********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Warship manual, revision A. Converted to etext by anonymous. The original etext was transferred from http://www.asimov.net/apple_II/incoming. Formatted by the Basic Bombardier. The information in this Apple etext is assumed to be close enough to the Commodore version until a CBM manual can be converted, which is likely to be called WARSH10B.TXT. WARSH10A.TXT, November 1996, etext #111. ********* 1.0 INTRODUCTION WARSHIP is a game of tactical-level naval combat between Japanese and Allied ships from 1941 to 1945. 1.1 Description of Action Each game turn consists of two phases. In the orders phase, the players, one at a time, give orders to the ships that they control. In the action phase all ships will carry out their orders. During the action phase, ship and torpedo movement will be updated every 30 seconds; searches and gunfire will be resolved every 2 minutes. Players may interrupt the action phase after each 2-minute period to modify their orders or check the status of their ships. 1.5 Saving a Game At the end of the deployment phase and before each orders phase, the computer will allow the players to save the game in progress. You will need a scratch disk to store the save game data. When restarting a saved game, you must set the correct number of players on the opening menu. 1.6 The map The Warship map is a 60 x 60 square grid with each square measuring 1000 yards across. Players may elect to fight their battles on an open sea map, on a Savo Sound map, or on a custom map that the players design themselves. 1.7 Sound During the action phase, the players may toggle the sound on/off by pressing the key. 2.0 GENERAL DESCRIPTION 2.2 Abbreviations Abbreviations used in the game are listed: BB Battleship BC Battlecruiser CA Heavy cruiser CL Light cruiser CLAA Anti-aircraft cruiser DD Destroyer DE Destroyer escort AK Cargo ship 3.0 STARTING THE GAME 3.2 Player Determination Warship may be played by either zero, one or two players, and this is determined by the option selected on the opening menu. 3.3 Handicap Level At the start of the game the players must determing the handicap level (1-5). The effects of the handicap levels are listed below: Level 1 Allied strength reduced 20% Level 2 Allied strength reduced 10% Level 3 No reduction Level 4 Japanese strength reduced 10% Level 5 Japanese strength reduced 20% A player's strength is reduced by lowering the number of ship selection points that he may use to buy his force. The handicap does not affect play of the historical scenarios. 3.4 Delay length The delay length affects the messages displayed during the action phase. The greater the delay length the longer these messages will remain displayed. A delay length of 1 will greatly speed up the game but will cause some messages to be virtually unreadable. A delay length of 9 will slow the game considerably, but will allow the player maximum time to study the various reports provided during the action phase. No delay will be provided after the display of non-penetrating hits during the action phase. 3.5 Selecting a Scenario You may select one of 4 historical scenarios (see 14.0), or you may elect to build your own scenario. If you select a historical scenario, the computer will skip the deployment phase and go directly to the orders phase to start the game. If you elect to build your own scenario, you will be asked several questions regarding the time and conditions of battle (see 4.0) New players are advised to begin by playing scenarios they have created themselves. Creating and playing a small battleline scenario on an open sea map is recommended. 4.0 Building Scenarios When building scenarios the players must answer questions regarding the time and conditions of battle. Players will have the option of selecting/buying the ships or allowing the computer to automatically select an appropriate force. 4.1 Selecting the Battle Area Map Players have the option of selecting: 1. Open Sea 2. Savo Sound 3. Custom Map Open Sea - A 60x60 square grid with no land masses. When playing battleline scenarios on an open sea map, the map will attempt to shift to prevent ships from sailing off the edge. Savo Sound - A 60x60 map including Savo Island in the center, Guadalcanal in the south and Florida Island in the NE. Five major surface actions were fought in this area during the latter months of 1942. Custom Map - The player may recall a custom map that he previously constructed and stored on a scratch disk (see 15.0) 4.2 Build Scenario or Design Map Players wishing to design a new map or modify an existing custom map should select the D option. To build a new custom map the player should have selected the open sea option in 4.1. To modify an existing custom map the player should have recalled the appropriate custom map in 4.1. Instructions for constructing custom maps are described in 15.0. 4.3 Setting the Time and Date of Battle Players may adjust the time and date of battle by using the following menu options: Year from 1941 to 1945 Month Day Hour Minute Accept displayed time/date The year selected will determine the availability of various ship classes and the availability and quality of radar on the ships. The hour selected will determine if day, night, dawn, or dusk visibility conditions are in effect. Dawn 500 to 559 Day 600 to 1759 Dusk 1800 to 1859 Night 1900 to 459 4.4 Set Game Length The players may select a game length of either 1 to 4 hours. It is recommended that at least 2 hours be allowed for battles where the opposing forces start out of contact. When the game ends, players may elect to continue the game if they so desire. If a game is continued, the computer will stop the game after 30 additional minutes have been completed. 4.5 Set Visibility Level (VL) A visibility level from 1 to 9 may be selected. A VL of 1 would represent poor visibility conditions such as fog while a VL of 9 would represent excellent visibility conditions. The VL is used in conjunction with the time of day to determine the range at which ships may sight each other. 4.6 Air Control Over Battle Area Air control over the battle area may be either Allied, Japanese, or Neutral. If a player has air control then his opponent will score fewer points for damaging ships. In the historical scenarios, the Allied player automatically has air superiority. 4.7 Set Damage Control Levels Damage control abilities must be set for both the Japanese and Allied forces. A number from 1 to 4 must be selected for each player. The higher the number selected the better the players' ships will be at repairing damage and putting out fires. In the historical scenarios, Japanese damage control is always set at 2, while Allied damage control is always set at 3. These are considered to be the historical values. 4.8 Selecting the Type of Action The players may select from 5 different types of battle: Japanese Transport - The Japanese players scores points for ‘exiting’ cargo loaded ships off the east map edge. Both players score points for damaging or sinking enemy ships. The Japanese plalyer may designate any of his ships to carry cargo but the Allied player scores double points for damaging or sinking these ships. Japanese Bombardment - The Japanese player scores points for exiting combat ships off the east map edge. Both players score points for damaging or sinking enemy ships. Points scored for exiting is determined by the size and number of main guns on the ship. Battleline - Players score points only for damaging or sinking enemy ships. Allied Bombardment - The Allied player scores points for exiting combat ships off the west edge of the map. Both players score points for damaging enemy ships. Allied Transport - The Allied player scores points for exiting cargo ships (AK only) off the west edge of the map. Both players score points for damaging or sinking enemy ships. 4.9 Selecting a Large or Small Battle The number of ship selection points (SSPs) that a player may use to buy his force is determined by the type of action and the size (large or small) of the battle. Listed below are SSPs provided for each type of battle: Large Small Transport 480/400 240/200 Bombardment 360/320 180/160 Battleline 1200 600 When two numbers divided by a / are shown, the first number is the number for the player attempting to exit ships and the second number is for his opponent. When selecting small bombardment or transport type actions the players may not include battleships or battlecruisers in their forces. The SSPs shown above are for battles fought at handicap level 3 (see 3.3). 4.10 Selecting Ships The Allied player may select from 53 different American, British, and Dutch ships. The Japanese player may select from 27 different ship classes. If the auto-select option is used then the computer will select a force to suit the type of battle. When using auto-select the computer will sometimes exceed the SSP limit (this will happen when selecting both human and computer forces). The computer will only allow the selection of ships that were available during the year selected as the time of the battle. The computer will decide the radar level for each ship based on the year of the scenario and a random factor. No points are awarded for unused SSPs, so the players should find a way to spend them all. Each player is limited to selecting a maximum of 20 ships. 5.0 Deployment Phase During the deployment phase, the players may alter the starting location, speed, and facing of their ships.. Also, utilities may be employed to designate ships as transports, change their starting division, rename the ship and even alter the ship's characteristics (such as # of guns, radar, speed, etc.) The computer will never alter its automatically generated deployment, and will never modify a ship. When playing a scenario against the computer, you should accept the deployment created by the computer. Players may agree between themselves on allowed deployment changes. If you have created a map, be sure to check the deployment of both sides’ forces; otherwise, they may be deployed on land. 5.1 Map Menu The deployment phase starts with the map menu displayed in the text window below the map display. The following items are included on the menu: (1-8) Move Cursor - By pressing the keys 1-8 the cursor may be moved around the map. The map may scroll if the cursor is moved to the edge of the screen display. 8 1 2 \ | / \|/ 7---+---3 /|\ / | \ 6 5 4 (A-?) Select Ship - Ships are assigned an ID letter (A,B,C...) By pressing akey that corresponds to an active ship the computer will shift to the ship display menu and the selected ships will be displayed. (U) Change Terrain - Allows the player to change the type of terrain in the square covered by the cursor (see 15.0) (Z) Get Ship - Allows the player to select a friendly ship in the square covered by the cursor. The computer will shift to the ship display menu. (X) Exit - Exits deployment phase. 5.2 Ship Display Menu Ship status data will be displayed at the top of the ship display menu. An example of the ship status data is shown: E BB YAMATO C:180 S:15 D:2L E ship ID BB ship type YAMATO ship name C:180 ship course S:15 ship speed D:2L ship division: the ‘L’ means lead ship Below the ship data the following menu items are listed: (M)ove - Current ship is moved to cursor location (L)ook - Cursor is moved to current ship’s location (C)ourse - Enter desired starting course (0-358). Even #’s only. (S)peed - Enter starting speed. (D)ivision - Enter starting division number (1-9) (T)ransport - Designate current ship for cargo transport. A T is displayed next to the division number for cargo carrying ships. Can be toggled on/off. (R)ename - Renames current ship (maximum 14 characters). Ships start the game with their class name. (W)eapon - Change some or all of the ships’ characteristics (see 16.0) (N)ext - Searches for next friendly ship. (X) Exit - Exits ship display menu 6.0 Orders Phase Players may stop the action phase and enter the orders phase by pressing the (O) key. The computer will shift to the orders phase at the end of the current 2 min. action segment. 6.1 Command Modes There are two different ways to control ships in the game. In division mode the players give general orders to groups of ships. In the ship mode the players give specific orders to individual ships. The players may toggle back and forth between the different command modes during the orders phase. The command mode last chosen during the orders phase will be active during the action phase. 6.2 Map Menu At the start of the orders phase the map menu will be displayed in the text window at the bottom of the map display. (1-8) Move Cursor (A-?) Select Ship - This option is only available in ship mode. The computer will shift to the ship menu for the selected ship. (V) Division - By pressing the (V) key the player may then enter a number (1-9) of an active division. The computer will shift to the division menu for the selected division. (W) Command Mode - Change to a different command mode. (X) Exit (Z) Get Ship - Select friendly ship at cursor location and switch to ship menu. Only available in ship mode. (0) Score - Show current points score. 6.3 Division Menu The player may check the current division orders by examining the data listed at the bottom of the text window. An example of the divisional orders data is shown: HOLD FIRE C:134 S:25 F:L HOLD FIRE - All ships in the division have orders to hold their fire. C:134 - Division has been assigned a course of 134 (southeast) S:25 - Division’s ships have been assigned a speed of 25 knots. F:L - Division’s ships have been ordered to assume line formation. The following menu options may be used to modify the current division orders or examine ships: (H)old Fire - Instructs division to hold its fire. Ships will not fire guns or torpedoes while in effect. (T)orpedo Fire - Instructs division to fire torpedoes only. Ships will not fire guns while in effect. Torpedoes will be fired when computer judges it wise to do so. (G)un Fire - Instructs division to fire guns only. Torpedoes will not be fired. (O)pen Fire - Instructs division to fire both guns and torpedoes. (S)peed - Change assigned division speed. (C)ourse - Change assigned division course (F)ormation - Change division formation to/from line/parallel (see 7.4) (E)xamine Ships - Examine division’s ships (changes to ship mode) starting with division's lead ship. (X)Exit 6.4 Ship Menu Ship status data will be listed at the top of the text window. An example of the data is shown: A CA MYOKO C:120 S:20/34 D:1L A ship has ID letter A CA ship type is CA MYOKO ship name C:120 ship's current course (ESE) S:20/34 ship’s current speed (20 knots) and maximum speed (34 knots) D:1L ship is in division 1 and is lead ship The ship menu contains the following routines: (W)eapons - By pressing the (W) key the player may view all of the ship's weapons. A sample weapons display is shown: CA MYOKO 2 x 8/50 GUN F:BOW A:120 2 x 8/50 GUN F:BOW A:120 2 x 8/50 GUN F:CENTER A:120 2 x 8/50 GUN F:STERN A:120 2 x 8/50 GUN F:STERN A:120 4 X 5/40 GUN F:LEFT A:250 4 X 5/40 GUN F:RIGHT A:250 8 X TYPE 93 TORPEDO F:LEFT A:16 8 X TYPE 93 TORPEDO F:RIGHT A:16 ARMOR: B4 D2 T4/0 RADAR: 0 PROPULSION: 34 In the above example the Myoko has a main armament of 10-8 inch 50 caliber guns (in 5 double turrets) with 120 rounds of ammo per gun. The secondary armament consists of 8 5 inch, 40 cal guns with 250 rounds per gun. Torpedo armament consists of 16 torpedo tubes with 1 reload per tube. Also listed in the display, the ship's armor protection consists of 4 inches of belt armor, 2 inches of deck armor, 4 inches of primary turret armor and no secondary turret armor. The ship has no radar and is capable of 34 knots maximum speed. (D)amage - By pressing the (D) key the player may view the ship's damage. Flooding damage, electrical damage, and bridge damage is expressed as a percentage. Rudder damage is also a percentage, unless it is jammed or detached. Fires are expressed numerically, with a larger number, the greater the fire. When a ship’s fire control is knocked out, the display will display KO. Any number displayed next to the fire control is the radar level of the ship. (K)Smoke - Pressing the (K) key causes the current ship to make smoke. An S will be displayed next to the ship's division number. Can be toggled on/off. Only DD's, DE's, and Japanese CL's may make smoke. (G)Target - Pressing the (G) key views the ship's current target. The computer will display the type of target being engaged, the target size, the range to the target, and whether or not the target is ranged in (and if so, by what method of fire control). (C)hange Division - Assigns current ship to any division (1-9). Only used in division mode. (S)peed - Assigns new speed (only in ship mode) (C)ourse - Assigns new course or instruct it to follow friendly ship (ship mode only) (T)orpedo - Used in ship mode. The player must determine if a slow or fast torpedo setting is used, aim the torpedo mount at a particular point on the map and then fire a salvo consisting of some or all of the mount's torpedoes. (V)isual - Select enemy ship as target using visual fire control (ship mode) (R)adar - Select enemy ship as target using radar fire control (ship mode) (L)ook - Cursor moves to current ship's location. (N)ext - Displays next ‘friendly’ ship. (X)Exit 7.0 Movement 7.1 Movement Rate Each square on the map is 1000 yards across. The game is scaled such that a ship travelling at 30 knots will enter a new square every minute. Shipe moving diagonally will take longer (based on the angle) to move one square. 7.2 Changing Speed When ships are assigned a new speed, their current speed will be gradually increased or decreased until it equals the assigned speed. The rates of acceleration and deceleration are shown below: Acceleration Deceleration BB,BC 1 kpm 40% per min CA,CL,CLAA 2 kpm 55% per min DD,DE 4 kpm 55% per min Ships in division mode will always change speed at the BB rate. 7.3 Course and Turning Ships may travel on any courses with even numbers between 0 and 358. 315 0 45 \ | / \|/ 270---+---90 /|\ / | \ 225 180 135 When ships are assigned a new course, their current course will be gradually changed until it equals the assigned course. The rates that ships change course are shown below: DD,DE 48 per min BB,BC,CA,CL,CLAA 32 per min Division Mode 32 per min (Note: A lead ship in a division in line formation will only be able to turn 24 per min if player is in division mode) Rudder Damage> 25% or Bridge Damage > 49% 20 per min Rudder Detached 12 per min Undamaged ships in ship mode will use the top two turn rates. Undamaged ships in division mode uses division mode turn rate. Ships with damaged bridge or rudder uses last two turn rates. 7.4 Moving in Formation In division mode only, ships will move in formation. Divisions may be assigned either line or parallel formation. In line formation, the lead ship will assume the division's assigned course, the second ship will follow the lead ship, etc. A ship that is more than one square away from the ship which it is following will speed up (if possible) and attempt to catch up to the leading ship. Ships within one square of the ship they are following will set their speed to match that of the ship they are following. Ships in division mode will always have their course rounded to the nearest 45 degree increment for movement purposes, although the ship display will show the unrounded number. e.g. a ship in division mode with an ordered course of 200 will actually mov in course 180. This will enable ships to maintain line formations. In parallel formation, all ships in the division will assume the divisions assigned course. 7.5 Running Aground A ship that moves into a land square will immediately have its propulsion reduced to 0. There are no other effects from running aground. 7.6 Collisions Ships in the same square may collide with one another if at least one ship is going at least 10 knots. Ships travelling on the same course will have a greatly reduced change of collision. Ships will usually not collide with the ship they are following. If a collision occurs, both ships will be reduced in speed to less than 10 knots and will suffer damage based on the size of the ships and their speed at the moment of collision. 8.0 Gunfire 8.1 Selecting Targets for Gunfire When using division mode, ships will automatically select targets for gunfire if their division has been assigned gun fire or open fire instructions. When using ship mode, the players may select targets for individual ships by using the visual or radar commands on the ship menu. Ships with a radar rating of zero and ships with their fire control destroyed may not use radar target selection. Ships using the visual routine to select their targets will employ visual fire control and use the visual gunfire accuracy modifiers. Ships using the radar routine to select targets will employ radar fire control and use the radar gunfire accuracy modifiers. 8.2 Gunfire Accuracy The probability of a gunshot hitting its target is equal to 1/a where a represents the inverse gunfire accuracy of a particular gunfire. The list of accuracy modifiers used to calculate a are shown below: FC EFFECT DESCRIPTION all add target speed/2 all add target turn*/2 all add firer speed/2 all add firer turn*/2 V add 10, if other ships firing at target V add 30, if ranging in V add 20, if visibility<21; add 5 if firing ship is Japanese OR V add 30, if visibility<7; add 15 if firing ship is Japanese R add 30, for radar fire control * - The difference between the ship's current course and its assigned course. Ships following other ships consider their assigned courses to be that which aims them directly at the ship they are following. After all additions have been made, the following multipliers may be applied: all x 1/2, if crossing the target ship's T all x (10-radar)/10, x2 if fire control is KO'd all x range/gun max range V x 1/2, if ranged in After all multipliers have been applied: all add 5 all add 5, if CA, CL, CLAA, AK target all add 25, if DD,DE target V -- Visual fire control only R -- Radar fire control only Example: The Fuso without radar is visually ranging in on the New Mexico at a range of 30,000 yards. Both ships are travelling at their maximum speeds, and neither ship is turning. The New Mexico is not being fired upon by any other ship. The visibility is 30; therefore the change to hit it 1/46: a = (( 24/2 + 22/2 +30)*30/38)+5=46 If the Fuso is successful in ranging in, it will have a 1/14 change on its next attempt: a = (( 24/2 + 22/2 )*30/38*1/2)+5=14 Note that round off errors of +-1 may occur. The probability of a gunshot hitting will never be worse than 1/230. 8.3 Ranging In Ships using visual fire control must spend at least 1 turn of ranging in fire before firing for full effect.. Ships succeed in ranging in if accuracy a x RND < 50. During a ranging fire turn, ships will only fire 1 shot per gun. Ships using radar fire control are never required to range in. 8.4 Ammo Use The number of shells fired per gun is equal to 1+ammo/50. The ammo number shown on the weapons display represents the number of rounds remaining for each gun. Ships ranging in on a target will fire only 1 shot per gun. 8.5 Gun Hit Location and Armor Penetration When a ship is hit by gunfire the computer will randomly determine the section of the ship that was hit and calculate the change of the shell penetrating the armor. Possible hit locations are: Near Miss Belt Hit Deck Hit Superstructure Hit (side or top) Primary Turret Hit (side or top) Secondary Turret Hit (side or top) Tertiary Turret Hit Torpedo Mount Hit Shell hits that penetrate a ship's armor can cause significant damage to the ship. To determine if a shell penetrates, the gun's adjusted penetration rating (APR) must be compared to the armor protecting the hit location. If the APR is greater than the ship's armor, the hit automatically penetrates. If the APR is equal to the ship's armor, the hit has a 50% chance of penetrating. A ship's armor is listed on the weapons display section of the ship menu. Superstructure side armor is the same as belt armor. Superstructure top armor, is the same as deck armor. Turret top armor is equal to 1/3 or the turret side armor listed. Tertiary turrets and torpedo mounds are unarmored. Possible damage caused by a near miss is determined by comparing the shell size (not penetration) to the belt armor. Two APRs are calculated for each gunfire, horizontal and vertical penetration. Vertical penetration is used against deck, superstructure top and turret top armor. Horizontal penetration is used against all other armor. P - Gun penetration rating R - Range to target M - Gun maximum range vertical penetration = 1 + (PxR)/(Mx4) horizontal penetration = 1+((1+M-R)xP)/(Mx2)+P/2-(PxR)/(Mx4) Example: Using the example in section 8.2, the Fuso would be firing with a vertical penetration of 5 and a horizontal penetration of 10. Vertical penetration may be reduced for certain shell sizes: 6 inch x 2/3 3-5.5 inch x 1/3 8.6 Weapon Facing Weapons (both guns and torpedoes) on a ship may have 5 possible facings: Bow - Center - Left - Right - Stern Weapons with the wrong facing relative to the target will be unable to fire at that target. A facing diagram is shown below \ B / \ / \ / L OO R / \ / \ / S \ The above diagram represents the field of fire of a ship travelling on course 0. The field is divided into four 90 degree arcs labelled B,L,R,S. - Bow faced guns may not fire at targets in the S arc - Center faced guns may not fire at targets in the B or S arcs - Left faced guns may only fire at targets in the L arc - Right faced guns may only fire at target in the R arc - Stern faced guns may not fire at targets in the B arc 8.7 Secondary Targets In many situations a ship has certain gun mounts that are unable to face the ship's primary target. In these situations the gun mount will fire at the nearest visible enemy ship that it can face. Secondary and tertiary gun mounts, such as 5 inch guns on battleships and cruisers, will always fire at the nearest visible enemy ship that can be faced. 8.8 Crossing the T A ship’s T is crossed if it is being fired at by an enemy ship from within either of the areas shown below: 22 deg ________ 22 deg Bow _____/ \_____ Stern \________/ 22 deg 22 deg 8.9 Gun Data Twenty-four different gun types are included in the game. Gun ratings are listed below: ID Description Size Range Pen 6 18.1/45 35 46 26 7 16/50 30 42 26 8 16/45 27 40 25 9 15/42 22 32 23 10 14/50 18 36 23 11 14/45 18 38 23 12 12/50 14 33 17 13 8/55 6 31 9 14 8/50 6 30 8 15 6/60 4 30 7 16 6/53 4 26 7 17 6/50 4 20 7 18 6/47 4 26 7 19 6/45 4 18 7 20 5.5/50 4 19 5 21 5/51 3 13 5 22 5.25/50 4 22 5 23 5/50 3 20 4 24 5/40 3 16 4 25 5/38 3 17 4 26 5/25 3 14 4 27 4.7/45 3 16 4 28 4.7/50 3 18 4 29 4.5/45 3 17 4 30 4/50 2 14 4 31 4/45 2 16 3 32 3.9/65 2 20 4 33 3.9/60 2 18 4 34 3/60 1 15 3 The gun description consists of two numbers: gun barrel size in inches / gun caliber. Numbers listed in the size column represent the weight of the shell. Numbers listed in the range column reflect the range of the gun in 1000s of yards. Numbers listed in the pen column reflect the armour penetration effectiveness of the gun. 8.10 Combat Gunfire Display When one ship fires its guns at another ship during the action phase, a message such as the one below will be displayed BB UNDER FIRE FROM 16/50 GUNS ACCURACY: 1/38 PEN 22 3 BELT HIT* PRIMARY TURRET HIT In this example, a battleship is being fired at by a turret of 16/50 guns, with each shell fired having a 1 in 38 chance of hitting. The shells have a horizontal penetration capability of 22 and a vertical penetration capability of 3. The firing ship has scored two hits, the first penetrating the belt armour (a * indicates penetration; a second * indicates flotation damage), the second bouncing off the armour of a primary turret. There will be no delay after the display of a non- penetrating hit. 9.0 Torpedoes 9.1 Torpedo Salvoes Torpedoes are fired in salvoes of 1 or more torpedoes. All torpedoes in a salvo move together. When a salvo enters a square occupied by a ship, each torpedo will have a change of hitting the ship. 9.2 Torpedo Intercept Angle The torpedo intercept angle (ia) is important in determining the chance of torpedoes hitting the ship. The ia is calculated by comparing the torpedoes' course to that of the ship they are attacking. ia = abs(torp course - ship course) If ia>180 then ia=ia-180 if ia>90 then ia=180-ia Example: Torpedo course=300 Ship course=20 abs(300-20)=280 280>180 so: 280-180=100 100>90 so: 180-100=80 ia=80 9.3 Torpedo Hit Probability Each torpedo in a salvo will have a chance of hitting a ship in the same square. The chance of a torpedo hit is calculated using the ia, ship evasion capability and torpedo speed: Ship Evasion (EV) = 225 for DD & DE, 135 for all others If ship speed <10 then EV=EVxspeed/10 hit% = torp speed x (ia+5)/EV The hit% formula above shows that the larger the ia, the better the chance of a torpedo hit. For any ship travelling at a speed greater than 4 knots there will be a 50% that the ship will make an evasive turn to reduce the ia. After the evasive turn the ia will be reduced by a number equal to 1/2 the ship’s turn rate (see 7.3). 9.4 Dud Torpedoes Torpedoes that hit a ship and explode will cause significant damage to the ship. Ten percent of all torpedoes will be duds that do not explode (the MK-15 torpedo will have a 50% dud rate during 1941-42). Dud torpedoes will cause no damage. 9.5 Torpedo Symbols For solitaire games, only the human-fired torpedoes will be visible but the computer-fired torpedoes will not. 9.6 Torpedo Data There are 5 different types of torpedoes included in the game. Torpedo ratings are listed below: ID Description Size Speed Range 1 MK-IX 9 35/40 14/10 2 MK-15 8 25/40 14/6 3 MK-VII 9 33/38 16/11 4 Type 6 10 25/35 16/8 5 Type 93 20 35/50 45/22 The numbers listed in the size column represent the size of the torpedo warhead. There are two numbers listed for both the speed and range of the torpedo. The first number is the speed or range of the torpedo at the slow setting and the second number is the speed/range at the fast setting. 9.7 Torpedo Reloads Most Japanese ships carry reloads for their torpedo mouonts. After these ships fire their torpedoes the reload procedure will begin automatically. Reloading torpedo mounts will normally take 30 minutes; however, it may be delayed in certain situations. Ships moving at greater than 21 knots will temporarily suspend the reloading until the speed can be reduced. 9.8 Torpedo Combat Displays Whenever a torpedo enters a square occupied by an enemy ship, a message will be displayed stating the class of the ship being attacked, the course of the torpedoes, and any hits scored by the torpedoes. The display will also state any dud torpedo hits. 10.0 Searching Every two minutes of game time, ships will perform both radar and visual searches to locate and target enemy ships. 10.1 Search Procedure The search segment occurs at the end of each two minutes of the action phase. At the start of the search segment all ships will become unsighted. During the search segment each ship may search and sight any enemy ship within detection range. 10.2 Visual Search To determine if any enemy ship (target) is within visual detection range, the following formula is used: V = Visibility R = Range to Target SS = Searcher Size (flotation) TS = Target Size (flotation) TF = Target Fire Level DR = Detection range Night Detection (V < 21): DR = V + TF +5 if target is firing +5 if target is under fire To calculate visibility when V<21, multiply V by 0.75 for Allied ships conducting visual search. Day Detection (V > 20): DR = 10 + V/2 + SS/20 + TS/20 + TF +5 if target is under fire If DR >= R then target is sighted. 10.3 Radar Search Only ships with a radar rating greater than zero may perform a radar search. The formula for radar detection is shown below: RR = Radar Rating Radar Detection DR = 10 + RR x 10 if DR >=R then detection except if R > DR/2 and TS 25 and rnd x 10 < 2 then additional flood% damage = 1 / flotation = 2 If flood% > 50 then additional electric damage = 25 x rnd 11.5 Repairs At the start of each two minute segment, a ship's damage control parties will have a chance to repair damage. The ability to repair damage will be affected by the damage control rating (DC) assigned when building the scenario. Repairs 5% Flood% -1 / flotation x 2 15% Fire - 1 5% Electric damage - 10 5% Bridge damage - 10 3% Jammed rudder detached 3% Rudder damage - 25 The chances of repair listed above will be multiplied by the player's DC rating. Thus a player with a DC rating of 3 will have a 45% chance of reducing the fire level on his ships every 2 minutes. 12.0 Damage Effects A ship's damage will reduce its combat effectiveness and, in the case of severe flooding, cause it to sink. 12.1 Fire Effects Uncontrolled fires burning on a ship may cause additional damage to ship systems (see 11.3) 12.2 Flooding Effects Heavy flooding may cause additional damage to ship systems (see 11.4). At the start of each 2 minute segment, a ship with 100% flood damage will have a 10% chance of sinking (the ship will automatically sink if the fire level is greater than two times the ship's flotation rating). Flooding will proportionally reduce a ship's maximum speed. For example a ship with propulsion of 30 knots and 50% flood damage will have a maximum speed of only 15 knots. If the flood damage is repaired then the maximum speed will increase towards the propulsion rating. 12.3 Electric Damage Damage to a ship's electric system will affect its ability to fire its weapons or use radar. Ships with greater than 49% electric damage will be unable to fire guns or torpedoes, or use radar. Ships with less than 50% damage will randomly use or lose electric power during each 2 minute segment. For example, a ship with 25% electric damage will have a 50% chance of losing electric power during each 2 minute segment (damage x 2 equals chance of failure). 12.4 Bridge Damage Ships with bridge damage greater than 49% will have their ability to maneuver impaired (see 7.3) 12.5 Rudder Damage Ships with rudder damage between 26% and 49% and ships with their rudder detached (DT) will have their ability to maneuver impaired (see 7.3). Ships with rudder damage greater than 49% will have their rudder jammed in a particular direction, either left (JL), right (JR), or straight ahead (JS). Ships with a jammed rudder must move or turn in the direction the rudder is jammed. During the repair segment a jammed rudder may be either repaired, detached, or jammed in a different direction. 12.6 Fire Control and Radar Damage When a ship's fire control is KO'd its radar will also be KO'd. Ships with fire control KO'd will have their gunfire accuracy halved. Fire control and radar may not be repaired during the game. 12.7 Propulsion Loss Propulsion loss represents a reduction in a ship’s maximum speed. Propulsion systems may never be repaired during the game. 12.8 Magazine Explosion Magazine explosions in the game are usually fatal. 100% flooding and 100 fire levels are added by a magazine explosion. 12.9 Weapons Mount KO'd Weapon mounts (gun or torpedo) KO'd may not be repaired during the game. When a torpedo mount is destroyed, its ammo will be set to 0. 13.0 Scoring Points may be scored for damaging or sinking enemy ships and sometimes for exiting ships off a particular map edge. 13.1 Points for Ships Sunk Points scored for sinking enemy ships is equal to the ship selection points (SSPs) required to buy the ship. Points will be doubled for sinking ships designated for cargo transport. 13.2 Points for Ships Damaged Points scored for damaging enemy ships varies with the level of damage and the SSP value of the ship. F = Flotation d% = Damage level P = Propulsion d% = FIRE / F + flood% If rudder jammed or detached then d% + F / 4 If P < 15 then d% + (F/2) x (15-P) / 15 If d% > 0.9 then d% = 0.9 Points scored = d% x SSP If damaged ship has air cover then Points x 5/9 If damaged ship is designated for cargo transport then Points x 2 13.3 Points Scored for Transport In transport scenarios the attacking player scores points for exiting designated transport ships off a particular map edge. The Japanese player must exit his transports off the east map edge to score points. The Allied player must exit his transports off the west edge to score points. The points scored vary with the type of ship exited: AK 50 BB,CA,CL 10 (Japanese only) DD 5 (Japanese only) No points are scored if the transport has a fire level greater than 4. 13.4 Points Scored for Bombardment In bombardment scenarios the attacking player scores points for exiting combat ships off a particular map edge. The number of points scored varies with the number and size of the ship’s main guns. BB, BC 8 per main gun CA 4 per main gun CL 2 per main gun CLAA,DD,DE 1 per gun The Japanese player may only score points for exiting ships off the east map edge. The Allied player may only score points for exiting ships off the west map edge. 13.5 Victory conditions The player scoring the most points is considered the victor. In bombardment scenarios, the bombarding player must score at least twice the number of points as the defending player in order to win (if he does not, the defending player is victor). 14.0 Scenarios 14.1 Guadalcanal I (13 Nov 1942) This is a Japanese bombardment scenario with a 1 hour game length. The Japanese SSP total is 449, while the US SSP total is 268. An American force of 8 destroyers and 5 cruisers engaged a Japanese force of 2 battleships, 1 light cruiser and 11 destroyers. The Allies lost 2 light cruisers and 4 destroyers while the Japanese lost 1 battleship and 2 destroyers. 14.2 Guadalcanal II (14 Nov 1942) This is a Japanese bombardment scenario with a 2 hour time length. The Japanese SSP total is 428, while the US SSP total is 442. This was one of only 2 WWII Pacific engagements between opposing battleships. Two American battleships and 4 destroyers fought 1 Japanese battleship, 2 heavy cruisers, 2 light cruisers, and 11 destroyers. Two American destroyers, 1 Japanese battleship and 1 Japanese destroyer were sunk. 14.3 Empress Augusta Bay (2 Nov 1943) This is a Japanese bombardment scenario with a 2 hour game length. The Japanese SSP total is 251, while the US SSP total is 288. An American force of 4 new radar-equipped CL's and 8 DD's turned back a Japanese bombardment group consisting of 2 CA's, 2 CL's and 6 DD's. One Japanese light cruiser and one destroyer were sunk. 14.4 San Bernardino (25 Oct 1944) This is a battleline scenario with a 2 hour game length. The Japanese Ssp total is 1150, while the US SSP is 1514. This is a hypothetical engagement between battlelines during the Leyte invasion. 15.0 Designing Custom Maps If the (D)esign Map option is selected (see 4.2) then the may build routine may be used to create a custom map. 15.1 Map Build Menu The following menu options may be used to examine the map and change terrain: (1-8) Move Cursor (A-N) Set Terrain - Each letter, A-N, represents a different terrain symbol which replaces the current terrain at the cursor location. (U) Auto Shift - When autoshift is activated then the cursor location will shift 1 square in the selected direction (1-8) after each set terrain key has been pressed. This function is useful in reducing the number of key strokes required to create a new map. (X) Exit - Computer exits map build routing and enters save to disk routine. 15.2 Terrain Types (Just a general description) A - Open B - Land left w/reef C - Land bottom w/reef D - Land top w/reef E - Land right w/reef F - Land top rt w/reef G - Land bottom rt H - Land bottom lf “ I - Land top lf J - Land top K - Land right L - Land bottom M - Land left N - Solid land 16.0 Modifying Ship Data Players may create custom ships by modifying some or all ship data. 16.1 Modifying Weapons Data Ships have a maximum of 10 weapon mounts. Main guns are always listed 1st, followed by secondary and tertiary weapon. Secondary and tertiary turrets that have the same facing may be grouped together on one mount. The number of guns/tubes per turret must be designated to determine how many guns/tubed are destroyed when a turret is KO'd. The number of guns/tubes must be evenly divided by the gun/tubes per turret or the guns/tubes per turret will automatically be set to 1. When changing weapon mounts, the following data elements may be altered: Weapon Type - Use ID numbers listed in 8.8 and 9.6 (0 - no weapon) Number Guns/Tubes Facing (1-5) - See 8.6 Ammo/Torpedoes Main, Secondary or tertiary mount Guns/Tubes per Turret - Does not apply to main gun turrets 16.2 Modifying Non-Weapons Data The following non-weapons data elements may be altered: Maximum Speed Flotation - Equals 1 + Ship Displacement / 500 (tons) Radar (0-4) Belt Armour (Inches) Deck Armour Main Turret Armour Secondary Turret Armour - Tertiary turrets are always unarmoured. Ship Selection Points - Used for scoring 17.0 Ship Data General Data format Type Class Main gun Sec gun Tert gun Spd Flot ----------------------------------------------------------------------- Radar Belt Deck Prim Turr Sec turr SSP's Earliest yr Arm Arm Arm Arm Available Japanese ----- BB Yamato 9x18.1/45 12x6/60 12x5/40 27 125 0 16 9 24 2 250 42 ----- BB Nagato 8x16/45 16x5.5/50 8x5/40 27 80 0 12 4 14 5 175 41 ----- BB Kongo 8x14/45 16x6/50 8x5/40 30 70 0 8 4 9 3 133 41 ----- BB Fuso 12x14/45 14x6/50 8x5/40 24 70 0 12 4 12 4 161 41 ----- BB Ise 8x14/45 16x5/50 -- 24 70 0 12 4 12 1 136 44 ----- CA Aoba 6x8/50 4x4.7/45 8x93TT 33 20 0 3 2 4 0 38 41 ----- CA Tone 8x8/50 8x5/40 12x93TT 35 28 0 4 2 4 0 52 41 ----- CA Takao 10x8/50 8x5/40 16x93TT 34 30 0 4 2 4 0 58 41 ----- CA Mogami 10x8/50 8x5/40 12x93TT 35 28 0 4 2 4 0 55 41 ----- CL Tenryu 4x5.5/50 6x6TT -- 33 9 0 2 1 0 0 16 41 ----- CL Kuma 7x5.5/50 8x93TT -- 33 11 0 2 1 0 0 23 41 ----- CL Kitakami 4x5.5/50 40x93TT -- 33 11 0 2 1 0 0 44 41 ----- CL Nagara 7x5.5/50 8x93TT -- 36 11 0 2 1 0 0 23 41 ----- CL Yubari 6x5.5/50 4x93TT -- 35 8 0 2 1 0 0 16 41 ----- CL Agano 6x6/60 4x3/60 8x93TT 35 15 1 2 1 1 0 26 43 ----- CL Oyodo 6x6/60 8x3.9/60 -- 36 22 1 2 1 1 0 31 44 ----- DD Minekaze 2x4.7/50 2x6TT -- 36 3 0 0 0 0 0 5 41 ----- DD Kamikaze 3x4.7/50 6x6TT -- 36 3 0 0 0 0 0 7 41 ----- DD Mutsuki 2x4.7/50 6x93TT -- 33 4 0 0 0 0 0 9 41 ----- DD Fubuki 6x5/50 9x93TT -- 38 5 0 0 0 0 0 15 41 ----- DD Hatsuharu 5x5/50 6x93TT -- 33 4 0 0 0 0 0 11 41 ----- DD Shiratsuyu 5x5/50 8x93TT -- 34 5 0 0 0 0 0 14 41 ----- DD Kagero 6x5/50 8x93TT -- 35 6 0 0 0 0 0 15 41 ----- DD Shimakaze 6x5/50 15x93TT -- 39 7 1 0 0 0 0 21 43 ----- DD Akizuki 8x3.9/65 4x93TT -- 33 7 0 0 0 0 0 14 42 ----- DE Mutsu 3x5/50 4x93TT -- 27 4 0 0 0 0 0 8 44 ======== American ======== BB Nevada 10x14/45 12x5/51 8x5/25 21 60 0 13 4 16 1 146 41 ----- BB New Mexico 12x14/50 8x5/38 -- 22 65 0 14 6 16 1 161 41 ----- BB Maryland 8x16/45 16x5/38 -- 21 70 0 16 5 16 1 172 41 ----- BB N. Carolina 9x16/45 20x5/38 -- 28 75 2 16 4 16 1 201 42 ----- BB S. Dakota 9x16/45 16x5/38 -- 28 75 2 16 6 17 1 204 42 ----- BB Iowa 9x16/50 20x5/38 -- 33 95 2 16 6 18 1 224 44 ----- BC Alaska 9x12/50 12x5/38 -- 33 60 2 9 4 13 1 224 44 ----- CA Pensacola 10x8/55 8x5/25 -- 33 18 0 3 2 2 0 40 41 ----- CA Northampton 9x8/55 8x5/25 -- 33 18 0 3 2 2 0 38 41 ----- CA Portland 9x8/55 8x5/25 -- 33 20 0 4 2 2 0 41 41 ----- CA New Orleans 9x8/55 8x5/25 -- 33 20 0 5 2 6 0 46 41 ----- CA Baltimore 9x8/55 12x5/38 -- 33 30 0 6 2 6 1 57 44 ----- CL Omaha 12x6/53 6x15TT -- 33 14 0 4 2 4 0 34 41 ----- CL Brooklyn 15x6/47 8x5/25 -- 33 20 2 5 2 6 0 48 41 ----- CL Cleveland 12x6/47 12x5/38 -- 33 24 2 5 2 6 1 50 43 ----- CLAA Atlanta 16x5/38 8x15TT -- 33 14 1 4 2 1 0 28 41 ----- CLAA Oakland 12x5/38 8x15TT -- 33 14 2 4 2 1 0 26 44 ----- DD Flush Deck 4x4/45 12x15TT -- 35 3 0 0 0 0 0 8 41 ----- DD Farragut 5x5/38 8x15TT -- 36 4 0 1 0 1 0 9 41 ----- DD Porter 8x5/38 8x15TT -- 37 5 0 1 0 1 0 11 41 ----- DD Mahan 4x5/38 12x15TT -- 36 4 0 1 0 1 0 9 41 ----- DD Craven 4x5/38 16x15TT -- 38 4 0 1 0 1 0 10 41 ----- DD Benson 4x5/38 5x15TT -- 35 5 0 1 0 1 0 9 41 ----- DD Fletcher 5x5/38 10x15TT -- 38 6 1 1 0 1 0 11 42 ----- DD Gearing 6x5/38 10x15TT -- 37 6 2 1 0 1 0 12 45 ----- DD Sumner 6x5/38 10x15TT -- 36 6 2 1 0 1 0 12 44 ----- DE Rudderow 2x5/38 3x15TT -- 23 4 1 0 0 0 0 5 44 ======= British ======= BB Nelson 9x16/45 12x6/50 6x4.7/55 23 70 1 14 6 15 2 197 41 ----- BB King George V 10x14/45 16x5.25/50 -- 28 70 1 15 6 13 2 163 41 ----- BB Repulse 6x15/42 20x4/50 8xIXTT 28 65 1 9 4 11 1 129 41 ----- BB Warspite 8x15/42 8x6/45 8x4/45 24 65 0 13 4 11 2 142 41 ----- BB Revenge 8x15/42 14x6/45 -- 21 65 0 13 4 11 2 142 41 ----- CA Australia 8x8/50 8x4/45 8xVIITT 32 22 0 4 2 2 0 42 41 ----- CA Exeter 6x8/50 8x4/45 6xIXTT 32 18 0 3 2 2 0 35 41 ----- CL Leander 8x6/50 8x4/45 8xVIITT 33 18 0 3 2 1 0 33 41 ----- CL Enterprise 6x6/50 4x4/45 8xIXTT 33 18 0 3 1 1 0 28 41 ----- CL Adelaide 7x6/50 2x4/45 -- 24 12 0 3 1 1 0 21 41 ----- CL Caledon 5x6/50 2x4/45 -- 30 10 0 3 1 1 0 17 41 ----- CLAA Carlisle 8x4/45 -- -- 30 10 0 3 1 1 0 17 41 ----- CL Danae 6x6/50 12xIXTT -- 30 10 0 3 1 1 0 20 41 ----- CL Fiji 12x6/50 8x4/45 6xIXTT 32 18 1 3 2 2 1 38 41 ----- CLAA Dido 10x5.25/50 6xIXTT -- 32 12 1 3 2 1 0 23 41 ----- DD Sabre 3x4/45 4xIXTT -- 36 3 0 0 0 0 0 6 41 ----- DD Vampire 4x4/45 6xIXTT -- 36 4 0 0 0 0 0 7 41 ----- DD Electra 4x4.7/45 8xIXTT -- 36 4 0 1 0 0 0 8 41 ----- DD Jupiter 6x4.7/45 10xIXTT -- 36 5 0 1 0 0 0 11 41 ----- DD Battle 4x4.5/45 8xIXTT -- 35 6 2 1 0 0 0 10 45 ===== Dutch ===== CL Tromp 6x6/50 6xVIITT -- 33 8 0 2 1 1 0 18 41 CL De Ruyter 7x6/50 -- -- 32 12 0 2 1 1 0 20 41 CL Java 10x6/50 -- -- 30 13 0 3 1 2 0 26 41 DD Van Ghent 4x4.7/45 6xVIITT -- 36 4 0 1 0 0 0 8 41 DD Sweers 5x4.7/45 8xVIITT -- 37 5 0 1 0 0 0 10 41 ========= Transport ========= AK Transport 2x3/60 -- -- 15 10 0 0 0 0 0 20 41 ********* End of the Project 64 etext of the Warship manual, revision A. *********