1.0 INTRODUCTION
WARSHIP is a game of tactical-level naval combat between Japanese and
Allied ships from 1941 to 1945.
1.1 Description of Action
Each game turn consists of two phases. In the orders phase, the
players, one at a time, give orders to the ships that they control. In
the action phase all ships will carry out their orders. During the
action phase, ship and torpedo movement will be updated every 30
seconds; searches and gunfire will be resolved every 2 minutes. Players
may interrupt the action phase after each 2-minute period to modify
their orders or check the status of their ships.
1.5 Saving a Game
At the end of the deployment phase and before each orders phase, the
computer will allow the players to save the game in progress. You will
need a scratch disk to store the save game data.
When restarting a saved game, you must set the correct number of players
on the opening menu.
1.6 The map
The Warship map is a 60 x 60 square grid with each square measuring 1000
yards across. Players may elect to fight their battles on an open sea
map, on a Savo Sound map, or on a custom map that the players design
themselves.
1.7 Sound
During the action phase, the players may toggle the sound on/off by
pressing the <S> key.
2.0 GENERAL DESCRIPTION
2.2 Abbreviations
Abbreviations used in the game are listed:
BB Battleship
BC Battlecruiser
CA Heavy cruiser
CL Light cruiser
CLAA Anti-aircraft cruiser
DD Destroyer
DE Destroyer escort
AK Cargo ship
3.0 STARTING THE GAME
3.2 Player Determination
Warship may be played by either zero, one or two players, and this is
determined by the option selected on the opening menu.
3.3 Handicap Level
At the start of the game the players must determing the handicap level
(1-5). The effects of the handicap levels are listed below:
Level 1 Allied strength reduced 20%
Level 2 Allied strength reduced 10%
Level 3 No reduction
Level 4 Japanese strength reduced 10%
Level 5 Japanese strength reduced 20%
A player�s �strength� is reduced by lowering the number of ship
selection points that he may use to buy his force. The handicap does
not affect play of the historical scenarios.
3.4 Delay length
The delay length affects the messages displayed during the action phase.
The greater the delay length the longer these messages will remain
displayed. A delay length of 1 will greatly speed up the game but will
cause some messages to be virtually unreadable. A delay length of 9
will slow the game considerably, but will allow the player maximum time
to study the various reports provided during the action phase. No delay
will be provided after the display of non-penetrating hits during the
action phase.
3.5 Selecting a Scenario
You may select one of 4 historical scenarios (see 14.0), or you may
elect to build your own scenario. If you select a historical scenario,
the computer will skip the deployment phase and go directly to the
orders phase to start the game.
If you elect to build your own scenario, you will be asked several
questions regarding the time and conditions of battle (see 4.0)
New players are advised to begin by playing scenarios they have created
themselves. Creating and playing a small battleline scenario on an open
sea map is recommended.
4.0 Building Scenarios
When building scenarios the players must answer questions regarding the
time and conditions of battle. Players will have the option of
selecting/buying the ships or allowing the computer to automatically
select an appropriate force.
4.1 Selecting the Battle Area Map
Players have the option of selecting:
1. Open Sea
2. Savo Sound
3. Custom Map
Open Sea - A 60x60 square grid with no land masses. When playing
battleline scenarios on an open sea map, the map will attempt to shipft
to prevent ships from sailing off the edge.
Savo Sound - A 60x60 map including Savo Island in the center,
Guadalcanal in the south and Florida Island in the NE. Five major
surface actions were fought in this area during the latter months of
1942.
Custom Map - The player may recall a custom map that he previously
constructed and stored on a scratch disk (see 15.0)
4.2 Build Scenario or Design Map
Players wishing to design a new map or modify an existing custom map
should select the D option. To build a new custom map the player should
have selected the open sea option in 4.1. To modify an existing custom
map the player should have recalled the appropriate custom map in 4.1.
Instructions for constructing custom maps are described in 15.0.
4.3 Setting the Time and Date of Battle
Players may adjust the time and date of battle by using the following
menu options:
Year from 1941 to 1945
Month
Day
Hour
Minute
Accept displayed time/date
The year selected will determine the availability of various ship
classes and the availability and quality of radar on the ships. The
hour selected will determine if day, night, dawn, or dusk visibility
conditions are in effect.
Dawn 500 to 559
Day 600 to 1759
Dusk 1800 to 1859
Night 1900 to 459
4.4 Set Game Length
The players may select a game length of either 1 to 4 hours. It is
recommended that at least 2 hours be allowed for battles where the
opposing forces start out of contact. When the game ends, players may
elect to continue the game if they so desire. If a game is continued,
the computer will stop the game after 30 additional minutes have been
completed.
4.5 Set Visibility Level (VL)
A visibility level from 1 to 9 may be selected. A VL of 1 would
represent poor visibility conditions such as fog while a VL of 9 would
represent excellent visibility conditions.
The VL is used in conjunction with the time of day to determine the
range at which ships may sight each other.
4.6 Air Control Over Battle Area
Air control over the battle area may be either Allied, Japanese, or
Neutral. If a player has air control then his opponent will score fewer
points for damaging ships. In the historical scenarios, the Allied
player automatically has air superiority.
4.7 Set Damage Control Levels
Damage control abilities must be set for both the Japanese and Allied
forces. A number from 1 to 4 must be selected for each player. The
higher the number selected the better the players� ships will be at
repairing damage and putting out fires. In the historical scenarios,
Japanese damage control is always set at 2, while Allied damage control
is always set at 3. These are considered to be the historical values.
4.8 Selecting the Type of Action
The players may select from 5 different types of battle:
Japanese Transport - The Japanese players scores points for �exiting�
cargo loaded ships off the east map edge. Both players score points for
damaging or sinking enemy ships. The Japanese plalyer may designate any
of his ships to carry cargo but the Allied player scores double points
for damaging or sinking these ships.
Japanese Bombardment - The Japanese player scores points for exiting
combat ships off the east map edge. Both players score points for
damaging or sinking enemy ships. Points scored for exiting is
determined by the size and number of main guns on the ship.
Battleline - Players score points only for damaging or sinking enemy
ships.
Allied Bombardment - The Allied player scores points for exiting combat
ships off the west edge of the map. Both players score points for
damaging enemy ships.
Allied Transport - The Allied player scores points for exiting cargo
ships (AK only) off the west edge of the map. Both players score points
for damaging or sinking enemy ships.
4.9 Selecting a Large or Small Battle
The number of ship selection points (SSPs) that a player may use to buy
his force is determined by the type of action and the size (large or
small) of the battle. Listed below are SSPs provided for each type of
battle:
Large Small
Transport 480/400 240/200
Bombardment 360/320 180/160
Battleline 1200 600
When two numbers divided by a �/� are shown, the first number is the
number for the player attempting to exit ships and the second number is
for his opponent.
When selecting small bombardment or transport type actions the players
may not include battleships or battlecruisers in their forces.
The SSPs shown above are for battles fought at handicap level 3 (see
3.3).
4.10 Selecting Ships
The Allied player may select from 53 different American, British, and
Dutch ships. The Japanese player may select from 27 different ship
classes. If the auto-select option is used then the computer will
select a force to suit the type of battle. When using auto-select the
computer will sometimes exceed the SSP limit (this will happen when
selecting both human and computer forces).
The computer will only allow the selection of ships that were available
during the year selected as the time of the battle. The computer will
decide the radar level for each ship based on the year of the scenario
and a random factor. No points are awarded for unused SSPs, so the
players should find a way to spend them all. Each player is limited to
selecting a maximum of 20 ships.
5.0 Deployment Phase
During the deployment phase, the players may alter the starting
location, speed, and facing of their ships.. Also, utilities may be
employed to designate ships as �transports�, change their starting
division, rename the ship and even alter the ship�s characteristics
(such as # of guns, radar, speed, etc.) The computer will never alter
its automatically generated deployment, and will never modify a ship.
When playing a scenario against the computer, you should accept the
deployment created by the computer. Players may agree between
themselves on allowed deployment changes.
If you have created a map, be sure to check the deployment of both
sides� forces; otherwise, they may be deployed on land.
5.1 Map Menu
The deployment phase starts with the map menu displayed in the text
window below the map display. The following items are included on the
menu:
(1-8) Move Cursor - By pressing the keys 1-8 the cursor may be moved
around the map. The map may scroll if the cursor is moved to the edge
of the screen display.
8 1 2
\ | /
\|/
7---+---3
/|\
/ | \
6 5 4
(A-?) Select Ship - Ships are assigned an ID letter (A,B,C...) By
pressing akey that corresponds to an active ship the computer will shift
to the ship display menu and the selected ships will be displayed.
(U) Change Terrain - Allows the player to change the type of terrain in
the square covered by the cursor (see 15.0)
(Z) Get Ship - Allows the player to select a friendly ship in the square
covered by the cursor. The computer will shift to the ship display
menu.
(X) Exit - Exits deployment phase.
5.2 Ship Display Menu
Ship status data will be displayed at the top of the ship display menu.
An example of the ship status data is shown:
E BB YAMATO C:180 S:15 D:2L
E ship ID
BB ship type
YAMATO ship name
C:180 ship course
S:15 ship speed
D:2L ship division: the �L� means lead ship
Below the ship data the following menu items are listed:
(M)ove - Current ship is moved to cursor location
(L)ook - Cursor is moved to current ship�s location
(C)ourse - Enter desired starting course (0-358). Even #�s only.
(S)peed - Enter starting speed.
(D)ivision - Enter starting division number (1-9)
(T)ransport - Designate current ship for cargo transport. A �T� is
displayed next to the division number for cargo carrying ships. Can be
toggled on/off.
(R)ename - Renames current ship (maximum 14 characters). Ships start
the game with their class name.
(W)eapon - Change some or all of the ships� characteristics (see 16.0)
(N)ext - Searches for next friendly ship.
(X) Exit - Exits ship display menu
6.0 Orders Phase
Players may stop the action phase and enter the orders phase by pressing
the (O) key. The computer will shift to the orders phase at the end of
the current 2 min. action segment.
6.1 Command Modes
There are two different ways to control ships in the game. In division
mode the players give general orders to groups of ships. In the ship
mode the players give specific orders to individual ships. The players
may toggle back and forth between the different command modes during the
orders phase. The command mode last chosen during the orders phase will
be active during the action phase.
6.2 Map Menu
At the start of the orders phase the map menu will be displayed in the
text window at the bottom of the map display.
(1-8) Move Cursor
(A-?) Select Ship - This option is only available in ship mode. The
computer will shift to the ship menu for the selected ship.
(V) Division - By pressing the (V) key the player may then enter a
number (1-9) of an active division. The computer will shift to the
division menu for the selected division.
(W) Command Mode - Change to a different command mode.
(X) Exit
(Z) Get Ship - Select friendly ship at cursor location and switch to
ship menu. Only available in ship mode.
(0) Score - Show current points score.
6.3 Division Menu
The player may check the current division orders by examining the data
listed at the bottom of the text window. An example of the divisional
orders data is shown:
HOLD FIRE C:134 S:25 F:L
HOLD FIRE - All ships in the division have orders to hold their fire.
C:134 - Division has been assigned a course of 134 (southeast)
S:25 - Division�s ships have been assigned a speed of 25 knots.
F:L - Division�s ships have been ordered to assume line formation.
The following menu options may be used to modify the current division
orders or examine ships:
(H)old Fire - Instructs division to hold its fire. Ships will not fire
guns or torpedoes while in effect.
(T)orpedo Fire - Instructs division to fire torpedoes only. Ships will
not fire guns while in effect. Torpedoes will be fired when computer
judges it wise to do so.
(G)un Fire - Instructs division to fire guns only. Torpedoes will not
be fired.
(O)pen Fire - Instructs division to fire both guns and torpedoes.
(S)peed - Change assigned division speed.
(C)ourse - Change assigned division course
(F)ormation - Change division formation to/from line/parallel (see 7.4)
(E)xamine Ships - Examine division�s ships (changes to ship mode)
starting with division�s lead ship.
(X)Exit
6.4 Ship Menu
Ship status data will be listed at the top of the text window. An
example of the data is shown:
A CA MYOKO C:120 S:20/34 D:1L
A ship has ID letter �A�
CA ship type is �CA�
MYOKO ship name
C:120 ship�s current course (ESE)
S:20/34 ship�s current speed (20 knots) and maximum speed (34 knots)
D:1L ship is in division 1 and is lead ship
The ship menu contains the following routines:
(W)eapons - By pressing the (W) key the player may view all of the
ship�s weapons. A sample weapons display is shown:
CA MYOKO
2 x 8/50 GUN F:BOW A:120
2 x 8/50 GUN F:BOW A:120
2 x 8/50 GUN F:CENTER A:120
2 x 8/50 GUN F:STERN A:120
2 x 8/50 GUN F:STERN A:120
4 X 5/40 GUN F:LEFT A:250
4 X 5/40 GUN F:RIGHT A:250
8 X TYPE 93 TORPEDO F:LEFT A:16
8 X TYPE 93 TORPEDO F:RIGHT A:16
ARMOR: B4 D2 T4/0
RADAR: 0 PROPULSION: 34
In the above example the Myoko has a main armament of 10-8 inch 50
caliber guns (in 5 double turrets) with 120 rounds of ammo per gun. The
secondary armament consists of 8 5 inch, 40 cal guns with 250 rounds per
gun. Torpedo armament consists of 16 torpedo tubes with 1 reload per
tube.
Also listed in the display, the ship�s armor protection consists of 4
inches of belt armor, 2 inches of deck armor, 4 inches of primary turret
armor and no secondary turret armor. The ship has no radar and is
capable of 34 knots maximum speed.
(D)amage - By pressing the (D) key the player may view the ship�s
damage. Flooding damage, electrical damage, and bridge damage is
expressed as a percentage. Rudder damage is also a percentage, unless
it is jammed or detached. Fires are expressed numerically, with a
larger number, the greater the fire. When a ship�s fire control is
knocked out, the display will display KO. Any number displayed next to
the fire control is the radar level of the ship.
(K)Smoke - Pressing the (K) key causes the current ship to �make smoke�.
An �S� will be displayed next to the ship�s division number. Can be
toggled on/off. Only DD�s, DE�s, and Japanese CL�s may make smoke.
(G)Target - Pressing the (G) key views the ship�s current target. The
computer will display the type of target being engaged, the target size,
the range to the target, and whether or not the target is �ranged in�
(and if so, by what method of fire control).
(C)hange Division - Assigns current ship to any division (1-9). Only
used in division mode.
(S)peed - Assigns new speed (only in ship mode)
(C)ourse - Assigns new course or instruct it to �follow� friendly ship
(ship mode only)
(T)orpedo - Used in ship mode. The player must determine if a slow or
fast torpedo setting is used, aim the torpedo mount at a particular
point on the map and then fire a salvo consisting of some or all of the
mount�s torpedoes.
(V)isual - Select enemy ship as target using visual fire control (ship
mode)
(R)adar - Select enemy ship as target using radar fire control (ship
mode)
(L)ook - Cursor moves to current ship�s location.
(N)ext - Displays next �friendly� ship.
(X)Exit
7.0 Movement
7.1 Movement Rate
Each square on the map is 1000 yards across. The game is scaled such
that a ship travelling at 30 knots will enter a new square every minute.
Shipe moving diagonally will take longer (based on the angle) to move
one square.
7.2 Changing Speed
When ships are assigned a new speed, their current speed will be
gradually increased or decreased until it equals the assigned speed.
The rates of acceleration and deceleration are shown below:
Acceleration Deceleration
BB,BC 1 kpm 40% per min
CA,CL,CLAA 2 kpm 55% per min
DD,DE 4 kpm 55% per min
Ships in division mode will always change speed at the BB rate.
7.3 Course and Turning
Ships may travel on any courses with even numbers between 0 and 358.
315 0 45
\ | /
\|/
270---+---90
/|\
/ | \
225 180 135
When ships are assigned a new course, their current course will be
gradually changed until it equals the assigned course. The rates that
ships change course are shown below:
DD,DE 48 per min
BB,BC,CA,CL,CLAA 32 per min
Division Mode 32 per min
(Note: A lead ship in a division in line formation will only be able to
turn 24 per min if player is in division mode)
Rudder Damage> 25% or
Bridge Damage > 49% 20 per min
Rudder Detached 12 per min
Undamaged ships in ship mode will use the top two turn rates. Undamaged
ships in division mode uses division mode turn rate. Ships with damaged
bridge or rudder uses last two turn rates.
7.4 Moving in Formation
In division mode only, ships will move in formation. Divisions may be
assigned either line or parallel formation.
In line formation, the lead ship will assume the division�s assigned
course, the second ship will follow the lead ship, etc. A ship that is
more than one square away from the ship which it is following will speed
up (if possible) and attempt to catch up to the leading ship. Ships
within one square of the ship they are following will set their speed to
match that of the ship they are following.
Ships in division mode will always have their course rounded to the
nearest 45 degree increment for movement purposes, although the ship
display will show the unrounded number. e.g. a ship in division mode
with an ordered course of 200 will actually mov in course 180. This
will enable ships to maintain line formations.
In parallel formation, all ships in the division will assume the
divisions assigned course.
7.5 Running Aground
A ship that moves into a land square will immediately have its
propulsion reduced to 0. There are no other effects from running
aground.
7.6 Collisions
Ships in the same square may collide with one another if at least one
ship is going at least 10 knots. Ships travelling on the same course
will have a greatly reduced change of collision. Ships will usually not
collide with the ship they are following. If a collision occurs, both
ships will be reduced in speed to less than 10 knots and will suffer
damage based on the size of the ships and their speed at the moment of
collision.
8.0 Gunfire
8.1 Selecting Targets for Gunfire
When using division mode, ships will automatically select targets for
gunfire if their division has been assigned gun fire or open fire
instructions.
When using ship mode, the players may select targets for individual
ships by using the visual or radar commands on the ship menu. Ships
with a radar rating of zero and ships with their fire control destroyed
may not use radar target selection. Ships using the visual routine to
select their targets will employ visual fire control and use the visual
gunfire accuracy modifiers. Ships using the radar routine to select
targets will employ radar fire control and use the radar gunfire
accuracy modifiers.
8.2 Gunfire Accuracy
The probability of a gunshot hitting its target is equal to 1/a where a
represents the �inverse gunfire accuracy� of a particular gunfire. The
list of accuracy modifiers used to calculate a are shown below:
FC EFFECT DESCRIPTION
all add target speed/2
all add target turn*/2
all add firer speed/2
all add firer turn*/2
V add 10, if other ships firing at target
V add 30, if ranging in
V add 20, if visibility<21; add 5 if firing ship is
Japanese OR
V add 30, if visibility<7; add 15 if firing ship is
Japanese
R add 30, for radar fire control
* - The difference between the ship�s current course and its assigned
course. Ships following other ships consider their assigned courses to
be that which aims them directly at the ship they are following.
After all additions have been made, the following multipliers may be
applied:
all x 1/2, if crossing the target ship�s �T�
all x (10-radar)/10, x2 if fire control is KO�d
all x range/gun max range
V x 1/2, if ranged in
After all multipliers have been applied:
all add 5
all add 5, if CA, CL, CLAA, AK target
all add 25, if DD,DE target
V -- Visual fire control only
R -- Radar fire control only
Example: The Fuso without radar is visually ranging in on the New
Mexico at a range of 30,000 yards. Both ships are travelling at their
maximum speeds, and neither ship is turning. The New Mexico is not
being fired upon by any other ship. The visibility is 30; therefore the
change to hit it 1/46:
a = (( 24/2 + 22/2 +30)*30/38)+5=46
If the Fuso is successful in ranging in, it will have a 1/14 change on
its next attempt:
a = (( 24/2 + 22/2 )*30/38*1/2)+5=14
Note that round off errors of +-1 may occur.
The probability of a gunshot hitting will never be worse than 1/230.
8.3 Ranging In
Ships using visual fire control must spend at least 1 turn of �ranging
in� fire before firing for full effect.. Ships succeed in ranging in if
accuracy a x RND < 50. During a ranging fire turn, ships will only fire
1 shot per gun. Ships using radar fire control are never required to
range in.
8.4 Ammo Use
The number of shells fired per gun is equal to 1+ammo/50. The ammo
number shown on the weapons display represents the number of rounds
remaining for each gun. Ships ranging in on a target will fire only 1
shot per gun.
8.5 Gun Hit Location and Armor Penetration
When a ship is hit by gunfire the computer will randomly determine the
section of the ship that was hit and calculate the change of the shell
penetrating the armor. Possible hit locations are:
Near Miss
Belt Hit
Deck Hit
Superstructure Hit (side or top)
Primary Turret Hit (side or top)
Secondary Turret Hit (side or top)
Tertiary Turret Hit
Torpedo Mount Hit
Shell hits that penetrate a ship�s armor can cause significant damage to
the ship. To determine if a shell penetrates, the gun�s adjusted
penetration rating (APR) must be compared to the armor protecting the
hit location. If the APR is greater than the ship�s armor, the hit
automatically penetrates. If the APR is equal to the ship�s armor, the
hit has a 50% chance of penetrating. A ship�s armor is listed on the
weapons display section of the ship menu. Superstructure side armor is
the same as belt armor. Superstructure top armor, is the same as deck
armor. Turret top armor is equal to 1/3 or the turret side armor
listed. Tertiary turrets and torpedo mounds are unarmored. Possible
damage caused by a near miss is determined by comparing the shell size
(not penetration) to the belt armor.
Two APRs are calculated for each gunfire, horizontal and vertical
penetration. Vertical penetration is used against deck, superstructure
top and turret top armor. Horizontal penetration is used against all
other armor.
P - Gun penetration rating
R - Range to target
M - Gun maximum range
vertical penetration = 1 + (PxR)/(Mx4)
horizontal penetration = 1+((1+M-R)xP)/(Mx2)+P/2-(PxR)/(Mx4)
Example: Using the example in section 8.2, the Fuso would be firing with
a vertical penetration of 5 and a horizontal penetration of 10.
Vertical penetration may be reduced for certain shell sizes:
6 inch x 2/3
3-5.5 inch x 1/3
8.6 Weapon Facing
Weapons (both guns and torpedoes) on a ship may have 5 possible facings:
Bow - Center - Left - Right - Stern
Weapons with the wrong facing relative to the target will be unable to
fire at that target. A facing diagram is shown below
\ B /
\ /
\ /
L OO R
/ \
/ \
/ S \
The above diagram represents the field of fire of a ship travelling on
course 0. The field is divided into four 90 degree arcs labelled
B,L,R,S.
- Bow faced guns may not fire at targets in the S arc
- Center faced guns may not fire at targets in the B or S arcs
- Left faced guns may only fire at targets in the L arc
- Right faced guns may only fire at target in the R arc
- Stern faced guns may not fire at targets in the B arc
8.7 Secondary Targets
In many situations a ship has certain gun mounts that are unable to
�face� the ship�s primary target. In these situations the gun mount
will fire at the nearest visible enemy ship that it can face. Secondary
and tertiary gun mounts, such as 5 inch guns on battleships and
cruisers, will always fire at the nearest visible enemy ship that can be
faced.
8.8 Crossing the T
A ship�s T is crossed if it is being fired at by an enemy ship from
within either of the areas shown below:
22 deg ________ 22 deg
Bow _____/ \_____ Stern
\________/
22 deg 22 deg
8.9 Gun Data
Twenty-four different gun types are included in the game. Gun ratings
are listed below:
ID Description Size Range Pen
6 18.1/45 35 46 26
7 16/50 30 42 26
8 16/45 27 40 25
9 15/42 22 32 23
10 14/50 18 36 23
11 14/45 18 38 23
12 12/50 14 33 17
13 8/55 6 31 9
14 8/50 6 30 8
15 6/60 4 30 7
16 6/53 4 26 7
17 6/50 4 20 7
18 6/47 4 26 7
19 6/45 4 18 7
20 5.5/50 4 19 5
21 5/51 3 13 5
22 5.25/50 4 22 5
23 5/50 3 20 4
24 5/40 3 16 4
25 5/38 3 17 4
26 5/25 3 14 4
27 4.7/45 3 16 4
28 4.7/50 3 18 4
29 4.5/45 3 17 4
30 4/50 2 14 4
31 4/45 2 16 3
32 3.9/65 2 20 4
33 3.9/60 2 18 4
34 3/60 1 15 3
The gun description consists of two numbers: gun barrel size in inches /
gun caliber. Numbers listed in the size column represent the weight of
the shell. Numbers listed in the range column reflect the range of the
gun in 1000s of yards. Numbers listed in the pen column reflect the
armour penetration effectiveness of the gun.
8.10 Combat Gunfire Display
When one ship fires its guns at another ship during the action phase, a
message such as the one below will be displayed
BB UNDER FIRE FROM 16/50 GUNS
ACCURACY: 1/38 PEN 22 3
BELT HIT*
PRIMARY TURRET HIT
In this example, a battleship is being fired at by a turret of 16/50
guns, with each shell fired having a 1 in 38 chance of hitting. The
shells have a horizontal penetration capability of 22 and a vertical
penetration capability of 3. The firing ship has scored two hits, the
first penetrating the belt armour (a * indicates penetration; a second *
indicates flotation damage), the second bouncing off the armour of a
primary turret. There will be no delay after the display of a non-
penetrating hit.
9.0 Torpedoes
9.1 Torpedo Salvoes
Torpedoes are fired in salvoes of 1 or more torpedoes. All torpedoes in
a salvo move together. When a salvo enters a square occupied by a ship,
each torpedo will have a change of hitting the ship.
9.2 Torpedo Intercept Angle
The torpedo intercept angle (ia) is important in determining the chance
of torpedoes hitting the ship. The ia is calculated by comparing the
torpedoes� course to that of the ship they are attacking.
ia = abs(torp course - ship course)
If ia>180 then ia=ia-180
if ia>90 then ia=180-ia
Example: Torpedo course=300 Ship course=20
abs(300-20)=280
280>180 so: 280-180=100
100>90 so: 180-100=80
ia=80
9.3 Torpedo Hit Probability
Each torpedo in a salvo will have a chance of hitting a ship in the same
square. The chance of a torpedo hit is calculated using the ia, ship
evasion capability and torpedo speed:
Ship Evasion (EV) = 225 for DD & DE, 135 for all others
If ship speed <10 then EV=EVxspeed/10
hit% = torp speed x (ia+5)/EV
The hit% formula above shows that the larger the ia, the better the
chance of a torpedo hit. For any ship travelling at a speed greater
than 4 knots there will be a 50% that the ship will make an evasive turn
to reduce the ia. After the evasive turn the ia will be reduced by a
number equal to 1/2 the ship�s turn rate (see 7.3).
9.4 Dud Torpedoes
Torpedoes that hit a ship and explode will cause significant damage to
the ship. Ten percent of all torpedoes will be duds that do not explode
(the MK-15 torpedo will have a 50% dud rate during 1941-42). Dud
torpedoes will cause no damage.
9.5 Torpedo Symbols
For solitaire games, only the human-fired torpedoes will be visible but
the computer-fired torpedoes will not.
9.6 Torpedo Data
There are 5 different types of torpedoes included in the game. Torpedo
ratings are listed below:
ID Description Size Speed Range
1 MK-IX 9 35/40 14/10
2 MK-15 8 25/40 14/6
3 MK-VII 9 33/38 16/11
4 Type 6 10 25/35 16/8
5 Type 93 20 35/50 45/22
The numbers listed in the size column represent the size of the torpedo
warhead. There are two numbers listed for both the speed and range of
the torpedo. The first number is the speed or range of the torpedo at
the �slow setting� and the second number is the speed/range at the �fast
setting�.
9.7 Torpedo Reloads
Most Japanese ships carry reloads for their torpedo mouonts. After
these ships fire their torpedoes the reload procedure will begin
automatically. Reloading torpedo mounts will normally take 30 minutes;
however, it may be delayed in certain situations. Ships moving at
greater than 21 knots will temporarily suspend the reloading until the
speed can be reduced.
9.8 Torpedo Combat Displays
Whenever a torpedo enters a square occupied by an enemy ship, a message
will be displayed stating the class of the ship being attacked, the
course of the torpedoes, and any hits scored by the torpedoes. The
display will also state any dud torpedo hits.
10.0 Searching
Every two minutes of game time, ships will perform both radar and visual
searches to locate and target enemy ships.
10.1 Search Procedure
The search segment occurs at the end of each two minutes of the action
phase. At the start of the search segment all ships will become
�unsighted�. During the search segment each ship may search and sight
any enemy ship within detection range.
10.2 Visual Search
To determine if any enemy ship (target) is within visual detection
range, the following formula is used:
V = Visibility
R = Range to Target
SS = Searcher Size (flotation)
TS = Target Size (flotation)
TF = Target Fire Level
DR = Detection range
Night Detection (V < 21):
DR = V + TF
+5 if target is firing
+5 if target is under fire
To calculate visibility when V<21, multiply V by 0.75 for Allied ships
conducting visual search.
Day Detection (V > 20):
DR = 10 + V/2 + SS/20 + TS/20 + TF
+5 if target is under fire
If DR >= R then target is sighted.
10.3 Radar Search
Only ships with a radar rating greater than zero may perform a radar
search. The formula for radar detection is shown below:
RR = Radar Rating
Radar Detection
DR = 10 + RR x 10
if DR >=R then detection except if
R > DR/2 and TS<R then no detection
10.4 Smoke
A ship cannot see through a square in which another ship is making
smoke. However, ships can see into and can see out of a square
containing a ship making smoke. And ships may always use radar to see
and fire through smoke.
10.5 Land
Ships may not see through full land (terrain type N; see 15.2) squares
(visually or with radar), but they may see through partial land squares
(terrain types B-M).
11.0 Damage
Ships may be damaged when hit by torpedoes or gunfire. Ships may
receive additional damage from uncontrolled fires and flooding. All
damage is cumulative.
11.1 Torpedo Damage
When a torpedo explodes against a ship, the following types of damage
may be expected:
flood% = (1+warheadxrnd)/flotation
fire + 4xrnd
In addition, the following types of damage are probable:
50% chance propulsion - 5 knots
30% chance propulsion - 10 knots
20% chance rudder damage = 25 + 75 x rnd
20% chance above damage doubled
4% chance above damage tripled
11.2 Gunfire Damage
The types of damage caused by gunfire will vary with the location and
armour penetration. Shots that fail to penetrate the armour will have a
chance of adding 1 to the fire level; this chance is equal to the shell
size divided by 40 (i.e. an 8/55 shell will have a 6/40 or 15% chance of
adding one to the fire level), but will cause no other damage.
S - Shell size
R - Random number between 0 and 1
F - Target flotation
Near Miss
If S x R < Belt armour then no effect otherwise flood%= 3 x R / F
Belt Hit
60% Flood% = 1 + R x S / 2 x F
5% Flood% = 1 + R x S / F and propulsion - 5 knots
15% Propulsion - 5 knots
5% Rudder damage = 25 + S x R
13% Fire + 1
2% Magazine Explodes
Deck Hit
15% Flood% = 1 + R x S / 2 x F
10% Flood% = 1 + R x S / F and propulsion - 5 knots
5% Rudder damage = 25 + S x R
20% Propulsion - 5 knots
46% Fire + 1
4% Magazine Explodes
Superstructure Hit
15% Bridge Damage = 25 + 5 x S x R
15% FC/Radar KO�d
5% Electric Damage = 10 x S x R
65% Fire + 1
Turret Hit
99% Turret KO�d
1% Magazine Explodes
11.3 Fire Damage
Uncontrolled fires on a ship may cause damage to ship systems.
Additional damage ay occur on a burning ship every two minutes if rnd x
20 < fire level.
20% Weapon KO�d
50% Fire + 1
15% Propulsion - 5 knots
5% Bridge Damage + 10
5% FC/Radar KO�d
4% Electric Damage + 25
1% Magazine Explodes
11.4 Flood Damage
Ships with uncontrolled flooding may suffer additional damage to ship
systems.
If flood% > 25 and rnd x 10 < 2 then additional flood% damage =
1 / flotation = 2
If flood% > 50 then additional electric damage = 25 x rnd
11.5 Repairs
At the start of each two minute segment, a ship�s damage control parties
will have a chance to repair damage. The ability to repair damage will
be affected by the damage control rating (DC) assigned when building the
scenario.
Repairs
5% Flood% -1 / flotation x 2
15% Fire - 1
5% Electric damage - 10
5% Bridge damage - 10
3% Jammed rudder detached
3% Rudder damage - 25
The chances of repair listed above will be multiplied by the player�s DC
rating. Thus a player with a DC rating of 3 will have a 45% chance of
reducing the fire level on his ships every 2 minutes.
12.0 Damage Effects
A ship�s damage will reduce its combat effectiveness and, in the case of
severe flooding, cause it to sink.
12.1 Fire Effects
Uncontrolled fires burning on a ship may cause additional damage to ship
systems (see 11.3)
12.2 Flooding Effects
Heavy flooding may cause additional damage to ship systems (see 11.4).
At the start of each 2 minute segment, a ship with 100% flood damage
will have a 10% chance of sinking (the ship will automatically sink if
the fire level is greater than two times the ship�s flotation rating).
Flooding will proportionally reduce a ship�s maximum speed. For example
a ship with propulsion of 30 knots and 50% flood damage will have a
maximum speed of only 15 knots. If the flood damage is repaired then
the maximum speed will increase towards the propulsion rating.
12.3 Electric Damage
Damage to a ship�s electric system will affect its ability to fire its
weapons or use radar. Ships with greater than 49% electric damage will
be unable to fire guns or torpedoes, or use radar. Ships with less than
50% damage will randomly use or lose electric power during each 2 minute
segment. For example, a ship with 25% electric damage will have a 50%
chance of losing electric power during each 2 minute segment (damage x 2
equals chance of failure).
12.4 Bridge Damage
Ships with bridge damage greater than 49% will have their ability to
maneuver impaired (see 7.3)
12.5 Rudder Damage
Ships with rudder damage between 26% and 49% and ships with their rudder
�detached� (DT) will have their ability to maneuver impaired (see 7.3).
Ships with rudder damage greater than 49% will have their rudder
�jammed� in a particular direction, either left (JL), right (JR), or
straight ahead (JS). Ships with a jammed rudder must move or turn in
the direction the rudder is jammed. During the repair segment a jammed
rudder may be either repaired, detached, or jammed in a different
direction.
12.6 Fire Control and Radar Damage
When a ship�s fire control is KO�d its radar will also be KO�d. Ships
with fire control KO�d will have their gunfire accuracy halved. Fire
control and radar may not be repaired during the game.
12.7 Propulsion Loss
Propulsion loss represents a reduction in a ship�s maximum speed.
Propulsion systems may never be repaired during the game.
12.8 Magazine Explosion
Magazine explosions in the game are usually fatal. 100% flooding and
100 fire levels are added by a magazine explosion.
12.9 Weapons Mount KO�d
Weapon mounts (gun or torpedo) KO�d may not be repaired during the game.
When a torpedo mount is destroyed, its ammo will be set to 0.
13.0 Scoring
Points may be scored for damaging or sinking enemy ships and sometimes
for exiting ships off a particular map edge.
13.1 Points for Ships Sunk
Points scored for sinking enemy ships is equal to the ship selection
points (SSPs) required to buy the ship. Points will be doubled for
sinking ships designated for cargo transport.
13.2 Points for Ships Damaged
Points scored for damaging enemy ships varies with the level of damage
and the SSP value of the ship.
F = Flotation
d% = Damage level
P = Propulsion
d% = FIRE / F + flood%
If rudder jammed or detached then d% + F / 4
If P < 15 then d% + (F/2) x (15-P) / 15
If d% > 0.9 then d% = 0.9
Points scored = d% x SSP
If damaged ship has air cover then Points x 5/9
If damaged ship is designated for cargo transport then Points x 2
13.3 Points Scored for Transport
In transport scenarios the attacking player scores points for exiting
designated transport ships off a particular map edge. The Japanese
player must exit his transports off the east map edge to score points.
The Allied player must exit his transports off the west edge to score
points. The points scored vary with the type of ship exited:
AK 50
BB,CA,CL 10 (Japanese only)
DD 5 (Japanese only)
No points are scored if the transport has a fire level greater than 4.
13.4 Points Scored for Bombardment
In bombardment scenarios the attacking player scores points for exiting
combat ships off a particular map edge. The number of points scored
varies with the number and size of the ship�s main guns.
BB, BC 8 per main gun
CA 4 per main gun
CL 2 per main gun
CLAA,DD,DE 1 per gun
The Japanese player may only score points for exiting ships off the east
map edge. The Allied player may only score points for exiting ships off
the west map edge.
13.5 Victory conditions
The player scoring the most points is considered the victor. In
bombardment scenarios, the bombarding player must score at least twice
the number of points as the defending player in order to win (if he does
not, the defending player is victor).
14.0 Scenarios
14.1 Guadalcanal I (13 Nov 1942)
This is a Japanese bombardment scenario with a 1 hour game length. The
Japanese SSP total is 449, while the US SSP total is 268. An American
force of 8 destroyers and 5 cruisers engaged a Japanese force of 2
battleships, 1 light cruiser and 11 destroyers. The Allies lost 2 light
cruisers and 4 destroyers while the Japanese lost 1 battleship and 2
destroyers.
14.2 Guadalcanal II (14 Nov 1942)
This is a Japanese bombardment scenario with a 2 hour time length. The
Japanese SSP total is 428, while the US SSP total is 442. This was one
of only 2 WWII Pacific engagements between opposing battleships. Two
American battleships and 4 destroyers fought 1 Japanese battleship, 2
heavy cruisers, 2 light cruisers, and 11 destroyers. Two American
destroyers, 1 Japanese battleship and 1 Japanese destroyer were sunk.
14.3 Empress Augusta Bay (2 Nov 1943)
This is a Japanese bombardment scenario with a 2 hour game length. The
Japanese SSP total is 251, while the US SSP total is 288. An American
force of 4 new radar-equipped CL�s and 8 DD�s turned back a Japanese
bombardment group consisting of 2 CA�s, 2 CL�s and 6 DD�s. One Japanese
light cruiser and one destroyer were sunk.
14.4 San Bernardino (25 Oct 1944)
This is a battleline scenario with a 2 hour game length. The Japanese
Ssp total is 1150, while the US SSP is 1514. This is a hypothetical
engagement between battlelines during the Leyte invasion.
15.0 Designing Custom Maps
If the (D)esign Map option is selected (see 4.2) then the may build
routine may be used to create a custom map.
15.1 Map Build Menu
The following menu options may be used to examine the map and change
terrain:
(1-8) Move Cursor
(A-N) Set Terrain - Each letter, A-N, represents a different terrain
symbol which replaces the current terrain at the cursor location.
(U) Auto Shift - When autoshift is activated then the cursor location
will shift 1 square in the selected direction (1-8) after each set
terrain key has been pressed. This function is useful in reducing the
number of key strokes required to create a new map.
(X) Exit - Computer exits map build routing and enters save to disk
routine.
15.2 Terrain Types
(Just a general description)
A - 0pen B - Land left w/reef C - Land bottom w/reef
D - Land top w/reef E - Land right w/reef F - Land top rt w/reef
G - Land bottom rt � H - Land bottom lf � I - Land top lf �
J - Land top K - Land right L - Land bottom
M - Land left N - Solid land
16.0 Modifying Ship Data
Players may create custom ships by modifying some or all ship data.
16.1 Modifying Weapons Data
Ships have a maximum of 10 weapon mounts. Main guns are always listed
1st, followed by secondary and tertiary weapon. Secondary and tertiary
turrets that have the same facing may be grouped together on one
�mount�. The number of guns/tubes per turret must be designated to
determine how many guns/tubed are destroyed when a turret is KO�d. The
number of guns/tubes must be evenly divided by the gun/tubes per turret
or the guns/tubes per turret will automatically be set to 1.
When changing weapon mounts, the following data elements may be altered:
Weapon Type - Use ID numbers listed in 8.8 and 9.6 (0 - no weapon)
Number Guns/Tubes
Facing (1-5) - See 8.6
Ammo/Torpedoes
Main, Secondary or tertiary mount
Guns/Tubes per Turret - Does not apply to main gun turrets
16.2 Modifying Non-Weapons Data
The following non-weapons data elements may be altered:
Maximum Speed
Flotation - Equals 1 + Ship Displacement / 500 (tons)
Radar (0-4)
Belt Armour (Inches)
Deck Armour
Main Turret Armour
Secondary Turret Armour - Tertiary turrets are always unarmoured.
Ship Selection Points - Used for scoring
17.0 Ship Data
General Data format
Type Class Main gun Sec gun Tert gun Spd Flot
------------------------------------------------------------------------
Radar Belt Deck Prim Turr Sec turr SSP�s Earliest yr
Arm Arm Arm Arm Available
Japanese
-----
BB Yamato 9x18.1/45 12x6/60 12x5/40 27 125
0 16 9 24 2 250 42
-----
BB Nagato 8x16/45 16x5.5/50 8x5/40 27 80
0 12 4 14 5 175 41
-----
BB Kongo 8x14/45 16x6/50 8x5/40 30 70
0 8 4 9 3 133 41
-----
BB Fuso 12x14/45 14x6/50 8x5/40 24 70
0 12 4 12 4 161 41
-----
BB Ise 8x14/45 16x5/50 -- 24 70
0 12 4 12 1 136 44
-----
CA Aoba 6x8/50 4x4.7/45 8x93TT 33 20
0 3 2 4 0 38 41
-----
CA Tone 8x8/50 8x5/40 12x93TT 35 28
0 4 2 4 0 52 41
-----
CA Takao 10x8/50 8x5/40 16x93TT 34 30
0 4 2 4 0 58 41
-----
CA Mogami 10x8/50 8x5/40 12x93TT 35 28
0 4 2 4 0 55 41
-----
CL Tenryu 4x5.5/50 6x6TT -- 33 9
0 2 1 0 0 16 41
-----
CL Kuma 7x5.5/50 8x93TT -- 33 11
0 2 1 0 0 23 41
-----
CL Kitakami 4x5.5/50 40x93TT -- 33 11
0 2 1 0 0 44 41
-----
CL Nagara 7x5.5/50 8x93TT -- 36 11
0 2 1 0 0 23 41
-----
CL Yubari 6x5.5/50 4x93TT -- 35 8
0 2 1 0 0 16 41
-----
CL Agano 6x6/60 4x3/60 8x93TT 35 15
1 2 1 1 0 26 43
-----
CL Oyodo 6x6/60 8x3.9/60 -- 36 22
1 2 1 1 0 31 44
-----
DD Minekaze 2x4.7/50 2x6TT -- 36 3
0 0 0 0 0 5 41
-----
DD Kamikaze 3x4.7/50 6x6TT -- 36 3
0 0 0 0 0 7 41
-----
DD Mutsuki 2x4.7/50 6x93TT -- 33 4
0 0 0 0 0 9 41
-----
DD Fubuki 6x5/50 9x93TT -- 38 5
0 0 0 0 0 15 41
-----
DD Hatsuharu 5x5/50 6x93TT -- 33 4
0 0 0 0 0 11 41
-----
DD Shiratsuyu 5x5/50 8x93TT -- 34 5
0 0 0 0 0 14 41
-----
DD Kagero 6x5/50 8x93TT -- 35 6
0 0 0 0 0 15 41
-----
DD Shimakaze 6x5/50 15x93TT -- 39 7
1 0 0 0 0 21 43
-----
DD Akizuki 8x3.9/65 4x93TT -- 33 7
0 0 0 0 0 14 42
-----
DE Mutsu 3x5/50 4x93TT -- 27 4
0 0 0 0 0 8 44
========
American
========
BB Nevada 10x14/45 12x5/51 8x5/25 21 60
0 13 4 16 1 146 41
-----
BB New Mexico 12x14/50 8x5/38 -- 22 65
0 14 6 16 1 161 41
-----
BB Maryland 8x16/45 16x5/38 -- 21 70
0 16 5 16 1 172 41
-----
BB N. Carolina 9x16/45 20x5/38 -- 28 75
2 16 4 16 1 201 42
-----
BB S. Dakota 9x16/45 16x5/38 -- 28 75
2 16 6 17 1 204 42
-----
BB Iowa 9x16/50 20x5/38 -- 33 95
2 16 6 18 1 224 44
-----
BC Alaska 9x12/50 12x5/38 -- 33 60
2 9 4 13 1 224 44
-----
CA Pensacola 10x8/55 8x5/25 -- 33 18
0 3 2 2 0 40 41
-----
CA Northampton 9x8/55 8x5/25 -- 33 18
0 3 2 2 0 38 41
-----
CA Portland 9x8/55 8x5/25 -- 33 20
0 4 2 2 0 41 41
-----
CA New Orleans 9x8/55 8x5/25 -- 33 20
0 5 2 6 0 46 41
-----
CA Baltimore 9x8/55 12x5/38 -- 33 30
0 6 2 6 1 57 44
-----
CL Omaha 12x6/53 6x15TT -- 33 14
0 4 2 4 0 34 41
-----
CL Brooklyn 15x6/47 8x5/25 -- 33 20
2 5 2 6 0 48 41
-----
CL Cleveland 12x6/47 12x5/38 -- 33 24
2 5 2 6 1 50 43
-----
CLAA Atlanta 16x5/38 8x15TT -- 33 14
1 4 2 1 0 28 41
-----
CLAA Oakland 12x5/38 8x15TT -- 33 14
2 4 2 1 0 26 44
-----
DD Flush Deck 4x4/45 12x15TT -- 35 3
0 0 0 0 0 8 41
-----
DD Farragut 5x5/38 8x15TT -- 36 4
0 1 0 1 0 9 41
-----
DD Porter 8x5/38 8x15TT -- 37 5
0 1 0 1 0 11 41
-----
DD Mahan 4x5/38 12x15TT -- 36 4
0 1 0 1 0 9 41
-----
DD Craven 4x5/38 16x15TT -- 38 4
0 1 0 1 0 10 41
-----
DD Benson 4x5/38 5x15TT -- 35 5
0 1 0 1 0 9 41
-----
DD Fletcher 5x5/38 10x15TT -- 38 6
1 1 0 1 0 11 42
-----
DD Gearing 6x5/38 10x15TT -- 37 6
2 1 0 1 0 12 45
-----
DD Sumner 6x5/38 10x15TT -- 36 6
2 1 0 1 0 12 44
-----
DE Rudderow 2x5/38 3x15TT -- 23 4
1 0 0 0 0 5 44
=======
British
=======
BB Nelson 9x16/45 12x6/50 6x4.7/55 23 70
1 14 6 15 2 197 41
-----
BB King George V 10x14/45 16x5.25/50 -- 28 70
1 15 6 13 2 163 41
-----
BB Repulse 6x15/42 20x4/50 8xIXTT 28 65
1 9 4 11 1 129 41
-----
BB Warspite 8x15/42 8x6/45 8x4/45 24 65
0 13 4 11 2 142 41
-----
BB Revenge 8x15/42 14x6/45 -- 21 65
0 13 4 11 2 142 41
-----
CA Australia 8x8/50 8x4/45 8xVIITT 32 22
0 4 2 2 0 42 41
-----
CA Exeter 6x8/50 8x4/45 6xIXTT 32 18
0 3 2 2 0 35 41
-----
CL Leander 8x6/50 8x4/45 8xVIITT 33 18
0 3 2 1 0 33 41
-----
CL Enterprise 6x6/50 4x4/45 8xIXTT 33 18
0 3 1 1 0 28 41
-----
CL Adelaide 7x6/50 2x4/45 -- 24 12
0 3 1 1 0 21 41
-----
CL Caledon 5x6/50 2x4/45 -- 30 10
0 3 1 1 0 17 41
-----
CLAA Carlisle 8x4/45 -- -- 30 10
0 3 1 1 0 17 41
-----
CL Danae 6x6/50 12xIXTT -- 30 10
0 3 1 1 0 20 41
-----
CL Fiji 12x6/50 8x4/45 6xIXTT 32 18
1 3 2 2 1 38 41
-----
CLAA Dido 10x5.25/50 6xIXTT -- 32 12
1 3 2 1 0 23 41
-----
DD Sabre 3x4/45 4xIXTT -- 36 3
0 0 0 0 0 6 41
-----
DD Vampire 4x4/45 6xIXTT -- 36 4
0 0 0 0 0 7 41
-----
DD Electra 4x4.7/45 8xIXTT -- 36 4
0 1 0 0 0 8 41
-----
DD Jupiter 6x4.7/45 10xIXTT -- 36 5
0 1 0 0 0 11 41
-----
DD Battle 4x4.5/45 8xIXTT -- 35 6
2 1 0 0 0 10 45
=====
Dutch
=====
CL Tromp 6x6/50 6xVIITT -- 33 8
0 2 1 1 0 18 41
CL De Ruyter 7x6/50 -- -- 32 12
0 2 1 1 0 20 41
CL Java 10x6/50 -- -- 30 13
0 3 1 2 0 26 41
DD Van Ghent 4x4.7/45 6xVIITT -- 36 4
0 1 0 0 0 8 41
DD Sweers 5x4.7/45 8xVIITT -- 37 5
0 1 0 0 0 10 41
=========
Transport
=========
AK Transport 2x3/60 -- -- 15 10
0 0 0 0 0 20 41