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5th Fleet Game Guide

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100% found this document useful (2 votes)
1K views50 pages

5th Fleet Game Guide

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© © All Rights Reserved
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) Game Guide The Avalon Hill Game Company S @ ta a ae ©1994 + Printed in USA » All Rights Bee ela Be) EM) a Tata Introduction . a . Combat: Information Center (CIC) Screen 5 . Tactical Reference Screen ..........- . Configuration (COMNET) Screen . Scenarios Screen ...... - Operations (Ope) Display nee Buttons j 10 The Map 5 2 Miscellaneous Ops Display Features. .0...0..sc0.0 End Game Buttons 3 4 Unit Identification 4 7. How a Turn is Played .. Phases Steps = 8. Strategic Display ............ 0.2055 Surface, Submarine, Aira Battons- AirMissions Button WEAX (Weather) Button - Ops Display Button... 9. The Surface Phase The Move Step - The Combat Step... Ending a Surface Phase -- 10. The Submarine Phase . ‘The Move Step. The Combat Step The Deep Mode Bution Ending a Submarine Phase 11. The Air Phase ‘Strategie Air Missions ‘tack Missions 12. Strategic Air Missions Screen ‘CAP Missions Intercept Missions Recon Missions - How to Assign Units to Strategic Air Missions Surface Ships, Subs, Aireraft and Air Missions Bations - ‘Total CAP AA Display - Length of Stratgic Air Missions 13, Scrolling Through the Units ... ‘When Red and Green Units Occupy the Same Hex eg pene 14. Combat .......- 28 ‘Types of Combat « 29 How to Perform Combat 239 ‘When Combat is Bxecuted 38 Damage and Kill Probabiliti 33 ‘The Tactical Display 33 If Combat Cannot Take Place 33 15. Combat Effects . 34 "The Battle Result D 24 Combat Damage 34 16, Tactical Display «0. 0sseseeveseesee se 88 ‘The Grouping Template ek 35 ee e.........85 is, 238 37 Leaving the Tactical Display .. a at 17. Replenishment: . 38 ‘AtSea Replenishment 38 In-Port Replenishment 39 eee Sowa ee. Docking Restrictions How to Undock ...... 19. Neutral Ships . ‘Unknown Contacts Besos Neultzal Contacte ,....0.sssscussuserssvssevenseosecseesd 20. Playing by E-Mail 5 : ‘Starting an Electronic Mail Game - Bcc ae Playing an Electronic Mail Game ©... lc. ccs scc sess AB Sending a File to Your Opponent e 42 ‘Receiving a File From Your Opponent rayousetal 21. Vietory Points . 43 Destroying Enemy Units ar) Reaching Objective Hexes =... as Destroying or Damaging Bases E 4 The Victory Point Display a ‘Awarding Vielory Points Taken to the Enemy’... 0.2.0.4 Winning a Scenario. : 22, GLOSSARY ..... Peel ‘AA: Anti-aircraft ‘AAA: Area anti-air value AAW: Anti-Air Warfare ‘AB: Ammunition ship AEW: Airborne Early Warning AL: Artificial intelligence AO: Oiler AOR: Supply ship ‘ARG: Amphibious Ready Group ASROC: Anti-Submarine Rocket ASW: Anti-Submarine Warfare ATK: Attack aircraft AU: Australia BB: Battleship BH: Bahrain BMB: Bomber aircraft BS: Bomber Squadron CAP: Combat air patrol CG: Guided Missile cruiser CGN: Nuclesr-powered miasile eruiser CIWS: Close-In Weapons System (CM: Cruise missile ‘Comm: Commissioned COR: Corvette (CVs Aireraft carrier (CVN: Nuclear-powered aireraft carrier DD: Destroyer DDG: Guided Mi Detect: Detection ET: Ethiopia (also empty tanker) EW: Eloctronie Warfare FC: Fast convoy FF: Frigate FFG: Guided Missile frigate Flot: Flotilla Fit: Flotille FR: France ie destroyer 5TH FLEET ABBREVIATIONS Below is a list of abbreviations used in this gamé PS: Fighter Squadron FT: Full tanker HM: US Navy helicopter minesweeping squadron [D+ Indonesia TM Tiyushin IN: India INT: Intereeptor aircraft (or TR: Iran IT Italy KW: Kuwait LHA: Amphibious assault ship LHD: Helicopter/Dock landing ship LPD: Amphibious transport, dock LPH: Amphibious assault helicopter carrier LSD: Amphibious warfare ship ‘Max: Maximum ‘MIG: Mikoyan-Gurevich ‘Mle: Mark ‘mph: Miles per hour MPS: Maritime Prepositioning Ship ‘MS: Minesweeper ‘MSW: Aerial Minesweeper NBS: Naval Bomber Squadron NFS: Naval Fighter Squadron ‘NHS: Naval Helicopter Squadron ‘nm: Nautical miles No: Number (OM: Oman PCS: Patrol combatant squadron ‘PA: Pakistan Pt Point QT Qatar RCN: Reconnaissance aireraft [ROS or RS: Reconnaissance Squadron Recon: Reconnaissance strategie air mission RU: Russia SA: Saudi Arabia ission) ‘SC: Slow convoy ‘Sqd: Squadron ‘8S: Attack submarine (diesel) 'SSGN: Guided-missile attack submarine (nuclear) ‘SSM: Surface-to-surface missile ‘SSN: Attack submarine (nuclear) ‘STK: Stack of non-combat ships ‘SU: Sakhoi "TASM: Tomahawk Anti-Ship Missile ‘Tu: Tupolev ‘TG: Task group ‘TR: Task force ‘TPS: Tactical Fighter Squadron ‘TLAM: Tomahawk Land-Attack Missile ‘TLW: Tube-launched weapon ‘TRM: Tactical Reference Manual UA: United Arab Emirates UK: United Kingdom ‘URG: Underway replenishment group US: United States ‘VA: US Navy attack squadron ‘VAG: US Navy electronic warfare squadron ‘VAW: US Navy airborne early warning squadron ‘VF: US Navy fighter squadron ‘VFA: US Navy fighteriattack squadron ‘VMAQ: US Marine Corps electronic warfare ‘squadron. ‘YMA; US Marine Corps attack squadron ‘MFA: US Marine Corps fighter/attack squadron YP: US Navy patrol squadron ‘VS: US Navy anti-submarine warfare squadron WEAX: Weather WG: Wing Y¥:Yakolev ‘YM: Yemen 1. INTRODUCTION Thank you for purchasing 5TH FLEET Please take a moment to fill out and send in the game's registration card. This will ensure that you receive timely updates and product information. If you have any problems or ques- tions regarding this or any other Avalon Hill computer product, contact us at 410-426-9600. Although 5TH FLEET is based on an older Avalon Hill boardgame of the same name, the two games are not identical. Before starting, there are a few basic 5TH FLEET functions you should know: ‘System Config’s cIc Scenarios Basically, STH FLEET is played| from the Ops Display, which can ‘be accessed from the Scenarios soreen. Once inthe Ops Display, you can reach several other ‘Screens to play the geme, and you ean even go back to the Tactical Reference Display to access “real world” and game information. Screen Flowchart: See the diagram below. Control: All game functions can be controlled using only the mouse. Simply move the mouse arrow to a specific point on the screen and click on the left (or sometimes the right) mouse button. “Hot” Keys: In many cases, you can give game orders without using the mouse by pressing specific keys on the keyboard. For a full “Hot” Keys listing, see the separate card enclosed with the game. Loading Instructions: Consult the separate LOAD- ING INSTRUCTIONS to start the game. Tactical Display Ops Display After screen introductions, 5TH FLEET opens with the “Combat Information Center” (CIC) screen. This sereen shows a typical US Navy CIC and contains a number of computer consoles that can be used by the player during the game. ‘Scenario Console: The term “Scenarios” appears if the mouse arrow is moved to the console in the center of the CIC screen (the one with a small map of the Indian Ocean region). To reach the Scenarios screen, point the mouse arrow to this console and click once (see Section 5). ‘This screen provides reference information about the military equipment in 57H FLEET. Reference data: A picture of each unit ‘View Buttons: The two buttons is displayed along with its “real world” with arrows underneath the data. The “simulation” data (which is word “view” allows you to scroll listed to the left and right of the pic- through all the aircraft, surface ee oa ey ships, and submarine: "3 when you access this screen tactical reference section. fra toe Ope Desa ee This display allows you to set hardware configura- tions. The first time the game is run, 5TH FLEET will automatically determine your hardware configuration and set itself accordingly. The controls here permit, overrides on initial configurations. This screen also allows direct connection with another player for E-Mail games (see Section 20). This portion of the screen is used to play a game by E-Mail. See Section 20 to learn more about E-Mail play. Initialize Modem Readout ud Rate K Comport Button: Mode Buttons Phone Controls Quit Station Button IRQ Buttons ‘When you begin a game, 5TH FLEET will automati- cally try to detect your sound configuration and set fteel acordingly. However, you ean change your coo- figuration by using this portion of the screen to turn the music on or off, set your address and IRQ. WARNING: Change the address or IRQ only when you are certain that your current configuration is incorrect, Decorative Radar Sweep (plays no part in the game Address Knob Music Setting: On the Scenarios screen, players choose sides and select one of ten scenarios to play. Obj Display Map Scenario Button Scenario Selection Line Scenario Information Are Choosing scenarios: There are ten scenarios in 5TH FLEET. To select a scenario, point the mouse arrow to the Scenario button (the small square gray button) and click once. A list of ten scenarios appears. To select a scenario, point the mouse arrow to one of the ten ace. nario names and click once. (The scenario name appears at the top of the list next to the word “select”,) Now, click again on the Scenario button. A summary of both sides’ forces and objectives appears on the screen. On the right of the screen the scenario’s “mission parameters” (com- plexity level and length in turns) are listed. If you want, Player Selection Knobs AI Level and Aagression ‘Buttons Mission Parameters Display Weather Button Commit Button Quit Station Button to choose a different scenario, click on the Scenario but- ton again and follow the same procedure. Choosing sides: Move the mouse arrow to the “Player P circle in the upper right of the screen. Player 1, who is always a human player, must be designated as either the “Red” or “Green” player. To make this selee- tion, click on the knob. Player 2 always controls the side not controlled by Player 1. Move the mouse arrow to the Player 2 circle and click on the knob to change the mode of play to “Human” (if Player 2 is another ET en person), or “AI” if you want the computer to be Player 2. If this scenario is to be played via E-Mail, you should select “E-Mail” for Player 2. AI Level: If Player 2 is the computer, select the com- puter’s artificial intelligence level by moving the mous arrow to the AI box on the right of the screen and click- ing on the “1” box (low computer intelligence), “2” box (moderate computer intelligence), or “3” box (high com- puter intelligence). Also, select the computer's “aggres- sion” level by clicking on the “Nominal” aggression box or the “High” aggression box. We recommend you choose AT level “1° with “Nominal” computer aggres- sion if you're just starting to learn 5TH FLEET. Weather button: If the players wish the computer to generate random weather patterns on the map, they must click on the “WEAX” box (ie., weather). The use of weather, however, may affect the balance of the sce- nario. If you don’t click on the Weather box, the weath- er throughout the scenario in progress is assumed to be clear. Starting play: After selecting a scenario and choosing sides, you may begin a game by clicking on the “Commit” button. If you have previously saved a game in progress for this scenario, a clipboard will appear, which will ask you whether you wish to start a new game, resume the previously saved game, or delete the previously saved game. Click in the appropriate box on the clipboard. The Operations Display screen will soon appear (see Section 6). If you wish to return to the CIC screen instead of starting a game, click on the Quit button in the lower right of the Scenarios screen. Toe ee era 6. OPERATIONS (OPS) DISPLAY ‘The Operations (Ops) Display is the main screen in 5TH FLEET. On this screen, you control your units and initiate attacks. In short, the game is played from this screen. Strategic Options Operational nae Mads Tactical Air Display Missions Attack button 5th Fleet BUTTONS button at the top of the Ops Display to open the “Options” clipboard. By click- ing in the appropriate boxes on the clipboard, you may turn background music, sound effects, and animation on or off. If you want to play the game with a hexago- nal grid superimposed over the map, click on the Phase py Indicator Phase ndicator tndieator Box Execute button Compass Game Clock Overview Map Victory Point Indicators Save & Quit buttons Operations Display “Hexgrid” box. To delete a selected option from the game, click on the appropriate box again, which removes the check mark in the box. To return to the Ops Display, click in the “OK” box. Strategic Display button: Click on this button at the top of the Ops Display to open the Strategic Display. The Strategic Display gives you a view of the overall situa- tion in a scenario throughout the Indian Ocean/Persian Gulf region. See Section 8 for a description of the Strategic Display. Once in this sereen, click on the Ops Display button to return to the Ops Display screen. Tactical Display button: Click on this button at the top of the Ops Display to open the Tactical Display. The Tactical Display is used when joining surface ships together in groups and when adjusting the posi- tions of those ships within the groups. It is also used for replenishment and docking. See Section 16 for a description of the Tactical Display. Once in this screen, click on the Ops Display button to return to the Ops Display screen. Air Missions button: Click on this button at the top of the Ops Display to open the Strategic Air Missions screen. You assign air units to missions on this screen. See Section 12 for a description of the Air Missions sereen. Once there, click on the Ops Display button to return to the Ops Display. Attack button: To initiate an attack, you must click ‘on the Attack button, which is located just to the right of the four buttons described above. See Section 14 for more information on performing attacks. Phase buttons: Four square “Phase” buttons are located in the upper right corner of the Ops Display. One shows an aircraft icon, another shows a surface ship icon, a third shows a submarine icon, and the fourth says “Pass.” At the start of each phase, the com- puter instructs the Red or Green player to select a “phasing unit type,” which means that player must dlick on one of the four Phase buttons (see Section 7). There are always six phases per turn: Red Air, Red Surface, Red Submarine, Green Air, Green Surface, and Green Submarine. Each player may “pass” once per turn, Phase indicator box: The Phase indicator box, which is located just to the right of the Attack button, shows the phase in progress by displaying an aircraft, surface ship, or submarine icon (see Section 7). Each phase has ‘two “steps” (a “Move” step and a “Combat” step), which are shown just to the right of the Phase indicator. (An Air phase, however, has just one step.) During a phase, you may repeatedly click on the Phase indicator button using the left or right mouse button to select each of your units eligible for activation in the current phase. Selected unit box: When you initiate a phase by clicking on a Phase button, the four Phase buttons in the upper right of the Ops Display are replaced by a red or green box with a drawing of an aircraft, surface ship, submarine, airfield, or port. This box has the name or number of the unit or base, its abbreviated nationality and unit type (see list of abbreviations), and a small national flag. If the unit has land attack cruise missiles, a small illustration of a cruise missile appears above the unit's picture. Each time you click on a piece on the Ops Display map, that unit is “select- ed” (ie., it’s surrounded by a white hexagon). The selected unit appears in greater detail in the box in the upper right. To obtain detailed information about the selected unit, click once on the box. The Tactical Reference screen will appear. Nationality Flag CAP symbol Ship Name: Teon Unit Type: eee Execute button: Click on this button to carry out all ‘movement/combat orders issued to units during a phase. THE MAP. ‘The bulk of the Ops Display is taken up by the which portrays the Indian Ocean/Persian Gulf region at a scale of about one hex = 50 miles. When the first phase of a scenario is initiated, the map appears ‘on the screen. At any given time, only a small portion of the total map is shown on the screen. But there are several ways to scroll back and forth across the map during play. Compass: The circular compass appears on the right side of the screen. It's divided into eight directions (N, S, E, W, NE, SE, SW, NW). You may scroll back and forth across the map by pointing the arrow to one of these eight directions and clicking. For example, if you elick on the letter ‘“N,” the map will move directly north. The clos- er you click to the center circle on the compass, the smaller the distance the map will scroll. Furthermore, if you click directly within the small circle in the center of the compass, the computer will automatically scroll the map so that the currently selected hex will be positioned in the center of the screen. Overview Map: The overview map, which is located below the clock, provides a convenient way to scroll anywhere on the Ops Display map. Point the arrow to the red rectangle on the overview map, press the left ‘mouse button, and drag the rectangle anywhere on the overview map. The computer will automatically scroll GEES e&oe MAP SYMBOLS Airfield: Only airfields active in a sce- nario are shown. They are shown in their side's color. Blocked Hexside: Surface ships and submarines may not pass through these hexsides. City: These small red, blue, or yellow rec- tangles are for reference only; they have no effect on the game, Coast: A hex that is partially land and partially water. All units may enter coast hexes. SSM attacks against units in a coast hex are slightly reduced in effective- ness by the computer. Boundary: These thin yellow-black lines indicate international boundaries. They are for reference only and do not affect the game. Land: Surface ships and submarines may not enter land hexes or cross an all-land hexside, Port: Only ports active in a scenario are shown. They are shown in their side's color. Eee Ie ae) Restricted Water: All units may enter] restricted water hexes. However, surface] units occupying these hexes have their areal air defense capabilities downgraded by the| computer. Furthermore, SSM attacks against units in a restricted water hex are) severely reduced in effectiveness by the) computer. Sea: A water hex of medium blue color. All units may enter. Shallow: A water hex of light blue color. All units may enter. However, submarines| are more easily detected in shallow water. FSC Shoal: Only patrol combatants (PC) and| ie corvettes (CO) may enter shoal hexes. ey Shoal hexes are found only in the Persian Reset Cu \Strait of Malacea: In some scenarios, the green play-| ler’s full tanker units (FT) must attempt to reach the| |two star hexes, which are just north of Sumatra. ace ed Zone Boundary: Zone boundaries are marked in solid red lines. There are 22 zones on the map, each of which is desig-| nated by name (e.g., the “Africa” zone). Players may view all 22 zones at a glance| by opening up the Strategic Display. the Ops Display map to the area bordered by the rec- tangle on the overview map. The positions of friendly, enemy, neutral, and unknown units are indicated by tiny dots on the overview map. Friendly or enemy units may be red or green dots, neutral ships are yel- low dots, and unknown ships are white dots. MISCELLANEOUS OPS DISPLAY FEATURES FTSMTSHEIE) Fuel level gauge: This green bar TMMMMMMM | 2PPCars near the upper right cor- ner and measures the amount of fael possessed by surface and submarine units. Deep mode button: This small gray rec- tangular button featuring a submarine icon with a downward arrow appears just below the fuel level gauge. You may place a submarine in “deep” mode by clicking on this box when that subma- rine is selected. A submarine in deep mode is difficult to detect but may only move a maximum of one hex per turn and may not conduct any missile attacks. Torpedo attacks are reduced in strength. Al button: This small gray rectangular button featuring a computer icon appears just to the right of the Deep Mode button. If you click this button, the selected unit will be given orders by the com- puter unless you issue overriding orders. Clock: The clock, which is located ERAT esti coins te day and time in green digital num- bers. The first two digits represent the current day. (The first day of each scenario is “Day 1.”) The last four digits show the current time of day using a 24-hour clock (e.g., “0800” is 8 AM and “1600” is 4 PM). Each day consist of three 8-hour turns: the “0000” (midnight to 8 AM) turn; the “0800” (8 AM to 4 PM) turn; and the “1600” (4 PM to midnight) turn. Victory points: Victory points are gained by sinking enemy ships, BI destroying enemy air units, and Operations Display Click anywhere on this sereen to exit to the Ops Display Screen, Green Victory Points accomplishing objectives. Both sides’ current victory point levels are shown in the two boxes beneath the ‘overview map. The red numbers show the red side's vietory point level and the green numbers show the green side's victory point level. Click once in either the red or green victory point box to change from the Ops Display to the Victory Display Screen (see above). This screen summarizes both sides’ victory point gains. END GAME BUTTONS Quit button: Clicking once on this button brings the current game to an end. If you wish to continue the game later, don't forget to click on the Save button immediately before clicking on “Quit”. If you do not wish to continue the game later, don't bother to click on “Save”. Save button: Clicking once on this button saves the current game. Only one game can be saved at a time for each scenario, so remember that saving a game in progress will wipe out a previously saved game for that scenario. 5th Fleet To return to a saved game, click on the “Saved Game box when the clipboard appears as you open up that scenario from the Scenario screen. Save a game between phases. If you save a game in the middle of a phase, your orders for that phase will be lost. UNIT IDENTIFICATION A “unit” is defined as a single surface ship (or, rarely, a group of ships), a single submarine, or a squadron of aircraft. A “base” is defined as an airfield or a port. Whenever a unit or base is selected by click- ing on that piece on the map, a larger picture of the selected unit/base appears in the upper right of the screen, displaying its name, nationality, and type. (For a full list of abbreviations, see page 3.) SG 8 @ Surface Ship Submarine Airfield Port How a Turn is Played 15 7. HOW A TURN IS PLAYED Scenarios have a variable number of turns. Each turn equals eight hours of real time, and three turns make up a day. PHASES * Red submarine phase * Red air phase * Green surface phase * Green submarine phase * Green air phase At the start of each phase, the computer randomly selects an “active” player (red or green), and prompts that player to “select a phasing unit type.” The active player must then decide whether to initiate a surface, submarine, or air phase. Alternatively, he may “pass”. Initiating a phase: To initiate a surface, submarine, or air phase, move the arrow to the upper right-hand cor- ner of the Ops Display and click once in one of the three boxes containing surface, submarine, or aircraft icons. hee Air button Sub button Pass button ‘You may then perform actions on the Ops Display map with all your units of the selected type. After you finish this phase, the computer again randomly selects an active player and prompts him to select a phasing unit type. That player then clicks on a surface, submarine, or aircraft icon as described above and carries out that phase. This process is repeated until all six of the phases are completed. Ship button Passing: Instead of selecting a phasing unit type, you may “pass.” This means that the enemy player must immediately choose a phasing unit type rather than the active player. Each player may pass once per turn. Restrictions: Each player must perform one surface, ‘one submarine, and one air phase per turn, yielding a total of six phases. Ifa player has already clicked on an icon and carried out that phase, the computer does not allow him to click on that icon again for the rest of the turn, It reminds him of this restriction by coloring an already-selected icon red or green. For example, if the red player is made active first and clicks on his aireraft icon, he may not click on his aireraft icon again until the start of the next turn. STEPS ‘Each surface and submarine phase is divided into a “Move step” and a “Combat step” (in that order). These steps are listed on the top of the Ops Display screen, When the Move step is in progress, the words “Move” and “Combat” are both shown in green; when the Combat step is in progress, only the word “Combat” is shown in green. Note: Air phases have only one step, combining movement and combat functions together, Combat step in progress Movement orders and combat orders may be issued in the Move step. Only combat orders may be issued in the Combat step. During a Move step or a Combat step, you should issue orders to some, none, or all of your eligible units. To carry out those orders, click once ‘on the Execute button. Note: Combat orders issued in ‘a Move Step are carried out before the unit moves, but you don't see the results of those combats until the end of the phase. rere el 8. STRATEGIC DISPLAY To open up the Strategic Display, click once on the Strategic Display button at the top of the Ops Display screen. This display contains a map which gives the players a view of the overall situation throughout the Indian Ocean/Persian Gulf region. The same 22 zones delineated on the Ops Display are also portrayed on the Strategic Display. green cielee. A square or eirce filled in with a solid red or green color means that the unit or airfield has flready been issued orders in the current turn; an empty rod of green square or eirele means that the unit or air- field has not been issued orders. Yellow squares are, neutral ships; gray squares are unknown ships. SURFACE, SUBMARINE, AIRCRAFT BUTTONS ‘These three gray rectangular buttons are located in the upper left of the Strategic Display. Surface Ships button: Click once on this button to view the positions of all friendly surface ships and all detected enemy, neutral, and unknown surface ships. Their positions are indicated by small red, green, yel- low (neutral) or gray (unknown) squares. een ae an Submarines button: Click once on this button to view the positions of all friendly submarines and all detected enemy submarines. Their positions are indi- cated by small red or green squares. Aireraft button: Click once on this button to view the locations of all friendly and enemy airfields, friendly aircraft carriers, and all “detected” enemy aireraft car- riers. Their positions are indicated by small red or green circles (not squares). ‘Toggling buttons: The Surface Ships, Submarines, and Aircraft buttons may be “toggled” on and off. Clicking on a button once depresses it, leaving it in an “on” position. The button remains on until the player clicks on it again, which puts it in an “off” position. At any given time, some, none, or all of the Surface Ships, ‘Submarines, and Aircraft buttons may be placed in the “on” position. If all three buttons are on at the same time, the positions of all friendly surface ships, sub- marines, airfields, and aircraft carriers (as well as rele- vant information concerning enemy units and airfields) are displayed. Friendly and Hostile Foree Lists: A list of friendly units appears on the right side of the Strategie Display. To see alist of all friendly units in a scenario, place all three buttons (sur- face, submarine, aircraft) in the “on” position, To see a list of ‘ly one unit type, place only that button in the “on” position. Also, a list of known enemy units in the lower right of the Strategic Display under the heading “Hostile.” To see all Jnown enemy units, place all three buttons in the “on” posi- tion, To see a list of only one unit type, place only that button in the “on” position. Ifthe friendly and hostiletunknown/neu- tral force lists are longer than the space available on the screen, players may scroll through the list by using the scroll bar on the list’s right side. Unit information: To find out information about one of the squares or circles on the Strategic Display, move the mouse arrow there and click on it. The square or circle will begin to flash. The name of that unit is high- lighted on the friendly or hostile force list on the right of the screen. Also, a picture of that unit appears in the upper right of the screen. If the square or circle con- tains more than one unit, click repeatedly on that square/circle using the left mouse button. Each unit will be highlighted in turn and its picture will appear in the upper right. Conversely, you can click on the name of a unit to locate its position. Centering a unit on the Ops Display: If you leave the Strategic Display, the units comprising the current- ly selected square or circle (i.e., the one that is flashing) will appear in the center of the Ops Display map. AIR MISSIONS BUTTON If you want to see a summary of your current air missions, click once on the “Air Missions” button. Any zone in which a friendly air mission is occurring will contain a square divided into several small boxes. If a number appears in one of these boxes, that is the num- ber of missions currently in progress in that zone. ‘* Numbers in the upper right box (yellow when a num- ber is present) indicate “Recon” missions. ‘* Numbers in the upper left box (red when a number is, present) indicate “CAP” (combat air patrol) missions. ‘+ Numbers in the lower left box (green when a number is present) indicate “Interception” missions. If there is no number in a box, there is no mission of that type currently plotted for that zone. ‘The bottom right box is not used in this game. Future games in this series may use this box. The Surface Phase WEAX (WEATHER) BUTTON If you are using the weather option in a scenario, the computer generates random weather patterns in each zone which may affect the capabilities of units. To determine the weather in each zone, click once on the “WEAX” button. (“WEAX” is the U.S. Navy term for weather reports.) A map of the Indian Ocean/Persian Gulf region will appear. Each of the 22 zones on the map displays one of three weather symbols. i Clear: The weather is normal and has no effect on play. detection is less effective, and at-sea replenish- ment is impossible. = Storm: Surface ship movement is severely r= Squall: Surface ship movement is reduced, reduced, detection is not possible, and air mis- sions, in-port replenishment, and at-sea replen- ishment may not take place. OPS DISPLAY BUTTON Click once on the Ops Display button to leave the Strategic Display and return to the Ops Display. 9. THE SURFACE PHASE ‘To initiate a Surface phase, click on the surface ship icon in the upper right of the Ops Display when the com- puter prompts you to “select a phasing unit type.” During the Surface phase, only the active player’s sur- face units may move and perform combat. Each Surface phase consists of a Move step and a Combat step. THE MOVE STEP During the Move step, the active player's surface units may be issued movement and combat orders. Orders may only be issued to one ship at a time (although note that surface units grouped in a “task force”, “task group”, or “stack” may be issued orders together). Issuing movement and combat orders is vol- untary; you do not have to issue orders if you don't want to, Movement orders: To issue a movement order to a surface unit, follow this procedu 1. Select the unit to which movement orders will be issued by clicking once on that unit. ‘The unit will be highlighted (i.e., surrounded by a white hexagon). Alternatively, you may click repeatedly on the surface ship icon in the Phase Indicator box at the top of the sereen. Each time you click on this icon, the computer will select an eligible unit to which the player may issue movement orders. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer places this unit in the center of the Ops Display map. Note: At the start of a phase, the computer automati- cally selects an eligible surface unit. You don't have to issue orders to this unit; you may issue orders to another surface unit first if you wish. BUR ar 2. Point the arrow at the selected unit, hold down the left mouse button, and drag the unit to the location where you wish it to end its move. The computer will not let you move the ship further than its maximum possible 8- hour travel distance, nor will it let you move across land or blocked hexsides. A series of arrows will appear, showing the path the unit will take in its move. If the arrows are red, the unit is moving at maximum speed, using up fuel quickly. If the arrows are gray, the unit is using fuel at normal or minimal levels. The com- puter moves ships in straight directions. However, you may designate an exact movement path, changing direc- tions in the middle of movement, by dragging to an inter- mediate destination, releasing the mouse button, and then dragging to a new location. Note: Ships move at dif- ferent speeds, so their movement capabilities on the Ops Display will vary. Also, the weather may affect movement (see Section 8). 8. After you have decided upon movement orders for a particular it, select other eligible units and issue movement orders to them as you wish. Movement is not executed until you click on the “Execute” button at the end of the Move step, so you may go back to a unit which has already been issued movement orders and change those orders if you wish, Also, remember that move- ment. and combat orders may be issued to surface units in the Move step. Don't click on the Execute button until you have issued all movement and combat orders to your satisfaction in this step. Combat orders: To issue a combat order to a surface unit, follow this procedure: 1. Select the unit to which a combat order will be issued as described in “Movement orders.” 2. Point the arrow to the “Attack” button at the top of the screen and click once. The button will flip to the “open” position. 3, Select the enemy unit or base you wish to attack by clicking on it once. The Combat sereen will appear. Follow the instructions of Section 14 to perform combat. 4, After you have decided upon combat orders for a particular unit, select other eligible units and issue combat orders to them as you wish. The Move step is brought to an end when the player clicks once on the Execute button. Although combat is resolved during the Move Step, the results are not displayed until the end of the phase; 50, you will not see the results of your attacks immediately. THE COMBAT STEP During the Combat step, the active player’s surface units may be issued only combat orders. To issue a combat order to a surface unit, follow the same proce- dure described in “Combat orders,” above. However, if unit performed an attack in the immediately preced- ing Move step, it may not perform that same type of attack in the current Combat step (see Section 14). ENDING A SURFACE PHASE When the active player has completed both the Move step and the Combat step, the Surface phase is over. The computer will randomly select an active play- er and will prompt him to select a “phasing unit type”. If the Surface phase was the sixth (and last) phase of the turn, the computer will begin a new turn (or end the game if the turn was the last turn of the scenario). BCR ure 10. THE SUBMARINE PHASE To initiate a Submarine phase, a player must click on the submarine icon in the upper right of the Ops Display when the computer prompts him to “select a phasing unit type.” During the Submarine phase, only the active player’s submarine units may move and per- form combat. The Submarine phase consists of a Move step and a Combat step. THE MOVE STEP ‘During the Move step, the active player's subma- rine units may be issued movement and combat orders. Orders may only be issued to one submarine at a time. Issuing movement and combat orders is voluntary; you don’t have to issue orders if you don't want to. Movement orders: To issue a movement order to a submarine, follow this procedure: 1, Select the submarine to move by clicking once on that unit, The unit will be highlight- ed (ie., surrounded by a white hexagon). Alternatively, you may click repeatedly on the submarine icon in the Phase Indicator box at the top of the screen, Each time you click on this icon, the computer selects an eligible submarine to which you may issue movement orders. Clicking the left: mouse button selects a new unit; click- ing the right mouse button selects the previously selected unit. The computer places this unit in the center of the Ops Display map. Note: At the start of a phase, the computer automatically selects an eligible submarine. You don’t have to issue orders to this unit; you may issue orders to another submarine first if you wish. 2, Point the arrow at the select- ed submarine, hold down the left mouse button, and drag the unit to the location where you wish it to end its move. The computer will not let you move the submarine further than its maximum possible 8-hour trav- el distance, nor will it let you move across land or blocked hexsides. A series of arrows will appear, showing the path the unit will take in its move. If the arrows are red, the subma- rine is moving at maximum speed, and will be easier for the enemy to detect because of increased noise. If the arrows are gray, the submarine is moving at slow- er speeds and is more difficult to detect because of low noise levels. (Submarine fuel levels are virtually unlimited in game terms, so higher speeds do not affect, submarine fuel consumption.) The computer moves submarines in straight directions. However, a player may designate an exact movement path, changing directions in the middle of movement, by dragging to an intermediate destination, releasing the mouse but- ton, and then dragging to a new location. Note: Submarines move at different speeds, so their move- ment capabilities on the Ops Display will vary. Generally, nuclear submarines (SSN or SGN) move much faster than diesel submarines (SS). 8. After you have decided upon movement orders for a partieu- lar submarine, select other eli- gible submarines and issue movement orders to them as you wish. Movement is not exe- cuted until you click on the “Execute” button at the end of the Move step, so you may go back to a submarine which has already been issued movement orders and change those orders if you wish. Also, remember that movement and combat orders may be issued to sub- marines in the Move step. Don't click on the Execute button until you have issued all movement and combat orders to your satisfaction in this step. Combat orders: To issue a combat order to a subma- rine, follow this procedure: 1. Select the submarine to which a combat order will, be issued as described in “Movement orders.” 2, Point the arrow to the “Attack” button at the top of the sereen and click once, The button will flip to the “open” position. 8. Select the enemy unit or base you wish to attack by clicking on it once. The Combat screen will appear. Follow the instructions in Section 14 to perform combat. After you have decided upon combat orders for a particular submarine, select other eligible sub- marines and issue combat orders to them as you wish, The Move step is brought to an end when the player clicks once on the Execute button, Although combat is resolved at the beginning of the Move Step, the results are not displayed until the end of the phase; so, you will not see the results of your attacks immediately. BCT THE COMBAT STEP During the Combat step, the active player’s sub- marines may be issued only combat orders. ‘To issue a combat order to a submarine, follow the same proce- dure described in “Combat orders.” However, if a sub- marine performed an attack in the immediately preced- ing Move step, it may not perform that same type of attack in the current Combat step (see Section 14) DEEP MODE BUTTON ‘This small gray rectangular button showing @ sub- marine icon with a downward arrow appears just below the fuel level gauge on the right of the Ops Display. You may place a submarine in “deep” mode by licking on this box during the Move Step when that submarine is selected. (Exception: Submarines with slow speeds, including many diesel submarines, ma not enter deep mode.) A submarine in deep mode is, very difficult to detect, but its speed is severely reduced and it may not conduct any missile attacks. Torpedo attacks are reduced in strength. ENDING A SUBMARINE PHASE ‘When you have completed both the Move step and the Combat step, the Submarine phase is over. The com- puter will randomly select an active player and will prompt him to select a “phasing unit type.” If the Submarine phase was the sixth (and last) phase of the ‘turn, the computer will begin a new turn (or end the game if the turn was the last turn of the scenario). Bay 11. THE AIR PHASE ‘To initiate an Air phase, you must click on the air- craft icon in the upper right of the Ops Display when the computer prompts you to “select a phasing unit type.” During the Air phase, only the active player's air units may perform activities. Unlike Submarine and Surface phases, the Air phase consists of only a single step, which combines movement and combat. You do not actually move air units on the map (although air missions are abstractly animated by the computer). Instead, you may assign your air units to one of two activities: “strategic air missions” and “attack mis: sions.” Assigning air units to missions is voluntary; you don't have to assign air units to missions if you don't want to. STRATEGIC AIR MISSIONS During the Air phase, the active player may assign his eligible air units to strategic air missions. To assign an air unit to a strategic mission, follow the procedure described on page 24. ATTACK MISSIONS During the Air phase, the active player may attack enemy surface and submarine units as well as bases with his eligible air units. To assign an air unit to an attack mission, follow this procedure: 1, Select a friendly airfield or aireraft carrier containing the air unit. Alternatively, you ean lick repeatedly on the aircraft icon in the Phase Indicator box fat the top of the screen. Each time you click on this icon, the computer selects an airfield or carrier containing at least one air unit which may be eligible for assignment to an attack mission. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer 5th Fleet places this airfield/carrier in the center of the Ops Display map. Note: At the start of a phase, the com- puter selects an airfield/carrier. You don't have to assign air units in this hex to an attack mission; you may assign other units to missions first if you wish. 2. Click once on the Attack button at the top of the Ops Display screen. ‘The Attack button will flip to an “open” position. 8, Select the enemy unit or base you wish to attack by clicking on it once. The Combat screen will appear. Follow the instructions of Section 14 to complete an air attack mission, 4, After you have decided upon an attaek mission for an air unit, select other eligible air units and ssue attack missions to them as you wish. The Air phase is brought to an end when you hhave assigned all air units you want to strategic air mis- sions and attack missions. Click once on the Ops Display button to move back to the Ops Display. Pye Dcte oe OU rl el leeiy 12. STRATEGIC AIR MISSION SCREEN During the Air phase, the active player may assign his eligible air units to strategie air missions. Strategic Air Mission Screen ‘There are three types of strategic air missions: CAP MISSION Air units on CAP (Combat Air Patrol) missions circle over a specific loca- tion, protecting their parent base or carrier from enemy attack. INTERCEPT MISSION ‘Air units on Intercept missions fly to a zone and attempt to attack enemy units performing strategic air mis- sions in that zone. Alternatively, they attempt to pro- tect friendly air units performing strategic air missions in that zone. RECON MISSION ‘Air units on Recon missions fly to a zone and attempt to detect enemy surface and submarine units which are situated in that zone. Each air unit placed on a Recon mission increases the chance of detecting and accurately identifying enemy units. Note: Enemy air- fields and ports are considered detected at all times throughout a seenario, HOW TO ASSIGN UNITS TO STRATEGIC AIR MISSIONS 1, Select a friendly airfield or aireraft carrier containing the air unit. The selected airfield/earrier will be high- lighted (i.e., surrounded by a white hexagon), and an illustration of that airfield/earrier will appear in the upper ight of the Ops Display. Alternatively, you can click repeatedly on the aircraft icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer selects an airfield or carrier contain- ing at least one air unit which may be assigned to a strategic mission. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer places this air- field/carrier in the center of the Ops Display map. Note: At the start of a phase, the computer selects an airfield or carrier. You don't have to assign air units in this hex to a strategic air mission; you may assign other units to missions first if you want. 2. Click once on the Air Missions button at the top of the Ops Display screen. The Strategic Air ‘Mission screen appears. This screen, which is similar in appearance to the Strategic Display, shows the entire Indian Ocean/Persian Gulf region. 3. On the Strategic Air Mission screen, an illustration of the airfield or carrier appears in the Selected Airfield/Carrier box in the lower right of the screen. The position of that airfield or carrier on the map is indicat- ed by a flashing red circle on the Strategic Air Mission screen. Directly above the illustration in the lower right is a list of all the air units situated on that airfield/carri- er. On this list, select an individual air unit by clicking once on that air unit's designation. The designation will turn from gray to white, and an illustration of that air unit will appear in the Selected Air Unit box. 5th Flest 4, After an air unit is selected from the list on the right side of the screen, look at the three buttons and their accompanying rectangular lights at the top of the screen: CAP (red), Intercept (green), and Recon (: ). These three buttons represent the three types of strategic air missions air units may be eligible to per- form. If the selected air unit is eligible to perform one or more of the three missions, the name of that mis- sion-type appears in color; if the selected air unit is not eligible to perform a mission, the name of that mission- type appears in white. For example, if an air unit may perform a CAP mission, the word “CAP” appears in red; if not, it appears in white. 5. If you wish to assign an air unit to a strategic air mission, it must be assigned to a specific zone. The zones where the selected air unit is eligible to perform mission contain small white squares. To assign the selected air unit to a zone, point the arrow to one of these white squares and click once. The box will be filled in with a light blue color and an “X.” 6. Now that you have selected the zone where the selected air unit will perform its mission, you must select the type of mission the unit will perform. To do this, click once on one of the three buttons on the top of the screen, but remember that. you may not click on Bieta a mission for which that air unit is not eligible. (Make sure you click on the button, not the light above it.) ‘The light above the selected mission button will “turn on” to indicate its selection. Also, the designation of the selected air unit on the list at the right of the sereen will assume a color corresponding to that unit's mission (red for CAP, green for Intercept, yellow for Recon), 7. When you have finished assigning air units on the selected airfield or carrier to strategic air missions, click once on the Selected Airfield/Carrier box in the lower right of the screen. The computer will scroll to another one of your airfields or carriers. If you wish to assign air units from this new airfield/carrier to strate- gic air missions, follow Steps 1 to 7 again, 8. When you have finished assigning as many air units as you wish to strategic missions, click once on the Ops Display button on the right of the screen. The comput- er will execute your strategic air missions when you finish the current Air phase. The computer abstractly animates all your missions to remind you of your strategic air mission assignments. Since strategic air missions are not carried out until a player clicks on the Execute button on the Ops Display at the end of the Air phase, a player may go back and change his strate- gic air mission assignments at any time before the Ops Display Execute button is pushed. An air unit will remain on its current mission until you change its mission. Furthermore, it, must remain on a mission for at least three turns. To take it off a mission after three turns, click the appropriate mission button and the light will go off. ‘The exception to this is aircraft flying from carriers. If you move the carrier to another zone, its aircraft on INT and Recon missions will land automatically after three turns. Eee munrn Canicd SURFACE SHIPS, SUBMARINES, AIRCRAFT & AIR MISSIONS BUTTONS These buttons are located to the right of the Recon button on the Strategic Air Missions screen. They work identically to the same buttons on the Strategic Display (see Section 8). Clicking on the appropriate button or buttons shows the locations of all friendly and all known enemy units, as well as unknown and neutral ships. TOTAL CAP AA DISPLAY This button shows the total “Anti- Aireraft” (AA) value of all air units assigned to a CAP mission over the selected airfield or carrier. The higher the AA value, the more effective the CAP mission. LENGTH OF STRATEGIC AIR MISSIONS Air units which are assigned to Recon and INT missions must remain on those missions throughout the current turn and the following two turns. Units on CAP missions may be reassigned to other missions in the following turn. (Exception: Units on strategic air missions may be forced to return to base by enemy INT missions.) In the third turn following an air unit's assignment to a non-CAP strategic air mission, a play- er may reassign that air unit to another mission (including an attack mission—or to no mission at all) However, if the player does not alter that air unit's ‘assignment, the computer automatically reassigns the unit to the same mission to which it was originally assigned. FACESHIES | fans 13. SCROLLING THROUGH UNITS Surface and submarine units are permitted to end their moves in the same hex as other friendly or enemy units. There's no limit to the number of units that may end their moves in the same hex. If there are many pieces in the same hex simultaneously, you may scroll through all the units and bases situated in that hex by using the left and right mouse buttons in the following manner: 1. Select the units you wish to scroll through by click- ing once on those units. The hex occupied by those units will be highlighted (.e., it will be surrounded by a white hexagon). 2, To scroll through the pieces currently situated in this hex, point the arrow anywhere within the white hexagon and click on the left mouse button, Each click rotates through the pieces in that hex and brings a new piece to the top of the stack. An illustration of that piece appears in the upper right of the screen, 8, Individual surface ships comprising a “task force” (TF), “task group” (TG), or “stack” (STK) do not appear when scrolling through pieces as described in Step 2. ‘To scroll through these units, bring a TF, TG, or STK to the top of a hex as described in Step 2. Then click once on the right mouse button. One of the surface ships in that TF, TG, or STK will be illustrated in the upper right of the screen. To scroll through all the ships in that TF, TG, or STK, click on the left mouse button as described in Step 2. To return to the TF, TG, or STK, click once again on the right mouse button. (Exception: Clicking on the right mouse button when an aircraft carrier is illustrated in the upper right of the screen will enable the player to scroll through that car- rier’s assigned aircraft; see Step 4 below.) 4, Individual air units assigned to an aircraft carrier do not appear when scrolling through pieces as described in Steps 2 and 3. To scroll through these air units, select an aircraft carrier as described in Step 2 Sth Fleet or Step 3. Then, click once on the right mouse button. One of the air units assigned to that carrier will be illustrated in the upper right of the screen. To scroll through all the air units assigned to that carrier, click on the left mouse button exactly as described in Step 2. To return to the TF or TG to which the carrier belongs, click once again on the right mouse button WHEN RED AND GREEN UNITS OCCUPY THE SAME HEX If you move a unit into a hex occupied by a detect- ed enemy unit, the hex becomes highlighted with a yellow border. The yellow hexagon serves no other purpose than to keep you aware of the location of your units during play. As the example above shows, your units ean shift to the bottom of the stack after you've moved them. ‘The only advantage of moving into an enemy-occupied hex is to give yourself the chance to attack enemy sur- face ships with gunfire. You must be in the same hex as the target unit to attack with guns (see Section 14), Scrolling Through Units Clicking through a Task Force Surface and submarine units may receive combat, orders during both the Move and Combat steps of the Surface or Submarine phase (see Sections 9 and 10). Air units may be assigned to attack missions in the Air Attacking Force Surface-to- phase (see Section 11). When you issue an attack order to a surface, submarine, or air unit, the Ops Display shifts to the Combat screen when you click on the enemy unit or base that is the target of the attack. fending Force Selected Target Killand damage pereentages Return to Ops Display Air Strike Options Anti-submarine warfare Cruise Missiles 5th Fleet TYPES OF COMBAT. ‘There are six types of combat: SSM Combat: Surface, submarine, and air units armed with “primary” or “secondary” SSMs (surface-to- surface missiles) may attack enemy surface units with their missiles. Torpedoes: Submarines may attack enemy surface units with torpedoes. Cruise Missiles: Surface, submarine, and air units armed with cruise missiles may attack enemy ports and airfields with these missiles. Surface ships, sub- marines, and air units armed with cruise missiles are indicated with a small illustration of a missile just above the drawing of the unit in the upper right of the Ops Display when that unit is selected. ASW: Surface, submarine, and air units may attack enemy submarines using ASW (anti-submarine war- fare) combat. Air Strike: An air unit participating in an attack mis- sion may be assigned to one of four categories of air strikes: “bomb”, “intercept” (INT), “SSM”, or “electronic warfare” (EW). If an air unit is eligible to perform a type of air strike, that type of strike is listed in bright red letters on its button. If it is not eligible for a partic- ular air strike type, that type is listed in gray letters. Guns: You may use “Gun” combat as part of an SSM attack against an enemy surface unit when the attack- ing unit and the target are situated in the same hex. If the attacking unit has no SSMs, the guns may be used by themselves. HOW TO PERFORM COMBAT When the Combat screen appears, a list of units which may be eligible to participate in the attack appears under “Friendly Forces”. The enemy unit or units which may be the targets of the attack appear next to that list under “Enemy Forces”. A player may select a unit from the friendly forces list by clicking ‘once on its name. The name will turn from a faded green to a bright green, and an illustration of that unit appears in the upper left of the screen. Similarly, you may select a unit from the enemy forces list by clicking once on it. An illustration of that unit appears in the upper right of the screen. To determine whether a unit is eligible to partici- pate in an SSM attack, select it by clicking on its name ‘on the friendly forces list. If the circular red light under- neath the “Primary SSM” heading or the “Secondary SSM” heading is lit in bright red, that unit may make an SSM attack. If nei- ther light is lit, the unit may not make an SSM attack. Ifa unit is eligible to make an SSM attack, it will have an SSM type listed in the box underneath the “Primary SSM” red light. (It may have two SSM types, in which case the other SSM is listed underneath the “Secondary SSM” red light.) Each SSM type will also have a number of missiles listed in the “Available” box. To execute an SSM attack, follow this procedure: 1, Select a unit from the friendly forces list which is ligible to make an SSM attack. Select an enemy unit from the enemy forces list. This is the target. 2. Determine how many pri- mary SSMs (and secondary SSMs, if available) will be launched at the target by clicking once on the plus sign (+) button for each SSM you wish to fire. The total number of SSMs to be fired by the attacking ship is listed in the box next to the minus (-) sign. If you wish to reduce the num- ber of SSMs fired, click once on the minus sign button for each missile you wish to with- draw from the attack. Of course, you may never fire more SSMs than the number available, and an attacking unit may never fire more than 8 SSMs in a single attack. 8. An attacking unit may launch SSMs against differ- ent targets by repeating Steps 1 and 2 above. 4, When you are through assigning SSMs to one or more targets for a given unit, other units on the friend- ly forces list which are eligible to perform SSM combat may also fire their missiles at the same or different targets as part of the same combat. To fire SSMs with other units, repeat Steps 1, 2, and 3 for each unit you wish to join in the attack, 5, When you are finished assigning SSMs to enemy targets, click once on the Ops Display button. The Ops Display will reappear and the SSM combat will be resolved later. ‘Note: SSM attacks carried out by air units are under- ‘taken in a different manner; see the “Air Strikes” sec- ‘tion, Torpedo Combat To determine whether a submarine is eligible to make a torpedo attack, look at the circular red light to the left of the “Torpedoes” heading. If this light is on, the submarine may make a torpedo attack. If a subma- rine is eligible to make a torpedo attack, it will have a number of torpedoes listed in the “Available” box. To execute a torpedo attack, follow this procedure: 1, Select an enemy unit from the enemy forces list. This is the target. 2. Determine how many torpedoes will be fired at the target by clicking once on the plus sign (+) button for each torpedo you wish to fire. The total number of tor- pedoes to be fired by the attacking submarine is listed in the box next to the minus () sign. If you wish to reduce the number of torpedoes fired, click once on the minus sign button for each torpedo you wish to withdraw from the attack. A submarine may never fire more than 8 torpedoes in a single attack. Of course, you may never fire more torpedoes than the number available. 3. An attacking submarine may fire torpedoes against, different targets by repeating Steps 1 and 2 above. 4. When you are completely through assigning torpe- does to enemy targets, click once on the Ops Display button, The Ops Display will return and the torpedo combat will be resolved later. To determine whether a surface, submarine, or air unit is eligible to make a cruise missile attack, look at the circular red light to the left of the “Cruise Missiles” heading. If this light is on, the unit may make a cruise missile attack. If the light is not lit, the unit may not make a cruise missile attack. If a unit is eligible to make a cruise missile attack, it will have a number of cruise missiles listed in the “Available” box. To execute a cruise missile attack, follow this procedure: elect a unit from the friendly forces list which is eligible to make a cruise missile attack. Then select an enemy port or airfield from the enemy forces list. This is the target. If a port and an airfield are in the same location, you can determine which base you are attack- ing by looking at the illustration in the upper right of the Combat screen. 2. Determine how many cruise missiles will be launched at the target by clicking once on the plus sign 4) button for each cruise missile you wish to fire. The total number of cruise missiles to be fired by the attack- ing ship is listed in the box next to the minus (~) sign. If you wish to reduce the number of cruise missiles fired, click once on the minus sign button for each cruise mis- sile you wish to withdraw from the attack. Of course, you may never fire more cruise missiles than the num- ber available, and an attacking unit may never fire more than 8 cruise missiles in a single attack. 8. An attacking unit may launch cruise missiles against different targets by repeating Steps 1 and 2. 4, When you are through assigning cruise missiles to ‘one or more targets for a given unit, other units on the friendly forces list which are eligible to perform cruise missile combat may also fire their missiles at the same or a different target. To fire cruise missiles with other units, repeat Steps 1, 2, and 3 for each unit you wish to join in the attack. 5. When you are finished assigning cruise missiles to enemy targets, click once on the Ops Display button. The Ops Display will return and the cruise missile combat will be resolved later. To determine whether a surface, submarine, or air unit is eligible to make an ASW attack, look at the cir- cular red light to the left of the “ASW” heading. If this light is on, the unit may make an ASW attack. If the light is not on, the unit may not make an ASW attack. To execute an ASW attack, follow this procedure: 1 Select a unit from the friendly forces list which is eligible to make an ASW attack. Select an enemy sub- marine from the enemy forces list. This is the target. 2, Click once on the “Launch” button. (You don’t assign a specific number of ASW weapons as in other types of combat.) The green light next to the Launch button will light up. An attacking unit may make an ASW attack against only one enemy submarine per phase. 8. After clicking on the ASW Launch button for an attacking unit, up to two more surface or air units on the friendly forces list which are eligible to perform an ASW attack may join in the combat. To join in an ASW attack with other friendly surface or air units, repeat Steps 1 and 2 for each unit you wish to join in the com- bat. Note: A submarine may be attacked by a maximum of three surface units or two air units. Although there is no limit to the number of submarine units that may par- ticipate in an ASW attack, each submarine has its attack resolved separately. 4, When you are through assigning units to an ASW attack against a single enemy submarine, other units on the friendly forces list (eligible to perform ASW combat and which have not joined in a previous attack) may initiate an ASW attack against a different enemy submarine in the same hex. To initiate an ASW attack against a new target, repeat Steps 1, 2, and 3 above. 5. When you are finished assigning units to ASW attacks, click once on the Ops Display button. The Ops Display will reappear and the ASW combat will be resolved later. To determine whether an air unit is eligible to make an air strike, look at the circular red light near the “Air Strike” heading. If this light is on, the unit may make an air strike. If the light is not on, the unit may not make an air strike. If a unit is eligible to make an air strike, one or more of the four “mission” buttons beneath the Air Strike heading (Bomb, INT [intercep- tion], SSM, [surface-to-surface missile], and EW [elec- tronic warfare]) will be lit up in red. This means that the air unit is eligible to participate in that type of mis- sion. If the mission button is gray, the air unit may not perform that mission. To execute an air strike, follow this procedure: 1, Select a unit from the friendly forces list which i eligible to make an air strike. Then select a surface ship, airfield, or port from the enemy forces list. This is, the target. If a port and an airfield are situated in the same location, you can determine which you are attacking by looking at the illustration in the upper right of the Combat screen. 2, Click on one of the red mission buttons (Bomb, INT, SSM, or EW). When you click on the button, the light to the right of the button lights up in green. An air unit, may participate in only one air strike mission per turn. 8. When you are through assigning an air unit to an air strike, other air units on the friendly forces list which are eligible to perform an air strike may also be assigned to a mission against the same or a different target. To assign other units to an air strike, repeat Steps 1 and 2 for each unit you wish to join in the strike. 4. When you are completely through assigning air units to air strike missions, click once on the Ops 5th Fleet Display button. The Ops Display will return and the air strike will be resolved later. Important: Air units participating in an air strike as INT or EW protect all the other aircraft going to the target hex. ‘Stealth Attacks: Only surface units may perform gun combat However, guns can be used only as part of SSM attack against enemy surface units in the same hex as the attacking unit. A unit performing an SSM attack is eli- gible to use guns if the red light next to “Guns” is on. If you want a unit to add guns to its SSM attack, click once on the “Fire” button. The computer will thereby enhance the unit’s SSM attack. If the attacker has no SSMs, the unit may attack with guns only. Because of the relatively low gunnery capabilities of most modern warships (lowa class BBs are a notable exception), gunfire alone will generally be ineffective. WHEN COMBAT IS EXECUTED Combat ordered during the Move step is carried out before movement. Combat ordered during the Combat step takes place after the Execute button is pressed. Results of all combat are displayed at the end of th phase. All combats, whether successful or not, are ani- mated by the computer on the Ops Display, after which the Combat Result screen will automatically appear (see Section 15). DAMAGE AND KILL PROBABILITIES ‘A “Probability” box appears near the upper right of the Combat screen. “Damage” and “Kill” probabilities (expressed in percentages) against a target appear here when you prepare an attack order against that target. tert Ta Note: The probabilities expressed in the Damage and Kill boxes are theoretical percentages based on normal operating conditions. Actual damage and kill pereent- ages, particularly in SSM attacks, will often be lower than those listed. Unforeseen circumstances, such as weather, weapons malfunctions, and enemy counter- measures will sometimes effect the percentage. THE TACTICAL DISPLAY ‘The formations of surface ships on the Ta Display (see Section 16) may affect their capabilities when defending against enemy SSM, torpedo, and air strike attacks. IF COMBAT CANNOT TAKE PLACE Ifyou can’t make an attack you think you should be allowed to make, click on the “unlit” red light next to the attack type you want to make. A clipboard will appear with a brief reason why that attack cannot be made. SM us ticle cd 15. COMBAT EFFECTS Bases receive damage differently. Each port and airfield has five “damage levels,” from 0 (undamaged) to THE BATTLE RESULTS DISPLAY. 4 (destroyed). Each port and airfield starts the game at The computer automatically goes to the Battle damage level 0. This level goes up each time the base is Results Display at the end of the Combat step if any damaged. If the damage level of a base reaches 4, it is attacks have taken place. This display, which is destroyed. To determine the current damage level of a accompanied by a background illustration matching the type of attack, shows the results of that attack. Each report displays the type of battle report (surface, submarine, or air), the turn and time of the attack, the target, and the results (if any) achieved against that target. Click once on the “Next Phase” button to return to the Ops Display. If bat- tle reports are lengthy, you may use the sidebar on the Battle Results Display to seroll through the attack results. COMBAT DAMAGE Units and bases may be dam- aged or destroyed during combat. Ifa surface ship, submarine, or air unit is damaged, its silhouette (in the Selected Unit box in upper right of the Ops Display) is accompanied by a background illustration of an explosion. A unit's capabilities are reduced by damage. Examine the unit's “Sim- ulation Values” on the Tactical ‘This is an example of a Combat Result Screen showing a bombing attack against Djibouti. Reference screen to determine its reduced values. __ ase, select it on the Ops Display and examine the Damage to surface ships and submarines may reduce _ Selected Unit box in the upper right of the screen. The their combat capabilities, their speed, or both. Damage —_—_one--digit number just below the base’s nationality to air units simply reduces their combat and detection _abbreviation indicates its current damage level. When a capabilities. base is destroyed it's removed from the Ops Display. boven ed 16. TACTICAL DISPLAY You may group surface ships into formations on the Tactical Display. You may also also perform dock- ing, at-sea replenishment, and in-port replenishment on the Tactical Display. Defensively, it is advantageous to group surface ships together on the Tactical Display—the more warships in the group, the better. (Although no more than 22 surface ships may be situ- ated in the same group.) To reach the Tactical Display, select a unit on the Ops Display and click once on the Tactical Display button at the top of the screen, ———_THE GROUPING TEMPLATE _ Most of the Tactical Display consists of the “Grouping Template.” This consists of four concentric circles on a blue background, subdivided into 22 sec- tions. The template represents a single hex of about 50 miles from side-to-side. GROUPS ‘Surface units operate individually unless they are grouped. (At the start of a scenario, most surface units begin the game grouped.) Submarines and air units Bere ee may never be in a group. There are three types of groups: task forces, task groups, and stacks. A task force is any group consisting of at least four surface warships and any number of non-combat ships; a task group is any group consisting of two or three surface warships and any number of non-combat ships; a stack is any group consisting of at least two ships, only one of which may be a combat ship. “Non-combat” ships include all amphibious assault, replenishment, ‘minesweeper, and merchant vessels. ee SS HOW!0 GROURSEaaa All grouping actions (including forming groups, dis- banding groups, and combining groups) may only be performed in the Move step of the Surface phase— before the units wishing to perform a grouping action execute any movement. Units may not perform a group- ing action after their movement is executed in a Surface phase, On the Tactical Display, ungrouped ships are listed under “Vessels” at the right of the screen. You may select an ungrouped ship from this list by clicking ‘once on its name. The selected ship counter appears in the blue hex just above the word “Vessels.” A larger sil- houette also appears in the upper right of the screen in the Selected Unit box. Grouped ships appear in one of the 22 sections of the Grouping Template. Players may select a grouped ship by clicking once on it on the tem- plate. Its silhouette will appear in the Selected Unit box in the upper right of the screen. Identifying Groups Each group has a name and number—for example, “TF 8° (Task Force 8), “TG 2" (Task Group 2), or “Stack 4.” The names and numbers of all groups in’a hex are listed under the word “Groups” at the right of the screen. To examine the formations of each of these ‘groups, click once on the group's name on this list. All the ships comprising that group will appear on the Grouping Template. Note: When you open the Tactical Display, the computer displays the formation of one of the groups in the selected hex on the Grouping ‘Template. Forming a Group from Ungrouped Ships 1, Select an ungrouped ship from the “Vessels” list at the right of the screen by clicking once on its name. Its counter will appear in the blue hex. 2. Move the mouse arrow to the blue hex, hold the left ‘mouse button down, and drag the counter to any of the 22 sections on the Grouping Template. You may not place it in a section already occupied by another ship. Once a ship is placed in a section, you may change its location if you wish. You may also return it to the blue hex if you decide that you do not wish to place it in a group. 8. Repeat Steps 1 and 2 for each vessel you wish to place in the group. 4, When you have organized the group to your satisfac- tion, click once on the “Form” button in the lower right of the sereen. The computer will form the group and issue it a name and number on the “Groups” list. To examine the formation of that group later on, click ‘once on its name on the “Groups” list. Adding Ungrouped Ships to a Group 1, Select the group by clicking once on its name on the “Groups” list. Its formation will appear on the Grouping Template. 2, To add ungrouped ships to this group, follow Steps 1 to 4 from the “Forming a Groups from Ungrouped Ships” procedure, above. Disbanding Groups 1, Select the group you wish to disband by clicking once on its name on the “Groups” list. Its formation will appear on the Grouping Template. 2. Click once on the “Disband” button in the lower right of the screen. The computer disbands the group Sth Fleet and sends the individual ships comprising that group to the “Vessels” list on the right of the screen. On the Ops Display, those ships are now ungrouped and will operate individually. 1, Select the group from which you wish to remove a ship by clicking once on its name on the “Groups” list. Its formation appears on the Grouping Template. 2. Move the mouse arrow to the ship you wish to remove from the group, hold the left mouse button down, and drag the counter to the right of the screen anywhere off the blue Grouping Template. That ship is now ungrouped, and is added to the “Vessels” list on the right of the screen. 8, Repeat Step 2 for each ship you wish to remove from the group. If your group falls below the minimum requirements for a task force, task group, or stack, the computer will automatically adjust it. 1. Select one group by clicking once on its name on the “Groups” list. Click once on the “Disband” button in the lower right of the screen. All the ships comprising this group are now ungrouped. 2, Select another group by clicking once on its name on the “Groups” list. Its formation appears on the Grouping Template. Breetee li) 8. Drag any or all of the ships ungrouped in Step 1 into any of the empty ares of the Grouping Template as described in “Adding Ungrouped Ships to a Group.” ‘The computer adds these ships to the existing group. 4, Repeats Steps 1 to 3 if you wish to disband another group and add it to an existing group. 1, Select the group in which you wish to adjust forma- tions by clicking once on its name on the “Groups" list. Its formation appears on the Grouping Template, 2. Move the mouse arrow to the ship you wish to move, hold the left mouse button down, and drag the counter to any empty section on the Grouping Template. 8. Repeat Step 2 for each ship you wish to move to another location on the Grouping Template. HOW FORMATIONS AFFECT COMBAT ‘The positions of ships on the Grouping Template affect a group's capability to defend against enemy attacks. As a general rule, place your most important ships in the center of the Grouping Template (or as close as possible to the center of the template) as you can. They can be more easily protected in these loca- tions. If you fear enemy torpedo attacks, place your good anti-submarine ships (those with high ASW val- ues) in the outer sections of the template. Their ASW values are enhanced in these locations. If you fear enemy bombing or SSM attacks, place your ships as close as possible to the center of the template. Here, they can more easily intercept enemy aircraft and ‘SSMs as they approach the group. LEAVING THE TACTICAL DISPLAY ‘To exit the Tactical Display, click once on the “Ops Display” button in the lower right of the screen. PCa 17. REPLENISHMENT To regain full ammunition and fuel capacities, sur- face ships and submarines may replenish. Air units may never replenish. There are two types of replenish- ment: in-port and at-sea, You are permitted to replen- ish your units’ fuel and ammunition stocks before they are exhausted. Units which replenish may not move or perform combat in the phase in which they replenish. Both types of replenishment are carried out on the Tactical Display (see Section 16). AT-SEA REPLENISHMENT Only surface ships (not submarines) may perform at-sea replenishment. At-sea replenishment may only be performed in the Move step of the Surface phase— before the units you want to replenish execute any movement. ‘Supply Ships At-sea replenishment is provided by three types of sup- ply ships: oilers (AO), ammunition carriers (AE), and combat support ships (AO or AOR). Full tankers (FT) and empty tankers (ET) are not supply ships. How to Perform At-Sea Replenishment A surface ship may only perform at-sea replenish- ment if it is in the same group as it least one supply ship. If so, follow this procedure to replenish: 1. During a Surface phase, select a hex on the Ops Display occupied by at least one friendly supply ship. 2, Click once on the Tactical Display button at the top of the sereen. The Grouping Template appears. 8. If the group displayed on the Grouping Template con- tains at least one supply ship, you may begin replenish- ment (see Step 4). If there is no supply ship displayed on the template, you may display a different group by click- ing once on its name on the “Groups” list in the lower right of the screen. If all the supply ships in the hex are ‘ungrouped, you must add at least one of them to a group before replenishment can occur (see Section 16) 4, Move the mouse arrow to a ship you want replen- ished on the Grouping Template, hold the left mouse button down, and drag the counter to the section occu- pied by a supply ship. (This is the only time two or more ships are allowed to occupy the same section.) A clipboard notice appears, stating the name of the ship scheduled for replenishment. Click once on the “OK” box to return to the Tactical Display. 5. Repeat Step 4 for each ship in the group you wish to replenish. 6. When you are through arranging for replenishment of your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the number of hexes in which at-sea replenishment may take place per turn. To perform replenishment in other hexes, simply repeat Steps 1 to 6. At-Sea Replenishment Limitations Each supply ship may provide a maximum of six “replenishment actions” per turn. There are two types of replenishment actions: refueling and rearming. A ship is eligible to refuel only if itis at 80% fuel capacity Replenishment or less. A ship is eligible to rearm if it has expended any amount of ammunition during the game. SSM ammunition may never be replenished at-sea. Applying At-Sea Replenishment At the end of the phase in which ships have been assigned to at-sea replenishment, the computer ear- ries out replenishment according to strict guidelines. Ships are replenished in order of their assignment to a supply ship, with priority given to refueling. Keep this in mind when assigning units for replenishment, as each supply ship can only provide six “replenish- ment actions” per turn. If more ships attempt to replenish from a supply ship than that supply ship can handle, the computer will not allow the excess ships to replenish. Ships that are successfully replen- ished will be noted on a clipboard, Note: Squalls and storms may prevent at-sea replenishment from taking place, : Effects of At-Sea Replenishment Units participating in at-sea replenishment may not move or attack during the turn replenishment is taking place. In addition, a replenishing ship has its defense capabilities halved for that turn. Once replen- ishment is completed, the resupplied ship is moved to a random empty section on the Grouping Template. Supply ship Limitations Supply ships only carry limited amounts of fuel and ammunition for replenishment purposes. In the event they run out of supplies, they themselves must be replenished before they can provide at-sea replen- ishment to other ships IN-PORT REPLENISHMENT ‘Surface ships and submarines may perform in port replenishment. In-port replenishment may only be per- formed in the Move step of the Surface or Submarine phase—before the units you want to replenish execute any movement. REPLENISH How to Perform In-Port Replenishment A surface ship or submarine may only perform in- port replenishment if it occupies a friendly port. Note: Scenarios 9 and 10 restrict in-port replenishment for both players to specified ports; see the scenario cards. ‘To carry out in-port replenishment, perform this procedure: 1. During a Surface or Submarine phase, select any port containing at least one surface ship or submarine. (Surface ships may only replenish in the Surface phase; submarines may only replenish in the ‘Submarine phase.) 2, Click once on the Tactical Display button at the top of the screen. 3. Move the mouse arrow to any unit on the Tactical Display (grouped or ungrouped), hold the left mouse button down, and drag the counter to the “Replenishment” box in the lower left of the screen. A clipboard notice appears, stating the name of the ship scheduled for replenishment. Click once on the “OK” box to return to the Tactical Display. 4. Repeat Step 3 for each ship you wish to replenish. 5. When you are through arranging for replenishment. of your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the number of ports in which in-port replenishment may take place per turn. ‘To perform replenishment in other ports, simply repeat Steps 1 to 5. Applying In-Port Replenishment At the end of the phase in which ships have been assigned to in-port replenishment, the computer car- ries out replenishment according to strict guidelines. Ships are replenished in order of their assignment to the replenishment box, with priority given to refueling. Generally, a greater amount of replenishment may occur in-port as opposed to at-sea. However, if more ships attempt to replenish in a port than that port can handle, the computer will not allow the excess ships to replenish. Ships that are successfully replenished will be noted on a clipboard. NOTES ON REPLENISHMENT Many ships in the game (including nuclear-pow- ered ships, submarines, and merchant ships) are con- sidered to have an unlimited fuel supply, so there is never any need to refuel them. Also, non-combat ships do not carry ammunition, so there is never any need to rearm them. Although replenishment may take place in any scenario, there is rarely any need to replenish in scenarios which last less than 15 turns. Therefore, don't waste your time replenishing in the shorter sce- narios. However, if you move surface ships at high speed (i.e., red rather than gray arrows show the path of movement), fuel is used up rapidly. If you keep this speed up continuously, you will need to refuel quickly. If you move surface ships at two, three, or four hexes less than their top speeds, you will use up very little fuel, so don't move fast if you don’t have to. Also, keep in mind that SSMs and torpedoes cannot be replen- ished at sea, so if you shoot them all off in one turn, you will be weaponless until you return to port. In ‘some circumstances, returning to port could take the whole game. 18. DOCKING Surface ships and submarines occupying friendly ports may dock. Docked units may not be attacked by enemy submarines, nor may they be attacked by enemy SSMs launched by surface ships. Docking takes place on the Tactical Display (see Section 16). HOW TO DOCK Docking may only be performed in the Move step of the Surface or Submarine phase—before the units you want to dock execute any movement. To dock a surface ship or submarine, follow this procedure: 1. During a Surface or Submarine phase, select a port on the Ops Display occupied by at least one surface ship or submarine. 2, Click once on the Tactical Display button at the top ofthe screen. 3. Move the mouse arrow to any unit on the Tactical Display (grouped or ungrouped), hold the left mouse button down, and drag the counter to the “Dock” box at the bottom of the sereen. 4. Repeat Step 3 for each ship you are docking. An unlimited number of surface ships and submarines may dock in each port. 5, When you are through docking your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the number of ports in which docking may take place per turn. To perform docking in other ports, simply repeat Steps 1 to 5. DOCKING RESTRICTIONS Docked units may not move. To allow them to move again, they must undock. HOW TO UNDOCK ‘Ships and submarines may undock only in the Move step of the Surface or Submarine phase. To undock a surface ship or submarine, follow this procedure: 1. During a Surface or Submarine phase, select a port on the Ops Display occupied by at least one docked surface ship or submarine. 2. Click once on the Tactical Display button at the top of the screen. 8. Move the mouse arrow to the “Dock” box. Hold the left mouse button down and drag the unit to any loca- tion off the blue Grouping Template on the right of the screen. The unit is now undocked and may move nor- ‘mally on the Ops Display. If more than one ship occu- pies the Dock box, you may scroll through a stack of docked units by clicking repeatedly with the left mouse button on the stack. The unit that is brought to the top of the stack may be undocked as described above. 4, Repeat Step 3 for each unit you want to undock. An unlimited number of surface ships and submarines may undock per turn. 5. When you are through undocking your ships, click once on the Ops Display button in the lower right of the screen. 19. NEUTRAL SHIPS During play, both players’ units may make contact with surface ships whose nationality and affiliation are unknown. When you make contact with an unknown. unit, you won't know whether that contact is an enemy surface ship or a neutral merchant ship. You may attack an unknown unit, but if it turns out to be a neu- tral merchant ship, your opponent will gain Victory Points (VP) for sinking or damaging it. (Five VP for damaging a neutral shi n VP for sinking one.) UNKNOWN CONTACTS inknown” contacts appear on the Ops isplay as gray counters. When selected, a large question mark appears in the Selected Unit box in the upper right of the Ops Display. On the small overview map on the Ops Display, unknown contacts appear as light gray dots. On the Strategic and Air Mission Displays, unknown contacts appear as small squares with gray borders. NEUTRAL CONTACTS Further reconnaissance of an unknown con- tact may reveal that it is an enemy surface ship or group of surface ships. However, the unknown may also turn out to be a single neutral merchant ship. Neutral merchant ships appear ‘on the Ops Display as yellow counters. When selected, a large yellow counter appears in the Selected Unit box in the upper right of the Ops Display. The ships are designated as Panamanian or Liberian freighters and are named. They have no combat values and may not attack. The computer controls their movements between turns. On the small overview map on the Ops Display, identified neutral merchant ships appear as yellow dots. On the Strategic and Air Mission Displays, identified neutral merchant ships appear as small squares with yellow backgrounds. Neutral merchant ships may be attacked normally. At the start of each scenario, the computer randomly (and secretly) deploys several neutral merchant ships on the Ops Display. Each deployment is different, even if the same scenai is played over and over again. Thus, you should find it difficult to predict the patterns of neutral merchant ship movement. Playing by E-Mail 20. PLAYING BY E-MAIL 5TH FLEET can be played via electronic mail, enabling two human opponents to compete on different machines when connected by a modem, STARTING AN ELECTRONIC MAIL GAME 1. Open up the game and go to the CIC (Combat Information Center) screen. Click once on the Scenario console in the center of the CIC sereen. This will bring up the Scenarios screen, 2. Consult with the person or persons with whom you will be playing and select a scenario. 8. Choose sides. Then decide who will be “Player 1.” The person chosen to be Player 1 must set the “Player 1" dial in the upper right of the screen to the side he has chosen to play (Red or Green). Set the “Player 2” dial to the “E-Mail” setting. 5. You are ready to play the game. Click once on the Commit button in the lower right of the screen. 5th Fleet PLAYING AN ELECTRONIC MAIL GAME When the Ops Display is opened up, Player a “Phasing Unit Type” and carries out movement and combat normally with his selected units. 2, When the computer selects your opponent to carry out a phase, a clipboard appears on the screen with the message, “The Opposing player has been selected to move next.” Click once on the “OK” box. This saves ‘your moves in a special file. Another clipboard appears on the screen—it names your file and asks you to send this file to your opponent. Click once on the “OK” box. ‘The CIC screen appears. ‘One or two files may be created. The first will have an “EML” extension. The second will only be created if ‘combat occurred, and will have an “.RPT” extension. 3, Click once on the System Config’s console in the upper left of the screen and follow the instructions below to send your move file to your opponent. E-Mail players ‘The following information is for those inexperi- enced with sending files through E-Mail. There is no special method for sending a 5TH FLEET file; you can use any procedure you're familiar with to send the file. SENDING A FILE TO YOUR OPPONENT. 1. On the Systems Config’s screen, select your “Baud Rate” by clicking on the appropriate number in the Baud Rate box. Generally, the Baud Rate is 9600. 2. Select your “Comport” by clicking once on one of the numbered buttons in the Comport box. Generally, Comport button 2 is used. 8. Type in the phone number of your opponent. 4, Click once on the “Send” button. A list of E-Mail games in progress appears on the screen. (There may be only one game listed.) 5. Click once on the game you are currently playing and then click once on the “Connect” button. Your move file has now been sent to your opponent. To leave the Systems Config’s screen, click once on the “Quit Station” button. RECEIVING A FILE FROM YOUR OPPONENT. 1. On the Systems Config’s screen, select your “Baud Rate” by clicking on the appropriate number in the Baud Rate box. Generally, the Baud Rate is 9600. 2. Select your “Comport” by clicking once on one of the numbered buttons in the Comport box. Generally, Comport button 2 is used. 8. Type in the phone number of your opponent. 4, Click once on the “Receive” button and wait. You will soon receive your opponent's move files 21. VICTORY POINTS 5TH FLEET is played in “scenarios”. There are ten scenarios to choose from, and each has a different set of goals for both the Green and Red side. To win a sce- nario, you must score Victory Points (VPs) by destroy- ing or damaging enemy units, airfields, and ports; you also score VPs by sending units to certain hexes on the Ops Display. The scenario cards included with the game provide detailed information about each sce- nario. Before playing a scenario, you should read its card thoroughly to understand your side’s objectives. DESTROYING ENEMY UNITS Below is a list of VPs awarded to both sides for destroying enemy units: Hoey Unit VPs Received All other air units No VPs received ss 3 VPs per unit * Generally the Victory Point value of a surface unit is equal to its “Defense” value. However, certain units (ike airerat carriers and battleships) have an enhanced “Victory Point” value. See the Reforence Manual to find the Victory Point value foreach class of surface unit After a battle, the computer will display the Battle Results screen listing all the enemy units damaged or destroyed. If you destroyed any units in that battle, your Victory Points total in the bottom right of the Ops Display should increase accordingly. REACHING OBJECTIVE HEXES ‘You will receive VPs if your units reach the “objec- tives hexes” listed in the scenario. Objective hexes are listed as either “primary” or “secondary”. Primary objectives are listed first; secondary objectives are list- ed after the phrase “failing that.” During a game, you Nr decide which objectives are obtainable based on your current situation. However, reaching primary objec- tives awards you more points than reaching secondary objectives, so be careful when deciding where to send ‘your units. DESTROYING OR DAMAGING BASES In some cases, airfields or ports are listed as objec- tives for destruction. If you destroy or damage these structures, you receive VPs. THE VICTORY POINT DISPLAY ‘The Victory Point Display appears when you click on the Red or Green VP box at the bottom right of the Ops Display. As you destroy enemy units or satisfy other scenario objectives, you earn VPs, The more VPs you earn, the better your odds of winning. ‘The Victory Point Display lists a number of categories like “enemy bases destroyed.” ‘The category will be followed by a number. This number is the total number of VPs that you have been awarded for destroying units in that catego- ry (not the number of individ- ual units of that type). For example, if the number after the category “enemy bases destroyed” is “5”, that means you have been awarded 5 VPs for destroying enemy bases; it doesn't, mean that you've destroyed 5 enemy bases. AWARDING VICTORY POINTS TO THE ENEMY. STH FLEET doesn't take VPs away from you. So, if you make a mistake during play, the computer will award your opponent VPs instead. The net result, of course, is the same. Sth Fleet WINNING A SCENARIO Winning a scenario of 67H FLEET isn't easy. Just because you are ahead in VPs at one point in the game, doesn’t mean that you have the upper hand on your opponent. The tides of victory can turn suddenly, and VPs are awarded all the time. In fact, you might find yourself receiving VPs when you haven't done any- thing. This can happen, because the computer takes into account everything: Movement of your enemy's units, how far you are away from objective hexes, how successful your CAP and Intercept missions are, etc. Small, subtle occurrences can affect your number of ‘VPs. The best thing to remember during play is to “know your objectives” and move your units to posi- tions where these objectives can be achieved. Each scenario has a set number of turns. At the end of the final turn, the computer determines a winner. If you choose to end a scenario early, you can look at the number of VPs you've been awarded so far. If you are ahead, you can claim a “moral” victory; you cannot, however, claim a “definite” victory. Being ahead in points doesn’t mean you're winning. The only way to know if you're winning is to view the Victory Points Display. If your commanders are jumping for joy, you are winning. If they aren't and you are leading in points, that means the point difference between you and your opponent is too small (i.e., you're leading, but you're not winning the game). we GLOSSARY The following glossary of screens, buttons, and terms used in 5TH FLEET provides a handy reference for the players during game play. ‘Air Mission screen: The screen on which air units may be assigned to strategic air mis- sions and CAP (combat air patrol). To reach this screen, select an airfield of aircraft car- rier on the Ops Display and then click on the Air Missions button. Attack button: If you want to attack an enemy unit or base, first select the attack= ing unit on the Ops Display and thén elick on. the Attack buttons The buttons cover will “lift” after which you must click on the enemy unit or base you want to attack. After completing these functions, the Combat screen will appear. Battle Results screen: This is the screen where the results of all attacks are indicated. This screen is displayed automatical- ly after all combats have been executed at the end of an Air, Surface, or Submarine phase. CIC (Combat Information Center) screen: This schematic drawing of a US Navy warship's combat information center (CIC) is the opening screen of the game. Three computer consoles are illustrated. To choose a sce- nario to play, click on the console just to the right of center (the one with a small black and green map of the Indian Ocean region). To consult the Tactical Reference screen, click on the console on the right (the Glossary 45 ‘one with a side and top view of a warship). To go to the Systems Configuration screen, click on the console in the upper left (the one with a circular radar screen). To quit play and leave the game, click anywhere in the doorway at the top of the screen when the word “Exit” appears. Clock: The clock is displayed on | | ea green digital numbers. The first two digits represent the current day. (The first day of any scenario is always “Day 1.”) The last four digits show the current time of day using a 24-hour clock (e. “0800” is 8 AM and “1600” is 4 PM). Each day consists of three|8-hour turns: the “0000” (midnight to 8 AM) urn; the 90800" (8 AM to 4 PM) turn; and the “1600” (4 PM to midnight) turn. Combat-screen:\This is the ereen where you select attack- ing units and targets. The attacker must also select an attack type (SSM, torpedo, cruise missile, ASW, air strike—eligible attacks are indicated by a red light) and sometimes decide upon the number of ‘weapons fired. To reach this sereen, click on the Attack button and select an enemy target on the Ops Display. Compass: The compass appears on the right- hand side of the Ops Display. It is divided into eight directions. You scroll back and forth across the map in a particular direction by clicking on one of these directions. Furthermore, if you click on the small circle in the center of the compass, the computer will automatically scroll the map so that the currently selected hex will be placed in the center of the map. Players may also scroll the map by clicking and dragging the small red box as far as they wish on the small overview map, which appears directly below the compass on the Ops Display. Tee ena Computer icon button: This is the small gray computer button to the right of the Deep Mode Button. If you want to give control of a surface unit to the computer, click once on this button. The computer will now conduct all movement and attacks for this unit. Deep Mode button: Most (but not all) sub- marines may enter “deep” mode. To select this mode for a particular submarine, select that submarine on the Ops Display and then click on the small submarine icon with the downward arrow, which is located just under the Fuel gauge. A subma- rine in deep mode is very difficult to detect, but has restrictions on movement and combat. Execute button: This button appears on the Ops Display screen Click this button when you are fin- ished issuing movement and attack orders to your units in an Air, Submarine, or Surface phase. Fuel Gauge: You may/determine the fuel level for surface units)and- submarines by examining the “Fuel Level” gauge near the upper-right-hand corner of the Ops Display. As a unit's fuel level decreases, the small green boxes on the gauge are reduced in number. Generally, the faster a unit moves the more fuel it uses. (Units moving slowly—or not at all—use little or no fuel.) Note that some units, particularly nuclear- powered ships, submarines, and most non-combat ves- sels possess virtually unlimited amounts of fuel and cannot possibly run out during the course of a scenario. Movement (Surface and Submarine units): To move surface and submarine units, select the unit you wish to move on the Ops Display by clicking on it. ‘Then, hold the mouse button down and drag the point er as far as you wish in the direction you want to move. (The computer will not let you move further than the unit's maximum possible distance, nor will it let you move across land.) If the unit moves its maximum dis- tance, red arrows appear—indicating very high fuel expenditure (for surface units) or greater detection pos- sibility (for submarines). If the unit moves less than its maximum distance, gray arrows appear—indicating normal or low fuel expenditure (for surface units) or normal detection possibility (for submarines). If you wish to change direction in the middle of movement, drag the pointer as far as you want before you wish to change direction and then release the mouse button. Then drag the pointer in a new direction. You may change directions as many times as you wish up to the unit's maximum movement distance. After you have issued movement orders to all your units, click on the Execute button. The units will then move to the desti- nations just selected by you. Movement (Air units): To issue movement orders to air units, select an airfield or carrier on which air units are based and assign those units to air missions by clicking on theyAir Missions button on the Ops Display. Alternatively, issue attack orders to those air units by ¢licking on the Attack button. Don't concern yourself with the distance and direction the air units move; the ‘computer takes care of that for you-(Although you will see animated aircraft on the screen representing those missions.) (EG) Ops Display button: This but- ton is found on four screens: Air Missions, Strategic, Tactical, and Combat. Click on this button to return to the Ops Display. Ops Display screen: This is the main screen of the game, where rs a portion of the full-color map of ff the Indian Ocean and Persian Gulf is displayed. All surface, submarine, and air unit move- ment and combat takes place on this screen. Options button: The Options button appears on the Ops Display. This button allows you to turn the music, sound effects, and animation on or off. Also, you may choose to play with or without a hexgrid superimposed over the Ops Display map. 5 Pass button: When the computer instructs you to select a unit type at the start of each of the six phases of a turn, you may “pass” in lieu of selecting one of your aircraft, surface warship, or submarine icons in the upper right-hand corner of the Ops Display. If you pass, your opponent must then select one of his aircraft, surface ship, or submarine icons. You may pass only once per turn (and may not pass immediately after your opponent has passed). Phase: Each turn of eight hours consists of six “phases”: an Air, Submarine, and Surface phase for the green’ player and an Air, Submarine, and Surface phase.for the Red player. At the beginning of each phase, the computer randomly selects a player and instructs him to select an Air, Submarine, or Surface phase. To select a phase, click. on_the aircrafty submarine, or surface ship icon in the upper right-hand corner of the Ops Display. (Each icon may only be selected once per turn.) When a phase has been selected, the Ops Display map appears and you may move and perform combat with the unit type selected at the start of the phase. The phase in progress is indicated by the col- ored icon situated next to the Attack button at the top of the Ops Display. When all six phases have been completed, a turn is over. Quit button: Click on this button in the lower @ right-hand corner of the Ops Display when you wish to stop play in the current scenario. Make sure you follow instructions for saving the game if you wish to resume playing later. Save button: Click this button to save the sare sort rey raving. Noe, homees, that you may only have one saved game for each scenario. For example, if you already have a saved game of scenario 8, “Convoys to Iran,” and you are cur: rently playing a different game of scenario 8, your cur- rent game will be saved over the previous scenario 8. Scenario screen: You may choose the scenario you want to play on this screen. In addition, you may choose to play the game against a human opponent or against the computer's “artifi- cial intelligence” (AI). If you play against the computer, the AI level (1, 2, or 3) must be selected, as well as the computer's “aggres- sion” level (“Nominal” or “High”). To reach the Scenario screen, click on the drawing of the center computer console on the Combat, Information Center (CIC) sereen (the one with a small black and green Indian Ocean map). To choose a scenario once you have reached the Scenario screen, click on one of the ten scenario titles and then click of the-small square button just to the right of the “Select” line. Then, click ‘on the “Commit” button on the lower right of the screen. The Ops Display will appear. Strategic Display screen: This is the display where you can view the location of your surface, submarine and air units, as well as the location of known enemy units, The current weather con- ditions and status of units on air missions may also be seen on this screen. To reach this screen, click on the Strategic Display button on the Ops Display. Pe coca] System Config’s screen: Use this screen to configure games played by modemvelectronic mail and to adjust background sound/music. To reach this sereen, click on the drawing of the computer console on the left of the Combat Information Center (CIC) screen (the one with a circular radar screen, near the door). Tactical Display screen: The blue screen with a series of con- centric circles (divided into sec- tions) on which you can adjust the formations of your surface ships and form task forces and task groups. To reach this screen, click on the Tactical Display button on the Ops Displ ‘actical Reference screen: This screen shows a picture of each air, surface, and submarine unit in the game, and lists the “real world” and “simulation” data pertaining to those units, Before starting a sceniario, you! may reach this seréen by clicking on theldrawing of the computer console on. the right.of the Combat Information Center (GIC) sereen. During the play of a scenario, you may also reach this screen by clicking on the red or green box in the upper right-hand corner of the Ops, Strategic, Air Missions, or Tactical Displays (the box displaying the silhouette and nationality flag of the air, surface, or submarine unit). If the Tactical Reference screen is reached from the CIC screen before the start of a scenario, only “real world” data is displayed; if the Tactical Reference screen is reached during a scenario, both “real world” and “simulation” data are shown. (The simulation data is updated as units expend ammunition or are damaged.) To exam- ine data pertaining to aircraft, surface ships, and sub- marines, click on the appropriate icon under the word select.” To move back and forth between individual aircraft, surface ships, and submarines, click on the left or right arrow under the word “view” on the lower left of the screen. ‘Turn: A turn represents eight hours, divided into six phases. Victory Point indicators: The scenario by keeping track of victory points. Victory points are gained by damaging or destroying enemy units or bases and by achieving spec- ified objectives. During a game, you may view both sides’ current victory point totals by glancing at the red and green numbers directly underneath the small overview. The red numbers are the Red player's cur- rent victory point total and the green numbers are the Green player's current victory point total. At the end of ‘@ scenario, the computer displays a special screen informing you about which side won the game. WEAK; The US Navy term for weather reports. To determine the weather, click on the WEAX button, which appears on the Strategic Display. The weather in all twenty-two zonés'on the map.is indicated by a symbol, There are three weather symbols: clear, squall, and storm. Click on the WEAX button on the scenario sereen if you want weather to be used in a scenario. Zone: The map is divided into twenty-two named zones (e.g., “Bay of Bengal Zone”). On the Ops Display, zone boundaries are drawn in red. On the Air Missions and Strategic Display screens, zone bound- aries are yellow.

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