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- ACTION STATIONS!
- NAVAL SURFACE COMBAT TACTICAL SIMULATION 1922-1945
-
- Typed and spell checked by SIDEWINDER of LSD. (21-5-91.)
- Manual supplied by SCOOTER.
- NOTE: this is taken from the IBM Manual, but should be identical.
-
-
- I. INTRODUCTION TO ACTION STATIONS!
- 'Three small cruisers in line ahead formation steamed in the calm
- waters of a South Atlantic sunrise. The air was clear, and as the
- brightness increased it became apparent that it would be day with
- limited visibility.
- 'Smoke! Smoke, bearing green-45!'.
- All binoculars on the bridge of the flagship swung about to search
- the indicated bearing.
- 'Can you make it out, Number One?' the Captain asked.
- 'Sir - yes - I think it is a Pocket Battleship!'
- 'Very Well, Number One, call away 'ACTION STATIONS!'
-
- ACTION STATIONS! is a tactical-level simulation of naval surface combat for
- the period 1922-1945.
-
- ACTION STATIONS! began as a series of mathematical models designed to
- simulate individual aspects of naval warfare. The author, an active duty
- naval officer at the time assigned to the Centre For Naval Analysis (a
- Federally Funded Research Corporation 'Think Tank'), was interested in
- using computer artificial intelligence for tactical decision making. A
- simulation was needed to provide substance to theories. The World War II
- period was selected because of the wealth of unclassified data and combat
- experience.
-
- It was evidently early in the project that a very fine-grain, detailed
- simulation was required. More than in land combat, battles at sea can be
- greatly influenced by the smallest details. To simulate the command
- process a comprehensive model was developed to encompass the myriad factors
- which influence sea battles.
-
- An important research resource was the wargame rules used at the U.S. Naval
- War College between 1922 to 1945. In this period wargaming was a major
- component in the education and research conducted at the College. By using
- comprehensive rules and 'Fire Effect Tables', the War College was able to
- simulate, with considerable accuracy, the combat power of a warship under
- varied conditions.
-
- However, without computing power the War College's mathematical models had
- to be simple. Damage assessment was primitive and deterministic. Even so,
- a single game would require teams of umpires, often over fifteen full-time
- professionals. But in spite of its limitations 'The Game' was used so
- extensively and successfully that after World War II it was remarked that
- 'only the kamikazi' was a surprise to the professional naval officers of
- the era.
-
- ACTION STATIONS! has taken the wargames of the 1930's to their ultimate
- expression, incorporating modern computer modelling techniques (similar to
- those taught at the Naval Postgraduate School) with an enormous historical
- data base. Naval engagement can now be duplicated with outstanding
- fidelity.
-
- ACTION STATIONS! is unique. Most commercial wargames have been written by
- programmers who concentrate on graphics and flash, and hope that their
- simulation is creditable. In ACTION STATIONS!, mathematical models of
- naval combat used by professional Operations Analysts were adapted for a
- commercial naval combat simulation. To ensure state-of-the-art
- presentation, programmers and computer scientists (employed by such
- companies as Compaq Computer and NASA) joined the project. As a result,
- ACTION STATIONS! is an unbeatable blend of accuracy and playability.
-
- ACTION STATIONS! is easy to play. It runs from clear, organized menus
- which prompt you for orders and screens the response to prevent errors.
- Information is easily retrieved from 'status boards' similar to those used
- on warships. The Battle Plot display is easy to use and flexible, using
- symbology similar to the US Navy's Tactical Data Systems (NTDS). The
- commander can choose to direct each ship individually or to allow various
- 'Automatic' computer options to help him fight his force.
-
- Vast care has been taken to screen information - the 'fog of war' is
- maintained by only showing information that a commander would reasonably
- have in the given battle situation. Every effort was made to retain the
- tension, look, and atmosphere of a warship's combat information centre.
-
- The heart of the simulation is the gunnery, torpedo and damage models.
- They are comprehensive and accurate, as you will see when reading through
- this manual. The test of a good simulation is that it reflects reality,
- that it rewards proper decisions and penalizes mistakes in an accurate and
- realistic (rather than in an arbitrary) manner. There are few 'fudge
- factors' included in this simulation: they are not needed.
-
- The simulation was extensively tested against combat experience. For
- example, the Battle of Denmark Straits was re-enacted by duplicating the
- exact track of the ships, the weather, wind, environmental, and gunnery
- factors. The program deterministically scored its first hit on the Hood
- within 120 yards of where the hit actually occurred. Hit rates for the
- engagement were duplicated within 10%. ACTION STATIONS! is accurate.
-
- The replayability in ACTION STATIONS! is enormous. 30 scenarios are
- included in the package, representing the majority of World War II
- engagements and many hypothetical situations. The 'Computer Warrior'
- opponent is wily and unpredictable enough to allow satisfying play of each
- situation, either side, many, many times. A 'Randomization' routine allows
- you to mix up the initial placement of ships in a scenario for a new look,
- and a 'Scenario Builder' allows you to set up your own situations using a
- library of over 180 ship classes. Additionally, the 'Scenario Generator'
- can create an infinite number of computer battles based on your desires.
- This is a game which you will play for YEARS.
-
- For most people, there is a irresistible urge to break open the box and try
- to play without slogging through a 160 page manual first. Do it! Follow
- the QUICKSTART guide and you will be blasting away in minutes. However,
- eventually, come back to the manual and read it closely. It is the only
- way to get the most appreciation from the simulation.
-
- Do not be intimidated by the size of the manual. A comprehensive manual
- was written so that you could understand WHY as well as HOW, and so that
- you could more thoroughly enjoy all the capabilities and features.
-
- Confusion to your enemies!
-
- PART A: HOW TO PLAY ACTION STATIONS!
-
- II. QUICKSTART
- This section contains a set of abbreviated instructions for those who want
- to begin playing without first reading the entire manual. So, assuming
- that you already understand basic naval terminology (see the GLOSSARY,
- Appendix A, and NAVAL BASICS, Appendix B, if you run into any
- difficulties), this section will demonstrate:
-
- * How to load a scenario;
- * Battle Plot symbology;
- * How to enter course and speed orders;
- * How to designate a target and open fire with guns;
- * How to target and fire torpedoes.
-
- We'll walk you through each process in 'see-sailor-do' fashion. The
- example scenario will be the 'Battle of the River Plate', the German pocket
- battleship GRAF SPEE v. the British cruisers EXETER, AJAX, and ACHILLES.
-
- II.1. HOW TO COMMUNICATE WITH THE PROGRAM
- * <RET> will stand for hitting the Return or Enter key.
- * <ESC> will stand for hitting the Escape key.
- * You can move between menus using the arrow keys, or moving the mouse
- until your selection is highlighted.
- * <RET> activates the selection which is highlighted in the menu.
- Clicking the left mouse button is the same as <RET>.
- * If a number input is requested, enter the numbers, then <RET>.
- * <ESC> will cancel the action without entry, and will back you out to the
- next higher menu. Clicking the right mouse button is the same as <ESC>.
-
- For this run-through, 'C:' will show what the computer prints on the
- screen. 'P:' will show the player's response.
-
- II.2. LOADING THE PROGRAM AND RECALLING SCENARIO
- OK, here we go. Begin with your normal computer start-up routine until
- you receive the DOS prompt. Insert the BATTLE disk in the appropriate
- drive.
-
- P: BATTLE <RET>
- C: (Shows opening credits) - PLEASE WAIT. LOADING...
- C: SECURITY CHECK
-
- The program will ask you to enter a specific word from the manual. This is
- the only 'copy protection' included, there to thwart software pirate who
- put games on bulletin boards (Who can they mean!!!). Our apologies for the
- inconvenience (I should think so too).
-
- After a satisfactory security check:
-
- C: INSERT FLEET DISK - PRESS ANY KEY
-
- Remove the BATTLE disk, Insert FLEET DISK: ATLANTIC, and hit <RET>. The
- screen will now show a window with the names of the available scenarios.
- Use the mouse or the arrow keys to highlight RVRPLATE.SCN, then press
- <RET>.
-
- The response 'INITIALIZING' will blink on the screen. When the computer is
- ready, it will echo the scenario name and the turn number.
-
- C: RIVER PLATE TURN:0
- RANDOMIZE SHIP POSITION? Y/N
-
- We are just going to hit the basics on this run, so we will be skipping a
- lot of options. Comprehensive explanations are provided later in the
- manual.
-
- P: N
- C: OPPONENT SELECTION
- P: select COMPUTER OPPONENT
- C: COMPUTER COMMANDS WHICH SIDE?
- P: select RED
- C: DO YOU WISH TO CHANGE THE COMPUTER SKILL LEVEL (Y/N)
- P: N
-
- II.3. THE ACTION MENU
- You are now in the ACTION menu. The bottom display gives time, mission,
- and environmental information.
-
- The upper line is a menu of menus. Use the left and right arrow keys to
- select different menus, the up and down arrows to open them. Use the
- up/down arrow until your selection is highlighted, then <RET>. Note that
- each menu and selection has individual letters highlighted. Hitting that
- letter will also activate the selection.
-
- II.4. THE BATTLE PLOT
- Select the REPORTS menu. In that menu, select BATTLE PLOT.
-
- C: DISPLAY OPTIONS
- P: select SHIP
- P: Select GRAFSPEE
- C: LAST RADIUS (KYDS):25
- ENTER DESIRED RADIUS (5-200):
-
- When you are asked for a numeric input the program prompts you with the
- acceptable limits. Just for experimentation, enter a value outside the
- acceptable range:
-
- P: 1
- C: ERROR RADIUS OUT OF RANGE
-
- (ACTION STATIONS! is sailor-proofed - you don't have to worry about messing
- things up with a wrong keystroke.)
-
- Now back to the demonstration - hit <RET> to clear the error message, and:
-
- P: 21
-
- The computer is now displaying the BATTLE PLOT. The symbology is similar
- to those used in the Naval Tactical Data Systems installed on most modern
- US warships. Section VI contains a key to the symbology. For now the
- basics are:
-
- * X,Y grid (i.e. standard Cartesian coordinate system)
- * Circles are friendly ships
- * Squares are enemy ships
- * The larger the symbol the larger the ship
- * The line coming out of the circle/square is a vector: it points in the
- direction of travel, with the length proportional to the speed of the
- ship
- * Friendly ships are numbered 1 to 49 and coloured yellow
- * Enemy ships are numbered 50 to 99 and coloured red
-
- If you wish to adjust the location of the Plot, it can be scrolled:
-
- * ARROW KEYS: moves the centre 1000 yards in that direction
- * TAB, SHIFT TAB: moves the centre 5000 yards right or left
- * HOME, END: moves the centre 5000 yards up or down
- * PgUp, PgDn: changes to smaller or larger scale
-
- II.5. CHANGING COURSE AND SPEED
- The top line of the Battle Plot reads:
-
- F1: MOVEMENT F2: GUNDIR F3: RNG/PNT F4: SEARCHLIGHT
- F5: SMOKE F6: STATUS F8: STARSHELL F9: TORPS
-
- Hitting the indicated function key allows you to access to menus and
- routines to give orders and get information directly from the Battle Plot.
- We'll demonstrate the basic functions and leave advanced capabilities for
- later.
-
- Let's give the Graf Spee some movement orders:
-
- P: <F1>
- C: SHIPS or FORMATIONS
- P: select SHIPS
-
- The screen shows the ship's movement information. The line on top shows
- the command options: CHANGE COURSE, CHANGE SPEED, SALVO CHASING. Let's
- change course to 80 degrees(T).
-
- P: select CHANGE COURSE
- P: hit <RET> to select the Graf Spee (in multi-ship games all your ships
- would be listed in the box).
- C: #1 GRAF SPEE - COURSE 130
- DESIRED COURSE;
- P: 80 <RET>
- C: DIRECTION
- P: select PORT
-
- Notice that the display has been updated: rudder is now turned to port, and
- the ordered course is now 80. OK? Good. Now select CHANGE SPEED and walk
- through the menus to assign the Graf Spee a ordered speed of 26 knots.
-
- To get back to the Battle Plot, hit <ESC> (depending on where you start,
- you may have to hit it more than once.)
-
- Notice on the Battle Plot that the Graf Spee now has two vector lines - one
- for the current course and speed, and one in a contrasting colour for the
- ordered course and speed. This is a valuable feature in larger battles to
- help you keep track of the orders you have issued.
-
- II.6 GUN DIRECTOR CONTROL
- From the Battle Plot:
-
- P: <F2>
- P: select MANUAL
- P: select GRAF SPEE
- P: select DIRECTOR ORDERS
-
- You have now displayed the Gun Director status board. This lists all your
- gun directors and gives information on the guns which they control. Notice
- all your directors are NOT ASSIGNED and in READY status.
-
- The Graf Spee has eight directors (numbered 1-8). A standard numbering
- convention is used for all ships: directors 1 and 2 are the Main and
- Alternate directors for the main battery, 3 to 6 are secondary battery
- directors, 7 and 8 tertiary battery directors. 'Local control' directors
- 9-12 represent the local fire control capability of the gun mounts. Right
- now, we want to get the main director on a target:
-
- C: ENTER DIRECTOR TO COMMAND (1-12)
- P: 1 <RET>
- P: select TRACK/FIRE
- P: select the top target on the list (target 'X')
- C: MAIN Dir Assigned Target #X
- P: <RET>
-
- Looking on the Main Director status line, you can see that Target X bears 6
- degrees relative at a range of 20.5 KYards (the glossary explains these
- terms). The director is now locked on target with a fire order.
-
- We could assign other directors of other ships if we wished. However,
-
- P: <ESC><ESC> and we are in the Battle Plot
- P: <ESC> and we are back to the Action Menu.
-
- II.7 EXECUTING A TURN
- P: select OPTIONS menu.
- P: select NEXT TURN
-
- The computer will execute a 3 minute time period. When the gunfire phase
- is reached a new Battle Plot will be displayed and the program will pause.
- The program has automatically centred the Battle Plot on the ships which
- are engaged. However, if you would like to concentrate on a particular
- sector of the action the program will accept screen scrolling commands.
- When you are ready, hit <ESC>. Gunfire will be exchanged, with the Battle
- Plot showing tracers between firing ships and targets, explosions, and
- other information. When finished:
-
- C: PRESS ANY KEY
- P: press any key
- C: DO YOU WISH TO SEE THE DETAIL REPORT (Y/N)
- P: N
-
- and we are back in the Action Menu.
-
- II.8 FIRING TORPEDOES
- It's time to try a little 'Torpedo Action - Starboard'. Go to the Battle
- Plot and pick a target, and let's see about putting a few torps in that
- fellow. Got it?
-
- P: <F9>
- P: select TFC COMPUTER
-
- Before you launch, you need an idea of where to fire the torpedoes. We
- don't make you guess. On warships there is a Torpedo Fire Control (TFC)
- computer to perform this function. ACTION STATIONS! includes this
- capability, with the accuracies (and errors) inherent to the WWII-era
- equipment. The process you will be required to make replicates the torpedo
- firing decisions made by the Torpedo Fire Control Officer.
-
- We'll go through the ship-to-ship mode:
-
- P: select SHIP TARGET
- P: select GRAFSPEE
- P: select the target ship
-
- The computer will then read out data similar to the following:
-
- C: BEARING 137 / RANGE 19.0
- TARGET COURSE 45 / TARGET SPEED 19
- ACCEPT? (Y/N)
-
- (Your data may be different, depending on the action taken by AutoWarrior
- in the previous 3 minute turn.)
-
- P: Y
- C: POSSIBLE TORPEDO SETTINGS:
- Setting Speed Max Range
- Low 30 13.7
- Medium 40 8.2
- High 44 5.5
- +-----+
- SELECT TORPEDO SPEED: | LOW | MEDIUM HIGH
- +-----+
- The computer has listed the speed and range settings of the torpedoes
- mounted on the Graf Spee. Since our target is far away (over 19 KYds),
- choose the slowest/longest range setting:
-
- P: select LOW
-
- Now the solution comes up - in our example:
-
- C: TORPEDO COURSE : 101
- TORPEDO RUN TIME : 21 MIN
- RANGE TO INTERCEPT : 21 KYds
- TORPEDO SPREAD AT INTERCEPT : 366 YARDS WITH 1 DEGREE SPREAD
- ANGLE TO TRACK : 242 DEGREES
-
- The torpedo course is 101 degrees true. The torpedo will need to run for
- 21 minutes to reach the intercept point 21 KYds from the launch point. If
- you fired a salvo with one degree spread the torpedoes would be 366 yards
- apart at the point of intercept, with an intercept angle of 242 degrees.
-
- Since the torpedo's maximum range (13.7 KYds) is less than the required 21
- Kyds the TFC is flashing a warning. Normally you would wait for a closer
- shot - but since we are just practising, let's go through the mechanics of
- launching a spread. Get back to the Torpedo Menu (remember how?):
-
- P: <ESC>
- P: select LAUNCH
- P: select GRAFSPEE
-
- The Torpedo Launch Screen is now displayed. The screen displays the
- torpedo mounts, torpedoes available, and the bearings between which the
- mount can fire. Note the window at the lower right hand corner echoes the
- last TFC solution.
-
- To fire, follow the prompts and input the required date on mount to be
- fired, number of torpedoes, course, spread angle (spread angle is an
- advance topic, covered later), and torpedo speed. You can use the TFC data
- or enter your own estimates. When you are finished, go back to the Battle
- Plot - you will see the Torpedo symbol on the screen on the firing ship.
- When you execute a turn you will see the torpedo salvo speeding off on an
- intercept course.
-
- This completes the introductory 'QUICKSTART' session - you can change
- course and speed, assign directors to targets and open fire, and launch
- torpedoes. You also see how things are generally done in ACTION STATIONS!:
-
- - find out what you want to do in the menu;
- - enter desired numbers, usually followed by a <RET>;
- - if you ever get lost, hitting <RET> will back you out of the process
- without doing any mischief.
-
- Congratulations! You have mastered the basics and are ready to take
- command. Load one of the scenarios and have at it!
- Enjoy!
- HOWEVER - Naval warfare is a complex subject, with a massive amount of information,
- technology and tactics to absorb. You are now ready to PLAY the 'game';
- read on to learn more about the subtlety of the 'simulation'.
-
- III. STARTING ACTION STATIONS!
- III.1. COMPONENTS INVENTORY
- Included is the ACTION STATIONS! MANUAL, the BATTLE disk, and three FLEET
- disks, a total of 4 disks.
-
- The BATTLE DISK contains the main data files and simulation programs. The
- three FLEET DISKS contain the data files for ship classes and many ready-
- to-play scenarios. Also included on the FLEET disks is the BUILD SCENARIO
- program which allows you to construct scenarios of your own design, and the
- GENERATE SCENARIO program which allows the computer to automatically
- construct scenarios to your specifications. The FLEET disk cover the
- Pacific theatre (US and Japanese), the Atlantic (British and German), and
- the Mediterranean (Italian, French and Russian).
-
- III.2. BACKING UP YOUR DISKS
- It is recommended that you copy the original disks and use the duplicates
- for playing. Save the original manufacturer's disks as a backup. ACTION
- STATIONS! is not copy protected.
-
- Write protect all four disks. We will discuss later the ability to save
- 'battles in progress' onto a spare disk.
-
- III.3. HARD DISK INSTALLATION
- ACTION STATIONS! can be played using a hard disk. Simply copy the contents
- of the disks into a single directory. (see section XIX.1. with regards to
- files DDF and DDFHARD.) When starting the simulation, begin from your hard
- drive prompt in that directory.
-
- III.4. STARTING THE SIMULATION
- Perform the normal start-up procedure for your computer using DOS 2.1 or
- higher. If your computer does not automatically do so, ensure you enter
- the date and time information. ACTION STATIONS! uses this information to
- initialize the random number generator, so this information will ensure
- that each game will have a different universe of results.
-
- When you receive the DOS prompt
- A>
- The player should place the BATTLE disk in disk drive A.
- When ready, enter
-
- BATTLE <RET>
-
- The computer will then begin to read in the ACTION STATIONS! program and go
- through the game initialization routine.
-
- III.5. COMMUNICATING WITH THE PROGRAM
- We will indicate what is shown on the computer screen with the identifier
- 'C:' (for Computer). Your response will be indicated by 'P:' (for Player).
-
- In those cases where the computer pauses to allow you to read a message,
- hitting <RET> or <ESC> will tell the computer to continue.
-
- III.5.A. KEYBOARD
- Most communication with the computer is through menu selections. The left
- and right arrow keys will highlight the desired menu. The down key will
- activate the menu window, and the up/down arrow key highlights your choice,
- and <RET> activates your selection.
-
- In most all menu titles and selections there is a single letter
- highlighted. Pressing that letter will activate that selection.
-
- If you have entered a menu by mistake, change your mind, or decide not to
- take the action, hit the <ESC> key. This will cancel the input and/or back
- up one level of menu.
-
- III.5.B. MOUSE
- To select menu items, scroll the mouse until the desired selection is
- highlighted and press the left mouse button <RET>.
- To leave a selection press the left mouse button when the cursor is
- positioned on anything but a menu item, and <ESC>.
-
- III.6. LOADING A SCENARIO
- After the security check is successfully fulfilled a blinking line will
- prompt:
-
- C: Insert FLEET DISK and press <RET> to Continue
-
- Remove the program disk from drive and insert the desired FLEET disk. Hit
- <RET>. With Hard Drive, just hit <RET>.
-
- The screen will display a list of the available scenarios.
-
- Highlight your section and press <RET>. 'INITIALIZING' will flash on the
- screen as the data is being loaded.
-
- III.6.B. RANDOMIZING INITIAL POSITIONS
- After loading the computer will ask
-
- C: RANDOMIZE SHIP POSITION? Y/N
-
- The scenarios included are based on historical situations.
-
- Initial positions (with a few exceptions) are a 'snapshot' of the situation
- before combat commenced. After you play a scenario once or twice you will
- become familiar with the situation and some of the 'fog of war' and
- 'surprise factor' will be eliminated. Randomizing the initial set-up can
- restore this uncertainty and renew the freshness of the scenario - what if
- the enemy approached from a different area, or with a different formation?
-
- Games 'in progress' cannot exercise this option. This way if you are
- playing a game with a 'friend' (perhaps by mail), and you have him trapped.
- and the game is saved to finish later, he (or she) cannot 'randomize'
- themselves out of your trap!
-
- First you are asked which side to randomize:
-
- P: Y
-
- C: 1- BLUE FORCE; 2- RED FORCE; 0- EXIT
-
- Only one side can be randomized. If you really want to randomize both
- sides, we'll explain that later. Exit allows you to skip this option.
- Press 1, 2, or 0 ( <RET> is not needed).
-
- There are two ways to randomize the force: first by displacing the entire
- force a random distance in a given direction. The ships' relative
- positions and formation remains the same. It is as if the entire fleet was
- picked bodily out of the water and moved to a new location. This is called
- 'RANDOMIZE STARTING LOCATION'.
-
- Second, we can scramble the relative positions of the formations; for
- instance, a line of ships which was leading the group may now be on the
- flank. This is called 'RANDOMIZE FORMATION'.
-
- C: RANDOMIZE STARTING LOCATION (Y/N)
-
- If you hit N the program will skip to the RANDOMIZE FORMATION option;
- otherwise:
-
- P: Y
-
- C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT)?
-
- You now have the choice of moving the entire force bodily a random distance
- (between 0 and 10 thousand yards) either north, south, east, or west.
- Let's randomize the formation to the north:
-
- P: 1
-
- C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT)
-
- The computer will allow you to enter any number of randomizing directions
- until you enter '0' or <RET>. Each of the randomizations is additive, so
- you can randomize the position of the fleet a lot or just a little. You
- can centre the randomization process in some particular direction, which is
- valuable when you are working with a scenario with a lot of islands or a
- coastline, or if you want to start the forces closer together or further
- away.
-
- If you do not want to bias the randomization in any particular direction,
- just enter counterbalancing randomization directions. For example, if you
- enter a 1,2,3, and 4, then the position will now be located randomly in a
- box within 10,000 yards of the original set-up position.
-
- Let's move on to the RANDOMIZE FORMATION part:
-
- P: 0
-
- C: 1- RANDOMIZE: RED FORCE: FORMATION?
-
- If you input '1' the computer will then randomize the relative positions of
- the Red side formations within 10,000 yards of their original point.
- Individual formations will remain the same, but the relative positions of
- formations will change in the group. For example, consider where there is
- a line of destroyers on the flank of the battleship formation. The
- destroyers will stay in a line ahead and on the same course and speed, but
- may be moved ahead, behind, or on the other flank of the battleships.
-
- RANDOMIZE FORMATION can only be done once.
-
- For both these options, only units that are already in formations will be
- moved. Units with a maximum speed of less than 3 knots will not be
- randomized. Units like shore batteries, land targets, and anchored vessels
- will not be moved if either RANDOMIZE option is exercised.
-
- If, at the end of the randomization process, a ship's position is on land,
- the computer will automatically move it to the nearest water. This may
- result in interesting results - for instance, in the Narvik scenario (which
- is fought in a narrow Fjord), if you enter a large amount of randomization,
- ships may end up entirely outside of the fjord and out of the battle!
- Careful selection of the direction of bias can forestall this.
-
- Now, we promised earlier to show you how to randomize both sides if you so
- choose. Do the following:
-
- - randomize the Blue force;
- - get into the Action Menu. Prior to executing any moves, save the
- scenario at 'turn 0'.
- - restart. Retrieve the scenario you just saved. Now, randomize the Red
- Force. You're off!
-
- III.7. SELECTING YOUR OPPONENT
- The computer will give you the choice of opponent. By selecting TWO PLAYER
- you allow the thrill of battle to be shared by another member of the human
- race. COMPUTER OPPONENT allows a one-player game, unleashing the ferocity
- of the AutoWarrior in your (formerly) friendly computer.
-
- Default is COMPUTER OPPONENT. When the desired selection is highlighted,
- <RET>, or hit 'T' (for Two player) or 'C' (for Computer).
-
- III.7.A. TWO PLAYER MODE
- This option allows two human players to command. The computer will ask for
- ACCESS CODE NUMBERS from each commander. Enter a number, followed by
- <RET>. The numbers will NOT be displayed on the screen, for security
- purposes. This access number will control who can retrieve information and
- give orders to each force.
-
- If you desire to play a game where you command both sides, just select the
- two player mode and enter an easy access number for both sides, such as
- '1'.
-
- A game that was begun in the Two Player mode will automatically go into Two
- Player mode again. The same access codes will be required - this way play-
- by-mail is possible, or you can store a 'face-to-face' game for later play
- with some assurance that your friend will not try a little midnight
- espionage.
-
- III.7.B. COMPUTER OPPONENT MODE
- Selection of this option activates the 'AutoWarrior', a canny old salt with
- a rather ruthless (and sometimes unorthodox) approach to naval warfare.
- More is available on the characteristics of this commander later in the
- manual. You will be asked which side the computer is to command, and if
- you wish to adjust the computer's skill level.
-
- The skill level is designed to alter the efficiency and combat
- effectiveness of the force commanded by the computer.
-
- There are seven levels (-3 to +3) available. A skill level of '0' is the
- average historical level of an average commander and average force.
- Assigning the computer -3 gives it a poor force, and a +3 is the best force
- (with the numbers between giving intermediate shades of ability).
-
- The skill rating influences gun and torpedo accuracy, tactics, damage control
- skills, sighting and tracking abilities and other capabilities.
-
- This skill level is in addition to other factors - for example, an Italian
- force at skill level +2 is about equal to a British force at skill level 0
- (this is based on historical fact).
-
- Games which are played against the Computer Opponent can be saved; when
- they are recalled, they can be resumed using either the Two Player or
- Computer Opponent modes, and the computer can command either side
- regardless of the original command assignments.
-
- At the end of the process the computer will print CALCULATING, load
- additional parts of the program, and calculate the initial results of
- visual and radar searches.
-
- At this point the loading and initializing procedure is complete and we can
- get on with the engagement!
-
- IV. THE ACTION MENU
- After the program loads and initializes the ACTION MENU will be displayed.
- This is 'Main Street' - you can get anywhere in the program from here. If
- you get confused about where you are in the program, just keep hitting
- <ESC> and eventually you will return to the Action Menu.
-
- Across the top is a menu of menus. An individual menu can be selected by
- using the arrow keys and pressing <RET> or by pressing the highlighted
- letter in the menu title.
-
- The bottom section of the Action Menu indicates:
- - Side up - Red or Blue force, and the nationality (U.S., Japanese, British,
- German, French or Russian Fleets).
- - The name of the battle.
- - The mission assigned to the force.
- - Details on the current ENVIRONMENTAL conditions.
-
- V. ENVIRONMENTAL FACTORS
- V.1. TURN NUMBER
- ACTION STATIONS! is a time-step simulation executed in turns representing 3
- minutes of action. The turns are numbered sequentially. The initial
- setups begin with turn 0.
-
- V.2. DAY NUMBER:
- All scenarios begin on day 1. If the battle continues past midnight the
- game day will sequence to the next higher number.
-
- V.3. TIME
- The time of day uses the 24 hour military clock. 1:25 PM is indicated as
- 13:25.
-
- V.4. WIND
- Both wind velocity and direction is indicated, velocity in knots and
- direction in degrees (true).
-
- V.5. LIGHT CONDITIONS
- There are 6 conditions of daylight:
- DAWN - from 0530 to 0600
- SUNRISE - from 0600 to 0800
- DAY - from 0800 to 1600
- SUNSET - from 1600 to 1800
- TWILIGHT - from 1800 to 1830
- NIGHT - from 1830 to 0530
-
- The sun is always considered to rise at 90 degrees true, and set at 270
- degrees true.
-
- DAWN, TWILIGHT And NIGHT operate under night rules of visibility.
- Starshells, searchlights, flares and shipboard fires will illuminate
- vessels.
-
- SUNRISE, DAY and SUNSET operate under the daytime rules of visibility.
- Flares, starshells and searchlights are ineffective (and the program will
- not allow access to them).
-
- During DAWN and TWILIGHT the sun is considered to be just under the
- horizon, and ships may be spotted by silhouette.
-
- During SUNRISE and SUNSET the sun is on or just over the horizon. During
- those periods if the sun is behind the target glare will interfere with the
- spotting process and reduce gunnery efficiency. More on this in the
- GUNNERY section.
-
- V.6. SEA STATE AND WAVE DIRECTION
- Sea State is a measure of the roughness of the seas. There are four sea
- states, in order of increasing severity:
-
- LIGHT - flat and calm.
- MODERATE - waves high enough to begin to interfere with the manoeuvrability
- of small vessels; platform steadiness begins to have an effect on gunnery
- controlled at local stations.
- HEAVY - waves high enough to interfere with the manoeuvrability of even the
- largest ship; platform steadiness degrades director-controlled fire.
- ROUGH - seas dangerous, having a serious effect on the manoeuvrability of
- all ships. Gunfire very seriously degraded.
-
- The limitation of a ship's speed due to weather is a function of the size
- of the ship, the sea state, and the course of the ship with respect to the
- wave direction. This is a complex relationship determined by a detailed
- calculation; however, the following table will give you an idea of the
- severity of the effect:
-
- MAXIMUM SPEED OF SHIPS IN VARIOUS SEA STATES
- SHIP CLASS SEA STATE: M H R
- Battle ship 40-46 30-36 20-26
- Cruisers 34-38 24-28 14-18
- Destroyers 30-32 20-22 10-12
-
- The table does not include the effect of heading into the seas, which could
- reduce the maximum speed capability by as much as an additional 50%.
-
- Do not be concerned about memorizing this table. The program automatically
- makes the proper calculations and, if the ship's speed is limited by
- weather to a speed less than the engineering plant maximum capability, a
- message will be printed similar to:
-
- WEATHER LIMITED: MAX SPEED XX
-
- V.7. SQUALLS
- Rain and Snow squalls are short and violent storms. When a squall appears,
- visibility is reduced markedly, radar performance drops and smoke screens
- will only last for three minutes.
-
- In the Action Menu and Battle Plot you can get one of two messages relating
- to squalls: either
-
- SQUALL APPROACHING or 'SQUALL'
-
- Squalls are generally short (15 minutes, although they can last longer or
- shorter).
-
- VI. THE BATTLE PLOT
- The Battle Plot is a graphic depiction of the position of all the ships
- involved in the action, along with smoke, stack gasses, starshells,
- searchlights, torpedoes, and other action. It is based on the 'Battle
- Plot', first used in the latter part of WWII as a part of the Combat
- Information Centre concept.
-
- The Battle Plot uses a Cartesian coordinate system (X-Y grid). North is to
- the top of the screen. Reticle marks are provided for perspective - the
- distance between each reticle tic is listed on the top of the display as
- the scale. The basic unit is the KiloYard, often abbreviated as 'K' or
- 'KYDS' (1 KiloYard = 1000 yards).
-
- VI.1. DISPLAYING THE BATTLE PLOT
- From the Action Menu, select REPORTS, then select BATTLE PLOT. You have
- the following options:
-
- C: CENTRE DISPLAY ON
-
- SHIP; POINT; PREVIOUS POINT
-
- CENTRE ON SHIP allows you to centre the screen on any ship in your force.
-
- CENTRE ON POINT allows you to centre the screen on a grid point. The
- computer will tell you the previous X and Y position of the centre of the
- screen and ask for new X-Y coordinates.
-
- PREVIOUS POINT puts up the same plot as the last time the display was
- called.
-
- For CENTRE ON SHIP or CENTRE ON POINT the program will ask for the RADIUS
- of the display. This is the distance from the centre of the screen to the
- edge. The minimum radius is 5K, and the maximum radius is 200K.
-
- The Battle Plot will then be displayed. The centre coordinates and scale
- are printed at the top. You can 'scroll' the Battle Plot to change the
- location of the centre or change the scale using the following commands:
-
- - ARROW KEYS moves the centre 1000 yards in that direction.
- - TAB and SHIFT TAB moves the centre 5000 yards right/left.
- - HOME moves the centre up 5000 yards.
- - END moves the centre down 5000 yards.
- - PgUp changes to a smaller scale.
- - PgDn changes to a larger scale.
-
- VI.2. BATTLE PLOT SYMBOLOGY
- The chart screen uses symbology similar to that used by the U.S. Navy's
- Naval Tactical Data System (NTDS) to give a clear, understandable display
- conveying the maximum amount of clutter. With a little familiarization it
- will become second nature.
-
- The background colour of the plot is blue (during day actions) or black
- (during night actions).
-
- A ship's position is marked by a circle (friendly ship) or a square (enemy
- ship). The size of the circle or square is proportional to the size of the
- vessel.
-
- A vector line out of the centre of the symbol indicates current course and
- speed. The lines point to the direction of travel, and the length is
- proportional to the speed. A second (red) vector representing ordered
- course/speed will appear if a change is ordered or in progress - this
- allows you to keep track of the ships to which you have given course and
- speed orders.
-
- Friendly ships are labelled with ship numbers between 1 and 49. Enemy
- ships are assigned numbers at random between 50 and 99. The computer will
- assign each enemy ship a target number when it is sighted. If a ship
- disappears from view and later reappears it will be assigned a new target
- number. This helps to preserve the 'fog of war' and prevents ship
- identification by memorizing ship numbers.
-
- Friendly ships are yellow. Enemy ships are coloured red. There is one
- exception to this: during night visibility mode, if a ship is inside a
- starshell, flare, or ship's fire loom, it is coloured green (This is taken
- from the IBM manual, so the Amiga will more than likely be the same)
-
- Capsized ships are marked by a filled-in square.
-
- During night actions, ships which have their searchlights on, are in a
- searchlight beam, are on fire are circled.
-
- Small arrows mark the position and course of torpedo spreads. 'Friendly'
- torpedo spreads are always shown on the screen, while only those 'enemy'
- torpedo spreads which your lookouts have sighted are displayed. Note that
- it is nearly impossible to sight torpedo spreads at night or in heavy or
- rough seas.
-
- Terrain is indicated by filled-in green circles. Shallow water is within
- 500 yards (.5K) of the beach (marked by 3 rings of 'breakers').
-
- Smoke and stack gasses are shown in green. Starshells and aerial flares
- are yellow circles showing the area of the loom. (note: it is an
- idiosyncrasy of the graphics package that, if a lot of starshells are
- located in a small area, some might not be filled in solid yellow. These
- are still fully-effective starshells.)
-
- The Battle Plot subprogram screens information so only that information
- which would be available to that side is displayed.
-
- - enemy ships will not be marked on the chart until they have been sighted;
- - stack gasses will not be visible unless a ship is in position to sight
- it;
- - enemy-launched torpedoes will only be displayed if sighted by a lookout.
-
- Some things will be automatically visible to both sides regardless of
- range:
-
- - smoke from burning ships, oil slicks, or smoke screens;
- - star shells and aerial flares.
-
- VI.3. GIVING ORDERS AND GETTING INFORMATION FROM THE BATTLE PLOT
- The top two lines of the Battle Plot is a menu of orders and reports which
- are accessible by using FUNCTION keys:
-
- F1 - MOVEMENT: individual ship or formation movement orders
- F2 - GUNDIR: gun director orders, gun mount assignments
- F3 - RNG/PNT: Range/Bearing information, armour penetration data
- F4 - SEARCHLIGHT: searchlight controls
- F5 - SMOKE: smoke screen controls
- F6 - STATUS: individual ship's status
- F7 - TRACERS: display tracers on the Battle Plot
- F8 - STARSHELLS: starshell controls
- F9 - TORPS: torpedo controls
-
- When the function key is pressed a window will drop down to allow you to
- give orders and get information. When completed, the Battle Plot will be
- returned to the screen.
-
- For instructions on the information and orders possible through the
- function keys from the Battle Plot, consult:
-
- MOVEMENT: section VII.
- GUN DIRECTOR/MOUNT: section IX.
- RANGE AND PENETRATION, STATUS: section VIII.
- SMOKE: section XIII.
- SEARCHLIGHTS, STARSHELLS: section XIV.
- TORPEDOES: section X.
-
- F7 - TRACERS displays dotted lines between firing ships and targets. Enemy
- tracers are in red, friendly are in yellow. This allows you a quick check
- on your fire distribution and how the enemy is targeting your ships.
-
- <ESC> exits the Battle Plot and returns you to the Action Menu.
-
- VII. MOVEMENT
- VII.1. INDIVIDUAL SHIPS
- Individual ship movement orders can be initiated from the Action Menu
- ('MOVEMENT') or the Battle Plot ('F1').
-
- The DISPLAY provides a summary of the current speed, ordered speed, rudder
- status, ordered and current course, and turn delay distance of all ships in
- the force.
-
- The top line shows the available options: Change Course, Change Speed, and
- Salvo Chasing. Either use the arrow keys to highlight the desired choice
- and hit <RET>, or press the highlighted letter in each option ('C', 'S', or
- 'L').
-
- For course or speed changes you will be asked to select the ship, and then
- to enter the new course or the new speed. Courses are from 0 to 360
- degrees true in increments of 1 degree. Speed is in knots.
-
- If you are changing course you will be asked for the direction of the turn.
- The selections are:
-
- STBD (starboard, or to landlubbers, right)
- PORT (left)
- Del STBD (delayed starboard)
- Del PORT (delayed port)
-
- Delayed Starboard or Delayed Port gives you the capability to begin the
- turn after the ship has travelled an additional distance along the current
- course. This is useful for formation manoeuvring or to unmask launchers
- for a torpedo attack. The program will tell you how far the ship would
- travel in the next turn (for example, 'MAX DEL DISTANCE THIS TURN 2.5K')
- and ask for the distance to delay before executing the turn. You may enter
- any value you desire, even if its greater than the distance covered in the
- next move. The program will simply patiently measure off that distance and
- turn at the desired point, no matter how long it takes.
-
- In ACTION STATION! all ships turn to a standard tactical diameter of 2000
- yards. That works out to 1 degree for every 17.5 yards of forward
- movement. Turns may take one or more turns.
-
- Standard acceleration/deceleration rates are 10 knots/3 minute turn. Ships
- can move in reverse a speed up to 1/3 their maximum forward speed. Reverse
- speeds are ordered by entering a negative number for ordered speed. This
- is a useful capability if you are stuck in a fjord without enough room to
- turn around. Remember, though, that your rudder has the reverse effect.
-
- VII.1.B. SALVO CHASING
- Salvo chasing is a technique of steering the ship on an evasive course to
- throw off enemy gunfire accuracy (a full explanation is contained in Part
- C). Salvo chasing is either ON or OFF, as selected using the Salvo Chasing
- option.
-
- Salvo chasing is only effective when the ship is going over 5 knots. Salvo
- chasing will automatically terminate under that speed. Base course will
- remain the same, but the distance travelled is reduced by 10% due to the
- extra drag of the rudder.
-
- VII.2. FORMATION ORDERS
- Assigning ships to formations help to maintain better control of your
- forces, and allow you to give orders to many ships simultaneously.
-
- The Formations status board informs you of the composition of your
- formations. Each side has seven formations, numbers 1-7 for the Blue force
- and 8-14 for the Red force. A formation can contain a maximum of eight
- ships. The formation display for the Blue force might look like:
-
- FORM 1 FORM 2 FORM 3 FORM 4 FORM 5 FORM 6 FORM 7
- 1) 1 4 7 0 0 0 0
- 2) 2 5 0 0 0 0 0
- 3) 3 6 0 0 0 0 0
-
- This shows which ships are assigned to each formation, and their order.
- For instance, the lead ship (position #1) in formation #2 is ship #4,
- followed by ship #5 in the second position and ship #6 in the third
- position.
-
- The program screens your input so a ship cannot be in several formations at
- once. Each formation must have a leader assigned to position #1 for the
- formation to be active. A leader cannot be detached from the formation
- without dissolving the formation. Ships must be assigned to sequential
- positions - do not skip positions.
-
- To give orders, first select the formation number. You will then be given
- the following menu of options:
-
- 1 - INITIALIZE FORMATION
- This option allows you to assign ships to formation from scratch. The
- program will ask you to select the lead ship in the formation, the second
- ship, the third, etc., up to a maximum total of eight.
-
- 2 - ADD UNIT and 3 - REMOVE UNIT
- These options allow you to individually add or detach units from a
- formation. The program will ask for the formation position.
-
- - to add a unit to the formation, pick an empty formation position
- (denoted by a '0' in the formation list) and enter that number.
- - to detach a unit, pick the unit's formation (note that if the detached
- ship was from the middle of the formation that all the following ships
- will move up one position).
- - to substitute one ship for another, pick the formation position and
- select the new ship. The new ship will assume that position and the old
- ship will be dropped from the formation.
-
- Note that formation leaders (the #1 position) can only be changed by using
- the 'dissolve formation' and 'initialize formation' option.
-
- 4 - TURN SEQUENTIALLY
- This option allows you to issue a turn order to all the ships in the
- formation. You will be asked for the new course and the direction of the
- turn. The program will tell the lead ship to turn immediately.
-
- For each following position, the program will measure the distance to the
- lead ship and enter a 'delayed turn' order to come to the same course.
- Thus, if the ships are in a line ahead formation, each of the ships will
- wait until the turn point to turn on the new course, preserving the line
- ahead. If the ships are not in a line ahead (say, in a line abreast or a
- line of bearing)( then they will end up in a line of bearing. And if you
- issue this order to a scattered formation, it will remain scattered - more.
-
- 5 - TURN TOGETHER
- This option issues a turn order to all ships in the formation. The ships
- will turn immediately and simultaneously to the new course in the direction
- specified.
-
- 6 - SPEED CHANGE
- This option allows you to change the speed of the ships in the formation.
- The speed change will will be executed immediately. If the desired speed
- exceeds the maximum capacity of any ship in the formation (due either to
- the ship's maximum speed or to weather limitations) then a warning message
- will be printed and the ship will be ordered to its maximum speed.
-
- 7 - DISSOLVE FORMATION
- This option automatically detaches all ships and deactivates the formation.
-
- 8 - LINE AHEAD
- This option is designed to establish and maintain line ahead formations.
- When a formation is exercising this option an 'L' will be printed next to
- the leader's number on the Formation status board. The program will
- automatically give orders to all ships in position 2 to 8 to assume a line-
- ahead formation and follow the lead ship. Note that if the formation is
- not in a straight line ahead when the leader executes a turn, following
- ships will 'cut the corner' in order to maintain formation alignment.
- Also, that ships with a delayed turn order in effect will execute that
- order prior to falling into formation.
-
- VIII. REPORTS
- The REPORTS menu provides access to large amounts of information in
- convenient and functional displays. The following options are available:
- REPORTS, consisting of:
- LOOKOUT
- FLEET DEPLOYMENT
- FLEET READINESS
- FLEET BATTERY
- CURRENT HITS
- BATTLE PLOT
- DETAIL REPORTS
- SHIP STATUS
- RNG/PENETRATION
-
- LOOKOUT and SHIP STATUS are reports from individual ships.
- RANGE/PENETRATION is a ship-to-ship display. The rest are summary displays
- with information on the entire force.
-
- VIII.1. SHIP'S STATUS
- This display provides individual ship status, damage, and some fire control
- summary information. It contains about everything you could want to know
- about that vessel in a condensed display.
-
- VIII.1.A. WEAPON STATUS
- The centre and left sections provide weapons information. Included are
- main battery gun mount information and torpedo mount status.
-
- The centre window is of particular importance: it provides information on
- main battery gunnery performance for this previous three-minute turn.
-
- The report consists of details on the guns on targets, rounds expended in
- the last 3 minutes, and the Gunnery Officer's estimate of the number of
- hits he has scored. The estimate of hits may, of course, not be perfectly
- accurate - Gunnery Officers were notorious for overestimating the number of
- hits they achieved, while at times shells penetrated so deeply into the
- target ship before exploding that there was no indication to an outside
- observer that the ship had been hit.
-
- Pressing F1 will provide the Gunnery Officer's report of the factors which
- impacted on gunnery accuracy or rate of fire, entitled GUNFIRE
- DEGRADATIONS. There are 31 different factors which can be reported. A
- complete explanation of all gunfire degradation factors is provided GUNNERY
- COMBAT, section XX.
-
- VIII.1.B. DAMAGE STATUS
- A summary of the number of hits by size of shell hits is given on the lower
- right, along with torpedo hits. Other damage and engineering/damage
- control information is grouped in the upper right. Particular attention
- should be paid to the LIST figure - over 25 degrees is usually fatal.
- Other systems will display 'damaged' or 'destroyed' message as appropriate.
-
- VIII.1.C. SETTING BATTLE STATIONS
- 'Battle Stations', 'General Quarters', 'Action Stations', and 'Condition I'
- are all terms describing the maximum state of readiness for battle, with
- all stations manned and all hatches and openings shut. The status of
- Battle Stations is indicated in the block labelled 'Bridge Status'.
-
- In most scenarios all ships begin at Battle Stations. However, in several
- the action commences with some or all ships in the force less than full
- readiness - a good example is the Savo Island scenario, where the Japanese
- surprised and mauled an American force.
-
- You cannot order your ship to go to Battle Stations. The program will
- automatically begin to set Battle Stations after the enemy has been sighted
- and a ship has broadcast a warning message. How quickly a ship is ready
- for battle depends on when they know of the enemy's presence and the crew
- quality.
-
- When a ship is not at Battle Stations it cannot fire torpedoes or give
- director or mount orders. After Battle Stations are set there is still a
- period of 'surprise' where gunnery accuracy is reduced. It takes 3-30
- minutes for a ship to reach full readiness, depending upon the initial
- degree of readiness and crew quality.
-
- VIII.2. LOOKOUT/RADAR
- This screen reports the enemy ships which have been sighted by the
- designated ship. It includes the enemy target number, classification
- information, and visibility information.
-
- The classification of a target progresses from UNKNOWN, to a type
- identification (BATTLESHIP, CRUISER, DESTROYER, AUXILIARY, MERCHANT), to an
- individual class identification (e.g., FLETCHER class). This process will
- be fairly rapid during daylight, and slower and more uncertain at night.
-
- The display will also show the means of sighting the enemy. The 'best'
- illumination or sighting means will be given. The hierarchy of sightings
- are:
-
- Best: ON FIRE
- LIGHT FROM TARGET
- SEARCHLIGHTS
- STAR/FIRE LOOM
- SILHOUETTE STAR/FIRE
- SILHOUETTE DAWN/TWILIGHT
- VISUAL
- RADAR
-
- Worst: GUN FLASHES
-
- A complete explanation of these is available in the Visibility section of
- the manual.
-
- VIII.3. FLEET DEPLOYMENT
- This provides a single-screen summary of the locations of your units by
- grid position.
-
- VIII.4. FLEET READINESS
- This provides a single-screen summary of the watertight integrity, number
- of shell and torpedo hits, torpedoes available, and main battery mounts
- destroyed for all the ships in your force. You can consult this display
- immediately after a turn to get a summary of which ships were hit, and then
- go to the individual ship's damage reports for amplification. If a ship's
- damage control capability is eliminated a report will not be available.
-
- VIII.5. FLEET BATTERY
- This screen provides a summary of the status of the Main Directors of your
- units - target, bearing and range, tracking or firing, and other
- information. This display is particularly valuable to ensure proper fire
- distribution. If a ship's Main Director has been destroyed a report will
- not be available.
-
- VIII.6. CURRENT HITS
- This option provides a report on all the gunfire that was exchanged in the
- last 3 minutes. It includes the firing ship, the target, the number of
- guns and classification, and an estimate of the number of hits. The hit
- estimate are taken from the lookouts, so this report may vary from the
- report from the Gunnery Officer and can also be under- or over-estimates.
-
- If a ship is hit by Enfilade fire, the number '99' will be printed instead
- of the number of guns.
-
- Note - The data for this display IS NOT RECORDED when you exercise the
- 'Save Game' option - this is to save disk space, because the possible
- number of entries is very high.
-
- VIII.7. DETAIL REPORT
- This report contains a summary of the action of the previous turn. It
- reports firing and target ships, explosions, torpedo hits, engineering
- breakdowns, capsized ships, successful engineering repairs, and other
- events. The Daily Report will be offered for review immediately after
- execution of a turn.
-
- The Detail Report might report false torpedo hits. This reflects the fact
- that many more torpedo hits were reported by lookouts during surface action
- than ever actually occurred. Often shell splashes were reported as torpedo
- hits (wishful thinking?). Since this influences the commander's assessment
- of how much damage he is inflicting on the enemy it is included in ACTION
- STATIONS!
-
- VIII.8. RANGE/PENETRATION
- This report provides bearing and range between two ships. It also provides
- information on the armour penetration capabilities of the spotting ship's
- guns against the target ship for penetrating vertical and horizontal armour
- at the current target angle. The Armour Penetration display provides the
- same type of information used by warship commanding officers to determine
- the most effective range at which to engage the enemy.
-
- For vertical armour (e.g. belt), penetration will occur at distances closer
- than the listed range. For horizontal armour (e.g. deck), penetration will
- occur when the range is longer, because the angle of fall of the shell is
- steeper and is closer to a 90 degree angle with the armour, preventing
- 'glancing blow' hits.
-
- IX. GUN MOUNTS AND GUN DIRECTORS
- Gun directors are designed to track targets and compute the gunfire
- solution. Gun mounts are electrically connected to the directors. The
- director controls the gun mount by transmitting bearing, elevation, and
- firing orders.
-
- Some ships have many directors, while other ships (like auxiliaries or
- merchants) have none and control their gun locally.
-
- In ACTION STATIONS!, directors are only capable of controlling one type of
- gun. This is not exactly accurate, as some German and U.S. ships had dual-
- purpose, dual battery directors. However, they were few and so that
- capability is not included. MAIN and ALT (alternate) directors control
- main battery guns. SEC (secondary) and ALT SEC (alternate secondary)
- directors control secondary battery guns, and TER directors control
- tertiary battery guns.
-
- Gun mounts are assigned to directors, the director computes the firing
- solution, orders are transmitted to the gun mount, and the mount fires.
- This process is duplicated in ACTION STATIONS!
-
- If directors were destroyed the gun mounts had their own rudimentary fire
- control equipment. This capability is duplicated by allowing guns to be
- assigned to 'local control directors'. For the main battery, these
- directors are called LOC MAIN A and LOC MAIN B, and for the secondary
- battery LOC SEC STBD and LOC SEC PORT. Tertiary batteries are not provided
- with means to fire under local control.
-
- Both gun turrets and directors have arc of train limitations. The figure
- shows the relative bearing train limitations.
-
- GUN DIRECTOR is available from either the Action Menu or the Battle Plot.
- When selected you will have two options, either AUTO or MANUAL.
-
- IX.1. AUTO DIRECTOR
- The Auto Director allows you to delegate the authority of assigning all
- ship's directors to the Fleet Gunnery Officer, a billet filled by the
- computer. The program will assign your directors to targets. The order is
- only good for that turn - it may be selected each turn if you so desire.
- The directors will remain on their assigned targets until they are either
- manually or automatically reassigned, they are destroyed, or they lose
- sight of the target.
-
- You have the option to have the directors either just track their targets,
- or to track and fire.
-
- The 'track' option is most valuable during night actions when you have not
- yet been spotted and do not want to reveal your presence by firing. This
- allows the directors to track the targets longer, which will increase their
- accuracy when they do open fire.
-
- In the 'open fire' option, the directors are instructed to open fire on
- targets that are within gun range. Distribution may be unorthodox - a
- battleship's guns will be directed against a destroyer if the opposing
- battleship is still out of range. Destroyers will not be fired upon if the
- range is greater than 20K (precious little chance of hitting a DD at ten
- miles!).
-
- The Auto Director order will only operate on directors that are controlling
- guns. Alternate directors and local control directors which are not
- controlling a battery are left in the 'ready' status. Directors in
- 'illumination' mode will remain in that mode.
-
- The Gunnery Officer tries to match the appropriate size guns to the target,
- avoid over-concentrations, and distribute fire as best as possible.
- However, he does not take into account all tactical considerations. You
- may want to go back in the manual mode and review the assignments and
- change them as appropriate. Be careful issuing this order after you have
- assigned directors manually, because there is a possibility that the
- Gunnery Officer might shift your directors to different targets.
-
- The Auto Director mode is the same program that the Computer Commander uses
- to assign directors to targets.
-
- IX.2. MANUAL CONTROL OF DIRECTORS AND GUN MOUNTS
- The Manual option places you in direct command of the Directors and the Gun
- Mounts.
-
- IX.2.A. DIRECTOR ORDERS
- This display gives a one-screen summary of all the gun directors on the
- ship by battery. It provides information on the gun size of the battery,
- number of guns, current assignments of the directors, and target
- information.
-
- This display is used to make tracking and targeting assignments. The
- program will walk you through the process of selecting the director to be
- commanded, the command option and the target. One of the options is the
- 'ILLUMINATION' mode - it is necessary to have a gun director controlling at
- least one gun in this mode before you can fire starshells.
-
- IX.2.B. GUN ASSIGNMENT
- This display is a summary of the main, secondary, and tertiary gun mounts
- on the ship. It gives the mount number, number of guns, arc of train, and
- the director controlling that mount. Secondary and Tertiary guns are not
- given by mount but by battery associated with the standard mount groups -
- port, starboard, forward, and aft.
-
- From this display you can assign gun mounts to different directors. For
- instance, say you wanted to assign a main battery mount (#2) to the ALT
- (Main Battery Alternate) Director:
-
- C: WHICH MOUNT?
- P: 2
-
- C: WHICH DIRECTOR?
- P: select ALT
-
- The program will update the screen display, and you can confirm that the
- required assignment has been executed. The computer will not allow you to
- 'mismatch', i.e. assign main battery guns to secondary battery directors,
- or port side mounts to starboard side directors.
-
- X. TORPEDO STATUS/ORDERS
- From the Action Menu under CONTROLS, and from the Battle Plot by using F9,
- is TORPEDOES. When you enter this option, you are given three choices: TFC
- COMPUTER, LAUNCH, and RELOAD.
-
- X.1. TFC COMPUTER
- 'TFC' stands for Torpedo Fire Control. The TFC Computer calculates the
- direction to fire torpedoes based on your inputs or the inputs of your
- tracking team.
-
- In ACTION STATIONS! the position of each torpedo is calculated
- individually. The torpedo salvo and all potential targets are calculated
- down to 3 seconds of time and less than a yard of accuracy to determine
- hits. Length, beam and target angle are taken into account. If a torpedo
- hits, the location on the hull is determined and damage calculated
- accordingly.
-
- The first option is to select either a 'ship' target or an 'area' target.
- 'Ship' is used when the target ship is visible to the firing ship, and your
- tracking team can provide range, bearing, and course and speed estimates.
- 'Area' is used when you assume a target is in a particular location but
- cannot get an exact bearing and range - for instance, a target which has
- just disappeared behind a smoke screen. Estimate of the bearing, range,
- course and speed of the target must be provided based on examining the
- Battle Plot, intuition, or astrological forecasts. Hits are less likely
- using the area method unless you are firing at a large formation.
-
- The inputs required for both options are very similar, so we will just
- demonstrate the Ship option in detail:
-
- P: select SHIP
- P: select the firing ship
- P: select the target ship
-
- C: BEARING 146/RANGE 19.2/TARGET COURSE 45/TARGET SPEED 19
- ACCEPT? (Y/N)
-
- Bearing and range information is accurate within one hundred yards and half
- a degree, the approximate accuracy of shipboard instruments of the era.
- Target course and speed estimates are from the crew's tracking team, and
- are of various accuracies depending upon crew quality, lighting
- conditions, and length of time the target has been tracked. Speed
- estimates are especially critical: for instance, a 1-knot error in target
- speed will result in a hundred yard difference in the calculated intercept
- point for a 3-minute torpedo run.
-
- If you enter 'Y', you are telling the TFC computer to accept the crew's
- estimate. If you do not approve the estimate press 'N', and you will be
- prompted to enter your own data.
-
- This feature is useful if you are anticipating that the enemy will make a
- course or speed change - for instance, the target is at the tail end of a
- line formation which is in the process of executing a turn.
-
- After course and speed has been entered by either of these methods the
- speed and range capabilities of the torpedo are displayed.
-
- After all information has been entered the TFC will give a solution: course
- for the torpedo, run time, intercept angle, and range to intercept point.
- The spread figurer gives an indication of how far apart torpedoes in a
- salvo would be at the point of intercept if they were launched with a 1
- degree spread between torpedoes.
-
- The TFC computer can also calculate the 'best course to intercept' for
- ships. For example, your destroyers want the course to close at the
- fastest rate on a battleline for a torpedo attack. Instead of using
- torpedo speed use the speed of the ship. Set the ship's course on the
- calculated torpedo course, and they will track towards the target on the
- best intercept course.
-
- X.2. LAUNCH
- The launch option display shows the status of the torpedo launchers on the
- ship, number of torpedoes ready to launch, and the arc of the train of the
- mount.
-
- The far right column gives the time until the mount is ready to fire. Each
- mount can fire only one spread per turn, even if it fires only part of the
- torpedoes available. The mount cannot fire if reloading is in process.
-
- To the bottom right is an echo of the last TFC solution, giving torpedo
- course, torpedo speed, and the distance between torpedoes at intercept if a
- 1 degree spread is used.
-
- The program will ask:
-
- - which mount to fire;
- - the number of torpedoes to fire;
- - the course of the centre torpedo of the spread;
- - the spread angle between torpedoes, in degrees and tenths;
- - the speed setting.
-
- At the completion the launch screen will be updated. The appropriate
- number of torpedoes will be gone and the mount 'ready in' time set at 3
- minutes. At this point you can either launch additional torpedoes from
- other mounts or hit <ESC> to return to the Torpedo Menu.
-
- X.3. RELOAD
- When you call for the Reload option, the computer first looks at all of
- your ships to see which have mounts which could begin reloading. A list of
- these ships is printed, and you will select the ship.
-
- A summary display lists the torpedo mounts on that ship, along with ready
- times and reloads available. Select the mount and the number of torpedoes
- to be reloaded. You may perform either a full or partial reload.
-
- XI.1. AIRCRAFT
- Since ACTION STATIONS! is primarily concerned with surface-to-surface
- combat, the role of the aircraft is limited. Each side can have a maximum
- of two aircraft aloft. Aircraft are limited to reconnaissance and gunfire
- spotting missions. Aircraft cannot attack or be shot down.
-
- From the Action Menu, select Controls, then select Aircraft. The display
- provides the current status of the aircraft airborne, and list a number of
- ships with aircraft yet to be launched. The options are LAUNCH, JETTISON,
- and ORDERS/REPORTS.
-
- XI.1. LAUNCH
- The launch option allows you to order aloft any aircraft which you may have
- on board ships or shore facilities. Aircraft launch from ships is a tricky
- event. Most aircraft were stored on the catapult in the full force of wind
- and weather; plus, aircraft were such a fire hazard that they were normally
- kept in a 'de-fueled' status. Consequently, aircraft were OFTEN not able
- to be launched when the commander wanted them. In ACTION STATIONS!, there
- is a 50% chance that a launch will be unsuccessful. Aircraft which are
- unsuccessful in the launch procedure are jettisoned.
-
- If a launch is successful the aircraft will circle awaiting commands.
- Blue force aircraft are numbered 1 and 2, and Red Force aircraft are
- numbered 3 and 4. Select the position number by using the up and down
- arrow keys. If you assign a newly launched aircraft the number of an
- airborne aircraft the airborne aircraft is removed from play.
-
- Aircraft cannot be launched from a ship which is firing. There is no
- provision for aircraft recovery or refuelling.
-
- Aircraft all have a standard endurance of 180 minutes, and a standard speed
- of 120 knots.
-
- XI.2. JETTISON
- If you have your full complement of aircraft aloft already (or,
- alternately, you do not desire to use the smelly, noisy contraptions) you
- can use the JETTISON option to throw the crates over the side. This will
- significantly reduce the fire hazard on board the ship.
-
- XI.3. ORDERS/REPORTS
- Once aircraft are flying and assigned an aircraft position number, they can
- be issued orders. The following options are available when ORDERS/REPORTS
- is called:
-
- MOVEMENT - You move your aircraft by giving them a destination X and Y
- position. The pilot will automatically fly to that location at 120 knots
- and then circle until given another destination.
-
- MISSIONS - there are two types of missions available:
-
- SPOT - the aircraft is assigned as a gunfire spotter for the main director
- of a ship. The aircraft must be within 10K of the target. Aircraft
- spot will significantly increase gunfire accuracy at longer ranges,
- and is most effective when used with battleships or heavy cruisers.
- Spot missions are not possible under night visibility conditions.
-
- RECON - the aircraft is sent to the destination of your choice to search
- for enemy ships.
-
- Aircraft can be reassigned missions in mid-flight.
-
- RECON REPORTS - if an aircraft on a Recon mission discovers enemy ships it
- will send back a sighting report. The Detail Report will indicate when a
- message is received. The sighting report will give the location, course,
- speed, and composition of the enemy force. The accuracy of the report is
- dependant upon how much the pilot had to drink prior to launch.
-
- FLARES - when on night recon missions aircraft will carry 4 strings of
- three illumination flares. These flares can be dropped from the current
- position of the aircraft on a radial bearing. Aerial flares can be
- distinguished on the Battle Plot by the pattern of three overlapping
- circles of light in a line.
-
- XII. COUNTERFLOODING/FLOOD MAGAZINES
- From the Action Menu, select Controls, then Counterflooding.
- COUNTERFLOODING allows you to correct list by ordering Damage Control teams
- to flood spaces to balance water in damaged compartments. Selecting FLOOD
- MAGAZINE allows you to flood magazines and ammunition handling spaces to
- prevent ammunition explosions. A ship loses these capabilities if all
- Damage Control teams are eliminated.
-
- XII.1. COUNTERFLOODING TO CORRECT LIST
- When this option is called a summery screen is displayed showing the
- current list conditions on all your ships and the status of
- counterflooding. 'Hit any key' will call the ship selection window, and
- the counterflooding orders menu.
-
- Counterflooding to correct list is an important function. List adversely
- effects the accuracy and rapidity of gunfire; and, if the ship lists too
- far, it will capsize. 25 degrees of list is normally the maximum range of
- stability for most warships. Most combatants lost during naval battles
- capsized before they sank.
-
- Counterflooding has its penalty - after all, you are purposely 'sinking'
- your ship.
-
- If counterflooding is in progress and the ship loses all its Damage Control
- teams, the flooding will continue until some enterprising seaman realizes
- that something is wrong and shuts the valves.
-
- XII.2. FLOOD MAGAZINES
- In this option the program will print a summary of all ships that are on
- fire, the magazines which are threatened, and the number of rounds of
- ammunition contained therein.
-
- If a fire is large or burns long enough the magazine temperature may rise
- sufficiently to cause a spontaneous detonation of the powder and the
- destruction of the ship. A magazine which is empty (0 rounds) is not in
- danger of exploding.
-
- Commanders can eliminate the possibility of magazine detonation by flooding
- the magazine. A flooded magazine will reduce the watertight integrity and
- freeboard of a ship by approximately 10% of the (original) unflooded
- watertight integrity, depending upon the size of the magazine.
-
- XIII. NIGHT ACTIONS
- Night actions are the 'graduate level' scenarios in ACTION STATIONS!
- Ranges tend to be short, torpedoes deadly, and gunfire control challenging.
- Engagements tend to be quick and errors often irrecoverably fatal. Proper
- control of searchlights and starshell fire is the difference.
-
- XIII.1. SEARCHLIGHTS
- All ships come equipped with searchlights with the same characteristics.
- The program will allow them to be used only during NIGHT, DAWN, and
- TWILIGHT turns. The maximum searchlight range is 12K. If the searchlight
- do not lock on to a target they will remain on, but not searching, until
- ordered off or to commence another search. Searchlight orders for the next
- turn cannot be cancelled or countermanded. Searchlights will ignore
- targets already detected by an illumination quality higher than
- 'illuminated by searchlight'.
-
- If a searchlight detects a target, it will lock on and continue to
- illuminate unless:
-
- - The target goes out of searchlight range; or
- - The target sinks; or
- - The line of sight to the target is blocked by smoke or terrain; or
- - The commander orders the searchlight OFF or to search another area.
-
- Searchlight orders are given from the Battle Plot. Let's run through the
- procedure:
-
- P: F4
- P: select the illuminating ship
- P: select searchlight ON
-
- Now we are ready to tell the Ensign running the searchlights how wide an
- area to search and in what direction:
-
- C: SEARCHLIGHT ORDERS FOR THE NEXT 3 MIN: WIDTH OF SEARCH (1-79)
- DEGREE(S)?
- P: 60
-
- C: CENTRE BEARING?
- P: 300
-
- You have just ordered a searchlight search 60 degrees wide centred on a
- bearing of 300 degrees(T), or, from 270 to 330 degrees(T).
-
- The computer 'immediately' calculates the results of the 3-minute search.
- If you want to see if the search was successful, clear the screen (i.e. go
- back to the Action Menu) and call up the Battle Plot again - the ship with
- the searchlight on will have a white circle around it, and if it has locked
- on to a target you will see the 'searchlight beam'. However, other ships
- will not 'see' the results until the turn is executed, so you will not be
- able to fire on the target with a ship that had not previously spotted the
- target.
-
- XIII.2. STARSHELLS
- Now you can go for your Master's in Naval Warfare: starshells.
-
- The prerequisite to firing starshells is that the director controlling one
- or more guns is assigned to the ILLUMINATION mode. The gun mount and the
- director must be able to bear in the direction of fire. The maximum range
- is 18K (sector target) or 12K (ship target) or the range of the gun,
- whichever is less. You can fire at a range as short as 1K, but be advised,
- you might be 'showing off' in more ways than one.
-
- Follow this 'checklist':
-
- ASSIGN A GUN TO THE DIRECTOR
- ASSIGN THE DIRECTOR TO THE ILLUM MODE
- ENSURE GUN AND DIRECTOR CAN BEAR ON THE TARGET LINE
- ENSURE THE GUN IS IN RANGE
-
- It is not necessary to assign an entire battery to fire starshells,
- although you can if you wish. Only one gun is needed. Plus, any director
- can be used (including LOCAL CONTROL), so it is not a good idea to use your
- best directors - save them for tossing 'bricks through the enemy's bridge
- windows'. One of the best solutions is to assign one gun mount (or a
- secondary battery) to LOCAL CONTROL, assign that director to ILLUM mode,
- then issue the starshell orders.
-
- Directors (and Local Control) can be placed in the ILLUM mode from the
- Chart Menu (F2, call up the ship and director, and select 'ILLUMINATION').
- This can also be done from the Action Menu.
-
- OK so far? Good - now let's fire our starshells.
-
- There are two methods of firing starshells. First, is SECTOR ILLUMINATION.
- You do not have a target, but think that there is something out there, so
- you fire a pattern off 'into the brown' and hope you discover something.
-
- From the Battle Plot, select F8; from the Action Menu, select Controls,
- then Starshells. Select the ship, and the program will confirm that you
- have a director-mount combination in ILLUMINATION mode:
-
- C: #4 SEC PORT - STARSHELL COMPUTER * ON
-
- * If you do not have a director in the ILLUM mode, the computer will print
- a polite notice asking you to get your act together (which, of course, will
- not happen to US) - here goes:
-
- P: select SECTOR
-
- C: BEARINGS?
- P: 270
-
- C: RANGE/1 - 18/?
- P: 15.4
-
- You now have given orders for a starshell pattern to be fired (over the
- next 3 minute turn) at a bearing of 270 degrees(T) at a range of 15.4KYDS.
- If you change your mind. It is possible to change the parameters of the
- pattern by repeating the routine, but it is not possible to cancel the
- pattern.
-
- With the TARGET option the starshell computer is going to lock on to a
- target and fire starshells to illuminate it over the next three minutes.
- The firing ship must have the target in sight - in this case, let's
- brighten up the life of target #67:
-
- C: #4 SEC PORT - STARSHELL COMPUTER * ON
- P: select TARGET ILLUMINATION
-
- P: select the desired target
-
- C: OFFSET: 1-NORTH; 2-S; 3-E; 4-W; 0-NONE
-
- The starshell computer is simplistic - unless told otherwise it would pop
- the starshell directly over the target. However, it is best sometimes to
- offset the burst point - in particular, if you want to catch other ships in
- the pattern, or to have the star burst a bit over the target to have a
- better chance of silhouetting should it manoeuvre. 'OFFSET' allows you to
- move the burst point of the starshell 500 yards in the specified direction,
- north, south, east, west; or no offset at all.
-
- XIV. EXECUTING THE TURN
- When you have completed issuing all orders to your force and are ready to
- execute the next turn(s), from the Action Menu select the Options Menu; you
- can select either NEXT TURN or MULTIPLE TURNS.
-
- NEXT TURN executes a single 3-minute turn.
-
- MULTIPLE TURN allows the program to sequentially execute more than one
- turn. If you do not expect contact with the enemy for several turns, this
- option allows you to get up and stretch while the computer sorts electrons.
-
- You will be asked how many 3-minute turns to execute. For example,
- entering '10' would have the computer execute 10 turns in a row, or 30
- minutes of movement. You will then be asked to select a 'stopping rule',
- either 'Stop on Gunfire' or 'Stop on Contact'. If the selected condition
- occurs the program will not execute any additional 3-minute segments and
- will shift to the Battle Plot.
-
- There are two stopping rules which are always in effect:
-
- 1. If any ship is hit by a torpedo (near misses don't count);
- 2. If any ship runs aground.
-
- If there is any gunfire during the turn the display will shift to the
- Battle Plot. If there is no gunfire, at the end of the last turn the
- program will return to the Battle Plot, centred on your largest combatant,
- with Battle Plot radius set at the limit of visibility.
-
- For 2-player games, the Battle Plot display will be from the viewpoint of
- the player who last entered orders.
-
- XV. CHANGING PALETTE
- Change Palette is under the Option Menu. Change Palettes gives you the
- option to change the colours used on the Battle Plot to suit your own taste
- and equipment. The default value is Palette 2.
-
- XVI. SAVING GAMES
- From the Action Menu select the Option Menu, and then select LEAVE/SAVE
- GAME. Following this path you will be given the option to:
-
- END GAME, which puts you back in DOS;
- STATISTICS, which will provide you with a statistical summary of the game
- results. After the STATISTICS screen is digested you will be placed back
- in DOS.
-
- SAVE GAME
-
- The SAVE GAME option allows you to record the current situation, including
- all current and outstanding orders. After saving the game you have the
- option to immediately return to play, or quit and return to DOS.
-
- Allow approximately 65K of disk space to save the larger scenarios.
-
- WARNING - THE PROGRAM DOES NOT TEST FOR SUFFICIENT DISK SPACE.
- INSUFFICIENT DISK SPACE ON THE TARGET DISK WILL CAUSE PROGRAM TERMINATION
- AND LOSS OF THE SCENARIO.
-
- The program allows you to store scenarios in files numbered 1 through 99.
- If you desire, use the DOS 'RENAME' command with the suffix '.SCN' if you
- want to better label your files.
- (this option is from the IBM Manual, it might be different on the Amiga.)
-
- XVII. GAME STATISTICS
- An optional branch prior to ending the game is the STATISTICS option. It
- is an option from the LEAVE/SAVE GAME menu.
-
- The game statistics display gives a comprehensive breakdown of the number
- of hits on both sides, damage inflicted, and classifies each ship's final
- status as:
-
- SUNK - a permanent loss.
- CRIPPLED - a substantial loss, which at a minimum would take a year or more
- of shipyard work to restore to combat readiness.
- HEAVILY DAMAGED - combat limited, requiring substantial shipyard-level
- repairs.
- LIGHTLY DAMAGED - hit but not seriously - field repairs only needed.
- UNDAMAGED.
- TOTAL POINTS is the total value of all ships on a side multiplied by 3.
- DAMAGE POINTS is a total of the cumulative watertight integrity losses for
- each ship, weighted for the seriousness of the damage. Points damage to
- ships that are heavily damaged or crippled are multiplied by 2, and the
- value of a ship which is sunk is multiplied by 3.
-
- A 'Winner' is not announced for the action, for a very good reason: victory
- in a naval battle often has nothing to do with losses, but rather whether
- the mission was accomplished. Losses must be balanced against the
- objective - was it worth a battleship to stop that amphibious invasion, or
- to get that convoy through? This will make for a marvellous post-game
- discussions with the media, your bartender and/or your opponent.
-
- PART B: CREATING YOUR OWN SCENARIOS
-
- XVIII. THE BUILD SCENARIO PROGRAM
- The Build Scenario program allows you to create your own scenarios from
- scratch. Prior to starting, you should work out the situation and the
- setup. Use a piece of graph paper and lay out the initial positions,
- complete with all the ships and islands, initial courses and speeds, etc.,
- on a X-Y coordinate system.
-
- To begin the Build Scenario program, go through your computer start-up
- routine until you have the DOS prompt, then type CSCENE <RET>.
-
- Most of the instructions for the Scenario Builder are on-line. You can
- press F1 and receive context-sensative help. The program will initially
- place you in the main menu. Press F1, and then use the PgUp and PgDn keys
- to review the command key functions.
-
- In the main menu:
-
- FILE allows you to retrieve scenarios for editing or begin creating a new
- scenario.
- EDITING allows you to edit the scenario currently in memory. You can also
- select SHIP and will be able to review ship files.
- VIEW allows you to see summary screens of information on either the
- scenario or specific ship files.
- SAVE and QUIT are for when you want to save or quit.
-
- When creating or editing a scenario, various screens will give the data
- currently in the scenario and ask for your input. You will be asked:
-
- GENERAL ENVIRONMENTALS
- BATTLE NAME
- NATIONALITY OF THE BLUE AND RED FORCES
- SEA STATE AND WAVE DIRECTION
- WIND SPEED AND DIRECTION
- DAY AND NIGHT VISIBILITY
- SQUALLS - INTERVAL AND DURATION
- TERRAIN - up to 10 terrain points can be placed on the BATTLE PLOT. Each
- point is defined by the centre X,Y position, and the radius. All terrain
- points are circles, but it is allowed to overlap the circles, so almost any
- terrain form is possible.
- NUMBER OF BLUE FORCE AND RED FORCE SHIPS - there is a maximum total of 49
- ships. Red force number + Blue force number must = total number of ships.
-
- After you are satisfied with the data on the screen, go to the last data
- field and <RET>. The program will then check your inputs to ensure
- everything is correct, and then progress to the next screen.
-
- The program will then go through the process of entering ship data. It
- will repeat the ship data input routine until all the ships (up to the
- number of Blue Force and Red Force ships which you specified) have been
- entered. The data needed for each ship is:
-
- SHIP CLASS: here you select the two-letter code for the ship class file. A
- listing of the ship classes and their file codes are given in appendix D.
- THE SHIP'S NAME - this cannot be more than 8 characters long. You may have
- to abbreviate.
- CURRENT SPEED AND COURSE
- X AND Y POSITION
- RADAR INSTALLED
- AIRCRAFT ON BOARD (if the ship has the capability). Aircraft must begin on
- board on of the ships or land bases.
- CREW QUALITY - this is a figure which you can enter to change the
- efficiency of the ship - it impacts on gun accuracy, damage control
- capability, torpedo reload times and other capabilities. -3 is a poor
- crew, +3 is a top crew, 0 is average. Intermediate values are allowed.
- FORMATION AND THE SHIP'S POSITION IN THE FORMATION. Note that all ships
- should be placed in a formation if you want the capability later to use the
- 'randomize' function when you reload the scenario, because only ships in
- formation will be randomized. Things like shore batteries and anchored
- ships should not be placed in formations.
-
- You will be asked for the Blue Force and the Red Force's mission. The
- mission selections are:
-
- 1 - STRIKE
- 2 - BATTLE
- 3 - ESCORT
- 4 - RAID
-
- STRIKE mission is specified when a force is on a mission to attack a convoy
- or bombard shore facilities.
-
- BATTLE mission is specified when a force is on a mission to engage another
- battle force.
-
- ESCORT mission is specified if the force is assigned to escort a convoy or
- guard an anchorage or port.
-
- RAID mission is specified when a small force is at sea with the object of
- attacking commercial vessels.
-
- These missions are specified to give direction to the Computer Warrior.
- When commanding a STRIKE force, he will either avoid escorting ships or
- steamroller over them heading for the objective. If the defending force is
- too strong he will change to BATTLE mode.
-
- In BATTLE, his object is to inflict the maximum casualties on the enemy at
- least loss.
-
- In ESCORT missions he will maintain formations on convoys (or picket lines,
- if he is defending anchored forces or shore installations), attempt to
- cover all approaches, and intercept intruders and drive them away.
-
- If commanding a RAID force, he will attack, feint, return, reattack, and
- continue the engagement with multiple approaches. He will retire if
- opposed by a significant escort force or if seriously damaged. The RAID
- strategy was designed to simulate the tactics used by German surface
- raiders.
-
- The program will ask for the position of the objective (an X-Y position)
- and home base (another X-Y position) so that it can plan the initial
- approach and has a preferred direction to retreat if needed.
-
- If you are setting up a historical scenario, you might consider adjusting
- the game start time so that the amount of time between battle sundown/sun-up
- and the game sundown/sun-up is the same.
-
- XIX. THE GENERATE SCENARIO PROGRAM
- The GENERATE program creates a completely new game scenario based on
- parameters decided by the player.
-
- Using this program, you can create an infinite number of battle situations.
- You can command either side. The 'Fog of War' is intact, because you will
- not know the exact compositions, positions, or objectives of your opponent.
- The 'replayability' of ACTION STATIONS! then becomes IMMENSE.
-
- XIX.1. INSTALLING GENERATE ON A HARD DISK
- Each of the FLEET disks contain a file 'DDF', which informs the computer of
- the ships available on that disk. On the ATLANTIC Fleet disk is the file
- 'DDFHARD', Section III instructed you to copy all the files from the four
- disks into a single directory. Go into that directory, delete the file
- 'DDF ('DEL DDF'), and rename DDFHARD as DDF ('RENAME DDFHARD DDF').
-
- XIX.2. STARTING GENERATE
- Go through your normal computer start-up procedure until you have the DOS
- prompt. Insert FLEET DISK: MEDITERRANEAN in the appropriate drive and type
- GENERATE <RET>. The program will load and you will soon see a menu screen
- giving you the adjustable parameters of the Scenario Generator.
-
- XIX.3. GENERAL INFORMATION
- The Scenario Generator begins with an open ocean area centred at grid
- coordinates X=0, Y=0. There are two 'home base' islands, separated by
- approximately 160 nautical miles. Each home base island sports a rather
- powerful shore battery of 12-14" disappearing guns.
-
- Blue forces are home based on the western island, and generally have
- initial positions to the west of the centre of the area. The Red Force is
- based on the eastern island and set up also near their island. Next to
- each island has an 'anchored objective' unit, representing an anchorage of
- amphibious and/or merchant shipping.
-
- The only exception to the above is when either side is escorting a convoy.
- In that case neither side is given an anchored objective unit, and the ship
- initial positions are reversed (Blue forces east, Red forces west). The
- convoy would then have to traverse 'hostile' waters to reach the protection
- of the shore battery on its base island.
-
- XIX.4. MENU
- The menu lists the game parameters which the player can control when
- GENERATE-ing a scenario. You can either give specific values or let the
- computer choose them randomly.
-
- To change a value, select the number and press <RET>. The computer will
- then ask for the required information, giving you allowable values.
-
- 1. HOUR (24-HR CLOCK): This option allows you to select the time of day.
- Round number hours can be selected by inputting a number between 1 and 24.
- If you wish the computer to select the hour at random, input '0'.
-
- 2. WIND VELOCITY can be selected between 1-44 knots. '0' and the computer
- will select the wind velocity at random.
-
- 3. WIND DIRECTION can be selected from 1 degree (true) to 360 degrees
- (true). '0' and the computer will select the wind direction at random.
-
- 4. SEA STATE varies between 1=light to 4=rough. '0' and the computer will
- select sea state at random.
-
- 5. SEA DIRECTION can be selected from 1 degree (true) to 360 degrees
- (true). '0' and the computer will select the sea direction at random.
-
- 6. VISIBILITY varies, 1=poor, 2=moderate, 3=excellent. '0' and the
- computer will select visibility at random.
-
- 7. SQUALLS indicate the possibility of sudden rain squalls that cut
- visibility to minimal levels. If you select '1', there will be no squalls;
- '2' and the possibility of squalls exists. '0' and the computer will decide
- if the possibility of squalls exist. If squalls are possible the program
- will randomly select time, frequency and duration.
-
- 8. TERRAIN indicates the possibility of other islands in addition to the
- two home base islands. Select '0' and the computer will randomly select
- between 0 to 8 additional islands of varying sizes and scatter them
- randomly throughout the area.
-
- 9. NATIONALITY allows you to select the fleet from which the Blue or Red
- side select their forces. Forces will not mix fleets. If '0' is selected,
- then the nationality will be selected at random from the fleets available
- (see 'FLEETS AVAILABLE' below). It is allowable to have the same
- nationality ships on both sides.
-
- 10. LARGEST TYPE DESIRED allows you to limit the forces selected to just
- destroyers ('3'), or just destroyers and cruisers ('2') - this option is
- particularly useful when a convoy game is desired (see 'MISSION' below).
- Selection of '0' allows the computer complete freedom in selecting the
- sides. Note that specifying a type as the 'largest type desired' does not
- guarantee that you will get that type, only that there is a chance you
- will.
-
- 11. APPROXIMATE NUMBERS allows the player to specify the approximate
- numbers of warships contained on each side. '1' allows the computer to
- select the numbers, '2' is for 2-8 warships, '3' is for 9-15 warships, and
- '4' is for 16-22 warships. The shore battery, anchored objective, and any
- merchant ships are not counted against this total. Note that these numbers
- may be overridden by the 'Force' selection (see 'APPROXIMATE FORCE',
- below).
-
- 12. APPROXIMATE FORCE allows the player to select the balance of force
- between the two sides. It is expressed in terms of RED measured against
- the BLUE force, in percentage. For example, an input of '200' would mean
- that you desired the Red force to be twice as strong (200%) as the Blue
- force, while an input of '50' would mean that you desired the Red force to
- be half as strong (50%) as the Blue force. Force comparisons are
- calculated for each specific ship in the FLEET disk; however, as an
- estimate, 1 battleship generally equals 2.5 to 3.5 cruisers, and 1 cruiser
- generally equals 3 to 5 destroyers.
-
- FORCE requirements will override the APPROXIMATE NUMBERS input. If you
- need more or less ships to make a force ratio, the program giveth, the
- program taketh away.
-
- Shore batteries, anchored objectives and merchant shipping are not factored
- in to the force determination process.
-
- 13. CREW QUALITY allows the player to select the quality of the forces.
- Allowable values are '-3' (poor) to '+3' (elite). All of the ships will be
- given the specific value. '-10' allows the computer to randomly select the
- crew quality for each ship individually. In either case, merchant shipping
- crew quality is always average, and shore battery crew quality is good to
- elite.
-
- 14. AIRCRAFT allows the player to determine if ships have the possibility
- of carrying float planes. '0' and the computer will determine each ship's
- aircraft load randomly among those ships with aircraft facilities. '1' and
- there will be no aircraft in the scenario.
-
- 15. MISSION allows the player to determine the missions for the forces.
- '0' and the computer will select the mission at random. '1' is the STRIKE
- mission, '2' is the BATTLE mission, '3' is the ESCORT mission, and '4' is
- the RAID mission.
-
- If ESCORT is selected, the computer will provide one or more groups of
- merchant shipping. If the number of warships is large the computer may
- just use the CONVOY unit, which is a single unit meant to represent large
- numbers of merchant shipping.
-
- 16. BATTLE STATIONS SET allows the player to select if the forces are
- alerted or not. '0' and the computer will assign this randomly; '1'
- indicates that the force is already in General Quarters and is fully battle
- ready; '2' indicates that the force is not battle ready, and will take some
- time after the initial enemy sighting to have battle stations manned and be
- ready to engage.
-
- 17. RADAR allows the player to select the radar capability of the forces.
- There are three levels of radar equipment: level 1, 2 and 3. If one of
- these levels is selected it represents the MAXIMUM capability that the
- force has. For example, if '2' is selected, then that force's ships may be
- equipped with either level 1 or level 2 radar or have no radar at all, but
- it cannot have any units with level 3 radar. The higher the level the
- better the radar.
-
- If '0' for 'RANDOM' is selected then there is a 33% chance that a ship will
- have some type of radar installed.
-
- 18. PROXIMITY OF FORCES allows you to select how near the forces are
- initially placed. '0' allows the computer maximum freedom to place forces.
- '1' (near) biases initial placement of forces close to mid-ocean, while '2'
- (far) biases initial placement closer to the islands. For escort missions,
- 'near' places the convoys closer to their destinations, while 'far' places
- them further away.
-
- 19. FLEETS AVAILABLE allows you to input which of the fleets you have
- available and wish the computer to choose from.
-
- After all the parameters are selected, you hit <RET> from the main menu to
- have the computer begin the computational process. The program will stop
- when it has selected the fleet from which to draw the Blue force, and you
- will be asked to insert the appropriate disk; this process will repeat for
- the Red force. If the correct fleet disks are not inserted the program
- will abort. Hard disk users can just hit <RET> each time.
-
- When the forces are selected and positioned the program will ask if you
- desire to name the ships of one force. If you have already decided which
- force you want to command you might like to name the ships at this point.
- Otherwise, the program will assign names based on the first seven letters
- of their class name, followed by a lower case letter. For example, if your
- force was assigned two HOOD class battleships and two BIRMINGHAM (BIRMGHAM)
- class cruisers, their names would appear as HOODa, HOODb, BIRMGHAc, and
- BIRMGHAd.
-
- The program will then ask that you insert a storage disk and specify the
- game file. Remember, the program will overwrite any games already stored
- in that file, so be careful.
-
- PART C: THE INTERNALS OF ACTION STATIONS!
-
- XX. GUNNERY COMBAT
- This section provides background information and details in naval gunnery
- in general, and the use of guns in ACTION STATIONS! It is sometimes
- technical in nature. You do not have to read and understand all of this
- material to enjoy the game - but it might help you better appreciate what
- is going on.
-
- ACTION STATIONS! performs a complex calculation to determine the number of
- gunnery hits. It is designed to accurately reflect all the important
- conditions influencing accuracy, rate of fire and hit rate. A commander
- can get the most from his force when he takes them into account. An
- understanding of these factors can also give the player an insight as to
- why historical naval engagements were fought as they were, because these
- were the same factors which naval officers of the period considered when
- making tactical decisions. After reading this section, you will be better
- able to understand some of the 'why's' of naval warfare.
-
- The gunnery calculation has three components:
-
- - STANDARD ACCURACY
- - RAPIDITY OF FIRE
- - ACCURACY OF FIRE
-
- XX.1. STANDARD ACCURACY
- Standard Accuracy is the percentage of hits that a ship would achieve under
- 'normal battle' conditions. These conditions are:
-
- - course and speed of the target is steady;
- - course and speed of the firing ship is steady;
- - the target has been tracked for at least 6 minutes;
- - the range is steady;
- - visibility is clear;
- - only one ship is firing on the target;
- - only one ship is engaging the firing ship;
- - calm seas with light wind;
- - battleship-sized target;
- - daylight;
-
- and several other technical considerations. The Standard Accuracy tables
- used in ACTION STATIONS! are drawn from tables compiled during the late
- 1930's by the U.S. Naval War College and from British Naval Staff
- Estimates, with amplification and modifications by the author to account
- for war experience and to adjust to a shell-by-shell accounting.
-
- A major consideration in the creation of the Standard Accuracy tables was
- the dispersion of the salvo - how far apart the shells would spread from
- the aim point. One of the technical problems of naval gunnery was (and is)
- to limit dispersion. Microscopic differences in jump, gun, droop, mutual
- atmospheric interference, bore sighting accuracy, shell seating, powder and
- tube temperatures (and over 55 other identified factors) would cause the
- shells in a salvo to spread. There was always something which resulted in
- a small unpredictable deviation in the flight of the shell.
-
- The problem for the fire control system was to centre the Mean Point of
- Impact of the salvo (MPI) on the target. Even with the MPI centred
- exactly, the dispersion was usually greater than the size of the target:
- for example, a battleship firing 16" guns in 8-gun salvos against another
- battleship at 20,000 yards only expect 12% hits even with the MPI perfectly
- centred.
-
- 5" guns firing at 12,000 yards might expect a mean dispersion of 150 yards
- in range and 25 in deflection. When firing at a destroyer-sized target,
- broadside on, with MPI centred, a hit rate of 5.7% might be expected. If
- the target was end-on (i.e. 'crossing the 'T') the percentage drops to
- about 3.2% because the deflection dispersion is much greater than the beam
- of the target (crossing the 'T' REDUCES your number of hits).
-
- Another reason to limit dispersion relates to spotting. At ranges over
- 10,000 yards a spotter has no real depth perception. The only way he can
- differentiate between 'over' and 'short' is if the bottom of the shell
- splash was blocked by the hull of the ship.
-
- The spotting job was very difficult, especially when the target was 'hull
- down' over the horizon and only the superstructure is visible. Usually
- several spotters indicated 'over', 'short', or 'straddle'. These votes
- were totalled and the majority decision fed into the fire control computer.
-
- If the decision was 'over', a spotting correction (Rc) was applied to the
- next salvo. Rc might be a constant amount pre-set by the ship's gunnery
- doctrine - if say, 200 yards, then the guns stepped down a 'ladder' of 200
- yards each time an 'over' decision was reached. That gave another reason
- for limiting dispersion - if one shell was a 'wild shot' and spread 300
- yards further than the MPI was well short of the target.
-
- Accuracy curves are contained in the program for three classes of guns:
- small calibre (less than 5.5"), medium calibre (5.5" to 9.5") and large
- calibre (greater than 9.5"). These three classifications were established
- by grouping weapons with similar ballistic characteristics, where the angle
- of fall as a percentage of the maximum theoretical range of the weapon was
- similar. With a similar angle of fall the effective target size seen by
- the shells is similar over the weapon class.
-
- Once a ballistic 'standard' was established for each class of gun,
- performance could be compared and a correction applied to the standard
- accuracy to reflect the merits of each gun.
-
- For example, the standard weapon used to represent all medium class guns
- was the British 8"/50 m8. The German 8"/60 1934 C/34 weapon had a higher
- muzzle velocity, heavier shell, less dispersion and fewer shot anomalies,
- and thus was given an accuracy bonus correction. The Italian 8"/53 m1927
- was mounted in pairs with the gun muzzles very close, which caused barrel
- whip and intershell shock wave interference and resulted in a very high
- salvo dispersion and a large number of 'wild shot' anomalies. This gun
- type was penalized in accuracy in comparison to the standard.
-
- In this way all of the 69 gun types of guns in ACTION STATIONS! were
- analysed. Corrections were applied to duplicate the wartime effectiveness
- of the gun mount. Appendix D is a print-out of the data.
-
- XX.2. RAPIDITY OF FIRE CORRECTION
- Research in the naval archives in the US, Great Britain, and Germany
- discovered the 'design maximum cycle rate of fire' of ship's gun mounts.
- This is the maximum rate that the gun mount could sustain fire for a period
- of three minutes. Determining this was not straightforward because of the
- different ways data were recorded. For example, the British tended to
- record maximum cycle rate of fire for the gun assembly and not the mount as
- a whole, while the Americans recorded the standard sustained rate at battle
- range, very different values. Consequently, the rate of fire of all
- weapons had to be converted to a standard.
-
- Other factors were considered - for example, the 16" guns on the Nelson
- class battleships were limited in rate of fire by the speed of the
- ammunition hoists, and the British 14"/45 m7 suffered from chronic
- mechanical breakdowns in all of its engagements that the gun mount was
- never able to deliver more than 70% of its theoretical maximum cycle rate
- of fire. Extensive research was conducted to account for all the
- individual faults and merits of the gun mounts. When there were conflicts,
- battle experience was held to be the final arbiter.
-
- A standard percentage of the maximum rate of fire was used to account for
- ranging systems. First a ranging salvo (or salvo pattern) would be fired,
- and the fall of shots spotted. A spot correction (range and deflection)
- would be entered and new ranging salvos fired. During this process rate of
- fire would remain low to prevent wasting ammunition. When the MPI was on
- and the target 'straddled', then the 'range was established' and the rate
- of firing would go to maximum. When the salvos began to fall off target
- the process began anew.
-
- This system, with variations, was used by most of the major navies of the
- period. There were modifications, of course, for different circumstances:
- for example, in her famous engagement with the battle cruiser Kirishima the
- USS Washington stayed at maximum ROF (firing on one turret ready light) for
- the duration of the engagement, using a 'constant rocking ladder', walking
- the salvos back and forth over the target, an appropriate method for the
- relatively short range and large target. However, generally, at longer
- ranges the rate of fire was lower due to the 'wait time' as the spotters
- awaited the fall of shot - for larger calibre guns the time of flight could
- be up to 75 seconds at maximum range.
-
- After the ROF is corrected for range to target, there are other factors
- which are taken into consideration to determine the number of shells fired
- by the ship:
-
- - the number of guns which can bear the target. Each gun mount has an
- established arc of train limited by its placement on the ship.
-
- - the fatigue of the crew - most weapons were loaded either entirely or
- partially by hand. Captains had to consider crew fatigue when fighting
- their ships. ACTION STATIONS! measures accumulated crew fatigue and
- degrades the rate of loading accordingly. It also accounts for 'recovery
- time', when the ship is not firing for a period, allowing the crews to
- rest. Fatigue penalties can run as high as a 90% reduction of the
- standard rate of fire, with larger calibre guns less effected because of
- higher mechanization.
-
- - ship changes of course - as a ship turns it lists - the angle on the deck
- tends to slow down the loading process. In addition, the gunfire
- solution would lose accuracy during the turn due to gyro lag and other
- limitations. Most ships simply ceased fire during the turn and waited to
- steady on the new course and for the gyros and stable zeniths to settle.
- In ACTION STATIONS! a correction is applied to the rate of fire based on
- the size of the turn. Turn penalties range from 10% up to 90% for a 170
- degree or larger turn. Penalties are greater for gun mounts under local
- control.
-
- - ship changes of speed - a similar penalty is assessed, approximately 10%
- for each 2 knot speed change.
-
- - if a ship is listing, rate of fire is reduced by approximately 4% for
- every degree of list.
-
- - 'surprise fire' is a condition when a target has not been tracked by the
- director prior to opening fire. The director does not have a good plot
- of target course and speed. Additional ranging time is needed to
- establish the range and get the MPI centred and tracking. This is taken
- into account by a penalty of 30% until the track is established.
-
- - concentration of fire on the firing ship - a ship's firing rate would
- slow if a large number of ships were firing on it. This is a physical
- as well as psychological effect - spray over the gun mounts from near
- misses delayed the loading of open mounts and obscured the gun train
- telescopes, and the shock of hits impacted on the 'human element'.
-
- In ACTION STATIONS! the normal battle condition assumes that 'equivalent
- fire' is on all ships - battleship on battleship, cruiser on cruiser, etc.
- A ship's gunfire is penalized or rewarded in proportion to the number of
- ships firing on it, the number of guns, and calibre. Bonus rate of fire
- and accuracy is given to a ship not under fire or under light fire only,
- while ships under concentrated fire are penalized.
-
- - funnel smoke can effect the rate of fire by reducing the visibility of
- the target, causing a ship to 'cease fire' if the target is obscured,
- or to fire more ranging salvos if it has difficulty seeing the fall of
- shot. Funnel smoke (called 'stack gasses') is present when a ship is
- over 5 knots and within 3 knots of its maximum engine speed. Stack
- gasses are displayed on the Battle Plot. Rate of fire is penalized
- by 30% (daytime) or 50% (night) when stack gasses are in the line of
- sight between the target and the firing ship.
-
- - weather conditions effect the rate of fire. Penalties are assigned
- when the character and direction of the seas effect gunlaying and
- ammunition handling in moderate, heavy and rough seas.
-
- - pitch penalty: in moderate seas small ships are penalized 30%,
- intermediate sized vessels 20% and large vessels 10%. If the sea is
- heavy, add 10% to the penalty; if it is rough add 20%.
-
- - the roll penalty is the same as the pitch penalty, except that guns
- firing under local control are assessed an additional 20% penalty.
-
- - yaw penalties are 20% greater than the pitch penalty.
-
- - a spray penalty is assessed when the wind is over 15 knots and the ship
- is heading within 30 degrees of the direction of the wind (i.e. into
- the wind). Unturreted guns and guns not using director fire are
- penalized 20%.
-
- - If a friendly ship is within 5,000 yards of the firing ship and within 10
- degrees of the line of fire a 'masking' penalty is assessed. This
- reflects the gunnery officer's concern that he might be required to pay
- for any damage he inflicts on a friendly ship. It also simulates the
- safety precautions taken to prevent that damage, including cease fire for
- a period if the ship crosses in the line of fire.
-
- XX.3. ACCURACY OF FIRE
- The rate of fire calculation determines the number of 'rounds out of the
- barrel' - next we determine how many hit. The approach is the same: take
- Standard Accuracy (which is dependent upon gun type and range) and correct
- to account for the characteristics of the weapon and the conditions.
-
- - An 'open fire' correction is in effect for the first three minutes that a
- ship fires on a target. It varies with range, from 10% for a close range
- target to 90%.
-
- - The open fire penalty is reduced if fire was shifted from an adjacent
- target. The new target must be within 2K range and 15 degrees arc of
- train of the old target.
-
- - radar used to supplement visual spotting will receive a bonus of between
- 10% and 30% depending upon the quality of the radar. If a radar is used
- as the sole means of targeting a penalty of 20% to 50% is effected.
-
- - at night, the quality of the target illumination effects the accuracy of
- fire. The following is the hierarchy of illumination, from the best to
- the worst.
-
- target on fire
- target's searchlight on
- target illuminated by searchlight
- target in starshell, flare or fire loom
- target silhouetted by starshell, flares or fires
- target silhouetted by dawn or twilight
- visual
- radar
- gun flashes sighted only
-
- - spotter aircraft will increase a ship's accuracy by up to 20% at long
- ranges.
-
- - if a battery is being controlled by two different directors a 'split
- fire' penalty of 20% is assessed. An example would be if the forward
- main battery turrets are being controlled by the MAIN Director the after
- main battery turrets are being controlled by the ALT director.
-
- - all fire under the control of any ALT director is assessed a penalty of
- 20% due to smaller rangefinders and less experienced fire control teams.
-
- - an 'over concentration' penalty will be exacted if more than one ship is
- firing on the same target. This reflects the problems of sorting out
- each ship's fall of shot. Over concentration penalties are not effected
- for close range fire (10K for large calibre guns to 4K for small calibre
- guns). The penalty is approximately 10% for each 'extra' ship firing at
- the target, and is exacted against all the firing ships.
-
- - in night actions the secondary battery is penalized between 30-50% if the
- main battery is also firing, due to flash interference.
-
- - guns firing under local control are penalized in accordance with the
- range to the target: 10% at 4K, up to 90% for over 25K.
-
- - when the target changes course or speed it will disturb the firing
- solution and may 'evade' incoming rounds. Changes of course and speed
- cause more fire control problems for the firing ship when the target ship
- is at higher speeds and at longer ranges. The accuracy penalty ranges
- from 10% to 40%.
-
- - if the range is changing rapidly it is more difficult to track the target
- and establish the range. Range rate penalties vary, up to 80%.
-
- - an 'under-salvo' penalty is exacted if a ship is firing less than four
- guns on a target. With a smaller number of shells it is more difficult
- to determine the MPI of the salvo, and a single 'wild shot' could impact
- on the estimate. Under salvo carries a 20% penalty at ranges over 12K,
- 10% if under 12K.
-
- - the crew quality effects how well a ship shoots. Crew quality is entered
- as a number between -3 and +3 in the set-up portion of building a new
- scenario. This is converted into a -30% to +30% adjustment to the
- accuracy of fire.
-
- - the size of the target is a factor. The standard accuracy hit percentage
- assumes a battleship-sized target. Target size corrections range from
- -60% for the smallest destroyers and torpedo boats to +20% for the
- largest superbattleships, and +30% or +40% for high-silhouette merchants
- and auxiliaries. PT boats and shore batteries are additionally
- compensated for their small size by including a proportion of 'no effect'
- hits in the damage determination process.
-
- - sun glint or glare of the surface of the sea occurs during sunset and
- sunrise. If the target bears within 30 degrees of the sun accuracy is
- penalized by 10%.
-
- - during dawn and twilight a ship can be silhouetted on the horizon. If
- the target is within 60 degrees of the sun the firing ship receives an
- accuracy bonus of 20%.
-
- - salvo chasing was a technique used to confuse gunfire solutions by
- constantly making course alterations into the fall of shot. However,
- the course changes also have a dramatic effect on the ship's own
- accuracy. Ships firing on targets which are salvo chasing will score
- approximately 20% less hits, while firing ships that are salvo chasing
- will have their accuracy degraded by 30%.
-
- - when a ship is near the limits of day/night visibility, a penalty is
- exacted.
-
- Remember to consult the Gunnery Officer's report (from the Ship's Status
- screen) so you can be reminded of the effect your tactical decision have on
- gunfire accuracy.
-
- XX.4. ENFILADE FIRE
- If two targets are close to one another both may be hit by the same salvo.
- Enfilade hits are indicated by a '999' in the 'number of guns' column in
- the Current Hits report.
-
- XX.5. FINAL FIRE CALCULATION
- The percentage penalties given above are approximations. The actual
- calculation works with an exponential equation. For example, a firing ship
- may accumulate 6.4 penalty points, entered into the formula
-
- .87^6.4
-
- yielding about a 40% total penalty.
-
- A simplified version of the actual calculation would look like
-
- (#guns)x(ROF)x(range correction)x(.87^ROF correction points)
-
- to determine the number of shells fired, and
-
- (#shells)x(standard accuracy)x(.87^ accuracy points)
-
- to determine the number of hits.
-
- If the result of the calculation is 2.36, 2 shells are hit and there is a
- 36% chance of a third hit. If the number was less than -1 say, .57 - then
- that would be considered as a 57% chance of 1 hit.
-
- To make things interesting another factor takes into account random chance.
- The number of hits can be reduced as much as 50% or increased as much as
- 75% at random.
-
- Is this whole thing worth it? Try it and see. If you use your forces to
- optimize their gunnery while taking into account the torpedo threat you
- will learn much about the 'way and why' naval warfare was conducted during
- World War II.
-
- XXI. TORPEDO COMBAT
- In section X the mechanics of operating the Torpedo Fire Control (TFC)
- Computer and firing and reloading torpedoes was explained. This section
- discusses some of the tactics of torpedo combat.
-
- 'If you want to fill 'em with air, bomb 'em; if you want to fill them with
- water, torpedo 'em!' Such was the succinct appraisal of the torpedo made
- by a veteran pilot. And the superiority of the torpedo over bombs could be
- extended to cover the wide range of projectiles, for no weapon in the war
- proved half as destructive to enemy capital ships as the 'fish'......from
- U.S. NAVY BUREAU OF ORDNANCE IN WWII.
-
- The torpedo proved to be the most destructive weapon employed against
- shipping in WWII. Ships known to be highly resistant to gunfire and bombs
- might be crippled by one torpedo. An effective torpedo strike delivered
- during a surface action can be the single most decisive event of the
- battle.
-
- There is an inherent difficulty with the torpedo: hitting the target.
-
- A comparison between gun and torpedo fire can illustrate the problem. A 28
- knot torpedo will take 12.9 minutes to travel 12,000 yards yards, during
- which an 18-knot target will move 7,740 yards. Torpedo numbers are
- limited, and if fired in small numbers the target might be able to
- manoeuvre to avoid them entirely. If the target makes a radical course
- change it can be over ten miles away from the original point of intercept.
-
- Compare this with the gun. A 14" shell at 23,000 yards has a time flight
- of only 37 seconds with a mean velocity of 1220 knots. An 18-knot target
- would travel 370 yards. A gun has hundreds of projectiles, and can adjust
- fire based on the results of the previous salvos.
-
- The extreme destructiveness of the torpedo is balanced by the extreme
- difficulty in making hits.
-
- Torpedo fire was mostly automated. However, the human decisions, the
- TACTICS of torpedo fire were of vast importance. The effectiveness of a
- torpedo attack is primarily determined by the selection of the FIRING
- POINT, characterized by the range to the intercept point and target angle.
- The best firing point allows:
-
- - the torpedoes to have sufficient range to reach the target, even if the
- target should alter course or if the initial course estimate was incorrect.
-
- - the torpedoes to make as many hits as possible by attacking the length of
- the ship rather than end-on.
-
- RANGE: the longest range that you can launch a torpedo and hit depend upon
- the target course (i.e. the target angle relative to the firing ship) and
- target speed. This is called the 'effective range' of the torpedo.
-
- Hits are more likely when the torpedo track makes a 90 degree angle with
- the hull of the target, providing the largest target. The TFC computer
- provides you with the 'intercept angle'. An angle of 90 or 270 degrees
- means you are attack the target 'broadside' and have the largest effective
- target size; an angle closer to 0 or 180 degrees means you are attack the
- ship end-on, the narrowest part of the ship and the smallest target.
-
- It can also be proven that when the track makes a 90 degree angle with the
- target course the torpedo fire control solution is the most tolerant of
- errors in estimating target course and speed.
-
- Torpedoes should be fired in salvos, launching large numbers
- simultaneously. This will sweep a large area, making evasion difficult and
- allowing for errors in the TFC solution.
-
- Spread angles can either be large or small, giving a dense or wide pattern.
- Wide salvos threaten many ships, and allow for the largest errors in
- estimating target course and speed. However, this increases the distance
- between each torpedo, leaving 'holes' where ships can slip through. Dense
- salvos sweep a narrower area but give a maximum number of hits on each
- individual ship, and making evasion by any ship caught in the torpedo area
- difficult.
-
- The decision to launch a wide or dense spread depends upon the tactical
- situation - if the enemy is engaged, if they are trying to open or close
- the range, the relative amount of damage, the number of torpedoes available
- to the force, and many other considerations. It is not a trivial problem.
-
- The TFC Computer calculates the distance between torpedoes at the point of
- intercept for a 1 degree spread. If you want your torpedoes spaced 250
- yards and the TFC says that a 1 degree spread would place them 100 yards
- apart, then use a 2.5 degree spread angle.
-
- A moderately wide pattern would be to space the torpedoes at about one hull
- length apart at intercept - which means you have a good chance to get at
- least one hit. Battleships are about 200 yards long (broadside), so a
- spacing of 150-200 yards might be appropriate for long-range applications.
- A dense pattern might be half or one-third a hull length apart.
-
- In ACTION STATIONS! the torpedo course you set for the centre torpedo of
- the salvo. Torpedoes are then distributed left-right-left-right. Take
- this into account when planning torpedo patterns.
-
- The fire control calculation is most sensitive to the speed estimate. A 1-
- knot speed estimate error means 100 yards for every 3 minutes of run - 15
- minutes, a 500 yard error. Take this into account when you plan how far to
- spread your torpedoes. The calculated run time is included in the TFC
- computer output.
-
- XXII. RADAR AND VISIBILITY - SEARCHING FOR THE ENEMY
- At the bottom of the Action Menu are listed several factors important to
- the search process:
-
- TIME
- LIGHT CONDITION
- DAY VISIBILITY RANGE
- NIGHT VISIBILITY RANGE
-
- The night range of visibility is a measure of darkness. The day range of
- visibility is a measure of air clarity. Both of these measures impact on
- visibility both at night and during the day.
-
- XXII.1. DAY RULES OF VISIBILITY
- DAY VISIBILITY is the range which a battleship-sized target will be
- sighted. The range of sighting is adjusted based on the size of the ship.
- Smaller ships such as minesweepers, torpedo boats and trawlers are sighted
- at ranges up to 6,000 yards less than the day visibility range;
- superbattleships, auxiliaries and merchantmen at up to 4,000 yards more,
- while cruisers and other ships will fall in between. The drawing shows an
- example for visibility of 36,000 yards.
-
- DAY VISIBILITY RANGE
- (36K)
- Ranges at which ships will be sighted during
- daylight for a day range visibility of 36K.
-
- Actual Sighting Ranges
-
- 30,000 36,000 40,000
- |
- |______________| |______________| |______________| |______________|
-
- DD's, Cruisers Battleships Merchants,
- small ships auxiliaries
-
- Day sightings are deterministic - if you are within visibility range of an
- opponent, you will always be sighted.
-
- XXII.2. SMOKE
- Smoke comes from burning oil slicks, burning ships, or when a ship is
- purposefully ordered to make a smoke screen. Smoke will always be
- displayed on the Battle Plot regardless of visibility or the range to the
- nearest sighting ship, even if a smoke screen segment is blocked from view
- by another smoke screen or island. Smoke is blown in the direction and
- velocity of the wind. Smoke can last up to 15 minutes in good weather, and
- 3 minutes in rain or snow squalls. Smoke will block the line of sight for
- optical tracking, but will not block radar line of sight.
-
- XXII.3. STACK GASSES
- Stack gasses will be seen coming from a ship travelling over 5 knots and
- within 3 knots of its maximum engine speed. Stack gasses can be seen by an
- opposing ship if it is within 1.5 times the range of visibility. Stack
- gasses do not block visibility. Smoke screens do not block sighting stack
- gasses. Stack gasses are blown by the wind. Stack gasses disperse after 3
- minutes.
-
- XXII.4. NIGHT RULES OF VISIBILITY
- The night rules of visibility are complex to account for many more possible
- conditions. The following are the various ways a ship can be sighted at
- night:
-
- SHIP ON FIRE
- SHIP'S SEARCHLIGHT ON
- SHIP ILLUMINATED BY OTHER SHIP'S SEARCHLIGHT
- SHIP IN STARSHELL OR FLARE LOOM
- SHIP SILHOUETTED BY STARSHELL, FLARE OR BURNING SHIP
- SHIP SILHOUETTED BY DAWN/TWILIGHT
- SHIP SPOTTED VISUALLY
- SHIP SPOTTED BY RADAR
- GUN FLASHES SPOTTED
-
- The quality of the illumination has an effect on the accuracy of gunfire -
- for example, with all other factors equal you will score fewer hits when
- firing at gun flashes than when firing on a target illuminated by
- starshells. The higher up the above list, the 'better' is the quality of
- illumination.
-
- The Lookout report will list the sighting reason for each contact.
-
- A ship can be sighted as a result of illumination by starshell, flares,
- searchlight, gun flashes, or by turning on its own searchlight, but only if
- an enemy ship has a clear optical line of sight to the target and the ships
- are within 1.5 times the air clarity range (day visibility range).
-
- XXII.5. SEARCHLIGHTS
- The instructions for operating searchlights is in Night Action, Section
- XIII. A ship with its searchlight on will be circled in white on the
- Battle Plot. If the searchlight is locked onto a target, a 'cone of light'
- will be shown on the chart from the searching ship to the illuminated ship.
- The illuminated ship will also be circled in white.
-
- XXII.6. STARSHELLS AND FLARES
- Starshells and flares can illuminate a target:
-
- - by directly lighting the target (i.e. 'in the loom')
- - by silhouetting the target.
-
- Starshells are shown as yellow circles on the Battle Plot. Flares are
- shown as three circles in a line. The area inside the circle(s) is the
- loom area. In some cases the graphic package will not fill in the circle
- and the starshell will be shown then just as a circle outline - those are
- still fully-effective starshells.
-
- Depending upon the nationality, starshells can illuminate a radius of 2K or
- 1.5K.
-
- If a ship is in the loom of a flare or starshell, the ship symbol, vector
- and ship number will be displayed in green.
-
- XXII.7. SHIPBOARD FLARES
- Shipboard flares can illuminate or silhouette a ship as well as illuminate
- itself. The area of the loom depends upon the size of the fire. A ship on
- fire is circled in white on the Battle Plot. If the fire is large enough
- it will leave a smoke tail. The circle does NOT represent the size of the
- fire loom, which varies between 0 to 3 KYDS according to the size of the
- fire. Ships illuminated by the loom of a burning ship will have their ship
- symbol, vector and target number printed in green.
-
- XXII.8. VISUAL SIGHTINGS AT NIGHT
- Night visual sightings are probabilistic. A probability is calculated for
- the range of each possible sighting and then compared to the locations of
- all enemy ships to determine if a sighting occurs.
-
- The probability of sighting is based on:
-
- RANGE: the range listed under NIGHT VIS on the Action Menu is the range
- (under ideal conditions) that a battleship would be sighted 50% of the time
- per 3 minute visual search. The probability increases as range decreases.
-
- TARGET SIZE: larger targets are easier to see.
-
- SPEED: high speed targets are easier to see.
-
- RELATIVE BEARING from Ship to Target: ships notoriously keep a poor watch
- astern.
-
- PREVIOUS SIGHTING: it is easier to keep a target in sight once it has been
- spotted and the lookouts alerted.
-
- XXII.9. RADAR
- Radar was continuously improved during this period, and ships were often
- retrofitted with new and better installations. Consequently, no attempt
- has been made to assign a single type of radar to a class of ship. In the
- scenarios, radar capabilities are assigned according to historical records.
- Using 'Build Scenario', the player can assign any of 3 levels of
- performance to ships with radar. Using 'Generate Scenario' the player can
- specify a number of options for radar installations.
-
- Radar sets are always considered to be 'on', unless destroyed.
-
- All radar installations are considered to have a 'blind zone' due to
- superstructure masking. Targets cannot be detected by radar within 30
- degrees of the ships stern (150-210 degrees relative).
-
- Type 3 radar is approximately the performance of late-war US SG ('Sugar
- George') radars. Type 2 is the SG radar in inshore waters or the SC in
- open waters, while the type 1 is the SC in inshore waters. Early war
- Japanese, British and German radars should be considered as type 1; the
- best Japanese radar type 2, while the best German and British radar (late
- war) type 3.
-
- Targets spotted by radar alone can be fired upon. When visual and radar
- are both available the fire is most accurate.
-
- XXII.10. TERRAIN
- Terrain Points (shown as circles on the Battle Plot) are considered perfect
- cones. Line of sight is blocked if it crosses terrain. Shore batteries
- and land targets can be sighted if they are on the forward surface of the
- cone as viewed from the sighting ship.
-
- XXIII. CHARACTERISTICS OF SHIPS
- The data base and models used to represent the ships in ACTION STATIONS!
- are detailed and comprehensive. Every ship class has been individually
- researched and the data base tailored to account for unique strengths,
- weaknesses and idiosyncrasies. A listing of the characteristics (with a
- few appropriate comments) might be interesting:
-
- CLASS NAME - the class name given in CONWAY'S ALL THE WORLD'S FIGHTING
- SHIPS 1922-1946 is used as the standard, with some exceptions.
-
- DIMENSIONS - length and beam, in feet.
-
- MAXIMUM SPEED - under combat conditions. This might vary dramatically from
- the 'top speed' listed in some references, because they were usually
- quoting either design speeds or trial speeds. Trial speeds were often
- rigged, with the ship at a low load basis, so that the builder could
- qualify for bonus payments for exceeding contractual minimums. Many
- Italian and French ships fit this category.
-
- Some of the scenarios have a low top speed for a unit, due to the ship's
- actual condition at the time of the battle. For example, in the Battle of
- Kolumbangara the cruiser Leander could barely make 28 knots due to an
- engineering casualty, while normally her top speed would be 32 knots.
-
- TYPE OF TORPEDOES - assigned in accordance with historical records.
-
- TORPEDO MOUNT CHARACTERISTICS - number of tubes, number of reloads, arc of
- train.
-
- SEARCHLIGHT INSTALLATION
-
- TARGET SIZE
-
- SMOKE GENERATION CAPABILITY
-
- RUDDER - status and operability
-
- CREW QUALITY - this is a variable selected by the player when the scenario
- is constructed
-
- GUN DIRECTORS - numbers and types
-
- MAIN BATTERY MOUNTS - gun type, arc of train, number of guns, director
- connectivity, ammunition supply and source.
-
- SECONDARY BATTERY GUNS - arc of train, gun type, number of guns, director
- connectivity, ammunition supply.
-
- TERTIARY BATTERY GUNS - arc of train, gun type, number of guns, director
- connectivity, ammunition supply.
-
- ARMOUR PLATING -
- belt
- belt next to engineering spaces
- belt next to magazine
- belt next to steering engine
- deck
- deck over magazine
- deck over engineering spaces
- deck over steering engine
- turret glacis
- turret top
- secondary battery
- conning tower
- conning tower top
- internal splinter armour and bulkheads
- director armour
- barbette armour
- torpedo bulkheads
- internal subdivision
-
- AMMUNITION INVENTORY - forward main magazine, aft main magazine, amidships
- main magazine, secondary magazine, tertiary magazine, torpedo reloads.
-
- WATERTIGHT INTEGRITY AND FLOTATION - based on hull size, freeboard, internal
- subdivision, and hull member strength. In a few cases age of the ship is
- considered, under the assumption that as a ship gets older watertight
- subdivision (stuffing tubes, hatch gaskets, etc.) deteriorates.
-
- DAMAGE CONTROL ABILITIES AND EQUIPMENT
-
- STEERING ENGINE STATUS
-
- STATUS OF FIRES
-
- ENGINEERING CAPABILITIES AND REDUNDANCY - a composite which includes the
- number of main engines, number of boilers, number of emergency diesel
- generators, number of pump and auxiliary installations, and the internal
- subdivision between all the engineering spaces.
-
- NUMBER OF AIRCRAFT ON BOARD - the data base includes a limitation on the
- maximum number of aircraft that can be carried. The player specifies the
- number of actually on board when he creates the initial scenario.
-
- SHELL HIT LOCATION - each ship is divided into 42 different zones. The
- probability of hitting each zone is individually tailored for each ship
- class.
-
- XXIV. DAMAGE AND DAMAGE CALCULATION
- XXIV.1. SHELL HITS
- The gunfire portion of the program determines the number of hits scored on a
- target. Each shell type is related for explosive power, armour penetration,
- dud rate and ballistic characteristics.
-
- First, the angle of fall of the shell is calculated. The shell hit is
- located at random in accordance with the probability of hitting 42 different
- zones. A check is conducted to see if the armour protecting that zone (if
- any) is penetrated.
-
- Armour penetration is determined by comparing the gun type, range, angle of
- fall, and the armour hit against pre-tabulated penetration tables. For
- vertical armour, the target angle of the ship also is included when the
- angle of armour penetration is calculated. The amount of armour which the
- shell can penetrate is reduced for non-normal incidence angle hits. This
- varies from full penetration for a 90 degree hit down to 50% armour
- penetration for 45 degree angle hits.
-
- The possibility of a dud is included. Dud shells are reduced in
- effectiveness for engine room and hull hits and other areas where explosive
- power is important. However, if a major piece of equipment is in the path
- of the dud it will be destroyed regardless. Sometimes duds are just as
- effective as exploding shells, and sometimes they do not inflict any damage
- whatsoever.
-
- Hits on the bridge or other control stations can affect steering and
- director control. If the bridge is hit, control will be automatically
- shifted to secondary conn. A well trained crew can do this almost
- immediately. If secondary conn is hit, control will be transferred to local
- stations. This may take longer. While transfers are taking place speed and
- rudder orders are not possible, and orders for the directors to change
- targets may not be allowed.
-
- When a control station is hit, incorrect signals may be sent to the rudder
- or the engines, causing the ship to turn, speed up or slow down - i.e. 'the
- helmsman was hit, and spun the wheel as he fell...'
-
- If the rudder, steering gear room or steering internal communications
- circuits are damaged a 'steering hit' message is included in the SHIP'S
- STATUS report (F9), and the ship will not accept helm commands. The rudder
- will be jammed either dead amidships, to port, or to starboard.
-
- XXIV.2. FIRES
- Fires are classified as (in order of decreasing severity) major fires, large
- fires, and fires, which consolidate the detailing gradations of fire
- intensity contained in the program.
-
- Fires 'FWD' threaten the forward main battery magazine; fires 'AFT' threaten
- the after main battery magazine. The longer a fire burns and the larger it
- is the greater the probability that a magazine will detonate. Flooded or
- empty magazines will not explode.
-
- On some ships, such as the British Nelson class and the Japanese Tone class,
- all of the guns are mounted forward of the superstructure. Both the forward
- and after magazines are also located forward of the ship's superstructure.
- In those cases, consider the aftermost gun mounts and magazines the 'stern'
- system. The above categories still apply to these ships, even though their
- physical layout is unusual.
-
- 'MIDS' fires can threaten amidships magazines, and also cause damage to
- engineering equipment, force abandonment of engine and boiler spaces,
- destroy secondary and tertiary battery gun mounts, explode ready service
- ammunition and destroy torpedo mounts.
-
- If an aircraft is hit by shellfire, an amidships fire is almost inevitable.
- Players can forestall this by jettisoning unneeded aircraft before an
- engagement.
-
- Commanders can accelerate the process of extinguishing fires by ceasing fire
- on all guns - this simulates releasing the gun crews to assist in the damage
- control effort.
-
- XXIV.3. PROGRESSIVE DAMAGE
- As damage levels rise there is an increasing chance that progressive
- flooding, internal smoke and fires, and other dread occurrences will damage
- of force abandonment of gun or torpedo mounts, gun directors, searchlights,
- and other installations. This is a function of how badly a ship is damaged
- and how many damage control teams are remaining to control progressive
- damage. So, a ship might not be 'hit' during a period, and still suffer
- loss of capabilities.
-
- Damage control capabilities are also considered when determining if
- progressive flooding, fires, or general damage destroys equipment. When a
- ship loses all damage control capability, as signified when the number of
- damage control teams reach 0, progressive damage is accelerated.
-
- However, there is also 'repair' functions going on, so capabilities might
- also later be restored.
-
- XXIV.4. LIST AND COUNTERFLOODING
- Whenever ships are damaged the possibility of off-centreline flooding exits,
- and the ship will list. List will effect gunfire rate of fire and accuracy.
- If list exceeds 25 degrees the ship will capsize. Most ships lost in WWII
- capsized before they sank, so list is a significant threat to the survival
- of a ship.
-
- ACTION STATIONS! includes stability calculations for each ship class. List
- is reported to the player in the Ship's Status report.
-
- As a ship floods and loses watertight inegrity its stability is reduced. A
- given off-centre flooding might cause twice the list to a severely damaged
- ship than to a ship only lightly damaged. Also, note that all the list does
- not occur instantaneously - it takes time to flood a huge hull, even through
- huge holes!
-
- Ships have the capability to correct list by counterflooding, which is a
- process of flooding tanks and compartments on the opposite side of the ship
- to balance the off-centre weight. As the list increases, the
- counterflooding process is slower. This is because most ships counterflood
- using gravity rather than pumps, and as the ship lists the counterflooding
- inlets are not as far below the water and pressure is reduced.
-
- Counterflooding has its disadvantages - after all, you are essentially
- flooding (sinking) your own ship. You may correct the list, only to sink at
- an even keel.
-
- Counterflooding orders are given from the Counterflooding Menu, accessible
- from the Action Menu.
-
- XXIV.5. TORPEDO DAMAGE
- In ACTION STATIONS! the track of each torpedo is individually calculated and
- compared with ship positions to a precision of 3 seconds and less than a
- yard. Torpedo hits are located in one of the following zones:
-
- bow
- under forward main battery gun mounts
- amidships
- under aft main battery gun mounts
- aft
- screws, rudder and shaft alleys
-
- If the torpedo is not a dud the weight of explosives in the warhead is
- compared with the resistance value of the passive underwater protection
- system at the location of the hit, and damage is calculated. Torpedo hits
- can destroy magazines, boiler and engineering compartments, screws, shafts,
- rudders, reduce watertight integrity, and generally mess up the internals of
- a ship. in addition, shock can cause damage to gun and torpedo mounts and
- gun directors. Very significant is the amount of list which can be caused -
- several torpedoes hitting simultaneously on the same side can capsize a ship
- that ordinarily might have survived if it had time to counterflood and
- control the damage.
-
- XXIV.6. DIRECTOR DAMAGE
- Gun directors can be destroyed by shell hits, the shock of torpedo hits,
- progressive flooding or fires.
-
- If a gun director is destroyed, then the gun mounts assigned to it will be
- automatically transferred to the appropriate alternate director:
-
- Destroyed Director: Mounts Transfer to
- MAIN ALT
- ALT LOC MAIN A SEC PORT
- ALT SEC PORT SEC STBD ALT SEC STBD
- ALT SEC PORT LOC SEC PORT
- ALT SEC STBD LOC SEC STBD
-
- If a ship does not have that director, treat it as if it were 'destroyed'
- and go to the next director. Also, note that tertiary battery guns do not
- have local control facilities in the simulation.
-
- XXIV.7. DAMAGE REPAIR
- Damage control teams can effect repairs on rudders and engineering
- facilities. To alert you of a repair, a 'helm/engine repair' message is
- recorded in the Detail Report. Check the Ship's Status screen and see what
- miracles the engineers have wrought. Full steering or some speed capability
- may be restored.
-
- XXIV.8. HIGH SPEED ENGINEERING BREAKDOWN
- Operating a ship's engineering plant near maximum capacity increases the
- risk of breakdowns. The mean time between breakdowns varies with speed and
- the nationality of the ships. The risk of breakdown becomes most
- significant within 3 knots of the ship's maximum speed.
-
- XXIV.9. HITS ON SHORE FACILITIES
- Shore facilities are considered as 'large area targets'. Firing ships
- usually cannot spot the pinpoint location of the target, but are firing at
- map coordinates or gun flashes.
-
- the hits reported in the Current Hits Summary or the Main Director Reports
- are hits in the correct area of the target. However, they may or may not
- cause damage to the installation. Shore bombardment in this period was much
- a matter of luck - saturate the area and hope for the best.
-
- XXV. NATIONAL DIFFERENCES
- The parameters used in ACTION STATIONS! reflect average warship performance.
- However, in some cases the individual characteristics of a nation's warships
- were so unique that it was more accurate to include these differences.
-
- ACTION STATIONS! includes modifying factors for the following nationalities:
-
- 1 - EARLY U.S. WWII (1941-42)
- 2 - UNITED STATES
- 3 - BRITISH
- 4 - JAPANESE
- 5 - GERMAN
- 6 - ITALIAN
-
- The following table shows the modifications made to the standard parameters
- to account for national characteristics:
-
- G = GOOD A = AVERAGE P = POOR
-
- NATIONALITY FACTOR
- -•--------- ------
- • 1 2 3 4 5 6 7 8 9 10 11 12 13 14
- šœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœ—
- 1 • A P P G A A P A A A A A G A •
- 2 • A G A G G G A A A A G A G G •
- 3 • P A A A A P P P A A A A A G •
- 4 • A A A P A A A A P A G G G P •
- 5 • A A A G G G A A A A A A G G •
- 6 • P A P P A P P A A P P P P P •
- ™œœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœž
-
- FACTORS:
-
- 1 - SHELL DUD RATE
- 2 - TORPEDO DUD RATE
- 3 - FIRE OCCURENCE RATE
- 4 - STEERING/ENGINEERING REPAIR RATE
- 5 - FIRE EXTINGUISHING RATE
- 6 - PROGRESSIVE FLOODING EQUIPMENT VULVERABILITY
- 7 - FIRE DAMAGE VULNERABILITY
- 8 - MAGAZINE CATASTROPHIC EXPLOSION
- 9 - STEERING VULNERABILITY
- 10 - DAY GUNFIRE ACCURACY
- 11 - NIGHT GUNFIRE ACCURACY/OPTICS
- 12 - STARSHELL QUALITY
- 13 - ENGINEERING PLANT RELIABILITY AT HIGH SPEED
- 14 - OVERCOMING SURPRISE
-
- ACTION STATIONS! also includes the French and Russian Fleets. There is
- insufficient combat data to properly evaluate the factors for those
- nationalities, so they are considered to be 'average' in all areas.
-
- XXVI. SINKING (ENEMY) SHIPS - A COMMENTARY ON LIMITED INTELLIGENCE
- (subtitled: 'Why hasn't the thing disappeared yet???')
-
- Gun mounts assigned. Directors tracking. On target. Open Fire! - and
- after a few turns the screen lights up with CONGRATULATIONS - you just sank
- the YAMATO!!!
-
- A funeral dirge is played on the computer's synthesizer while an animated
- battleship (complete with life rafts and the ship's cook) settles below the
- waves.
-
- That makes for an entertaining cartoon - and a lousy simulation. Why? Read
- on:
-
- First, 'sinking' ships do not always sink promptly. It takes time, often
- hours, to flood a huge hull. For instance, in the 1st Battle of Guadalcanal
- the Atlanta did not sink until over 12 hours after the battle.
-
- Why is that important? Because in a naval action, especially at night, a
- commander has little indication as to how the enemy is faring. He can see a
- ship making high speed or manouevering, he can see the ship fire its guns
- and he can count shell splashes, and can conclude that the enemy is still
- dangerous.
-
- However, if he sees a ship that is 'dead in the water', on fire, and silent,
- it does not mean that the ship will sink. It still may repair itself or be
- salvaged. The commander does not know when the enemy is finished, and so he
- fires just a few more broadsides at the target - rounds that could be more
- profitably directed against another ship.
-
- An example: at the Battle of Empress Augusta Bay, almost the entire U.S.
- Task Force initially concentrated on the Japanese flagship Sendal. After a
- few minutes under a storm of fire the gallant light cruiser was in shambles
- and sinking, and the American's gunfire should have been shifted elsewhere.
- Eventually Sendal's reluctance to disappear below the waves induced the
- Americans to waste torpedoes on her.
-
- At 1st Guadalcanal, the fact that the Hiei did not sink immediately caused
- the Japanese to risk other vessels in an attempt to stand by and save her.
-
- 'You've Sunk 'er!' messages and cute drawings may provide instant
- gratification to those easily entertained, but they introduce a false
- element to the simulation.
-
- ACTION STATIONS! takes a strict approach. Each ship is assigned a value
- called 'watertight integrity', representing a detailed assessment of the
- size and strength of the hull, internal subdivision, reserve bouyancy,
- freeboard, stability and other factors. The watertight integrity of the
- ship is reduced by shell hits, torpedo hits, ramming, running aground,
- magazine and torpedo mount explosions, fires and progressive flooding.
- Watertight integrity can be restored by damage control teams, who also fight
- fires, stop progressive flooding, protect equipment from being destroyed by
- fire and flooding and provide reports of the ship's status to the commanding
- officer.
-
- When a ship has lost its watertight integrity, the program calculates how
- long it will take before it sinks. Depending upon the extent of the damage
- it could stay afloat for hours or minutes. When additional damage occurs
- the program reassesses this time.
-
- A ship is only known to be sunk when it disappears. Perhaps it might leave
- behind a burning oil slick.
-
- Consequently, the player has the same problems as the real commander at sea,
- and he has the same tools with which to make a decision:
-
- - is the target under power? check the vector coming out of the target
- symbol on the chart display.
-
- - is the target firing? check the Battle Plot for tracers.
-
- - how many hits has he taken? check the Ship's Status and the Current Hit
- report. Realize, though, that they might be inaccurate - the eyes plays
- funny tricks on people who stare at targets 15,000 yards away.
-
- - has the target capsized? check for the capsized ship symbol on the chart
- (a filled-in red square).
-
- - is the target on fire? Ships on fire are circled in white on the Battle
- Plot. If the fire is large enough it will leave a smoke trail.
-
- And, if the target is pounded and then disappears from the Battle Plot,
- well, you might begin to congratulate yourself - if, of course, he hasn't
- slipped behind a smoke screen, or your lookouts lost him in the dark, or he
- passed out of radar range, or a dozen other factors.
-
- At the end of the battle you can always go to the 'Statistics' option and
- get a detailed summary. If that cruiser that you were sure was finished
- shows up in the 'heavily damaged' column instead of 'sunk' - Well, then you
- have discovered the frustation of the real commanders who wished they could
- go back and put just one more salvo into the stubborn hulk!
-
- XXVII. THE COMPUTER WARRIOR
- ACTION STATIONS! includes a computer opponent - crafty, cunning, ruthless,
- wise and not altogether humble. The Computer Warrior can be assigned to
- play either side. Roles are assigned during the loading phased of a
- scenario.
-
- The Computer Warrior cannot be assigned to play games which were saved
- during a two-player game.
-
- During the loading process the Computer Warrior can be assigned a skill
- level, varying between -3 (novice) to +3 (expert).
-
- The Computer Warrior was designed with several objectives:
-
- - to provide a tough, creditable, challenging opponent.
- - to provide a variety of reasonable tactical responses to given situations.
-
- Balancing these requirements was difficult. If the computer dealt with each
- situation with the 'textbook' response play would be stereotyped and dry.
- Games would be repetitive and the challenge of the simulation would be gone.
- Instead, we have included the possibility of unorthodox manoeuvres and
- daring (some would say foolhardy) tactics. When you load up, you do not
- know if you are going to get a pussycat or a tiger.
-
- This approach does have its risks - after all, what may be a 'daring' move
- in one scenario could equally be 'dumb' move in another. However, when we
- surveyed history, and saw the number of 'dumb' (really dumb) things done by
- professional naval officers in actual combat, well, we could be tolerant of
- such excursions by the Computer Warrior. After all, one of the keys to
- successful naval command is to take advantage of the enemy's mistakes. It
- may be that the Computer Warrior will give you a chance to practise that
- skill on occassion.
-
- The Computer Warrior is programmed to operate within the reasonable realm of
- naval tactics. You will see one- and two-pronged attacks, destroyers and
- cruisers either screening the battle lines or operating independently,
- delaying actions, and a wide range of responses to the basic mission
- options. Gun battle tactics are primarly drawn from U.S. tactical manuals
- of the period, while torpedo tactics were drawn from Japanese doctrine
- publications recovered from the sunken cruiser Nachi near the end of the
- Second World War.
-
- You have a considerable range of options if you find the Computer Warrior
- either too tough or too easy. You can change the skill level, or take the
- stronger or weaker side of the scenario and see if you can out-perform the
- historical result. In all, with 30 scenarios (that's 60 sides) to work
- through, you ought to be well employed for a few years of gaming...
-
- XXVIII. TACTICS
- Several years ago a reputable publisher designed a game on World War I naval
- combat. In the 'Designer's Notes', the author stated that, in his
- 'analysis', the role of the naval commander was encompassed by two
- questions: whether to run or to fight, and whether to close the range or
- open it.
-
- In the Navy, such a statement is called a 'Blivet' - that's defined as ten
- pounds of horse manure stuffed in a five-pound sack.
-
- If you have gotten this far in manual, you recognise the fallacy of the
- statement. The naval warfare of the period was complex and demanding,
- forcing a commander to make critical decisions constantly - How do I
- distribute my fire? Should I lay Smoke? Can I stay on a torpedo course to
- optimize my gunnery performance, or is the torpedo threat too high? Should
- I illuminate? How can I get to a torpedo launch position without losing all
- my destroyers? Stack gasses are interfering with my fire - should I slow?
- Should I change course and present my armour at an angle to his fire for
- additional protection? What will that do to my closure rate? That cruiser
- has a jammed rudder - should I abandon or protect it? There are a million
- more.
-
- What we are going to attempt now is to give you a quick tour through the
- basics of naval tactics. It won't be fancy or comprehensive, but it will
- give you a way to structure your thinking, a starting point.
-
- 1. ONE-ON-ONE: SINGLE SHIP ACTIONS
- In a single ship action, the object is to maximize your ship's advantages
- and place the enemy at a disadvantage. Let's look at daylight actions to
- begin with.
-
- First, you have to analyse what you have to work with. Look at the armour
- protection on each of the ships, and the armour penetration capability of
- each side's guns. Check the Armour Penetration table in this manual and
- determine the limiting ranges of armour penetration and consult 'RNG/PTR'
- from the Battle Plot or Action Menu. See if there is a range band where
- your guns can penetrate his armour while you are still protected from his
- guns. If so, that is the range that you want to establish and maintain.
-
- Don't forget to take into account the target angle as the battle progresses
- - you can increase the 'effective thickness' of your vertical armour by
- presenting it at an angle to the enemy, rather than broadside-on. However,
- this implies either a closing course or an opening course, which will make
- it harder to maintain the right range. And, if you end up changing courses
- too often to maintain the range, your guns will not be able to steady on
- target and score.
-
- The next factor you need to consider is the relative merits of the gun
- systems on each side. Larger guns have much more armour penetration, but
- fire much more slowly and have a smaller rate of hitting. Smaller guns have
- a smaller punch per shell but a higher rate of fire and a higher hit rate.
- With all else equal, if you have the smaller guns you want to close, to take
- advantage of the higher rate of fire and higher hit rate. At close range, a
- cruiser has a good chance against a battleship - it will get off two
- broadsides to the battleship's one, and even if it cannot get through the
- big armour plates it can chop up gun directors, steering gear, start fires,
- and blow holes in the unarmoured portions of the hull. For instance, look
- at what happened at 1st Guadalcanal, where the Japanese lost a battleship to
- cruiser fire.
-
- If you are the larger ship, you would like to keep the enemy at arms length,
- but you have also another consideration: ammunition supply. Big guns have
- small ammunition stockpiles, characteristically only 100 rounds or so per
- gun. If you keep the enemy too far away, you may run out of ammunition
- before you score enough hits for decisive effect. A good example of this is
- the Battle of the River Plate: Graf Spee properly kept the faster-shooting
- British at arms length (where they could not penetrate her armour), but
- managed her main battery fire so poorly that she did not score sufficient
- hits to have a decisive effect on the battle. She was forced to break off
- the action because of ammunition levels.
-
- In the absence of radar, smoke can be an asset to the weaker side. Lay a
- smoke screen and stay behind it - the other side now has a dilemma: is he
- getting away? If the big guy closes the smoke, you may be able to get to
- close quarters where your 'rapid-fires' have the advantage; If he does not
- close the smoke, you have a chance to escape.
-
- Also, if you are in a 'one-on-many' situation, you might be able to use
- smoke to divide the battlefield so you can isolate and attack the enemy
- piecemeal.
-
- Torpedoes usually have little chance to score in a one-on-one. Both sides
- have complete freedom of action, and may be doing a lot of bobbin' an'
- weavin', making it difficult to set up a torpedo shot. (At night, at closer
- ranges, this is of course different.) in single ship actions torpedoes
- serve mainly to deter a 'charge' by the enemy or to try to force the enemy
- away while you retreat. Torpedoes can also come into play when smoke is
- used and a ship blunders into another at very close range.
-
- Torpedoes really come into their own in squadron-size actions where ships
- are constrained to stay in formation, screen the heavies, cover the convoy
- or whatever.
-
- So, in a one-on-one, keep the torpedoes ready but don't bet your lifeboat
- seat on them. Defensively, if you get hit by a torpedo it will be a just
- reward for dumbness. Calculate how long it would take a torpedo run from he
- to thee, and NEVER maintain course and speed for that duration!
-
- 2. NIGHT ACTIONS
- In the war in the Pacific most the surface-to-surface actions were fought at
- night. Historians often reason that this was because of the dominance of
- the aeroplane during daylight hours. Many of them neglect to point out that
- the Japanese preferred night combat, trained for it, and actively sought
- night combat, even when they had air superiority. Why?
-
- The key is the effect of visibility on the relative capabilities of
- warships.
-
- The various naval treaties of the interwar years, and economic realities,
- forced Japan to inferiority in the number of battleships. However, Japan
- was given more freedom in cruiser and destroyer production. They reasoned
- that if they could use their cruisers and destroyers to whittle down the
- American battleship force, then they could engage in a decisive fleet action
- with a chance of success.
-
- A cruiser's or destroyer's weapon of choice against a battleship is the
- torpedo. However, during daylight these smaller ships would have to run the
- gauntlet of miles and miles of gunfire in order to reach torpedo launch
- positions.
-
- However, at night the battlefield is compressed. Visibility is low, and
- when you sight each other you might already be in torpedo range. To
- amplify this advantage the Japanese developed the Long Lance torpedo: long
- range, fast, and with twice the weight of explosives. So, the Japanese Navy
- trained hard for night actions, and the US Navy paid the price for their
- neglect in this area.
-
- The key to Japanese night tactics, then, was to effectively employ the
- torpedo. It helped that they had designed special night optics which
- usually allowed them to sight the enemy first. Their command-and-control
- arrangements were flexible, allowing destroyers freedom of action and room
- for initiative.
-
- American night action tactics were based on faulty concepts centred on the
- assumption of the absolute superiority of the gun. Torpedo tubes had
- actually been removed from US cruisers in the belief that engagement
- ranges would be too long to allow effective use of the torpedo. Destroyers
- were kept on a short leash in tight screening formations and not allowed to
- probe in advance of the main body where they might find better opportunities
- for effective torpedo attacks.
-
- One of the best way to learn how to properly handle a gun force in the face
- of a torpedo force is by example - and here it is suggested that you examine
- the track chart of the Battle of Empress Augusta Bay. The US commander cut
- loose his destroyers early to allow them the opportunity to employ their
- torpedo batteries. They operated on the flanks, with the cruisers keeping
- the enemy busy in the centre. The cruisers kept outside torpedo range, and
- counter marched several times (once making a full figure '8'!) to confound
- the enemy's torpedo fire control and avoid torpedo water.
-
- Of course, at that range and with all that manoeuvring the cruiser's gun
- batteries were less effective, but they did end up punishing the enemy in a
- 1 hour running gun fight. The US commander compromised optimum gun
- tactics, but his course of action preserved his force and confounded the
- enemy. The Japanese commander was convinced that he was confronted by a
- force twice the strength. And, most importantly, the mission was
- accomplished.
-
- 3. FLEET ON FLEET
- Books have been written on this topic - mostly bad ones. Unfortunately,
- most historians do not understand the equipment well enough to recognize
- good tactics from bad, and so there are many Blivets floating out in the
- world of 'popular naval history'. Those that master ACTION STATIONS! will
- be further along than most - ACTION STATIONS! requires you to use sound
- tactics or line the ocean floor. Of course, your mistakes will not be
- terminal, allowing you to progress up the 'learning curve', a process denied
- to most naval officers of the period.
-
- 3.A. THE BATTLELINE
- We cannot discuss all the different combinations of many v. many, so instead
- let's assume battleline v. battleline, with fairly balanced forces on each
- side.
-
- First, look at the capabilities of your heavy ships as opposed to the
- capabilities of the enemy's, just as you did in the one-on-one battle. Is
- there a favourable band range? How do the guns balance out? This analysis
- will help define the basic conditions of the action.
-
- The problem of decisive range again emerges: you may run out of ammo before
- you achieve decisive victory. So, you have to recognize the limits of
- effective fire and work with them. The table below is taken from USF 21
- CURRENT DOCTRINE CRUISERS 1941, a US Navy tactical doctrine publication:
-
- Ÿœœœ ESTIMATED OUTER LIMIT FOR ACCURATE FIRE CONTROL - TOP SPOT œœœœ—
- • •
- • TYPE OF GUN BB CA CL CL CL •
- • CALIBRE OF GUN 14" 8" 6" 5.5" 5.1"•
- • 16" •
- • ships having: •
- • MOST MODERN CONTROL AND •
- • OPTICAL GEAR 22 20 18 16 14 •
- • •
- • RECENT CONTROL AND •
- • OPTICAL GEAR 20 18 15 14 13 •
- • •
- • OBSOLESCENT CONTROL •
- • AND OPTICAL GEAR 20 18 13 12 12 •
- ˜œœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœœž
-
-
- Battleline tactics are centred on the power of the gun. The battleship
- either win on their own strengths, or they engage and pin the enemy and
- limit the enemy's freedom of action to allow light forces to intervene with
- the torpedo. The former was the US and British battleline strategy, while
- the latter was the philosophy of the Japanese Navy.
-
- The tactics of the battleline are not complex. The battleships must travel
- in close company, so that they will have a maximum arc of fire without
- interfering with other's line of sight to the target. The line formation is
- best suited for this. Ideally the line should stem on a regular course and
- speed with little manoeuvring in order to maximize gunnery accuracy.
-
- Splitting the battleline should only be done when you have a significant
- superior force. You do not want to give the enemy the opportunity to
- concentrate on one wing of your force and destroy it piecemeal. This could
- happen suddenly if the enemy is proficient with smoke screens.
-
- 3.B. DESTROYERS AND LIGHT FORCES
- Light forces can assist in the destruction of the enemy battleline in one of
- two ways: 1) it can physically score hits with gun or torpedo, or; 2) it can
- create a situation favourable to the friendly battleline, or unfavourable to
- the enemy battleline.
-
- The weapon of choice for light forces against the battleship is the torpedo.
- However, torpedo hits are difficult to achieve. USF 33 CURRENT DOCTRINE
- DESTROYERS 1940 discusses the question: 'in high visibility, a torpedo
- strike on enemy units free to manoeuvre at high speed rarely succeed unless
- the enemy can be closed to very short range. The probability of reaching
- short range in the face of gunfire which materially outranges the gunfire of
- destroyers does not appear to be favourable'.
-
- The key words are 'enemy units free to manoeuvre'. When is an enemy unit
- not free to manoeuvre? If the manoeuvre would place him in an unfavourable
- tactical situation, such as allowing the opponent to concentrate on an
- isolated wing of the fleet; if the manoeuvre would place him in torpedo
- water; if the manoeuvre would result in the force facing a superior gun
- force/wing of the opponent; or when the battleline is strongly engaged with
- the other battleline.
-
- This last is a key point. When strongly engaged, the battleline cannot
- afford an interruption of fire or interference with accuracy that would
- result in manoeuvring - it might be the edge allowing the enemy to score
- decisive, unanswered hits. Manoeuvring also may cause misalignment of the
- main body so that some of the line is at a significant greater range from
- the opposing force, allowing the enemy to concentrate on one wing.
-
- Another key situation is when the torpedo threat from light forces becomes
- so serious that the battleline commander is forced to shift main battery
- fire from the enemy battleline to counter the threat. Heavy caliper guns
- are not efficient destroyer-killers because of their low rate of fire; plus,
- all the time they are away from engaging the enemy battleline allows the
- enemy 'target practise' conditions.
-
- Consequently, the intervention of light forces can be the decisive edge for
- victory.
-
- Usually the destroyers should be organized into an inner and outer force.
- Destroyers in the inner area serves as reserves to meet enemy breakthroughs.
- During the engagement their primary task is the defence of the battleline.
- When an enemy attack develops they should move out and aggressively meet the
- attackers and contest control of the torpedo launching area. Only when
- necessary should they retire for support of the battleline, because the fire
- of the secondary batteries of the battleline is little greater than that
- developed by the destroyers, and it does not range far enough to be able to
- totally prevent enemy torpedo launch.
-
- Destroyers in the inner screen may be ordered to attack the enemy battle
- line. However, the long distance to torpedo launching positions make this a
- difficult task. An alternative would have the destroyers in the inner area
- constantly moving out to replace the attack force in the outer area which
- have expended their torpedoes.
-
- Destroyers in the outer area are the attack force. These forces should be
- positioned well in advance of the battle line. When the engagement course
- of the battle line is determined these destroyers should concentrate on the
- suitable flank, in advance of the enemy's battleline.
-
- The commander must consider from where to launch the attack and the enemy's
- defensive forces prior to committing the attack. Favourable areas are mostly
- in the sector from dead ahead to abeam of the enemy. Attacks from abaft the
- beam are unfavourable and should be initiated only in coordination with
- other forces attacking from the van, in order to limit the enemy freedom of
- action and to seize a favourable opportunity to launch if the enemy
- battleline should reverse course.
-
- Destroyer attack forces should be supported by cruisers. The cruisers
- assist in clearing enemy light forces from the path of the attack and draw
- fire away from the destroyers. The destroyers should not seek gun action
- with enemy defending forces. Their objective is to avoid damage so they
- have full speed available and full torpedo firepower intact. In cases where
- the enemy has strongly posted a position with defending cruisers, an
- alternate launch point should be considered.
-
- The destroyer attack should be coordinated with the fire engagement of the
- battlelines, attacks from different target angles, and other situations
- which would restrict the freedom of manoeuvre of the targets. Adequate
- forces must be concentrated to perform the assigned task, taking into
- account the opposition's defences. Losses are inevitable on the approach.
- The range should be closed until losses begin to be unacceptable in terms of
- the remaining torpedo firepower.
-
- In deciding when to attack, the commander is influenced by many
- considerations. If his battleline is superior to the enemy's the role of
- the light forces may be primarily defensive, to guarantee freedom of
- manoeuvre for his own line. If his battleline is inferior an offensive role
- may be required. In either case, offensive action should be aggressively
- sought when the enemy is inferior either in size of forces or quality.
-
- Action must be coordinated. Independent action by light forces just because
- a favourable situation momentarily presents itself will often be fruitless.
-
- Factors favouring the tactical offensive are:
-
- - superiority of friendly light forces. This can either be an overall
- superiority or a local superiority which could inflict serious losses to
- the enemy without serious risk. This should be undertaken cautiously,
- because combat for combat's sake that does not contribute to the overall
- battle plan may pull forces out of position.
-
- - faulty dispositions of the enemy light forces.
-
- - inferiority of the friendly battleline strength.
-
- - superior battleline strength but inferior battleline speed. The object of
- such an attack would be to 'fix' the enemy battle line, or so limit its
- freedom of action to allow the friendly battleline to close to decisive
- range.
-
- - positions to windward of the torpedo launching area. Smoke could be used
- to screen the approach of light forces.
-
- - low visibility. Any condition which allows light forces to close without
- being observed or taken under fire by defending forces should be seized in
- order to launch close range torpedo attacks.
-
- Battle situations rarely cooperate in such things, so situations may develop
- requiring unsupported torpedo attacks or attacks from unfavourable target
- angles. The most common situation where this might be required is where the
- friendly battleline must break engagement to escape a superior enemy force.
- The objective of the attack is to turn or slow the enemy. In such a case,
- the following are of special importance:
-
- - simultaneous attack by widely separated units make the enemy's fire
- distribution complicated and minimize the effectiveness of the enemy's
- manoeuvres to avoid torpedoes.
-
- - use of high speed and high closure rates.
-
- - use of smoke.
-
- - developing effective destroyer gunfire by a flexible approach formation.
-
- For all attacks, the quickest way to reach a position within effective
- torpedo range is to steer a collision course with the target (the TFC
- computer can help you calculate this course - just run a torpedo intercept
- problem using the torpedo course that is closest to the destroyer's maximum
- speed). Formations of attacking destroyers should make a right angle with
- the line of sight to the target to prevent enfilade. Courses and formations
- may be varied to avoid enemy opposition, or to open firing arcs of the
- attack force to deal with the opposition.
-
- 3.C. CRUISERS ON THE ATTACK: PRELIMINARY AND SIMULTANEOUS ATTACKS
- Cruisers occupy the intermediate position in strength between battleships
- and destroyers. While powerful, their guns do not have sufficient armour
- penetration power to use them against the battleline at long or intermediate
- ranges. Some cruisers are armed with torpedoes, but they are not suitable
- for attacking the battleline because of the vulnerability to cruisers to
- battleship main battery fire - a destroyer is not a good target for large
- caliper guns, or worth the ammunition expenditure, but a cruiser is a
- justifiable target and well worth a few main battery broadsides. Cruisers
- are too valuable to expend in unsupported torpedo attacks.
-
- Cruisers serve as the heavy gunpower of the light forces. The 8" batteries
- of heavy cruisers are primarily for the destruction of enemy cruisers. The
- 6" rapid fire batteries of light cruisers are designed to saturate and
- quickly destroy other light cruisers and destroyers.
-
- Cruisers are used to support the attacks of light forces and to defend
- against opposing light forces. Their role is vital, particularly since the
- low rate of fire of battleship main batteries are unsuitable for use against
- small, high speed, rapidly closing targets like attacking destroyers.
-
- These tasks require quick engagements and decisive results. Engagements at
- short ranges should be sought, particularly against destroyers. Neither
- time nor ammunition will allow engagements at over 20,000 yards for 8" gun
- cruisers or 16,000 yards for 6" gun cruisers. Decisive results can only be
- ensured by a large number of penetrative hits, so the armour penetration and
- the target angle of the opponent should be considered. Ammunition should
- not be wasted - targets should be selected with care. Crew fatigue will
- mount in extended long range exchanges, so the crew's 'fighting edge' should
- not be wasted in indecisive encounters before the 'real thing'.
-
- The PRELIMINARY ATTACK is usually made by cruisers as a prelude to launching
- a destroyer torpedo attack. This attack is launched with cruisers alone.
- Only when the available strength in cruisers is inadequate should destroyers
- be included in this attack. When a destroyer is committed to a preliminary
- attack it should not be counted upon for later participation in a destroyer
- attack on the battleline, because the fight for control of the torpedo
- launching areas will undoubtedly be close range and deadly.
-
- Destroyers participating in the preliminary attack should seize
- opportunities to use their torpedoes against defending cruisers. The
- initial disposition of the attacking force should be carefully made so that
- friendly vessels do not foul the torpedo lanes.
-
- The object of the preliminary attack is to destroy and disperse enemy light
- forces. The attack may be before or after the deployment or engagement of
- the battleline. The destroyer attack should follow immediately, before the
- enemy has time to reinforce the area. The attack must be driven home to
- decisive ranges.
-
- The object of the SIMULTANEOUS ATTACK is to clear the attack route of enemy
- forces in concert with the advance of the destroyer attack. It should be
- made with superior forces. Inferior forces should be used only when it is
- necessary to force the enemy battle line to manoeuvre or to counter enemy
- light forces which are threatening the friendly battleline.
-
- Again, quick and decisive results are required. The tendency will be for
- all the forces to converge on the same area, resulting in a general melee.
- Covering cruisers should close the range and remain in the van of the
- attacking destroyers. When control of the launch point is established, they
- must depart the launch point to clear the torpedo lanes.
-
- Heavy cruisers will normally operate in the outer area, and should support
- both preliminary and simultaneous attacks. Light cruisers should be divided
- between the inner and the outer area. Light cruisers in the outer area will
- operate in support of preliminary and simultaneous attacks. Light cruisers
- in the inner area may also support these attacks, but should not press home
- or risk serious damage since their primary responsibility is the defence of
- the battleline from enemy light forces.
-
- 3.D. LIGHT FORCES IN DEFENCE OF THE BATTLELINE
- Battleship gunfire alone is generally not sufficient to repel enemy
- destroyer attacks, particularly of squadron size or larger. Light cruisers
- particularly designed for the destroyer-killer role (such as the American
- Brooklyn class) are the recommended force for the inner screen.
-
- The object of the defending force would be the destruction of the attacking
- force before it can reach effective torpedo range. The proper stationing of
- this force is paramount.
-
- By interposing themselves between the attacking force and the battleline,
- defending cruisers can defeat attacking destroyers before they can launch
- their torpedoes. However, this may place them in an area where they can be
- engaged by the enemy battleline or enemy cruisers. In that case a command
- decision would be necessary to determine if the tactical situation required
- them to pay the cost to maintain position.
-
- This short discussion of tactics will not make you an expert - rather, it is
- designed to whet your appetite. All of the critical factors described are
- included in ACTION STATIONS!
- Enjoy.
-
- APPENDIX A: GLOSSARY OF TERMS AND ABBREVIATIONS
- ABAFT - Aft of, as in 'abaft the beam'.
-
- ACCELERATION - The rate at which ships can speed up or slow down. In the
- simulation it is a standard (10 knots per turn) for all ship types.
-
- ALT - Alternate. It can refer to the alternate director of the ship, which
- is the backup director serving the main battery, or to alternate directors
- serving the secondary battery.
-
- ALT SEC PORT - The alternate director serving the secondary battery with an
- arc of train between 210 to 330 degrees relative.
-
- ALT SEC STBD - The alternate director serving the secondary battery with an
- arc of train between 30 and 150 degrees relative.
-
- ALTERNATE DIRECTOR - The alternate director is the backup director to the
- main director, controlling the main battery. It has an arc of train between
- 30 and 330 degrees relative.
-
- AMIDSHIPS - Condition when the rudder is aligned along the centreline of the
- ship, for straight movement. Also refers to the centre area of the ship
- between the main battery gun mounts.
-
- AMMO - Ammunition.
-
- ARC OF TRAIN - The angle through which a gun mount, torpedo mount or gun
- director can train and perform its function. The angle is measured in
- degrees relative to the bow of the ship. Abbreviated 'arc'.
-
- AREA FIRE - The process of firing star shells at an area (without having a
- definite target).
-
- AUTO DIR - An option whereby the computer assigns all the gun directors of
- your ships to targets.
-
- AUX - Auxiliary ship.
-
- BATTERY - All of the guns of a single type on a ship are referred to as a
- battery. When a ship mounts several sizes of guns they are referred to as
- the main (or primary) battery (the largest), the secondary (the next
- largest), and the tertiary (the smallest). Most ships only have a primary
- and secondary battery.
-
- BATTERY INTERFERENCE - When a ship is firing more than one battery, the fire
- of one battery may interfere with the efficiency of the other. This is
- particularly true if the guns are open mounts (the blast impacts on crew
- efficiency) or during night combat (the muzzle flashes interfere with
- spotting the fall of shot).
-
- BB - Battleship.
-
- BC - Battlecruiser.
-
- BEARING - The direction of one point with respect to another. Bearings can
- be measured either as TRUE BEARINGS, where the reference is the compass
- (i.e. due north is 0 degrees, east 90 degrees, south 180 degrees etc.) or
- RELATIVE BEARINGS, where the reference is the bow of the ship (i.e. straight
- ahead is 0 degrees, directly aft is 180 degrees, etc.).
-
- BEARING(R) - relative bearing - see bearing.
-
- BEARING(T) - true bearing - see bearing.
-
- BOW - The front (pointy) end of the ship. Also refers to the arc of train
- from bearing 210 relative to 150 relative.
-
- BOW PORT - The arc of train from bearing 210 relative to 0 relative.
-
- BOW STBD - Bow starboard, the arc of train from 0 degrees relative to 150
- degrees relative.
-
- BRG - Bearing.
-
- BRIDGE - The primary control station for the ship - the captain's battle
- station.
-
- CA - Cruiser, usually a 'heavy' cruiser mounting an 8" or greater main
- battery.
-
- CANX - Cancel. Pronounced 'Can-X'.
-
- CAPSIZE - When a ship loses stability and has sufficient off-centre flooding
- it can roll entirely over (i.e. go 'belly up'). The unit cannot fight or
- move, and will eventually sink.
-
- CENTRELINE - See CL.
-
- CF - Counterflooding.
-
- CL - Centreline. Also refers to the arc of train between 30 to 150 degrees
- relative and 210 to 330 degrees relative. Also is an abbreviation for a
- light cruiser.
-
- COLLISION - The process whereby two or more ships attempt to occupy the same
- space at the same time. If the centre point of two ships are within 450
- feet of each other at the end of a turn they are considered to have collided
- - not exactly always precise, but is computationally fast; plus, he who
- cannot control his ships to that margin deserves what comes.
-
- CONTROL STATION DAMAGE - A hit on the bridge (or, if the bridge has already
- been destroyed, on the alternate or local control station) which temporarily
- paralyses command of the ship.
-
- COUNTERFLOODING - The process of flooding compartments on the opposite side
- of damage to correct list and prevent capsizing. Also, the process of
- flooding a magazine which is threatened by fire to prevent it from
- catastrophically blowing up.
-
- COURSE - The direction a ship is heading, measured in degrees(T).
-
- CRS - Course.
-
- DAWN - Between 0530 to 0600. The sun is not yet up, but there is sufficient
- light to silhouette a target against the eastern horizon.
-
- DAY - Between 0830 to 1730.
-
- DD - Destroyer.
-
- DEL - Delay, used when referring to the delay distance before a turn order
- is executed.
-
- DELAY DISTANCE - The distance travelled along the current course before a
- turn order is executed.
-
- DELAYED TURN - A turn order where a distance along the current course is
- travelled before the turn order is executed.
-
- DEL-PORT - A turn order where a delay distance is travelled before a turn to
- port is begun.
-
- DEL-STBD - A turn order where a delay distance is travelled before a turn to
- starboard is begun.
-
- DIR - Director; could also stand for direction (i.e. 'wind dir').
-
- DIRECTOR - A rotating device which controls the gunfire of gun mounts by
- sighting and tracking the target, computing the fire control solution and
- transmitting firing instructions to the gun mounts. Directors can serve
- only one type of gun, thus they are classified as main battery directors
- (#1-MAIN, #2-ALT), secondary battery directors (#3 SEC STBD, #4 SEC PORT, #5
- ALT SEC STBD, #6 ALT SEC PORT), or tertiary battery directors (#7 TER STBD,
- #8 TER PORT).
-
- DISAPPEARING GUNS - A type of shore battery where the guns are protected
- behind earthern or concrete embankments and mounted on elevating carriages
- which rise above the embankment to fire and 'disappear' to load.
-
- ENFILADE HITS - Enfilade is the condition when one ship is close to the line
- of fire between a ship and its target. If the enfiladed ship is close
- enough to the target, it may be hit by 'over' or 'short' salvos.
-
- ENDUR - Endurance.
-
- ENDURANCE - The total time an aircraft's fuel supply will allow it to remain
- airborne.
-
- FATIGUE - A gunnery correction factor to account for the reduced efficiency
- of a gun and director crew due to prolonged firing.
-
- FIRE CONTROL - The process of directing the fire of guns or torpedoes
- against the target.
-
- FLARES - Illumination devices dropped from aircraft on parachutes to light
- an area and illuminate or silhouette ships.
-
- FLOATATION - Same as Watertight integrity.
-
- FORMATION - Ships that are assigned to a group so that orders can be
- simultaneously issued to all of them.
-
- GLARE - Condition when reflection of the sun off the water makes spotting
- difficult and reduces gunnery accuracy.
-
- GUNFIRE DEGRADATIONS - A list of those factors effecting the accuracy and
- rate of a ship's fire.
-
- HEAVY CAL - Heavy calibre, referring to guns above 9.5".
-
- HEAVY SEAS - Weather conditions where the seas are high enough to impact on
- the manoeuvrability of even the largest vessels, and where platform
- steadiness begins to degrade director-controlled gunfire accuracy.
-
- HELM - The control station for the ship's course and speed, located on the
- bridge or, in emergencies, in alternate control locations.
-
- ILLUM - Illumination. This abbreviation is used when placing gun directors
- into 'illumination' (starshell fire) mode.
-
- ILLUMINATION FIRE - The process of assigning a director (controlling at
- least one gun)(or a gun mount in local control) to fire star shell to
- illuminate a target or an area.
-
- INTERCEPT POINT - See 'point of intercept'.
-
- INTERCEPT RANGE - The distance from the firing point of a torpedo to the
- point where it hits the target.
-
- JETTISON - To throw an aircraft over the side, and thus dispose of a fire
- hazard.
-
- K - Kiloyards.
-
- KILOYARD - 1,000 yards.
-
- KNOT - Standard measure of speed at sea. 1 knot is one nautical mile per
- hour. A nautical mile is 2,000 yards or 2 KYDS.
-
- KYDS - Kiloyards.
-
- L - When this letter appears in the movement summary of a ship when issuing
- movement orders from the chart screen, or after the number of the lead ship
- in the formation summary display, it denotes that the ship is the leader of
- a line-ahead formation and that the following ships in the formation are
- ordered to automatically follow in the wake of the lead ship.
-
- LIGHT CAL - Light calibre, referring to guns under 5.3".
-
- LIGHT CONDITION - The visibility conditions due to the position of the sun:
- see NIGHT, DAWN, SUNRISE, DAY, SUNSET, TWILIGHT.
-
- LIGHT SEAS - Flat and calm weather conditions.
-
- LINE ABREAST - A line of bearing where the bearing between ships is 90
- degrees(R) or 270 degrees(R).
-
- LINE AHEAD - An arrangement of ships where one ship is following in the wake
- of another at the specified interval. These ships are usually assigned to
- the same formation.
-
- LIST - A measure of how far a ship is off from perfectly level. A 0 degree
- list is flat; anything over 25 degrees of list will usually result in the
- ship capsizing.
-
- LOC - Local control.
-
- LOCAL CONTROL - When there are no directors to control a gum mount's fire,
- then the gun mount attempts to calculate its own fire control solution.
- This is called Local Control. Local control is inaccurate when compared to
- director controlled fire. Local control can also refer to any other
- function controlled from an emergency station i.e. steering can be
- controlled from a local control station.
-
- LOC MAIN A or LOC MAIN B - A virtual director simulating the local control
- of main battery guns.
-
- LOC PORT SEC - A virtual director simulating the local control of secondary
- battery guns on the port side.
-
- LOC STBD SEC - A virtual director simulating the local control of secondary
- battery guns on the starboard side.
-
- LOOM - The area of light surrounding a starshell, aerial flare, or a ship on
- fire.
-
- MAG - Magazine.
-
- MAGAZINE - Compartment used for storing ammunition.
-
- MAIN - Can either refer to the main battery (the largest guns on the ship)
- or the main director.
-
- MAX - Maximum.
-
- MANOEUVRING - Any change in course or speed of a ship.
-
- MEDIUM CAL - Medium calibre, referring to guns between 5.3" to 9.5".
-
- MER - Merchant ship.
-
- MIDS - Amidships.
-
- MIDS PORT - The arc of train measured from 330 degrees relative to 210
- degrees relative.
-
- MIDS STBD - The arc of train measured from 30 degrees relative to 150
- degrees relative.
-
- MIN - Minute or minutes.
-
- MISMATCH - Attempting to assign a gun mount to an incompatible director i.e.
- assigning a main battery mount to a secondary battery director, or a port
- side mount to a starboard side director, etc.
-
- MODERATE SEAS - Seas where the wave size is large enough to impact on the
- manoeuvrability of smaller vessels, and reduce the accuracy of gunfire
- controlled at local control stations.
-
- MT - Mount.
-
- MULTIPLE TURN - An option whereby the player can have the computer execute
- more than one 3 minute turn. Useful for scenarios where contact have not
- yet been made.
-
- NIGHT - Between 1830 to 0530.
-
- OPEN FIRE - For the first turn after a ship first commences firing on a
- target the spotters are coaching the fire onto the target, and so gun
- accuracy is reduced.
-
- ORD - Ordered.
-
- OFFSET - When firing starshells, it is often desirable to fire them slightly
- over the target and thus ensure a silhouette for the gunners. The OFFSET
- menu command allows the player to indicate the direction of the offset.
-
- PITCH - Motion of a ship which results when the sea is from a direction 20
- degrees or less from ahead. Can effect gunnery or ship's manoeuvrability.
-
- PITCH/ROLL/YAW - A gunnery correction factor to take into account of ship's
- motion due to moderate, heavy or rough seas.
-
- POINT OF INTERCEPT - The geographic point where a torpedo spread meets the
- target ship.
-
- PORT - Left.
-
- (R) - When placed after the word BEARING, it indicates that it is a relative
- bearing.
-
- RADAR - Electronic ranging and detection device, capable of detecting ship
- up to the horizon.
-
- RANDOMIZE - The subprogram which redistributes the initial positions of
- ships in a new scenario.
-
- RANGE - The distance from one ship to another. In the game, ranges are
- always measured in thousand yard units, called KiloYards.
-
- RANGE CHANGE - A gunnery correction factor which accounts for rapid changes
- in the range between firing ship and target.
-
- RELATIVE - Bearing measured with respect to the bow of the ship.
-
- RNG - Range.
-
- ROLL - The motion of a ship which results in moderate, heavy or rough seas
- when the sea is between 20 degrees of the bow to 60 degrees abaft the beam.
- It may impact on ship's manoeuvrability and gunnery accuracy.
-
- ROUGH SEAS - Weather conditions with dangerous waves, which seriously
- impacts on the manoeuvrability of even the largest ships, and seriously
- degrades all gunfire.
-
- RUD - Rudder.
-
- RUN TIME - The time in minutes between firing a torpedo and when it is
- scheduled to hit the target.
-
- SALVO CHASING - Evasive manoeuvring conducted by a target ship to avoid the
- salvos of the enemy. Basically the captain turns the point where the last
- salvo fell on the theory that the firing ship will spot the miss and correct
- the fire away from that point. Salvo chasing interferes with the target
- ship's gunfire due to the constant turning, and it also slows the rate of
- advance.
-
- SEARCHLIGHTS - Large lights mounted on board a ship, used to illuminate
- other ships at night.
-
- SEC - Secondary. Can refer either to the secondary directors or the
- secondary battery.
-
- SEC CONN - Secondary Control - the alternate ship control station, after the
- bridge.
-
- SECONDARY BATTERY - The second largest size of guns on a ship.
-
- SECONDARY DIRECTOR - A gun director used to control the fire of the
- secondary battery.
-
- SECURE - To stop or cease, as in 'secure counterflooding'.
-
- SILHOUETTE - The condition where a ship is seen by the contrast of its dark
- hull against a light background. Ships may be silhouetted against the light
- of dawn, sunset, starshells, or fires from burning ships.
-
- SPD - Speed.
-
- SPEED - How fast a ship is going, measured in knots (nautical miles per
- hour). A ship going one knot will travel 100 yards every game turn (3
- minutes).
-
- SPLIT FIRE - The condition when the fire of a single battery is divided and
- firing on different targets.
-
- SPOTTING - the process of sighting and tracking the target and correcting
- fire by watching the fall of previous salvos near the target.
-
- SPRAY - A gunnery correction factor which takes into account high winds
- whipping sea spray over gun crews and interfering with their serving the
- guns, or over director control instruments and interfering with the spotting
- process.
-
- SPREAD - More than one torpedo being fired from a mount on one turn - also
- called a TORPEDO SALVO.
-
- SPREAD DISTANCE - The distance in yards between torpedoes of a single spread
- at the point of intercept.
-
- SQUALL - A short and fairly violent rain or snow storm, characterized by
- very low visibility.
-
- STACK GAS - When a ship is travelling over 5 knots and is within 3 knots of
- its maximum speed a visible cloud is usually seen from the stack. This
- cloud disperses rapidly, but it can interfere with spotting if it gets
- between spotter and target. It also often can be spotted by the enemy before
- the ship is seen.
-
- STAR - Starshells.
-
- STARBOARD - Right. Also refer to the arc of train from bearing 30 degrees
- relative to 150 degrees relative.
-
- STARSHELLS - Shells containing a light-emitting flare and a parachute, fired
- to illuminate the enemy.
-
- STARSHELL COMPUTER - A special computer in the director or at gun mount
- local controls which control starshell (or illumination) fire. A director
- can be in illumination mode or gunnery mode, but not both.
-
- STBD - Starboard.
-
- STERN - The back (blunt) end of the ship. Also refer to the arc of train
- from bearing 30 degrees relative to bearing 330 degrees relative.
-
- STERN PORT - The arc of train from bearing 180 degrees relative to 30
- degrees relative.
-
- STERN STBD - The arc of train from bearing 180 degrees relative to 30
- degrees relative.
-
- SUNRISE - Between 0600 to 0800. The sun is on the horizon, causing glare
- problems when sighting targets to the east.
-
- SUNSET - Between 1600 to 1800. The sun is on the horizon, causing glare
- problems when sighting targets to the west.
-
- (T) - When placed after the word BEARING, indicates that it is a True
- bearing.
-
- TACTICAL DIAMETER - The diameter of the circle (or arc) made when the ship
- turns. In the simulation, it is standard 2,000 yards for all ship types.
-
- TAR - Target.
-
- TARGET - What you like to have, but don't want to be.
-
- TARGET ANGLE - The relative bearing upon which a target ship is presenting
- to an observer. For instance, observer is broad on the starboard beam of a
- ship, the target angle is 90; broad on the port beam would be 270 etc.
-
- TARGET MANOEUVRE - A gunnery correction factor which accounts for the
- reduced accuracy of gunfire when a target changes course or speed.
-
- TERTIARY BATTERY - The third largest gun battery on a ship.
-
- TERTIARY DIRECTOR - A director controlling the tertiary battery.
-
- TFC - Torpedo fire control.
-
- TFC COMPUTER - A program subroutine allowing the player to compute torpedo
- fire control launch courses, speed, and intercept ranges.
-
- TORP - Torpedo.
-
- TRACERS - In game use, this term means the dotted lines which appear on the
- chart between firing ship and target ship. Red force firing ship tracers
- are red, Blue force tracers are yellow (depending upon palette chosen).
-
- TRACK - The process of continuously measuring the range and bearing to a
- target, and computing its course and speed. The longer a director tracks a
- target, the more accurate are its course/speed estimates and the more
- accurate its fire.
-
- TRAIN - See Arc of Train.
-
- TRUE - Bearing measured with respect to compass north. Also refers to the
- accuracy of ACTION STATIONS!
-
- TURN - The process of going to a new course. Standard Tactical Diameter for
- all ship types in the simulation is 2,000 yards.
-
- TWILIGHT - Between 1800 to 1830. The sun is under the horizon but there is
- still enough light to silhouette targets against the western horizon.
-
- UNDER CONCENTRATED FIRE - The ship is being fired at by more guns or larger
- guns than it carries itself.
-
- UNDER SALVO - If three guns or less are firing on a target from a ship it is
- more difficult to properly spot the Mean Point of Impact (MPI) of the salvo;
- consequently spotting effectiveness is degraded and gunnery accuracy is
- reduced.
-
- VECTOR - On the chart screen, the line coming from the ship's position is
- called the Vector. The direction the line points is the course of the ship,
- and the length of the line is directly proportional to the speed.
-
- WATERTIGHT INTEGRITY - A measure of the amount of damage to a ship's hull,
- and how close it is to sinking. 100% means the ship is intact, 10% means it
- is near to sinking, etc.
-
- WEATHER LIMITED - This message indicates that the maximum speed of the ship
- is limited by the roughness of the sea.
-
- X-POSIT - The X position of a unit on the Cartesian coordinate system.
-
- YAW - The motion of a ship which occurs when the sea is from a direction
- within 30 degrees of the stern. In moderate, heavy or rough weather it may
- degrade ship's manoeuvrability and gunfire accuracy.
-
- Y-POSIT - The Y position of a unit on the Cartesian coordinate system.
-
- APPENDIX B: NAVAL BASICS
- This section provides some basic information for those not familiar with
- naval warfare during the period treated by ACTION STATIONS!
-
- If you haven't, glance over APPENDIX A: GLOSSARY. It defines many naval
- terms, and some specialized terms which have particular meanings in ACTION
- STATIONS!
-
- Warships are divided into types and classes. The traditional of this period
- are:
-
- BATTLESHIP: the largest of the combatants. It has huge naval guns (14", 15"
- and 16" are typical calibres), thick armour and moderate to high speed.
-
- CRUISER: is an intermediate-sized vessel, with guns between 5.5" to 12", and
- lighter armour. These ships were large enough for independent operations,
- but not strong enough to match up to a battleship.
-
- The DESTROYER is a smaller type of ship. It has small guns, high speed, and
- little (if any) armour. It packs a big punch by carrying a load of
- torpedoes, which can cripple or sink the largest warships.
-
- Speed at sea is measured in KNOTS, standing for nautical miles per hour. A
- nautical mile is longer than a stature (land) mile - it is 2,000 yards long.
-
- Ships underway maintain speed through the water. They will continue on a
- given course and speed unless orders are given to have them change. Ships
- are not like land units, which 'sit in place' until you give them an order -
- they constantly are on the move, making the battle situation rapidly-
- changing.
-
- A useful rule of thumb is that in a 3 minute period (the duration of a turn
- in ACTION STATIONS!) a ship will move 100 yards for each knot of speed.
-
- Courses are measured in degrees. Due north is 0 degrees, east is 90, south
- is 180 etc. You make order intermediate courses down to the degree if you
- choose - for instance, you can order a course of 43 degrees, or
- northeasterly course.
-
- Guns on board a ship are placed in gun mounts, designed to have a wide arc
- of fire. However, since hitting your own ship is considered bad form, they
- are physically limited from pointing in some RELATIVE BEARINGS. A relative
- bearing is the bearing measured clockwise in degrees, with the bow of the
- ship the 0 degree reference.
-
- In ACTION STATIONS! the arc of train is defined by the terms BOW, STERN,
- STARBOARD, PORT, AMIDSHIPS, AMIDSHIPS PORT, AMIDSHIPS STARBOARD, BOW PORT,
- BOW STARBOARD, STERN PORT AND STERN STARBOARD.
-
- Guns on ships are sometimes of varying sizes. The largest guns are the MAIN
- BATTERY, the next largest the SECONDARY BATTERY, and the next largest the
- TERTIARY BATTERY.
-
- In ACTION STATIONS! each main battery mount is individually depicted. They
- are identified by number, starting from the bow to the stern, with port side
- mounts traditionally given even numbers and starboard side mounts given odd
- numbers. However, to preserve memory and to make the simulation run faster
- the secondary and tertiary gun mounts are aggregated into four zones: guns
- which are mounted with BOW arcs, with STERN arc, with PORT arc or with
- STARBOARD arcs.
-
- The gun director is designed to control the fire of the gun batteries. Gun
- directors are turret-like devices located in a ship's superstructure, and
- have an arc of train defined just as main battery mounts. Gun directors can
- only control a specific battery, and only those gun mounts which are
- assigned to them. Gun mounts can be divided up among several directors and
- fire at different targets.
-
- In ACTION STATIONS! there is a standard number scheme for gun directors:
-
- Main battery gun directors:
- #1 MAIN
- #2 ALT
- #9 LOC MAIN A
- #10 LOC MAIN B
-
- Secondary battery directors:
- #3 SEC STBD
- #4 SEC PORT
- #5 ALT SEC STBD
- #6 ALT SEC PORT
- #11 LOC SEC STBD
- #12 LOC SEC PORT
-
- Tertiary battery directors:
- #7 TER STBD
- #8 TER PORT
-
- Some ships may not be equipped all of these directors.
-
- The director labelled 'LOC' are not really directors, but represent the
- capabilities of a gun mount to fire on targets under LOCal control, i.e.
- using fire control equipment installed on the gun mount. Local control
- 'directors' are #9, 10, 11, and 12. Tertiary battery guns do not have local
- control capabilities. 'LOC' directors are only considered destroyed when
- all the guns are destroyed.
-
- APPENDIX C. CAVEATS
- Creating this computer simulation for commercial use has been a challenge.
- Every effort was made to make it the most accurate product available - the
- assumption was that, for the intelligence level of those who are interested
- in such products, accuracy was valued more than cartoon graphics or pretty
- pictures. However, compromises were necessary to suit such factors as the
- memory size of home computers, speed of execution, and to allow a 'human
- engineered' format designed for clarity appropriate to a civilian audience.
- Plus, a bit of 'showmanship' to add flavour and excitement.
-
- For those interested in the pure simulation aspects as well as those steeped
- in naval history, it is only just that the author outline those areas where
- the simulation is not exactly true-to-life. So, the following caveats
- apply:
-
- Smoke screens are displayed on the Battle Plot whether they can be seen or
- not. No test is made for smoke screen visibility. This compromise speeds
- execution and saves memory. With large number of ships most of the program
- execution time is consumed in the visibility mode - to add smoke screen
- visibility would have been a bit too much. The result is that players must
- be aware that when they are playing a human opponent their smoke is visible,
- even if their ship is not. If you lay a smoke screen and intend to double
- back under its cover, then have the ship secure making smoke.
-
- Stack gasses are tested for the proximity of enemy ships. However, they
- are not checked for lines of visibility being blocked by smoke or terrain.
-
- Torpedoes are not checked for line of sight blockage by smoke, for the
- same reasons. Since the number of times a game situation would allow an
- enemy spread to be 'sighted through a smoke screen' are few, this does not
- have a serious impact on the simulation.
-
- Shore bombardment and PT boats 'hits' shown in the simulation are actually
- shells which land in the immediate area of the target. The program then
- determines which of these actually hit and damaged the target. So, you
- may score 100+ 'hits' on a 'shore battery' and still find the battery
- potting away at you. Really what has been reported as 'hits' has been
- shells falling in the 800'x800' vicinity of the target - the gun mount,
- director, and ammo handling facilities of the battery are much smaller (and
- hardened) and you may not have scored on them at all. The battery is
- silence either by a lucky 'direct hit' on the gun mount embrasure, or by
- 'cumulative damage' - disruption of the area, crew losses, etc. A
- cumulative damage figure is maintained (the equivalent of WTI for ships)
- and when this goes below 0% the battery will be silenced regardless if the
- guns have yet been 'physically hit'.
-
- It should be noted that shore batteries are more vulnerable to plunging fire
- than to short range low angle fire.
-
- The greatest caveat in the simulation has to do with close range gunnery.
- The simulation is a 'time-step' simulation in that an entire time period of
- 3 minutes is calculated at one time. So, three minutes of gunnery is
- 'fired', the number of 'hits' calculated, and then 'scored' in the damage
- process. At longer ranges with only a few hits this works well. However,
- at closer ranges with many hits per turn it accentuates the lethality of
- ship's gunnery. In reality, some of the gun mounts might have been hit
- early in the 3-minute period, thus reducing the number of hits. The
- increased lethality in the game makes close range actions (under 6,000
- yards) more decisive than would have actually have been the case.
-
- One comment on the Computer Warrior - he does not cheat. The information
- provided to the Computer Warrior subprogram is the same as what is provided
- to a human player - it does not get extra information on out-of-visibility
- locations of ships, damage levels, future orders or anything else.
-
- The Computer Warrior does benefit in the sequence of execution: where the
- player enters director orders before the move is executed, the Computer
- Warrior enters his after execution of the movement immediately before the
- gunnery process. The Computer Warrior can thus take advantage of new
- contacts and adjust for enemy countermoves. This was considered necessary
- for play balance. Although the Computer Warrior does a fair job of
- targeting, its criteria is to maximise the number of hits. It does not take
- into account the tactical situation. For example, an enemy destroyer might
- be further away than another target but is in better position to launch
- torpedoes. The Computer Warrior will ignore that risk factor in favour of a
- closer target.
-
- Beyond that, every effort has been made to ensure that ACTION STATIONS! is a
- high-fidelity recreation of history.
- ENJOY!
-
- APPENDIX D: DATA FILES
-
- 1. GUNNERY DATA
- RANGE: In thousands of yards
- ROF: maximum rate of fire in rounds per minute
- AP: armour piercing capability (see AP table)
- AC: accuracy: E - excellent; G - good; A - average; F - fair; P - poor
-
- GUN RANGE ROF AP AC
-
- USA
- 18" (EXPERIMENTAL) 40.0 1.8 1 G
- 16"/45 1935 M6 36.9 2.0 4 A
- 16"/50 1919 M1/5 35.0 2.0 5 A
- 14"/45 M8/9/10 34.3 1.8 6 G
- 14"/50 M4 36.3 2.0 6 G
- 12"/50 1910 M7 23.5 2.4 9 F
- 12"/50 1940 M8 38.6 3.5 8 E
- 8"/55 M12/15 31.7 4.5 12 G
- 8"/55 M9/14 31.7 4.0 12 G
- 6"/53 1919 M18 26.7 6.0 13 P
- 6"/47 1933 M16 26.0 10.0 13 F
- 5"/51 M15 22.6 10.0 15 G
- 5"/38 1938 M12 18.2 18.0 17 G
- 5"/25 M13 14.5 14.0 19 F
- 4"/50 M8,9 20.7 16.0 19 F
- 3"/50 M10 13.0 10.0 21 P
-
- JAPAN
- 18.1"/45 1939 94th Yr 45.3 1.5 2 A
- 16"/45 1918 40.5 2.1 5 A
- 14"/45 1908 36.1 1.7 8 A
- 8"/50 1924 31.1 3.0 12 F
- 6.1"/60 1933 29.2 4.5 13 A
- 6"/50 1905 21.3 6.0 13 P
- 5.9"/40 20.0 6.0 14 F
- 5"/50 1915 20.7 6.0 14 A
- 5"/50 1926 20.1 12.0 16 A
- 5"/40 1930 16.2 12.0 17 A
- 4.7"/45 1927 17.5 10.0 16 F
- 3.9"/65 1938 21.3 18.0 19 A
-
- GERMANY
- 16"/47 1934 40.3 2.0 3 G
- 15"/47 1934 38.9 2.3 5 G
- 11"54.5 1928 46.6 3.5 10 A
- 8"/60 1934 39.4 5.0 11 G
- 5"/45 1934 20.1 12.0 16 A
- 5.9"/60 1925 28.1 8.0 13 F
- 4.1"/65 1933 19.3 18.0 19 A
- 3.5"/76 1932 28.1 10.0 20 F
-
- BRITAIN
- 16"/45 M1 41.6 1.0 3 F
- 15"/42 M1 29.0 2.0 8 F
- 14"/45 M7 38.6 1.4 7 F
- 8"/50 M8 30.7 4.0 12 A
- 7.5"/45 M6 20.5 3.0 13 P
- 6"/50 M16,18 25.5 8.0 13 P
- 5.25"/50 1938 M1 24.1 10.0 15 F
- 4.7" M9 17.0 12.0 17 A
- 4.5" M1/3/4 20.8 12.0 17 A
- 4"/45 M16 1937 19.0 15.0 19 F
- 4"/40 M19 17.0 15.0 19 F
-
- ITALY
- 15"/50 1934 46.2 1.3 6 P
- 12.6"/43.8 1934 31.3 2.0 9 P
- 8"/53 1927 33.4 3.8 12 P
- 6"/55 1936 28.2 4.6 13 P
- 5.3"/45 1938 21.4 7.5 14 F
- 4.7"/50 1926 21.4 6.3 15 F
- 3.9"/47 1935 16.7 8.0 20 F
- 3.5"/50 1938 17.5 12.0 20 F
-
- RUSSIA
- 16"/50 41.6 1.0 5 F
- 12"/52 1912 27.0 1.7 10 F
- 7.1"/56 1934 38.8 5.0 12 A
- 5.1"/50 1936 27.0 10.0 16 A
- 4.7"/50 15.7 8.0 17 F
- 3.9"/56 1934 25.9 12.0 20 A
-
- FRANCE
- 15"/45 1935 46.2 1.3 6 P
- 13.4"/45 1912 27.3 2.0 8 F
- 13"/52 M33 32.8 2.5 8 A
- 12"/45 1906 27.0 1.7 10 F
- 8"/50 M24 33.4 3.8 12 P
- 6.1"/55 M21 23.3 5.0 13 F
- 6"/50 M30 23.2 6.0 14 A
- 5.5"/40 M23 20.5 5.5 14 P
- 5.5" 40 M27 14.0 12.0 14 F
- 5.5" 45 21.0 12.0 14 F
- 5.1"/40 21.9 5.0 19 A
- 3.5"/50 17.5 12.0 20 F
-
- 2. TORPEDO DATA (Speed/range)
-
- LOW MED HIGH
- US MK 15 27/15 33/10 45/6
- Long Lance 36/43.7 40/35 48/21.9
- German G7a T1 30/13.7 40/8.2 44/5.5
- British mk IX 30/12.4 35/10.5 35/10.5
- Japanese 8th Year 28/21.9 32/16.4 38/10.9
- Italian 21" 26/13.1 30/10 42/3.3
- French 1929 D 37/13 40/9 45/7
- French 1923 D 29/20 30/18 35/14
-
- APPENDIX E - DISK DIRECTORY
- FLEET DISK - LANT contains ships of the German and British Navies, along
- with 9 historical scenarios. The BUILD SCENARIO program is also contained
- on this disk.
-
- FLEET DISK - PAC contains the ships of the American, Japanese and Dutch
- navies, along with 13 historical scenarios.
-
- FLEET DISK - MED contains ships of the Italian, Russian and French navies,
- along with 8 historical scenarios. The GENERATE SCENARIO program is
- contained on this disk.
-
- The ship classes provided give broad coverage of the major classes of
- warships, and include many minor, one-of-a-kind, and hypothetical or 'design
- only' ships. If you cannot find a particular ship class, check for the
- nearest equivalent. For example, there was little functional difference
- between the Japanese heavy cruiser classes FURUTAKA and the follow-up class
- AOBA, so the latter can accurately be represented by the FURUTAKA class
- data.
-
- British Destroyers were build in 'series', each series denoted by a letter.
- Several of these letter series were essentially the same ship class, and so
- the equivalent lettered series are grouped into one class in the game
- (example - code SZ will recall data for a ship which could be any of the S,
- T, U, V, W, OR Z series of ships). In other cases, included classes are
- indicated by a name in parenthesis i.e. (also Xxxxxxx).
-
- There are several unit files that are repeated on each FLEET disk. They
- include the merchant vessel classes, convoy, anchored objective, and shore
- battery units. They are duplicated on each disk for use with the GENERATE
- program.
-
- The other miscellaneous units (shore batteries, PT boats, minesweepers,
- trawlers, etc.) are contained on the PAC disk.
-
- COMMENTS ON SCENARIOS
- The following comments are offered to aid your selection of scenarios. Only
- a limited amount of information is provided so as not to spoil the 'fog of
- war' inherent in the initial encounter.
-
- In most cases, detailed historical information was used for the order of
- battle, environmental conditions, and initial positions of the forces.
- Sometimes in the initial positions of forces were adjusted for play balance;
- in other cases, only limited information was available, and so we made some
- estimates.
-
- In several scenarios, ships are initially damaged or have reduced
- capabilities due to their condition at the time of the battle. Also, some
- ships may indicate 'Damage Control Out', which reflects poorly trained crews
- with little damage control skill.
-
- One way to enjoy these games is to go into them cold, without looking at
- each side's initial set-up or forces. That way you have some of the 'fog of
- war' present in the actual engagements. Pick one side, assign the computer
- to command the other, and enjoy! We have included a recommendation on:
-
- - which side to have the computer play for the 'first time', to make it
- most challenging.
-
- - the objectives of each side.
-
- - the 'threat axis' i.e. the direction from which the enemy will most
- likely (approximately) appear.
-
- PAC DISK
- BLUE force is US/Allies RED force is Japanese
-
- HORANIU (night, DD v. DD and convoy, coastal) (HORANIU.SCN)
- One of the lesser-known engagements in the Pacific, probably because of it's
- indecisive nature. The Japanese were escorting a convoy to Horaniu - they
- had just repelled an air attack and were scattered when intercepted by an
- American force. The Japanese escorts were tired, the American force chased
- but could not catch, and when they returned to the area the Japanese Convoy
- had disappeared.
- COMPUTER: EITHER
- RED THREAT AXIS:090 BLUE THREAT AXIS:270
- RED OBJECTIVE: CONVOY PROTECTION
- BLUE OBJECTIVE: CONVOY DESTRUCTION
-
- JAVA SEA (-day-night, CA v. CA and convoy, coastal) (JAVA_SEA.SCN)
- The first decisive surface action of the Pacific war. A combined Dutch-
- British-Australian-American force attempted to fight past a Japanese escort
- force to attack an amphibious group. The US cruiser Houston was without her
- after turret due to previous damage. The Dutch commander of the combined
- Allied force made several key judgement errors which severely limited the
- effectiveness of his force, and suffered a severe defeat.
- COMPUTER: RED
- RED THREAT AXIS: 180 BLUE THREAT AXIS: 000
- RED OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE OBJECTIVE: CONVOY DESTRUCTION
-
- VELLA LAVELLA (night, DD v. DD and convoy, islands) (VLAVELLA.SCN)
- Two widely-scattered US destroyer forces trying to intercept a Japanese
- convoy. A night action, but with very good visibility which negated any
- advantage afforded by the early-model US radar installations.
- COMPUTER: RED
- RED THREAT AXIS: 090 BLUE THREAT AXIS: 270
- RED OBJECTIVE: CONVOY PROTECTION
- BLUE OBJECTIVE: CONVOY DESTRUCTION
-
- EMPRESS AUGUSTA BAY (night, CA v. CA, coastal) (EMPAUGST.SCN)
- A Japanese task force is escorting a convoy when it receives information of
- a US convoy. The Japanese convoy turns back while the warships steam at
- high speed to intercept. The US convoy is only a phantom - however, there
- is a US task force out to intercept them! A mid-ocean collision resulted in
- a donneybrook and a virtual draw.
- COMPUTER: EITHER
- RED THREAT AXIS: 160 BLUE THREAT AXIS: 340
- RED OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- VELLA GULF (night, squalls, DD v. DD, islands) (VELLA_GF.SCN)
- A small Japanese force of destroyers on a resupply mission is intercepted by
- a US destroyer force. Low visibility and rain squalls give the advantage to
- the US radar, which allowed an early decisive unopposed torpedo strike.
- (NOTE: because of disk limitations this scenario is located on the MED disk)
- COMPUTER: BLUE
- RED THREAT AXIS: 180 BLUE THREAT: 000
- RED FORCE OBJECTIVE: TRANSIT SOUTH
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- KULA GULF (night, CL v. DD, islands) (KULAGULF.SCN)
- A Japanese destroyer force on a resupply mission is surprised by a superior
- US task force. The Japanese ships are chopped up badly, but the Long Lance
- balanced the event by sinking one of the US cruisers.
- COMPUTER: BLUE
- RED THREAT AXIS: 090 BLUE THREAT AXIS: 270
- RED FORCE OBJECTIVE: ESCAPE NORTH
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- KOLUMBANGARA (night, squalls, CL v. CL, islands) (KOLUMBGR.SCN)
- Two task forces in a head-on collision. The US force had a few radar
- equipped ships, but the Japanese had a radar warning device which served
- them better. One cruiser on the US side was limited in speed due to
- engineering troubles.
- The initial brush was scored for the US force, but Japanese DDs reloaded
- torpedoes under cover of a rain squall and returned to score on two cruisers
- and a destroyer.
- COMPUTER: EITHER
- RED THREAT AXIS: 120 BLUE THREAT AXIS: 330
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- 2nd GUADALCANAL (night, BB v. BB, islands) (2ND_GUAD)
- The classic night battleship confrontation of the Guadalcanal campaign. A
- mixed and scattered Japanese force1e wants to bombard Henderson Field - a
- smaller US force interposed.
- While the Japanese caught one US BB in searchlights and concentrated on her,
- another US BB was able to move unobserved and decisively intervene with
- radar directed gunfire which left a Japanese Battlecruiser burning and out
- of control.
- COMPUTER: RED
- RED THREAT AXIS: 150 BLUE THREAT AXIS: 330
- RED FORCE OBJECTIVE: BOMBARD LAND, ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: PROTECT HENDERSON
-
- SUNDA STRAIT (night, CA v. CA + convoy, inshore) (SUNDA_ST.SCN
- When trying to escape the Japanese juggernaut early in the war, the
- cruisers Houston and Perth stumbled into a Japanese convoy and overwhelming
- strong escort. Houston still had her after turret out of action from a
- previous engagement.
- In one of the bravest actions of the war the Houston and Perth were
- eventually trapped and sunk, but not until the Japanese suffered significant
- losses. Let the computer take the Japanese side and see if you can match
- the valour of the Houston and Perth's impossible battle.
- COMPUTER: RED
- RED THREAT AXIS: 020 BLUE THREAT AXIS: 200
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- 1st. GUADALCANAL (night, BB v. CA, islands) (1ST_GUAD)
- A strong Japanese force intent upon the bombardment of Henderson Field was
- intercepted by a significantly weaker pick-up force of assorted cruisers and
- destroyers. Some of the US ships had radar, but this advantage was negated
- by poor command arrangements and inexperienced teams. The Japanese for once
- did not spot the Americans until the range was point-blank, and a fearfully
- lethal melee resulted where the quick-firing gunnery of the American ships
- balanced out the deadlines of the Long Lance. Both sides suffered
- significant losses, but Henderson was successfully protected.
- COMPUTER: EITHER
- RED THREAT AXIS: 150 BLUE THREAT AXIS: 330
- RED FORCE OBJECTIVE: BOMBARD HENDERSON
- BLUE FORCE OBJECTIVE: DEFEND HENDERSON
-
- SINGAPORE (dawn, BB v. BC + convoy, coastal) (SINGAPORE_SCN)
- Another hypothetical 'what if' scenario. Three days after Pearl Harbour the
- British despatched the heavy ships of their Far Eastern Forces to intercept
- a Japanese Amphibious force.
- The British were attacked at sea by torpedo bombers, and lost the Prince of
- Wales and the Repulse.
- If the air strikes had not been successful, the Japanese Commander intended
- to deploy cruisers and destroyers for a night sweep and torpedo attack. If
- they were unsuccessful, he had that force backed up by battlecruisers.
- In this scenario we assume that the British have evaded the night sweep.
- They now have a decision - press on? retire? Try to defeat the Japanese
- forces piecemeal? Where is everybody, anyway? If you liked the Sunda
- Strait scenario, you will be overjoyed by this suicidal search-and-attack
- situation.
- COMPUTER: RED (Japanese)
- THREAT AXIS: UNDETERMINED
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTION: PLAYER'S CHOICE
-
- SAVO ISLAND (night, CA v. CA + convoy, islands) (SAVO.SCN)
- This stinging defeat of the American Navy is familiar to every student of
- naval warfare: a Japanese cruiser force penetrates a defended anchorage and
- inflicts disastrous losses on the surprised defenders.
- COMPUTER: EITHER
- RED THREAT AXIS: 120 BLUE THREAT AXIS: 300
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: PROTECT THE ANCHORAGES
-
- CAPE ESPERANCE (night, CA v. CA, islands) (CAPE_ESP.SCN)
- A Japanese cruiser force on a bombardment mission is intercepted by a
- defending cruiser force. Radar and a better command structure allowed the
- US force to surprise and cross the enemy's 'T'.
- COMPUTER: EITHER
- RED THREAT AXIS: 180 BLUE THREAT AXIS: 000
- RED FORCE OBJECTIVE: BOMBARDMENT
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- KOMANDORSKI ISLANDS (dawn, CA v. CA, convoy, open sea) (KOMNDRSK.SCN)
- In this classic daylight action of the Pacific war, a US task force bent on
- intercepting a Japanese convoy finds them outnumbered by the convoy escort!
- A long-range action ensued until the Japanese force broke off due to low
- ammunition and fear of air attack. The Japanese commander was faulted for
- not closing the decisive range - however, US gunnery was better, and closing
- target would have presented the US force with a good torpedo target.
- (NOTE: at press time we were not yet sure we would have room for this
- scenario - the 31st. We list it here in the happy prospect that we will
- have room for it.)
- COMPUTER: RED
- RED THREAT AXIS: 180 BLUE THREAT AXIS: 000
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: SURVIVAL
-
- LANT DISK - SCENARIOS
- RED force is British BLUE force is German
-
- RIVER PLATE (dawn, CA v. CA, open sea) (RVRPLATE.SCN)
- Graf Spee v. Exeter, Ajax and Achilles. The German commander used his main
- battery poorly, splitting his fire and constantly shifting targets.
- COMPUTER: EITHER
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION
-
- DENMARK STRAIT (dawn, BB v. BB, open sea) (DENMRKST.SCN)
- Hood and Prince of Wales v. Bismark and Prinz Eugen. Hood blew up early in
- the engagement leaving the novice Prince of Wales (still with dockyard
- workers and main battery faults) to fight alone. The Germans won this one,
- but a hit in Bismark's fuel bunkerage eventually lead to her demise.
-
- Now, what if the Hood hadn't blown up....
- COMPUTER: EITHER
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: DISENGAGEMENT WITHOUT DAMAGE
-
- PENANG (night, CA v. DD, islands) (PENANG.SCN)
- Late in the war the Nachi was discovered leaving the Indian Ocean and
- heading for Singapore. Some British destroyers were in position to
- intercept, with cruiser reinforcements on the way. Nachi's lookout and
- bridge watch was inefficient, allowing the British destroyers to close and
- execute a spectacularly successful 'star pattern' torpedo attack.
- Here, Nachi has a problem - should she try to bull through the British
- destroyers, or play cat-and-mouse and look for an opening, with the
- possibility that the trailing British cruisers might catch up?
- COMPUTER: RED
- RED THREAT AXIS: 020 BLUE THREAT AXIS: 180
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ESCAPE SOUTH
-
- NORWAY (day, heavy weather, low visibility, BC v. BC) (NORWAY.SCN)
- In the Norway Campaign there was a brush between a British and a German
- force. Because of heavy weather, high seas, snow squalls, high winds, and
- generally dreadful conditions the encounter was indecisive. This situation
- is almost like 'hide and go seek' - and any more information would spoil the
- surprise.
- COMPUTER: BLUE
- THREAT AXIS: UNDEFINED
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN DAMAGE
-
- BEAR ISLAND (day, CL v. DD, open sea) (BEAR_IS.SCN)
- During the Murmansk Convoy battles, the British cruiser Edinburgh took a
- torpedo hit in the stern which crippled her.
- She was directed under escort to Russia. An additional escort of Russian
- vessels was dispatched to meet them. A German force intercepted the
- Edinburgh, sank her with torpedoes and silenced the escorting British
- destroyers for the loss of one of their own ships. The remaining Germans
- could have swept the sea clean, but the Russian ships arrived, and the
- Germans withdrew.
- COMPUTER: RED
- RED THREAT AXIS: 180 BLUE THREAT AXIS: 000
- RED FORCE OBJECTIVE: SURVIVAL
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- CONVOY WS-5A (day, heavy seas, low visibility, CA v. CA + convoy, open sea)
- (CVY_WS5A.SCN
- In the days of 'raider cruisers', the radar-equipped Hipper discovered a
- heavily-escorted British troop convoy. The usual rules of raider warfare
- applied - the Hipper must hit without being hurt herself. She tried to use
- her radar to manoeuvre for a torpedo attack, but was discovered and driven
- off.
- COMPUTER: EITHER
- RED OBJECTIVE: CONVOY PROTECTION
- BLUE OBJECTIVE: CONVOY DESTRUCTION
-
- BARENTS SEA (dawn, CA v. CL + convoy, open sea) (BARENTS.SCN)
- Again on the Murmansk run, a heavily escorted British Convoy in the process
- of regrouping after a storm was intercepted by a strong force of German
- heavy vessels. Low visibility and moderate seas inhibited both side's
- efforts to find the other. The Germans wasted several opportunities to
- inflict decisive damage, in the main because they were under orders not to
- risk their ships to any critical damage. When one of their cruisers took an
- engine room hit they recalled their forces.
- COMPUTER: EITHER
- RED THREAT AXIS: 270 BLUE THREAT AXIS: 090
- RED FORCE OBJECTIVE: CONVOY DEFENCE
- BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION, MINIMIZE OWN LOSSES
-
- PQ-17 (day, hypothetical, BB v. BB + convoy, open sea) (PQ-17.SCN)
- On the Murmansk run, convoy PQ-17 was a singular disaster. Under the threat
- of a sortie by a German battleship task force the British command ordered
- the convoy to disperse - almost all the ships were destroyed piecemeal by
- submarine and air attacks.
- In this scenario we hypothesize that the convoy did not disperse, and that
- the German surface forces did not turn back. The close escort cruisers must
- hold off the Germans until reinforcements arrive.
- COMPUTER: RED
- RED THREAT AXIS: 180 BLUE THREAT AXIS: 000
- RED FORCE OBJECTIVE: CONVOY DEFENCE
- BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION, MINIMIZE LOSSES
-
- NARVIK (day, DD v. DD + convoy, in a Fjord) (NARVIK.SCN)
- After the German invasion of Norway a British destroyer force penetrated a
- fjord to strike at the invading force. It was a close-range battle with
- little room for manoeuvre for either side.
- COMPUTER: BLUE
- RED THREAT AXIS: 090 BLUE THREAT AXIS: 270
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- MED DISK
-
- RED force is British BLUE force is Italian
-
- GENOA (hypothetical)(day, BB v. BB, coastal) (GENOA.SCN)
- Early in the Mediterranean war the British conducted a successful battleship
- bombardment of Genoa. An Italian fleet sent to intercept lost track due to
- inefficient aerial reconnaissance. This scenario begins with the British
- force approaching Genoa, and the Italian force at sea. The British player
- must shell the port facilities (and even perhaps even hit an Italian
- Battleship docked for repairs) and then retire; the Italian player must use
- his port defences, and try to get the fleet into position to intercept.
- In this scenario, the situation is made more difficult for the British. In
- the actual battle, fog hid the British ships from the shore batteries,
- allowing them to bombard the harbour using their spotter aircraft to direct
- fire. In this scenario the British player will have to fight his way
- through the shore batteries and harbour defences to get to his objective -
- but he cannot take too long, or he will be trapped.
- COMPUTER: BLUE
- RED THREAT AXIS: 000 BLUE THREAT AXIS (FLEET): 000
- RED FORCE OBJECTIVE: BOMBARDMENT, ESCAPE
- BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION
-
- SPARTIVENTO (day, BB v. BB, open sea) (SPARTVTO.SCN)
- The Italian Fleet went to sea to defend a convoy; the British Fleet was at
- sea for the same reason. They discovered each other, closed, exchanged
- calling cards and then withdrew with no significant damage to either side.
- Reading the history books published by both sides is amusing, because they
- both felt they were faced by a superior force!
- COMPUTER: EITHER
- THREAT AXIS: UNDEFINED
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN LOSSES
-
- CAPE SPADA (day, low visibility, CL v. CL, open sea) (CP_SPADA.SCN)
- An Italian cruiser force stumbles into a British destroyer force and gives
- chase.
- COMPUTER: BLUE
- THREAT AXIS: UNDEFINED
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION
-
- FORCE K (night, CL v. CA + convoy, open sea) (FORCE_K.SCN)
- This battle is a classic example of the effect modern technology on the
- battlefield. The British Force K operating out of Malta was tasked to
- intercept a heavily-escorted Italian convoy destined to re-supply the Afrika
- Korps. By effective use of radar the British force was able to sink all the
- merchantmen in the convoy without loss.
- COMPUTER: BLUE
- THREAT AXIS: UNDEFINED
- RED FORCE OBJECTIVE: CONVOY DESTRUCTION
- BLUE FORCE OBJECTIVE: CONVOY DEFENCE
-
- CAPE BON (night, CL v. DD, coastal) (CAPE_BON.SCN)
- Late in the Mediterranean war the Italians became increasingly desperate to
- get supplies through to North Africa, in some cases loading cruisers with
- hazardous deck cargoes of fuel and ammunition for a high-speed run through
- the British blockade. In this engagement Italian cruisers were intercepted
- by a radar-equipped British-Dutch destroyer force, to the severe discomfort
- of the cruisers.
- COMPUTER: BLUE
- RED FORCE OBJECTIVE: ENEMY DESTRUCTION
- BLUE FORCE OBJECTIVE: ESCAPE SOUTHEAST
-
- 2nd SIRTE (day, heavy weather, BB v. CL + convoy) (2NDSIRTE.SCN)
- The classic Mediterranean convoy action where a few British cruisers held
- off a vastly superior Italian task force. The Italian destroyers were
- slowed by heavy weather and could not get into position, and the Italian
- cruisers would not penetrate the British smoke screens for fear of a torpedo
- attack. No ships were lost in this engagement, but it was an eventual
- victory for the Italians. During the engagement the convoy was forced to
- alter its course away from it's destination so that they could not enter
- Malta under the cover of darkness; all the convoy ships were discovered at
- sea the next day and sunk by aircraft. For this battle to be a victory for
- the British, he must not alter the convoy course any further than 250
- degrees(T).
- COMPUTER: BLUE
- RED FORCE OBJECTIVE: CONVOY PROTECTION ON COURSE 250-300
- BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION OR DIVERSION, MIN LOSSES
-
- CALABRIA (day, BB v. BB, coastal) (CALABRIA.SCN)
- One of the few full fleet actions of the war. The Italian force was
- superior to cruisers while the British force was superior in battleships.
- In the actual engagement the Italians could not capitalize on their cruiser
- superiority because of an early hit on one of their battleships which caused
- them enough damage to decide them to withdraw.
- COMPUTER: RED
- RED THREAT AXIS: 210 BLUE THREAT AXIS: 030
- RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
- BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
-
- SHIP DATA FILES
- The following data files gives vital information on the ship classes
- available in ACTION STATIONS!
-
- KEY
-
- CLASS NAME: The full ship name is given. In the program the name is
- abbreviated to an 8-space limit. The lower case letters indicate those left
- out of the abbreviation.
-
- SPEED: in knots
-
- DIMENSIONS: length and beam, to the nearest foot
-
- A/C: maximum number of aircraft that can be carried
-
- Pts: ship points, a measure of the watertight integrity of the ship
-
- ARMAMENT: for the main battery, the first number is the number of
- turrets/mounts; then the number and size of guns. For secondary and
- tertiary battery guns, the number of guns and their size is indicated.
-
- TORPS: number of torpedo tubes and number of reloads
-
- AMMO: number of rounds in the Forward, Aft, and aMidships main battery
- magazine, then secondary and tertiary rounds
-
- ARMOUR: in tenths of an inch KC-face hardened class A equivalent, adjusted
- for angle of presentation. BB = barbette, CT = conning tower, Int =
- Interior (splinter) armour, Tur = Turret face (glacis) - top, Mag = Magazine
- belt and deck protection (total), Str = Steering belt and deck, SB =
- secondary battery. Note that destroyer gun shields with splinter protection
- only are considered as '0' armour for shell penetration purposes.
-
- Information on zone percentages, torpedo protection, list and stability, and
- other damage internals are maintained as propriatory data. Information on
- magazine capacities is sometimes estimated.
-
- FLEET DISK: PACIFIC
-
- In addition to US and Japanese Fleet units, contain all auxiliary/shore
- units.
-
- SHIP CLASSES
-
- AUXILIARIES, MERCHANTMEN, AND SHORE BATTERIES
-
- MERSHIPS CLASS AUXILIARY FILE: MS
- ('slow' cargo ship)
- 9 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-3in //
- // AMMO:MAIN: F 0 A 150 M 0
-
- MERSHIPM CLASS AUXILIARY FILE: MB
- ('medium')
- 12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
- ARMAMENT: //// AMMO:MAIN: F 0 A 0 M 0
-
- MERSHIPF CLASS AUXILIARY FILE: MF
- ('fast')
- 18 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-3in //
- // AMMO:MAIN: F 0 A 150 M 0
-
- TANKER CLASS AUXILIARY FILE: TT
- 12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-4in //
- // AMMO:MAIN: F 1 A 150 M 1
-
- PT-BOAT FILE: PT
- 40 Knots, 8ft x 1ft, 0 A/C, .3Pts, 0 Dir
- ARMAMENT:MAIN: 2/2 - .8in // 2-0 Torps//
- AMMO:MAIN: F 1000 A 0 M 0
-
- TRAWLER FILE: TW
- 17 Knots, 150ft x 27ft, 0 A/C, 1.14 Pts, 0 Dir
- ARMAMENT:MAIN: 2/2-3in/SEC: 2-8in//
- // AMMO:MAIN: F 0 A 0 M 200//SB 400
-
- LAND TARGet FILE: LT
- (an area land target with minor defences, for shore bombardment objective)
- 0 Knots, 0ft x 0ft, 4 A/C, 100 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-3in//
- // AMMO:MAIN: F 100 A 0 M 0
-
- ANCHored OBJective FILE: AO
- (a group of ships - 2 knots to prevent unrealistically long torp hits)
- 2 Knots, 540ft x 54ft, 0 A/C, 100 Pts, 0 Dir
- ARMAMENT://
- // AMMO:MAIN: F 0 A 0 M 0
-
- Shore BATtery - 5IN FILE: S5
- 0 Knots, 0ft x 0ft, 0 A/C, 50 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-5in//
- // AMMO:MAIN: F 1000 A 0 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0
- Tur 40-0, Mag=180-180, Str=0-0, SB=0
-
- Shore BATtery - 8IN FILE: S8
- 0 Knots, 0ft x 0ft, 0 A/C, 75 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-8in//
- // AMMO:MAIN: F 1000 A 0 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0
- Tur 40-0, Mag=180-180, Str=0-0, SB=0
-
- Shore BATtery - 14In FILE: SX
- 0 Knots, 0ft x 0ft, 0 A/C, 200 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-14in//
- // AMMO:MAIN: F 1000 A 0 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0
- Tur 140-0, Mag=180-180, Str=0-0, SB=0
-
- Shore BATtery - 14IN FILE: SQ
- 0 Knots, 0ft x 0ft, 0 A/C, 100 Pts, 1 Dir
- ARMAMENT:MAIN: 4/12-14in//
- // AMMO:MAIN: F 2000 A 0 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0
- Tur 140-0, Mag=180-180, Str=0-0, SB=0
-
- CONVOY FILE: CY
- (represents an entire convoy)
- 11 Knots, 1200ft x 120ft, 0 A/C, 100 Pts, 0 Dir
- ARMAMENT:MAIN: 2/4-3in//
- // AMMO:MAIN: F 200 A 200 M 0
-
- MINESWEeper FILE: MW
- 17 Knots, 230ft x 33ft, 0 A/C, 1.74 Pts, 0 Dir
- ARMAMENT:MAIN: 2/2-4in/SEC: 2-.8in//
- // AMMO:MAIN: F 0 A 0 M 200 //SB 300
-
- UNITED STATES: BATTLESHIPS
-
- NEVADA CLASS BATTLESHIP FILE: NE
- (Featuring a combination of triple and double main battery turrets)
- 20 Knots, 575ft x 108ft, 0 A/C, 49.5 Pts, 6 Dir
- ARMAMENT:MAIN: 4/10-14in/SEC: 16-5in//
- // AMMO:MAIN: F 500 A 500 M 0 //SB 4800
- ARMOUR (x10): Belt=135, Deck=45, BB=135, CT=160, Int=15
- Tur 180-50, Mag=135-50, Str=100-35, SB=5
-
- NEVADA 41 CLASS BATTLESHIP FILE: N1
- (Post-Pearl Harbour modifications)
- 20 Knots, 575ft x 108ft, 3 A/C, 49.5 pts, 8 Dir
- ARMAMENT:MAIN: 4/10-14in,/SEC: 12-5in/TER: 8-5in//
- // AMMO:MAIN: F 500 A 500 M 0//SB 2400//TB 2000
- ARMOUR (x10) Belt=135, Deck 40, BB=135, CT=160, Int=6
- Tur 160-50, Mag=135-40, Str=100-40, SB=8
-
- NEW YORK CLASS BATTLESHIP FILE: NY
- (Early 14" gun design with turret amidships)
- 21 Knots, 565ft x 106ft, 3 A/C, 46.95 Pts, 8 Dir
- ARMAMENT:MAIN: 5/10-14in/SEC: 16-5in/TER: 8-3in//
- // AMMO:MAIN: F 400 A 400 M 200//SB 4000//TB 2400
- ARMOUR (x10): Belt=120, Deck=60, BB=120, Ct=160, Int=15
- Tur 120-40, Mag=120-60, Str=60-30, SB=90
-
- MODified PENNSylvania CLASS BATTLESHIP FILE: PE
- (Powerful main battery, good protection)
- 21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir
- ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in//
- // AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600
- ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16
- Tur 180-50, Mag=140-80, Str=140-80, SB=5
-
- PENNSYLVania CLASS BATTLESHIP FILE: PM
- (Post-Pearl Harbour modifications)
- 21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir
- ARMAMENT:MAIN: 4/12-14in/SEC: 16-5in//
- // AMMO:MAIN: F 660 A 660 M 0 //SB: 6600
- ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16
- Tur 180-50, Mag=140-50, Str=140-50, SB=25
-
- New MEXICO CLASS BATTLESHIP FILE: NM
- (Similar to Pennysylvanias, underwater protection difference)
- 21 Knots, 600ft x 106ft, 4 A/C, 52 pts, 8 Dir
- ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in//
- // AMMO:MAIN: F 600 A 600 M 0 //SB 3000//TB3600
- ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16
- Tur 180-50, Mag=140-80, Str=140-80, SB=5
-
- COLORado MODified CLASS BATTLESHIP FILE: CO
- (Pennysylvanias with 16" main battery)
- 21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC: 12-5in/TER: 8-5in//
- // AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600
- ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160, Int=16
- Tur 180-50, Mag=140-80, Str=140-80, SB=5
-
- COLORADO CLASS BATTLESHIP FILE: CM
- (Post-Pearl Harbour modifications)
- 21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC:16-5in//
- // AMMO:MAIN: F 660 A 660 M 0//SB 6600
- ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16
- Tur 180-50, Mag=140-50, Str=140-50, SB=25
-
- SD-1917 CLASS BATTLESHIP FILE: SA
- (The 1917 South Dakota class, cancelled Washington Naval Treaty)
- 23 Knots, 660ft x 106ft, 4 A/C, 63 Pts, 8 Dir
- ARMAMENT:MAIN: 4/12-16in/SEC: 16-6in/TER: 4-3in//2-12 Torps//
- AMMO:MAIN: F 400 A 400 M 0//SB 4000//TB 800
- ARMOUR (x10): Belt=136, Deck=39, BB=135, CT=160 Int=22
- Tur 180-50, Mag=160-70, Str=80-60, SB=10
-
- LEXINGTon CLASS BATTLESHIP FILE: LX
- (Battlecruisers, cancelled by Washington Naval Treaty)
- 32 Knots, 850ft x 105ft, 0 A/C, 62.25 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC: 16-6in/TER: 6-3in//4-12 Torps//
- AMMO:MAIN: F 800 A 800 M 0//SB 3600//TB 1800
- ARMOUR (x10): Belt=87, Deck=43, BB=140, CT=160 Int=15
- Tur 140-50, Mag=88-50, Str=87-50, SB=0
-
- North CAROLINa CLASS BATTLESHIP FILE: NC
- (Powerful successful warship class)
- 28 Knots, 714ft x 108ft, 4 A/C, 58.85 Pts, 6 Dir
- ARMAMENT:MAIN: 3/9-16in/SEC: 20-5 in//
- // AMMO:MAIN: F 1113 A 557 M 0//SB 8800
- ARMOUR (x10): Belt=147, Deck=77, BB=160, CT=160 Int=6
- Tur 160-70, Mag=160-77, Str=118-70, SB=20
-
- South DAKOTA CLASS BATTLESHIP FILE: SD
- (This class featurs inset belt armour - a poor feature)
- 28 knots, 666ft x 106ft, 4 A/C, 58.85 Pts, 6 Dir
- ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in//
- // AMMO:MAIN: F 1113 A 557 M 0//SB 8800
- ARMOUR (x10): Belt=29, Deck=72, BB=174, CT=160 Int=145
- Tur 180-73, Mag=160-77, Str=118-60, SB=20
-
- IOWA CLASS BATTLESHIP FILE: IO
- (Successful, powerful, robust battleship class)
- 33 Knots, 861ft x 108ft, 4 A/C, 67.55 Pts, 6 Dir
- ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in//
- // AMMO:MAIN: F 1113 A 557 M 0//SB 8800
- ARMOUR (x10): Belt=173, Deck=138, BB=174, CT=175 Int=25
- Tur 200-73, Mag=173-138, Str=135-62, SB=20
-
- MONTANA CLASS BATTLESHIP FILE: MN
- (Iowa, lengthened to add a 16" turret, cancelled before war's end)
- 28 Knots, 890ft x 121ft, 4 A/C, 70.5 Pts, 6 Dir
- ARMAMENT:MAIN: 4/12-16in/SEC: 20-5in//
- // AMMO:MAIN: F 1113 A 1113 M 0 //SB 8800
- ARMOUR (x10): Belt=221, Deck=70, BB=210, CT=180 Int=70
- Tur 180-78, Mag=290-80, Str=180-70, SB=20
-
- ARKANSAS CLASS BATTLESHIP FILE: AK
- 24 Knots, 555ft x 108ft, 3 A/C, 46.5 Pts, 8 Dir
- ARMAMENT:MAIN: 6/12-12in/SEC: 16-5in/TER: 8-3in//
- // AMMO:MAIN: F 400 A 400 M 400 //SB 4000 //TB 2400
- ARMOUR (x10): Belt=100, Deck=47, BB=110, CT=120 Int=10
- Tur 120-40, Mag=110-48, Str=50-30, SB=65
-
- IV-2 CLASS BATTLESHIP FILE: IV
- (Design study for the 'maximum battleship', limited by Panama Canal)
- 25 Knots, 975ft x 108ft, 2 A/C, 77 Pts, 8 Dir
- ARMAMENT:MAIN: 5/15-18in/SEC: 20-6in/TER: 6-3in//8-0 Torps//
- AMMO:MAIN: F 400 A 600 M 0 //SB 4000//TB 1200
- ARMOUR (x10): Belt=160, Deck=75, BB=150, CT=160 Int=25
- Tur 210-70, Mag=185-75, Str=160-50, SB=10
-
- UNITED STATES CRUISERS
-
- OMAHA CLASS CRUISER FILE: OM
- (Obsolescent fire control, but a US cruiser with torpedoes)
- 33 Knots, 550ft x 55ft, 2 A/C, 17.72 Pts, 2 Dir
- ARMAMENT:MAIN: 6/10-6in/SEC: 8-3in//6-0 Torps//
- AMMO:MAIN: F 1800 A 1200 M 0//SB 16000
- ARMOUR (x10): Belt=30, Deck=15, BB=5, CT=13 Int=5
- Tur 5-5, Mag=30-15, Str=30-15, SB=0
-
- PENSACOLa CLASS CRUISER FILE: PA
- ('Tin-clad' cruiser built under treaty limitations)
- 32 Knots, 570ft x 65ft, 4 A/C, 21.36 Pts, 4 Dir
- ARMAMENT:MAIN: 4/10-8in/SEC: 8-5in//
- // AMMO:MAIN: F 750 A 750 M 0 //SB 1200
- ARMOUR (x10): Belt=30, Deck=10, BB=8, CT=13 Int=0
- Tur 25-15, Mag=40-18, Str=30-10, SB=0
-
- NORTHAMPton CLASS CRUISER FILE: NN
- 32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in//
- // AMMO:MAIN: F 933 A 468 M 0 //SB 800
- ARMOUR (x10): Belt=38, Deck=10, BB=15, CT=0 Int=0
- Tur 25-15, Mag=38-20, Str=30-10, SB=0
-
- PORTLAND CLASS CRUISER FILE: PO
- 32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in//
- // AMMO:MAIN: F 933 A 468 M 0 //SB 800
- ARMOUR (x10): Belt=58, Deck=25, BB=15, CT=13 Int=0
- Tur 25-15, Mag=58-30, Str=23-25, SB=0
-
- NEW ORLEAns CLASS CRUISER FILE: NW
- 32 Knots, 578ft x 62ft, 4 A/C, 23.65 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in//
- // AMMO:MAIN: F 933 A 468 M 0 //SB 800
- ARMOUR (x10): Belt=58, Deck=30, BB=50, CT=80 Int-0
- Tur 50-28, Mag=58-30, Str=50-30, SB=0
-
- BROOKLYN CLASS CRUISER FILE: BR
- (Large and effective rapid fire gun battery - a destroyer killer)
- 32 Knots, 800ft x 62ft, 4 A/C, 22.89 Pts, 4 Dir
- ARMAMENT:MAIN: 5/15-6in/SEC: 8-5in//
- // AMMO:MAIN: F 2700 A 1800 M 0 //SB 1600
- ARMOUR (x10): Belt=56, Deck=20, BB=60, CT=80 Int=0
- Tur 65-28, Mag=56-20, Str=56-20, SB=0
-
- ATLANTA CLASS CRUISER FILE: AA
- (Anti-aircraft cruiser, deadly in close range v. destroyers)
- 33 Knots, 520ft x 53ft, 0 A/C, 17.77 Pts, 2 Dir
- ARMAMENT:MAIN: 8/16-5in/SEC: 8-8in//8-0 Torps//
- AMMO:MAIN: F 2625 A 2625 M 1750 //SB 4000
- ARMOUR (x10): Belt=38, Deck=13, BB=13, CT=25 Int=0
- Tur 13-13, Mag=38-18, Str=38-13, SB=10
-
- CLEVELANd CLASS CRUISER FILE: CL
- (Brooklyn, substituting extra armour for one turret - top heavy)
- 32 Knots, 600ft x 64ft, 4 A/C, 21.84 Pts, 6 Dir
- ARMAMENT:MAIN: 4/12-6in/SEC: 12-5in//
- // AMMO:MAIN: F 1800 A 1800 M 0 //SB 6000
- ARMOUR (x10): Belt=53, Deck=20, BB=60, CT=50 Int=6
- Tur 60-30, Mag=59-20, Str=47-20, SB=8
-
- ALASKA CLASS CRUISER FILE: AL
- (The larger guns do not make up for the lower volume of fire)
- 33 Knots, 791ft x 91ft, 4 A/C, 50.43 Pts, 6 Dir
- ARMAMENT:MAIN: 3/9-12in/SEC: 12-5in//
- // AMMO:MAIN: F 660 A 330 M 0 //SB 6000
- ARMOUR (x10): Belt=80, Deck=50, BB=130, CT=108 Int=10
- Tur 128-50, Mag=80-50, Str=110-40, SB=0
-
- UNITED STATES - DESTROYERS
-
- FLETCHER CLASS DESTROYER FILE: FL
- (The classic - powerful, durable, well-balanced)
- 35 Knots, 369ft x 40ft, 0 A/C, 5.4 Pts, 2 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 24-.8in//10-0 Torps//
- AMMO:MAIN: F 850 A 1275 M 0 //SB10000
- ARMOUR (x10): Belt=8, Deck=5, BB=0, CT=5 Int=0
- Tur 5-5, Mag=8-5, Str=8-5, SB=0
-
- PORTER CLASS DESTROYER FILE: PR
- (Tended to be top-heavy)
- 37 Knots, 372ft x 37ft, 0 A/C, 4.16 Pts, 2 Dir
- ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 8-8 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0
- Tur 5-5, Mag=8-0, Str=0-0, SB=0
-
- GRIDLEY CLASS DESTROYER FILE: GR
- 38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 16-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 600
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FOUR PIPEer CLASS DESTROYER FILE: FP
- (Officially 'Wickee/Clemson' class, WWI vintage)
- 35 Knots, 310ft x 31ft, 0 A/C, 2.32 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4in/SEC: 1-3in// 12-0 Torps//
- AMMO:MAIN: F 200 A 200 M 400 //SB 200
- ARMOUR (x10) Belt=0, Deck=0, BB=0, Ct=0 Int=0
- Tur 0-0, Mag=8-0, Str=0-0, SB=0
-
- FARRAGUT CLASS DESTROYER FILE: FT
- 36 Knots, 330ft x 35ft, 0 A/C, 4.46 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 2-.8in// 8-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MAHAN CLASS DESTROYER FILE: MH
- 36 Knots, 334ft x 35ft, 0 A/C, 4.69 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 12-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 800
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- SOMERS CLASS DESTROYER FILE: SO
- (Porter class, without the large alternate gun director)
- 35 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0
- Tur 5-5, Mag=8-0, Str=0-0, SB=0
-
- SAMPSON CLASS DESTROYER FILE: SM
- 37 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0
- Tur 5-5, Mag=8-0, Str=0-0, SB=0
-
- SIMS CLASS DESTROYER FILE: SS
- 37 Knots, 341ft x 36ft, 0 A/C, 4.97 pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 8-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 1500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 5-5, Mag=0-0, Str=0-0, SB=0
-
- BENSON CLASS DESTROYER FILE: BE
- 36 Knots, 341ft x 36ft, 0 A/C, 4.97 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 10-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 4000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 5-5, Mag=0-0, Str=0-0, SB=0
-
- BRISTOL CLASS DESTROYER FILE: BL
- 36 knots, 341ft x 36ft, 0 A/C, 5.02 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5in/SEC: 6-.8in// 5-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 3000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 5-5, Mag=0-0, Str=0-0, SB=0
-
- BENHAM CLASS DESTROYER FILE: BM
- 38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 8-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Turr 0-0, Mag=0-0, Str=0-0, SB=0
-
- NETHERLANDS
-
- DERUYTER CLASS CRUISER FILE: DR
- 32 Knots, 551ft x 51ft, 2 A/C, 15.08 Pts, 2 Dir
- ARMAMENT:MAIN: 4/7-5.9in//
- // AMMO:MAIN: F 750 A 1000 M 0
- ARMOUR (x10): Belt=30, Deck=13, BB=20, CT=10 Int=0
- Tur 40-20, Mag=30-13, Str=20-0, SB=8
-
- JAVA CLASS DESTROYER FILE: JV
- (8 mount limit forced a consolidation into 'twins' turrets)
- 30 Knots, 509ft x 53ft, 2 A/C, 14 Pts, 2 Dir
- ARMAMENT:MAIN: 8/10-5.9in//
- // AMMO:MAIN: F 300 A 300 M 900
- ARMOUR (x10): Belt=30, Deck=10, BB=20, CT=50 Int=0
- Tur 40-40, Mag=20-10, Str=0-0, SB=0
-
- VANGHENT CLASS DESTROYER FILE: VG
- 32 Knots, 307ft x 32ft, 0 A/C, 3.28 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-4.7in/SEC: 2-3in// 6-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 600
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- IMPERIAL JAPANESE NAVY - BATTLESHIPS
-
- KONGO CLASS BATTLESHIP FILE: KN
- (Actually a battlecruiser, British design)
- 30 Knots, 720ft x 101ft, 3 A/C, 47.25 Pts, 6 Dir
- ARMAMENT:MAIN: 4/8-14in/SEC: 14-6in//
- // AMMO:MAIN: F 400 A 400 M 0 //SB
- ARMOUR (x10): Belt=80, Deck=48, BB=100, CT=80 Int=0
- Tur 110-48, Mag=80-48, Str=30-30, SB=60
-
- FUSO CLASS BATTLESHIP FILE: FO
- 24 Knots, 689ft x 109ft, 3 A/C, 50.2 Pts, 8 Dir
- ARMAMENT:MAIN: 6/12-14in/SEC: 14-6in/TER: 8-5in//
- // AMMO:MAIN: F 400 A 400 M 400 //SB 2800//TB 2400
- ARMOUR (x10) Belt=120, Deck=47, BB=120, CT=120 Int=0
- Tur 120-48, Mag=120-48, Str=30-30, SB=60
-
- TOSA CLASS BATTLESHIP FILE: KA
- (Under construction when cancelled by Washington Naval Treaty)
- 26 Knots, 760ft x 100ft, 2 A/C, 58.4 Pts, 8 Dir
- ARMAMENT:MAIN: 5/10-16in/SEC: 20-5.5in/TER: 8-5in// 8-0 Torps//
- AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 2400
- ARMOUR (x10): Belt=127, Deck=55, BB=110, CT=140 Int=30
- Tur 110-70, Mag=129-60, Str=90-55, SB=10
-
- AMAGI CLASS BATTLESHIP FILE: AM
- (Another design study warship)
- 30 Knots, 820ft x 101ft, 2 A/C, 60.75 Pts, 8 Dir
- ARMAMENT:MAIN: 5/10-16in/SEC: 16-5.5in/TER: 4-5in// 8-0 Torps//
- AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 1200
- ARMOUR (x10): Belt=100, Deck=40, BB=110, CT=140 Int=30
- Tur 110-70, Mag=115-40, Str=90-40, SB=10
-
- -13- CLASS BATTLESHIP FILE: 13
- (design, predecessor of Yamato)
- 30 Knots, 900ft x 101ft, 2 A/C, 61 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-18.1in/SEC: 16-5.5in/TER: 4-4.7in// 8-0 Torps//
- AMMO:MAIN: F 360 A 360 M 0 //SB 3200//TB 800
- ARMOUR (x10): Belt=149, Deck=50, BB=110, CT=140 Int=30
- Tur 110-70, Mag=150-50, Str=110-50, SB=10
-
- YAMATO CLASS BATTLESHIP FILE: YA
- (Hard to hurt. Slow guns, but when hit the target knows it)
- 27 Knots, 840ft x 128ft, 6 A/C, 74 Pts, 8 Dir
- ARMAMENT:MAIN: 3/9-18.1in/SEC: 6-6.1in/TER: 24-5in//
- // AMMO:MAIN: F 600 A 300 M 0 //SB 1800//TB 7200
- ARMOUR (x10): Belt=207, Deck=79, BB=220, CT=112 Int=0
- Tur 260-106, Mag=194-79, Str=142-79, SB=10
-
- NAGATO CLASS BATTLESHIP FILE: NO
- 25 Knots, 725ft x 114ft, 3 A/C, 57.39 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC: 18-5.5in/TER: 8-5in//
- // AMMO:MAIN: F 400 A 400 M 0 //SB 5400//TB 2400
- ARMOUR (x10): Belt=118, Deck=71, BB=167, CT=146 Int=30
- Tur 140-70, Mag=118-70, Str=70-30, SB=10
-
- IMPERIAL JAPANESE NAVY - CRUISERS
-
- NAKA CLASS CRUISER FILE: NA
- (sturdy and servicable with a good war record)
- 35 Knots, 520ft x 47ft, 1 A/C, 10.39 Pts, 1 Dir
- ARMAMENT:MAIN: 7/7-5.5in/SEC: 2-5in// 8-8 Torps//
- AMMO:MAIN: F 800 A 600 M 0 //SB 400
- ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0
- Tur 0-0, Mag=20-15, Str=0-0, SB=0
-
- YUBARI CLASS CRUISER FILE: YU
- (small, almost a large destroyer)
- 32 Knots, 450ft x 39ft, 0 A/C, 7.56 Pts, 2 Dir
- ARMAMENT:MAIN: 4/6-5.5in// 4-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0
- ARMOUR (x10): Belt=20, Deck=0, BB=0, CT=0 Int=0
- Tur 5-0, Mag=20-5, Str=0-0, SB=0
-
- FURUTAKA CLASS CRUISER FILE: FA
- (main battery not safely armoured, but hull durable in a fight)
- 33 Knots, 595ft x 57ft, 2 A/C, 20.23 Pts, 4 Dir
- ARMAMENT:MAIN: 3/6-8in/SEC: 4-4.7in// 8-8 Torps//
- AMMO:MAIN: F 600 A 300 M 0 //SB 800
- ARMOUR (x10): Belt=30, Deck=15, BB=10, CT=10 Int=0
- Tur 10-10, Mag=30, Str=0-0, SB=0
-
- NACHI CLASS CRUISER FILE: NI
- (With the Long Lance battery, excellent but poor turret armour)
- 33 Knots, 661ft x 68ft, 2 A/C, 24.07 Pts, 4 Dir
- ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 16-16 Torps//
- AMMO:MAIN: F 900 A 600 M 0 //SB 2400
- ARMOUR (x10): Belt=45, Deck=25, BB=15, CT=15 Int=0
- Tur 15-10, Mag=45-50, Str=25-25, SB=7
-
- MOGAMIS CLASS CRUISER FILE: MS
- (Mogami with the original main battery guns - good, but top-heavy)
- 36 Knots, 661ft x 68ft, 3 A/C, 22.4 Pts, 4 Dir
- ARMAMENT:MAIN: 5/15-6.1in/SEC: 8-5in// 12-12 Torps//
- AMMO:MAIN: F 2000 A 1500 M 0 //SB 2400
- ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0
- Tur 10-10, Mag=50-50, Str=20-15, SB=7
-
- MOGAMIS CLASS CRUISER FILE: MS
- (8" gun conversion. Less top-heavy, but gun gives lower hit rate)
- 34 Knots, 661ft x 68ft, 3 A/C, 24.4 Pts, 4 Dir
- ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 12-12 Torps//
- AMMO:MAIN: F 900 A 600 M 0 //SB 2400
- ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0
- Tur 10-10, Mag=50-50, Str=20-15, SB=7
-
- TONE CLASS CRUISER FILE: TO
- (a successful recce cruiser with fantail devoted to float planes)
- 35 Knots, 650ft x 60ft, 5 A/C, 26.85 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-5in// 12-12 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 6400
- ARMOUR (x10): Belt=40, Deck=20, BB=30, CT=30 Int=0
- Tur 30-10, Mag=57-22, Str=25-20, SB=7
-
- AGANO CLASS CRUISER FILE: AG
- (economy design: good companion for DD in torpedo attacks)
- 35 Knots, 564ft x 50ft, 2 A/C, 16.8 Pts, 4 Dir
- ARMAMENT:MAIN: 3/6-5.9in/SEC: 4-4.7in// 8-8 Torps//
- AMMO:MAIN: F 800 A 400 M 0 //SB 800
- ARMOUR (x10): Belt=23, Deck=8, BB=10, CT=10 Int=0
- Tur 10-10, Mag=23-20, Str=0-0, SB=0
-
- KITAKAMI CLASS CRUISER FILE: KT
- (40 torp tubes - approximated by 4 mounts of 5 tubes, 20 reloads)
- 36 Knots, 520ft x 47ft, 0 A/C, 11.14 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-5in// 20-20 Torps//
- AMMO:MAIN: F 400 A 400 M 0
- ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=20 Int=0
- Tur 0-0, Mag=20-15, Str=0-0, SB=0
-
- TENRYU CLASS CRUISER FILE: TE
- (obsolescent)
- 32 Knots, 458ft x 41ft, 0 A/C, 8.7 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.5in// 6-0 Torps//
- AMMO:MAIN: F 200 A 400 M 200
- ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0
- Tur 0-0, Mag=20-15, Str=0-0, SB=0
-
- IMPERIAL JAPANESE NAVY - DESTROYERS
-
- KAMIKAZI CLASS DESTROYER FILE: KZ
- (vintage WWI)
- 31 Knots, 329ft x 30ft, 0 A/C, 3.44 Pts, 1 Dir
- ARMAMENT:MAIN: 3/3-4.7in// 6-0 Torps//
- AMMO:MAIN: F 100 A 100 M 100
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MUTSUKI CLASS DESTROYER FILE: MU
- 33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir
- ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps//
- AMMO:MAIN: F 100 A 100 M 100
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, MAg=0-0, Str=0-0, SB=0
-
- MUTSUKIT CLASS DESTROYER FILE: MT
- (Mutsuki modified as a high speed transport)
- 33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir
- ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps//
- AMMO:MAIN: F 100 A 100 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FUBUKI CLASS DESTROYER FILE: FI
- 34 Knots, 378ft x 34ft, 0 A/C, 4.18 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-5in/SEC: 2-.8in// 9-6 Torps//
- AMMO:MAIN: F 600 A 1200 M 0 //SB 200
- ARMOUR (x10): Belt=0, Deck=0, BB=0, Ct=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- HATSUHARu CLASS DESTROYER FILE: HA
- 34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir
- ARMAMENT:MAIN: 3/5-5in/SEC: 2-.8in// 6-6 Torps//
- AMMO:MAIN: F 600 A 1000 M 0 //SB 200
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- SHIRATSu CLASS DESTROYER FILE: SH
- 34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir
- ARMAMENT:MAIN: 3/5-5in// 8-8 Torps//
- AMMO:MAIN: F 600 A 1000 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- KAGERO CLASS DESTROYER FILE: KR
- 35 Knots, 381ft x 36ft, 0 A/C, 4.07 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps//
- AMMO:MAIN: F 600 A 1200 M 0 //SB 500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- YUGAMO CLASS DESTROYER FILE: YO
- 35 Knots, 384ft x 36ft, 0 A/C, 4.15 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps//
- AMMO:MAIN: F 600 A 1200 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- SHIMAKAZe CLASS DESTROYER FILE: SK
- (experimental, with advanced main propulsion machinery)
- 40 Knots, 410ft x 37ft, 0 A/C, 5.8 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-5in/SEC: 2-.8in// 15-5 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 600
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- AKITSUKI CLASS DESTROYER FILE: AT
- (surprisingly effective 3.9" rapid fire main battery)
- 33 Knots, 433ft x 38ft, 0 A/C, 5.4 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-3.9in/SEC: 4-.8in// 4-4 Torps//
- AMMO:MAIN: F 1600 A 1600 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 8-8, Mag=0-0, Str=0-0, SB=0
-
- CHITOSE CLASS AUXILIARY FILE: CH
- 29 Knots, 604ft x 62ft, 12 A/C, 13 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-5in//
- //AMMO:MAIN: F 1200 A 1 M 1
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=1
-
- GERMAN - BATTLESHIPS
-
- BISMARCK CLASS BATTLESHIP FILE: BI
- (excellent - highly accurate but complex and fragile fire control)
- 29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-15in/SEC: 12-5.9in/TER: 16-4.1in//
- // AMMO:MAIN: F 480 A 480 M 0 //SB 2000//TB 4800
- ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35
- Tur 136-50, Mag=126-67, Str=126-45, SB=39
-
- TIRPITZ CLASS BATTLESHIP FILE: TZ
- (Bismarck + torpedo tubes)
- 29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 8-8 Torps//
- AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800
- ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35
- Tur 136-50, Mag=126-67, Str=126-45, SB=39
-
- QPQ-BC CLASS BATTLESHIP FILE: OP
- (Battlecruiser designed for long range merchant raiding)
- 33 Knots, 825ft x 99ft, 4 A/C, 53.5 Pts, 8 Dir
- ARMAMENT:MAIN: 3/6-16in/SEC: 6-5.9in/TER: 8-4.1in//
- // AMMO:MAIN: F 400 A 200 M 0 //SB 1200//TB 2400
- ARMOUR (x10): Belt=71, Deck=52, BB=72, CT=79 Int=18
- Tur 82-20, Mag=90-40, Str=40-15, SB=20
-
- H-CLASS CLASS BATTLESHIP FILE: HG
- (solid design, obsolete underwater torp tubes, cancelled by war)
- 29 Knots, 870ft x 124ft, 4 A/C, 63.75 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 torps//
- AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800
- ARMOUR (x10): Belt=128, Deck=60, BB=145, CT=155 Int=45
- Tur 155-50, Mag=126-67, Str=126-45, SB=39
-
- H-44 CLASS BATTLESHIP FILE: H4
- (huge, supposedly 20" guns. 18" in game - 20" never built, no data)
- 29 Knots, 1121ft x 167ft, 4 A/C, 94 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-18in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 Torps//
- AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800
- ARMOUR (x10): Belt=150, Deck=60, BB=150, CT=155 Int=45
- Tur 155-60, Mag=150-67, Str=150-60, SB=39
-
- SCHARNHOrst CLASS BATTLESHIP FILE: SC
- (The 11" guns will serve well in low visibility, short range fight)
- 32 Knots, 742ft x 100ft, 4 A/C, 54.4 Pts, 8 Dir
- ARMAMENT:MAIN: 3/9-11in/SEC: 12-5.9in/TER: 14-4.1in//
- // AMMO:MAIN: F 630 A 315 M 0 //SB 1800//TB 5600
- ARMOUR (x10): Belt=138, Deck=39, BB=138, CT=138 Int=30
- Tur 142-49, Mag=138-39, Str=50-30, SB=0
-
- GERMAN - CRUISERS
-
- HIPPER CLASS CRUISER FILE: HI
- 32 Knots, 640ft x 70ft, 3 A/C, 31.25 Pts, 6 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 12-4.1in// 12-12 Torps//
- AMMO:MAIN: F 560 A 560 M 0 //SB 5040
- ARMOUR (x10): Belt=35, Deck=13, BB=32, CT=24 Int=12
- Tur 63-28, Mag=48-20, Str=28-12, SB=5
-
- LEIPZIG CLASS CRUISER FILE: LE
- 33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps//
- AMMO:MAIN: F 360 A 720 M 0 //SB 800
- ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=10
- Tur 12-12, Mag=20-16, Str=20-8, SB=5
-
- KOLN CLASS CRUISER FILE: KO
- 33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir
- ARMAMENT:MAIN 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps//
- AMMO:MAIN: F 360 A 720 M 0 //SB 600
- ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=6
- Tur 12-12, Mag=20-16, Str=20-8, SB=5
-
- EMDEN CLASS CRUISER FILE: EM
- 29 Knots, 509ft x 47ft, 0 A/C, 14 Pts, 2 Dir
- ARMAMENT:MAIN: 8/8-5.9in/SEC: 3-3.5in// 4-0 Torps//
- AMMO:MAIN: F 480 A 480 M 0 //SB 1200
- ARMOUR (x10): Belt=20, Deck=8, BB=8, CT=30 Int=0
- Tur 5-0, Mag=20-8, Str=0-0, SB=0
-
- M CRUISER CLASS CRUISER FILE: MG
- (laid down, never completed)
- 35 Knots, 584ft x 56ft, 2 A/C, 19.6 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-5.9in/SEC: 4-4.1in// 8-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 1000
- ARMOUR (x10): Belt=20, Deck=10, BB=25, CT=40 Int=0
- Tur 33-8, Mag=20-10, Str=0-0, SB=5
-
- SCOUT-CR CLASS CRUISER FILE: SP
- (large destroyer classed as a 'Scout' cruiser)
- 36 Knots, 476ft x 48ft, 0 A/C, 11.8 Pts, 4 Dir
- ARMAMENT:MAIN: 3/6-5.9in/SEC: 2-3.5in// 10-0 Torps//
- AMMO:MAIN: F 400 A 800 M 0 //SB 600
- ARMOUR (x10): Belt=0, Deck=8, BB=5, CT=0 Int=0
- Tur 10-10, Mag=8-8, Str=0-0, SB=5
-
- GRAFSPEE CLASS CRUISER FILE: GS
- (Pocket Battleship)
- 26 Knots, 617ft x 71ft, 2 A/C, 28 Pts, 8 Dir
- ARMAMENT:MAIN: 2/6-11in/SEC: 8-5.9in/TER: 6-4.1in// 8-0 Torps//
- AMMO:MAIN: F 300 A 300 M 0 //SB 1600//TB 1800
- ARMOUR (x10): Belt=35, Deck=18, BB=39, CT=59 Int=17
- Tur 55-41,Mag=54-18, Str=32-18, SB=4
-
- GERMAN - DESTROYERS
-
- MAAS-Z1 CLASS DESTROYER FILE: MA
- 37 Knots, 374ft x 37ft, 0 A/C, 6.31 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 8-0 Torps//
- AMMO:MAIN: F 240 A 240 M 120 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- Z-23 CLASS DESTROYER FILE: Z2
- 38 Knots, 400ft x 37ft, 0 A/C, 7.21 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.9in/SEC: 14-.8in// 8-0 Torps//
- AMMO:MAIN: F 240 A 240 M 120 //SB 4000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- G 1936A CLASS DESTROYER FILE: Z6
- 38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir
- ARMAMENT:MAIN: 4/5-5.9in// 8-0 Torps//
- AMMO:MAIN: F 240 A 360 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- G 1936B CLASS DESTROYER FILE: ZB
- 38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5in/SEC: 14-.8in// 8-0 Torps//
- AMMO:MAIN: F 600 A 900 M 0 //SB 4000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MOWE CLASS DESTROYER FILE: MO
- 33 Knots, 281ft x 28ft, 0 A/C, 1.89 Pts, 1 Dir
- ARMAMENT:MAIN: 3/3-4.1in/SEC: 1-.8in// 6-0 Torps//
- AMMO:MAIN: F 100 A 200 M 0 //SB 200
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- T-1 CLASS TORPEDO BOAT FILE: T1
- 35 Knots, 270ft x 28ft, 0 A/C, 1.69 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-4.1in/SEC: 4-.8in// 6-0 Torps//
- AMMO:MAIN: F 0 A 100 M 0 //SB 900
- ARMOUR (x10): Belt=0, Deck=0, BB=0. CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- ITALIAN - BATTLESHIPS
-
- VENETO CLASS BATTLESHIP FILE: VV
- (high-velocity long range gun, but inaccurate)
- 30 Knots, 720ft x 102ft, 3 A/C, 59.75, 8 Dir
- ARMAMENT:MAIN: 3/9-15in/SEC: 12-6in/TER: 12-3.5in//
- // AMMO:MAIN: F 600 A 300 M 0 //SB 2880//TB 2400
- ARMOUR (x10): Belt=157, Deck=58, BB=138, CT=94 Int=16
- Tur 100-39, Mag=93-50, Str=40-40, SB=50
-
- CAVOUR CLASS BATTLESHIP FILE: CR
- (outclassed by all likely BB opponents, too slow to catch cruisers)
- 27 Knots, 524ft x 87ft, 1 A/C, 44.25 pts, 8 Dir
- ARMAMENT:MAIN: 4/10-12.6in/SEC: 12-4.7in/TER: 8-3.9in//
- // AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400
- ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16
- Tur 100-33, Mag=93-50, Str=51-11, SB=5
-
- DUILIO CLASS BATTLESHIP FILE: DO
- 27 Knots, 524ft x 87ft, 1 A/C, 44.25 Pts, 8 Dir
- ARMAMENT:MAIN: 4/10-12.6in/SEC: 12-5.3in/TER: 10-3.5in//
- // AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400
- ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16
- Tur 100-33, Mag=93-50, Str=51-11, SB=50
-
- ITALIAN - CRUISERS
-
- TRENTO CLASS CRUISER FILE: TX
- (Treaty cruiser with inaccurate main battery mount)
- 31 Knots, 611ft x 64ft, 3 A/C, 24-75 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in// 8-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 4800
- ARMOUR (x10): Belt=30, Deck=20, BB=40, CT=40 Int=0
- Tur 40-20, Mag=40-20, Str=20-10, SB=4
-
- ZARA CLASS CRUISER FILE: ZA
- (good design, but inaccurate main battery)
- 29 Knots, 570ft x 65ft, 2 A/C, 21.36 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in//
- // AMMO:MAIN: F 600 A 600 M 0 //SB 4800
- ARMOUR (x10): Belt=60, Deck=30, BB=6, CT=60 Int=0
- Tur 60-15, Mag=60-30, Str=30-10, SB=4
-
- CADORNA CLASS CRUISER FILE: CA
- (fragile, fast)
- 36 Knots, 527ft x 48ft, 2 A/C, 15.06 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 2800
- ARMOUR (x10): Belt=17, Deck=8, BB=8, CT=20 Int=0
- Tur 8-8, Mag=18-8, Str=0-0, SB=4
-
- MONTECUCcoil CLASS CRUISER FILE: MX
- (Cadorna with less speed, better protection)
- 34 Knots, 558ft x 51ft, 2 A/C, 16-74 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 2800
- ARMOUR (x10): Belt=33, Deck=12, BB=28, CT=40 Int=0
- Tur 28-13, Mag=28-13, Str=0-0, SB=4
-
- duca d'AOSTA CLASS CRUISER FILE: FX
- (better armour, but could not stand up to a 8" gun cruiser)
- 34 Knots, 558ft x 54ft, 2 A/C, 19.5 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 6-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 2800
- ARMOUR (x10): Belt=40, Deck=14, BB=40, CT=40 Int=0
- Tur 40-14, Mag=40-14, Str=0-0, SB=4
-
- GARABALDI CLASS CRUISER FILE: GA
- (best balanced of the Italian cruisers)
- 31 Knots, 575ft x 59ft, 2 A/C, 18.14 Pts, 4 Dir
- ARMAMENT:MAIN: 4/10-6in/SEC: 8-3.9in// 6-0 Torps//
- AMMO:MAIN: F 1000 A 1000 M 0 //SB 2400
- ARMOUR (x10): Belt=43, Deck=25, BB=43, CT=55 Int=0
- Tur 55-20, Mag=43-22, Str=0-0, SB=0
-
- REGOLO CLASS CRUISER FILE: RG
- (fast enough to run down destroyers and run from cruisers)
- 40 Knots, 434ft x 45ft, 0 A/C, 10.82 Pts, 2 Dir
- ARMAMENT:MAIN: 4/8-5.3in// 8-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- BANDe NERE CLASS CRUISER FILE: BN
- (scout cruiser, could not make speed at battle loads)
- 30 Knots, 524ft x 48ft, 2 A/C, 14 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6in/SEC: 7-3.9in// 4-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 2800
- ARMOUR (x10): Belt=10, Deck=9, BB=10, CT=15 Int=0
- Tur 10-10, Mag=10-10, Str=0-0, SB=4
-
- ITALIAN - DESTROYERS
-
- TURBINE CLASS DESTROYER FILE: TU
- 36 Knots, 300ft x 30ft, 0 A/C, 2.2 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4.7in/SEC: 2-.8in// 6-0 Torps//
- AMMO:MAIN: F 400 A 400 M 0 //SB 400
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- NAVIGATOri CLASS DESTROYER FILE: NV
- 32 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-4.7in/SEC: 6-.8in// 6-0 Torps
- AMMO:MAIN: F 400 A 400 M 400 //SB 1500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FOLGORE CLASS DESTROYER FILE: FE
- 38 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
- AMMO:MAIN: F 400 A 400 M 400 //SB 1500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MAESTRALe CLASS DESTROYER FILE: ML
- 32 Knots, 334ft x 36ft, 0 A/C, 3.28 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4.7in/SEC: 6-.8in// 6-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- ORIANI CLASS DESTROYER FILE: OR
- 38 Knots, 341ft x 34ft, 0 A/C, 3.9 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //TB 2500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- SOLDATI CLASS DESTROYER FILE: SL
- 34 Knots, 334ft x 36ft, 0 A/C, 3.66 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- GREAT BRITAIN - BATTLESHIPS
-
- KING-GV CLASS BATTLESHIP FILE: KG
- (too many compromises, defective in main battery turrets)
- 28 Knots, 714ft x 108ft, 4 A/C, 56.75 Pts, 6 Dir
- ARMAMENT:MAIN: 3/10-14in/SEC: 16-5.2in//
- // AMMO:MAIN: F 600 A 300 M 0 //SB 6400
- ARMOUR (x10): Belt=140, Deck=50, BB=160, CT=30 Int=20
- Tur 160-59, Mag=150-60, Str=45-20, SB=20
-
- NELSON CLASS BATTLESHIP FILE: NL
- (awkward and vulnerable design, low ROF sec/ter battery)
- 23 Knots, 700ft x 106ft, 4 A/C, 45.02 Pts, 8 Dir
- ARMAMENT:MAIN: 3/9-16in/SEC: 12-6in/TER: 6-4.7in// 2-12 Torps//
- AMMO:MAIN: F 285 A 285 M 285 //SB 1620//TB 1050
- ARMOUR (x10): Belt=159, Deck=38, BB=150, CT=140 Int=0
- Tur 160-73, Mag=171-63, Str=50-60, SB=20
-
- Queen ELIZaBeTH CLASS BATTLESHIP FILE: QE
- (WWI era, greatly modified, effective for its age)
- 24 Knots, 640ft x 90ft, 3 A/C, 52 Pts, 6 Dir
- ARMAMENT:MAIN: 4/8-15in/SEC: 20-4.7in//
- // AMMO:MAIN: F 424 A 424 M 0 //SB 8000
- ARMOUR (x10): Belt=130, Deck=25, BB=100, CT=110 Int=10
- Tur 130-51, Mag=130-50, Str=40-15, SB=10
-
- REPULSE CLASS BATTLESHIP FILE: RE
- (low stability, poor underwater protection)
- 28 Knots, 794ft x 90ft, 4 A/C, 40.5 Pts, 6 Dir
- ARMAMENT:MAIN: 3/6-15in/SEC: 17-4in// 8-12 Torps//
- AMMO:MAIN: F 504 A 252 M 0 //SB 1800
- ARMOUR (x10): Belt=99, Deck=55, BB=125, CT=110 Int=20
- Tur 110-41, Mag=99-40, Str=40-15, SB=60
-
- RSOVERGN CLASS BATTLESHIP FILE: RV
- (WWI era, without needed modification)
- 21 Knots, 600ft x 88ft, 3 A/C, 45.5 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-15in/SEC: 12-6in/TER: 8-4in//
- // AMMO:MAIN: F 320 A 320 M 0 //SB 1560//TB 2000
- ARMOUR (x10): Belt=130, Deck=30, BB=100, CT=110 Int=10
- Tur 130-51, Mag=130-40, Str=40-15, SB=60
-
- HOOD CLASS BATTLESHIP FILE: HO
- (WWI era, lost before needed modifications were accomplished)
- 30 Knots, 600ft x 104ft, 0 A/C, 61.75 Pts, 8 Dir
- ARMAMENT:MAIN: 4/8-15in/SEC: 6-5.5in/TER: 14-4in// 4-12 Torps//
- AMMO:MAIN: F 480 A 480 M 0 //SB 1200//TB 3500
- ARMOUR (x10): Belt=120, Deck=45, BB=120, CT=110 Int=15
- Tur 150-50, Mag=90-55, Str=50-20, SB=50
-
- TERROR CLASS MONITOR FILE: TR
- (Better suited to shore bombardment than ship-to-ship action)
- 12 Knots, 400ft x 88ft, 0 A/C, 9.7 Pts, 1 Dir
- ARMAMENT:MAIN: 1/2-15in/SEC: 4-4in//
- // AMMO:MAIN: F 200 A 0 M 0 //SB 600
- ARMOUR (x10): Belt=40, Deck=20, BB=80, CT=60 Int=10
- Tur 130-43, Mag=40-40, Str=20-20, SB=0
-
- GREAT BRITAIN - CRUISERS
-
- D-CL CLASS CRUISER FILE: DC
- (Obsolescent WWI era)
- 29 Knots, 465ft x 47ft, 0 A/C, 9.7 Pts, 1 Dir
- ARMAMENT:MAIN: 6/6-6in/SEC: 3-4in// 12-0 Torps//
- AMMO:MAIN: F 200 A 200 M 200 //SB 600
- ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=0 Int=0
- Tur 0-0, Mag=30-10, Str=15-10, SB=0
-
- BIRmiNGHAM CLASS CRUISER FILE: BH
- (Obsolescent WWI era)
- 29 Knots, 565ft x 65ft, 0 A/C, 18.6 Pts, 1 Dir
- ARMAMENT:MAIN: 8/9-6in/SEC: 5-4in// 4-0 Torps//
- AMMO:MAIN: F 300 A 400 M 200 //SB 1000
- ARMOUR (x10): Belt=30, Deck=15, BB=20, CT=30 Int=0
- Tur 0-0, Mag=30-15, Str=20-10, SB=0
-
- CAPETOWN CLASS DESTROYER FILE: CW
- (WWI cruiser converted into an effective AA platform)
- 29 Knots, 452ft x 44ft, 0 A/C, 8.58 Pts, 2 Dir
- ARMAMENT:MAIN: 4/8-4in//
- // AMMO:MAIN: F 2400 A 2400 M 0
- ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=30 Int=0
- Tur 0-0, Mag=30-10, Str=0-0, SB=0
-
- EMERALD CLASS CRUISER FILE: ED
- (Obsolescent WWI)
- 32 Knots, 535ft x 54ft, 1 A/C, 18 Pts, 1 Dir
- ARMAMENT:MAIN: 7/7-6in/SEC: 5-4in// 8-0 Torps//
- AMMO:MAIN: F 200 A 300 M 200 //SB 1000
- ARMOUR (x10): Belt=30, Deck=10, BB=0, Ct=0 Int=0
- Tur 0-0, Mag=30-10, Str=20-10, SB=0
-
- KENT CLASS CRUISER FILE: KE
- (magazine protection good, but light side plating vulnerable)
- 31 Knots, 590ft x 69ft, 1 A/C, 25.7 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1800
- ARMOUR (x10): Belt=10, Deck=15, BB=0, CT=10 Int=0
- Tur 10-10, Mag=40-10, Str=10-10, SB=0
-
- LONDON CLASS CRUISER FILE: LO
- (improved Kent)
- 32 Knots, 591ft x 69ft, 1 A/C, 25 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1800
- ARMOUR (x10): Belt=33, Deck=15, BB=0, CT=10 Int=0
- Tur 10-15, Mag=40-15, Str=10-10, SB=0
-
- NORFOLK CLASS CRUISER FILE: NK
- (improved London with better turrets and ammo supply system)
- 32 Knots, 591ft x 69ft, 0 A/C, 25 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1800
- ARMOUR (x10): Belt=35, Deck=15, BB=10, CT=10 Int-0
- Tur 10-10, Mag=40-15, Str=10-10, SB=0
-
- EXETER CLASS CRUISER FILE: EX
- (useful to show the flag)
- 32 Knots, 575ft x 59ft, 2 A/C, 16.78 Pts, 4 Dir
- ARMAMENT:MAIN: 3/6-8in/SEC: 4-4in// 6-0 Torps//
- AMMO:MAIN: F 600 A 300 M 0 //SB 800
- ARMOUR (x10): Belt=30, Deck=15, BB=0, CT=30 Int=0
- Tur 10-10, Mag=40-15, Str=0-0, SB=0
-
- LEANDER CLASS CRUISER FILE: LR
- (Poor ammunition supply limited main battery rate of fire)
- 32 Knots, 575ft x 59ft, 2 A/C, 14.4 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6in/SEC: 8-4in// 8-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 800
- ARMOUR (x10): Belt=40, Deck=13, BB=10, CT=10 Int=0
- Tur 10-10, Mag=35-20, Str=15-15, SB=0
-
- ARETHUSA CLASS CRUISER FILE: AR
- (smallest possible useful cruiser, outclassed by many DDs)
- 32 Knots, 500ft x 51ft, 1 A/C, 10.54 Pts, 4 Dir
- ARMAMENT:MAIN: 3/6-6in/SEC: 4-4in// 6-0 Torps//
- AMMO:MAIN: F 800 A 400 M 0 //SB 800
- ARMOUR (x10): Belt=23, Deck=10, BB=10, CT=0 Int=0
- Tur 10-10, Mag=30-10, Str=0-10, SB=0
-
- SoutHAMPTON CLASS CRUISER FILE: SN
- (Balanced design with good war record)
- 32 Knots. 580ft x 62ft, 3 A/C, 20.24 Pts, 4 Dir
- ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
- ARMOUR (x10): Belt=45, Deck=13, BB=20, CT=40 Int=0
- Tur 10-10, Mag=45-20, Str=15-15, SB=0
-
- EDINBURG CLASS CRUISER FILE: EG
- (improved Southampton, but MB guns still hand rammed!)
- 32 Knots, 612ft x 63ft, 3 A/C, 21.24 Pts, 4 Dir
- ARMAMENT:MAIN: 4/12-6in/SEC: 12-4in// 6-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
- ARMOUR (x10): Belt=45, Deck=20, BB=20, CT=40 Int=0
- Tur 40-20, Mag=45-30, Str=0-20, SB=0
-
- DIDO CLASS CRUISER FILE: DI
- (very effective anti-aircraft cruiser)
- 33 Knots, 512ft x 51ft, 0 A/C, 10.9 Pts, 2 Dir
- ARMAMENT:MAIN: 5/10-5.2in// 6-0 Torps//
- AMMO:MAIN: F 1800 A 1200 M 0
- ARMOUR (x10): Belt=30, Deck=10, BB=10, CT=10 Int=0
- Tur 5-5, Mag=20-20, Str=0-10, SB=0
-
- FIJI CLASS CRUISER FILE: FJ
- (Improved Edinburg, fragile - one was sunk by 1 bomb hit)
- 33 Knots, 555ft x 62ft, 3 A/C, 21.1 Pts, 4 Dir
- ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
- ARMOUR (x10): Belt=33, Deck=20, BB=10, CT=40 Int=0
- Tur 20-10, Mag=33-20, Str=0-13, SB=0
-
- ABDIEL CLASS CRUISER-MINELAYER FILE: AB
- 34 Knots, 400ft x 40ft, 0 A/C, 8 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-4in//
- // AMMO:MAIN: F 800 A 400 M 1
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- GREAT BRITAIN - DESTROYERS
-
- VW-DDs CLASS DESTROYER FILE: VC
- (Robust WWI era design, excellent war record)
- 30 Knots, 310ft x 29ft, 0 A/C, 2.85 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4in/SEC: 2-.8in// 6-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 250
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- AB-DDs CLASS DESTROYER FILE: BC
- 32 Knots, 320ft x 35ft, 0 A/C, 3.53 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4.7in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- CDEF-DDs CLASS DESTROYER FILE: CC
- 32 Knots, 320ft x 35ft, 0 A/C, 3.78 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- GHI-DD CLASS DESTROYER FILE: GH
- 32 Knots, 320ft x 35ft, 0 A/C, 3.71 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps//
- AMMO:MAIN: F 500 A 500 M 0 //SB 1000
-
- TRIBAL CLASS DESTROYER FILE: TC
- 33 Knots, 360ft x 36ft, 0 A/C, 5.04 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-4.7in/SEC: 10-.8in// 4-0 Torps//
- AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- JKLMN CLASS DESTROYER FILE: JK
- 32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-4.7in/SEC: 14-.8in// 10-0 Torps//
- AMMO:MAIN: F 1200 A 600 M 0 //SB 3000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- STUVWZ CLASS DESTROYER FILE: SZ
- 32 Knots, 360ft x 36ft, 0 A/C, 5.06 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4.7in/SEC: 14-.8in// 8-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 4000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- O-DD CLASS DESTROYER FILE: OC
- 33 Knots, 345ft x 36ft, 0 A/C, 4.44 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-4in/SEC: 6-.8in// 8-0 Torps//
- AMMO:MAIN: F 800 A 800 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FLOWER CLASS DESTROYER FILE: FR
- 16 Knots, 190ft x 19ft, 0 A/C, 2.32 Pts, 0 Dir
- ARMAMENT:MAIN: 1/1-4in//
- // AMMO:MAIN: F 100 A 0 M 0 //SB 150
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- HUNT CLASS DESTROYER FILE: HT
- 26 Knots, 264ft x 29ft, 0 A/C, 2.41 Pts, 1 Dir
- ARMAMENT:MAIN: 2/4-4in/SEC: 6-.8in//
- // AMMO:MAIN: F 400 A 400 M 0 //SB 2000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- L-4inch CLASS DESTROYER FILE: L4
- (L class DD with 4" AA guns)
- 32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir
- ARMAMENT:MAIN: 4/8-4in/SEC: 14-.8in// 10-0 Torps//
- AMMO:MAIN: F 1600 A 1600 M 0 //SB 3000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FRANCE - BATTLESHIPS
-
- COURBET CLASS BATTLESHIP FILE: CT
- (WWI era, very poor underwater protection)
- 20 Knots, 536ft x 87ft, 0 A/C, 36.7 Pts, 4 Dir
- ARMAMENT:MAIN: 6/12-12in/SEC: 22-5.5in//
- //AMMO:MAIN: F 400 A 400 M 400 //SB 3300
- ARMOUR (x10): Belt=106, Deck=32, BB=110, CT=118 Int=16
- Tur 114-39, Mag=134-52, Str=10-10, SB=71
-
- BRETAGNE CLASS BATTLESHIP FILE: BT
- (WWI era, poor underwater protection)
- 20 Knots, 533ft x 87ft, 3 A/C 43 Pts, 8 Dir
- ARMAMENT:MAIN: 5/10-13.4in/SEC: 14-5.5in/TER 8-3in//
- // AMMO:MAIN: F 400 A 400 M 200 //SB 3400//2400
- ARMOUR (x10): Belt=106, Deck=27, BB=98, CT=124 Int=18
- Tur 98-28, Mag=107-45, Str=63-33, SB=31
-
- NORMANDI CLASS BATTLESHIP FILE: ND
- (post-WWI design, never built. Quad turrets)
- 20 Knots, 554ft x 88ft, 0 A/C, 43 Pts, 8 Dir
- ARMAMENT:MAIN: 3/12-13.4in/SEC: 24-5.5in// 6-18 Torps//
- AMMO:MAIN: F 400 A 400 M 400 //SB 4800
- ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19
- Tur 134-39, Mag=118-39, Str=63-33, SB=47
-
- LYON CLASS BATTLESHIP FILE: LY
- (designed only. Heavy battery in quad turrets)
- 23 Knots, 617ft x 94ft, 0 A/C, 45.1 Pts, 8 Dir
- ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in// 6-18 Torps//
- AMMO:MAIN: F 400 A 800 M 400 //SB 4800
- ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19
- Tur 134-39, Mag=118-39, Str=63-33, SB=47
-
- DUNKeRQUE CLASS BATTLESHIP FILE: DK
- (unusual design, 2 quad turrets forward)
- 29 Knots, 686ft x 102ft, 2 A/C, 46.5 Pts, 6 Dir
- ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in//
- // AMMO:MAIN: F 400 A 400 M 0 //SB 7865
- ARMOUR (x10): Belt=5, Deck=51, BB=136, Ct=105 Int=102
- Tur 130-59, Mag=102-51, Str=10-10, SB=35
-
- RICHeLIEU CLASS BATTLESHIP FILE: RU
- (2 quad turrets forward, better protection than Dunkerque)
- 30 Knots, 794ft x 108ft, 3 A/C, 57.9 Pts, 6 Dir
- ARMAMENT:MAIN: 2/8-15in/SEC: 10-3.9in//
- // AMMO:MAIN: F 416 A 416 M 0 //SB 2800//TB 6500
- ARMOUR (x10):Belt=5, Deck=59, BB=159, CT=134 Int=176
- Tur 170-77, Mag=176-75, Str=10-10, SB=50
-
- FRANCE - CRUISERS
-
- TROUIN CLASS CRUISER FILE: TI
- (light protection makes this ship vulnerable to DD fire)
- 33 Knots, 575ft x 56ft, 2 A/C, 15.2 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-6.1in/SEC: 4-3in// 12-0 Torps//
- AMMO:MAIN: F 600 A 600 M 0 //SB 800
- ARMOUR (x10): Belt=0, Deck=8, BB=0, CT=10 Int=0
- Tur 10-10, Mag=10-10, Str=10-10, SB=0
-
- DUQUESNE CLASS CRUISER FILE: DQ
- (build on TROUIN pattern, upgunned to 8" main battery)
- 33 Knots, 625ft x 62ft, 2 A/C, 21.4 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-3in// 6-0 Torps//
- AMMO:MAIN: F 400 A 400 M 0 //SB 1600
- ARMOUR (x10): Belt=10, Deck=0, BB=0, CT=10 Int=0
- Tur 10-10, Mag=10-10, Str=10-10, SB=0
-
- SUFFREN CLASS CRUISER FILE: SF
- (Duquesnes, trading 2 knots for better protection)
- 31 Knots, 606ft x 64ft, 2 A/C, 21 Pts, 4 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 8-3.5in// 12-0 Torps//
- AMMO:MAIN: F 400 A 400 M 0 //SB 1600
- ARMOUR (x10): Belt=0, Deck=10, BB=10, CT=110 Int=23
- Tur 10-10, Mag=23-22, Str=22-22, SB=0
-
- ALGERIE CLASS CRUISER FILE: AE
- (good fundamental design)
- 31 Knots, 590ft x 65ft, 3 A/C, 21.1 Pts, 6 Dir
- ARMAMENT:MAIN: 4/8-8in/SEC: 12-3.9in// 6-0 Torps//
- AMMO:MAIN: F 400 A 400 M 0 //SB 3000
- ARMOUR (x10): Belt=48, Deck=30, Bb=38, CT=38 Int=0
- Tur 38-28, Mag=48-30, Str=38-30, SB=0
-
- BERTIN CLASS CRUISER FILE: BQ
- (DD squadron flagship. Fast, poor secondary battery arrangement)
- 34 Knots, 548ft x 53ft, 2 A/C, 11.1 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-6in/SEC: 4-3.5in// 6-0 Torps//
- AMMO:MAIN: F 900 A 450 M 0 //SB 800
- ARMOUR (x10): Belt=0, Deck=10, BB=0, CT=10 Int=0
- Tur 5-5, Mag=10-10, Str=0-0, SB=0
-
- GALISeONnieRe CLASS CRUISER FILE: GE
- (improved Bertin, with better protection)
- 32 Knots, 564ft x 57ft, 4 A/C, 16 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-6in/SEC: 8-3.5in// 4-0 Torps//
- AMMO:MAIN: F 900 A 450 M 0 //SB 3000
- ARMOUR (x10): Belt=40, Deck=15, BB=40, CT=38 Int=0
- Tur 40-20, Mag=40-15, Str=0-0, SB=0
-
- FRANCE - DESTROYERS
-
- CHACAL CLASS DESTROYER FILE: CQ
- (main battery ROF slow)
- 34 Knots, 393ft x 37ft, 0 A/C, 4.25 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 6-0 Torps//
- AMMO:MAIN: F 280 A 280 M 0 //SB 600
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- GEOPARD CLASS DESTROYER FILE: GD
- (poor fire control and ROF limits effectiveness beyond 13K)
- 36 Knots, 404ft x 38ft, 0 A/C, 4.87 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps//
- AMMO:MAIN: F 280 A 280 M 140 //SB 2400
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- AIGLE CLASS DESTROYER FILE: AI
- (also Vauquelin class. Better main battery)
- 37 Knots, 402ft x 39ft, 0 A/C, 4.88 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 1-0 Torps//
- AMMO:MAIN: F 280 A 280 M 140 //SB 2400
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- FANTaSQUE CLASS DESTROYER FILE: FQ
- (excellent general-purpose design)
- 37 Knots, 402ft x 39ft, 0 A/C, 5.01 Pts, 1 Dir
- ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps//
- AMMO:MAIN: F 280 A 280 M 140 //SB 2400
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MOGADOR CLASS DESTROYER FILE: MR
- (excellent design, but unreliable main battery mounts)
- 39 Knots, 430ft x 45ft, 0 A/C, 5.77 Pts, 2 Dir
- ARMAMENT:MAIN: 4/8-5.5in/SEC: 4-.8in// 10-0 Torps//
- AMMO:MAIN: F 560 A 569 M 0 //SB 2400
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- BOURSQUE CLASS DESTROYER FILE: BO
- (a disappointment)
- 30 Knots, 327ft x 32ft, 0 A/C, 2.64 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps//
- AMMO:MAIN: F 250 A 250 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- L'ADROIT CLASS DESTROYER FILE: LA
- 32 Knots, 331ft x 32ft, 0 A/C, 2.76 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps//
- AMMO:MAIN: F 250 A 250 M 0 //SB 1000
- ARMOUR (x10) Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- LE_HARDI CLASS DESTROYER FILE: LH
- 35 Knots, 366ft x 36ft, 0 A/C, 3.54 Pts, 1 Dir
- ARMAMENT:MAIN: 3/6-5.1in/SEC: 2-.8in// 7-0 Torps//
- AMMO:MAIN: F 250 A 400 M 0 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- MELPOMENe CLASS TORPEDO BOAT FILE: MP.SHP
- 34 Knots, 250ft x 26ft, 0 A/C, 1.36 Pts, 0 Dir
- ARMAMENT:MAIN: 2/2-3.9in// 2-0 Torps//
- AMMO:MAIN: F 0 A 100 M 100
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- RUSSIA - BATTLESHIPS
-
- GANGUT CLASS BATTLESHIP FILE: GT
- (dreadful, unlivable, unsanitary, death trap)
- 23 Knots, 588ft x 81ft, 2 A/C, 31.25 Pts, 4 Dir
- ARMAMENT:MAIN: 4/12-12in/SEC: 12-4.7in//
- // AMMO:MAIN: F 300 A 300 M 600 //SB 1800
- ARMOUR (x10): Belt=88, Deck=14, BB=80, CT=100 Int=20
- Tur 100-50, Mag=178-14, Str=10-10, SB=49
-
- SoVyetskly_SOYUZ CLASS BATTLESHIP FILE: SV
- (inspired by Italian designs, possibly improved, not launched)
- 30 Knots, 851ft x 129ft, 3 A/C, 59.7 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-16in/SEC:12-5.1in//
- // AMMO:MAIN: F 600 A 300 M 0 //SB 2400
- ARMOUR (x10): Belt=130, Deck=60, BB=130, CT=180 Int=10
- Tur 130-60, Mag=130-60, Str=50-20, SB=10
-
- KRONShTaDT CLASS BATTLESHIP FILE: KH
- (inspired by Scharnhorst, laid down but not com[leted)
- 33 Knots, 817ft x 103ft, 4 A/C, 50.5 Pts, 8 Dir
- ARMAMENT:MAIN: 3/9-12in/SEC: 8-5.9in/TER: 8-3.9in//
- // AMMO:MAIN: F 600 A 300 M 0 //SB 1200//TB 1600
- ARMOUR (x10): Belt=90, Deck=35, BB=90, CT=90 Int=0
- Tur 90-35, Mag=90-35, Str=45-18, SB=5
-
- RUSSIA - CRUISERS
-
- PROFINTeRN CLASS CRUISER FILE: PN
- (WWI hold-over)
- 22 Knots, 507ft x 50ft, 1 A/C, 9.4 Pts, 4 Dir
- ARMAMENT:MAIN: 8/15-5.1in/SEC: 6-3.9in// 6-0 Torps//
- AMMO:MAIN: F 300 A 500 M 700 //SB 1200
- ARMOUR (x10): Belt=30, Deck=10, BB=18, CT=30 Int=0
- Tur 18-18, Mag=30-10, Str=15-5, SB=0
-
- Krasnyi_KAVKAZ CLASS CRUISER FILE: KK
- (4 guns in single mounts - not a lot of punch)
- 29 Knots, 551ft x 51ft, 0 A/C, 15.1 Pts, 4 Dir
- ARMAMENT:MAIN: 4/4-7.1in/SEC: 6-3.9in// 12-0 Torps//
- AMMO:MAIN: F 200 A 200 M 0 //SB 1200
- ARMOUR (x10): Belt=30, Deck=10, BB=30, CT=30 Int=0
- Tur 30-15, Mag=30-15, Str=0-0, SB=0
-
- KIROV CLASS CRUISER FILE: KV
- (Italian inspired with strengthened hull. Serviceable)
- 34 Knots, 584ft x 58ft, 1 A/C, 15.1 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps//
- AMMO:MAIN: F 600 A 300 M 0 //SB 1200
- ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0
- Tur 30-20, Mag=30-20, Str=0-0, SB=0
-
- Maxim_GORKIY CLASS CRUISER FILE: GY
- (Variation on Kirov)
- 35 Knots, 626ft x 58ft, 2 A/C, 16.6 Pts, 4 Dir
- ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps//
- AMMO:MAIN: F 600 A 300 M 0 //SB 1200
- ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0
- Tur 30-20, Mag=30-20, Str=0-0, SB=0
-
- CHAPAYEV CLASS CRUISER FILE: CV
- (compares unfavourably with Clevelands on same tonnage)
- 34 Knots, 659ft x 65ft, 2 A/C, 21.1 Pts, 4 Dir
- ARMAMENT:MAIN: 4/12-5.9in/SEC: 8-3.9in// 6-0 Torps//
- AMMO:MAIN: F 900 A 900 M 0 //SB 1600
- ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0
- Tur 30-20, Mag=30-20, Str=0-0, SB=0
-
- RUSSIA - DESTROYERS
-
- LENINGRaD CLASS DESTROYER FILE: LD
- 34 Knots, 418ft x 39ft, 0 A/C, 5.2 Pts, 2 Dir
- ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 8-0 Torps//
- AMMO:MAIN: F 200 A 200 M 100 //SB 200
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- TASHKENT CLASS DESTROYER FILE: TK
- ('Blue Beauty', Italian design, good)
- 32 Knots, 459ft x 45ft, 0 A/C, 5.2 Pts, 2 Dir
- ARMAMENT:MAIN: 3/6-5.1in/SEC: 6-.8in// 9-0 Torps//
- AMMO:MAIN: F 600 A 300 M 0 //SB 1500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- GNEVNYI CLASS DESTROYER FILE: GI
- 32 Knots, 371ft x 23ft, 0 A/C, 3.1 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps//
- AMMO:MAIN: F 200 A 200 M 300 //SB 1000
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- STOROZheVol CLASS DESTROYER FILE: SI
- 32 Knots, 370ft x 33ft, 0 A/C, 4.3 Pts, 1 Dir
- ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps//
- AMMO:MAIN: F 200 A 200 M 300 //SB 500
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- OPYTYI CLASS DESTROYER FILE: OI
- 39 Knots, 387ft x 38ft, 0 A/C, 3.06 Pts, 1 Dir
- ARMAMENT:MAIN: 3/3-5.1in/SEC: 4-.8in// 6-0 Torps//
- AMMO:MAIN: F 150 A 300 M 0 //SB 1300
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- OGNEVOI CLASS CRUISER FILE: OG
- 36 Knots, 383ft x 36ft, 0 A/C, 4.51 Pts, 2 Dir
- ARMAMENT:MAIN: 2/4-5.1in/SEC: 2-3in// 6-0 Torps//
- AMMO:MAIN: F 280 A 280 M 0 //SB 300
- ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0
- Tur 0-0, Mag=0-0, Str=0-0, SB=0
-
- End.
-