western and central gaps, and one supplements the air
- pause
- echo patrols and strike aircraft covering the east. Click on "EXIT" to
- echo return to the map.
- echo
- echo To get another view of the patrol situation, click on the
- echo left-most Patrol Icon itself. This brings up the Control Display for
- echo the Greenland-Iceland gap. Since two cruisers is plenty for the
- echo moment, there is no need to make any adjustments, but this is where
- echo you can specify more or fewer craft of each type in future games, and
- echo where you go to take ships away from the zone in an emergency.
- echo
- echo Returning to the main map, it's time to get down to business. You
- echo know that the Bismarck is about to sortie, so it would be good to get
- echo some of your ships at sea. The question is, where are they? Go to the
- echo menu and call up the ALL SHIPS report, and you will see that most of
- echo your battleships are at Scapa Flow (with some at Gibraltar/Force H),
- echo while many of the lighter craft are already at sea, but are committed
- echo to patrol duty and escort service.
- echo
- echo The question now is, "Where is Scapa Flow?" Hit "EXIT" to return
- echo to the map, and turn the "N", name, filter on. Now you can see Scapa
- echo Flow, conveniently located at the entrance to the North Sea. Click on
- echo the square icon, and you move to the Base Overview Display. At the
- echo top you can see that the base has 10 Swordfish ready to attack if the
- pause
- echo Bismarck should stray within range, and 10 Catalinas with which to
- echo search. In the middle of the screen is the long list of ships based
- echo here, and at the bottom are the buttons used to undertake various
- echo activities.
- echo
- echo At the moment, you want to get a Task Force under way, so click
- echo on the "FORM TF" button (the others let you add ships to the Patrols
- echo and Escort Pools or send ships into repair). The screen now divides,
- echo with the ship list on the left and a blank list labeled "NEW TF" on
- echo the right. To begin forming the new Task Force, click on the
- echo battleship Hood (a BB), and it will jump from the left-hand list to
- echo the right. Click again on the Prince of Wales (BB), the Kenya (CA, a
- echo cruiser), the Electra (DD, a destroyer), and the Aschates (DD), and
- echo leave the rest.
- echo
- echo Now click on "ORDERS", and you move to the Task Force Overview
- echo Display, exactly the same Display you would see if you had clicked on
- echo a Task Force icon on the map. This is similar to the Base Overview
- echo Display, showing the aircraft controls at the top (which would have
- echo airplanes were there an aircraft carrier with these ships), the ship
- echo roster in the middle, and the activity buttons below.
- echo
- echo Since we want to order this Task Force out to sea, click on
- pause
- echo "PLOT". This brings up the strategic map again, but this time with
- echo some controls on the right side. But the main control is the map
- echo itself. To order the Task Force (the bright red "T" on top of the
- echo darker red square for Scapa Flow) to move, simply point at the map
- echo and click. Specifically, point to a place just below the "V" in
- echo "Reykjavik" in Iceland and click, and a yellow line appears. This is
- echo the path the Task Force will follow. Furthermore, the number next to
- echo "Waypoint" in the controls to the right goes from "0" to "1",
- echo indicating that one leg of the journey has been plotted. Each Task
- echo Force can be given up to ten waypoints, and if you make a mistake and
- echo want to start over, you just have to click on "CLEAR".
- echo
- echo In this case, the move to Iceland should suffice, so click on
- echo "DONE" and return to the Task Force Overview Display. There is one
- echo more thing to do here; in the upper left area are controls for the
- echo Task Force's speed. It is now set for cruise speed, 14 knots, which
- echo is economical, but may not get us there in time if the Bismarck
- echo dashes for the Greenland-Iceland straits. Therefore, click on "MAX",
- echo and the speed should jump to 28.
- echo
- echo Before you start the game, there is one other assignment you
- echo should make. Click on the Convoy icon (the flattened "C") to the west
- echo of Ulster, which brings up the Convoy Overview Display. You can see
- pause
- echo that five destroyers are escorting this convoy. To increase your
- echo chances of catching the Bismarck, click on "DETACH", which brings up
- echo the New Task Force Display. This process works just like forming a
- echo Task Force at a base; just click on each ship in turn to transfer it
- echo from the Convoy to the Task Force. Once all five ships have been
- echo transferred, click on "ORDERS" to move to the Task Force Overview
- echo Display, and then click on "PLOT". Point to a position just southwest
- echo of the little island about half-way between Britain and Iceland and
- echo click; this becomes the Task Force's destination. Click on "DONE" to
- echo return to the Task Force Overview Display, set the speed to "MAX",
- echo and "EXIT" to the main map. Now would be a good time to zoom in again
- echo on the North sea.
- echo
- echo You are now ready to unpause the game. Hit Alt-P and watch as
- echo time begins to pass. You will get messages indicating when the enemy
- echo has been spotted and see icons marking their location. You will also
- echo get various messages about the status of your own forces. Turn on the
- echo "M" ("Movement") filter, which shows where you have plotted your Task
- echo Forces to move, and watch as they move toward their destination.
- echo Before much time passes, click on Scapa Flow again and make another
- echo Task Force including the King George V, the Repulse, the Victorious,
- echo the Edinburgh, the Anthony, and the Echo, and plot it to move at
- echo maximum speed to a point in between the destinations of the other two
- pause
- echo forces.
- echo
- echo If the Forces reach their destinations without the Bismarck
- echo having been spotted, immediately order Force B (the one with the
- echo Hood) around to off the coast of Reykjavik, and order the newest one
- echo (Force D) to where Force B had been. Now all you can do is wait for
- echo the German to show himself, This he will do eventually, most likely
- echo to one or two of your patrolling cruisers. When he does, order them
- echo to "SHADOW" him, and plot your Task Forces to intercept. Remember to
- echo zoom the map in steadily; what appear to be minor distances at the
- echo higher zoom levels take on a whole new aspect when viewed close-up.
- echo
- echo Once one of your Task Forces intercepts the enemy, the game moves
- echo to the tactical level. If you succeed in sinking the Bismarck, the
- echo game will be over and you will have won; if it gets by, he may well
- echo bag one or more convoys, and at the least you will have to play
- echo cat-and-mouse across the wide North Atlantic. You can still win, but
- echo the struggle will be much tougher. Whatever happens, though, you
- echo should be able to take the lead from here.
- echo
- echo Tutorial written by Ed Bever PhD
- echo Revised for Version 1.1 by Tom MacDevitt
- echo