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) Game GuideThe Avalon Hill Game Company S @
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©1994 + Printed in USA » All RightsBee ela
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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: Yemen1. 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 DisplayAfter 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 eeThis 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 anotherET
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
buttonsOperations 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, andOperations 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 PortHow 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 2Sth 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 ForceSurface 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 Missiles5th 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 ASWattack 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 Ops5th 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 unitsBere 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 groupSth 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 capacityReplenishment
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 thenumber 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, youNr
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.