ACTION STATIONS!

NAVAL SURFACE COMBAT TACTICAL SIMULATION 1922-1945

I. INTRODUCTION TO ACTION STATIONS!

Three small cruisers in line ahead formation steamed in the calm waters of a South Atlantic sunrise. The air was clear, and as the brightness increased it became apparent that it would be day with limited visibility. Smoke! Smoke, bearing green-45!.

All binoculars on the bridge of the flagship swung about to search the indicated bearing. Can you make it out, Number One? the Captain asked. Sir, yes, I think it is a Pocket Battleship! Very Well, Number One, call away ACTION STATIONS!

ACTION STATIONS! is a tactical-level simulation of naval surface combat for the period 1922-1945. ACTION STATIONS! began as a series of mathematical models designed to simulate individual aspects of naval warfare. The author, an active duty naval officer at the time assigned to the Centre For Naval Analysis (a Federally Funded Research Corporation Think Tank), was interested in using computer artificial intelligence for tactical decision making.

A simulation was needed to provide substance to theories. The World War 2 period was selected because of the wealth of unclassified data and combat experience. It was evidently early in the project that a very fine-grain, detailed simulation was required. More than in land combat, battles at sea can be greatly influenced by the smallest details. To simulate the command process a comprehensive model was developed to encompass the myriad factors which influence sea battles.

An important research resource was the wargame rules used at the US Naval War College between 1922 to 1945. In this period wargaming was a major component in the education and research conducted at the College. By using comprehensive rules and Fire Effect Tables, the War College was able to simulate, with considerable accuracy, the combat power of a warship under varied conditions. However, without computing power the War Colleges mathematical models had to be simple. Damage assessment was primitive and deterministic. Even so, a single game would require teams of umpires, often over fifteen full-time professionals. But in spite of its limitations The Game was used so extensively and successfully that after World War 2 it was remarked that only the kamikaze was a surprise to the professional naval officers of the era.

ACTION STATIONS! has taken the wargames of the 1930s to their ultimate expression, incorporating modern computer modelling techniques (similar to those taught at the Naval Postgraduate School) with an enormous historical data base. Naval engagement can now be duplicated with outstanding fidelity.

ACTION STATIONS! is unique. Most commercial wargames have been written by programmers who concentrate on graphics and flash, and hope that their simulation is creditable. In ACTION STATIONS!, mathematical models of naval combat used by professional Operations Analysts were adapted for a commercial naval combat simulation. To ensure state-of-the-art presentation, programmers and computer scientists (employed by such companies as Compaq Computer and NASA) joined the project. As a result, ACTION STATIONS! is an unbeatable blend of accuracy and playability.

ACTION STATIONS! is easy to play. It runs from clear, organized menus which prompt you for orders and screens the response to prevent errors. Information is easily retrieved from status boards similar to those used on warships. The Battle Plot display is easy to use and flexible, using symbolism similar to the US Navys Tactical Data Systems (NTDS). The commander can choose to direct each ship individually or to allow various Automatic computer options to help him fight his force.

Vast care has been taken to screen information - the fog of war is maintained by only showing information that a commander would reasonably have in the given battle situation. Every effort was made to retain the tension, look, and atmosphere of a warships combat information centre. The heart of the simulation is the gunnery, torpedo and damage models. They are comprehensive and accurate, as you will see when reading through this manual.

The test of a good simulation is that it reflects reality, that it rewards proper decisions and penalizes mistakes in an accurate and realistic (rather than in an arbitrary) manner. There are few fudge factors included in this simulation: they are not needed.

The simulation was extensively tested against combat experience. For example, the Battle of Denmark Straits was re-enacted by duplicating the exact track of the ships, the weather, wind, environmental, and gunnery factors. The program deterministically scored its first hit on the Hood within 120 yards of where the hit actually occurred. Hit rates for the engagement were duplicated within 10%. ACTION STATIONS! is accurate.

The replayability in ACTION STATIONS! is enormous. 30 scenarios are included in the package, representing the majority of World War 2 engagements and many hypothetical situations. The Computer Warrior opponent is wily and unpredictable enough to allow satisfying play of each situation, either side, many, many times. A Randomization routine allows you to mix up the initial placement of ships in a scenario for a new look, and a Scenario Builder allows you to set up your own situations using a library of over 180 ship classes. Additionally, the Scenario Generator can create an infinite number of computer battles based on your desires. This is a game which you will play for YEARS.

For most people, there is a irresistible urge to break open the box and try to play without slogging through a 160 page manual first. Do it! Follow the QUICKSTART guide and you will be blasting away in minutes. However, eventually, come back to the manual and read it closely. It is the only way to get the most appreciation from the simulation. Do not be intimidated by the size of the manual. A comprehensive manual was written so that you could understand WHY as well as HOW, and so that you could more thoroughly enjoy all the capabilities and features. Confusion to your enemies!

PART A: HOW TO PLAY ACTION STATIONS!

II. QUICKSTART

This section contains a set of abbreviated instructions for those who want to begin playing without first reading the entire manual. So, assuming that you already understand basic naval terminology (see the GLOSSARY, Appendix A, and NAVAL BASICS, Appendix B, if you run into any difficulties), this section will demonstrate:

* How to load a scenario
* Battle Plot symbolism
* How to enter course and speed orders
* How to designate a target and open fire with guns
* How to target and fire torpedoes

Well walk you through each process in see-sailor-do fashion. The example scenario will be the Battle of the River Plate, the German pocket battleship GRAF SPEE v British cruisers EXETER, AJAX, and ACHILLES.

II.1. HOW TO COMMUNICATE WITH THE PROGRAM

* RET will stand for hitting the Return or Enter key.
* ESC will stand for hitting the Escape key.

* You can move between menus using the arrow keys, or moving the mouse until your selection is highlighted.
* RET activates the selection which is highlighted in the menu. Clicking the left mouse button (LMB) is the same as RET.

* If a number input is requested, enter the numbers, then RET.

* ESC will cancel the action without entry, and will back you out to the next higher menu. Clicking the right mouse button (RMB) is the same as ESC.

For this run-through:

 C: will show what the computer prints on the screen.
 P: will show the players response.

II.2. LOADING THE PROGRAM AND RECALLING SCENARIO

OK, here we go. Begin with your normal computer start-up routine until you receive the DOS prompt. Insert the BATTLE disk in the appropriate drive.

P: BATTLE RET
C: (Shows opening credits) - PLEASE WAIT. LOADING...
C: SECURITY CHECK

The program will ask you to enter a specific word from the manual. This is the only copy protection included, there to thwart software pirate who put games on bulletin boards. Our apologies for the inconvenience. After a satisfactory security check:

C: INSERT FLEET DISK - PRESS ANY KEY

Remove the BATTLE disk, Insert FLEET DISK: ATLANTIC, and hit RET.

The screen will now show a window with the names of the available scenarios Use the mouse or the arrow keys to highlight RVRPLATE.SCN, then press RET. The response INITIALIZING will blink on the screen. When the computer is ready, it will echo the scenario name and the turn number.

C: RIVER PLATE TURN:0
   RANDOMIZE SHIP POSITION? Y/N

We are just going to hit the basics on this run, so we will be skipping a lot of options. Comprehensive explanations are provided later in the manual.

P: N
C: OPPONENT SELECTION
P: select COMPUTER OPPONENT
C: COMPUTER COMMANDS WHICH SIDE?
P: select RED
C: DO YOU WISH TO CHANGE THE COMPUTER SKILL LEVEL (Y/N)
P: N

II.3. THE ACTION MENU

You are now in the ACTION menu. The bottom display gives time, mission, and environmental information. The upper line is a menu of menus. Use the left and right arrow keys to select different menus, the up and down arrows to open them. Use the up/down arrow until your selection is highlighted, then RET.

Note: Each menu and selection has individual letters highlighted. Hitting that letter will also activate the selection.

II.4. THE BATTLE PLOT

Select the REPORTS menu. In that menu, select BATTLE PLOT.

C: DISPLAY OPTIONS
P: select SHIP
P: Select GRAFSPEE
C: LAST RADIUS (Kyds):25  ENTER DESIRED RADIUS (5-200):

When you are asked for a numeric input the program prompts you with the acceptable limits. Just for experimentation, enter a value outside the acceptable range:

P: 1
C: ERROR RADIUS OUT OF RANGE

(ACTION STATIONS! is sailor-proofed - you dont have to worry about messing things up with a wrong keystroke.)

Now back to the demonstration - hit RET to clear the error message, and:

P: 21

The computer is now displaying the BATTLE PLOT. The symbolism is similar to those used in the NTDS installed on most modern US warships. Section VI contains a key to the symbolism. For now the basics are:

X,Y grid (i.e. standard Cartesian coordinate system)

Circles are friendly ships
Squares are enemy ships
(The larger the symbol the larger the ship)

The line coming out of the circle/square is a vector: it points in the direction of travel, with the length proportional to the speed of the ship

Friendly ships - are numbered  1 to 49 and coloured yellow
Enemy ships    - are numbered 50 to 99 and coloured red

If you wish to adjust the location of the Plot, it can be scrolled:

ARROW KEYS: moves the centre 1000 yards in that direction

TAB, SHIFT TAB: moves the centre 5000 yards right or left

HOME, END: moves the centre 5000 yards up or down

PgUp, PgDn: changes to smaller or larger scale

II.5. CHANGING COURSE AND SPEED

The top line of the Battle Plot reads:

F1: MOVEMENT
F2: GUNDIR
F3: RNG/PNT
F4: SEARCHLIGHT
F5: SMOKE
F6: STATUS
F8: STARSHELL
F9: TORPS

Hitting the indicated F key allows you to access to menus and routines to give orders and get information directly from the Battle Plot. Well demonstrate the basic functions and leave advanced capabilities for later. Lets give the Graf Spee some movement orders:

P: F1
C: SHIPS or FORMATIONS
P: select SHIPS

The screen shows the ships movement information. The line on top shows the command options: CHANGE COURSE, CHANGE SPEED, SALVO CHASING. Lets change course to 80 degrees(T).

P: select CHANGE COURSE
P: hit RET to select the Graf Spee

(in multi-ship games all your ships would be listed in the box).

C: 1 GRAF SPEE - COURSE 130 DESIRED COURSE;
P: 80 RET
C: DIRECTION
P: select PORT

Notice that the display has been updated: rudder is now turned to port, and the ordered course is now 80. OK? Good. Now select CHANGE SPEED and walk through the menus to assign the Graf Spee a ordered speed of 26 knots.

To get back to the Battle Plot, hit ESC (depending on where you start, you may have to hit it more than once.) Notice on the Battle Plot that the Graf Spee now has two vector lines - one for the current course and speed, and one in a contrasting colour for the ordered course and speed. This is a valuable feature in larger battles to help you keep track of the orders you have issued.

II.6 GUN DIRECTOR CONTROL

From the Battle Plot:

P: F2
P: select MANUAL
P: select GRAF SPEE
P: select DIRECTOR ORDERS

You have now displayed the Gun Director status board. This lists all your gun directors and gives information on the guns which they control. Notice all your directors are NOT ASSIGNED and in READY status.

The Graf Spee has eight directors (numbered 1-8). A standard numbering convention is used for all ships: directors 1 and 2 are the Main and Alternate directors for the main battery, 3 to 6 are secondary battery directors, 7 and 8 tertiary battery directors. Local control directors 9-12 represent the local fire control capability of the gun mounts. Right now, we want to get the main director on a target:

C: ENTER DIRECTOR TO COMMAND (1-12)
P: 1 RET
P: select TRACK/FIRE
P: select the top target on the list (target X)
C: MAIN Dir Assigned Target X
P: RET

Looking on the Main Director status line, you can see that Target X bears 6 degrees relative at a range of 20.5 Kyds (the glossary explains these terms). The director is now locked on target with a fire order. We could assign other directors of other ships if we wished. However,

P: ESC and we are in the Battle Plot
P: ESC and we are back to the Action Menu.

II.7 EXECUTING A TURN

P: select OPTIONS menu.
P: select NEXT TURN

The computer will execute a 3 minute time period. When the gunfire phase is reached a new Battle Plot will be displayed and the program will pause. The program has automatically centred the Battle Plot on the ships which are engaged. However, if you would like to concentrate on a particular sector of the action the program will accept screen scrolling commands. When you are ready, hit ESC. Gunfire will be exchanged, with the Battle Plot showing tracers between firing ships and targets, explosions, and other information. When finished:

C: PRESS ANY KEY
P: press any key
C: DO YOU WISH TO SEE THE DETAIL REPORT (Y/N)
P: N

and we are back in the Action Menu.

II.8 FIRING TORPEDOES

Its time to try a little Torpedo Action - Starboard. Go to the Battle Plot and pick a target, and lets see about putting a few torps in that fellow. Got it?

P: F9
P: select TFC COMPUTER

Before you launch, you need an idea of where to fire the torpedoes. We dont make you guess. On warships there is a Torpedo Fire Control (TFC) computer to perform this function. ACTION STATIONS! includes this capability, with the accuracies (and errors) inherent to the WW2-era equipment. The process you will be required to make replicates the torpedo firing decisions made by the Torpedo Fire Control Officer.

Well go through the ship-to-ship mode:

P: select SHIP TARGET
P: select GRAFSPEE
P: select the target ship

The computer will then read out data similar to the following:

C: BEARING 137/RANGE 19.0  TARGET COURSE 45/TARGET SPEED 19  ACCEPT? (Y/N)

(Your data may be different, depending on the action taken by Auto Warrior in the previous 3 minute turn.)

P: Y
C: POSSIBLE TORPEDO SETTINGS:

Setting  Speed  Max Range
Low        30     13.7
Medium     40      8.2
High       44      5.5
                      +-----+
SELECT TORPEDO SPEED: | LOW | MEDIUM  HIGH
                      +-----+

The computer has listed the speed and range settings of the torpedoes mounted on the Graf Spee. Since our target is far away (over 19 Kyds), choose the slowest/longest range setting:

P: select LOW

Now the solution comes up - in our example:

C: TORPEDO COURSE               : 101
   TORPEDO RUN TIME             : 21 Min
   RANGE TO INTERCEPT           : 21 Kyds
   TORPEDO SPREAD AT INTERCEPT  : 366 yds with 1 Deg spread
   ANGLE TO TRACK               : 242 Deg

The torpedo course is 101 degrees true. The torpedo will need to run for 21 minutes to reach the intercept point 21 Kyds from the launch point. If you fired a salvo with one degree spread the torpedoes would be 366 yards apart at the point of intercept, with an intercept angle of 242 degrees.

Since the torpedos maximum range (13.7 Kyds) is less than the required 21 Kyds the TFC is flashing a warning. Normally you would wait for a closer shot - but since we are just practising, lets go through the mechanics of launching a spread. Get back to the Torpedo Menu (remember how?):

P: ESC
P: select LAUNCH
P: select GRAFSPEE

The Torpedo Launch Screen is now displayed. The screen displays the torpedo mounts, torpedoes available, and the bearings between which the mount can fire.

Note: the window at the lower right hand corner echoes the last TFC solution.

To fire, follow the prompts and input the required date on mount to be fired, number of torpedoes, course, spread angle (spread angle is an advanced topic, covered later), and torpedo speed. You can use the TFC data or enter your own estimates.

When you are finished, go back to the Battle Plot - you will see the Torpedo symbol on the screen on the firing ship. When you execute a turn you will see the torpedo salvo speeding off on an intercept course.

This completes the introductory QUICKSTART session - you can change course and speed, assign directors to targets and open fire, and launch torpedoes. You also see how things are generally done in ACTION STATIONS!:

- find out what you want to do in the menu
- enter desired numbers, usually followed by a RET
- if you ever get lost, hitting RET will back you out of the process without doing any mischief.

Congratulations! You have mastered the basics and are ready to take command. Load one of the scenarios and have at it! Enjoy!

NOTE HOWEVER - Naval warfare is a complex subject, with a massive amount of information, technology and tactics to absorb. You are now ready to PLAY the game; read on to learn more about the subtlety of the simulation.

III. STARTING ACTION STATIONS!

III.1. COMPONENTS INVENTORY

Included is the ACTION STATIONS! MANUAL, the BATTLE disk, and three FLEET disks, a total of 4 disks.

The BATTLE DISK contains the main data files and simulation programs. The three FLEET DISKS contain the data files for ship classes and many ready-to-play scenarios. Also included on the FLEET disks is the BUILD SCENARIO program which allows you to construct scenarios of your own design, and the GENERATE SCENARIO program which allows the computer to automatically construct scenarios to your specifications.

The FLEET disk cover the Pacific theatre (US and Japanese), the Atlantic (British and German), and the Mediterranean (Italian, French and Russian).

III.2. BACKING UP YOUR DISKS

It is recommended that you copy the original disks and use the duplicates for playing. Save the original manufacturers disks as a backup. ACTION STATIONS! is not copy protected. Write protect all four disks. We will discuss later the ability to save battles in progress onto a spare disk.

III.3. HARD DISK INSTALLATION

ACTION STATIONS! can be played using a hard disk. Simply copy the contents of the disks into a single directory. (see section XIX.1. with regards to files DDF and DDFHARD.) When starting the simulation, begin from your hard drive prompt in that directory.

III.4. STARTING THE SIMULATION

Intentionally deleted - (PC specific)

III.5. COMMUNICATING WITH THE PROGRAM

We will indicate what is shown on the computer screen with the identifier

 C: (for Computer).

Your response will be indicated by

 P: (for Player).

In those cases where the computer pauses to allow you to read a message, hitting RET or ESC will tell the computer to continue.

III.5.A. KEYBOARD

Most communication with the computer is through menu selections. The left and right arrow keys will highlight the desired menu. The down key will activate the menu window, and the up/down arrow key highlights your choice, and RET activates your selection. In most all menu titles and selections there is a single letter highlighted. Pressing that letter will activate that selection.

If you have entered a menu by mistake, change your mind, or decide not to take the action, hit the ESC key. This will cancel the input and/or back up one level of menu.

III.5.B. MOUSE

To select menu items, scroll the mouse until the desired selection is highlighted and press LMB RET. To leave a selection press the LMB when the cursor is positioned on anything but a menu item, and ESC.

III.6. LOADING A SCENARIO

After the security check is successfully fulfilled a blinking line will prompt:

C: Insert FLEET DISK and press RET to Continue

Remove the program disk from drive and insert the desired FLEET disk. Hit RET. With Hard Drive, just hit RET. The screen will display a list of the available scenarios. Highlight your selection and press RET. INITIALIZING will flash on the screen as the data is being loaded.

III.6.B. RANDOMIZING INITIAL POSITIONS

After loading the computer will ask

C: RANDOMIZE SHIP POSITION? Y/N

The scenarios included are based on historical situations. Initial positions (with a few exceptions) are a snapshot of the situation before combat commenced. After you play a scenario once or twice you will become familiar with the situation and some of the fog of war and surprise factor will be eliminated.

Randomizing the initial set-up can restore this uncertainty and renew the freshness of the scenario - what if the enemy approached from a different area, or with a different formation? Games in progress cannot exercise this option.

This way if you are playing a game with a friend (perhaps by mail), and you have him trapped. and the game is saved to finish later, he (or she) cannot randomize themselves out of your trap! First you are asked which side to randomize:

P: Y
C: 1- BLUE FORCE; 2- RED FORCE; 0- EXIT

Only one side can be randomized. If you really want to randomize both sides, well explain that later. Exit allows you to skip this option. Press 1, 2, or 0 (RET is not needed).

There are two ways to randomize the force:

First by displacing the entire force a random distance in a given direction. The ships relative positions and formation remains the same. It is as if the entire fleet was picked bodily out of the water and moved to a new location. This is called RANDOMIZE STARTING LOCATION.

Second, we can scramble the relative positions of the formations; for instance, a line of ships which was leading the group may now be on the flank. This is called RANDOMIZE FORMATION.

C: RANDOMIZE STARTING LOCATION (Y/N)

If you hit N the program will skip to the RANDOMIZE FORMATION option; otherwise:

P: Y
C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT)?

You now have the choice of moving the entire force bodily a random distance (between 0 and 10 thousand yards) either north, south, east, or west. Lets randomize the formation to the north:

P: 1
C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT)

The computer will allow you to enter any number of randomizing directions until you enter 0 or RET. Each of the randomizations is additive, so you can randomize the position of the fleet a lot or just a little. You can centre the randomization process in some particular direction, which is valuable when you are working with a scenario with a lot of islands or a coastline, or if you want to start the forces closer together or further away.

If you do not want to bias the randomization in any particular direction, just enter counter-balancing randomization directions. For example, if you enter a 1, 2, 3, and 4, then the position will now be located randomly in a box within 10,000 yards of the original set-up position.

Lets move on to the RANDOMIZE FORMATION part:

P: 0
C: 1- RANDOMIZE: RED FORCE: FORMATION?

If you input 1 the computer will then randomize the relative positions of the Red side formations within 10,000 yards of their original point. Individual formations will remain the same, but the relative positions of formations will change in the group.

For example, consider where there is a line of destroyers on the flank of the battleship formation. The destroyers will stay in a line ahead and on the same course and speed, but may be moved ahead, behind, or on the other flank of the battleships.

RANDOMIZE FORMATION can only be done once. For both these options, only units that are already in formations will be moved. Units with a maximum speed of less than 3 knots will not be randomized. Units like shore batteries, land targets, and anchored vessels will not be moved if either RANDOMIZE option is exercised.

If, at the end of the randomization process, a ships position is on land, the computer will automatically move it to the nearest water. This may result in interesting results - for instance, in the Narvik scenario (which is fought in a narrow Fjord), if you enter a large amount of randomization, ships may end up entirely outside of the fjord and out of the battle! Careful selection of the direction of bias can forestall this.

Now, we promised earlier to show you how to randomize both sides if you so choose. Do the following:

- randomize the Blue force
- get into the Action Menu.

Prior to executing any moves, save the scenario at turn 0

- restart.

Retrieve the scenario you just saved. Now, randomize the Red Force. Youre off!

III.7. SELECTING YOUR OPPONENT

The computer will give you the choice of opponent. By selecting TWO PLAYER you allow the thrill of battle to be shared by another member of the human race. COMPUTER OPPONENT allows a one-player game, unleashing the ferocity of the AutoWarrior in your (formerly) friendly computer.

Default is COMPUTER OPPONENT. When the desired selection is highlighted, RET, or hit T (for Two player) or C (for Computer).

III.7.A. TWO PLAYER MODE

This option allows two human players to command. The computer will ask for ACCESS CODE NUMBERS from each commander. Enter a number, followed by RET. The numbers will NOT be displayed on the screen, for security purposes. This access number will control who can retrieve information and give orders to each force.

If you desire to play a game where you command both sides, just select the two player mode and enter an easy access number for both sides, such as 1. A game that was begun in the Two Player mode will automatically go into Two Player mode again. The same access codes will be required - this way play-by-mail is possible, or you can store a face-to-face game for later play with some assurance that your friend will not try a little midnight espionage.

III.7.B. COMPUTER OPPONENT MODE

Selection of this option activates the AutoWarrior, a canny old salt with a rather ruthless (and sometimes unorthodox) approach to naval warfare. More is available on the characteristics of this commander later in the manual. You will be asked which side the computer is to command, and if you wish to adjust the computers skill level.

The skill level is designed to alter the efficiency and combat effectiveness of the force commanded by the computer. There are seven levels (-3 to +3) available. A skill level of 0 is the average historical level of an average commander and average force. Assigning the computer -3 gives it a poor force, and a +3 is the best force (with the numbers between giving intermediate shades of ability).

The skill rating influences gun and torpedo accuracy, tactics, damage control skills, sighting and tracking abilities and other capabilities. This skill level is in addition to other factors. For example, an Italian force at skill level +2 is about equal to a British force at skill level 0 (this is based on historical fact).

Games which are played against the Computer Opponent can be saved; when they are recalled, they can be resumed using either the Two Player or Computer Opponent modes, and the computer can command either side regardless of the original command assignments.

At the end of the process the computer will print CALCULATING, load additional parts of the program, and calculate the initial results of visual and radar searches. At this point the loading and initializing procedure is complete and we can get on with the engagement!

IV. THE ACTION MENU

After the program loads and initializes the ACTION MENU will be displayed. This is Main Street - you can get anywhere in the program from here. If you get confused about where you are in the program, just keep hitting ESC and eventually you will return to the Action Menu. Across the top is a menu of menus.

An individual menu can be selected by using the arrow keys and pressing RET or by pressing the highlighted letter in the menu title. The bottom section of the Action Menu indicates:

- Side up
- Red or Blue force, and the nationality (US, Japanese,
  British, German, French or Russian Fleets).
- The name of the battle.
- The mission assigned to the force.
- Details on the current ENVIRONMENTAL conditions.

V. ENVIRONMENTAL FACTORS

V.1. TURN NUMBER

ACTION STATIONS! is a time-step simulation executed in turns representing 3 minutes of action. The turns are numbered sequentially. The initial setups begin with turn 0.

V.2. DAY NUMBER:

All scenarios begin on day 1. If the battle continues past midnight the game day will sequence to the next higher number.

V.3. TIME

The time of day uses the 24 hour military clock. 1:25 PM is indicated as 13:25.

V.4. WIND

Both wind velocity and direction is indicated, velocity in knots and direction in degrees (true).

V.5. LIGHT CONDITIONS

There are 6 conditions of daylight:

DAWN     - from 0530 to 0600
SUNRISE  - from 0600 to 0800
DAY      - from 0800 to 1600
SUNSET   - from 1600 to 1800
TWILIGHT - from 1800 to 1830
NIGHT    - from 1830 to 0530

The sun is always considered to rise at 90 degrees true, and set at 270 degrees true.

DAWN, TWILIGHT And NIGHT operate under night rules of visibility. Starshells, searchlights, flares and shipboard fires will illuminate vessels.

SUNRISE, DAY and SUNSET operate under the daytime rules of visibility. Flares, starshells and searchlights are ineffective (and the program will not allow access to them).During DAWN and 
TWILIGHT the sun is considered to be just under the horizon, and ships may be spotted by silhouette.

During SUNRISE and SUNSET the sun is on, or just over, the horizon. During those periods if the sun is behind the target glare will interfere with the spotting process and reduce gunnery efficiency. More on this in the GUNNERY section.

V.6. SEA STATE AND WAVE DIRECTION

Sea State is a measure of the roughness of the seas. There are four sea states, in order of increasing severity:

LIGHT - flat and calm.

MODERATE - waves high enough to begin to interfere with the manoeuvrability of small vessels; platform steadiness begins to have an effect on gunnery controlled at local stations.

HEAVY - waves high enough to interfere with the manoeuvrability of even the largest ship; platform steadiness degrades director-controlled fire.

ROUGH - seas dangerous, having a serious effect on the manoeuvrability of all ships. Gunfire very seriously degraded.

The limitation of a ships speed due to weather is a function of the size of the ship, the sea state, and the course of the ship with respect to the wave direction. This is a complex relationship determined by a detailed calculation; however, the following table will give you an idea of the severity of the effect:

MAXIMUM SPEED OF SHIPS IN VARIOUS SEA STATES

SHIP CLASS      SEA STATE:  M      H      R
Battleship                40-46  30-36  20-26
Cruisers                  34-38  24-28  14-18
Destroyers                30-32  20-22  10-12

The table does not include the effect of heading into the seas, which could reduce the maximum speed capability by as much as an additional 50%. Do not be concerned about memorising this table. The program automatically makes the proper calculations and, if the ships speed is limited by weather to a speed less than the engineering plant maximum capability, a message will be printed similar to:

WEATHER LIMITED: MAX SPEED XX

V.7. SQUALLS

Rain and Snow squalls are short and violent storms.  When a squall appears, visibility is reduced markedly, radar performance drops and smoke screens will only last for three minutes. In the Action Menu and Battle Plot you can get one of two messages relating to squalls:

 either SQUALL APPROACHING or SQUALL

Squalls are generally short (15 minutes, although they can be longer or shorter).

VI.  THE BATTLE PLOT

The Battle Plot is a graphic depiction of the position of all the ships involved in the action, along with smoke, stack gasses, starshells, searchlights, torpedoes, and other action. It is based on the Battle Plot, first used in the latter part of WW2 as a part of the Combat Information Centre concept.

The Battle Plot uses a Cartesian coordinate system (X,Y grid). North is to the top of the screen. Reticle marks are provided for perspective - the distance between each reticle tic is listed on the top of the display as the scale.

The basic unit is the KiloYard, often abbreviated as K or Kyds (1 KiloYard = 1000 yards).

VI.1. DISPLAYING THE BATTLE PLOT

From the Action Menu, select REPORTS, then select BATTLE PLOT. You have the following options:

C: CENTRE DISPLAY ON SHIP, POINT, PREVIOUS POINT

CENTRE ON SHIP - allows you to centre the screen on any ship in your force.

CENTRE ON POINT - allows you to centre the screen on a grid point. The computer will tell you the previous X and Y position of the centre of the screen and ask for new X,Y coordinates.

PREVIOUS POINT - puts up the same plot as the last time the display was called.

For CENTRE ON SHIP or CENTRE ON POINT the program will ask for the RADIUS of the display. This is the distance from the centre of the screen to the edge. The minimum radius is 5K, and the maximum radius is 200K. The Battle Plot will then be displayed.

The centre coordinates and scale are printed at the top. You can scroll the Battle Plot to change the location of the centre or change the scale using the following commands:

- ARROW KEYS moves the centre 1000 yards in that direction.
- TAB and SHIFT TAB moves the centre 5000 yards right/left.
- HOME moves the centre up 5000 yards.
- END moves the centre down 5000 yards.
- PgUp changes to a smaller scale.
- PgDn changes to a larger scale.

VI.2. BATTLE PLOT SYMBOLISM

The chart screen uses symbolism similar to that used by the US Naval Tactical Data System (NTDS) to give a clear, understandable display conveying the maximum amount of clutter. With a little familiarization it will become second nature.

The background colour of the plot is blue (during day actions) or black (during night actions). A ships position is marked by a circle (friendly ship) or a square (enemy ship). The size of the circle or square is proportional to the size of the vessel.

A vector line out of the centre of the symbol indicates current course and speed. The lines point to the direction of travel, and the length is proportional to the speed. A second (red) vector representing ordered course/speed will appear if a change is ordered or in progress - this allows you to keep track of the ships to which you have given course and speed orders.

Friendly ships are labelled with ship numbers between 1 and 49. Enemy ships are assigned numbers at random between 50 and 99. The computer will assign each enemy ship a target number when it is sighted. If a ship disappears from view and later reappears it will be assigned a new target number. This helps to preserve the fog of war and prevents ship identification by memorising ship numbers.

Friendly ships are yellow. Enemy ships are coloured red. There is one exception to this: during night visibility mode, if a ship is inside a starshell, flare, or ships fire loom, it is coloured green. Capsized ships are marked by a filled-in square. During night actions, ships which have their searchlights on, are in a searchlight beam or, are on fire are circled.

Small arrows mark the position and course of torpedo spreads. Friendly torpedo spreads are always shown on the screen, while only those enemy torpedo spreads which your look-outs have sighted are displayed.

Note: it is nearly impossible to sight torpedo spreads at night or in heavy or rough seas.

Terrain is indicated by filled-in green circles. Shallow water is within 500 yards (.5K) of the beach (marked by 3 rings of breakers). Smoke and stack gasses are shown in green. Starshells and aerial flares are yellow circles showing the area of the loom. (Note: it is an idiosyncrasy of the graphics package that, if a lot of starshells are located in a small area, some might not be filled in solid yellow. These are still fully-effective starshells.)

The Battle Plot sub-program screens information so only that information which would be available to that side is displayed.

- enemy ships will not be marked on the chart until they have
  been sighted;
- stack gasses will not be visible unless a ship is in position
  to sight it;
- enemy launched torpedoes will only be displayed if sighted by
  a look-out.

Some things will be automatically visible to both sides regardless of range:

- smoke from burning ships, oil slicks, or smoke screens;
- star shells and aerial flares.

VI.3. GIVING ORDERS AND GETTING INFORMATION FROM THE BATTLE PLOT

The top two lines of the Battle Plot is a menu of orders and reports which are accessible by using FUNCTION keys:

F1 - MOVEMENT: individual ship or formation movement orders
F2 - GUNDIR: gun director orders, gun mount assignments
F3 - RNG/PNT: Range/Bearing information, armour penetration
     data
F4 - SEARCHLIGHT: searchlight controls
F5 - SMOKE: smoke screen controls
F6 - STATUS: individual ships status
F7 - TRACERS: display tracers on the Battle Plot
F8 - STARSHELLS: starshell controls
F9 - TORPS: torpedo controls

When the function key is pressed a window will drop down to allow you to give orders and get information. When completed, the Battle Plot will be returned to the screen. For instructions on the information and orders possible through the function keys from the Battle Plot, consult:

MOVEMENT:					section VII
GUN DIRECTOR/MOUNT:			section IX
RANGE AND PENETRATION STATUS:	section VIII
SMOKE:					section XIII
SEARCHLIGHTS, STARSHELLS:		section XIV
TORPEDOES:					section X

F7 - TRACERS displays dotted lines between firing ships and targets. Enemy tracers are in red, friendly are in yellow. This allows you a quick check on your fire distribution and how the enemy is targeting your ships. ESC exits the Battle Plot and returns you to the Action Menu.

VII. MOVEMENT

VII.1. INDIVIDUAL SHIPS

Individual ship movement orders can be initiated from the Action Menu (MOVEMENT) or the Battle Plot (F1). The DISPLAY provides a summary of the current speed, ordered speed, rudder status, ordered and current course, and turn delay distance of all ships in the force. The top line shows the available options:

  Change (C)ourse,  Change (S)peed,  Sa(L)vo Chasing.

Either use the arrow keys to highlight the desired choice and hit RET, or press the highlighted letter in each option (C, S, or L).

For course or speed changes you will be asked to select the ship, and then to enter the new course or the new speed. Courses are from 0 to 360 degrees true in increments of 1 degree. Speed is in knots. If you are changing course you will be asked for the direction of the turn. The selections are:

STBD (starboard, or to landlubbers, right)
PORT (port, left)
Del STBD (delayed starboard)
Del PORT (delayed port)

Delayed Starboard or Delayed Port gives you the capability to begin the turn after the ship has travelled an additional distance along the current course. This is useful for formation manoeuvre or to unmask launchers for a torpedo attack.

The program will tell you how far the ship would travel in the next turn (for example, MAX DEL DISTANCE THIS TURN 2.5K) and ask for the distance to delay before executing the turn. You may enter any value you desire, even if its greater than the distance covered in the next move. The program will simply patiently measure off that distance and turn at the desired point, no matter how long it takes.

In ACTION STATION! all ships turn to a standard tactical diameter of 2000 yards. That works out to 1 degree for every 17.5 yards of forward movement. Turns may take one or more turns. Standard acceleration/deceleration rates are 10 knots/3 minute turn. Ships can move in reverse at a speed up to 1/3 their maximum forward speed.

Reverse speeds are ordered by entering a negative number for ordered speed. This is a useful capability if you are stuck in a fjord without enough room to turn around. Remember, though, that your rudder has the reverse effect.

VII.1.B. SALVO CHASING

Salvo chasing is a technique of steering the ship on an evasive course to throw off enemy gunfire accuracy (a full explanation is contained in Part C). Salvo chasing is either ON or OFF, as selected using the Salvo Chasing option.

Salvo chasing is only effective when the ship is going over 5 knots. Salvo chasing will automatically terminate under that speed. Base course will remain the same, but the distance travelled is reduced by 10% due to the extra drag of the rudder.

VII.2. FORMATION ORDERS

Assigning ships to formations helps to maintain better control of your forces, and allow you to give orders to many ships simultaneously. The Formations status board informs you of the composition of your formations. Each side has seven formations, numbers 1-7 for the Blue force and 8-14 for the Red force. A formation can contain a maximum of eight ships. The formation display for the Blue force might look like:

  FORM 1  FORM 2  FORM 3  FORM 4  FORM 5  FORM 6  FORM 7
1   1       4       7       0       0       0       0
2   2       5       0       0       0       0       0
3   3       6       0       0       0       0       0

This shows which ships are assigned to each formation, and their order. For instance, the lead ship (position 1) in formation 2 is ship 4, followed by ship 5 in the second position and ship 6 in the third position. The program screens your input so a ship cannot be in several formations at once.

Each formation must have a leader assigned to position 1 for the formation to be active. A leader cannot be detached from the formation without dissolving the formation. Ships must be assigned to sequential positions - do not skip positions. To give orders, first select the formation number. You will then be given the following menu of options:

1 - INITIALIZE FORMATION: This option allows you to assign ships to formation from scratch. The program will ask you to select the lead ship in the formation, the second ship, the third, etc., up to a maximum total of eight.

2 - ADD UNIT:
and 
3 - REMOVE UNIT:

These options allow you to individually add or detach units from a formation. The program will ask for the formation position.

- to add a unit to the formation, pick an empty formation
  position (denoted by a 0 in the formation list) and enter
  that number.

- to detach a unit, pick the units formation (note that if
  the detached ship was from the middle of the formation 
  that all the following ships will move up one position).

- to substitute one ship for another, pick the formation
  position and select the new ship. The new ship will assume
  that position and the old  ship will be dropped from the
  formation.

Note: Formation leaders (the 1 position) can only be changed by using the dissolve formation and initialize formation options.

4 - TURN SEQUENTIALLY: This option allows you to issue a turn order to all the ships in the formation. You will be asked for the new course and the direction of the turn. The program will tell the lead ship to turn immediately.

For each following position, the program will measure the distance to the lead ship and enter a delayed turn order to come to the same course. Thus, if the ships are in a line ahead formation, each of the ships will wait until the turn point to turn on the new course, preserving the line ahead.

If the ships are not in a line ahead (say, in a line abreast or a line of bearing) then they will end up in a line of bearing. And if you issue this order to a scattered formation, it will remain scattered, more.

5 - TURN TOGETHER: This option issues a turn order to all ships in the formation. The ships will turn immediately and simultaneously to the new course in the direction specified.

6 - SPEED CHANGE: This option allows you to change the speed of the ships in the formation. The speed change will be executed immediately. If the desired speed exceeds the maximum capacity of any ship in the formation (due either to the ships maximum speed or to weather limitations) then a warning message will be printed and the ship will be ordered to its maximum speed.

7 - DISSOLVE FORMATION: This option automatically detaches all ships and deactivates the formation.

8 - LINE AHEAD: This option is designed to establish and maintain line ahead formations. When a formation is exercising this option an L will be printed next to the leaders number on the Formation status board. The program will automatically give orders to all ships in position 2 to 8 to assume a line-ahead formation and follow the lead ship.

Note: If the formation is not in a straight line ahead when the leader executes a turn, following ships will cut the corner in order to maintain formation alignment. Also, that ships with a delayed turn order in effect will execute that order prior to falling into formation.

VIII.  REPORTS

The REPORTS menu provides access to large amounts of information in convenient and functional displays. The following options are available:

REPORTS, consisting of:

LOOK-OUT
FLEET DEPLOYMENT
FLEET READINESS
FLEET BATTERY
CURRENT HITS
BATTLE PLOT
DETAIL REPORTS
SHIP STATUS
RNG/PENETRATION

LOOK-OUT and SHIP STATUS are reports from individual ships.

RNG/PENETRATION is a ship-to-ship display.

The rest are summary displays with information on the entire force.

VIII.1. SHIPS STATUS

This display provides individual ship status, damage, and some fire control summary information. It contains about everything you could want to know about that vessel in a condensed display.

VIII.1.A. WEAPON STATUS

The centre and left sections provide weapons information.  Included are main battery gun mount information and torpedo mount status. The centre window is of particular importance:

It provides information on main battery gunnery performance for this previous three-minute turn. The report consists of details on the guns on targets, rounds expended in the last 3 minutes, and the Gunnery Officers estimate of the number of hits he has scored. The estimate of hits may, of course, not be perfectly accurate - Gunnery Officers were notorious for overestimating the number of hits they achieved, while at times shells penetrated so deeply into the target ship before exploding that there was no indication to an outside observer that the ship had been hit.

Pressing F1 will provide the Gunnery Officers report of the factors which impacted on gunnery accuracy or rate of fire, entitled GUNFIRE DEGRADATIONS. There are 31 different factors which can be reported. A complete explanation of all gunfire degradation factors is provided in GUNNERY COMBAT, section XX.

VIII.1.B. DAMAGE STATUS

A summary of the number of hits by size of shell hits is given on the lower right, along with torpedo hits. Other damage and engineering/damage control information is grouped in the upper right. Particular attention should be paid to the LIST figure - over 25 degrees is usually fatal. Other systems will display Damaged or Destroyed messages as appropriate.

VIII.1.C. SETTING BATTLE STATIONS

Battle Stations, General Quarters, Action Stations, and Condition 1, are all terms describing the maximum state of readiness for battle, with all stations manned and all hatches and openings shut. The status of Battle Stations is indicated in the block labelled Bridge Status.

In most scenarios all ships begin at Battle Stations. However, in several the action commences with some or all ships in the force less than full readiness - a good example is the Savo Island scenario, where the Japanese surprised and mauled an American force.

You cannot order your ship to go to Battle Stations. The program will automatically begin to set Battle Stations after the enemy has been sighted and a ship has broadcast a warning message. How quickly a ship is ready for battle depends on when they know of the enemys presence and the crew quality.

When a ship is not at Battle Stations it cannot fire torpedoes or give director or mount orders. After Battle Stations are set there is still a period of surprise where gunnery accuracy is reduced. It takes 3-30 minutes for a ship to reach full readiness, depending upon the initial degree of readiness and crew quality.

VIII.2. LOOK-OUT/RADAR

This screen reports the enemy ships which have been sighted by the designated ship. It includes the enemy target number, classification information, and visibility information.

The classification of a target progresses from UNKNOWN, to a type identification (BATTLESHIP, CRUISER, DESTROYER, AUXILIARY, MERCHANT), to an individual class identification (e.g. FLETCHER class). This process will be fairly rapid during daylight, and slower and more uncertain at night.

The display will also show the means of sighting the enemy. The best illumination or sighting means will be given. The hierarchy of sightings are:

Best:   ON FIRE
        LIGHT FROM TARGET
        SEARCHLIGHTS
        STAR/FIRE LOOM
        SILHOUETTE STAR/FIRE
        SILHOUETTE DAWN/TWILIGHT
        VISUAL
        RADAR

Worst:  GUN FLASHES

A complete explanation of these is available in the Visibility section of the manual.

VIII.3. FLEET DEPLOYMENT

This provides a single-screen summary of the locations of your units by grid position.

VIII.4. FLEET READINESS

This provides a single-screen summary of the watertight integrity, number of shell and torpedo hits, torpedoes available, and main battery mounts destroyed for all the ships in your force. You can consult this display immediately after a turn to get a summary of which ships were hit, and then go to the individual ships damage reports for amplification. If a ships damage control capability is eliminated a report will not be available.

VIII.5. FLEET BATTERY

This screen provides a summary of the status of the Main Directors of your units - target, bearing and range, tracking or firing, and other information. This display is particularly valuable to ensure proper fire distribution. If a ships Main Director has been destroyed a report will not be available.

VIII.6. CURRENT HITS

This option provides a report on all the gunfire that was exchanged in the last 3 minutes. It includes the firing ship, the target, the number of guns and classification, and an estimate of the number of hits.

The hit estimates are taken from the look-outs, so this report may vary from the report from the Gunnery Officer and can also be under, or over, estimates. If a ship is hit by Enfilade fire, the number 99 will be printed instead of the number of guns.

Note: The data for this display IS NOT RECORDED when you exercise the Save Game option - this is to save disk space, because the possible number of entries is very high.

VIII.7. DETAIL REPORT

This report contains a summary of the action of the previous turn. It reports firing and target ships, explosions, torpedo hits, engineering breakdowns, capsized ships, successful engineering repairs, and other events. The Daily Report will be offered for review immediately after execution of a turn.

The Detail Report might report false torpedo hits. This reflects the fact that many more torpedo hits were reported by look-outs during surface action than ever actually occurred. Often shell splashes were reported as torpedo hits (wishful thinking?).

Since this influences the commanders assessment of how much damage he is inflicting on the enemy it is included in ACTION STATIONS!

VIII.8. RANGE/PENETRATION

This report provides bearing and range between two ships. It also provides information on the armour penetration capabilities of the spotting ships guns against the target ship for penetrating vertical and horizontal armour at the current target angle. The Armour Penetration display provides the same type of information used by warship commanding officers to determine the most effective range at which to engage the enemy.

For vertical armour (e.g. belt), penetration will occur at distances closer than the listed range. For horizontal armour (e.g. deck), penetration will occur when the range is longer, because the angle of fall of the shell is steeper and is closer to a 90 degree angle with the armour, preventing glancing blow hits.

IX.  GUN MOUNTS AND GUN DIRECTORS

Gun directors are designed to track targets and compute the gunfire solution. Gun mounts are electrically connected to the directors. The director controls the gun mount by transmitting bearing, elevation, and firing orders. Some ships have many directors, while other ships (like auxiliaries or merchants) have none and control their gun locally.

In ACTION STATIONS!, directors are only capable of controlling one type of gun. This is not exactly accurate, as some German and US ships had dual-purpose, dual battery directors. However, they were few and so that capability is not included. MAIN and ALT (alternate) directors control main battery guns. SEC (secondary) and ALT SEC (alternate secondary) directors control secondary battery guns, and TER directors control tertiary battery guns.

Gun mounts are assigned to directors, the director computes the firing solution, orders are transmitted to the gun mount, and the mount fires. This process is duplicated in ACTION STATIONS! If directors were destroyed the gun mounts had their own rudimentary fire control equipment. This capability is duplicated by allowing guns to be assigned to local control directors. For the main battery, these directors are called LOC MAIN A and LOC MAIN B, and for the secondary battery LOC SEC STBD and LOC SEC PORT. Tertiary batteries are not provided with means to fire under local control.

Both gun turrets and directors have arc of train limitations. The figure shows the relative bearing train limitations. GUN DIRECTOR is available from either the Action Menu or the Battle Plot. When selected you will have two options, either AUTO or MANUAL.

IX.1. AUTO DIRECTOR

The Auto Director allows you to delegate the authority of assigning all ships directors to the Fleet Gunnery Officer, a billet filled by the computer. The program will assign your directors to targets. The order is only good for that turn - it may be selected each turn if you so desire. The directors will remain on their assigned targets until they are either manually or automatically reassigned, they are destroyed, or they lose sight of the target.

You have the option to have the directors either just track their targets, or to track and fire. The track option is most valuable during night actions when you have not yet been spotted and do not want to reveal your presence by firing. This allows the directors to track the targets longer, which will increase their accuracy when they do open fire.

In the open fire option, the directors are instructed to open fire on targets that are within gun range. Distribution may be unorthodox - a battleships guns will be directed against a destroyer if the opposing battleship is still out of range. Destroyers will not be fired upon if the range is greater than 20K (precious little chance of hitting a DD at ten miles!).

The Auto Director order will only operate on directors that are controlling guns. Alternate directors and local control directors which are not controlling a battery are left in the ready status. Directors in illumination mode will remain in that mode.

The Gunnery Officer tries to match the appropriate size guns to the target, avoid over-concentrations, and distribute fire as best as possible. However, he does not take into account all tactical considerations. You may want to go back in the manual mode and review the assignments and change them as appropriate.

Be careful issuing this order after you have assigned directors manually, because there is a possibility that the Gunnery Officer might shift your directors to different targets. The Auto Director mode is the same program that the Computer Commander uses to assign directors to targets.

IX.2. MANUAL CONTROL OF DIRECTORS AND GUN MOUNTS

The Manual option places you in direct command of the Directors and the Gun Mounts.

IX.2.A. DIRECTOR ORDERS

This display gives a one-screen summary of all the gun directors on the ship by battery. It provides information on the gun size of the battery, number of guns, current assignments of the directors, and target information. This display is used to make tracking and targeting assignments.

The program will walk you through the process of selecting the director to be commanded, the command option and the target. One of the options is the ILLUMINATION mode - it is necessary to have a gun director controlling at least one gun in this mode before you can fire starshells.

IX.2.B. GUN ASSIGNMENT

This display is a summary of the main, secondary, and tertiary gun mounts on the ship. It gives the mount number, number of guns, arc of train, and the director controlling that mount. Secondary and Tertiary guns are not given by mount but by battery associated with the standard mount groups - port, starboard, forward, and aft.

From this display you can assign gun mounts to different directors. For instance, say you wanted to assign a main battery mount (2) to the ALT (Main Battery Alternate) Director:

C: WHICH MOUNT?
P: 2
C: WHICH DIRECTOR?
P: select ALT

The program will update the screen display, and you can confirm that the required assignment has been executed. The computer will not allow you to mismatch, i.e. assign main battery guns to secondary battery directors, or port side mounts to starboard side directors.

X. TORPEDO STATUS/ORDERS

From the Action Menu under CONTROLS, and from the Battle Plot by using F9, is TORPEDOES. When you enter this option, you are given three choices:

   TFC COMPUTER, LAUNCH, and RELOAD.

X.1. TFC COMPUTER

TFC stands for Torpedo Fire Control. The TFC Computer calculates the direction to fire torpedoes based on your inputs or the inputs of your tracking team. In ACTION STATIONS! the position of each torpedo is calculated individually. The torpedo salvo and all potential targets are calculated down to 3 seconds of time and less than a yard of accuracy to determine hits. Length, beam and target angle are taken into account. If a torpedo hits, the location on the hull is determined and damage calculated accordingly. The first option is to select either a ship target or an area target.

Ship is used when the target ship is visible to the firing ship, and your tracking team can provide range, bearing, and course and speed estimates.

Area is used when you assume a target is in a particular location but cannot get an exact bearing and range - for instance, a target which has just disappeared behind a smoke screen. Estimate of the bearing, range, course and speed of the target must be provided based on examining the Battle Plot, intuition, or astrological forecasts.

Hits are less likely using the area method unless you are firing at a large formation. The inputs required for both options are very similar, so we will just demonstrate the Ship option in detail:

P: select SHIP
P: select the firing ship
P: select the target ship
C: BEARING 146/RANGE 19.2/TARGET COURSE 45/TARGET SPEED 19 
   ACCEPT? (Y/N)

Bearing and range information is accurate within one hundred yards and half a degree, the approximate accuracy of shipboard instruments of the era. Target course and speed estimates are from the crews tracking team, and are of various accuracies depending upon crew quality, lighting conditions, and length of time the target has been tracked. Speed estimates are especially critical:

For instance, a 1 knot error in target speed will result in a hundred yard difference in the calculated intercept point for a 3 minute torpedo run. If you enter Y, you are telling the TFC computer to accept the crews estimate. If you do not approve the estimate press N, and you will be prompted to enter your own data. This feature is useful if you are anticipating that the enemy will make a course or speed change - for instance, the target is at the tail end of a line formation which is in the process of executing a turn.

After course and speed has been entered by either of these methods the speed and range capabilities of the torpedo are displayed. After all information has been entered the TFC will give a solution:

 course for the torpedo,
 run time,
 intercept angle,
 and range to intercept point.

The spread figure gives an indication of how far apart torpedoes in a salvo would be at the point of intercept if they were launched with a 1 degree spread between torpedoes. The TFC computer can also calculate the best course to intercept for ships.

For example, your destroyers want the course to close at the fastest rate on a battle line for a torpedo attack. Instead of using torpedo speed use the speed of the ship. Set the ships course on the calculated torpedo course, and they will track towards the target on the best intercept course.

X.2. LAUNCH

The launch option display shows the status of the torpedo launchers on the ship, number of torpedoes ready to launch, and the arc of the train of the mount.

The far right column gives the time until the mount is ready to fire. Each mount can fire only one spread per turn, even if it fires only part of the torpedoes available. The mount cannot fire if reloading is in process. To the bottom right is an echo of the last TFC solution, giving torpedo course, torpedo speed, and the distance between torpedoes at intercept if a 1 degree spread is used. The program will ask:

- which mount to fire;
- the number of torpedoes to fire;
- the course of the centre torpedo of the spread;
- the spread angle between torpedoes, in degrees and tenths;
- the speed setting.

At the completion the launch screen will be updated. The appropriate number of torpedoes will be gone and the mount ready in time set at 3 minutes. At this point you can either launch additional torpedoes from other mounts or hit ESC to return to the Torpedo Menu.

X.3. RELOAD

When you call for the Reload option, the computer first looks at all of your ships to see which have mounts which could begin reloading. A list of these ships is printed, and you will select the ship. A summary display lists the torpedo mounts on that ship, along with ready times and reloads available.

Select the mount and the number of torpedoes to be reloaded. You may perform either a full or partial reload.

XI.1. AIRCRAFT

Since ACTION STATIONS! is primarily concerned with surface-to-surface combat, the role of the aircraft is limited. Each side can have a maximum of two aircraft aloft. Aircraft are limited to reconnaissance and gunfire spotting missions. Aircraft cannot attack or be shot down.

From the Action Menu, select Controls, then select Aircraft. The display provides the current status of the aircraft airborne, and list a number of ships with aircraft yet to be launched. The options are:

    LAUNCH, JETTISON, and ORDERS/REPORTS.

XI.1. LAUNCH

The launch option allows you to order aloft any aircraft which you may have on board ships or shore facilities. Aircraft launch from ships is a tricky event. Most aircraft were stored on the catapult in the full force of wind and weather; plus, aircraft were such a fire hazard that they were normally kept in a de-fuelled status. Consequently, aircraft were OFTEN not able to be launched when the commander wanted them.

In ACTION STATIONS!, there is a 50% chance that a launch will be unsuccessful. Aircraft which are unsuccessful in the launch procedure are jettisoned. If a launch is successful the aircraft will circle awaiting commands. Blue force aircraft are numbered 1 and 2, and Red Force aircraft are numbered 3 and 4.

Select the position number by using the up and down arrow keys. If you assign a newly launched aircraft the number of an airborne aircraft the airborne aircraft is removed from play. Aircraft cannot be launched from a ship which is firing.

There is no provision for aircraft recovery or refuelling. Aircraft all have a standard endurance of 180 minutes, and a standard speed of 120 knots.

XI.2. JETTISON

If you have your full complement of aircraft aloft already (or, alternatively, you do not desire to use the smelly, noisy contraptions) you can use the JETTISON option to throw the crates over the side. This will significantly reduce the fire hazard on board the ship.

XI.3. ORDERS/REPORTS

Once aircraft are flying and assigned an aircraft position number, they can be issued orders. The following options are available when ORDERS/REPORTS is called:

MOVEMENT - You move your aircraft by giving them a destination X,Y position. The pilot will automatically fly to that location at 120 knots and then circle until given another destination.

MISSIONS - there are two types of missions available:

   SPOT: the aircraft is assigned as a gunfire spotter for 
   the main director of a ship. The aircraft must be within
   10K of the target. Aircraft spot will significantly 
   increase gunfire accuracy at longer ranges, and is most
   effective when used with battleships or heavy cruisers.
   Spot missions are not possible under night visibility
   conditions.

   RECON: the aircraft is sent to the destination of your
   choice to search for enemy ships. Aircraft can be 
   reassigned missions in mid-flight.

RECON REPORTS - if an aircraft on a Recon mission discovers enemy ships it will send back a sighting report. The Detail Report will indicate when a message is received. The sighting report will give the location, course, speed, and composition of the enemy force. The accuracy of the report is dependant upon how much the pilot had to drink prior to launch.

FLARES - when on night recon missions aircraft will carry 4 strings of three illumination flares. These flares can be dropped from the current position of the aircraft on a radial bearing. Aerial flares can be distinguished on the Battle Plot by the pattern of three overlapping circles of light in a line.

XII. COUNTERFLOODING/FLOOD MAGAZINES

From the Action Menu, select Controls, then Counterflooding. COUNTERFLOODING allows you to correct list by ordering Damage Control teams to flood spaces to balance water in damaged compartments. Selecting FLOOD MAGAZINE allows you to flood magazines and ammunition handling spaces to prevent ammunition explosions. A ship loses these capabilities if all Damage Control teams are eliminated.

XII.1. COUNTERFLOODING TO CORRECT LIST

When this option is called a summery screen is displayed showing the current list conditions on all your ships and the status of counterflooding. Hit any key, will call the ship selection window, and the counterflooding orders menu.

Counterflooding to correct list is an important function. List adversely effects the accuracy and rapidity of gunfire; and, if the ship lists too far, it will capsize. 25 degrees of list is normally the maximum range of stability for most warships.

Most combatants lost during naval battles capsized before they sank. Counterflooding has its penalty - after all, you are purposely sinking your ship. If counterflooding is in progress and the ship loses all its Damage Control teams, the flooding will continue until some enterprising seaman realizes that something is wrong and shuts the valves.

XII.2. FLOOD MAGAZINES

In this option the program will print a summary of all ships that are on fire, the magazines which are threatened, and the number of rounds of ammunition contained therein. If a fire is large or burns long enough the magazine temperature may rise sufficiently to cause a spontaneous detonation of the powder and the destruction of the ship. A magazine which is empty (0 rounds) is not in danger of exploding.

Commanders can eliminate the possibility of magazine detonation by flooding the magazine. A flooded magazine will reduce the watertight integrity and freeboard of a ship by approximately 10% of the (original) unflooded watertight integrity, depending upon the size of the magazine.

XIII. NIGHT ACTIONS

Night actions are the graduate level scenarios in ACTION STATIONS! Ranges tend to be short, torpedoes deadly, and gunfire control challenging. Engagements tend to be quick and errors often irrecoverably fatal. Proper control of searchlights and starshell fire is the difference.

XIII.1. SEARCHLIGHTS

All ships come equipped with searchlights with the same characteristics. The program will allow them to be used only during NIGHT, DAWN, and TWILIGHT turns. The maximum searchlight range is 12K. If the searchlights do not lock on to a target they will remain on, but not searching, until ordered off or to commence another search.

Searchlight orders for the next turn cannot be cancelled or countermanded. Searchlights will ignore targets already detected by an illumination quality higher than illuminated by searchlight. If a searchlight detects a target, it will lock on and continue to illuminate unless:

- The target goes out of searchlight range;
- The target sinks;
- The line of sight to the target is blocked by smoke or
  terrain;
- The commander orders the searchlight OFF or to search
  another area.

Searchlight orders are given from the Battle Plot. Lets run through the procedure:

P: F4
P: select the illuminating ship
P: select searchlight ON

Now we are ready to tell the Ensign running the searchlights how wide an area to search and in what direction:

C: SEARCHLIGHT ORDERS FOR THE NEXT 3 MIN:
   WIDTH OF SEARCH (1-79)   DEGREE(S)?
P: 60
C: CENTRE BEARING?
P: 300

You have just ordered a searchlight search 60 degrees wide centred on a bearing of 300 degrees(T), or, from 270 to 330 degrees(T).

The computer immediately calculates the results of the 3-minute search. If you want to see if the search was successful, clear the screen (i.e. go back to the Action Menu) and call up the Battle Plot again - the ship with the searchlight on will have a white circle around it, and if it has locked on to a target you will see the searchlight beam. However, other ships will not see the results until the turn is executed, so you will not be able to fire on the target with a ship that had not previously spotted the target.

XIII.2. STARSHELLS

Now you can go for your Masters in Naval Warfare: starshells. The prerequisite to firing starshells is that the director controlling one or more guns is assigned to the ILLUMINATION mode.

The gun mount and the director must be able to bear in the direction of fire. The maximum range is 18K (sector target) or 12K (ship target) or the range of the gun, whichever is less. You can fire at a range as short as 1K, but be advised, you might be showing off in more ways than one.

Follow this check-list:

ASSIGN A GUN TO THE DIRECTOR
ASSIGN THE DIRECTOR TO THE ILLUM MODE
ENSURE GUN AND DIRECTOR CAN BEAR ON THE TARGET LINE
ENSURE THE GUN IS IN RANGE

It is not necessary to assign an entire battery to fire starshells, although you can if you wish. Only one gun is needed. Plus, any director can be used (including LOCAL CONTROL), so it is not a good idea to use your best directors - save them for tossing bricks through the enemys bridge windows.

One of the best solutions is to assign one gun mount (or a secondary battery) to LOCAL CONTROL, assign that director to ILLUM mode, then issue the starshell orders. Directors (and Local Control) can be placed in the ILLUM mode from the Chart Menu (F2, call up the ship and director, and select ILLUMINATION). This can also be done from the Action Menu.

OK so far? Good - now lets fire our starshells. There are two methods of firing starshells. First, is SECTOR ILLUMINATION. You do not have a target, but think that there is something out there, so you fire a pattern off into the brown and hope you discover something. From the Battle Plot, select F8; from the Action Menu, select Controls, then Starshells. Select the ship, and the program will confirm that you have a director-mount combination in ILLUMINATION mode:

C: #4 SEC PORT - STARSHELL COMPUTER * ON*

If you do not have a director in the ILLUM mode, the computer will print a polite notice asking you to get your act together (which, of course, will not happen to us) - here goes:

P: select SECTOR
C: BEARINGS?
P: 270
C: RANGE/1 - 18/?
P: 15.4

You now have given orders for a starshell pattern to be fired (over the next 3 minute turn) at a bearing of 270 degrees(T) at a range of 15.4KYds.

If you change your mind. It is possible to change the parameters of the pattern by repeating the routine, but it is not possible to cancel the pattern. With the TARGET option the starshell computer is going to lock on to a target and fire starshells to illuminate it over the next three minutes. The firing ship must have the target in sight - in this case, lets brighten up the life of target 67:

C: #4 SEC PORT - STARSHELL COMPUTER * ON
P: select TARGET ILLUMINATION
P: select the desired target
C: OFFSET: 1-NORTH; 2-S; 3-E; 4-W; 0-NONE

The starshell computer is simplistic - unless told otherwise it would pop the starshell directly over the target. However, it is best sometimes to offset the burst point - in particular, if you want to catch other ships in the pattern, or to have the star burst a bit over the target to have a better chance of silhouetting should it manoeuvre.

OFFSET allows you to move the burst point of the starshell 500 yards in the specified direction, north, south, east, west; or no offset at all.

XIV. EXECUTING THE TURN

When you have completed issuing all orders to your force and are ready to execute the next turn(s), from the Action Menu select the Options Menu; you can select either NEXT TURN or MULTIPLE TURNS.

NEXT TURN executes a single 3-minute turn.

MULTIPLE TURN allows the program to sequentially execute more than one turn. If you do not expect contact with the enemy for several turns, this option allows you to get up and stretch while the computer sorts electrons.

You will be asked how many 3-minute turns to execute. For example, entering 10 would have the computer execute 10 turns in a row, or 30 minutes of movement. You will then be asked to select a stopping rule, either Stop on Gunfire or Stop on Contact. If the selected condition occurs the program will not execute any additional 3-minute segments and will shift to the Battle Plot. There are two stopping rules which are always in effect:

1. If any ship is hit by a torpedo (near misses dont count)
2. If any ship runs aground.

If there is any gunfire during the turn the display will shift to the Battle Plot. If there is no gunfire, at the end of the last turn the program will return to the Battle Plot, centred on your largest combatant, with Battle Plot radius set at the limit of visibility.

For 2-player games, the Battle Plot display will be from the viewpoint of the player who last entered orders.

XV. CHANGING PALETTE

Change Palette is under the Option Menu. Change Palettes gives you the option to change the colours used on the Battle Plot to suit your own taste and equipment. The default value is Palette 2.

XVI. SAVING GAMES

From the Action Menu select the Option Menu, and then select LEAVE/SAVE GAME. Following this path you will be given the option to:

END GAME, which puts you back in DOS;

STATISTICS, which will provide you with a statistical summary of the game results. After the STATISTICS screen is digested you will be placed back in DOS.

SAVE GAME

The SAVE GAME option allows you to record the current situation, including all current and outstanding orders. After saving the game you have the option to immediately return to play, or quit and return to DOS. Allow approximately 65K of disk space to save the larger scenarios.

WARNING - THE PROGRAM DOES NOT TEST FOR SUFFICIENT DISK SPACE. INSUFFICIENT DISK SPACE ON THE TARGET DISK WILL CAUSE PROGRAM TERMINATION AND LOSS OF THE SCENARIO.

The program allows you to store scenarios in files numbered 1 through 99. If you desire, use the DOS RENAME command with the suffix .SCN if you want to better label your files.

(Note: Remember, this is an IBM Manual, it will be different on the Amiga.)

XVII. GAME STATISTICS

An optional branch prior to ending the game is the STATISTICS option. It is an option from the LEAVE/SAVE GAME menu.The game statistics display gives a comprehensive breakdown of the number of hits on both sides, damage inflicted, and classifies each ships final status as:

SUNK - a permanent loss.

CRIPPLED - a substantial loss, which at a minimum would take a year or more of shipyard work to restore to combat readiness.

HEAVILY DAMAGED - combat limited, requiring substantial shipyard-level repairs.

LIGHTLY DAMAGED - hit but not seriously - field repairs only needed.

UNDAMAGED - Its what it says.

TOTAL POINTS - is the total value of all ships on a side multiplied by 3.

DAMAGE POINTS - is a total of the cumulative watertight integrity losses for each ship, weighted for the seriousness of the damage. Points damage to ships that are heavily damaged or crippled are multiplied by 2, and the value of a ship which is sunk is multiplied by 3.

A Winner is not announced for the action, for a very good reason: victory in a naval battle often has nothing to do with losses, but rather whether the mission was accomplished. Losses must be balanced against the objective - was it worth a battleship to stop that amphibious invasion, or to get that convoy through?

This makes for marvellous post-game discussions with the media, your bartender and/or your opponent.

PART B: CREATING YOUR OWN SCENARIOS

XVIII. THE BUILD SCENARIO PROGRAM

The Build Scenario program allows you to create your own scenarios from scratch. Prior to starting, you should work out the situation and the setup. Use a piece of graph paper and lay out the initial positions, complete with all the ships and islands, initial courses and speeds, etc. on a X,Y coordinate system.

To begin the Build Scenario program, go through your computer start-up routine until you have the DOS prompt, then type CSCENE RET. (Not sure what you do on the Amiga?) Most of the instructions for the Scenario Builder are on-line. You can press F1 and receive context-sensitive help. The program will initially place you in the main menu. Press F1, and then use the PgUp and PgDn keys to review the command key functions. In the main menu:

FILE: allows you to retrieve scenarios for editing or begin creating a new scenario.

EDITING: allows you to edit the scenario currently in memory. You can also select SHIP and will be able to review ship files.

VIEW: allows you to see summary screens of information on either the scenario or specific ship files.

SAVE and QUIT: are for when you want to save or quit.

When creating or editing a scenario, various screens will give the data currently in the scenario and ask for your input. You will be asked:

GENERAL ENVIRONMENTALS
BATTLE NAME
NATIONALITY OF THE BLUE AND RED FORCES
SEA STATE AND WAVE DIRECTION
WIND SPEED AND DIRECTION
DAY AND NIGHT VISIBILITY
SQUALLS - INTERVAL AND DURATION

TERRAIN - up to 10 terrain points can be placed on the BATTLE PLOT. Each point is defined by the centre X,Y position, and the radius. All terrain points are circles, but it is allowed to overlap the circles, so almost any terrain form is possible.

NUMBER OF BLUE FORCE AND RED FORCE SHIPS - there is a maximum total of 49 ships. Red force number + Blue force number must = total number of ships.

After you are satisfied with the data on the screen, go to the last data field and RET. The program will then check your inputs to ensure everything is correct, and then progress to the next screen. The program will then go through the process of entering ship data. It will repeat the ship data input routine until all the ships (up to the number of Blue Force and Red Force ships which you specified) have been entered. The data needed for each ship is:

SHIP CLASS: here you select the two-letter code for the ship class file. A listing of the ship classes and their file codes are given in appendix D.

THE SHIPS NAME - this cannot be more than 8 characters long. You may have to abbreviate.

CURRENT SPEED AND COURSE

X,Y POSITION

RADAR INSTALLED

AIRCRAFT ON BOARD (if the ship has the capability). Aircraft must begin on board one of the ships or land bases.

CREW QUALITY - this is a figure which you can enter to change the efficiency of the ship - it impacts on gun accuracy, damage control capability, torpedo reload times and other capabilities. -3 is a poor crew, +3 is a top crew, 0 is average. Intermediate values are allowed.

FORMATION AND THE SHIPS POSITION IN THE FORMATION - Note that all ships should be placed in a formation if you want the capability later to use the randomize function when you reload the scenario, because only ships in formation will be randomized. Things like shore batteries and anchored ships should not be placed in formations.

You will be asked for the Blue Force and the Red Forces mission. The mission selections are:

1 - STRIKE
2 - BATTLE
3 - ESCORT
4 - RAID

STRIKE: mission is specified when a force is on a mission to attack a convoy or bombard shore facilities.

BATTLE: mission is specified when a force is on a mission to engage another battle force.

ESCORT: mission is specified if the force is assigned to escort a convoy or guard an anchorage or port.

RAID: mission is specified when a small force is at sea with the object of attacking commercial vessels.

These missions are specified to give direction to the Computer Warrior. When commanding a STRIKE force, he will either avoid escorting ships or steam-roller over them heading for the objective. If the defending force is too strong he will change to BATTLE mode.

In BATTLE, his object is to inflict the maximum casualties on the enemy at least loss. In ESCORT missions he will maintain formations on convoys (or picket lines, if he is defending anchored forces or shore installations), attempt to cover all approaches, and intercept intruders and drive them away.

If commanding a RAID force, he will attack, feint, return, re-attack, and continue the engagement with multiple approaches. He will retire if opposed by a significant escort force or if seriously damaged. The RAID strategy was designed to simulate the tactics used by German surface raiders.

The program will ask for the position of the objective (an X,Y position) and home base (another X,Y position) so that it can plan the initial approach and has a preferred direction to retreat if needed. If you are setting up a historical scenario, you might consider adjusting the game start time so that the amount of time between battle sundown/sun-up and the game sundown/sun-up is the same.

XIX. THE GENERATE SCENARIO PROGRAM

The GENERATE program creates a completely new game scenario based on parameters decided by the player. Using this program, you can create an infinite number of battle situations. You can command either side. The Fog of War is intact, because you will not know the exact compositions, positions, or objectives of your opponent. The replayability of ACTION STATIONS! then becomes IMMENSE.

XIX.1. INSTALLING GENERATE ON A HARD DISK

Each of the FLEET disks contain a file DDF, which informs the computer of the ships available on that disk. On the ATLANTIC Fleet disk is the file DDFHARD, Section III instructed you to copy all the files from the four disks into a single directory. Go into that directory, delete the file DDF, and rename DDFHARD as DDF.

XIX.2. STARTING GENERATE

Go through your normal computer start-up procedure until you have the DOS prompt. Insert FLEET DISK: MEDITERRANEAN in the appropriate drive and type GENERATE RET. The program will load and you will soon see a menu screen giving you the adjustable parameters of the Scenario Generator.

XIX.3. GENERAL INFORMATION

The Scenario Generator begins with an open ocean area centred at grid coordinates X=0, Y=0. There are two Home Base islands, separated by approximately 160 nautical miles. Each home base island sports a rather powerful shore battery of 12 x 14 disappearing guns.

Blue forces are home based on the western island, and generally have initial positions to the west of the centre of the area. The Red Force is based on the eastern island and set up also near their island. Next to each island has an anchored objective unit, representing an anchorage of amphibious and/or merchant shipping.

The only exception to the above is when either side is escorting a convoy. In that case neither side is given an anchored objective unit, and the ship initial positions are reversed (Blue forces east, Red forces west). The convoy would then have to traverse hostile waters to reach the protection of the shore battery on its base island.

XIX.4. MENU

The menu lists the game parameters which the player can control when GENERATEing a scenario. You can either give specific values or let the computer choose them randomly. To change a value, select the number and press RET. The computer will then ask for the required information, giving you allowable values.

1. HOUR (24HR CLOCK): This option allows you to select the time of day. Round number hours can be selected by inputting a number between 1-24. If you wish the computer to select the hour at random, input 0.

2. WIND VELOCITY can be selected between 1-44 knots. 0 and the computer will select the wind velocity at random.

3. WIND DIRECTION can be selected from 1 degree (true) to 360 degrees (true). 0 and the computer will select wind direction at random.

4. SEA STATE varies between 1=light to 4=rough. 0 and the computer will select sea state at random.

5. SEA DIRECTION can be selected from 1 degree (true) to 360 degrees (true). 0 and the computer will select sea direction at random.

6. VISIBILITY varies, 1=poor, 2=moderate, 3=excellent. 0 and the computer will select visibility at random.

7. SQUALLS indicate the possibility of sudden rain squalls that cut visibility to minimal levels. If you select 1, there will be no squalls; 2 and the possibility of squalls exists. 0 and the computer will decide if the possibility of squalls exist. If squalls are possible the program will randomly select time, frequency and duration.

8. TERRAIN indicates the possibility of other islands in addition to the two home base islands. Select 0 and the computer will randomly select between 0-8 additional islands of varying sizes and scatter them randomly throughout the area.

9. NATIONALITY allows you to select the fleet from which the Blue or Red side select their forces. Forces will not mix fleets. If 0 is selected, then the nationality will be selected at random from the fleets available (see FLEETS AVAILABLE below). It is allowable to have the same nationality ships on both sides.

10. LARGEST TYPE DESIRED allows you to limit the forces selected to just destroyers (3), or just destroyers and cruisers (2) - this option is particularly useful when a convoy game is desired (see MISSION below). Selection of 0 allows the computer complete freedom in selecting the sides.

Note: specifying a type as the largest type desired does not guarantee that you will get that type, only that there is a chance you will.

11. APPROXIMATE NUMBERS allows the player to specify the approximate numbers of warships contained on each side. 1 allows the computer to select the numbers, 2 is for 2-8 warships, 3 is for 9-15 warships, and 4 is for 16-22 warships. The shore battery, anchored objective, and any merchant ships are not counted against this total.

Note: these numbers may be overridden by the Force selection (see APPROXIMATE FORCE, below).

12. APPROXIMATE FORCE allows the player to select the balance of force between the two sides. It is expressed in terms of RED measured against the BLUE force, in percentage. For example, an input of 200 would mean that you desired the Red force to be twice as strong (200%) as the Blue force, while an input of 50 would mean that you desired the Red force to be half as strong (50%) as the Blue force.

Force comparisons are calculated for each specific ship in the FLEET disk; however, as an estimate, 1 battleship generally equals 2.5 to 3.5 cruisers, and 1 cruiser generally equals 3 to 5 destroyers. FORCE requirements will override the APPROXIMATE NUMBERS input. If you need more or less ships to make a force ratio, the program giveth, the program taketh away. Shore batteries, anchored objectives and merchant shipping are not factored in to the force determination process.

13. CREW QUALITY allows the player to select the quality of the forces. Allowable values are -3 (poor) to +3 (elite). All of the ships will be given the specific value. -10 allows the computer to randomly select the crew quality for each ship individually. In either case, merchant shipping crew quality is always average, and shore battery crew quality is good to elite.

14. AIRCRAFT allows the player to determine if ships have the possibility of carrying float planes. 0 and the computer will determine each ships aircraft load randomly among those ships with aircraft facilities. 1 and there will be no aircraft in the scenario.

15. MISSION allows the player to determine the missions for the forces. 0 and the computer will select the mission at random. 1 is the STRIKE mission, 2 is the BATTLE mission, 3 is the ESCORT mission, and 4 is the RAID mission. If ESCORT is selected, the computer will provide one or more groups of merchant shipping. If the number of warships is large the computer may just use the CONVOY unit, which is a single unit meant to represent large numbers of merchant shipping.

16. BATTLE STATIONS SET allows the player to select if the forces are alerted or not. 0 and the computer will assign this randomly; 1 indicates that the force is already in General Quarters and is fully battle ready; 2 indicates that the force is not battle ready, and will take some time after the initial enemy sighting to have battle stations manned and be ready to engage.

17. RADAR: allows the player to select the radar capability of the forces. There are three levels of radar equipment: level 1, 2 and 3. If one of these levels is selected it represents the MAXIMUM capability that the force has. For example, if 2 is selected, then that forces ships may be equipped with either level 1 or level 2 radar or have no radar at all, but it cannot have any units with level 3 radar. The higher the level the better the radar. If 0 for RANDOM is selected then there is a 33% chance that a ship will have some type of radar installed.

18. PROXIMITY OF FORCES: allows you to select how near the forces are initially placed. 0 allows the computer maximum freedom to place forces. 1 (near) biases initial placement of forces close to mid-ocean, while 2 (far) biases initial placement closer to the islands. For escort missions, near places the convoys closer to their destinations, while far places them further away.

19. FLEETS AVAILABLE: allows you to input which of the fleets you have available and wish the computer to choose from.

After all the parameters are selected, you hit RET from the main menu to have the computer begin the computational process. The program will stop when it has selected the fleet from which to draw the Blue force, and you will be asked to insert the appropriate disk; this process will repeat for the Red force. If the correct fleet disks are not inserted the program will abort. Hard disk users can just hit RET each time.

When the forces are selected and positioned the program will ask if you desire to name the ships of one force. If you have already decided which force you want to command you might like to name the ships at this point. Otherwise, the program will assign names based on the first seven letters of their class name, followed by a lower case letter.

For example, if your force was assigned two HOOD class battleships and two BIRMINGHAM (BIRMGHAM) class cruisers, their names would appear as HOODa, HOODb, BIRMGHAc, and BIRMGHAd. The program will then ask that you insert a storage disk and specify the game file. Remember, the program will overwrite any games already stored in that file, so be careful.

PART C: THE INTERNALS OF ACTION STATIONS!

XX. GUNNERY COMBAT

This section provides background information and details in naval gunnery in general, and the use of guns in ACTION STATIONS! It is sometimes technical in nature. You do not have to read and understand all of this material to enjoy the game - but it might help you better appreciate what is going on.

ACTION STATIONS! performs a complex calculation to determine the number of gunnery hits. It is designed to accurately reflect all the important conditions influencing accuracy, rate of fire and hit rate. A commander can get the most from his force when he takes them into account. An understanding of these factors can also give the player an insight as to why historical naval engagements were fought as they were, because these were the same factors which naval officers of the period considered when making tactical decisions.

After reading this section, you will be better able to understand some of the whys of naval warfare. The gunnery calculation has three components:

- STANDARD ACCURACY - RAPIDITY OF FIRE - ACCURACY OF FIRE

XX.1. STANDARD ACCURACY

Standard Accuracy is the percentage of hits that a ship would achieve under normal battle conditions. These conditions are:

- course and speed of the target is steady;
- course and speed of the firing ship is steady;
- the target has been tracked for at least 6 minutes;
- the range is steady;- visibility is clear;
- only one ship is firing on the target;
- only one ship is engaging the firing ship;
- calm seas with light wind;
- battleship-sized target;
- daylight;

and several other technical considerations.

The Standard Accuracy tables used in ACTION STATIONS! are drawn from tables compiled during the late 1930s by the US Naval War College and from British Naval Staff Estimates, with amplification and modifications by the author to account for war experience and to adjust to a shell-by-shell accounting.

A major consideration in the creation of the Standard Accuracy tables was the dispersion of the salvo - how far apart the shells would spread from the aim point. One of the technical problems of naval gunnery was (and is) to limit dispersion. Microscopic differences in jump, gun, droop, mutual atmospheric interference, bore sighting accuracy, shell seating, powder and tube temperatures (and over 55 other identified factors) would cause the shells in a salvo to spread. There was always something which resulted in a small unpredictable deviation in the flight of the shell.

The problem for the fire control system was to centre the Mean Point of Impact (MPI) of the salvo on the target. Even with the MPI centred exactly, the dispersion was usually greater than the size of the target:

For example, a battleship firing 16 guns in 8-gun salvos against another battleship at 20,000 yards only expect 12% hits even with the MPI perfectly centred .5 guns firing at 12,000 yards might expect a mean dispersion of 150 yards in range and 25 in deflection. When firing at a destroyer-sized target, broadside on, with MPI centred, a hit rate of 5.7% might be expected. If the target was end-on (i.e. crossing the T) the percentage drops to about 3.2% because the deflection dispersion is much greater than the beam of the target (crossing the T REDUCES your number of hits).

Another reason to limit dispersion relates to spotting. At ranges over 10,000 yards a spotter has no real depth perception. The only way he can differentiate between over and short is if the bottom of the shell splash was blocked by the hull of the ship. The spotting job was very difficult, especially when the target was hull down over the horizon and only the superstructure is visible.

Usually several spotters indicated over, short, or straddle. These votes were totalled and the majority decision fed into the fire control computer. If the decision was over, a spotting correction (Rc) was applied to the next salvo. Rc might be a constant amount pre-set by the ships gunnery doctrine - if say, 200 yards, then the guns stepped down a ladder of 200 yards each time an over decision was reached. That gave another reason for limiting dispersion - if one shell was a wild shot and spread 300 yards further than the MPI was well short of the target.

Accuracy curves are contained in the program for three classes of guns:

  small calibre  - less than 5.5
  medium calibre - 5.5 to 9.5
  large calibre  - greater than 9.5

These three classifications were established by grouping weapons with similar ballistic characteristics, where the angle of fall as a percentage of the maximum theoretical range of the weapon was similar. With a similar angle of fall the effective target size seen by the shells is similar over the weapon class. Once a ballistic standard was established for each class of gun, performance could be compared and a correction applied to the standard accuracy to reflect the merits of each gun.

For example, the standard weapon used to represent all medium class guns was the British 8/50 m8. The German 8/60 1934 C/34 weapon had a higher muzzle velocity, heavier shell, less dispersion and fewer shot anomalies, and thus was given an accuracy bonus correction. The Italian 8/53 m1927 was mounted in pairs with the gun muzzles very close, which caused barrel whip and intershell shock wave interference and resulted in a very high salvo dispersion and a large number of wild shot anomalies. This gun type was penalized in accuracy in comparison to the standard.

In this way all of the 69 gun types of guns in ACTION STATIONS! were analysed. Corrections were applied to duplicate the wartime effectiveness of the gun mount. Appendix D is a print-out of the data.

XX.2. RAPIDITY OF FIRE CORRECTION

Research in the naval archives in the US, Great Britain, and Germany discovered the design maximum cyclic rate of fire of ships gun mounts. This is the maximum rate that the gun mount could sustain fire for a period of three minutes. Determining this was not straightforward because of the different ways data were recorded. For example, the British tended to record maximum cyclic rate of fire for the gun assembly and not the mount as a whole, while the Americans recorded the standard sustained rate at battle range, very different values.

Consequently, the rate of fire of all weapons had to be converted to a standard. Other factors were considered - for example, the 16 guns on the Nelson class battleships were limited in rate of fire by the speed of the ammunition hoists, and the British 14/45 m7 suffered from chronic mechanical breakdowns in all of its engagements that the gun mount was never able to deliver more than 70% of its theoretical maximum cyclic rate of fire.

Extensive research was conducted to account for all the individual faults and merits of the gun mounts. When there were conflicts, battle experience was held to be the final arbiter. A standard percentage of the maximum rate of fire was used to account for ranging systems. First a ranging salvo (or salvo pattern) would be fired, and the fall of shots spotted. A spot correction (range and deflection) would be entered and new ranging salvos fired. During this process rate of fire would remain low to prevent wasting ammunition. When the MPI was on and the target straddled, then the range was established and the rate of firing would go to maximum.

When the salvos began to fall off target the process began anew. This system, with variations, was used by most of the major navies of the period. There were modifications, of course, for different circumstances: for example, in her famous engagement with the battle cruiser Kirishima the USS Washington stayed at maximum ROF (firing on one turret ready light) for the duration of the engagement, using a constant rocking ladder, walking the salvos back and forth over the target, an appropriate method for the relatively short range and large target.

However, generally, at longer ranges the rate of fire was lower due to the wait time as the spotters awaited the fall of shot - for larger calibre guns the time of flight could be up to 75 seconds at maximum range. After the ROF is corrected for range to target, there are other factors which are taken into consideration to determine the number of shells fired by the ship:

- the number of guns which can bear the target. Each gun mount has an established arc of train limited by its placement on the ship.

- the fatigue of the crew - most weapons were loaded either entirely or partially by hand. Captains had to consider crew fatigue when fighting their ships. ACTION STATIONS! measures accumulated crew fatigue and degrades the rate of loading accordingly. It also accounts for recovery time, when the ship is not firing for a period, allowing the crews to rest. Fatigue penalties can run as high as a 90% reduction of the standard rate of fire, with larger calibre guns less effected because of higher mechanization.

- ship changes of course - as a ship turns it lists - the angle on the deck tends to slow down the loading process. In addition, the gunfire solution would lose accuracy during the turn due to gyro lag and other limitations. Most ships simply ceased fire during the turn and waited to steady on the new course and for the gyros and stable zeniths to settle. In ACTION STATIONS! a correction is applied to the rate of fire based on the size of the turn. Turn penalties range from 10% up to 90% for a 170 degree or larger turn. Penalties are greater for gun mounts under local control.


- ship changes of speed - a similar penalty is assessed, approximately 10% for each 2 knot speed change.

- if a ship is listing, rate of fire is reduced by approximately 4% for every degree of list.

- surprise fire is a condition when a target has not been tracked by the director prior to opening fire. The director does not have a good plot of target course and speed. Additional ranging time is needed to establish the range and get the MPI centred and tracking. This is taken into account by a penalty of 30% until the track is established.

- concentration of fire on the firing ship - a ships firing rate would slow if a large number of ships were firing on it. This is a physical as well as psychological effect - spray over the gun mounts from near misses delayed the loading of open mounts and obscured the gun train telescopes, and the shock of hits impacted on the human element.

In ACTION STATIONS! the normal battle condition assumes that equivalent fire is on all ships - battleship on battleship, cruiser on cruiser, etc. A ships gunfire is penalized or rewarded in proportion to the number of ships firing on it, the number of guns, and calibre. Bonus rate of fire and accuracy is given to a ship not under fire or under light fire only, while ships under concentrated fire are penalized.

- funnel smoke can effect the rate of fire by reducing the visibility of the target, causing a ship to cease fire if the target is obscured, or to fire more ranging salvos if it has difficulty seeing the fall of shot. Funnel smoke (called stack gasses) is present when a ship is over 5 knots and within 3 knots of its maximum engine speed. Stack gasses are displayed on the Battle Plot. Rate of fire is penalized by 30% (daytime) or 50% (night) when stack gasses are in the line of sight between the target and the firing ship.

- weather conditions effect the rate of fire. Penalties are assigned when the character and direction of the seas effect gunlaying and ammunition handling in moderate, heavy and rough seas.

- pitch penalty: in moderate seas small ships are penalized 30%, intermediate sized vessels 20% and large vessels 10%. If the sea is heavy, add 10% to the penalty; if it is rough add 20%.

- the roll penalty is the same as the pitch penalty, except that guns firing under local control are assessed an additional 20% penalty.

- yaw penalties are 20% greater than the pitch penalty.

- a spray penalty is assessed when the wind is over 15 knots and the ship is heading within 30 degrees of the direction of the wind (i.e. into the wind). Unturreted guns and guns not using director fire are penalized 20%.

- If a friendly ship is within 5,000 yards of the firing ship and within 10 degrees of the line of fire a masking penalty is assessed. This reflects the gunnery officers concern that he might be required to pay for any damage he inflicts on a friendly ship. It also simulates the safety precautions taken to prevent that damage, including cease fire for a period if the ship crosses in the line of fire.

XX.3. ACCURACY OF FIRE

The rate of fire calculation determines the number of rounds out of the barrel - next we determine how many hit. The approach is the same: take Standard Accuracy (which is dependent upon gun type and range) and correct to account for the characteristics of the weapon and the conditions.

- An open fire correction is in effect for the first three minutes that a ship fires on a target. It varies with range, from 10% for a close range target to 90%.

- The open fire penalty is reduced if fire was shifted from an adjacent target. The new target must be within 2K range and 15 degrees arc of train of the old target.

- Radar used to supplement visual spotting will receive a bonus of between 10% and 30% depending upon the quality of the radar. If a radar is used as the sole means of targeting a penalty of 20% to 50% is effected.

- At night, the quality of the target illumination effects the accuracy of fire. The following is the hierarchy of illumination, from best to worst:

     target on fire
     targets searchlight on
     target illuminated by searchlight
     target in starshell, flare or fire loom
     target silhouetted by starshell, flares or fires
     target silhouetted by dawn or twilight
     visual
     radar
     gun flashes sighted only

- Spotter aircraft will increase a ships accuracy by up to 20% at long ranges.

- If a battery is being controlled by two different directors a split fire penalty of 20% is assessed. An example would be if the forward main battery turrets are being controlled by the MAIN Director the after main battery turrets are being controlled by the ALT director.

- All fire under the control of any ALT director is assessed a penalty of 20% due to smaller range-finders and less experienced fire control teams.

- An over concentration penalty will be exacted if more than one ship is firing on the same target. This reflects the problems of sorting out each ships fall of shot. Over concentration penalties are not effected for close range fire (10K for large calibre guns to 4K for small calibre guns). The penalty is approximately 10% for each extra ship firing at the target, and is exacted against all the firing ships.

- In night actions the secondary battery is penalized between 30-50% if the main battery is also firing, due to flash interference.

- Guns firing under local control are penalized in accordance with the range to the target: 10% at 4K, up to 90% for over 25K.

- when the target changes course or speed it will disturb the firing solution and may evade incoming rounds. Changes of course and speed cause more fire control problems for the firing ship when the target ship is at higher speeds and at longer ranges. The accuracy penalty ranges from 10% to 40%.

- if the range is changing rapidly it is more difficult to track the target and establish the range. Range rate penalties vary, up to 80%.

- an under-salvo penalty is exacted if a ship is firing less than four guns on a target. With a smaller number of shells it is more difficult to determine the MPI of the salvo, and a single wild shot could impact on the estimate. Under salvo carries a 20% penalty at ranges over 12K, 10% if under 12K.

- the crew quality effects how well a ship shoots. Crew quality is entered as a number between -3 and +3 in the set-up portion of building a new scenario. This is converted into a -30% to +30% adjustment to the accuracy of fire.

- the size of the target is a factor. The standard accuracy hit percentage assumes a battleship-sized target. Target size corrections range from -60% for the smallest destroyers and torpedo boats to +20% for the largest super battleships, and +30% or +40% for high-silhouette merchants and auxiliaries. PT boats and shore batteries are additionally compensated for their small size by including a proportion of no effect hits in the damage determination process.

- sun glint or glare of the surface of the sea occurs during sunset and sunrise. If the target bears within 30 degrees of the sun accuracy is penalized by 10%.

- during dawn and twilight a ship can be silhouetted on the horizon. If the target is within 60 degrees of the sun the firing ship receives an accuracy bonus of 20%.

- salvo chasing was a technique used to confuse gunfire solutions by constantly making course alterations into the fall of shot. However, the course changes also have a dramatic effect on the ships own accuracy. Ships firing on targets which are salvo chasing will score approximately 20% less hits, while firing ships that are salvo chasing  will have their accuracy degraded by 30%.

- when a ship is near the limits of day/night visibility, a penalty is  exacted.Remember to consult the Gunnery Officers report (from the Ships Status screen) so you can be reminded of the effect your tactical decision have on gunfire accuracy.

XX.4. ENFILADE FIRE

If two targets are close to one another both may be hit by the same salvo. Enfilade hits are indicated by a 999 in the number of guns column in the Current Hits report.

XX.5. FINAL FIRE CALCULATION

The percentage penalties given above are approximations. The actual calculation works with an exponential equation. For example, a firing ship may accumulate 6.4 penalty points, entered into the formula:

87^6.4 yielding about a 40% total penalty.

A simplified version of the actual calculation would look like:

(#guns)x(ROF)x(range correction)x(.87^ROF correction points)

to determine the number of shells fired, and

(#shells)x(standard accuracy)x(.87^ accuracy points)

to determine the number of hits.

If the result of the calculation is 2.36, 2 shells are hit and there is a 36% chance of a third hit. If the number was less than -1 say, .57 - then that would be considered as a 57% chance of 1 hit. To make things interesting another factor takes into account random chance. The number of hits can be reduced as much as 50% or increased as much as 75% at random.

Is this whole thing worth it? Try it and see. If you use your forces to optimize their gunnery while taking into account the torpedo threat you will learn much about the way and why naval warfare was conducted during World War 2.

XXI. TORPEDO COMBAT

In section X the mechanics of operating the Torpedo Fire Control (TFC) Computer and firing and reloading torpedoes was explained. This section discusses some of the tactics of torpedo combat.

If you want to fill em with air, bomb em; if you want to fill them with water, torpedo em!

Such was the succinct appraisal of the torpedo made by a veteran pilot. And the superiority of the torpedo over bombs could be extended to cover the wide range of projectiles, for no weapon in the war proved half as destructive to enemy capital ships as the fish... from US NAVY BUREAU OF ORDNANCE IN WW2.

The torpedo proved to be the most destructive weapon employed against shipping in WW2. Ships known to be highly resistant to gunfire and bombs might be crippled by one torpedo. An effective torpedo strike delivered during a surface action can be the single most decisive event of the battle. There is an inherent difficulty with the torpedo: hitting the target. A comparison between gun and torpedo fire can illustrate the problem.

A 28 knot torpedo will take 12.9 minutes to travel 12,000 yards, during which an 18-knot target will move 7,740 yards. Torpedo numbers are limited, and if fired in small numbers the target might be able to manoeuvre to avoid them entirely. If the target makes a radical course change it can be over ten miles away from the original point of intercept.

Compare this with the gun. A 14 shell at 23,000 yards has a time flight of only 37 seconds with a mean velocity of 1220 knots. An 18-knot target would travel 370 yards. A gun has hundreds of projectiles, and can adjust fire based on the results of the previous salvos.

The extreme destructiveness of the torpedo is balanced by the extreme difficulty in making hits. Torpedo fire was mostly automated. However, the human decisions, the TACTICS of torpedo fire were of vast importance. The effectiveness of a torpedo attack is primarily determined by the selection of the FIRING POINT, characterized by the range to the intercept point and target angle. The best firing point allows:

- the torpedoes to have sufficient range to reach the target, even if the target should alter course or if the initial course estimate was incorrect.

- the torpedoes to make as many hits as possible by attacking the length of  the ship rather than end-on.

RANGE: the longest range that you can launch a torpedo and hit depend upon the target course (i.e. the target angle relative to the firing ship) and target speed. This is called the effective range of the torpedo. Hits are more likely when the torpedo track makes a 90 degree angle with the hull of the target, providing the largest target. The TFC computer provides you with the intercept angle.

An angle of 90 or 270 degrees means you are attack the target broadside and have the largest effective target size; an angle closer to 0 or 180 degrees means you are attack the ship end-on, the narrowest part of the ship and the smallest target. It can also be proven that when the track makes a 90 degree angle with the target course the torpedo fire control solution is the most tolerant of errors in estimating target course and speed.

Torpedoes should be fired in salvos, launching large numbers simultaneously. This will sweep a large area, making evasion difficult and allowing for errors in the TFC solution.Spread angles can either be large or small, giving a dense or wide pattern. Wide salvos threaten many ships, and allow for the largest errors in estimating target course and speed. However, this increases the distance between each torpedo, leaving holes where ships can slip through. Dense salvos sweep a narrower area but give a maximum number of hits on each individual ship, and making evasion by any ship caught in the torpedo area difficult.

The decision to launch a wide or dense spread depends upon the tactical situation - if the enemy is engaged, if they are trying to open or close the range, the relative amount of damage, the number of torpedoes available to the force, and many other considerations. It is not a trivial problem. The TFC Computer calculates the distance between torpedoes at the point of intercept for a 1 degree spread. If you want your torpedoes spaced 250 yards and the TFC says that a 1 degree spread would place them 100 yards apart, then use a 2.5 degree spread angle.

A moderately wide pattern would be to space the torpedoes at about one hull length apart at intercept - which means you have a good chance to get at least one hit. Battleships are about 200 yards long (broadside), so a spacing of 150-200 yards might be appropriate for long-range applications A dense pattern might be half or one-third a hull length apart. In ACTION STATIONS! the torpedo course you set for the centre torpedo of the salvo. Torpedoes are then distributed left-right, left-right. Take this into account when planning torpedo patterns.

The fire control calculation is most sensitive to the speed estimate. A 1 knot speed estimate error means 100 yards for every 3 minutes of run - 15 minutes, a 500 yard error. Take this into account when you plan how far to spread your torpedoes. The calculated run time is included in the TFC computer output.

XXII. RADAR AND VISIBILITY - SEARCHING FOR THE ENEMY

At the bottom of the Action Menu are listed several factors important to the search process:

TIME
LIGHT CONDITION
DAY VISIBILITY RANGE
NIGHT VISIBILITY RANGE

The night range of visibility is a measure of darkness. The day range of visibility is a measure of air clarity. Both of these measures impact on visibility both at night and during the day.

XXII.1. DAY RULES OF VISIBILITY

DAY VISIBILITY is the range which a battleship-sized target will be sighted. The range of sighting is adjusted based on the size of the ship. Smaller ships such as minesweepers, torpedo boats and trawlers are sighted at ranges up to 6,000 yards less than the day visibility range; super battleships, auxiliaries and merchantmen at up to 4,000 yards more, while cruisers and other ships will fall in between. The drawing shows an example for visibility of 36,000 yards.

DAY VISIBILITY RANGE (36K)

Ranges at which ships will be sighted during daylight for a day range visibility of 36K.

                          Actual Sighting Ranges
                 30,000            36,000          40,000                                           |  |______________|  |______________|  |______________|  |______________|
        DDs             Cruisers        Battleships
Merchants
small ships                                           auxiliaries

Day sightings are deterministic - if you are within visibility range of an opponent, you will always be sighted.

XXII.2. SMOKE

Smoke comes from burning oil slicks, burning ships, or when a ship is purposefully ordered to make a smoke screen. Smoke will always be displayed on the Battle Plot regardless of visibility or the range to the nearest sighting ship, even if a smoke screen segment is blocked from view by another smoke screen or island. Smoke is blown in the direction and velocity of the wind.

Smoke can last up to 15 minutes in good weather, and 3 minutes in rain or snow squalls. Smoke will block the line of sight for optical tracking, but will not block radar line of sight.

XXII.3. STACK GASSES

Stack gasses will be seen coming from a ship travelling over 5 knots and within 3 knots of its maximum engine speed. Stack gasses can be seen by an opposing ship if it is within 1.5 times the range of visibility. Stack gasses do not block visibility. Smoke screens do not block sighting stack gasses. Stack gasses are blown by the wind. Stack gasses disperse after 3 minutes.

XXII.4. NIGHT RULES OF VISIBILITY

The night rules of visibility are complex to account for many more possible conditions. The following are the various ways a ship can be sighted at night:

SHIP ON FIRE
SHIPS SEARCHLIGHT ON
SHIP ILLUMINATED BY OTHER SHIPS SEARCHLIGHT
SHIP IN STARSHELL OR FLARE LOOM
SHIP SILHOUETTED BY STARSHELL, FLARE OR BURNING SHIP
SHIP SILHOUETTED BY DAWN/TWILIGHT
SHIP SPOTTED VISUALLY
SHIP SPOTTED BY RADAR
GUN FLASHES SPOTTED

The quality of the illumination has an effect on the accuracy of gunfire - for example, with all other factors equal you will score fewer hits when firing at gun flashes than when firing on a target illuminated by starshells. The higher up the above list, the better is the quality of illumination. The Look-out report will list the sighting reason for each contact.

A ship can be sighted as a result of illumination by starshell, flares, searchlight, gun flashes, or by turning on its own searchlight, but only if an enemy ship has a clear optical line of sight to the target and the ships are within 1.5 times the air clarity range (day visibility range).

XXII.5. SEARCHLIGHTS

The instructions for operating searchlights is in Night Action, Section XIII. A ship with its searchlight on will be circled in white on the Battle Plot. If the searchlight is locked onto a target, a cone of light will be shown on the chart from the searching ship to the illuminated ship. The illuminated ship will also be circled in white.

XXII.6. STARSHELLS AND FLARES

Starshells and flares can illuminate a target:

- by directly lighting the target (i.e. in the loom)- by silhouetting the target. Starshells are shown as yellow circles on the Battle Plot. Flares are shown as three circles in a line. The area inside the circle(s) is the loom area. In some cases the graphic package will not fill in the circle and the starshell will be shown then just as a circle outline - those are still fully-effective starshells.

Depending upon the nationality, starshells can illuminate a radius of 2K or 1.5K. If a ship is in the loom of a flare or starshell, the ship symbol, vector and ship number will be displayed in green.

XXII.7. SHIPBOARD FLARES

Shipboard flares can illuminate or silhouette a ship as well as illuminate itself. The area of the loom depends upon the size of the fire. A ship on fire is circled in white on the Battle Plot. If the fire is large enough it will leave a smoke tail. The circle does NOT represent the size of the fire loom, which varies between 0 to 3 Kyds according to the size of the fire. Ships illuminated by the loom of a burning ship will have their ship symbol, vector and target number printed in green.

XXII.8. VISUAL SIGHTINGS AT NIGHT

Night visual sightings are probabilistic. A probability is calculated for the range of each possible sighting and then compared to the locations of all enemy ships to determine if a sighting occurs.The probability of sighting is based on:

RANGE: the range listed under NIGHT VIS on the Action Menu is the range (under ideal conditions) that a battleship would be sighted 50% of the time per 3 minute visual search. The probability increases as range decreases.

TARGET SIZE: larger targets are easier to see.

SPEED: high speed targets are easier to see.

RELATIVE BEARING from Ship to Target: ships notoriously keep a poor watch astern.

PREVIOUS SIGHTING: it is easier to keep a target in sight once it has been spotted and the look-outs alerted.

XXII.9. RADAR

Radar was continuously improved during this period, and ships were often retro-fitted with new and better installations. Consequently, no attempt has been made to assign a single type of radar to a class of ship. In the scenarios, radar capabilities are assigned according to historical records.

Using Build Scenario, the player can assign any of 3 levels of performance to ships with radar. Using Generate Scenario the player can specify a number of options for radar installations. Radar sets are always considered to be on, unless destroyed.

All radar installations are considered to have a blind zone due to superstructure masking. Targets cannot be detected by radar within 30 degrees of the ships stern (150-210 degrees relative). Type 3 radar is approximately the performance of late-war US SG (Sugar George) radars. Type 2 is the SG radar in inshore waters or the SC in open waters, while the type 1 is the SC in inshore waters. Early war Japanese, British and German radars should be considered as type 1; the best Japanese radar type 2, while the best German and British radar (late war) type 3.Targets spotted by radar alone can be fired upon. When visual and radar are both available the fire is most accurate.

XXII.10. TERRAIN

Terrain Points (shown as circles on the Battle Plot) are considered perfect cones. Line of sight is blocked if it crosses terrain. Shore batteries and land targets can be sighted if they are on the forward surface of the cone as viewed from the sighting ship.

XXIII. CHARACTERISTICS OF SHIPS

The data base and models used to represent the ships in ACTION STATIONS! are detailed and comprehensive. Every ship class has been individually researched and the data base tailored to account for unique strengths, weaknesses and idiosyncrasies. A listing of the characteristics (with a few appropriate comments) might be interesting:

CLASS NAME - the class name given in CONWAYS ALL THE WORLDS FIGHTING SHIPS 1922-1946 is used as the standard, with some exceptions.

DIMENSIONS - length and beam, in feet.

MAXIMUM SPEED - under combat conditions. This might vary dramatically from the top speed listed in some references, because they were usually quoting either design speeds or trial speeds. Trial speeds were often rigged, with the ship at a low load basis, so that the builder could qualify for bonus payments for exceeding contractual minimums. Many Italian and French ships fit this category.

Some of the scenarios have a low top speed for a unit, due to the ships actual condition at the time of the battle. For example, in the Battle of Kolumbangara the cruiser Leander could barely make 28 knots due to an engineering casualty, while normally her top speed would be 32 knots.

TYPE OF TORPEDOES - assigned in accordance with historical records.

TORPEDO MOUNT CHARACTERISTICS - number of tubes, number of reloads, arc of train.

SEARCHLIGHT INSTALLATION
TARGET SIZE
SMOKE GENERATION CAPABILITY

RUDDER - status and operability

CREW QUALITY - this is a variable selected by the player when the scenario is constructed

GUN DIRECTORS - numbers and types

MAIN BATTERY MOUNTS - gun type, arc of train, number of guns, director connectivity, ammunition supply and source.

SECONDARY BATTERY GUNS - arc of train, gun type, number of guns, director connectivity, ammunition supply.

TERTIARY BATTERY GUNS - arc of train, gun type, number of guns, director connectivity, ammunition supply.

ARMOUR PLATING - belt, belt next to engineering spaces, belt next to magazine,belt next to steering, engine deck, deck over magazine, deck over engineering spaces, deck over steering engine, turret glacis, turret top, secondary battery, conning tower, conning tower top, internal splinter armour and bulkheads, director armour, barbette armour, torpedo bulkheads, internal subdivision

AMMUNITION INVENTORY - forward main magazine, aft main magazine, amidships main magazine, secondary magazine, tertiary magazine, torpedo reloads.

WATERTIGHT INTEGRITY AND FLOTATION - based on hull size, freeboard, internal subdivision, and hull member strength. In a few cases age of the ship is considered, under the assumption that as a ship gets older watertight subdivision (stuffing tubes, hatch gaskets, etc.) deteriorates.

DAMAGE CONTROL ABILITIES AND EQUIPMENT
STEERING ENGINE STATUS
STATUS OF FIRES

ENGINEERING CAPABILITIES AND REDUNDANCY - a composite which includes the number of main engines, number of boilers, number of emergency diesel generators, number of pump and auxiliary installations, and the internal subdivision between all the engineering spaces.

NUMBER OF AIRCRAFT ON BOARD - the data base includes a limitation on the maximum number of aircraft that can be carried. The player specifies the number of actually on board when he creates the initial scenario.

SHELL HIT LOCATION - each ship is divided into 42 different zones. The probability of hitting each zone is individually tailored for each ship class.

XXIV. DAMAGE AND DAMAGE CALCULATION

XXIV.1. SHELL HITS

The gunfire portion of the program determines the number of hits scored on a target. Each shell type is related for explosive power, armour penetration, dud rate and ballistic characteristics.First, the angle of fall of the shell is calculated. The shell hit is located at random in accordance with the probability of hitting 42 different zones. A check is conducted to see if the armour protecting that zone (if any) is penetrated.Armour penetration is determined by comparing the gun type, range, angle of fall, and the armour hit against pre-tabulated penetration tables. For vertical armour, the target angle of the ship also is included when the angle of armour penetration is calculated. The amount of armour which the shell can penetrate is reduced for non-normal incidence angle hits. This varies from full penetration for a 90 degree hit down to 50% armour penetration for 45 degree angle hits.The possibility of a dud is included. Dud shells are reduced in effectiveness for engine room and hull hits and other areas where explosive power is important. However, if a major piece of equipment is in the path of the dud it will be destroyed regardless. Sometimes duds are just as effective as exploding shells, and sometimes they do not inflict any damage whatsoever.Hits on the bridge or other control stations can affect steering and director control. If the bridge is hit, control will be automatically shifted to secondary conn. A well trained crew can do this almost immediately. If secondary conn is hit, control will be transferred to local stations. This may take longer. While transfers are taking place speed and rudder orders are not possible, and orders for the directors to change targets may not be allowed.When a control station is hit, incorrect signals may be sent to the rudder or the engines, causing the ship to turn, speed up or slow down - i.e. the helmsman was hit, and spun the wheel as he fell...

If the rudder, steering gear room or steering internal communications circuits are damaged a steering hit message is included in the SHIPS STATUS report (F9), and the ship will not accept helm commands. The rudder will be jammed either dead amidships, to port, or to starboard.

XXIV.2. FIRES

Fires are classified as (in order of decreasing severity) major fires, large fires, and fires, which consolidate the detailing gradations of fire intensity contained in the program.Fires FWD threaten the forward main battery magazine; fires AFT threaten the after main battery magazine. The longer a fire burns and the larger it is the greater the probability that a magazine will detonate. Flooded or empty magazines will not explode.

On some ships, such as the British Nelson class and the Japanese Tone class, all of the guns are mounted forward of the superstructure. Both the forward and after magazines are also located forward of the ships superstructure. In those cases, consider the aftermost gun mounts and magazines the stern system. The above categories still apply to these ships, even though their physical layout is unusual. MIDS fires can threaten amidships magazines, and also cause damage to engineering equipment, force abandonment of engine and boiler spaces, destroy secondary and tertiary battery gun mounts, explode ready service ammunition and destroy torpedo mounts.

If an aircraft is hit by shellfire, an amidships fire is almost inevitable. Players can forestall this by jettisoning unneeded aircraft before an engagement.Commanders can accelerate the process of extinguishing fires by ceasing fire on all guns - this simulates releasing the gun crews to assist in the damage control effort.

XXIV.3. PROGRESSIVE DAMAGE

As damage levels rise there is an increasing chance that progressive flooding, internal smoke and fires, and other dread occurrences will damage of force abandonment of gun or torpedo mounts, gun directors, searchlights, and other installations. This is a function of how badly a ship is damaged and how many damage control teams are remaining to control progressive damage. So, a ship might not be hit during a period, and still suffer loss of capabilities.

Damage control capabilities are also considered when determining if progressive flooding, fires, or general damage destroys equipment. When a ship loses all damage control capability, as signified when the number of damage control teams reach 0, progressive damage is accelerated.However, there is also repair functions going on, so capabilities might also later be restored.

XXIV.4. LIST AND COUNTERFLOODING

Whenever ships are damaged the possibility of off-centreline flooding exits, and the ship will list. List will effect gunfire rate of fire and accuracy. If list exceeds 25 degrees the ship will capsize. Most ships lost in WW2 capsized before they sank, so list is a significant threat to the survival of a ship. ACTION STATIONS! includes stability calculations for each ship class. List is reported to the player in the Ships Status report.

As a ship floods and loses watertight integrity its stability is reduced. A given off-centre flooding might cause twice the list to a severely damaged ship than to a ship only lightly damaged. Also, note that all the list does not occur instantaneously - it takes time to flood a huge hull, even through huge holes!

Ships have the capability to correct list by counterflooding, which is a process of flooding tanks and compartments on the opposite side of the ship to balance the off-centre weight. As the list increases, the counterflooding process is slower. This is because most ships counterflood using gravity rather than pumps, and as the ship lists the counterflooding inlets are not as far below the water and pressure is reduced.

Counterflooding has its disadvantages - after all, you are essentially flooding (sinking) your own ship. You may correct the list, only to sink at an even keel.Counterflooding orders are given from the Counterflooding Menu, accessible from the Action Menu.

XXIV.5. TORPEDO DAMAGE

In ACTION STATIONS! the track of each torpedo is individually calculated and compared with ship positions to a precision of 3 seconds and less than a yard. Torpedo hits are located in one of the following zones:

bow - under forward main battery gun mounts
amidships - under aft main battery gun mounts
aft - screws, rudder and shaft alleys

If the torpedo is not a dud the weight of explosives in the warhead is compared with the resistance value of the passive underwater protection system at the location of the hit, and damage is calculated. Torpedo hits can destroy magazines, boiler and engineering compartments, screws, shafts, rudders, reduce watertight integrity, and generally mess up the internals of a ship. in addition, shock can cause damage to gun and torpedo mounts and gun directors.

Very significant is the amount of list which can be caused - several torpedoes hitting simultaneously on the same side can capsize a ship that ordinarily might have survived if it had time to counterflood and control the damage.

XXIV.6. DIRECTOR DAMAGE

Gun directors can be destroyed by shell hits, the shock of torpedo hits, progressive flooding or fires.If a gun director is destroyed, then the gun mounts assigned to it will be automatically transferred to the appropriate alternate director:

Destroyed Director:  Mounts Transfer to
MAIN                           ALT
ALT                            LOC MAIN A SEC PORT
ALT SEC PORT SEC STBD          ALT SEC STBD
ALT SEC PORT                   LOC SEC PORT
ALT SEC STBD                   LOC SEC STBD

If a ship does not have that director, treat it as if it were destroyed and go to the next director. Also, note that tertiary battery guns do not have local control facilities in the simulation.

XXIV.7. DAMAGE REPAIR

Damage control teams can effect repairs on rudders and engineering facilities. To alert you of a repair, a helm/engine repair message is recorded in the Detail Report. Check the Ships Status screen and see what miracles the engineers have wrought. Full steering or some speed capability may be restored.

XXIV.8. HIGH SPEED ENGINEERING BREAKDOWN

Operating a ships engineering plant near maximum capacity increases the risk of breakdowns. The mean time between breakdowns varies with speed and the nationality of the ships. The risk of breakdown becomes most significant within 3 knots of the ships maximum speed.

XXIV.9. HITS ON SHORE FACILITIES

Shore facilities are considered as large area targets. Firing ships usually cannot spot the pin-point location of the target, but are firing at map coordinates or gun flashes.the hits reported in the Current Hits Summary or the Main Director Reports are hits in the correct area of the target. However, they may or may not cause damage to the installation. Shore bombardment in this period was much a matter of luck - saturate the area and hope for the best.

XXV. NATIONAL DIFFERENCES

The parameters used in ACTION STATIONS! reflect average warship performance. However, in some cases the individual characteristics of a nations warships were so unique that it was more accurate to include these differences.

ACTION STATIONS! includes modifying factors for the following nationalities:

1 - EARLY US WW2 (1941-42)
2 - US (POST 1942)
3 - BRITISH
4 - JAPANESE
5 - GERMAN
6 - ITALIAN

The following table shows the modifications made to the standard parameters to account for national characteristics:

G = GOOD    A = AVERAGE    P = POOR

   NAT                         FACTOR
       1   2   3   4   5   6   7   8   9   10  11  12  13  14
    1  A   P   P   G   A   A   P   A   A   A   A   A   G   A
    2  A   G   A   G   G   G   A   A   A   A   G   A   G   G
    3  P   A   A   A   A   P   P   P   A   A   A   A   A   G
    4  A   A   A   P   A   A   A   A   P   A   G   G   G   P
    5  A   A   A   G   G   G   A   A   A   A   A   A   G   G
    6  P   A   P   P   A   P   P   A   A   P   P   P   P   P

FACTORS:

1  - SHELL DUD RATE
2  - TORPEDO DUD RATE
3  - FIRE OCCURENCE RATE
4  - STEERING/ENGINEERING REPAIR RATE
5  - FIRE EXTINGUISHING RATE
6  - PROGRESSIVE FLOODING EQUIPMENT VULNERABILITY
7  - FIRE DAMAGE VULNERABILITY
8  - MAGAZINE CATASTROPHIC EXPLOSION
9  - STEERING VULNERABILITY
10 - DAY GUNFIRE ACCURACY
11 - NIGHT GUNFIRE ACCURACY/OPTICS
12 - STARSHELL QUALITY
13 - ENGINEERING PLANT RELIABILITY AT HIGH SPEED
14 - OVERCOMING SURPRISE

ACTION STATIONS! also includes the French and Russian Fleets. There is insufficient combat data to properly evaluate the factors for those nationalities, so they are considered to be average in all areas.

XXVI. SINKING (ENEMY) SHIPS - A COMMENTARY ON LIMITED INTELLIGENCE

Gun mounts assigned. Directors tracking. On target. Open Fire! - and after a few turns the screen lights up with CONGRATULATIONS - you just sank the YAMATO! A funeral dirge is played on the computers synthesizer while an animated battleship (complete with life rafts and the ships cook) settles below the waves. That makes for an entertaining cartoon - and a lousy simulation. Why? Read on:

First, sinking ships do not always sink promptly. It takes time, often hours, to flood a huge hull. For instance, in the 1st Battle of Guadalcanal the Atlanta did not sink until over 12 hours after the battle. Why is that important? Because in a naval action, especially at night, a commander has little indication as to how the enemy is faring. He can see a ship making high speed or manoeuvring, he can see the ship fire its guns and he can count shell splashes, and can conclude that the enemy is still dangerous.

However, if he sees a ship that is dead in the water, on fire, and silent, it does not mean that the ship will sink. It still may repair itself or be salvaged. The commander does not know when the enemy is finished, and so he fires just a few more broadsides at the target - rounds that could be more profitably directed against another ship.

An example: at the Battle of Empress Augusta Bay, almost the entire US Task Force initially concentrated on the Japanese flagship Sendal. After a few minutes under a storm of fire the gallant light cruiser was in shambles and sinking, and the Americans gunfire should have been shifted elsewhere. Eventually Sendals reluctance to disappear below the waves induced the Americans to waste torpedoes on her. At 1st Guadalcanal, the fact that the Hiei did not sink immediately caused the Japanese to risk other vessels in an attempt to stand by and save her. Youve Sunk er! messages and cute drawings may provide instant gratification to those easily entertained, but they introduce a false element to the simulation.

ACTION STATIONS! takes a strict approach. Each ship is assigned a value called watertight integrity, representing a detailed assessment of the size and strength of the hull, internal subdivision, reserve buoyancy, freeboard, stability and other factors. The watertight integrity of the ship is reduced by shell hits, torpedo hits, ramming, running aground, magazine and torpedo mount explosions, fires and progressive flooding. Watertight integrity can be restored by damage control teams, who also fight fires, stop progressive flooding, protect equipment from being destroyed by fire and flooding and provide reports of the ships status to the commanding officer.

When a ship has lost its watertight integrity, the program calculates how long it will take before it sinks. Depending upon the extent of the damage it could stay afloat for hours or minutes. When additional damage occurs the program reassesses this time. A ship is only known to be sunk when it disappears. Perhaps it might leave behind a burning oil slick. Consequently, the player has the same problems as the real commander at sea, and he has the same tools with which to make a decision:

- is the target under power? check the vector coming out of the target symbol on the chart display.

- is the target firing? check the Battle Plot for tracers.

- how many hits has he taken? check the Ships Status and the Current Hit report. Realize, though, that they might be inaccurate - the eyes plays funny tricks on people who stare at targets 15,000 yards away.

- has the target capsized? check for the capsized ship symbol on the chart (a filled-in red square).

- is the target on fire? Ships on fire are circled in white on the Battle Plot. If the fire is large enough it will leave a smoke trail.And, if the target is pounded and then disappears from the Battle Plot, well, you might begin to congratulate yourself - if, of course, he hasnt slipped behind a smoke screen, or your look-outs lost him in the dark, or he passed out of radar range, or a dozen other factors.

At the end of the battle you can always go to the Statistics option and get a detailed summary. If that cruiser that you were sure was finished shows up in the heavily damaged column instead of sunk - Well, then you have discovered the frustration of the real commanders who wished they could go back and put just one more salvo into the stubborn hulk!

XXVII. THE COMPUTER WARRIOR

ACTION STATIONS! includes a computer opponent - crafty, cunning, ruthless, wise and not altogether humble. The Computer Warrior can be assigned to play either side. Roles are assigned during the loading phased of a scenario. The Computer Warrior cannot be assigned to play games which were saved during a two-player game. During the loading process the Computer Warrior can be assigned a skill level, varying between -3 (novice) to +3 (expert).

The Computer Warrior was designed with several objectives:

- to provide a tough, creditable, challenging opponent.

- to provide a variety of reasonable tactical responses to given situations.Balancing these requirements was difficult. If the computer dealt with each situation with the textbook response play would be stereotyped and dry. Games would be repetitive and the challenge of the simulation would be gone. Instead, we have included the possibility of unorthodox manoeuvres and daring (some would say foolhardy) tactics. When you load up, you do not know if you are going to get a pussy-cat or a tiger.

This approach does have its risks - after all, what may be a daring move in one scenario could equally be dumb move in another. However, when we surveyed history, and saw the number of dumb (really dumb) things done by professional naval officers in actual combat, well, we could be tolerant of such excursions by the Computer Warrior. After all, one of the keys to successful naval command is to take advantage of the enemys mistakes. It may be that the Computer Warrior will give you a chance to practise that skill on occasion.

The Computer Warrior is programmed to operate within the reasonable realm of naval tactics. You will see one and two-pronged attacks, destroyers and cruisers either screening the battle lines or operating independently, delaying actions, and a wide range of responses to the basic mission options. Gun battle tactics are primarily drawn from US tactical manuals of the period, while torpedo tactics were drawn from Japanese doctrine publications recovered from the sunken cruiser Nachi near the end of the WW2.

You have a considerable range of options if you find the Computer Warrior either too tough or too easy. You can change the skill level, or take the stronger or weaker side of the scenario and see if you can out-perform the historical result. In all, with 30 scenarios (thats 60 sides) to work through, you ought to be well employed for a few years of gaming...

XXVIII. TACTICS

Several years ago a reputable publisher designed a game on WW1 naval combat. In the Designers Notes, the author stated that, in his analysis, the role of the naval commander was encompassed by two questions:

  whether to run or to fight, and
  whether to close the range or open it

In the Navy, such a statement is called a Blivet - thats defined as ten pounds of horse manure stuffed in a five-pound sack. If you have gotten this far in manual, you recognise the fallacy of the statement.


The naval warfare of the period was complex and demanding, forcing a commander to make critical decisions constantly - How do I distribute my fire? Should I lay Smoke? Can I stay on a torpedo course to optimize my gunnery performance, or is the torpedo threat too high? Should I illuminate? How can I get to a torpedo launch position without losing all my destroyers? Stack gasses are interfering with my fire - should I slow? Should I change course and present my armour at an angle to his fire for additional protection? What will that do to my closure rate? That cruiser has a jammed rudder - should I abandon or protect it? There are a million more.

What we are going to attempt now is to give you a quick tour through the basics of naval tactics. It wont be fancy or comprehensive, but it will give you a way to structure your thinking, a starting point.

1. ONE-ON-ONE: SINGLE SHIP ACTIONS - In a single ship action, the object is to maximize your ships advantages and place the enemy at a disadvantage. Lets look at daylight actions to begin with.

First, you have to analyse what you have to work with. Look at the armour protection on each of the ships, and the armour penetration capability of each sides guns. Check the Armour Penetration table in this manual and determine the limiting ranges of armour penetration and consult RNG/PTR from the Battle Plot or Action Menu. See if there is a range band where your guns can penetrate his armour while you are still protected from his guns. If so, that is the range that you want to establish and maintain.

Dont forget to take into account the target angle as the battle progresses - you can increase the effective thickness of your vertical armour by presenting it at an angle to the enemy, rather than broadside-on. However, this implies either a closing course or an opening course, which will make it harder to maintain the right range. And, if you end up changing courses too often to maintain the range, your guns will not be able to steady on target and score.

The next factor you need to consider is the relative merits of the gun systems on each side. Larger guns have much more armour penetration, but fire much more slowly and have a smaller rate of hitting. Smaller guns have a smaller punch per shell but a higher rate of fire and a higher hit rate. With all else equal, if you have the smaller guns you want to close, to take advantage of the higher rate of fire and higher hit rate. At close range, a cruiser has a good chance against a battleship - it will get off two broadsides to the battleships one, and even if it cannot get through the big armour plates it can chop up gun directors, steering gear, start fires, and blow holes in the unarmoured portions of the hull. For instance, look at what happened at 1st Guadalcanal, where the Japanese lost a battleship to cruiser fire.

If you are the larger ship, you would like to keep the enemy at arms length, but you have also another consideration: ammunition supply. Big guns have small ammunition stockpiles, characteristically only 100 rounds or so per gun. If you keep the enemy too far away, you may run out of ammunition before you score enough hits for decisive effect.

A good example of this is the Battle of the River Plate: Graf Spee properly kept the faster-shooting British at arms length (where they could not penetrate her armour), but managed her main battery fire so poorly that she did not score sufficient hits to have a decisive effect on the battle. She was forced to break off the action because of ammunition levels.

In the absence of radar, smoke can be an asset to the weaker side. Lay a smoke screen and stay behind it - the other side now has a dilemma: is he getting away? If the big guy closes the smoke, you may be able to get to close quarters where your rapid-fires have the advantage; If he does not close the smoke, you have a chance to escape. Also, if you are in a one-on-many situation, you might be able to use smoke to divide the battlefield so you can isolate and attack the enemy piecemeal.

Torpedoes usually have little chance to score in a one-on-one. Both sides have complete freedom of action, and may be doing a lot of bobbin an weavin, making it difficult to set up a torpedo shot. (At night, at closer ranges, this is of course different.) In single ship actions torpedoes serve mainly to deter a charge by the enemy or to try to force the enemy away while you retreat. Torpedoes can also come into play when smoke is used and a ship blunders into another at very close range.

Torpedoes really come into their own in squadron-size actions where ships are constrained to stay in formation, screen the heavies, cover the convoy or whatever. So, in a one-on-one, keep the torpedoes ready but dont bet your lifeboat seat on them. Defensively, if you get hit by a torpedo it will be a just reward for dumbness. Calculate how long it would take a torpedo run from he to thee, and NEVER maintain course and speed for that duration!

2. NIGHT ACTIONS: In the war in the Pacific most of the surface-to-surface actions were fought at night. Historians often reason that this was because of the dominance of the aeroplane during daylight hours. Many of them neglect to point out that the Japanese preferred night combat, trained for it, and actively sought night combat, even when they had air superiority. Why?

The key is the effect of visibility on the relative capabilities of warships. The various naval treaties of the inter-war years, and economic realities, forced Japan to inferiority in the number of battleships. However, Japan was given more freedom in cruiser and destroyer production. They reasoned that if they could use their cruisers and destroyers to whittle down the American battleship force, then they could engage in a decisive fleet action with a chance of success.

A cruiser or destroyers weapon of choice against a battleship is the torpedo. However, during daylight these smaller ships would have to run the gauntlet of miles and miles of gunfire in order to reach torpedo launch positions. However, at night the battlefield is compressed. Visibility is low, and when you sight each other you might already be in torpedo range. To amplify this advantage the Japanese developed the Long Lance torpedo: long range, fast, and with twice the weight of explosives. So, the Japanese Navy trained hard for night actions, and the US Navy paid the price for their neglect in this area.

The key to Japanese night tactics, then, was to effectively employ the torpedo. It helped that they had designed special night optics which usually allowed them to sight the enemy first. Their command-and-control arrangements were flexible, allowing destroyers freedom of action and room for initiative.American night action tactics were based on faulty concepts centred on the assumption of the absolute superiority of the gun. Torpedo tubes had actually been removed from US cruisers in the belief that engagement ranges would be too long to allow effective use of the torpedo. Destroyers were kept on a short leash in tight screening formations and not allowed to probe in advance of the main body where they might find better opportunities for effective torpedo attacks.

One of the best way to learn how to properly handle a gun force in the face of a torpedo force is by example - and here it is suggested that you examine the track chart of the Battle of Empress Augusta Bay. The US commander cut loose his destroyers early to allow them the opportunity to employ their torpedo batteries. They operated on the flanks, with the cruisers keeping the enemy busy in the centre. The cruisers kept outside torpedo range, and counter marched several times (once making a full figure 8!) to confound the enemys torpedo fire control and avoid torpedo water. Of course, at that range and with all that manoeuvre the cruisers gun batteries were less effective, but they did end up punishing the enemy in a 1 hour running gun fight.

The US commander compromised optimum gun tactics, but his course of action preserved his force and confounded the enemy. The Japanese commander was convinced that he was confronted by a force twice the strength. And, most importantly, the mission was accomplished.

3. FLEET ON FLEET: Books have been written on this topic - mostly bad ones. Unfortunately, most historians do not understand the equipment well enough to recognize good tactics from bad, and so there are many Blivets floating out in the world of popular naval history. Those that master ACTION STATIONS! will be further along than most - ACTION STATIONS! requires you to use sound tactics or line the ocean floor. Of course, your mistakes will not be terminal, allowing you to progress up the learning curve, a process denied to most naval officers of the period.

3.A. THE BATTLELINE: We cannot discuss all the different combinations of many v many, so instead lets assume battleline v battleline, with fairly balanced forces on each side. First, look at the capabilities of your heavy ships as opposed to the capabilities of the enemys, just as you did in the one-on-one battle. Is there a favourable band range? How do the guns balance out? This analysis will help define the basic conditions of the action.

The problem of decisive range again emerges: you may run out of ammo before you achieve decisive victory. So, you have to recognize the limits of effective fire and work with them.
Battleline tactics are centred on the power of the gun. The battleship either win on their own strengths, or they engage and pin the enemy and limit the enemys freedom of action to allow light forces to intervene with the torpedo. The former was the US and British battleline strategy, while the latter was the philosophy of the Japanese Navy.

The tactics of the battleline are not complex. The battleships must travel in close company, so that they will have a maximum arc of fire without interfering with others line of sight to the target. The line formation is best suited for this. Ideally the line should stem on a regular course and speed with little manoeuvre in order to maximize gunnery accuracy.

Splitting the battleline should only be done when you have a significant superior force. You do not want to give the enemy the opportunity to concentrate on one wing of your force and destroy it piecemeal. This could happen suddenly if the enemy is proficient with smoke screens.

3.B. DESTROYERS AND LIGHT FORCES

Light forces can assist in the destruction of the enemy battleline in one of two ways:

 1. It can physically score hits with gun or torpedo.
 2. It can create a situation favourable to the friendly
  battleline, or unfavourable to the enemy battleline.

The weapon of choice for light forces against the battleship is the torpedo. However, torpedo hits are difficult to achieve. USF 33 CURRENT DOCTRINE DESTROYERS 1940 discusses the question:

 in high visibility, a torpedo strike on enemy units free to
 manoeuvre at high speed rarely succeed unless the enemy can
 be closed to very short range. The probability of reaching
 short range in the face of gunfire which materially outranges
 the gunfire of destroyers does not appear to be favourable.

The key words are enemy units free to manoeuvre. When is an enemy unit not free to manoeuvre?

 If the manoeuvre would place him in an unfavourable tactical
 situation, such as allowing the opponent to concentrate on an
 isolated wing of the fleet

 If the manoeuvre would place him in torpedo water

 If the manoeuvre would result in the force facing a superior
 gun force/wing of the opponent
 When the battleline is strongly engaged with the other
 battleline.

This last is a key point. When strongly engaged, the battleline cannot afford an interruption of fire or interference with accuracy that would result in manoeuvre - it might be the edge allowing the enemy to score decisive, unanswered hits. Manoeuvring also may cause misalignment of the main body so that some of the line is at a significant greater range from the opposing force, allowing the enemy to concentrate on one wing.

Another key situation is when the torpedo threat from light forces becomes so serious that the battleline commander is forced to shift main battery fire from the enemy battleline to counter the threat. Heavy caliper guns are not efficient destroyer-killers because of their low rate of fire; plus, all the time they are away from engaging the enemy battleline allows the enemy target practise conditions.

Consequently, the intervention of light forces can be the decisive edge for victory. Usually the destroyers should be organized into an inner and outer force. Destroyers in the inner area serve as reserves to meet enemy breakthroughs. During the engagement their primary task is the defence of the battleline.

When an enemy attack develops they should move out and aggressively meet the attackers and contest control of the torpedo launching area. Only when necessary should they retire for support of the battleline, because the fire of the secondary batteries of the battleline is little greater than that developed by the destroyers, and it does not range far enough to be able to totally prevent enemy torpedo launch.

Destroyers in the inner screen may be ordered to attack the enemy battle line. However, the long distance to torpedo launching positions make this a difficult task. An alternative would have the destroyers in the inner area constantly moving out to replace the attack force in the outer area which have expended their torpedoes.

Destroyers in the outer area are the attack force. These forces should be positioned well in advance of the battle line. When the engagement course of the battle line is determined these destroyers should concentrate on the suitable flank, in advance of the enemys battleline. The commander must consider from where to launch the attack and the enemys defensive forces prior to committing the attack. Favourable areas are mostly in the sector from dead ahead to abeam of the enemy.

Attacks from abaft the beam are unfavourable and should be initiated only in coordination with other forces attacking from the van, in order to limit the enemy freedom of action and to seize a favourable opportunity to launch if the enemy battleline should reverse course.

Destroyer attack forces should be supported by cruisers. The cruisers assist in clearing enemy light forces from the path of the attack and draw fire away from the destroyers. The destroyers should not seek gun action with enemy defending forces. Their objective is to avoid damage so they have full speed available and full torpedo firepower intact. In cases where the enemy has strongly posted a position with defending cruisers, an alternate launch point should be considered.

The destroyer attack should be coordinated with the fire engagement of the battlelines, attacks from different target angles, and other situations which would restrict the freedom of manoeuvre of the targets. Adequate forces must be concentrated to perform the assigned task, taking into account the oppositions defences. Losses are inevitable on the approach. The range should be closed until losses begin to be unacceptable in terms of the remaining torpedo firepower.

In deciding when to attack, the commander is influenced by many considerations. If his battleline is superior to the enemys the role of the light forces may be primarily defensive, to guarantee freedom of manoeuvre for his own line. If his battleline is inferior an offensive role may be required. In either case, offensive action should be aggressively sought when the enemy is inferior either in size of forces or quality.

Action must be coordinated. Independent action by light forces just because a favourable situation momentarily presents itself will often be fruitless. Factors favouring the tactical offensive are:

- superiority of friendly light forces. This can either be an overall superiority or a local superiority which could inflict serious losses to the enemy without serious risk. This should be undertaken cautiously, because combat for combats sake that does not contribute to the overall battle plan may pull forces out of position.

- faulty dispositions of the enemy light forces.

- inferiority of the friendly battleline strength.

- superior battleline strength but inferior battleline speed. The object of such an attack would be to fix the enemy battle line, or so limit its freedom of action to allow the friendly battleline to close to decisive range.

- positions to windward of the torpedo launching area. Smoke could be used to screen the approach of light forces.

- low visibility. Any condition which allows light forces to close without being observed or taken under fire by defending forces should be seized in  order to launch close range torpedo attacks.

Battle situations rarely cooperate in such things, so situations may develop requiring unsupported torpedo attacks or attacks from unfavourable target angles. The most common situation where this might be required is where the friendly battleline must break engagement to escape a superior enemy force. The objective of the attack is to turn or slow the enemy. In such a case, the following are of special importance:

- simultaneous attack by widely separated units make the enemys fire distribution complicated and minimize the effectiveness of the enemys manoeuvres to avoid torpedoes.

- use of high speed and high closure rates.

- use of smoke.

- developing effective destroyer gunfire by a flexible approach formation.

For all attacks, the quickest way to reach a position within effective torpedo range is to steer a collision course with the target (the TFC computer can help you calculate this course - just run a torpedo intercept problem using the torpedo course that is closest to the destroyers maximum speed). Formations of attacking destroyers should make a right angle with the line of sight to the target to prevent enfilade. Courses and formations may be varied to avoid enemy opposition, or to open firing arcs of the attack force to deal with the opposition.

3.C. CRUISERS ON THE ATTACK: PRELIMINARY AND SIMULTANEOUS ATTACKS

Cruisers occupy the intermediate position in strength between battleships and destroyers. While powerful, their guns do not have sufficient armour penetration power to use them against the battleline at long or intermediate ranges. Some cruisers are armed with torpedoes, but they are not suitable for attacking the battleline because of the vulnerability to cruisers to battleship main battery fire - a destroyer is not a good target for large caliper guns, or worth the ammunition expenditure, but a cruiser is a justifiable target and well worth a few main battery broadsides. Cruisers are too valuable to expend in unsupported torpedo attacks.

Cruisers serve as the heavy gunpower of the light forces. The 8 batteries of heavy cruisers are primarily for the destruction of enemy cruisers. The 6 rapid fire batteries of light cruisers are designed to saturate and quickly destroy other light cruisers and destroyers. Cruisers are used to support the attacks of light forces and to defend against opposing light forces. Their role is vital, particularly since the low rate of fire of battleship main batteries are unsuitable for use against small, high speed, rapidly closing targets like attacking destroyers.

These tasks require quick engagements and decisive results. Engagements at short ranges should be sought, particularly against destroyers. Neither time nor ammunition will allow engagements at over 20,000 yards for 8 gun cruisers or 16,000 yards for 6 gun cruisers. Decisive results can only be ensured by a large number of penetrative hits, so the armour penetration and the target angle of the opponent should be considered. Ammunition should not be wasted - targets should be selected with care. Crew fatigue will mount in extended long range exchanges, so the crews fighting edge should not be wasted in indecisive encounters before the real thing.

The PRELIMINARY ATTACK is usually made by cruisers as a prelude to launching a destroyer torpedo attack. This attack is launched with cruisers alone. Only when the available strength in cruisers is inadequate should destroyers be included in this attack. When a destroyer is committed to a preliminary attack it should not be counted upon for later participation in a destroyer attack on the battleline, because the fight for control of the torpedo launching areas will undoubtedly be close range and deadly.

Destroyers participating in the preliminary attack should seize opportunities to use their torpedoes against defending cruisers. The initial disposition of the attacking force should be carefully made so that friendly vessels do not foul the torpedo lanes. The object of the preliminary attack is to destroy and disperse enemy light forces. The attack may be before or after the deployment or engagement of the battleline. The destroyer attack should follow immediately, before the enemy has time to reinforce the area. The attack must be driven home to decisive ranges.

The object of the SIMULTANEOUS ATTACK is to clear the attack route of enemy forces in concert with the advance of the destroyer attack. It should be made with superior forces. Inferior forces should be used only when it is necessary to force the enemy battle line to manoeuvre or to counter enemy light forces which are threatening the friendly battleline.

Again, quick and decisive results are required. The tendency will be for all the forces to converge on the same area, resulting in a general melee. Covering cruisers should close the range and remain in the van of the attacking destroyers. When control of the launch point is established, they must depart the launch point to clear the torpedo lanes.Heavy cruisers will normally operate in the outer area, and should support both preliminary and simultaneous attacks. Light cruisers should be divided between the inner and the outer area.

Light cruisers in the outer area will operate in support of preliminary and simultaneous attacks. Light cruisers in the inner area may also support these attacks, but should not press home or risk serious damage since their primary responsibility is the defence of the battleline from enemy light forces.

3.D. LIGHT FORCES IN DEFENCE OF THE BATTLELINE

Battleship gunfire alone is generally not sufficient to repel enemy destroyer attacks, particularly of squadron size or larger. Light cruisers particularly designed for the destroyer-killer role (such as the American Brooklyn class) are the recommended force for the inner screen.The object of the defending force would be the destruction of the attacking force before it can reach effective torpedo range.

The proper stationing of this force is paramount. By interposing themselves between the attacking force and the battleline, defending cruisers can defeat attacking destroyers before they can launch their torpedoes. However, this may place them in an area where they can be engaged by the enemy battleline or enemy cruisers. In that case a command decision would be necessary to determine if the tactical situation required them to pay the cost to maintain position.

This short discussion of tactics will not make you an expert - rather, it is designed to whet your appetite. All of the critical factors described are included in ACTION STATIONS! Enjoy.

APPENDIX A: GLOSSARY OF TERMS AND ABBREVIATIONS

ABAFT - Aft of, as in abaft the beam.

ACCELERATION - The rate at which ships can speed up or slow down. In the simulation it is a standard (10 knots per turn) for all ship types.

ALT - Alternate. It can refer to the alternate director of the ship, which is the backup director serving the main battery, or to alternate directors serving the secondary battery.

ALT SEC PORT - The alternate director serving the secondary battery with an arc of train between 210 to 330 degrees relative.

ALT SEC STBD - The alternate director serving the secondary battery with an arc of train between 30 and 150 degrees relative.

ALTERNATE DIRECTOR - The alternate director is the backup director to the main director, controlling the main battery. It has an arc of train between 30 and 330 degrees relative.

AMIDSHIPS - Condition when the rudder is aligned along the centreline of the ship, for straight movement. Also refers to the centre area of the ship between the main battery gun mounts.

AMMO - Ammunition.

ARC OF TRAIN - The angle through which a gun mount, torpedo mount or gun director can train and perform its function. The angle is measured in degrees relative to the bow of the ship. Abbreviated arc.

AREA FIRE - The process of firing star shells at an area (without having a definite target).

AUTO DIR - An option whereby the computer assigns all the gun directors of your ships to targets.

AUX - Auxiliary ship.

BATTERY - All of the guns of a single type on a ship are referred to as a battery. When a ship mounts several sizes of guns they are referred to as the main (or primary) battery (the largest), the secondary (the next largest), and the tertiary (the smallest). Most ships only have a primary and secondary battery.

BATTERY INTERFERENCE - When a ship is firing more than one battery, the fire of one battery may interfere with the efficiency of the other. This is particularly true if the guns are open mounts (the blast impacts on crew efficiency) or during night combat (the muzzle flashes interfere with spotting the fall of shot).

BB - Battleship.

BC - Battlecruiser.

BEARING - The direction of one point with respect to another. Bearings can be measured either as TRUE BEARINGS, where the reference is the compass (i.e. due north is 0 degrees, east 90 degrees, south 180 degrees etc.) or RELATIVE BEARINGS, where the reference is the bow of the ship (i.e. straight ahead is 0 degrees, directly aft is 180 degrees, etc.).

BEARING(R) - relative bearing - see bearing.

BEARING(T) - true bearing - see bearing.

BOW - The front (pointy) end of the ship. Also refers to the arc of train from bearing 210 relative to 150 relative.

BOW PORT - The arc of train from bearing 210 relative to 0 relative.

BOW STBD - Bow starboard, the arc of train from 0 degrees relative to 150 degrees relative.

BRG - Bearing.

BRIDGE - The primary control station for the ship - the captains battle station.

CA - Cruiser, usually a heavy cruiser mounting an 8 or greater main battery.

CANX - Cancel. Pronounced Can-X.

CAPSIZE - When a ship loses stability and has sufficient off-centre flooding it can roll entirely over (i.e. go belly up). The unit cannot fight or move, and will eventually sink.

CENTRELINE - See CL.

CF - Counterflooding.

CL - Centreline. Also refers to the arc of train between 30 to 150 degrees relative and 210 to 330 degrees relative. Also is an abbreviation for a light cruiser.

COLLISION - The process whereby two or more ships attempt to occupy the same space at the same time. If the centre point of two ships are within 450 feet of each other at the end of a turn they are considered to have collided - not exactly always precise, but is computationally fast; plus, he who cannot control his ships to that margin deserves what comes.

CONTROL STATION DAMAGE - A hit on the bridge (or, if the bridge has already been destroyed, on the alternate or local control station) which temporarily paralyses command of the ship.

COUNTERFLOODING - The process of flooding compartments on the opposite side of damage to correct list and prevent capsizing. Also, the process of flooding a magazine which is threatened by fire to prevent it from catastrophically blowing up.

COURSE - The direction a ship is heading, measured in degrees(T).

CRS - Course.

DAWN - Between 0530 to 0600. The sun is not yet up, but there is sufficient light to silhouette a target against the eastern horizon.

DAY - Between 0830 to 1730.

DD - Destroyer.

DEL - Delay, used when referring to the delay distance before a turn order is executed.

DELAY DISTANCE - The distance travelled along the current course before a turn order is executed.

DELAYED TURN - A turn order where a distance along the current course is travelled before the turn order is executed.

DEL-PORT - A turn order where a delay distance is travelled before a turn to port is begun.

DEL-STBD - A turn order where a delay distance is travelled before a turn to starboard is begun.

DIR - Director; could also stand for direction (i.e. wind dir).

DIRECTOR - A rotating device which controls the gunfire of gun mounts by sighting and tracking the target, computing the fire control solution and transmitting firing instructions to the gun mounts. Directors can serve only one type of gun, thus they are classified as main battery directors (1-MAIN, 2-ALT), secondary battery directors (3 SEC STBD, 4 SEC PORT, 5 ALT SEC STBD, 6 ALT SEC PORT), or tertiary battery directors (7 TER STBD, 8 TER PORT).

DISAPPEARING GUNS - A type of shore battery where the guns are protected behind earth or concrete embankments and mounted on elevating carriages which rise above the embankment to fire and disappear to load.

ENFILADE HITS - Enfilade is the condition when one ship is close to the line of fire between a ship and its target. If the enfiladed ship is close enough to the target, it may be hit by over or short salvos.

ENDUR - Endurance.

ENDURANCE - The total time an aircrafts fuel supply will allow it to remain airborne.

FATIGUE - A gunnery correction factor to account for the reduced efficiency of a gun and director crew due to prolonged firing.

FIRE CONTROL - The process of directing the fire of guns or torpedoes against the target.

FLARES - Illumination devices dropped from aircraft on parachutes to light an area and illuminate or silhouette ships.

FLOATATION - Same as Watertight integrity.

FORMATION - Ships that are assigned to a group so that orders can be simultaneously issued to all of them.

GLARE - Condition when reflection of the sun off the water makes spotting difficult and reduces gunnery accuracy.

GUNFIRE DEGRADATIONS - A list of those factors effecting the accuracy and rate of a ships fire.

HEAVY CAL - Heavy calibre, referring to guns above 9.5.

HEAVY SEAS - Weather conditions where the seas are high enough to impact on the manoeuvrability of even the largest vessels, and where platform steadiness begins to degrade director-controlled gunfire accuracy.

HELM - The control station for the ships course and speed, located on the bridge or, in emergencies, in alternate control locations.

ILLUM - Illumination. This abbreviation is used when placing gun directors into illumination (starshell fire) mode.

ILLUMINATION FIRE - The process of assigning a director (controlling at least one gun)(or a gun mount in local control) to fire star shell to illuminate a target or an area.

INTERCEPT POINT - See point of intercept.

INTERCEPT RANGE - The distance from the firing point of a torpedo to the point where it hits the target.

JETTISON - To throw an aircraft over the side, and thus dispose of a fire hazard.

K - Kiloyards.

KILOYARD - 1,000 yards.

KNOT - Standard measure of speed at sea. 1 knot is one nautical mile per hour. A nautical mile is 2,000 yards or 2KYDS.

Kyds - Kiloyards.

L - When this letter appears in the movement summary of a ship when issuing movement orders from the chart screen, or after the number of the lead ship in the formation summary display, it denotes that the ship is the leader of a line-ahead formation and that the following ships in the formation are ordered to automatically follow in the wake of the lead ship.

LIGHT CAL - Light calibre, referring to guns under 5.3.

LIGHT CONDITION - The visibility conditions due to the position of the sun: see NIGHT, DAWN, SUNRISE, DAY, SUNSET, TWILIGHT.

LIGHT SEAS - Flat and calm weather conditions.LINE ABREAST - A line of bearing where the bearing between ships is 90 degrees(R) or 270 degrees(R).

LINE AHEAD - An arrangement of ships where one ship is following in the wake of another at the specified interval. These ships are usually assigned to the same formation.

LIST - A measure of how far a ship is off from perfectly level. A 0 degree list is flat; anything over 25 degrees of list will usually result in the ship capsizing.

LOC - Local control.

LOCAL CONTROL - When there are no directors to control a gum mounts fire, then the gun mount attempts to calculate its own fire control solution. This is called Local Control. Local control is inaccurate when compared to director controlled fire. Local control can also refer to any other function controlled from an emergency station i.e. steering can be controlled from a local control station.

LOC MAIN A or LOC MAIN B - A virtual director simulating the local control of main battery guns.

LOC PORT SEC - A virtual director simulating the local control of secondary battery guns on the port side.

LOC STBD SEC - A virtual director simulating the local control of secondary battery guns on the starboard side.

LOOM - The area of light surrounding a starshell, aerial flare, or a ship on fire.

MAG - Magazine.

MAGAZINE - Compartment used for storing ammunition.

MAIN - Can either refer to the main battery (the largest guns on the ship) or the main director.

MAX - Maximum.

MANOEUVRING - Any change in course or speed of a ship.

MEDIUM CAL - Medium calibre, referring to guns between 5.3 to 9.5.

MER - Merchant ship.

MIDS - Amidships.

MIDS PORT - The arc of train measured from 330 degrees relative to 210 degrees relative.

MIDS STBD - The arc of train measured from 30 degrees relative to 150 degrees relative.

MIN - Minute or minutes.

MISMATCH - Attempting to assign a gun mount to an incompatible director i.e. assigning a main battery mount to a secondary battery director, or a port side mount to a starboard side director, etc.

MODERATE SEAS - Seas where the wave size is large enough to impact on the manoeuvrability of smaller vessels, and reduce the accuracy of gunfire controlled at local control stations.

MT - Mount.

MULTIPLE TURN - An option whereby the player can have the computer execute more than one 3 minute turn. Useful for scenarios where contact have not yet been made.

NIGHT - Between 1830 to 0530.

OPEN FIRE - For the first turn after a ship first commences firing on a target the spotters are coaching the fire onto the target, and so gun accuracy is reduced.

ORD - Ordered.

OFFSET - When firing starshells, it is often desirable to fire them slightly over the target and thus ensure a silhouette for the gunners. The OFFSET menu command allows the player to indicate the direction of the offset.

PITCH - Motion of a ship which results when the sea is from a direction 20 degrees or less from ahead. Can effect gunnery or ships manoeuvrability.

PITCH/ROLL/YAW - A gunnery correction factor to take into account of ships motion due to moderate, heavy or rough seas.

POINT OF INTERCEPT - The geographic point where a torpedo spread meets the target ship.

PORT - Left.

(R) - When placed after the word BEARING, it indicates that it is a relative bearing.

RADAR - Electronic ranging and detection device, capable of detecting ship up to the horizon.

RANDOMIZE - The subprogram which redistributes the initial positions of ships in a new scenario.

RANGE - The distance from one ship to another. In the game, ranges are always measured in thousand yard units, called KiloYards.

RANGE CHANGE - A gunnery correction factor which accounts for rapid changes in the range between firing ship and target.

RELATIVE - Bearing measured with respect to the bow of the ship.

RNG - Range.

ROLL - The motion of a ship which results in moderate, heavy or rough seas when the sea is between 20 degrees of the bow to 60 degrees abaft the beam. It may impact on ships manoeuvrability and gunnery accuracy.

ROUGH SEAS - Weather conditions with dangerous waves, which seriously impacts on the manoeuvrability of even the largest ships, and seriously degrades all gunfire.

RUD - Rudder.

RUN TIME - The time in minutes between firing a torpedo and when it is scheduled to hit the target.

SALVO CHASING - Evasive manoeuvre conducted by a target ship to avoid the salvos of the enemy. Basically the captain turns the point where the last salvo fell on the theory that the firing ship will spot the miss and correct the fire away from that point. Salvo chasing interferes with the target ships gunfire due to the constant turning, and it also slows the rate of advance.

SEARCHLIGHTS - Large lights mounted on board a ship, used to illuminate other ships at night.

SEC - Secondary. Can refer either to the secondary directors or the secondary battery.

SEC CONN - Secondary Control - the alternate ship control station, after the bridge.

SECONDARY BATTERY - The second largest size of guns on a ship.

SECONDARY DIRECTOR - A gun director used to control the fire of the secondary battery.

SECURE - To stop or cease, as in secure counterflooding.

SILHOUETTE - The condition where a ship is seen by the contrast of its dark hull against a light background. Ships may be silhouetted against the light of dawn, sunset, starshells, or fires from burning ships.

SPD - Speed.

SPEED - How fast a ship is going, measured in knots (nautical miles per hour). A ship going one knot will travel 100 yards every game turn (3 minutes).

SPLIT FIRE - The condition when the fire of a single battery is divided and firing on different targets.

SPOTTING - the process of sighting and tracking the target and correcting fire by watching the fall of previous salvos near the target.

SPRAY - A gunnery correction factor which takes into account high winds whipping sea spray over gun crews and interfering with their serving the guns, or over director control instruments and interfering with the spotting process.

SPREAD - More than one torpedo being fired from a mount on one turn - also called a TORPEDO SALVO.

SPREAD DISTANCE - The distance in yards between torpedoes of a single spread at the point of intercept.

SQUALL - A short and fairly violent rain or snow storm, characterized by very low visibility.

STACK GAS - When a ship is travelling over 5 knots and is within 3 knots of its maximum speed a visible cloud is usually seen from the stack. This cloud disperses rapidly, but it can interfere with spotting if it gets between spotter and target. It also often can be spotted by the enemy before the ship is seen.

STAR - Starshells.

STARBOARD - Right. Also refer to the arc of train from bearing 30 degrees relative to 150 degrees relative.

STARSHELLS - Shells containing a light-emitting flare and a parachute, fired to illuminate the enemy.

STARSHELL COMPUTER - A special computer in the director or at gun mount local controls which control starshell (or illumination) fire. A director can be in illumination mode or gunnery mode, but not both.

STBD - Starboard.

STERN - The back (blunt) end of the ship. Also refer to the arc of train from bearing 30 degrees relative to bearing 330 degrees relative.

STERN PORT - The arc of train from bearing 180 degrees relative to 30 degrees relative.

STERN STBD - The arc of train from bearing 180 degrees relative to 30 degrees relative.

SUNRISE - Between 0600 to 0800. The sun is on the horizon, causing glare problems when sighting targets to the east.

SUNSET - Between 1600 to 1800. The sun is on the horizon, causing glare problems when sighting targets to the west.

(T) - When placed after the word BEARING, indicates that it is a True bearing.

TACTICAL DIAMETER - The diameter of the circle (or arc) made when the ship turns. In the simulation, it is standard 2,000 yards for all ship types.

TAR - Target.

TARGET - What you like to have, but dont want to be.

TARGET ANGLE - The relative bearing upon which a target ship is presenting to an observer. For instance, observer is broad on the starboard beam of a ship, the target angle is 90; broad on the port beam would be 270 etc.

TARGET MANOEUVRE - A gunnery correction factor which accounts for the reduced accuracy of gunfire when a target changes course or speed.

TERTIARY BATTERY - The third largest gun battery on a ship.

TERTIARY DIRECTOR - A director controlling the tertiary battery.

TFC - Torpedo fire control.

TFC COMPUTER - A program subroutine allowing the player to compute torpedo fire control launch courses, speed, and intercept ranges.

TORP - Torpedo.

TRACERS - In game use, this term means the dotted lines which appear on the chart between firing ship and target ship. Red force firing ship tracers are red, Blue force tracers are yellow (depending upon palette chosen).

TRACK - The process of continuously measuring the range and bearing to a target, and computing its course and speed. The longer a director tracks a target, the more accurate are its course/speed estimates and the more accurate its fire.

TRAIN - See Arc of Train.

TRUE - Bearing measured with respect to compass north. Also refers to the accuracy of ACTION STATIONS!

TURN - The process of going to a new course. Standard Tactical Diameter for all ship types in the simulation is 2,000 yards.

TWILIGHT - Between 1800 to 1830. The sun is under the horizon but there is still enough light to silhouette targets against the western horizon.

UNDER CONCENTRATED FIRE - The ship is being fired at by more guns or larger guns than it carries itself.

UNDER SALVO - If three guns or less are firing on a target from a ship it is more difficult to properly spot the Mean Point of Impact (MPI) of the salvo; consequently spotting effectiveness is degraded and gunnery accuracy is reduced.

VECTOR - On the chart screen, the line coming from the ships position is called the Vector. The direction the line points is the course of the ship and the length of the line is directly proportional to the speed.

WATERTIGHT INTEGRITY - A measure of the amount of damage to a ships hull, and how close it is to sinking. 100% means the ship is intact, 10% means it is near to sinking, etc.

WEATHER LIMITED - This message indicates that the maximum speed of the ship is limited by the roughness of the sea.

X-POSIT - The X position of a unit on the Cartesian coordinate system.

YAW - The motion of a ship which occurs when the sea is from a direction within 30 degrees of the stern. In moderate, heavy or rough weather it may degrade ships manoeuvrability and gunfire accuracy.

Y-POSIT - The Y position of a unit on the Cartesian coordinate system.

APPENDIX B: NAVAL BASICS

This section provides some basic information for those not familiar with naval warfare during the period treated by ACTION STATIONS! If you havent, glance over APPENDIX A: GLOSSARY. It defines many naval terms, and some specialized terms which have particular meanings in ACTION STATIONS!

Warships are divided into types and classes. The traditional of this period are:

BATTLESHIP: the largest of the combatants. It has huge naval guns (14, 15 and 16 are typical calibres), thick armour and moderate to high speed.

CRUISER: is an intermediate-sized vessel, with guns between 5.5 to 12, and lighter armour. These ships were large enough for independent operations, but not strong enough to match up to a battleship.

DESTROYER: is a smaller type of ship. It has small guns, high speed, and little (if any) armour. It packs a big punch by carrying a load of torpedoes, which can cripple or sink the largest warships.

Speed at sea is measured in KNOTS, standing for nautical miles per hour. A nautical mile is longer than a stature (land) mile - it is 2,000 yards long.

Ships underway maintain speed through the water. They will continue on a given course and speed unless orders are given to have them change. Ships are not like land units, which sit in place until you give them an order - they constantly are on the move, making the battle situation rapidly-changing. A useful rule of thumb is that in a 3 minute period (the duration of a turn in ACTION STATIONS!) a ship will move 100 yards for each knot of speed.

Courses are measured in degrees. Due north is 0 degrees, east is 90, south is 180 etc. You make order intermediate courses down to the degree if you choose - for instance, you can order a course of 43 degrees, or northeasterly course.

Guns on board a ship are placed in gun mounts, designed to have a wide arc of fire. However, since hitting your own ship is considered bad form, they are physically limited from pointing in some RELATIVE BEARINGS. A relative bearing is the bearing measured clockwise in degrees, with the bow of the ship the 0 degree reference.

In ACTION STATIONS! the arc of train is defined by the terms BOW, STERN, STARBOARD, PORT, AMIDSHIPS, AMIDSHIPS PORT, AMIDSHIPS STARBOARD, BOW PORT, BOW STARBOARD, STERN PORT AND STERN STARBOARD.

Guns on ships are sometimes of varying sizes. The largest guns are the MAIN BATTERY, the next largest the SECONDARY BATTERY, and the next largest the TERTIARY BATTERY. In ACTION STATIONS! each main battery mount is individually depicted. They are identified by number, starting from the bow to the stern, with port side mounts traditionally given even numbers and starboard side mounts given odd numbers. However, to preserve memory and to make the simulation run faster the secondary and tertiary gun mounts are aggregated into four zones: guns which are mounted with BOW arcs, with STERN arc, with PORT arc or with STARBOARD arcs.

The gun director is designed to control the fire of the gun batteries. Gun directors are turret-like devices located in a ships superstructure, and have an arc of train defined just as main battery mounts. Gun directors can only control a specific battery, and only those gun mounts which are assigned to them. Gun mounts can be divided up among several directors and fire at different targets.

In ACTION STATIONS! there is a standard number scheme for gun directors:

Main battery gun directors:
1  MAIN
2  ALT
9  LOC MAIN A
10 LOC MAIN B

Secondary battery directors:
3  SEC STBD
4  SEC PORT
5  ALT SEC STBD
6  ALT SEC PORT
11 LOC SEC STBD
12 LOC SEC PORT

Tertiary battery directors:
7  TER STBD
8  TER PORT

Some ships may not be equipped all of these directors. The director labelled LOC are not really directors, but represent the capabilities of a gun mount to fire on targets under LOCal control, i.e. using fire control equipment installed on the gun mount. Local control directors are 9, 10, 11 and 12. Tertiary battery guns do not have local control capabilities. LOC directors are only considered destroyed when all the guns are destroyed.

APPENDIX C. CAVEATS

Creating this computer simulation for commercial use has been a challenge. Every effort was made to make it the most accurate product available - the assumption was that, for the intelligence level of those who are interested in such products, accuracy was valued more than cartoon graphics or pretty pictures. However, compromises were necessary to suit such factors as the memory size of home computers, speed of execution, and to allow a human engineered format designed for clarity appropriate to a civilian audience. Plus, a bit of showmanship to add flavour and excitement.

For those interested in the pure simulation aspects as well as those steeped in naval history, it is only just that the author outline those areas where the simulation is not exactly true-to-life. So, the following caveats apply:

Smoke screens are displayed on the Battle Plot whether they can be seen or not. No test is made for smoke screen visibility. This compromise speeds execution and saves memory. With large number of ships most of the program execution time is consumed in the visibility mode - to add smoke screen visibility would have been a bit too much. The result is that players must be aware that when they are playing a human opponent their smoke is visible, even if their ship is not. If you lay a smoke screen and intend to double back under its cover, then have the ship secure making smoke.

Stack gasses are tested for the proximity of enemy ships. However, they are not checked for lines of visibility being blocked by smoke or terrain.

Torpedoes are not checked for line of sight blockage by smoke, for the same reasons. Since the number of times a game situation would allow an enemy spread to be sighted through a smoke screen are few, this does not have a serious impact on the simulation.

Shore bombardment and PT boats hits shown in the simulation are actually shells which land in the immediate area of the target. The program then determines which of these actually hit and damaged the target. So, you may score 100+ hits on a shore battery and still find the battery potting away at you. Really what has been reported as hits has been shells falling in the 800x800 vicinity of the target - the gun mount, director, and ammo handling facilities of the battery are much smaller (and hardened) and you may not have scored on them at all.

The battery is silenced either by a lucky direct hit on the gun mount embrasure, or by cumulative damage - disruption of the area, crew losses, etc. A cumulative damage figure is maintained (the equivalent of WTI for ships) and when this goes below 0% the battery will be silenced regardless if the guns have yet been physically hit. It should be noted that shore batteries are more vulnerable to plunging fire than to short range low angle fire.

The greatest caveat in the simulation has to do with close range gunnery. The simulation is a time-step simulation in that an entire time period of 3 minutes is calculated at one time. So, three minutes of gunnery is fired, the number of hits calculated, and then scored in the damage process. At longer ranges with only a few hits this works well. However, at closer ranges with many hits per turn it accentuates the lethality of ships gunnery. In reality, some of the gun mounts might have been hit early in the 3-minute period, thus reducing the number of hits. The increased lethality in the game makes close range actions (under 6,000 yards) more decisive than would have actually have been the case.

One comment on the Computer Warrior - he does not cheat. The information provided to the Computer Warrior sub-program is the same as what is provided to a human player - it does not get extra information on out-of-visibility locations of ships, damage levels, future orders or anything else. The Computer Warrior does benefit in the sequence of execution: where the player enters director orders before the move is executed, the Computer Warrior enters his after execution of the movement immediately before the gunnery process. The Computer Warrior can thus take advantage of new contacts and adjust for enemy countermoves. This was considered necessary for play balance.

Although the Computer Warrior does a fair job of targeting, its criteria is to maximise the number of hits. It does not take into account the tactical situation. For example, an enemy destroyer might be further away than another target but is in better position to launch torpedoes. The Computer Warrior will ignore that risk factor in favour of a closer target.

Beyond that, every effort has been made to ensure that ACTION STATIONS! is a high-fidelity recreation of history. ENJOY!

APPENDIX D: DATA FILES

1. GUNNERY DATA

RANGE: In thousands of yards
ROF:   maximum rate of fire in rounds per minute
AP:    armour piercing capability (see AP table)
AC:    accuracy:
       E - excellent
       G - good
       A - average
       F - fair
       P - poor

GUN                             RANGE    ROF    AP   AC
USA18 (experimental)            40.0    1.8     1    G
16/45 1935 M6                  36.9    2.0      4    A
16/50 1919 M1/5                35.0    2.0      5    A
14/45 M8/9/10                  34.3    1.8      6    G
14/50 M4                       36.3    2.0      6    G
12/50 1910 M7                  23.5    2.4      9    F
12/50 1940 M8                  38.6    3.5      8    E
8/55 M12/15                    31.7    4.5     12    G
8/55 M9/14                     31.7    4.0     12    G
6/53 1919 M18                  26.7    6.0     13    P
6/47 1933 M16                  26.0   10.0     13    F
5/51 M15                       22.6   10.0     15    G
5/38 1938 M12                  18.2   18.0     17    G
5/25 M13                       14.5   14.0     19    F
4/50 M8,9                      20.7   16.0     19    F
3/50 M10                       13.0   10.0     21    P

JAPAN

18.1/45 1939 94th Yr           45.3    1.5      2    A
16/45 1918                     40.5    2.1      5    A
14/45 1908                     36.1    1.7      8    A
8/50 1924                      31.1    3.0     12    F
6.1/60 1933                    29.2    4.5     13    A
6/50 1905                      21.3    6.0     13    P
5.9/40                         20.0    6.0     14    F
5/50 1915                      20.7    6.0     14    A
5/50 1926                      20.1   12.0     16    A
5/40 1930                      16.2   12.0     17    A
4.7/45 1927                    17.5   10.0     16    F
3.9/65 1938                    21.3   18.0     19    A

GERMANY
16/47 1934                     40.3    2.0      3    G
15/47 1934                     38.9    2.3      5    G
1154.5 1928                    46.6    3.5     10    A
8/60 1934                      39.4    5.0     11    G
5/45 1934                      20.1   12.0     16    A
5.9/60 1925                    28.1    8.0     13    F
4.1/65 1933                    19.3   18.0     19    A
3.5/76 1932                    28.1   10.0     20    F

BRITAIN
16/45 M1                       41.6    1.0     3     F
15/42 M1                       29.0    2.0     8     F
14/45 M7                       38.6    1.4     7     F
8/50 M8                        30.7    4.0    12     A
7.5/45 M6                      20.5    3.0    13     P
6/50 M16,18                    25.5    8.0    13     P
5.25/50 1938 M1                24.1   10.0    15     F
4.7 M9                         17.0   12.0    17     A
4.5 M1/3/4                     20.8   12.0    17     A
4/45 M16 1937                  19.0   15.0    19     F
4/40 M19                       17.0   15.0    19     F

ITALY
15/50 1934                     46.2    1.3     6     P
12.6/43.8 1934                 31.3    2.0     9     P
8/53 1927                      33.4    3.8    12     P
6/55 1936                      28.2    4.6    13     P
5.3/45 1938                    21.4    7.5    14     F
4.7/50 1926                    21.4    6.3    15     F
3.9/47 1935                    16.7    8.0    20     F
3.5/50 1938                    17.5   12.0    20     F

RUSSIA
16/50                          41.6    1.0     5     F
12/52 1912                     27.0    1.7    10     F
7.1/56 1934                    38.8    5.0    12     A
5.1/50 1936                    27.0   10.0    16     A
4.7/50                         15.7    8.0    17     F
3.9/56 1934                    25.9   12.0    20     A

FRANCE
15/45 1935                     46.2    1.3     6     P
13.4/45 1912                   27.3    2.0     8     F
13/52 M33                      32.8    2.5     8     A
12/45 1906                     27.0    1.7    10     F
8/50 M24                       33.4    3.8    12     P
6.1/55 M21                     23.3    5.0    13     F
6/50 M30                       23.2    6.0    14     A
5.5/40 M23                     20.5    5.5    14     P
5.5 40 M27                     14.0   12.0    14     F
5.5 45                         21.0   12.0    14     F
5.1/40                         21.9    5.0    19     A
3.5/50                         17.5   12.0    20     F

2. TORPEDO
                                  (Speed/range)
                            LOW         MED       HIGH
US MK 15                  27/15       33/10      45/6
Long Lance                36/43.7     40/35      48/21.9
German G7a T1             30/13.7     40/8.2     44/5.5
British Mk IX             30/12.4     35/10.5    35/10.5
Japanese 8th Year         28/21.9     32/16.4    38/10.9
Italian 21               26/13.1     30/10      42/3.3
French 1929 D             37/13       40/9       45/7
French 1923 D             29/20       30/18      35/14

APPENDIX E - DISK DIRECTORY

FLEET DISK - LANT contains ships of the German and British Navies, along with 9 historical scenarios. The BUILD SCENARIO program is also contained on this disk.

FLEET DISK - PAC contains the ships of the American, Japanese and Dutch navies, along with 13 historical scenarios.

FLEET DISK - MED contains ships of the Italian, Russian and French navies, along with 8 historical scenarios. The GENERATE SCENARIO program is contained on this disk.

The ship classes provided give broad coverage of the major classes of warships, and include many minor, one-of-a-kind, and hypothetical or design only ships. If you cannot find a particular ship class, check for the nearest equivalent. For example, there was little functional difference between the Japanese heavy cruiser classes FURUTAKA and the follow-up class AOBA, so the latter can accurately be represented by the FURUTAKA class data.

British Destroyers were build in series, each series denoted by a letter. Several of these letter series were essentially the same ship class, and so the equivalent lettered series are grouped into one class in the game (example - code SZ will recall data for a ship which could be any of the S, T, U, V, W, OR Z series of ships). In other cases, included classes are indicated by a name in parenthesis i.e. (also Xxxxxxx).

There are several unit files that are repeated on each FLEET disk. They include the merchant vessel classes, convoy, anchored objective, and shore battery units. They are duplicated on each disk for use with the GENERATE program. The other miscellaneous units (shore batteries, PT boats, minesweepers, trawlers, etc.) are contained on the PAC disk.

COMMENTS ON SCENARIOS

The following comments are offered to aid your selection of scenarios. Only a limited amount of information is provided so as not to spoil the fog of war inherent in the initial encounter.In most cases, detailed historical information was used for the order of battle, environmental conditions, and initial positions of the forces. Sometimes in the initial positions of forces were adjusted for play balance; in other cases, only limited information was available, and so we made some estimates.

In several scenarios, ships are initially damaged or have reduced capabilities due to their condition at the time of the battle. Also, some ships may indicate Damage Control Out, which reflects poorly trained crews with little damage control skill.

One way to enjoy these games is to go into them cold, without looking at each sides initial set-up or forces. That way you have some of the fog of war present in the actual engagements. Pick one side, assign the computer to command the other, and enjoy! We have included a recommendation on:

- which side to have the computer play for the first time,
  to make it most challenging.
- the objectives of each side.
- the threat axis i.e. the direction from which the enemy
  will most likely (approximately) appear.

PAC DISK SCENARIOS

BLUE force is US/Allies
RED force is Japanese

HORANIU (night, DD v DD and convoy, coastal) (HORANIU.SCN)

One of the lesser-known engagements in the Pacific, probably because of its indecisive nature. The Japanese were escorting a convoy to Horaniu - they had just repelled an air attack and were scattered when intercepted by an American force. The Japanese escorts were tired, the American force chased but could not catch, and when they returned to the area the Japanese Convoy had disappeared.

COMPUTER: EITHER
RED THREAT AXIS:090
BLUE THREAT AXIS:270
RED OBJECTIVE: CONVOY PROTECTION
BLUE OBJECTIVE: CONVOY DESTRUCTION

JAVA SEA (-day-night, CA v CA and convoy, coastal) (JAVA_SEA.SCN)

The first decisive surface action of the Pacific war. A combined Dutch, British, Australian and American force attempted to fight past a Japanese escort force to attack an amphibious group.

The US cruiser Houston was without her after turret due to previous damage. The Dutch commander of the combined Allied force made several key judgement errors which severely limited the effectiveness of his force, and suffered a severe defeat.

COMPUTER: RED
RED THREAT AXIS: 180
BLUE THREAT AXIS: 000
RED OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE OBJECTIVE: CONVOY DESTRUCTION

VELLA LAVELLA (night, DD v. DD and convoy, islands) (VLAVELLA.SCN)

Two widely-scattered US destroyer forces trying to intercept a Japanese convoy. A night action, but with very good visibility which negated any advantage afforded by the early-model US radar installations.

COMPUTER: RED
RED THREAT AXIS: 090
BLUE THREAT AXIS: 270
RED OBJECTIVE: CONVOY PROTECTION
BLUE OBJECTIVE: CONVOY DESTRUCTION

EMPRESS AUGUSTA BAY (night, CA v CA, coastal) (EMPAUGST.SCN)

A Japanese task force is escorting a convoy when it receives information of a US convoy. The Japanese convoy turns back while the warships steam at high speed to intercept. The US convoy is only a phantom - however, there is a US task force out to intercept them! A mid-ocean collision resulted in a donneybrook and a virtual draw.

COMPUTER: EITHER
RED THREAT AXIS: 160
BLUE THREAT AXIS: 340
RED OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE OBJECTIVE: ENEMY FORCE DESTRUCTION

VELLA GULF (night, squalls, DD v DD, islands) (VELLA_GF.SCN)

A small Japanese force of destroyers on a resupply mission is intercepted by a US destroyer force. Low visibility and rain squalls give the advantage to the US radar, which allowed an early decisive unopposed torpedo strike.

(NOTE: because of disk limitations this scenario is located on the MED disk)

COMPUTER: BLUE
RED THREAT AXIS: 180
BLUE THREAT: 000
RED FORCE OBJECTIVE: TRANSIT SOUTH
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

KULA GULF (night, CL v. DD, islands) (KULAGULF.SCN)

A Japanese destroyer force on a resupply mission is surprised by a superior US task force. The Japanese ships are chopped up badly, but the Long Lance balanced the event by sinking one of the US cruisers.

COMPUTER: BLUE
RED THREAT AXIS: 090
BLUE THREAT AXIS: 270
RED FORCE OBJECTIVE: ESCAPE NORTH
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

KOLUMBANGARA (night, squalls, CL v CL, islands)(KOLUMBGR.SCN)

Two task forces in a head-on collision. The US force had a few radar equipped ships, but the Japanese had a radar warning device which served them better. One cruiser on the US side was limited in speed due to engineering troubles. The initial brush was scored for the US force, but Japanese DDs reloaded torpedoes under cover of a rain squall and returned to score on two cruisers and a destroyer.

COMPUTER: EITHER
RED THREAT AXIS: 120
BLUE THREAT AXIS: 330
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

2nd GUADALCANAL (night, BB v BB, islands) (2ND_GUAD)

The classic night battleship confrontation of the Guadalcanal campaign. A mixed and scattered Japanese force wants to bombard Henderson Field - a smaller US force interposed. While the Japanese caught one US BB in searchlights and concentrated on her, another US BB was able to move unobserved and decisively intervene with radar directed gunfire which left a Japanese Battlecruiser burning and out of control.

COMPUTER: RED
RED THREAT AXIS: 150
BLUE THREAT AXIS: 330
RED FORCE OBJECTIVE: BOMBARD LAND, ENEMY FORCE DESTRUCTION  BLUE FORCE OBJECTIVE: PROTECT HENDERSON

SUNDA STRAIT (night, CA v CA + convoy, inshore) (SUNDA_ST.SCN)

When trying to escape the Japanese juggernaut early in the war, the cruisers Houston and Perth stumbled into a Japanese convoy and overwhelming strong escort. Houston still had her after turret out of action from a previous engagement.

In one of the bravest actions of the war the Houston and Perth were eventually trapped and sunk, but not until the Japanese suffered significant losses. Let the computer take the Japanese side and see if you can match the valour of the Houston and Perths impossible battle.

COMPUTER: RED
RED THREAT AXIS: 020
BLUE THREAT AXIS: 200
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

1st. GUADALCANAL (night, BB v CA, islands) (1ST_GUAD)

A strong Japanese force intent upon the bombardment of Henderson Field was intercepted by a significantly weaker pick-up force of assorted cruisers and destroyers. Some of the US ships had radar, but this advantage was negated by poor command arrangements and inexperienced teams.

The Japanese for once did not spot the Americans until the range was point-blank, and a fearfully lethal melee resulted where the quick-firing gunnery of the American ships balanced out the deadlines of the Long Lance. Both sides suffered significant losses, but Henderson was successfully protected.

COMPUTER: EITHER
RED THREAT AXIS: 150
BLUE THREAT AXIS: 330
RED FORCE OBJECTIVE: BOMBARD HENDERSON
BLUE FORCE OBJECTIVE: DEFEND HENDERSON

SINGAPORE (dawn, BB v. BC + convoy, coastal) (SINGAPORE_SCN)

Another hypothetical what if scenario. Three days after Pearl Harbour the British despatched the heavy ships of their Far Eastern Forces to intercept a Japanese Amphibious force. The British were attacked at sea by torpedo bombers, and lost the Prince of Wales and the Repulse. If the air strikes had not been successful, the Japanese Commander intended to deploy cruisers and destroyers for a night sweep and torpedo attack.

If they were unsuccessful, he had that force backed up by battlecruisers.

In this scenario we assume that the British have evaded the night sweep. They now have a decision - press on? retire? Try to defeat the Japanese forces piecemeal? Where is everybody, anyway? If you liked the Sunda Strait scenario, you will be overjoyed by this suicidal search and attack situation.

COMPUTER: RED
THREAT AXIS: UNDETERMINED
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: PLAYERS CHOICE

SAVO ISLAND (night, CA v CA + convoy, islands) (SAVO.SCN)

This stinging defeat of the American Navy is familiar to every student of naval warfare: a Japanese cruiser force penetrates a defended anchorage and inflicts disastrous losses on the surprised defenders.

COMPUTER: EITHER
RED THREAT AXIS: 120
BLUE THREAT AXIS: 300
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: PROTECT THE ANCHORAGES

CAPE ESPERANCE (night, CA v CA, islands) (CAPE_ESP.SCN)

A Japanese cruiser force on a bombardment mission is intercepted by a defending cruiser force. Radar and a better command structure allowed the US force to surprise and cross the enemys T.

COMPUTER: EITHER
RED THREAT AXIS: 180
BLUE THREAT AXIS: 000
RED FORCE OBJECTIVE: BOMBARDMENT
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

KOMANDORSKI ISLANDS (dawn, CA v CA, convoy, open sea) (KOMNDRSK.SCN)

In this classic daylight action of the Pacific war, a US task force bent on intercepting a Japanese convoy finds them outnumbered by the convoy escort! A long-range action ensued until the Japanese force broke off due to low ammunition and fear of air attack. The Japanese commander was faulted for not closing the decisive range - however, US gunnery was better, and closing target would have presented the US force with a good torpedo target.

(NOTE: We are not sure we would have room for this scenario - the 31st. We list it here in the happy prospect that we will have room for it.)

COMPUTER: RED
RED THREAT AXIS: 180
BLUE THREAT AXIS: 000
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: SURVIVAL

LANT DISK - SCENARIOS

RED force is British
BLUE force is German

RIVER PLATE (dawn, CA v CA, open sea) (RVRPLATE.SCN)

Graf Spee v Exeter, Ajax and Achilles. The German commander used his main battery poorly, splitting his fire and constantly shifting targets.

COMPUTER: EITHER
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION

DENMARK STRAIT (dawn, BB v BB, open sea) (DENMRKST.SCN)

Hood and Prince of Wales v Bismark and Prinz Eugen. Hood blew up early in the engagement leaving the novice Prince of Wales (still with dockyard workers and main battery faults) to fight alone. The Germans won this one, but a hit in Bismarks fuel bunker eventually lead to her demise. Now, what if the Hood hadnt blown up...

COMPUTER: EITHER
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: DISENGAGEMENT WITHOUT DAMAGE

PENANG (night, CA v DD, islands) (PENANG.SCN)

Late in the war the Nachi was discovered leaving the Indian Ocean and heading for Singapore. Some British destroyers were in position to intercept, with cruiser reinforcements on the way. Nachis look-out and bridge watch was inefficient, allowing the British destroyers to close and execute a spectacularly successful star pattern torpedo attack.

Here, Nachi has a problem - should she try to bull through the British destroyers, or play cat-and-mouse and look for an opening, with the possibility that the trailing British cruisers might catch up?

COMPUTER: RED
RED THREAT AXIS: 020
BLUE THREAT AXIS: 180
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ESCAPE SOUTH

NORWAY (day, heavy weather, low visibility, BC v BC) (NORWAY.SCN)

In the Norway Campaign there was a brush between a British and a German force. Because of heavy weather, high seas, snow squalls, high winds, and generally dreadful conditions the encounter was indecisive. This situation is almost like hide and seek - and any more information would spoil the surprise.

COMPUTER: BLUE
THREAT AXIS: UNDEFINED
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN DAMAGE

BEAR ISLAND (day, CL v. DD, open sea) (BEAR_IS.SCN)

During the Murmansk Convoy battles, the British cruiser Edinburgh took a torpedo hit in the stern which crippled her. She was directed under escort to Russia. An additional escort of Russian vessels was dispatched to meet them.

A German force intercepted the Edinburgh, sank her with torpedoes and silenced the escorting British destroyers for the loss of one of their own ships. The remaining Germans could have swept the sea clean, but the Russian ships arrived, and the Germans withdrew.

COMPUTER: RED
RED THREAT AXIS: 180
BLUE THREAT AXIS: 000
RED FORCE OBJECTIVE: SURVIVAL
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

CONVOY WS-5A (day, heavy seas, low visibility, CA v. CA + convoy, open sea) (CVY_WS5A.SCN)

In the days of raider cruisers, the radar-equipped Hipper discovered a heavily-escorted British troop convoy. The usual rules of raider warfare applied - the Hipper must hit without being hurt herself. She tried to use her radar to manoeuvre for a torpedo attack, but was discovered and driven off.

COMPUTER: EITHER
RED OBJECTIVE: CONVOY PROTECTION
BLUE OBJECTIVE: CONVOY DESTRUCTION

BARENTS SEA (dawn, CA v CL + convoy, open sea)(BARENTS.SCN)

Again on the Murmansk run, a heavily escorted British Convoy in the process of regrouping after a storm was intercepted by a strong force of German heavy vessels. Low visibility and moderate seas inhibited both sides efforts to find the other.

The Germans wasted several opportunities to inflict decisive damage, in the main because they were under orders not to risk their ships to any critical damage. When one of their cruisers took an engine room hit they recalled their forces.

COMPUTER: EITHER
RED THREAT AXIS: 270
BLUE THREAT AXIS: 090
RED FORCE OBJECTIVE: CONVOY DEFENCE
BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION, MINIMIZE OWN LOSSES

PQ-17 (day, hypothetical, BB v BB + convoy, open sea) (PQ-17.SCN)

On the Murmansk run, convoy PQ-17 was a singular disaster. Under the threat of a sortie by a German battleship task force the British command ordered the convoy to disperse - almost all the ships were destroyed piecemeal by submarine and air attacks.

In this scenario we hypothesize that the convoy did not disperse, and that the German surface forces did not turn back. The close escort cruisers must hold off the Germans until reinforcements arrive.

COMPUTER: RED
RED THREAT AXIS: 180
BLUE THREAT AXIS: 000
RED FORCE OBJECTIVE: CONVOY DEFENCE
BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION, MINIMIZE LOSSES

NARVIK (day, DD v. DD + convoy, in a Fjord) (NARVIK.SCN)

After the German invasion of Norway a British destroyer force penetrated a fjord to strike at the invading force. It was a close-range battle with little room for manoeuvre for either side.

COMPUTER: BLUE
RED THREAT AXIS: 090
BLUE THREAT AXIS: 270
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

MED DISK

RED force is British
BLUE force is Italian

GENOA (hypothetical)(day, BB v. BB, coastal) (GENOA.SCN)

Early in the Mediterranean war the British conducted a successful battleship bombardment of Genoa. An Italian fleet sent to intercept lost track due to inefficient aerial reconnaissance. This scenario begins with the British force approaching Genoa, and the Italian force at sea. The British player must shell the port facilities (and even perhaps even hit an Italian Battleship docked for repairs) and then retire; the Italian player must use his port defences, and try to get the fleet into position to intercept.

In this scenario, the situation is made more difficult for the British. In the actual battle, fog hid the British ships from the shore batteries, allowing them to bombard the harbour using their spotter aircraft to direct fire. In this scenario the British player will have to fight his way through the shore batteries and harbour defences to get to his objective - but he cannot take too long, or he will be trapped.

COMPUTER: BLUE
RED THREAT AXIS: 000
BLUE THREAT AXIS (FLEET): 000
RED FORCE OBJECTIVE: BOMBARDMENT, ESCAPE
BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION

SPARTIVENTO (day, BB v BB, open sea) (SPARTVTO.SCN)

The Italian Fleet went to sea to defend a convoy; the British Fleet was at sea for the same reason. They discovered each other, closed, exchanged calling cards and then withdrew with no significant damage to either side. Reading the history books published by both sides is amusing, because they both felt they were faced by a superior force!
 
COMPUTER: EITHER
THREAT AXIS: UNDEFINED
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN LOSSES

CAPE SPADA (day, low visibility, CL v CL, open sea) (CP_SPADA.SCN)

An Italian cruiser force stumbles into a British destroyer force and gives chase.

COMPUTER: BLUE
THREAT AXIS: UNDEFINED
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION

FORCE K (night, CL v CA + convoy, open sea) (FORCE_K.SCN)

This battle is a classic example of the effect modern technology on the battlefield. The British Force K operating out of Malta was tasked to intercept a heavily-escorted Italian convoy destined to re-supply the Afrika Korps. By effective use of radar the British force was able to sink all the merchantmen in the convoy without loss.

COMPUTER: BLUE
THREAT AXIS: UNDEFINED
RED FORCE OBJECTIVE: CONVOY DESTRUCTION
BLUE FORCE OBJECTIVE: CONVOY DEFENCE

CAPE BON (night, CL v DD, coastal) (CAPE_BON.SCN)

Late in the Mediterranean war the Italians became increasingly desperate to get supplies through to North Africa, in some cases loading cruisers with hazardous deck cargoes of fuel and ammunition for a high-speed run through the British blockade.

In this engagement Italian cruisers were intercepted by a radar-equipped British-Dutch destroyer force, to the severe discomfort of the cruisers.

COMPUTER: BLUE
RED FORCE OBJECTIVE: ENEMY DESTRUCTION
BLUE FORCE OBJECTIVE: ESCAPE SOUTHEAST

2nd SIRTE (day, heavy weather, BB v. CL + convoy) (2NDSIRTE.SCN)

The classic Mediterranean convoy action where a few British cruisers held off a vastly superior Italian task force. The Italian destroyers were slowed by heavy weather and could not get into position, and the Italian cruisers would not penetrate the British smoke screens for fear of a torpedo attack. No ships were lost in this engagement, but it was an eventual victory for the Italians.

During the engagement the convoy was forced to alter its course away from its destination so that they could not enter Malta under the cover of darkness; all the convoy ships were discovered at sea the next day and sunk by aircraft. For this battle to be a victory for the British, he must not alter the convoy course any further than 250 degrees(T).

COMPUTER: BLUE
RED FORCE OBJECTIVE: CONVOY PROTECTION ON COURSE 250-300
BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION OR DIVERSION, MIN LOSSES

CALABRIA (day, BB v BB, coastal) (CALABRIA.SCN)

One of the few full fleet actions of the war. The Italian force was superior in cruisers while the British force was superior in battleships. In the actual engagement the Italians could not capitalize on their cruiser superiority because of an early hit on one of their battleships which caused them enough damage to decide them to withdraw.

COMPUTER: RED
RED THREAT AXIS: 210
BLUE THREAT AXIS: 030
RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION
BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION

SHIP DATA FILES

The following data files gives vital information on the ship classes available in ACTION STATIONS!

KEY

CLASS NAME: The full ship name is given. In the program the name is abbreviated to an 8-space limit. The lower case letters indicate those left out of the abbreviation.

SPEED: in knots

DIMENSIONS: length and beam, to the nearest foot

A/C: maximum number of aircraft that can be carried Pts: ship points, a measure of the watertight integrity of the ship

ARMAMENT: for the main battery, the first number is the number of turrets/mounts; then the number and size of guns. For secondary and tertiary battery guns, the number of guns and their size is indicated.

TORPS: number of torpedo tubes and number of reloads

AMMO: number of rounds in the Forward, Aft, and aMidships main battery magazine, then secondary and tertiary rounds

ARMOUR: in tenths of an inch KC-face hardened class A equivalent, adjusted for angle of presentation.
 BB  = barbette
 CT  = conning tower
 Int = Interior (splinter) armour
 Tur = Turret face (glacis) - top
 Mag = Magazine belt and deck protection (total)
 Str = Steering belt and deck
 SB  = secondary battery.

Note: destroyer gun shields with splinter protection only are considered as 0 armour for shell penetration purposes. Information on zone percentages, torpedo protection, list and stability, and other damage internals are maintained as proprietary data. Information on magazine capacities is sometimes estimated.

FLEET DISK: PACIFIC

In addition to US and Japanese Fleet units, contain all auxiliary/shore units.

SHIP CLASSES

AUXILIARIES, MERCHANTMEN, AND SHORE BATTERIES

MERSHIPS CLASS AUXILIARY                        FILE: MS
(slow cargo ship)
9 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-3in ////
AMMO:MAIN: F 0 A 150 M 0

MERSHIPM CLASS AUXILIARY                        FILE: MB
(med cargo ship)
12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
ARMAMENT: ////
AMMO:MAIN: F 0 A 0 M 0

MERSHIPF CLASS AUXILIARY                        FILE: MF
(fast cargo ship)
18 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-3in ////
AMMO:MAIN: F 0 A 150 M 0

TANKER CLASS AUXILIARY                          FILE: TT
12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-4in ////
AMMO:MAIN: F 1 A 150 M 1

PT-BOAT                                         FILE: PT
40 Knots, 8ft x 1ft, 0 A/C, .3Pts, 0 Dir
ARMAMENT:MAIN: 2/2 - .8in // 2-0 Torps//
AMMO:MAIN: F 1000 A 0 M 0

TRAWLER                                         FILE: TW
17 Knots, 150ft x 27ft, 0 A/C, 1.14 Pts, 0 Dir
ARMAMENT:MAIN: 2/2-3in/SEC: 2-8in////
AMMO:MAIN: F 0 A 0 M 200//SB 400

LAND TARGet                                     FILE: LT
(an area land target with minor defences, for shore bombardment objective)
0 Knots, 0ft x 0ft, 4 A/C, 100 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-3in////
AMMO:MAIN: F 100 A 0 M 0

ANCHored OBJective                              FILE: AO
(a group of ships - 2 knots to prevent unrealistically long torp hits)
2 Knots, 540ft x 54ft, 0 A/C, 100 Pts, 0 Dir
ARMAMENT:////
AMMO:MAIN: F 0 A 0 M 0

Shore BATtery - 5IN                             FILE: S5
0 Knots, 0ft x 0ft, 0 A/C, 50 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-5in////
AMMO:MAIN: F 1000 A 0 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0Tur 40-0, Mag=180-180, Str=0-0, SB=0

Shore BATtery - 8IN                             FILE: S8
0 Knots, 0ft x 0ft, 0 A/C, 75 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-8in////
AMMO:MAIN: F 1000 A 0 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0Tur 40-0, Mag=180-180, Str=0-0, SB=0

Shore BATtery - 14in                            FILE: SX
0 Knots, 0ft x 0ft, 0 A/C, 200 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-14in////
AMMO:MAIN: F 1000 A 0 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0Tur 140-0, Mag=180-180, Str=0-0, SB=0

Shore BATtery - 14in                            FILE: SQ
0 Knots, 0ft x 0ft, 0 A/C, 100 Pts, 1 Dir
ARMAMENT:MAIN: 4/12-14in////
AMMO:MAIN: F 2000 A 0 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0Tur 140-0, Mag=180-180, Str=0-0, SB=0

CONVOY                                          FILE: CY
(represents an entire convoy)
11 Knots, 1200ft x 120ft, 0 A/C, 100 Pts, 0 Dir
ARMAMENT:MAIN: 2/4-3in////
AMMO:MAIN: F 200 A 200 M 0

MINESWEeper                                     FILE: MW
17 Knots, 230ft x 33ft, 0 A/C, 1.74 Pts, 0 Dir
ARMAMENT:MAIN: 2/2-4in/SEC: 2-.8in////
AMMO:MAIN: F 0 A 0 M 200 //SB 300

UNITED STATES:

BATTLESHIPS

NEVADA CLASS BATTLESHIP                         FILE: NE
(Featuring a combination of triple and double main battery turrets)
20 Knots, 575ft x 108ft, 0 A/C, 49.5 Pts, 6 Dir
ARMAMENT:MAIN: 4/10-14in/SEC: 16-5in////
AMMO:MAIN: F 500 A 500 M 0 //SB 4800
ARMOUR (x10): Belt=135, Deck=45, BB=135, CT=160, Int=15Tur 180-50, Mag=135-50, Str=100-35, SB=5

NEVADA 41 CLASS BATTLESHIP                      FILE: N1
(Post-Pearl Harbour modifications)
20 Knots, 575ft x 108ft, 3 A/C, 49.5 pts, 8 Dir
ARMAMENT:MAIN: 4/10-14in,/SEC: 12-5in/TER: 8-5in////
AMMO:MAIN: F 500 A 500 M 0//SB 2400//TB 2000
ARMOUR (x10) Belt=135, Deck 40, BB=135, CT=160, Int=6Tur 160-50, Mag=135-40, Str=100-40, SB=8

NEW YORK CLASS BATTLESHIP                       FILE: NY
(Early 14 gun design with turret amidships)
21 Knots, 565ft x 106ft, 3 A/C, 46.95 Pts, 8 Dir
ARMAMENT:MAIN: 5/10-14in/SEC: 16-5in/TER: 8-3in////
AMMO:MAIN: F 400 A 400 M 200//SB 4000//TB 2400
ARMOUR (x10): Belt=120, Deck=60, BB=120, Ct=160, Int=15Tur 120-40, Mag=120-60, Str=60-30, SB=90

MODified PENNSylvania CLASS BATTLESHIP         FILE: PE
(Powerful main battery, good protection)
21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir
ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in////
AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600
ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16Tur 180-50, Mag=140-80, Str=140-80, SB=5

PENNSYLVania CLASS BATTLESHIP                   FILE: PM
(Post-Pearl Harbour modifications)
21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir
ARMAMENT:MAIN: 4/12-14in/SEC: 16-5in////
AMMO:MAIN: F 660 A 660 M 0 //SB: 6600
ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16Tur 180-50, Mag=140-50, Str=140-50, SB=25

New MEXICO CLASS BATTLESHIP                     FILE: NM
(Similar to Pennysylvanias, underwater protection difference)
21 Knots, 600ft x 106ft, 4 A/C, 52 pts, 8 Dir
ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in////
AMMO:MAIN: F 600 A 600 M 0 //SB 3000//TB3600
ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16Tur 180-50, Mag=140-80, Str=140-80, SB=5

COLORado MODified CLASS BATTLESHIP              FILE: CO
(Pennysylvanias with 16 main battery)
21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-16in/SEC: 12-5in/TER: 8-5in////
AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600
ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160, Int=16Tur 180-50, Mag=140-80, Str=140-80, SB=5

COLORADO CLASS BATTLESHIP                       FILE: CM
(Post-Pearl Harbour modifications)
21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir
ARMAMENT:MAIN: 4/8-16in/SEC:16-5in////
AMMO:MAIN: F 660 A 660 M 0//SB 6600
ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16Tur 180-50, Mag=140-50, Str=140-50, SB=25

SD-1917 CLASS BATTLESHIP                        FILE: SA
(The 1917 South Dakota class, cancelled Washington Naval Treaty)
23 Knots, 660ft x 106ft, 4 A/C, 63 Pts, 8 Dir
ARMAMENT:MAIN: 4/12-16in/SEC: 16-6in/TER: 4-3in//2-12 Torps//
AMMO:MAIN: F 400 A 400 M 0//SB 4000//TB 800
ARMOUR (x10): Belt=136, Deck=39, BB=135, CT=160 Int=22Tur 180-50, Mag=160-70, Str=80-60, SB=10

LEXINGTon CLASS BATTLESHIP                      FILE: LX
(Battlecruisers, cancelled by Washington Naval Treaty)
32 Knots, 850ft x 105ft, 0 A/C, 62.25 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-16in/SEC: 16-6in/TER: 6-3in//4-12 Torps//
AMMO:MAIN: F 800 A 800 M 0//SB 3600//TB 1800
ARMOUR (x10): Belt=87, Deck=43, BB=140, CT=160 Int=15Tur 140-50, Mag=88-50, Str=87-50, SB=0

North CAROLINa CLASS BATTLESHIP                 FILE: NC
(Powerful successful warship class)
28 Knots, 714ft x 108ft, 4 A/C, 58.85 Pts, 6 Dir
ARMAMENT:MAIN: 3/9-16in/SEC: 20-5 in////
AMMO:MAIN: F 1113 A 557 M 0//SB 8800
ARMOUR (x10): Belt=147, Deck=77, BB=160, CT=160 Int=6Tur 160-70, Mag=160-77, Str=118-70, SB=20

South DAKOTA CLASS BATTLESHIP                   FILE: SD
(This class featurs inset belt armour - a poor feature)
28 knots, 666ft x 106ft, 4 A/C, 58.85 Pts, 6 Dir
ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in////
AMMO:MAIN: F 1113 A 557 M 0//SB 8800
ARMOUR (x10): Belt=29, Deck=72, BB=174, CT=160 Int=145Tur 180-73, Mag=160-77, Str=118-60, SB=20

IOWA CLASS BATTLESHIP                           FILE: IO
(Successful, powerful, robust battleship class)
33 Knots, 861ft x 108ft, 4 A/C, 67.55 Pts, 6 Dir
ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in////
AMMO:MAIN: F 1113 A 557 M 0//SB 8800
ARMOUR (x10): Belt=173, Deck=138, BB=174, CT=175 Int=25Tur 200-73, Mag=173-138, Str=135-62, SB=20

MONTANA CLASS BATTLESHIP                        FILE: MN
(Iowa, lengthened to add a 16 turret, cancelled before wars end)
28 Knots, 890ft x 121ft, 4 A/C, 70.5 Pts, 6 Dir
ARMAMENT:MAIN: 4/12-16in/SEC: 20-5in////
AMMO:MAIN: F 1113 A 1113 M 0 //SB 8800
ARMOUR (x10): Belt=221, Deck=70, BB=210, CT=180 Int=70Tur 180-78, Mag=290-80, Str=180-70, SB=20

ARKANSAS CLASS BATTLESHIP                       FILE: AK
24 Knots, 555ft x 108ft, 3 A/C, 46.5 Pts, 8 Dir
ARMAMENT:MAIN: 6/12-12in/SEC: 16-5in/TER: 8-3in////
AMMO:MAIN: F 400 A 400 M 400 //SB 4000 //TB 2400
ARMOUR (x10): Belt=100, Deck=47, BB=110, CT=120 Int=10Tur 120-40, Mag=110-48, Str=50-30, SB=65

IV-2 CLASS BATTLESHIP                           FILE: IV
(Design study for the maximum battleship, limited by Panama Canal)
25 Knots, 975ft x 108ft, 2 A/C, 77 Pts, 8 Dir
ARMAMENT:MAIN: 5/15-18in/SEC: 20-6in/TER: 6-3in//8-0 Torps//
AMMO:MAIN: F 400 A 600 M 0 //SB 4000//TB 1200
ARMOUR (x10): Belt=160, Deck=75, BB=150, CT=160 Int=25Tur 210-70, Mag=185-75, Str=160-50, SB=10

CRUISERS

OMAHA CLASS CRUISER                             FILE: OM
(Obsolescent fire control, but a US cruiser with torpedoes)
33 Knots, 550ft x 55ft, 2 A/C, 17.72 Pts, 2 Dir
ARMAMENT:MAIN: 6/10-6in/SEC: 8-3in//6-0 Torps//
AMMO:MAIN: F 1800 A 1200 M 0//SB 16000
ARMOUR (x10): Belt=30, Deck=15, BB=5, CT=13 Int=5Tur 5-5, Mag=30-15, Str=30-15, SB=0

PENSACOLa CLASS CRUISER                         FILE: PA
(Tin-clad cruiser built under treaty limitations)
32 Knots, 570ft x 65ft, 4 A/C, 21.36 Pts, 4 Dir
ARMAMENT:MAIN: 4/10-8in/SEC: 8-5in////
AMMO:MAIN: F 750 A 750 M 0 //SB 1200
ARMOUR (x10): Belt=30, Deck=10, BB=8, CT=13 Int=0Tur 25-15, Mag=40-18, Str=30-10, SB=0

NORTHAMPton CLASS CRUISER                       FILE: NN
32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in////
AMMO:MAIN: F 933 A 468 M 0 //SB 800
ARMOUR (x10): Belt=38, Deck=10, BB=15, CT=0 Int=0Tur 25-15, Mag=38-20, Str=30-10, SB=0

PORTLAND CLASS CRUISER                          FILE: PO
32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in////
AMMO:MAIN: F 933 A 468 M 0 //SB 800
ARMOUR (x10): Belt=58, Deck=25, BB=15, CT=13 Int=0Tur 25-15, Mag=58-30, Str=23-25, SB=0

NEW ORLEAns CLASS CRUISER                       FILE: NW
32 Knots, 578ft x 62ft, 4 A/C, 23.65 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in////
AMMO:MAIN: F 933 A 468 M 0 //SB 800
ARMOUR (x10): Belt=58, Deck=30, BB=50, CT=80 Int-0Tur 50-28, Mag=58-30, Str=50-30, SB=0

BROOKLYN CLASS CRUISER                          FILE: BR
(Large and effective rapid fire gun battery - a destroyer killer)
32 Knots, 800ft x 62ft, 4 A/C, 22.89 Pts, 4 Dir
ARMAMENT:MAIN: 5/15-6in/SEC: 8-5in////
AMMO:MAIN: F 2700 A 1800 M 0 //SB 1600
ARMOUR (x10): Belt=56, Deck=20, BB=60, CT=80 Int=0Tur 65-28, Mag=56-20, Str=56-20, SB=0

ATLANTA CLASS CRUISER                           FILE: AA
(Anti-aircraft cruiser, deadly in close range v destroyers)
33 Knots, 520ft x 53ft, 0 A/C, 17.77 Pts, 2 Dir
ARMAMENT:MAIN: 8/16-5in/SEC: 8-8in//8-0 Torps//
AMMO:MAIN: F 2625 A 2625 M 1750 //SB 4000
ARMOUR (x10): Belt=38, Deck=13, BB=13, CT=25 Int=0Tur 13-13, Mag=38-18, Str=38-13, SB=10

CLEVELANd CLASS CRUISER                         FILE: CL
(Brooklyn, substituting extra armour for one turret - top heavy)
32 Knots, 600ft x 64ft, 4 A/C, 21.84 Pts, 6 Dir
ARMAMENT:MAIN: 4/12-6in/SEC: 12-5in////
AMMO:MAIN: F 1800 A 1800 M 0 //SB 6000
ARMOUR (x10): Belt=53, Deck=20, BB=60, CT=50 Int=6Tur 60-30, Mag=59-20, Str=47-20, SB=8

ALASKA CLASS CRUISER                            FILE: AL
(The larger guns do not make up for the lower volume of fire)
33 Knots, 791ft x 91ft, 4 A/C, 50.43 Pts, 6 Dir
ARMAMENT:MAIN: 3/9-12in/SEC: 12-5in////
AMMO:MAIN: F 660 A 330 M 0 //SB 6000
ARMOUR (x10): Belt=80, Deck=50, BB=130, CT=108 Int=10Tur 128-50, Mag=80-50, Str=110-40, SB=0

DESTROYERS

FLETCHER CLASS DESTROYER                        FILE: FL
(The classic - powerful, durable, well-balanced)
35 Knots, 369ft x 40ft, 0 A/C, 5.4 Pts, 2 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 24-.8in//10-0 Torps//
AMMO:MAIN: F 850 A 1275 M 0 //SB10000
ARMOUR (x10): Belt=8, Deck=5, BB=0, CT=5 Int=0Tur 5-5, Mag=8-5, Str=8-5, SB=0

PORTER CLASS DESTROYER                          FILE: PR
(Tended to be top-heavy)
37 Knots, 372ft x 37ft, 0 A/C, 4.16 Pts, 2 Dir
ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 8-8 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0Tur 5-5, Mag=8-0, Str=0-0, SB=0

GRIDLEY CLASS DESTROYER                         FILE: GR
38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 16-0 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 600
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FOUR PIPEer CLASS DESTROYER                     FILE: FP
(Officially Wickee/Clemson class, WWI vintage)
35 Knots, 310ft x 31ft, 0 A/C, 2.32 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4in/SEC: 1-3in// 12-0 Torps//
AMMO:MAIN: F 200 A 200 M 400 //SB 200
ARMOUR (x10) Belt=0, Deck=0, BB=0, Ct=0 Int=0Tur 0-0, Mag=8-0, Str=0-0, SB=0

FARRAGUT CLASS DESTROYER                        FILE: FT
36 Knots, 330ft x 35ft, 0 A/C, 4.46 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 2-.8in// 8-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MAHAN CLASS DESTROYER                           FILE: MH
36 Knots, 334ft x 35ft, 0 A/C, 4.69 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 12-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 800
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

SOMERS CLASS DESTROYER                          FILE: SO
(Porter class, without the large alternate gun director)
35 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0Tur 5-5, Mag=8-0, Str=0-0, SB=0

SAMPSON CLASS DESTROYER                         FILE: SM
37 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0Tur 5-5, Mag=8-0, Str=0-0, SB=0

SIMS CLASS DESTROYER                            FILE: SS
37 Knots, 341ft x 36ft, 0 A/C, 4.97 pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 8-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 1500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 5-5, Mag=0-0, Str=0-0, SB=0

BENSON CLASS DESTROYER                          FILE: BE36 Knots, 341ft x 36ft, 0 A/C, 4.97 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 10-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 4000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 5-5, Mag=0-0, Str=0-0, SB=0

BRISTOL CLASS DESTROYER                         FILE: BL
36 knots, 341ft x 36ft, 0 A/C, 5.02 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5in/SEC: 6-.8in// 5-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 3000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 5-5, Mag=0-0, Str=0-0, SB=0

BENHAM CLASS DESTROYER                          FILE: BM
38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 8-0 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Turr 0-0, Mag=0-0, Str=0-0, SB=0

DERUYTER CLASS CRUISER                          FILE: DR

32 Knots, 551ft x 51ft, 2 A/C, 15.08 Pts, 2 Dir
ARMAMENT:MAIN: 4/7-5.9in////
AMMO:MAIN: F 750 A 1000 M 0
ARMOUR (x10): Belt=30, Deck=13, BB=20, CT=10 Int=0Tur 40-20, Mag=30-13, Str=20-0, SB=8

JAVA CLASS DESTROYER                            FILE: JV
(8 mount limit forced a consolidation into twin turrets)
30 Knots, 509ft x 53ft, 2 A/C, 14 Pts, 2 Dir
ARMAMENT:MAIN: 8/10-5.9in////
AMMO:MAIN: F 300 A 300 M 900
ARMOUR (x10): Belt=30, Deck=10, BB=20, CT=50 Int=0Tur 40-40, Mag=20-10, Str=0-0, SB=0

NETHERLANDS

VANGHENT CLASS DESTROYER                        FILE: VG
32 Knots, 307ft x 32ft, 0 A/C, 3.28 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-4.7in/SEC: 2-3in// 6-0 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 600
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

IMPERIAL JAPANESE NAVY

BATTLESHIPS

KONGO CLASS BATTLESHIP                          FILE: KN
(Actually a battlecruiser, British design)
30 Knots, 720ft x 101ft, 3 A/C, 47.25 Pts, 6 Dir
ARMAMENT:MAIN: 4/8-14in/SEC: 14-6in////
AMMO:MAIN: F 400 A 400 M 0 //SB
ARMOUR (x10): Belt=80, Deck=48, BB=100, CT=80 Int=0Tur 110-48, Mag=80-48, Str=30-30, SB=60

FUSO CLASS BATTLESHIP                           FILE: FO
24 Knots, 689ft x 109ft, 3 A/C, 50.2 Pts, 8 Dir
ARMAMENT:MAIN: 6/12-14in/SEC: 14-6in/TER: 8-5in////
AMMO:MAIN: F 400 A 400 M 400 //SB 2800//TB 2400
ARMOUR (x10) Belt=120, Deck=47, BB=120, CT=120 Int=0Tur 120-48, Mag=120-48, Str=30-30, SB=60

TOSA CLASS BATTLESHIP                           FILE: KA
(Under construction when cancelled by Washington Naval Treaty)
26 Knots, 760ft x 100ft, 2 A/C, 58.4 Pts, 8 Dir
ARMAMENT:MAIN: 5/10-16in/SEC: 20-5.5in/TER: 8-5in// 8-0 Torps//
AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 2400
ARMOUR (x10): Belt=127, Deck=55, BB=110, CT=140 Int=30Tur 110-70, Mag=129-60, Str=90-55, SB=10

AMAGI CLASS BATTLESHIP                          FILE: AM
(Another design study warship)
30 Knots, 820ft x 101ft, 2 A/C, 60.75 Pts, 8 Dir
ARMAMENT:MAIN: 5/10-16in/SEC: 16-5.5in/TER: 4-5in// 8-0 Torps//
AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 1200
ARMOUR (x10): Belt=100, Deck=40, BB=110, CT=140 Int=30Tur 110-70, Mag=115-40, Str=90-40, SB=10

13 CLASS BATTLESHIP                           FILE: 13
(design, predecessor of Yamato)
30 Knots, 900ft x 101ft, 2 A/C, 61 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-18.1in/SEC: 16-5.5in/TER: 4-4.7in// 8-0 Torps//
AMMO:MAIN: F 360 A 360 M 0 //SB 3200//TB 800
ARMOUR (x10): Belt=149, Deck=50, BB=110, CT=140 Int=30Tur 110-70, Mag=150-50, Str=110-50, SB=10

YAMATO CLASS BATTLESHIP                         FILE: YA
(Hard to hurt.  Slow guns, but when hit the target knows it)
27 Knots, 840ft x 128ft, 6 A/C, 74 Pts, 8 Dir
ARMAMENT:MAIN: 3/9-18.1in/SEC: 6-6.1in/TER: 24-5in////
AMMO:MAIN: F 600 A 300 M 0 //SB 1800//TB 7200
ARMOUR (x10): Belt=207, Deck=79, BB=220, CT=112 Int=0Tur 260-106, Mag=194-79, Str=142-79, SB=10

NAGATO CLASS BATTLESHIP                         FILE: NO25 Knots, 725ft x 114ft, 3 A/C, 57.39 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-16in/SEC: 18-5.5in/TER: 8-5in////
AMMO:MAIN: F 400 A 400 M 0 //SB 5400//TB 2400
ARMOUR (x10): Belt=118, Deck=71, BB=167, CT=146 Int=30Tur 140-70, Mag=118-70, Str=70-30, SB=10

CRUISERS

NAKA CLASS CRUISER                              FILE: NA
(sturdy and servicable with a good war record)
35 Knots, 520ft x 47ft, 1 A/C, 10.39 Pts, 1 Dir
ARMAMENT:MAIN: 7/7-5.5in/SEC: 2-5in// 8-8 Torps//
AMMO:MAIN: F 800 A 600 M 0 //SB 400
ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0Tur 0-0, Mag=20-15, Str=0-0, SB=0

YUBARI CLASS CRUISER                            FILE: YU
(small, almost a large destroyer)
32 Knots, 450ft x 39ft, 0 A/C, 7.56 Pts, 2 Dir
ARMAMENT:MAIN: 4/6-5.5in// 4-0 Torps//
AMMO:MAIN: F 600 A 600 M 0
ARMOUR (x10): Belt=20, Deck=0, BB=0, CT=0 Int=0Tur 5-0, Mag=20-5, Str=0-0, SB=0

FURUTAKA CLASS CRUISER                          FILE: FA
(main battery not safely armoured, but hull durable in a fight)
33 Knots, 595ft x 57ft, 2 A/C, 20.23 Pts, 4 Dir
ARMAMENT:MAIN: 3/6-8in/SEC: 4-4.7in// 8-8 Torps//
AMMO:MAIN: F 600 A 300 M 0 //SB 800
ARMOUR (x10): Belt=30, Deck=15, BB=10, CT=10 Int=0Tur 10-10, Mag=30, Str=0-0, SB=0

NACHI CLASS CRUISER                             FILE: NI
(With the Long Lance battery, excellent but poor turret armour)
33 Knots, 661ft x 68ft, 2 A/C, 24.07 Pts, 4 Dir
ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 16-16 Torps//
AMMO:MAIN: F 900 A 600 M 0 //SB 2400
ARMOUR (x10): Belt=45, Deck=25, BB=15, CT=15 Int=0Tur 15-10, Mag=45-50, Str=25-25, SB=7

MOGAMIS CLASS CRUISER                           FILE: MS
(Mogami with the original main battery guns - good, but top-heavy)
36 Knots, 661ft x 68ft, 3 A/C, 22.4 Pts, 4 Dir
ARMAMENT:MAIN: 5/15-6.1in/SEC: 8-5in// 12-12 Torps//
AMMO:MAIN: F 2000 A 1500 M 0 //SB 2400
ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0Tur 10-10, Mag=50-50, Str=20-15, SB=7

MOGAMIS CLASS CRUISER                           FILE: MS
(8 gun conversion.  Less top-heavy, but gun gives lower hit rate)
34 Knots, 661ft x 68ft, 3 A/C, 24.4 Pts, 4 Dir
ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 12-12 Torps//
AMMO:MAIN: F 900 A 600 M 0 //SB 2400
ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0Tur 10-10, Mag=50-50, Str=20-15, SB=7

TONE CLASS CRUISER                              FILE: TO
(a successful recce cruiser with fantail devoted to float planes)
35 Knots, 650ft x 60ft, 5 A/C, 26.85 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-5in// 12-12 Torps//
AMMO:MAIN: F 800 A 800 M 0 //SB 6400
ARMOUR (x10): Belt=40, Deck=20, BB=30, CT=30 Int=0Tur 30-10, Mag=57-22, Str=25-20, SB=7

AGANO CLASS CRUISER                             FILE: AG(economy design: good companion for DD in torpedo attacks)
35 Knots, 564ft x 50ft, 2 A/C, 16.8 Pts, 4 Dir
ARMAMENT:MAIN: 3/6-5.9in/SEC: 4-4.7in// 8-8 Torps//
AMMO:MAIN: F 800 A 400 M 0 //SB 800
ARMOUR (x10): Belt=23, Deck=8, BB=10, CT=10 Int=0Tur 10-10, Mag=23-20, Str=0-0, SB=0

KITAKAMI CLASS CRUISER                          FILE: KT
(40 torp tubes - approximated by 4 mounts of 5 tubes, 20 reloads)
36 Knots, 520ft x 47ft, 0 A/C, 11.14 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-5in// 20-20 Torps//
AMMO:MAIN: F 400 A 400 M 0
ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=20 Int=0Tur 0-0, Mag=20-15, Str=0-0, SB=0

TENRYU CLASS CRUISER                            FILE: TE
(obsolescent)
32 Knots, 458ft x 41ft, 0 A/C, 8.7 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.5in// 6-0 Torps//
AMMO:MAIN: F 200 A 400 M 200
ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0Tur 0-0, Mag=20-15, Str=0-0, SB=0

DESTROYERS

KAMIKAZI CLASS DESTROYER                        FILE: KZ
(vintage WWI)
31 Knots, 329ft x 30ft, 0 A/C, 3.44 Pts, 1 Dir
ARMAMENT:MAIN: 3/3-4.7in// 6-0 Torps//
AMMO:MAIN: F 100 A 100 M 100
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MUTSUKI CLASS DESTROYER                         FILE: MU
33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir
ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps//
AMMO:MAIN: F 100 A 100 M 100
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, MAg=0-0, Str=0-0, SB=0

MUTSUKIT CLASS DESTROYER                        FILE: MT
(Mutsuki modified as a high speed transport)33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir
ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps//
AMMO:MAIN: F 100 A 100 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FUBUKI CLASS DESTROYER                          FILE: FI
34 Knots, 378ft x 34ft, 0 A/C, 4.18 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-5in/SEC: 2-.8in// 9-6 Torps//
AMMO:MAIN: F 600 A 1200 M 0 //SB 200
ARMOUR (x10): Belt=0, Deck=0, BB=0, Ct=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

HATSUHARu CLASS DESTROYER                       FILE: HA
34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir
ARMAMENT:MAIN: 3/5-5in/SEC: 2-.8in// 6-6 Torps//
AMMO:MAIN: F 600 A 1000 M 0 //SB 200
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

SHIRATSu CLASS DESTROYER                        FILE: SH
34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir
ARMAMENT:MAIN: 3/5-5in// 8-8 Torps//
AMMO:MAIN: F 600 A 1000 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

KAGERO CLASS DESTROYER                          FILE: KR
35 Knots, 381ft x 36ft, 0 A/C, 4.07 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps//
AMMO:MAIN: F 600 A 1200 M 0 //SB 500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

YUGAMO CLASS DESTROYER                          FILE: YO
35 Knots, 384ft x 36ft, 0 A/C, 4.15 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps//
AMMO:MAIN: F 600 A 1200 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

SHIMAKAZe CLASS DESTROYER                       FILE: SK
(experimental, with advanced main propulsion machinery)
40 Knots, 410ft x 37ft, 0 A/C, 5.8 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-5in/SEC: 2-.8in// 15-5 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 600
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

AKITSUKI CLASS DESTROYER                        FILE: AT
(surprisingly effective 3.9 rapid fire main battery)
33 Knots, 433ft x 38ft, 0 A/C, 5.4 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-3.9in/SEC: 4-.8in// 4-4 Torps//
AMMO:MAIN: F 1600 A 1600 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 8-8, Mag=0-0, Str=0-0, SB=0

CHITOSE CLASS AUXILIARY                         FILE: CH
29 Knots, 604ft x 62ft, 12 A/C, 13 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-5in////
AMMO:MAIN: F 1200 A 1 M 1
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=1

GERMAN

BATTLESHIPS

BISMARCK CLASS BATTLESHIP                       FILE: BI
(excellent - highly accurate but complex and fragile fire control)
29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-15in/SEC: 12-5.9in/TER: 16-4.1in////
AMMO:MAIN: F 480 A 480 M 0 //SB 2000//TB 4800
ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35Tur 136-50, Mag=126-67, Str=126-45, SB=39

TIRPITZ CLASS BATTLESHIP                        FILE: TZ
(Bismarck + torpedo tubes)
29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 8-8 Torps//
AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800
ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35Tur 136-50, Mag=126-67, Str=126-45, SB=39

QPQ-BC CLASS BATTLESHIP                         FILE: OP
(Battlecruiser designed for long range merchant raiding)
33 Knots, 825ft x 99ft, 4 A/C, 53.5 Pts, 8 DirARMAMENT:MAIN: 3/6-16in/SEC: 6-5.9in/TER: 8-4.1in//// AMMO:MAIN: F 400 A 200 M 0 //SB 1200//TB 2400ARMOUR (x10): Belt=71, Deck=52, BB=72, CT=79 Int=18Tur 82-20, Mag=90-40, Str=40-15, SB=20H-CLASS CLASS BATTLESHIP                        FILE: HG(solid design, obsolete underwater torp tubes, cancelled by war)29 Knots, 870ft x 124ft, 4 A/C, 63.75 Pts, 8 DirARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 torps//AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800ARMOUR (x10): Belt=128, Deck=60, BB=145, CT=155 Int=45Tur 155-50, Mag=126-67, Str=126-45, SB=39H-44 CLASS BATTLESHIP                           FILE: H4(huge, supposedly 20 guns.  18 in game - 20 never built, no data)29 Knots, 1121ft x 167ft, 4 A/C, 94 Pts, 8 DirARMAMENT:MAIN: 4/8-18in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 Torps//AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800ARMOUR (x10): Belt=150, Deck=60, BB=150, CT=155 Int=45Tur 155-60, Mag=150-67, Str=150-60, SB=39SCHARNHOrst CLASS BATTLESHIP                    FILE: SC(The 11 guns will serve well in low visibility, short range fight)32 Knots, 742ft x 100ft, 4 A/C, 54.4 Pts, 8 DirARMAMENT:MAIN: 3/9-11in/SEC: 12-5.9in/TER: 14-4.1in//// AMMO:MAIN: F 630 A 315 M 0 //SB 1800//TB 5600ARMOUR (x10): Belt=138, Deck=39, BB=138, CT=138 Int=30Tur 142-49, Mag=138-39, Str=50-30, SB=0

CRUISERS

HIPPER CLASS CRUISER                            FILE: HI
32 Knots, 640ft x 70ft, 3 A/C, 31.25 Pts, 6 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 12-4.1in// 12-12 Torps//
AMMO:MAIN: F 560 A 560 M 0 //SB 5040
ARMOUR (x10): Belt=35, Deck=13, BB=32, CT=24 Int=12Tur 63-28, Mag=48-20, Str=28-12, SB=5

LEIPZIG CLASS CRUISER                           FILE: LE
33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps//
AMMO:MAIN: F 360 A 720 M 0 //SB 800
ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=10Tur 12-12, Mag=20-16, Str=20-8, SB=5

KOLN CLASS CRUISER                              FILE: KO
33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir
ARMAMENT:MAIN 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps//
AMMO:MAIN: F 360 A 720 M 0 //SB 600
ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=6Tur 12-12, Mag=20-16, Str=20-8, SB=5

EMDEN CLASS CRUISER                             FILE: EM
29 Knots, 509ft x 47ft, 0 A/C, 14 Pts, 2 Dir
ARMAMENT:MAIN: 8/8-5.9in/SEC: 3-3.5in// 4-0 Torps//
AMMO:MAIN: F 480 A 480 M 0 //SB 1200
ARMOUR (x10): Belt=20, Deck=8, BB=8, CT=30 Int=0Tur 5-0, Mag=20-8, Str=0-0, SB=0

M CRUISER CLASS CRUISER                         FILE: MG
(laid down, never completed)
35 Knots, 584ft x 56ft, 2 A/C, 19.6 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-5.9in/SEC: 4-4.1in// 8-0 Torps//
AMMO:MAIN: F 800 A 800 M 0 //SB 1000
ARMOUR (x10): Belt=20, Deck=10, BB=25, CT=40 Int=0Tur 33-8, Mag=20-10, Str=0-0, SB=5

SCOUT-CR CLASS CRUISER                          FILE: SP
(large destroyer classed as a Scout cruiser)
36 Knots, 476ft x 48ft, 0 A/C, 11.8 Pts, 4 Dir
ARMAMENT:MAIN: 3/6-5.9in/SEC: 2-3.5in// 10-0 Torps//
AMMO:MAIN: F 400 A 800 M 0 //SB 600
ARMOUR (x10): Belt=0, Deck=8, BB=5, CT=0 Int=0Tur 10-10, Mag=8-8, Str=0-0, SB=5

GRAF SPEE CLASS CRUISER                          FILE: GS
(Pocket Battleship)
26 Knots, 617ft x 71ft, 2 A/C, 28 Pts, 8 Dir
ARMAMENT:MAIN: 2/6-11in/SEC: 8-5.9in/TER: 6-4.1in// 8-0 Torps//
AMMO:MAIN: F 300 A 300 M 0 //SB 1600//TB 1800
ARMOUR (x10): Belt=35, Deck=18, BB=39, CT=59 Int=17Tur 55-41,Mag=54-18, Str=32-18, SB=4

DESTROYERS

MAAS-Z1 CLASS DESTROYER                         FILE: MA
37 Knots, 374ft x 37ft, 0 A/C, 6.31 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 8-0 Torps//
AMMO:MAIN: F 240 A 240 M 120 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

Z-23 CLASS DESTROYER                            FILE: Z2
38 Knots, 400ft x 37ft, 0 A/C, 7.21 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.9in/SEC: 14-.8in// 8-0 Torps//
AMMO:MAIN: F 240 A 240 M 120 //SB 4000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

G 1936A CLASS DESTROYER                         FILE: Z6
38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir
ARMAMENT:MAIN: 4/5-5.9in// 8-0 Torps//
AMMO:MAIN: F 240 A 360 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

G 1936B CLASS DESTROYER                         FILE: ZB
38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5in/SEC: 14-.8in// 8-0 Torps//
AMMO:MAIN: F 600 A 900 M 0 //SB 4000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MOWE CLASS DESTROYER                            FILE: MO
33 Knots, 281ft x 28ft, 0 A/C, 1.89 Pts, 1 Dir
ARMAMENT:MAIN: 3/3-4.1in/SEC: 1-.8in// 6-0 Torps//
AMMO:MAIN: F 100 A 200 M 0 //SB 200
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

T-1 CLASS TORPEDO BOAT                          FILE: T1
35 Knots, 270ft x 28ft, 0 A/C, 1.69 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-4.1in/SEC: 4-.8in// 6-0 Torps//
AMMO:MAIN: F 0 A 100 M 0 //SB 900
ARMOUR (x10): Belt=0, Deck=0, BB=0. CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

ITALIAN

BATTLESHIPS

VENETO CLASS BATTLESHIP                         FILE: VV(high-velocity long range gun, but inaccurate)30 Knots, 720ft x 102ft, 3 A/C, 59.75, 8 DirARMAMENT:MAIN: 3/9-15in/SEC: 12-6in/TER: 12-3.5in//// AMMO:MAIN: F 600 A 300 M 0 //SB 2880//TB 2400ARMOUR (x10): Belt=157, Deck=58, BB=138, CT=94 Int=16Tur 100-39, Mag=93-50, Str=40-40, SB=50

CAVOUR CLASS BATTLESHIP                         FILE: CR
(outclassed by all likely BB opponents, too slow to catch cruisers)
27 Knots, 524ft x 87ft, 1 A/C, 44.25 pts, 8 Dir
ARMAMENT:MAIN: 4/10-12.6in/SEC: 12-4.7in/TER: 8-3.9in////
AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400
ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16Tur 100-33, Mag=93-50, Str=51-11, SB=5

DUILIO CLASS BATTLESHIP                         FILE: DO27 Knots, 524ft x 87ft, 1 A/C, 44.25 Pts, 8 DirARMAMENT:MAIN: 4/10-12.6in/SEC: 12-5.3in/TER: 10-3.5in//// AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16Tur 100-33, Mag=93-50, Str=51-11, SB=50

CRUISERS

TRENTO CLASS CRUISER                            FILE: TX(Treaty cruiser with inaccurate main battery mount)31 Knots, 611ft x 64ft, 3 A/C, 24-75 Pts, 4 DirARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in// 8-0 Torps//AMMO:MAIN: F 600 A 600 M 0 //SB 4800ARMOUR (x10): Belt=30, Deck=20, BB=40, CT=40 Int=0Tur 40-20, Mag=40-20, Str=20-10, SB=4

ZARA CLASS CRUISER                              FILE: ZA(good design, but inaccurate main battery)29 Knots, 570ft x 65ft, 2 A/C, 21.36 Pts, 4 DirARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in//// AMMO:MAIN: F 600 A 600 M 0 //SB 4800ARMOUR (x10): Belt=60, Deck=30, BB=6, CT=60 Int=0Tur 60-15, Mag=60-30, Str=30-10, SB=4

CADORNA CLASS CRUISER                           FILE: CA(fragile, fast)36 Knots, 527ft x 48ft, 2 A/C, 15.06 Pts, 4 DirARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps//AMMO:MAIN: F 800 A 800 M 0 //SB 2800ARMOUR (x10): Belt=17, Deck=8, BB=8, CT=20 Int=0Tur 8-8, Mag=18-8, Str=0-0, SB=4

MONTECUCcoil CLASS CRUISER                      FILE: MX
(Cadorna with less speed, better protection)34 Knots, 558ft x 51ft, 2 A/C, 16-74 Pts, 4 DirARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps//AMMO:MAIN: F 800 A 800 M 0 //SB 2800ARMOUR (x10): Belt=33, Deck=12, BB=28, CT=40 Int=0Tur 28-13, Mag=28-13, Str=0-0, SB=4

duca dAOSTA CLASS CRUISER                      FILE: FX
(better armour, but could not stand up to a 8 gun cruiser)34 Knots, 558ft x 54ft, 2 A/C, 19.5 Pts, 4 DirARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 6-0 Torps//AMMO:MAIN: F 800 A 800 M 0 //SB 2800ARMOUR (x10): Belt=40, Deck=14, BB=40, CT=40 Int=0Tur 40-14, Mag=40-14, Str=0-0, SB=4G

ARABALDI CLASS CRUISER                         FILE: GA(best balanced of the Italian cruisers)31 Knots, 575ft x 59ft, 2 A/C, 18.14 Pts, 4 DirARMAMENT:MAIN: 4/10-6in/SEC: 8-3.9in// 6-0 Torps//AMMO:MAIN: F 1000 A 1000 M 0 //SB 2400ARMOUR (x10): Belt=43, Deck=25, BB=43, CT=55 Int=0Tur 55-20, Mag=43-22, Str=0-0, SB=0

REGOLO CLASS CRUISER                            FILE: RG
(fast enough to run down destroyers and run from cruisers)
40 Knots, 434ft x 45ft, 0 A/C, 10.82 Pts, 2 Dir
ARMAMENT:MAIN: 4/8-5.3in// 8-0 Torps//
AMMO:MAIN: F 800 A 800 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

BANDe NERE CLASS CRUISER                        FILE: BN
(scout cruiser, could not make speed at battle loads)
30 Knots, 524ft x 48ft, 2 A/C, 14 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-6in/SEC: 7-3.9in// 4-0 Torps//
AMMO:MAIN: F 800 A 800 M 0 //SB 2800
ARMOUR (x10): Belt=10, Deck=9, BB=10, CT=15 Int=0Tur 10-10, Mag=10-10, Str=0-0, SB=4

DESTROYERS

TURBINE CLASS DESTROYER                         FILE: TU
36 Knots, 300ft x 30ft, 0 A/C, 2.2 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4.7in/SEC: 2-.8in// 6-0 Torps//
AMMO:MAIN: F 400 A 400 M 0 //SB 400
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

NAVIGATOri CLASS DESTROYER                      FILE: NV
32 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-4.7in/SEC: 6-.8in// 6-0 Torps
AMMO:MAIN: F 400 A 400 M 400 //SB 1500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FOLGORE CLASS DESTROYER                         FILE: FE
38 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
AMMO:MAIN: F 400 A 400 M 400 //SB 1500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MAESTRALe CLASS DESTROYER                       FILE: ML
32 Knots, 334ft x 36ft, 0 A/C, 3.28 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4.7in/SEC: 6-.8in// 6-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

ORIANI CLASS DESTROYER                          FILE: OR
38 Knots, 341ft x 34ft, 0 A/C, 3.9 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //TB 2500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

SOLDATI CLASS DESTROYER                         FILE: SL
34 Knots, 334ft x 36ft, 0 A/C, 3.66 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

GREAT BRITAIN

BATTLESHIPS

KING-GV CLASS BATTLESHIP                        FILE: KG
(too many compromises, defective in main battery turrets)
28 Knots, 714ft x 108ft, 4 A/C, 56.75 Pts, 6 Dir
ARMAMENT:MAIN: 3/10-14in/SEC: 16-5.2in////
AMMO:MAIN: F 600 A 300 M 0 //SB 6400
ARMOUR (x10): Belt=140, Deck=50, BB=160, CT=30 Int=20Tur 160-59, Mag=150-60, Str=45-20, SB=20

NELSON CLASS BATTLESHIP                         FILE: NL
(awkward and vulnerable design, low ROF sec/ter battery)
23 Knots, 700ft x 106ft, 4 A/C, 45.02 Pts, 8 Dir
ARMAMENT:MAIN: 3/9-16in/SEC: 12-6in/TER: 6-4.7in// 2-12 Torps//
AMMO:MAIN: F 285 A 285 M 285 //SB 1620//TB 1050
ARMOUR (x10): Belt=159, Deck=38, BB=150, CT=140 Int=0Tur 160-73, Mag=171-63, Str=50-60, SB=20

Queen ELIZaBeTH CLASS BATTLESHIP                FILE: QE
(WWI era, greatly modified, effective for its age)
24 Knots, 640ft x 90ft, 3 A/C, 52 Pts, 6 Dir
ARMAMENT:MAIN: 4/8-15in/SEC: 20-4.7in////
AMMO:MAIN: F 424 A 424 M 0 //SB 8000
ARMOUR (x10): Belt=130, Deck=25, BB=100, CT=110 Int=10Tur 130-51, Mag=130-50, Str=40-15, SB=10

REPULSE CLASS BATTLESHIP                        FILE: RE
(low stability, poor underwater protection)
28 Knots, 794ft x 90ft, 4 A/C, 40.5 Pts, 6 Dir
ARMAMENT:MAIN: 3/6-15in/SEC: 17-4in// 8-12 Torps//
AMMO:MAIN: F 504 A 252 M 0 //SB 1800
ARMOUR (x10): Belt=99, Deck=55, BB=125, CT=110 Int=20Tur 110-41, Mag=99-40, Str=40-15, SB=60

RSOVERGN CLASS BATTLESHIP                       FILE: RV
(WWI era, without needed modification)
21 Knots, 600ft x 88ft, 3 A/C, 45.5 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-15in/SEC: 12-6in/TER: 8-4in////
AMMO:MAIN: F 320 A 320 M 0 //SB 1560//TB 2000
ARMOUR (x10): Belt=130, Deck=30, BB=100, CT=110 Int=10Tur 130-51, Mag=130-40, Str=40-15, SB=60

HOOD CLASS BATTLESHIP                           FILE: HO
(WWI era, lost before needed modifications were accomplished)
30 Knots, 600ft x 104ft, 0 A/C, 61.75 Pts, 8 Dir
ARMAMENT:MAIN: 4/8-15in/SEC: 6-5.5in/TER: 14-4in// 4-12 Torps//
AMMO:MAIN: F 480 A 480 M 0 //SB 1200//TB 3500
ARMOUR (x10): Belt=120, Deck=45, BB=120, CT=110 Int=15Tur 150-50, Mag=90-55, Str=50-20, SB=50

TERROR CLASS MONITOR                            FILE: TR
(Better suited to shore bombardment than ship-to-ship action)
12 Knots, 400ft x 88ft, 0 A/C, 9.7 Pts, 1 Dir
ARMAMENT:MAIN: 1/2-15in/SEC: 4-4in////
AMMO:MAIN: F 200 A 0 M 0 //SB 600
ARMOUR (x10): Belt=40, Deck=20, BB=80, CT=60 Int=10Tur 130-43, Mag=40-40, Str=20-20, SB=0

CRUISERS

D-CL CLASS CRUISER                              FILE: DC
(Obsolescent WWI era)
29 Knots, 465ft x 47ft, 0 A/C, 9.7 Pts, 1 Dir
ARMAMENT:MAIN: 6/6-6in/SEC: 3-4in// 12-0 Torps//
AMMO:MAIN: F 200 A 200 M 200 //SB 600
ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=0 Int=0Tur 0-0, Mag=30-10, Str=15-10, SB=0

BIRmiNGHAM CLASS CRUISER                        FILE: BH
(Obsolescent WWI era)
29 Knots, 565ft x 65ft, 0 A/C, 18.6 Pts, 1 Dir
ARMAMENT:MAIN: 8/9-6in/SEC: 5-4in// 4-0 Torps//
AMMO:MAIN: F 300 A 400 M 200 //SB 1000
ARMOUR (x10): Belt=30, Deck=15, BB=20, CT=30 Int=0Tur 0-0, Mag=30-15, Str=20-10, SB=0

CAPETOWN CLASS DESTROYER                        FILE: CW
(WWI cruiser converted into an effective AA platform)
29 Knots, 452ft x 44ft, 0 A/C, 8.58 Pts, 2 Dir
ARMAMENT:MAIN: 4/8-4in////
AMMO:MAIN: F 2400 A 2400 M 0
ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=30 Int=0Tur 0-0, Mag=30-10, Str=0-0, SB=0

EMERALD CLASS CRUISER                           FILE: ED
(Obsolescent WWI)
32 Knots, 535ft x 54ft, 1 A/C, 18 Pts, 1 Dir
ARMAMENT:MAIN: 7/7-6in/SEC: 5-4in// 8-0 Torps//
AMMO:MAIN: F 200 A 300 M 200 //SB 1000
ARMOUR (x10): Belt=30, Deck=10, BB=0, Ct=0 Int=0Tur 0-0, Mag=30-10, Str=20-10, SB=0

KENT CLASS CRUISER                              FILE: KE
(magazine protection good, but light side plating vulnerable)
31 Knots, 590ft x 69ft, 1 A/C, 25.7 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1800
ARMOUR (x10): Belt=10, Deck=15, BB=0, CT=10 Int=0Tur 10-10, Mag=40-10, Str=10-10, SB=0

LONDON CLASS CRUISER                            FILE: LO
(improved Kent)
32 Knots, 591ft x 69ft, 1 A/C, 25 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1800
ARMOUR (x10): Belt=33, Deck=15, BB=0, CT=10 Int=0Tur 10-15, Mag=40-15, Str=10-10, SB=0

NORFOLK CLASS CRUISER                           FILE: NK
(improved London with better turrets and ammo supply system)
32 Knots, 591ft x 69ft, 0 A/C, 25 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1800
ARMOUR (x10): Belt=35, Deck=15, BB=10, CT=10 Int-0Tur 10-10, Mag=40-15, Str=10-10, SB=0

EXETER CLASS CRUISER                            FILE: EX
(useful to show the flag)
32 Knots, 575ft x 59ft, 2 A/C, 16.78 Pts, 4 Dir
ARMAMENT:MAIN: 3/6-8in/SEC: 4-4in// 6-0 Torps//
AMMO:MAIN: F 600 A 300 M 0 //SB 800
ARMOUR (x10): Belt=30, Deck=15, BB=0, CT=30 Int=0Tur 10-10, Mag=40-15, Str=0-0, SB=0

LEANDER CLASS CRUISER                           FILE: LR
(Poor ammunition supply limited main battery rate of fire)
32 Knots, 575ft x 59ft, 2 A/C, 14.4 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-6in/SEC: 8-4in// 8-0 Torps//
AMMO:MAIN: F 800 A 800 M 0 //SB 800
ARMOUR (x10): Belt=40, Deck=13, BB=10, CT=10 Int=0Tur 10-10, Mag=35-20, Str=15-15, SB=0

ARETHUSA CLASS CRUISER                          FILE: AR
(smallest possible useful cruiser, outclassed by many DDs)
32 Knots, 500ft x 51ft, 1 A/C, 10.54 Pts, 4 Dir
ARMAMENT:MAIN: 3/6-6in/SEC: 4-4in// 6-0 Torps//
AMMO:MAIN: F 800 A 400 M 0 //SB 800
ARMOUR (x10): Belt=23, Deck=10, BB=10, CT=0 Int=0Tur 10-10, Mag=30-10, Str=0-10, SB=0

SoutHAMPTON CLASS CRUISER                       FILE: SN
(Balanced design with good war record)
32 Knots. 580ft x 62ft, 3 A/C, 20.24 Pts, 4 Dir
ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
ARMOUR (x10): Belt=45, Deck=13, BB=20, CT=40 Int=0Tur 10-10, Mag=45-20, Str=15-15, SB=0

EDINBURGH CLASS CRUISER                          FILE: EG
(improved Southampton, but MB guns still hand rammed!)
32 Knots, 612ft x 63ft, 3 A/C, 21.24 Pts, 4 Dir
ARMAMENT:MAIN: 4/12-6in/SEC: 12-4in// 6-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
ARMOUR (x10): Belt=45, Deck=20, BB=20, CT=40 Int=0Tur 40-20, Mag=45-30, Str=0-20, SB=0

DIDO CLASS CRUISER                              FILE: DI
(very effective anti-aircraft cruiser)
33 Knots, 512ft x 51ft, 0 A/C, 10.9 Pts, 2 Dir
ARMAMENT:MAIN: 5/10-5.2in// 6-0 Torps//
AMMO:MAIN: F 1800 A 1200 M 0
ARMOUR (x10): Belt=30, Deck=10, BB=10, CT=10 Int=0Tur 5-5, Mag=20-20, Str=0-10, SB=0

FIJI CLASS CRUISER                              FILE: FJ
(Improved Edinburgh, fragile - one was sunk by 1 bomb hit)
33 Knots, 555ft x 62ft, 3 A/C, 21.1 Pts, 4 Dir
ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400
ARMOUR (x10): Belt=33, Deck=20, BB=10, CT=40 Int=0Tur 20-10, Mag=33-20, Str=0-13, SB=0

ABDIEL CLASS CRUISER-MINELAYER                  FILE: AB
34 Knots, 400ft x 40ft, 0 A/C, 8 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-4in////
AMMO:MAIN: F 800 A 400 M 1
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

DESTROYERS

VW-DDs CLASS DESTROYER                          FILE: VC
(Robust WWI era design, excellent war record)
30 Knots, 310ft x 29ft, 0 A/C, 2.85 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4in/SEC: 2-.8in// 6-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 250
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

AB-DDs CLASS DESTROYER                          FILE: BC
32 Knots, 320ft x 35ft, 0 A/C, 3.53 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4.7in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

CDEF-DDs CLASS DESTROYER                        FILE: CC
32 Knots, 320ft x 35ft, 0 A/C, 3.78 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

GHI-DD CLASS DESTROYER                          FILE: GH
32 Knots, 320ft x 35ft, 0 A/C, 3.71 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps//
AMMO:MAIN: F 500 A 500 M 0 //SB 1000

TRIBAL CLASS DESTROYER                          FILE: TC
33 Knots, 360ft x 36ft, 0 A/C, 5.04 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-4.7in/SEC: 10-.8in// 4-0 Torps//
AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

JKLMN CLASS DESTROYER                           FILE: JK
32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-4.7in/SEC: 14-.8in// 10-0 Torps//
AMMO:MAIN: F 1200 A 600 M 0 //SB 3000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

STUVWZ CLASS DESTROYER                          FILE: SZ
32 Knots, 360ft x 36ft, 0 A/C, 5.06 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4.7in/SEC: 14-.8in// 8-0 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 4000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

O-DD CLASS DESTROYER                            FILE: OC
33 Knots, 345ft x 36ft, 0 A/C, 4.44 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-4in/SEC: 6-.8in// 8-0 Torps//
AMMO:MAIN: F 800 A 800 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FLOWER CLASS DESTROYER                          FILE: FR
16 Knots, 190ft x 19ft, 0 A/C, 2.32 Pts, 0 Dir
ARMAMENT:MAIN: 1/1-4in////
AMMO:MAIN: F 100 A 0 M 0 //SB 150
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

HUNT CLASS DESTROYER                            FILE: HT
26 Knots, 264ft x 29ft, 0 A/C, 2.41 Pts, 1 Dir
ARMAMENT:MAIN: 2/4-4in/SEC: 6-.8in////
AMMO:MAIN: F 400 A 400 M 0 //SB 2000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

L-4inch CLASS DESTROYER                         FILE: L4
(L class DD with 4 AA guns)
32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir
ARMAMENT:MAIN: 4/8-4in/SEC: 14-.8in// 10-0 Torps//
AMMO:MAIN: F 1600 A 1600 M 0 //SB 3000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FRANCE

BATTLESHIPS

COURBET CLASS BATTLESHIP                        FILE: CT
(WWI era, very poor underwater protection)
20 Knots, 536ft x 87ft, 0 A/C, 36.7 Pts, 4 Dir
ARMAMENT:MAIN: 6/12-12in/SEC: 22-5.5in////
AMMO:MAIN: F 400 A 400 M 400 //SB 3300
ARMOUR (x10): Belt=106, Deck=32, BB=110, CT=118 Int=16Tur 114-39, Mag=134-52, Str=10-10, SB=71

BRETAGNE CLASS BATTLESHIP                       FILE: BT
(WWI era, poor underwater protection)
20 Knots, 533ft x 87ft, 3 A/C 43 Pts, 8 Dir
ARMAMENT:MAIN: 5/10-13.4in/SEC: 14-5.5in/TER 8-3in////
AMMO:MAIN: F 400 A 400 M 200 //SB 3400//2400
ARMOUR (x10): Belt=106, Deck=27, BB=98, CT=124 Int=18Tur 98-28, Mag=107-45, Str=63-33, SB=31

NORMANDI CLASS BATTLESHIP                       FILE: ND
(post-WWI design, never built.  Quad turrets)
20 Knots, 554ft x 88ft, 0 A/C, 43 Pts, 8 Dir
ARMAMENT:MAIN: 3/12-13.4in/SEC: 24-5.5in// 6-18 Torps//AMMO:MAIN: F 400 A 400 M 400 //SB 4800
ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19Tur 134-39, Mag=118-39, Str=63-33, SB=47

LYON CLASS BATTLESHIP                           FILE: LY
(designed only.  Heavy battery in quad turrets)
23 Knots, 617ft x 94ft, 0 A/C, 45.1 Pts, 8 Dir
ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in// 6-18 Torps//
AMMO:MAIN: F 400 A 800 M 400 //SB 4800
ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19Tur 134-39, Mag=118-39, Str=63-33, SB=47

DUNKeRQUE CLASS BATTLESHIP                      FILE: DK
(unusual design, 2 quad turrets forward)29 Knots, 686ft x 102ft, 2 A/C, 46.5 Pts, 6 Dir
ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in////
AMMO:MAIN: F 400 A 400 M 0 //SB 7865
ARMOUR (x10): Belt=5, Deck=51, BB=136, Ct=105 Int=102Tur 130-59, Mag=102-51, Str=10-10, SB=35

RICHeLIEU CLASS BATTLESHIP                      FILE: RU
(2 quad turrets forward, better protection than Dunkerque)
30 Knots, 794ft x 108ft, 3 A/C, 57.9 Pts, 6 Dir
ARMAMENT:MAIN: 2/8-15in/SEC: 10-3.9in////
AMMO:MAIN: F 416 A 416 M 0 //SB 2800//TB 6500
ARMOUR (x10):Belt=5, Deck=59, BB=159, CT=134 Int=176Tur 170-77, Mag=176-75, Str=10-10, SB=50

CRUISERS

TROUIN CLASS CRUISER                            FILE: TI
(light protection makes this ship vulnerable to DD fire)
33 Knots, 575ft x 56ft, 2 A/C, 15.2 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-6.1in/SEC: 4-3in// 12-0 Torps//
AMMO:MAIN: F 600 A 600 M 0 //SB 800
ARMOUR (x10): Belt=0, Deck=8, BB=0, CT=10 Int=0Tur 10-10, Mag=10-10, Str=10-10, SB=0

DUQUESNE CLASS CRUISER                          FILE: DQ
(build on TROUIN pattern, upgunned to 8 main battery)
33 Knots, 625ft x 62ft, 2 A/C, 21.4 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-3in// 6-0 Torps//
AMMO:MAIN: F 400 A 400 M 0 //SB 1600
ARMOUR (x10): Belt=10, Deck=0, BB=0, CT=10 Int=0Tur 10-10, Mag=10-10, Str=10-10, SB=0

SUFFREN CLASS CRUISER                           FILE: SF
(Duquesnes, trading 2 knots for better protection)
31 Knots, 606ft x 64ft, 2 A/C, 21 Pts, 4 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 8-3.5in// 12-0 Torps//
AMMO:MAIN: F 400 A 400 M 0 //SB 1600
ARMOUR (x10): Belt=0, Deck=10, BB=10, CT=110 Int=23Tur 10-10, Mag=23-22, Str=22-22, SB=0

ALGERIE CLASS CRUISER                           FILE: AE
(good fundamental design)
31 Knots, 590ft x 65ft, 3 A/C, 21.1 Pts, 6 Dir
ARMAMENT:MAIN: 4/8-8in/SEC: 12-3.9in// 6-0 Torps//
AMMO:MAIN: F 400 A 400 M 0 //SB 3000
ARMOUR (x10): Belt=48, Deck=30, Bb=38, CT=38 Int=0Tur 38-28, Mag=48-30, Str=38-30, SB=0

BERTIN CLASS CRUISER                            FILE: BQ
(DD squadron flagship.  Fast, poor sec bty arrangement)
34 Knots, 548ft x 53ft, 2 A/C, 11.1 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-6in/SEC: 4-3.5in// 6-0 Torps//
AMMO:MAIN: F 900 A 450 M 0 //SB 800
ARMOUR (x10): Belt=0, Deck=10, BB=0, CT=10 Int=0 Tur 5-5, Mag=10-10, Str=0-0, SB=0

GALISeONnieRe CLASS CRUISER                     FILE: GE
(improved Bertin, with better protection)
32 Knots, 564ft x 57ft, 4 A/C, 16 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-6in/SEC: 8-3.5in// 4-0 Torps//
AMMO:MAIN: F 900 A 450 M 0 //SB 3000
ARMOUR (x10): Belt=40, Deck=15, BB=40, CT=38 Int=0Tur 40-20, Mag=40-15, Str=0-0, SB=0

DESTROYERS

CHACAL CLASS DESTROYER                          FILE: CQ
(main battery ROF slow)
34 Knots, 393ft x 37ft, 0 A/C, 4.25 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 6-0 Torps//
AMMO:MAIN: F 280 A 280 M 0 //SB 600
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

GEOPARD CLASS DESTROYER                         FILE: GD
(poor fire control and ROF limits effectiveness beyond 13K)
36 Knots, 404ft x 38ft, 0 A/C, 4.87 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps//
AMMO:MAIN: F 280 A 280 M 140 //SB 2400
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

AIGLE CLASS DESTROYER                           FILE: AI
(also Vauquelin class.  Better main battery)
37 Knots, 402ft x 39ft, 0 A/C, 4.88 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 1-0 Torps//
AMMO:MAIN: F 280 A 280 M 140 //SB 2400
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

FANTaSQUE CLASS DESTROYER                       FILE: FQ
(excellent general-purpose design)
37 Knots, 402ft x 39ft, 0 A/C, 5.01 Pts, 1 Dir
ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps//
AMMO:MAIN: F 280 A 280 M 140 //SB 2400
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MOGADOR CLASS DESTROYER                         FILE: MR
(excellent design, but unreliable main battery mounts)
39 Knots, 430ft x 45ft, 0 A/C, 5.77 Pts, 2 Dir
ARMAMENT:MAIN: 4/8-5.5in/SEC: 4-.8in// 10-0 Torps//
AMMO:MAIN: F 560 A 569 M 0 //SB 2400
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

BOURSQUE CLASS DESTROYER                        FILE: BO
(a disappointment)
30 Knots, 327ft x 32ft, 0 A/C, 2.64 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps//
AMMO:MAIN: F 250 A 250 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

LADROIT CLASS DESTROYER                        FILE: LA
32 Knots, 331ft x 32ft, 0 A/C, 2.76 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps//
AMMO:MAIN: F 250 A 250 M 0 //SB 1000
ARMOUR (x10) Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

LE_HARDI CLASS DESTROYER                        FILE: LH
35 Knots, 366ft x 36ft, 0 A/C, 3.54 Pts, 1 Dir
ARMAMENT:MAIN: 3/6-5.1in/SEC: 2-.8in// 7-0 Torps//
AMMO:MAIN: F 250 A 400 M 0 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

MELPOMENe CLASS TORPEDO BOAT                    FILE: MP.SHP
34 Knots, 250ft x 26ft, 0 A/C, 1.36 Pts, 0 Dir
ARMAMENT:MAIN: 2/2-3.9in// 2-0 Torps//
AMMO:MAIN: F 0 A 100 M 100
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

RUSSIA

BATTLESHIPS

GANGUT CLASS BATTLESHIP                         FILE: GT
(dreadful, unlivable, unsanitary, death trap)
23 Knots, 588ft x 81ft, 2 A/C, 31.25 Pts, 4 Dir
ARMAMENT:MAIN: 4/12-12in/SEC: 12-4.7in////
AMMO:MAIN: F 300 A 300 M 600 //SB 1800
ARMOUR (x10): Belt=88, Deck=14, BB=80, CT=100 Int=20Tur 100-50, Mag=178-14, Str=10-10, SB=49

SoVyetskly_SOYUZ CLASS BATTLESHIP               FILE: SV
(inspired by Italian designs, possibly improved, not launched)
30 Knots, 851ft x 129ft, 3 A/C, 59.7 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-16in/SEC:12-5.1in////
AMMO:MAIN: F 600 A 300 M 0 //SB 2400
ARMOUR (x10): Belt=130, Deck=60, BB=130, CT=180 Int=10Tur 130-60, Mag=130-60, Str=50-20, SB=10

KRONShTaDT CLASS BATTLESHIP                     FILE: KH
(inspired by Scharnhorst, laid down but not completed)
33 Knots, 817ft x 103ft, 4 A/C, 50.5 Pts, 8 Dir
ARMAMENT:MAIN: 3/9-12in/SEC: 8-5.9in/TER: 8-3.9in//// AMMO:MAIN: F 600 A 300 M 0 //SB 1200//TB 1600
ARMOUR (x10): Belt=90, Deck=35, BB=90, CT=90 Int=0Tur 90-35, Mag=90-35, Str=45-18, SB=5

CRUISERS

PROFINTeRN CLASS CRUISER                        FILE: PN
(WWI hold-over)
22 Knots, 507ft x 50ft, 1 A/C, 9.4 Pts, 4 Dir
ARMAMENT:MAIN: 8/15-5.1in/SEC: 6-3.9in// 6-0 Torps//
AMMO:MAIN: F 300 A 500 M 700 //SB 1200
ARMOUR (x10): Belt=30, Deck=10, BB=18, CT=30 Int=0Tur 18-18, Mag=30-10, Str=15-5, SB=0

Krasnyi_KAVKAZ CLASS CRUISER                    FILE: KK
(4 guns in single mounts - not a lot of punch)
29 Knots, 551ft x 51ft, 0 A/C, 15.1 Pts, 4 Dir
ARMAMENT:MAIN: 4/4-7.1in/SEC: 6-3.9in// 12-0 Torps//
AMMO:MAIN: F 200 A 200 M 0 //SB 1200
ARMOUR (x10): Belt=30, Deck=10, BB=30, CT=30 Int=0Tur 30-15, Mag=30-15, Str=0-0, SB=0

KIROV CLASS CRUISER                             FILE: KV
(Italian inspired with strengthened hull.  Serviceable)
34 Knots, 584ft x 58ft, 1 A/C, 15.1 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps//
AMMO:MAIN: F 600 A 300 M 0 //SB 1200
ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0Tur 30-20, Mag=30-20, Str=0-0, SB=0

Maxim_GORKIY CLASS CRUISER                      FILE: GY
(Variation on Kirov)
35 Knots, 626ft x 58ft, 2 A/C, 16.6 Pts, 4 Dir
ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps//
AMMO:MAIN: F 600 A 300 M 0 //SB 1200
ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0Tur 30-20, Mag=30-20, Str=0-0, SB=0

CHAPAYEV CLASS CRUISER                          FILE: CV
(compares unfavourably with Clevelands on same tonnage)
34 Knots, 659ft x 65ft, 2 A/C, 21.1 Pts, 4 Dir
ARMAMENT:MAIN: 4/12-5.9in/SEC: 8-3.9in// 6-0 Torps//
AMMO:MAIN: F 900 A 900 M 0 //SB 1600
ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0Tur 30-20, Mag=30-20, Str=0-0, SB=0

DESTROYERS

LENINGRaD CLASS DESTROYER                       FILE: LD
34 Knots, 418ft x 39ft, 0 A/C, 5.2 Pts, 2 Dir
ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 8-0 Torps//
AMMO:MAIN: F 200 A 200 M 100 //SB 200
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

TASHKENT CLASS DESTROYER                        FILE: TK
(Blue Beauty, Italian design, good)
32 Knots, 459ft x 45ft, 0 A/C, 5.2 Pts, 2 Dir
ARMAMENT:MAIN: 3/6-5.1in/SEC: 6-.8in// 9-0 Torps//
AMMO:MAIN: F 600 A 300 M 0 //SB 1500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

GNEVNYI CLASS DESTROYER                         FILE: GI
32 Knots, 371ft x 23ft, 0 A/C, 3.1 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps//
AMMO:MAIN: F 200 A 200 M 300 //SB 1000
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

STOROZheVol CLASS DESTROYER                     FILE: SI
32 Knots, 370ft x 33ft, 0 A/C, 4.3 Pts, 1 Dir
ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps//
AMMO:MAIN: F 200 A 200 M 300 //SB 500
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

OPYTYI CLASS DESTROYER                          FILE: OI
39 Knots, 387ft x 38ft, 0 A/C, 3.06 Pts, 1 Dir
ARMAMENT:MAIN: 3/3-5.1in/SEC: 4-.8in// 6-0 Torps//
AMMO:MAIN: F 150 A 300 M 0 //SB 1300
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0

OGNEVOI CLASS CRUISER                           FILE: OG
36 Knots, 383ft x 36ft, 0 A/C, 4.51 Pts, 2 Dir
ARMAMENT:MAIN: 2/4-5.1in/SEC: 2-3in// 6-0 Torps//
AMMO:MAIN: F 280 A 280 M 0 //SB 300
ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0Tur 0-0, Mag=0-0, Str=0-0, SB=0
