ACTION STATIONS! NAVAL SURFACE COMBAT TACTICAL SIMULATION 1922-1945 Typed and spell checked by SIDEWINDER of LSD. (21-5-91.) Manual supplied by SCOOTER. (Taken from the IBM Manual) 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 * will stand for hitting the Return or Enter key. * 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. * activates the selection which is highlighted in the menu. Clicking the left mouse button is the same as . * If a number input is requested, enter the numbers, then . * 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 . 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 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 . 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 . 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 . 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 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: 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 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 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 (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: 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 P: select TRACK/FIRE P: select the top target on the list (target 'X') C: MAIN Dir Assigned Target #X P: 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: and we are in the Battle Plot P: 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 . 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: 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: 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 ; - if you ever get lost, hitting 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 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 or 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 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 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 . To leave a selection press the left mouse button when the cursor is positioned on anything but a menu item, and . III.6. LOADING A SCENARIO After the security check is successfully fulfilled a blinking line will prompt: C: Insert FLEET DISK and press to Continue Remove the program disk from drive and insert the desired FLEET disk. Hit . With Hard Drive, just hit . The screen will display a list of the available scenarios. Highlight your section and press . '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 ( 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 . 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, , 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 . 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 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 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. 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 , 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 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 . 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 . 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 . 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 . 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 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 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.