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# NORTH ATLANTIC '86 #
# DOCUMENTATION #
#######################################
# #
# THIS FILE WRITTEN FOR: #
# #
# THE OUTPOST #
# #
# [312]-441-6957 #
# #
# & #
# #
# THE SOUTH POLE #
# #
# [312]-677-7140 #
# #
#######################################
# #
# CREATED BY #
# #
# D*I*R*T*Y H*A*R*R*Y #
# #
#######################################
INTRODUCTION
------------
NORTH ATLANTIC 1986 IS A SIMULATION OF COMBAT BETWEEN SOVIET AND NATO
AIR, LAND, SURFACE, AND SUBMARINE FORCES FOR CONTROL OF THE NORTH
ATLANTIC. YOU AS THE PLAYED MUST ORGANIZE YOUR SHIPS INTO TASK
FORCES.
TURNS
-----
EACH TURN IS 12 HOURS YOU MAY:
1) BUILD AND ADJUST FRIENDLY TASK FORCE
2) MOVE TASK FORCES
3) LAUNCH AIR MISSIONS
4) LAUNCH MISSILE ATTACKS
5) RESOLVE COMBAT
(FOR THE PURPOSES OF MY TYPING, THE WORDS "TASK FORCE" WILL HEREBY BE
REFERRED TO AS: TF)
NOTES
-----
WHEN TYPING IN NUMBER INPUTS, HITTING <RETURN> IS REQUIRED
WHEN ANSWERING A YES/NO QUESTION, ONLY Y OR N IS REQUIRED
PRESSINT <CTRL-C) CAUSES THE PROGRAM TO HALT
MAP
---
THE MAP IS A 40 X 40 SQUARE GRID REPRESENTING THE NORTH ATLANTIC
AREA. EACH SQUARE IS 100KM IS DEPTH. GREEN: LAND BLUE: OCEAN WHITE:
BASE RED: SOVIET TF BLACK: NATO TF
DISTANCES ARE ALWAYS ROUNDED UP!
EXAMPLE: X
X
5 ACROSS, 1 DOWN: DISTANCE IS 6 (REALLY, IT IS 5.099)
START
-----
BOOT UP THE DISK WITH AN APPLE ///, USE EMULATION MODE
PASSWORDS
---------
EACH PLAYER MAY HAVE A SECRET PASSWORD SO SECRET INFORMATION WILL ONLY
BE GIVEN TO HIM. CHOOSE SHORT EASILY REMEMBERED PASSWORDS
ABBREVIATIONS
-------------
CVN NUCLEAR AIRCRAFT CARRIER CV AIRCRAFT CARRIER
BB BATTLESHIP CGN NUCLEAR GUIDED MISSLE CRUISER
CG GUIDED MISSLE CRUISER CL LIGHT CRUISER
DDG GUIDED MISSLE DESTROYER DD DESTROYER
FFG GUIDED MISSLE FRIGATE FF FRIGATE
SSNG NUCLEAR GUIDEDE MISSLE SUBMARINE SSN NUCLEAR SUBMARINE
SS SUBMARINE LST LANDING SHIP TANK
LHA HELICOPTER ASSAULT W/LOADING DOCK LPH HELICOPTER ASSAULT SHIP
LPD LANDING SHIP WITH LOADING DOCK AP TRANSPORT
AK CARGO SHIP AO OILER
AE AMMUNITION SHIP AKR VEHICLE CARGO SHIP
AFS COMBAT STORES SHIP TF TASK FORCE
CAP COMBAT AIR PATROL SSM SURFACE TO AIR MISSLE
ASM AIR TO SURFACE MISSLE ASW ANTI SUBMARINE WEAPON
SAM SURFACE TO AIR MISSLE AST ANTI SUBMARINE TORPEDO
AAM AIR TO AIR MISSLE
SEQUENCE OF PLAY
----------------
NATO FORCES: HUMAN
SOVIET: HUMAN OR COMPUTER
IN GAME:
1) NATO TF ADJUSTMENT
2) MATO MOVEMENT
3) SOVIET TF ADJUSTMENT
4) SOVIET MOVEMENT
5) SOVIET AIR OPERATIONS
6) NATO AIR OPERATIONS
7) COMBAT RESULTS
8) SAVE GAME
TASK FORCE ADJUSTMENT
=====================
FORMING TF
----------
1) ENTER PORT CODE
2) ENTER MISSION CODE
3) THE COMPUTER WILL LIST ELIGIBLE SHIPS
4) CHOOSE THIS SHIPS YOU WANT
COMBINING TF
------------
2 TF'S IN THE SAME GRID MAY BE COMBINED FOLLOWING THIS PROCEDURE:
1) ENTER NUMBER OF GAINING TF AND MERGING TF
2) ALL SHIPS IN MERGING TF WILL BE ADDED TO GAINING TF, AND THE MERGING
WILL BE DELETED
3) THE GAINING TF HAS THE LOWER OF THE 2 ENDURANCES
4) SUBMARINES TF'S MAY NOT COMBINE WITH NON SUB TF'S
5) AIRCRAFT CARRIERS MAY NOT MERGE WITH NON COMBAT PATROL
6) TRANSPORTS MAY NOT COMBINE WITH NON TRANSPORT TF'S
DIVIDING TASK FORCE
-------------------
1) ENTER NUMBER OF TF TO DIVIDE
2) THE SOVIET PLAYER IS ALLOWED: 9. THE NATO PLAYER IS ALLOWED: 11
3) ENTER THE NUMBER OF THE SHIPS THAT YOU WISH TO TRANSFER. THE
NEW TF WILL HAVE SAME MISSION AND ENDURANCE AS OLD ONE
4) IF YOU HAVE FEWER THAN THE MAXIMUM
TF'S, DIVIDE TF MAY BE USED TO SCUTTLE SHIPS. JUST REPLY WITH "S"
AFTER THE SHIP NUMBER
LOADING TRANSPORTS
------------------
TROOPS AND SUPPLIES MAY BE LOADED ON A TRANSPORT IF THE SHIPS ARE IN A
FRIENDLY PORT
1) USING THE LOAD TRANSPORT COMMAND, ENTER THE PORT CODE. THE COMPUTER
WILL LIST ALL ELIGIBLE SHIPS
2) ENTER THE SHIP NUMBER AND THEN WHAT SHOULD BE LOADED. (100 MEN->COMPANY)
3) IF YOU WISH TO UNLOAD, JUST TYPE "U" WHEN IT ASKS FOR THE NUMBER
OF MEN/SUPPLIES TO BE LOADED
4) ONLY SUPPLY UNITS MAY BE LOADED ON A SHIP WITH A PREFIX "A" (AP,AK...)
CHECKING PIPELINE
-----------------
REINFORCEMENTS AND REPAIRED SHIPS ARE SENT TO FRIENDLY PORTS. TO CHECK THESE
SHIPS, CHECK THE "PIPELINE."
1) ENTER PORT CODE
2) ENTER SHIP PREFIX (<RETURN> FOR ALL SHIPS)
3) ENTER MAXIMUM DELAY TIME ( <RETURN> FOR ALL SHIPS)
4) THE COMPUTER WILL LIST THE SHIPS
5) FOR SHIPS IN REPAIR, REFIT, OR REINFORCEMENT, THE COMPUTER WILL
DISPLAY THE TIME WHEN THEY WILL ARRIVE
SUNK SHIP DISPLAY
-----------------
THE COMPUTER WILL DISPLAY THE SUNK SHIPS AND THE POINTS AWARDED
FROM THEIR SINKING.
AIR GROUP DISPLAY
-----------------
THE COMPUTER WILL LIST THE NUMBER OF EACH TYPE OF AIRCRAFT ASSIGNED
TO EACH CARRIER OR BASE THAT IS ACTIVE.
LIST ACTIVE TF'S
----------------
1) THE COMPUTER LISTS THE TF NUMBER, MISSION, AND ENDURANCE FOR EACH TF
2) ENTER THE TF NUMBER TO EXAMINE (OR <RETURN> FOR NONE)
MAP DISPLAY
-----------
THE COMPUTER WILL DISPLAY THE MAP AND ALL FRIENDLY TF'S. TYPING A
TF NUMBER WILL CAUSE THAT TF TO FLASH.
BASE DISPLAY
------------
THE COMPUTER WILL SHOW: INFANTRY, SUPPLIES, AIRCRAFT AND UTILITY
AIRCRAFT AT EACH BASE. (AND MORALE POINTS FOR THE NATO PLAYED).
END GAME
--------
ENDS GAME
WEAPONS DISPLAY
---------------
PROMPTS FOR A SHIPS I.D. NUMBER AND THEN DISPLAYS THE WEAPONS AVAILABLE
FOR THAT SHIP.
1: MURMANSK
2: RIGA
16: AMERICA
MAIN GUNS: LARGER AND 150 mm. GOOD FOR SHORE BOMBARDMENT
LIGHT GUNS: 50-149mm. BOMBARDMENT, SHIP COMBAT, OR AIR DEFENSE
MISSLE DEFENSE: RATING OF SHORT RANGE GUNS AND ANTI-MISSLE MISSLES
HELICOPTERS: PARTOL/ASW HELICOPTERS CARRIED BY A SHIP
AIR-RECON: RECONAISSANCE AIRCRAFT CARRIED BY A CARRIER OR BASE.
ONLY SURFACE SEARCH
AIR-EW: ELECTRONIC WARFARE CARRIED BY A BASE OR CARRIER, USED TO
DESTROY MISSLES.
AIR-ASW: ANTO-SUB WEAPONS CARRIED FOR USE BY AIRCRAFT
AIR EARLYWARNING: ALLOWS A SHIP/BASE TO SEE AN ATTACK APPROACHING
SSM-SYSTEM: SURFACE TO SURFACE MISSLES (DISPLAY: # IN SALVO,TOTAL
CARRIED, RANGE IN KM.)
ASW SYSTEM: LONG RANGE ANTI-SUB WEAPONS
SAM SYSTEM: LONG RANGE SURFACE TO AIR MISSLES
AST SYSTEM: ANTI SUBMARINE TORPEDOES (MK.48, TIGERFISH AND 533'S
CAN ALSO BE USED AGAINST SHIPS)
EW STRENGTH: STRENGTH OF ELECTRONIC WARFARE (FOR SUBS, QUIET RATING)
SONAR STRENGTH:RATING FOR SONAR EQUIPMENT
TASK FORCE MOVEMENT
===================
MOVING OF TF'S EXPENDS MOVEMENT POINTS. THE POINTS ARE DETERMINED
BY FLEET SPEED.
FLEET SPEED
-----------
30 KNOTS OR THE LOWEST SPEED OF THE SLOWEST SHIP, WHICHEVER IS LOWER
MOVEMENT
--------
1. TF RECEIVES 1 MP FOR EACH 2 1/2 KNOTS. (AT LEAST 3 MP'S)
2. 2 MP'S FOR EACH MOVE N,S,E,W
3. 3 MP'S FOR EACH MOVE NW,NE,SW,SE
4. TF WITH FEWER THAN 2 MP'S CAN NOT MOVE, BUT CAN DOCK
5. PRESSING "A" WILL START THE MOVE OVER FOR THAT SHIP ONLY
6. TF'S CAN NOT ENTER LAND
ENTERING HARBOR-UNLOADING
-------------------------
1. TF THAT BEGINS MOVE ON FRIENDLY BASE MAY UNLOAD BY DOCKING. IF YOU
BEGIN IN HARBOR AND WISHES TO EXIT HARBOR BUT STAY IN SAME SQUARE,
HIT "0"
2. EACH SHIP MAY INLOAD 18 COMPANTRIES OR 3 SUPPLIES
3. WHILE IN HARBOR, A TF IS IMMUNE TO SHIPS, SUBS, OR MISSLES
4. WHILE IN HARBOR, A SHIP IS EASIER TO HIT WITH BOMBS.
5. TO UNLOAD TROOP/SUPPLIES AT AND ENEMY BASE, FOLLOW THE ABOVE
PROCEDURE BUT THE RATE IS HALVED
MOVEMENT SEQUENCE
-----------------
1. MOVE TF'S BY NUMBER. ONCE A TF HAS BEEN MOVED, IT CAN NOT BE
REVERSED
2. PRESSING "S" WILL EXAMINE A TF
3. PRESS "M" FOR EW MODE: TF'S IN EW WILL BE AUTOMATICALLY SEEN, BUT
WILL FIND TARGETS EASIER
LAND ATTACKS
============
WHEN SOVIET AND NATO TROOPS OCCUPY ICELAND OR FAROES, LAND ATTACK WILL
TAKE PLACE:
0=NO ATTACK
5=BANZAI!
(SUPPLIES CONSUMED WILL EQUAL THE LEVEL OF ATTACK)
AIR OPERATIONS
==============
1. CAP
2. OBSERVE SEARCH RESULTS
3. LAUNCH STRIKES
4. TRANSFER AIRCRAFT
5. LAUNCH SSM/ASW ATTACKS
CAP (Combat Air Patrol)
---
1. AT START OF AIR OPERATIONS, DETERMINE HOW MANY PLANES WILL FLY
CAP MISSIONS
2. FIGHTERS FLY: NORMAL CAP, AND LONG RANGE CAP
NORMAL- PROTECT TF OR BASE FROM WHICH IT ORIGINATED
LONG RANGE- PROTECT ANY BASE/TF WITHIN ITS RANGE
(FOR CAP, RANGE=1/2 STRIKE)
3. THERE ARE 2 WAYS TO INTERCEPT AIR TO AIR MISSLE DIGFIGHT
(BOTH WILL OCCUR IF CAP INTERCEPTS AIRCRAFT WITH STANDOFF RANGE AS 0)
4. AVERAGE/MAXIMUM INTERCEPTION RANGES
LONG RANGE CAP
MIS. MIS. DOG. DOG.
+EW +EW
---------------------------
TORNADO/ADV 320/440 64/70 145/290 31/62
FALCON/F-16 NM NM 115/230 29/5
8TOMCAT/F-14 450/550 70/75 125/250 30/60
EAGLE/F-15 300/400 63/68 125/250 30/6
0HARRIER/AV8 NM NM 65/130 27/54
FORGER/Y-36 NM NM 55/110 26/5
3FLOGGER/M23 300/400 63/68 125/250 30/60
NORMAL CAP
MIS MIS DOG DOG
+EW +EW
----------------------------
TORNADO/ADV 110/200 25/50 35/70 25/5
0FALCON/F-16 NM NM 35/70 25/50
TOMCAT/F-14 160/300 27/55 35/70 25/5
0EAGLE/F-15 110/200 25/50 35/70 25/50
HARRIER/AV8 NM NM 35/70 25/5
0FORGER/Y-36 NM NM 35/70 25/50
FLOGGER/M23 110/200 25/50 35/70 25/5
0
+EW: SUCCESSFUL EARLY WARNING
NM: AIRCRAFT DOESN'T CARRY LONG-RANGE MISSLES
SEARCH MISSIONS
---------------
1. SEARCHES ARE PERFORMED AUTOMATICALLY BY UTILITY AIRCRAFT
SURFACE/SUBMARINE SEARCH RANGES:
HELICOPTER: 4/3 RECONAISSANCE: 20/0
ASW: 0/6 EARLY WARNING: 8/0
SUBS MAY OBTAIN SONAR CONTACTS ON TF'S NEAR THEM
SEARCH DISPLAY
--------------
THE COMPUTER WILL DISPLAY ALL RESULTS AFTER IT HAS SEARCHED
THE TF'S ID #'S MAY BE USED TO ATTACK THE TF'S
BASE NUMBERS:
MURMANSK: 1 ICELAND:(S) 6
RIGA: 2 SCAPE FLOW: 17
HAMBURG: 3 FAROES:(N) 18
BERGEN: 4 ICELAND(N): 19
FAROES(S):5
3. IF YOU ENTER A STANDOFF RANGE GREATER THAN 0, EACH BOMBER WILL
CARRY AIR-SURFACE MISSLES
4. WHEN STRING GROUND TARGETS, AND IF FIGHTERS ARE INCLUDED, YOU WILL
BE ASKED: BASE ATTACK OR GROUND SUPPORT
5. AIRCRAFT INFORMATION
AIR WEAPON SYSTEM
CRAFT RANGE SYSTEM RANGE
----------------------------------------
TORNADO 1200 AMRAAM 150*
FALCON 900 SIDEWIND 10
EAGLE 1000 AMRAAM 150*
TOMCAT 1000 PHOENIX 300*
CORSAIR 600 WALLEYE 50
INTRUDER 800 HARPOON 110
HARRIER 400 SIDEWIND 10
FORGER 300 APHID 10
FLOGGER 1000 APEX 150*
FENCER 1200 A-7 10
BACKFIRE 2500 A-6 300
BADGER 1800 A-6 300
CUB 2500 NONE ---
STARLIFTER 2500 NONE ---
* 100 ADDED TO RANGE OF LONG RANGE
AAM'S FOR INTERCEPTINON RANGE
AIRCRAFT TRANSFER
-----------------
AIRCRAFT TRANSFERS MAY BE PERFORMED BETWEEN CARRIERS/BASES WITH:
1) ONLY 4 TRANSFERS PER TURN
2) TRANSPORT CRAFT (CUB,STARLIFTER) MAY BE INCLUDED IN THE FIRST 2
MISSIONS IN A.M. TURNS ONLY
3) RANGE IS TRIPLED
(WHEN USING THE TRASPORT CRAFT, YOU MAY CHOOSE TO SEND TROOPS OR
SUPPLIES ALONG WITH THEM)
AIRBORNE ASSAULT
----------------
AN AIRBORNE ASSAULT WILL OCCUR WHEN TRANSPORT AIRCRAFT ARE ENGAGED IN
A MISSION TO EBEMY CONTROLLED ICELAND OR FAROES
1) ONLY 1 ASSAULT/TURN
2) EACH PLANE WILL ATTEMPT TO DROP 1 COMPANY OF INFANTRY. IF THE PLANE
IS DESTROYED, SO ARE IS THE COMPANY
3) THE DROPPED INFANTRY WILL AUTOMATICALLY ENGAGE IN A LEVEL 5
ATTACK UPON THEIR DROP
LAUNCHING SSM/ASW
-----------------
1) TF'S MAY USE SSM/ASW TO ATTACK SUBS OR SURFACE SHIPS SIGHTED DURING
THE SEARCH PHASE. TF'S IN HARBOR CAN NOT FIRE/BE HIT BY SSM/ASW
2) IF YOU SELECT A SHIP TO FIRE, THE COMPUTER WILL LET YOU DO SO IF
YOU ARE IN RANGE. RANGE OF SSM IN SQUARES=RANHE OF KM/100
3) IF THE ATTACKING TF IS IN EW MODE, EACH SHIP IN THAT TF WITHOUT
SSM, WIL FIRE A SAM INSTEAD
4) IF A SUB TF IS CHOSEN, THERE IS A 50% CHANCE OF A FIRING
5) WHEN A SUB IS IN A SSM/ASW ATTACK, EACH SUB WILL HAVE 33% CHANCE OF
FIRING 6)TO IDENTIFY TARGETS, HIT "S" WHEN ASKED FOR TARGET
COMBAT RESOLUTION
=================
1) AIR STRIKE
2) MISSLE (SSM,ASM,ASW)
3) SURFACE AND SUB COMBAT
4) RETURN AIRCRAFT TO BASES
5) LAND COMBAT
6) REPAIR AND REFIT SHIPS
7) REINFORCEMENTS
AIR STRIKE
----------
1) AIR EARLY-WARNING
2) LONG RANGE AAM COMBAT
3) DIGFIGHT
4) SHIPS FIRE LONG RANGE SAM'S
5) BOMBERS LAUNCH ASM'S
6) FLAK
7) BOMBERS DROP BOMBS
1) EARLY WARNING AIRCRAFT DETECT STRIKES 8 SPACES AWAY.
2) LONG RANGE AAM COMBAT MAY OCCUR IF THE CAP IS EQUIPPED WITH:
PHOENIX, AMRAAM, OR APEX MISSLES
PHOENIX: 3
AMRAAM: 2
APEX: 1
AAM'S FIRED BY STRIKING AIRCRAFT MAY FIND TARGETS WHEREVER THEY ARE.
THE SUCCESS OF EACH AAM FIRED IS REDUCED BY THE EW OF THE CARRIER/BASE
ATTACKED AND THE TARGET AIRCRAFT
FIGHTER AIRCRAFT MUST BE ABLE TO LOCK ON TO TARGETS TO FIRE AT THEM.
THECHANCES OF A LOCK ON IS DETERMINED BY THE RADAR STRENGTH.
THE CHANCE OF HITTING AN ENEMY PLANE WITH A MISSLE
IS AFFECTED BY THE ECM RATING OF THE TARGET:
TORNADO: 3 INTRUDER: 4 BACKFIRE: 3
FALCON: 1 HARRIER: 1 BADGER: 1
TOMCAT: 3 FORGER: 0 CUB: 0
EAGLE: 3 FLOGGER: 1 STARLIFT: 0
CORSAIR: 1 FENCER: 1
HIGHER ECM RATING -> LOWER CHANCE OF BEING HIT
3. DOGFIGHT: INDIVIDUAL CAP FIGHTERS WILL CHOOSE A TARGET AND ATTACK
IT. IF THE ATTACK FAILS, THE OTHER PLANE MAY ATTACK. THE RATINGS FOR
DOGFIGHT ABILITY:
TORNADO: 4 INTRUDER: 1 BACKFIRE: 1
FALCON: 5 HARRIER: 3 BADGER: 1
TOMCAT: 4 FORGER: 2 CUB: 1
EAGLE: 5 FLOGGER: 4 STARLIFT: 1
CORSAIR: 2 FENCER: 2
HIGHER RATING -> CHANCE OF BEING ENGAGED
AAM= SIDEWINDER: +2 POINTS
AAM= APHID: +1 POINT
4) SHIPS IN TARGET TF'S MAY FIRE SAM'S IF THERE IS NO STANDOFF RANGE
OR THE MISSLE RANGE IS GREATER THAN THE STANDOFF RANGE. NUMBER OF
SAM'S FIRED IS DEPENDENT UPON TYPE OF SAM:
STANDARD: 4 SA-N-1: 1 SA-N-6: 3
SEADART: 2 SA-N-3: 2 SA-N-7: 4
SEASLUG: 1
AEGIS CRUISERS, TICONDEROGA, AND TORKTOWN MAY FIRE 8 STANDARD SAM'S,
THERE IS A 50% CHANCE OF A SHIP NOT FIRING AND SAM'S DURING A STRIKE
5) BOMBERS THAT SURVIVE MAY SHOOT ASM'S
6) IF STANDOFF RANGE IS 0, THE BOMBERS WILL BE ATTACKED BY FLAK.
SURVIVORS WILL BE PERMITTED TO ATTACK.
7) THE CHANCE OF A BOMBER BEING SHOT DOWN BY FLAK = TF FLAK STRENGTH+
TARGETS MISSLE DEFENSE STRENGTH, DIVIDED BY 500. THE TF FLAK STRENGTH
IS COMBINED AA RATING OF ALL SHIPS IN THE TF. IF THERE ARE MORE THAN
12 SHIPS IN A TF, THE RATING IS THE AVERAGE OF THE SHIPS.
8. CHANCE OF BOMB HITTING TARGET IS AFFECTED BY:
A. BOMBER ACCURACY
B. MAXIMUM SPEED OF TARGET
C. FLAK INTENSITY
D. RANGE OF STRIKE
E. SIZE OF TARGE
F. RADAR ON BOMBER (NIGHT ONLY)
TABLE OF BOMBER ACCURACY/RADAR:
TORNADO 14/9 CORSAIR 7/5 FLOGGER 1/4
FALCON 6/4 INTRUDE 10/8 FENCER 9/7
TOMCAT 10/8 HARRIER 6/2 BACKFIRE5/5
EAGLE 10/6 FORGER 3/1 BADGER 3/3