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